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Friday, 26 February 2010

Updater Design Decisions

Posted on 05:16 by Unknown
My blog postings have been a little thin - but not because nothing is going on. Rather it's a combination of working on next-gen stuff that is still in heavy development, travel, and (perhaps due to the travel, perhaps due to lack of sleep, or perhaps due to certain forms of Brandy brought on site by a certain British developer who won't be named, but whose handle on the org starts with a P and rhymes with "Cropsman", cough, cough) a minor fever that I've just about recovered from.

A user asked me about the design of the X-Plane updater - so this post is only going to be of interest to the few authors out there who are creating installers for their add-ons and need to update. We try to keep the file formats for X-Plane simple, e.g. "this one folder is your airplane", so that if you don't make an installer, the user won't be overwhelmed with a complex unpack-and-install routine. But if you do need to install or update, well, here's what we were thinking when we developed our installer.

We had a few needs for our installer:
  • It had to be cross-platform to Mac, Windows and Linux.
  • It had to update existing products as well as install new ones.
  • The updates had to be minimal deltas, e.g. a demo can be 600 MB but an update should only be the 30 MB of files that really changed.
  • We wanted the updater to do delta updates from any old version. (Some update systems require installing a number of patches in sequence. We have users who buy the DVD and then update a year later; we wanted to let them update in one shot.)
  • Building the patches had to be really, really fast. We use our updater to publish our betas. So while X-Plane probably has 2-3 major patches in a single year and maybe 5 or 6 bug fix patches, we will (due to betas) cut perhaps 100 or more actual "updates".
  • On that last point, cutting separate updates by platform was a deal breaker, as it would triple the number of updates we had to cut. Having a demo install and an update be the same on the server was a big win.
Some of those needs are pretty specific to Laminar Research, but some might apply to a third party. There are commercial installers that will let you generate patches. If you don't generate a lot of patches, you can probably use existing tools - basically you'll spend a lot less time up front (since the tool set exists) but you might spend more time in the long run cutting separate patches by OS.

One of the first things we decided was to not use server-side technology or special protocol. That is, we don't need any kind of smart servers to run the updater - the updates are just files hosted over HTTP on standard rented or owned apache servers. All of the work is done in the client. We did this for a few reasons:
  • It lets us throw up the install anywhere - we don't have complex needs for what's on the server. Virtually any server will do. (As the company has grown, our server needs have grown too, so this is less of a concern now, but back then we had fewer servers in service, and were buying less overall server capacity.) If a server goes down, we can press another one into service about as quickly as we can move the file set to the server.
  • We're not server programmers. Coding the installer/updater on the client side let us leverage existing company technology, etc.
Here's what we came up with. The basic idea of the installer is very simple. Note that since the installer uses HTTP files, you can "watch" the installer simply by downloading the files that it downloads.
  1. First the installer goes to a master server and gets a "version list", which tells it what it's going to actually get and what (multiple) mirrors are available. This one master file is the only file that must be hosted at X-Plane.com, and it allows us to change a very small file to press mirrors into service.
  2. Installs and updates are actually the same to us - it's a set of files that the user should have once the install or update finishes. This starts with a file directory that lists every file (by path) that needs to be downloaded, as well as its MD5 signature.
  3. The directory also contains the MD5 of every old version of any file in the version, and lists files that have to be deleted to update the version (e.g. the file panel.png used to have MD5 signature 2934b..23abc2 but is now removed).
  4. The client, once armed with the file directory, can now download all files in the directory (install) or compare the existing files on disk to the directory by MD5 and only download changes.
  5. Individual files are on the server in zip form for download and decompression.
That's pretty much it - you could write an installer in a scripting language using a tool like CURL or WGET - it wouldn't be very complex because the installer is really just a clever, painted download+unzip tool.

Dealing With Modified Files

There is a bit of complexity in this design that you might not need for a third party installer: handling modified files. Note that the directory contains the MD5 not only of the current version of the file (to detect when no update is needed and save bandwidth) but also to see when the user has modified a file that is "managed" by X-Plane.

Before the installer overwrites/deletes a file that you own, it compares the file's MD5 to the entire known list of MD5s for the entire version. If this file doesn't match a known old version, it puts up the warning dialog box that you have modified a file that is about to be overwritten.

While we recommend that add-ons use scenery packs and other "safe" ways to customize the sim, this helps detect when a user has gone in and edited the cloud textures in Photoshop, and prevents us from overwriting them without warning.
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