Correct SHA generation for custom patcher objects?


#1

Hello - I am wondering what is the correct approach to assign SHA's in the object code so the patcher is happy?

Before I would simply type some random characters to replace characters in an SHA of a default object I would be editing, but the current version of the app is giving me some kind of errors when scanning the object in the folder.

search path : objects
Incorrect sha hash detected for object: C:\Program Files (x86)\Axoloti\app\objects\math\wrapGC.axo its implementation does not match its signature. Correct SHA hash would be 2b43a7d49d2d414bda90716174519b00f8e26515
Incorrect sha hash detected for object: C:\Program Files (x86)\Axoloti\app\objects\math\wrapGC.axo its implementation does not match its signature. Correct SHA hash would be c2e421acac3373d19e522d5e54e3b8d6cf415eb2
finished loading objects

*edit: I used the 2 SHA's that the app suggested IN THE CORRECT PLACES of the object code.
Sorry, didn't notice where it wanted me to put them at first.

I answered my own question - the app suggests correct SHA to use.

What is the upgrade SHA though?

< upgradeSha > e59f5a52c5966bbd4a924a17b6720480cdd99486 < /upgradeSha >


#2

Yeah, we will probably have some tools to help create SHA etc.

UpgradeSHA , this is the original SHA used for the object when you upgrade.

basically, if you update an object it will get a new SHA, but if you now load an old patch it needs to know to load the original object... so basically its a hook to let the patcher know the object has been upgraded from another object.

its not a mandatory fields, so you can just remove it.


#3

thanks for the explanation. all clear!