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Allow users to add webhooks to auto-update the Asset Library records for releases. #195
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This is a good idea, but how would it play with a changelog system? I've been planning to add version history support, where each version can have its own release notes. |
Hmm. Well, you could 1) fetch release notes from the foreign API if it supports it (GitHub has a title and description for releases for example) or, if it doesn't support that, then 2) you could establish a convention of users maintaining a CHANGELOG.md file or something, that way the data can be pulled directly from the repository. 3) In the event that they don't have one of these files, then you could create a stubbed barebones string for the changelog field in the version history data and users could update it later on, without needing to submit a whole new version to the Asset Library. How does that sound? |
@willnationsdev Sounds good to me 🙂 |
@Calinou Out of curiosity, how are things coming with the version history stuff? One of my friends said he was interested in helping out with that. Do you already have a WIP implementation? If not, is there anything he would need to know / gain access to in order to get started with refactoring the backend API / front-end GUI, etc.? |
@willnationsdev The WIP reimplementation is at Calinou/godot-asset-library-laravel, but note that I'm not looking for code-related help yet. My current focus is on exposing a 100% backwards-compatible API at first, so that it works with the current Godot editor versions. Once this is done, we can look at exposing more data in an incompatible way in a Also, if we are to source release notes directly from a The same goes for sourcing the asset description from the repository's |
What if users could configure the Godot Asset Library to auto-insert the tag as the version string? That is, assuming the commit/tag field doesn't match the format of a commit hash.
cc @Austinmack-dev. So he says. I guess you'll have to tackle one of the other things I brought up in godotengine/godot-proposals#142. We're basically stuck not doing anything but peripheral stuff until #143 and the "dependency management" decisions get worked out. No one seems to be talking about them much though. Anyway, that's all off-topic to this Issue. :-P |
I plan to do this too. Inferring as many values as possible is a good idea to decrease the amount of effort required for asset submitters 🙂 |
There's a GitHub action that can be used to automatically send edits for new commits: https://github.com/deep-entertainment/godot-asset-lib-action However, please only send edits for tagged releases, not development versions (as those edits currently have to be approved manually by our small moderation team). |
On GitHub (and perhaps on others? I don't know), I am able to define a webhook that initiates a workflow whenever a repository of mine has a new release. I am wondering if it would be possible to have these releases automatically update the associated commit/tag used by the Asset Library API to fetch the data.
On the upside, it would mean that I can configure the "version" of my asset in a one-and-done fashion. No need to update the info in multiple places.
On the downside, I am aware that it is the repository's owner who configures under what conditions the webhook triggers a workflow. If they set it to anything other than "Releases", then it could submit an unreasonable number of version/asset modifications to the AssetLibrary (you would definitely need #143).
If we don't have any ability to control the flow though, I don't know if we would want to do this. I just don't know the specifics of what can be controlled on the receiving end of webhooks, so maybe it's not as bad as I think it could be? Thoughts?
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