summaryrefslogtreecommitdiff
path: root/docs/mod-build-config.md
diff options
context:
space:
mode:
authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-07-06 01:04:05 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-09-14 18:43:59 -0400
commit1dde811c36c2d03c17df4d09d978907bbd608787 (patch)
treeccafc0de2056834125c33c557926d93130cb28ab /docs/mod-build-config.md
parenta352b1101c4f884c2248da853d47277d534dfbe4 (diff)
downloadSMAPI-1dde811c36c2d03c17df4d09d978907bbd608787.tar.gz
SMAPI-1dde811c36c2d03c17df4d09d978907bbd608787.tar.bz2
SMAPI-1dde811c36c2d03c17df4d09d978907bbd608787.zip
group technical docs, add general shortcut for mod build package docs (#651)
Diffstat (limited to 'docs/mod-build-config.md')
-rw-r--r--docs/mod-build-config.md369
1 files changed, 0 insertions, 369 deletions
diff --git a/docs/mod-build-config.md b/docs/mod-build-config.md
deleted file mode 100644
index 6c8ea2fa..00000000
--- a/docs/mod-build-config.md
+++ /dev/null
@@ -1,369 +0,0 @@
-The **mod build package** is an open-source NuGet package which automates the MSBuild configuration
-for SMAPI mods and related tools. The package is fully compatible with Linux, Mac, and Windows.
-
-## Contents
-* [Use](#use)
-* [Features](#features)
- * [Detect game path](#detect-game-path)
- * [Add assembly references](#add-assembly-references)
- * [Copy files into the `Mods` folder and create release zip](#copy-files-into-the-mods-folder-and-create-release-zip)
- * [Launch or debug game](#launch-or-debug-game)
- * [Preconfigure common settings](#preconfigure-common-settings)
- * [Add code warnings](#add-code-warnings)
-* [Code warnings](#code-warnings)
-* [Special cases](#special-cases)
- * [Custom game path](#custom-game-path)
- * [Non-mod projects](#non-mod-projects)
-* [For SMAPI developers](#for-smapi-developers)
-* [Release notes](#release-notes)
-
-## Use
-1. Create an empty library project.
-2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
-3. [Write your code](https://stardewvalleywiki.com/Modding:Creating_a_SMAPI_mod).
-4. Compile on any platform.
-5. Run the game to play with your mod.
-
-## Features
-The package automatically makes the changes listed below. In some cases you can configure how it
-works by editing your mod's `.csproj` file, and adding the given properties between the first
-`<PropertyGroup>` and `</PropertyGroup>` tags.
-
-### Detect game path
-The package finds your game folder by scanning the default install paths and Windows registry. It
-adds two MSBuild properties for use in your `.csproj` file if needed:
-
-property | description
--------- | -----------
-`$(GamePath)` | The absolute path to the detected game folder.
-`$(GameExecutableName)` | The game's executable name for the current OS (`Stardew Valley` on Windows, or `StardewValley` on Linux/Mac).
-
-If you get a build error saying it can't find your game, see [_set the game path_](#set-the-game-path).
-
-### Add assembly references
-The package adds assembly references to SMAPI, Stardew Valley, xTile, and MonoGame (Linux/Mac) or XNA
-Framework (Windows). It automatically adjusts depending on which OS you're compiling it on.
-
-The assemblies aren't copied to the build output, since mods loaded by SMAPI won't need them. For
-non-mod projects like unit tests, you can set this property:
-```xml
-<CopyModReferencesToBuildOutput>true</CopyModReferencesToBuildOutput>
-```
-
-If your mod uses [Harmony](https://github.com/pardeike/Harmony) (not recommended for most mods),
-the package can add a reference to SMAPI's Harmony DLL for you:
-```xml
-<EnableHarmony>true</EnableHarmony>
-```
-
-### Copy files into the `Mods` folder and create release zip
-<dl>
-<dt>Files considered part of your mod</dt>
-<dd>
-
-These files are selected by default: `manifest.json`,
-[`i18n` files](https://stardewvalleywiki.com/Modding:Translations) (if any), the `assets` folder
-(if any), and all files in the build output. You can select custom files by [adding them to the
-build output](https://stackoverflow.com/a/10828462/262123). (If your project references another mod,
-make sure the reference is [_not_ marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx).)
