It's still a bit slow to just upload one post. The problem is that I have to get the list of all the blog entries to see if you're doing an update or a new post. Getting the list is slow because I can only get 25 at a time and I have to get 25, follow the next page link, wash rinse repeat. Just getting the list of all the posts takes something like 10 seconds. I guess if I was confident that my local disk cache of the posts was accurate, then I could just use the local cache and skip that completely, but I'm trying to be extra safe for now.
Speaking of extra safety, it's something I'm a little worried about in Oodle. The issue arises with "baked" content and original file syncing, and different versions of the game, different versions of the baker, and different versions of the original file. There are a huge host of possible problems.
The basic bad situation goes like this :
Artist updates a file on their machine Oodle does an automatic local Bake of that file to get it in the game They see the file in the game and are happy At the same time, a server is running an auto-bake of the whole game using an older rev of the source file The server checks in the bundles from the older file, but the bundle itself from the server is newer Artist sync to the server, the newer bundle comes down The game prefers the newer bundle, and the artist no longer sees their editThe fix is for the bundles to track a lot of information about how they there made. The mod time of the files they were made from, maybe the Perforce revision #, who made them, what version of the code made them, etc. The disadvantage is that I can't be minimal about loading bundles then, I have to just go ahead and load all of them to look inside and who's got the newest version of everything.
I think during development it's better to be safe and have a slightly slower load that does scan everything and give you the best content.