VB.NET, Need a little help
VB.NET, Need a little help
Well, im wanting to make a steam-like application (www.steampowered.com) where you log in on an account stored in a Database (MySql im sure) and if theres an update out for your program it downloads it and updates the program. Any idea how there retreiving from another app if theres a later version out? maybe XML?, So long story short i want to make a program with an account you log into and a live update system. Also a GUI would be nice since VB's default is very ugly .
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- cyber messiah
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Do you mean where they are providing updates from? like extracting it from newer version or something.
well i dont know much about how that site works but most probably they are using the patches and updates from manufacturer or other third parties which code their own mods, like bots, more maps, character.
Chances are that they may be directly asking the companies for patches maybe some sort of deal.
But whatever it is its very unlikely that they provide the upgrades after ripping newer features from new versions.
well i dont know much about how that site works but most probably they are using the patches and updates from manufacturer or other third parties which code their own mods, like bots, more maps, character.
Chances are that they may be directly asking the companies for patches maybe some sort of deal.
But whatever it is its very unlikely that they provide the upgrades after ripping newer features from new versions.
No i mean how is the client asking the server if there's a new version out? Are they using WinSock and XML? or is it something differnt like sending a packet to the server with a certain code so it knows that the client is requesting a version, then when it says 'Your outdated' it downloads an update for the client.
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- cyber messiah
- Posts: 1201
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- Location: 127.0.0.1
Well internet is a network based on TCP/IP protocol, and every game's version has its signature, there is another application level protocol that works on top of TCP/IP, by application protocol i mean that its defined within the game, so like if i design a game and want to make it playble online i would code it that way that whenever it connects it sends some info or 'signature' you may call it,
let's say i made a game and whenever it connects it sends to server a few things, the name of the game, the version and any other info which may be useful, and all this still works on top of TCP/IP.
So in your case what you will be looking for is to design an application server side which can read and process that, i am not into game development so cant provide you exact details, also if all games follow a standard rule(probably they do) you can make a simple application which can accept that.
Winsock and all are just a way of implementing it, which can be done by unix sockets as well.
If you are really interested you might wanna look code of some open source games, and i guess source of infamous Quake3 is also available.
If i was you i would have hosted a game server with any good packet sniffer, i would connect the client side and analyze the packets.That will help you understand the protocol much better.
Well it may seem a little difficult but its interesting, if you dedicate yourself you would be able to do it.(i dunno maybe thats a piece of cake for you)
This is very interesting so do tell me how you plan to do it.
Anyway there are more possibilities, (like debugging the whole thing) but i dont wanna get that deep.
I got a lot of things to do already otherwise i'd have loved to help you
let's say i made a game and whenever it connects it sends to server a few things, the name of the game, the version and any other info which may be useful, and all this still works on top of TCP/IP.
So in your case what you will be looking for is to design an application server side which can read and process that, i am not into game development so cant provide you exact details, also if all games follow a standard rule(probably they do) you can make a simple application which can accept that.
Winsock and all are just a way of implementing it, which can be done by unix sockets as well.
If you are really interested you might wanna look code of some open source games, and i guess source of infamous Quake3 is also available.
If i was you i would have hosted a game server with any good packet sniffer, i would connect the client side and analyze the packets.That will help you understand the protocol much better.
Well it may seem a little difficult but its interesting, if you dedicate yourself you would be able to do it.(i dunno maybe thats a piece of cake for you)
This is very interesting so do tell me how you plan to do it.
Anyway there are more possibilities, (like debugging the whole thing) but i dont wanna get that deep.
I got a lot of things to do already otherwise i'd have loved to help you
Hi
Hi If I'm correct your wondering the protocol a VB.net feature uses to update the application if a new one is published by the company. I believe I remember reading something online about that I will look into it further shortly for you
ClickOnce
The VB.net 2005 feature known as ClickOnce from a quick search leads me to believe it uses an HTTP Protocol to update the app
Winsock from what I understand is the windows low level socket protocol it could be used with HTTP
Anyway good luck with that
Cheers
Maboroshi
Winsock from what I understand is the windows low level socket protocol it could be used with HTTP
Anyway good luck with that
Cheers
Maboroshi
Thank's guys, will defeantly look into click once. Here's how I was planning todo this, ive worked with Client/Server and Winsock before so its not all that new to me. I was going to send some packets to the server app requesting a connect, then when it connects it sends a message back to the client with a window 'Connected ...' or something. Then i will exchange information so that the program can prompt the client if it wants to update to the new version, and along with some release notes for the version in a text box on the prompt window. So the packets ill send when im connected are, v=version,d=date,lu=last updated. And if im under the version number (lets say for example 1.01 and my app is 1.0 then the server responds the update request. Thats sort of a sketchy way of explaining it but im sure ill find a way to do all this using some basic TCP/IP.