-
-You can deselect a file by removing it from the build output. For a default file, you can set the
-property below to a comma-delimited list of regex patterns to ignore. For crossplatform
-compatibility, you should replace path delimiters with `[/\\]`.
-
-```xml
-<IgnoreModFilePatterns>\.txt$, \.pdf$, assets[/\\]paths.png</IgnoreModFilePatterns>
-```
-
-</dd>
-<dt>Copy files into the `Mods` folder</dt>
-<dd>
-
-The package copies the selected files into your game's `Mods` folder when you rebuild the code,
-with a subfolder matching the mod's project name.
-
-You can change the folder name:
-```xml
-<ModFolderName>YourModName</ModFolderName>
-```
-
-Or disable deploying the files:
-```xml
-<EnableModDeploy>false</EnableModDeploy>
-```
-
-</dd>
-<dt>Create release zip</dt>
-<dd>
-
-The package adds a zip file in your project's `bin` folder when you rebuild the code, in the format
-recommended for sites like Nexus Mods. The zip filename can be changed using `ModFolderName` above.
-
-You can change the folder path where the zip is created:
-```xml
-<ModZipPath>$(SolutionDir)\_releases</ModZipPath>
-```
-
-Or disable zip creation:
-```xml
-<EnableModZip>false</EnableModZip>
-```
-
-</dd>
-</dl>
-
-### Launch or debug game
-On Windows only, the package configures Visual Studio so you can launch the game and attach a
-debugger using _Debug > Start Debugging_ or _Debug > Start Without Debugging_. This lets you [set
-breakpoints](https://docs.microsoft.com/en-us/visualstudio/debugger/using-breakpoints?view=vs-2019)
-in your code while the game is running, or [make simple changes to the mod code without needing to
-restart the game](https://docs.microsoft.com/en-us/visualstudio/debugger/edit-and-continue?view=vs-2019).
-
-This is disabled on Linux/Mac due to limitations with the Mono wrapper.
-
-To disable game debugging (only needed for some non-mod projects):
-
-```xml
-<EnableGameDebugging>false</EnableGameDebugging>
-```
-
-### Preconfigure common settings
-The package automatically enables PDB files, so error logs show line numbers for simpler debugging.
-
-For projects using the simplified `.csproj` format, it also enables the GAC (to support XNA
-Framework) and sets the build to x86 mode (to avoid 'mismatch between the processor architecture' warnings due to
- the game being x86).
-
-### Add code warnings
-The package runs code analysis on your mod and raises warnings for some common errors or pitfalls.
-See [_code warnings_](#code-warnings) for more info.
-
-## Code warnings
-### Overview
-The NuGet package adds code warnings in Visual Studio specific to Stardew Valley. For example:
-![](screenshots/code-analyzer-example.png)
-
-You can hide the warnings using the warning ID (shown under 'code' in the Error List). See...
-* [for specific code](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/preprocessor-directives/preprocessor-pragma-warning);
-* for a method using this attribute:
- ```cs
- [System.Diagnostics.CodeAnalysis.SuppressMessage("SMAPI.CommonErrors", "AvoidNetField")]
- ```
-* for an entire project:
- 1. Expand the _References_ node for the project in Visual Studio.
- 2. Right-click on _Analyzers_ and choose _Open Active Rule Set_.
- 4. Expand _StardewModdingAPI.ModBuildConfig.Analyzer_ and uncheck the warnings you want to hide.
-
-See below for help with each specific warning.
-
-### Avoid implicit net field cast
-Warning text:
-> This implicitly converts '{{expression}}' from {{net type}} to {{other type}}, but
-> {{net type}} has unintuitive implicit conversion rules. Consider comparing against the actual
-> value instead to avoid bugs.
-
-Stardew Valley uses net types (like `NetBool` and `NetInt`) to handle multiplayer sync. These types
-can implicitly convert to their equivalent normal values (like `bool x = new NetBool()`), but their
-conversion rules are unintuitive and error-prone. For example,
-`item?.category == null && item?.category != null` can both be true at once, and
-`building.indoors != null` can be true for a null value.
-
-Suggested fix:
-* Some net fields have an equivalent non-net property like `monster.Health` (`int`) instead of
- `monster.health` (`NetInt`). The package will add a separate [AvoidNetField](#avoid-net-field) warning for
- these. Use the suggested property instead.
-* For a reference type (i.e. one that can contain `null`), you can use the `.Value` property:
- ```c#
- if (building.indoors.Value == null)
- ```
- Or convert the value before comparison:
- ```c#
- GameLocation indoors = building.indoors;
- if(indoors == null)
- // ...
- ```
-* For a value type (i.e. one that can't contain `null`), check if the object is null (if applicable)
- and compare with `.Value`:
- ```cs
- if (item != null && item.category.Value == 0)
- ```
-
-### Avoid net field
-Warning text:
-> '{{expression}}' is a {{net type}} field; consider using the {{property name}} property instead.
-
-Your code accesses a net field, which has some unusual behavior (see [AvoidImplicitNetFieldCast](#avoid-implicit-net-field-cast)).
-This field has an equivalent non-net property that avoids those issues.
-
-Suggested fix: access the suggested property name instead.
-
-### Avoid obsolete field
-Warning text:
-> The '{{old field}}' field is obsolete and should be replaced with '{{new field}}'.
-
-Your code accesses a field which is obsolete or no longer works. Use the suggested field instead.
-
-## Special cases
-### Custom game path
-The package usually detects where your game is installed automatically. If it can't find your game
-or you have multiple installs, you can specify the path yourself. There's two ways to do that:
-
-* **Option 1: global game path (recommended).**
- _This will apply to every project that uses the package._
-
- 1. Get the full folder path containing the Stardew Valley executable.
- 2. Create this file:
-
- platform | path
- --------- | ----
- Linux/Mac | `~/stardewvalley.targets`
- Windows | `%USERPROFILE%\stardewvalley.targets`
-
- 3. Save the file with this content:
-
- ```xml
- <Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
- <PropertyGroup>
- <GamePath>PATH_HERE</GamePath>
- </PropertyGroup>
- </Project>
- ```
-
- 4. Replace `PATH_HERE` with your game path.
-
-* **Option 2: path in the project file.**
- _You'll need to do this for each project that uses the package._
-
- 1. Get the folder path containing the Stardew Valley `.exe` file.
- 2. Add this to your `.csproj` file under the `<Project` line:
-
- ```xml
- <PropertyGroup>
- <GamePath>PATH_HERE</GamePath>
- </PropertyGroup>
- ```
-
- 3. Replace `PATH_HERE` with your custom game install path.
-
-The configuration will check your custom path first, then fall back to the default paths (so it'll
-still compile on a different computer).
-
-You access the game path via `$(GamePath)` in MSBuild properties, if you need to reference another
-file in the game folder.
-
-### Non-mod projects
-You can use the package in non-mod projects too (e.g. unit tests or framework DLLs). Just disable
-the mod-related package features:
-
-```xml
-<EnableGameDebugging>false</EnableGameDebugging>
-<EnableModDeploy>false</EnableModDeploy>
-<EnableModZip>false</EnableModZip>
-```
-
-If you need to copy the referenced DLLs into your build output, add this too:
-```xml
-<CopyModReferencesToBuildOutput>true</CopyModReferencesToBuildOutput>
-```
-
-## For SMAPI developers
-The mod build package consists of three projects:
-
-project | purpose
-------------------------------------------------- | ----------------
-`StardewModdingAPI.ModBuildConfig` | Configures the build (references, deploying the mod files, setting up debugging, etc).
-`StardewModdingAPI.ModBuildConfig.Analyzer` | Adds C# analyzers which show code warnings in Visual Studio.
-`StardewModdingAPI.ModBuildConfig.Analyzer.Tests` | Unit tests for the C# analyzers.
-
-To prepare a build of the NuGet package:
-1. Install the [NuGet CLI](https://docs.microsoft.com/en-us/nuget/install-nuget-client-tools#nugetexe-cli).
-1. Change the version and release notes in `package.nuspec`.
-2. Rebuild the solution in _Release_ mode.
-3. Open a terminal in the `bin/Pathoschild.Stardew.ModBuildConfig` package and run this command:
- ```bash
- nuget.exe pack
- ```
-
-That will create a `Pathoschild.Stardew.ModBuildConfig-<version>.nupkg` file in the same directory
-which can be uploaded to NuGet or referenced directly.
-
-## Release notes
-### Upcoming release
-* Updated for SMAPI 3.0 and Stardew Valley 1.4.
-* Added automatic support for `assets` folders.
-* Added `$(GameExecutableName)` MSBuild variable.
-* Added support for projects using the simplified `.csproj` format:
- * platform target is now set to x86 automatically to avoid mismatching platform target warnings;
- * added GAC to assembly search paths to fix references to XNA Framework.
-* Added option to disable game debugging config.
-* Added `.pdb` files to builds by default (to enable line numbers in error stack traces).
-* Added optional Harmony reference.
-* Fixed `Newtonsoft.Json.pdb` included in release zips when Json.NET is referenced directly.
-* Fixed `<IgnoreModFilePatterns>` not working for `i18n` files.
-* Dropped support for older versions of SMAPI and Visual Studio.
-
-### 2.2
-* Added support for SMAPI 2.8+ (still compatible with earlier versions).
-* Added default game paths for 32-bit Windows.
-* Fixed valid manifests marked invalid in some cases.
-
-### 2.1
-* Added support for Stardew Valley 1.3.
-* Added support for non-mod projects.
-* Added C# analyzers to warn about implicit conversions of Netcode fields in Stardew Valley 1.3.
-* Added option to ignore files by regex pattern.
-* Added reference to new SMAPI DLL.
-* Fixed some game paths not detected by NuGet package.
-
-### 2.0.2
-* Fixed compatibility issue on Linux.
-
-### 2.0.1
-* Fixed mod deploy failing to create subfolders if they don't already exist.
-
-### 2.0
-* Added: mods are now copied into the `Mods` folder automatically (configurable).
-* Added: release zips are now created automatically in your build output folder (configurable).
-* Added: mod deploy and release zips now exclude Json.NET automatically, since it's provided by SMAPI.
-* Added mod's version to release zip filename.
-* Improved errors to simplify troubleshooting.
-* Fixed release zip not having a mod folder.
-* Fixed release zip failing if mod name contains characters that aren't valid in a filename.
-
-### 1.7.1
-* Fixed issue where i18n folders were flattened.
-* The manifest/i18n files in the project now take precedence over those in the build output if both
- are present.
-
-### 1.7
-* Added option to create release zips on build.
-* Added reference to XNA's XACT library for audio-related mods.
-
-### 1.6
-* Added support for deploying mod files into `Mods` automatically.
-* Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI.
-
-### 1.5
-* Added support for setting a custom game path globally.
-* Added default GOG path on Mac.
-
-### 1.4
-* Fixed detection of non-default game paths on 32-bit Windows.
-* Removed support for SilVerPLuM (discontinued).
-* Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms
- mods automatically).
-
-### 1.3
-* Added support for non-default game paths on Windows.
-
-### 1.2
-* Exclude game binaries from mod build output.
-
-### 1.1
-* Added support for overriding the target platform.
-
-### 1.0
-* Initial release.
-* Added support for detecting the game path automatically.
-* Added support for injecting XNA/MonoGame references automatically based on the OS.
-* Added support for mod builders like SilVerPLuM.