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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-10-08 18:05:47 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-10-08 18:05:47 -0400 |
commit | 475efa12febcb1f1f0976cb6c84e445a263daed9 (patch) | |
tree | b71c96f395dde92d46134d404ed2fe2a5c909be9 /src/SMAPI.ModBuildConfig | |
parent | cd93382c645da3c6d3ce4e532307f42704ba4c76 (diff) | |
download | SMAPI-475efa12febcb1f1f0976cb6c84e445a263daed9.tar.gz SMAPI-475efa12febcb1f1f0976cb6c84e445a263daed9.tar.bz2 SMAPI-475efa12febcb1f1f0976cb6c84e445a263daed9.zip |
rewrite mod build package per new docs
Diffstat (limited to 'src/SMAPI.ModBuildConfig')
-rw-r--r-- | src/SMAPI.ModBuildConfig/DeployModTask.cs | 176 | ||||
-rw-r--r-- | src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs | 162 | ||||
-rw-r--r-- | src/SMAPI.ModBuildConfig/Framework/UserErrorException.cs | 16 | ||||
-rw-r--r-- | src/SMAPI.ModBuildConfig/StardewModdingAPI.ModBuildConfig.csproj | 3 | ||||
-rw-r--r-- | src/SMAPI.ModBuildConfig/build/smapi.targets | 76 |
5 files changed, 303 insertions, 130 deletions
diff --git a/src/SMAPI.ModBuildConfig/DeployModTask.cs b/src/SMAPI.ModBuildConfig/DeployModTask.cs index 2018ab06..a693fe32 100644 --- a/src/SMAPI.ModBuildConfig/DeployModTask.cs +++ b/src/SMAPI.ModBuildConfig/DeployModTask.cs @@ -2,11 +2,9 @@ using System; using System.Collections.Generic; using System.IO; using System.IO.Compression; -using System.Linq; -using System.Web.Script.Serialization; using Microsoft.Build.Framework; using Microsoft.Build.Utilities; -using StardewModdingAPI.Common; +using StardewModdingAPI.ModBuildConfig.Framework; namespace StardewModdingAPI.ModBuildConfig { @@ -16,25 +14,53 @@ namespace StardewModdingAPI.ModBuildConfig /********* ** Properties *********/ - /// <summary>The name of the manifest file.</summary> - private readonly string ManifestFileName = "manifest.json"; + /// <summary>The MSBuild platforms recognised by the build configuration.</summary> + private readonly HashSet<string> ValidPlatforms = new HashSet<string>(new[] { "OSX", "Unix", "Windows_NT" }, StringComparer.InvariantCultureIgnoreCase); + + /// <summary>The name of the game's main executable file.</summary> + private string GameExeName => this.Platform == "Windows_NT" + ? "Stardew Valley.exe" + : "StardewValley.exe"; + + /// <summary>The name of SMAPI's main executable file.</summary> + private readonly string SmapiExeName = "StardewModdingAPI.exe"; /********* ** Accessors *********/ - /// <summary>The mod files to pack.</summary> - [Required] - public ITaskItem[] Files { get; set; } - - /// <summary>The name of the mod.</summary> + /// <summary>The name of the mod folder.</summary> [Required] - public string ModName { get; set; } + public string ModFolderName { get; set; } /// <summary>The absolute or relative path to the folder which should contain the generated zip file.</summary> [Required] public string ModZipPath { get; set; } + /// <summary>The folder containing the project files.</summary> + [Required] + public string ProjectDir { get; set; } + + /// <summary>The folder containing the build output.</summary> + [Required] + public string TargetDir { get; set; } + + /// <summary>The folder containing the game files.</summary> + [Required] + public string GameDir { get; set; } + + /// <summary>The MSBuild OS value.</summary> + [Required] + public string Platform { get; set; } + + /// <summary>Whether to enable copying the mod files into the game's Mods folder.</summary> + [Required] + public bool EnableModDeploy { get; set; } + + /// <summary>Whether to enable the release zip.</summary> + [Required] + public bool EnableModZip { get; set; } + /********* ** Public methods @@ -43,33 +69,80 @@ namespace StardewModdingAPI.ModBuildConfig /// <returns>true if the task successfully executed; otherwise, false.</returns> public override bool Execute() { + if (!this.EnableModDeploy && !this.EnableModZip) + return true; // nothing to do + try { - string modVersion = this.GetManifestVersion(); - this.CreateReleaseZip(this.Files, this.ModName, modVersion, this.ModZipPath); + // validate context + if (!this.ValidPlatforms.Contains(this.Platform)) + throw new UserErrorException($"The mod build package doesn't recognise OS type '{this.Platform}'."); + if (!Directory.Exists(this.GameDir)) + throw new UserErrorException("The mod build package can't find your game path. See https://github.com/Pathoschild/SMAPI/blob/develop/docs/mod-build-config.md for help specifying it."); + if (!File.Exists(Path.Combine(this.GameDir, this.GameExeName))) + throw new UserErrorException($"The mod build package found a game folder at {this.GameDir}, but it doesn't contain the {this.GameExeName} file. If this folder is invalid, delete it and the package will autodetect another game install path."); + if (!File.Exists(Path.Combine(this.GameDir, this.SmapiExeName))) + throw new UserErrorException($"The mod build package found a game folder at {this.GameDir}, but it doesn't contain SMAPI. You need to install SMAPI before building the mod."); + + // get mod info + ModFileManager package = new ModFileManager(this.ProjectDir, this.TargetDir); + + // deploy mod files + if (this.EnableModDeploy) + { + string outputPath = Path.Combine(this.GameDir, "Mods", this.EscapeInvalidFilenameCharacters(this.ModFolderName)); + this.Log.LogMessage(MessageImportance.High, $"The mod build package is copying the mod files to {outputPath}..."); + this.CreateModFolder(package.GetFiles(), outputPath); + } + + // create release zip + if (this.EnableModZip) + { + this.Log.LogMessage(MessageImportance.High, $"The mod build package is generating a release zip at {this.ModZipPath} for {this.ModFolderName}..."); + this.CreateReleaseZip(package.GetFiles(), this.ModFolderName, package.GetManifestVersion(), this.ModZipPath); + } return true; } - catch (Exception ex) + catch (UserErrorException ex) { this.Log.LogErrorFromException(ex); return false; } + catch (Exception ex) + { + this.Log.LogError($"The mod build package failed trying to deploy the mod.\n{ex}"); + return false; + } } /********* ** Private methods *********/ + /// <summary>Copy the mod files into the game's mod folder.</summary> + /// <param name="files">The files to include.</param> + /// <param name="modFolderPath">The folder path to create with the mod files.</param> + private void CreateModFolder(IDictionary<string, FileInfo> files, string modFolderPath) + { + Directory.CreateDirectory(modFolderPath); + foreach (var entry in files) + { + string fromPath = entry.Value.FullName; + string toPath = Path.Combine(modFolderPath, entry.Key); + File.Copy(fromPath, toPath, overwrite: true); + } + } + /// <summary>Create a release zip in the recommended format for uploading to mod sites.</summary> /// <param name="files">The files to include.</param> /// <param name="modName">The name of the mod.</param> /// <param name="modVersion">The mod version string.</param> /// <param name="outputFolderPath">The absolute or relative path to the folder which should contain the generated zip file.</param> - private void CreateReleaseZip(ITaskItem[] files, string modName, string modVersion, string outputFolderPath) + private void CreateReleaseZip(IDictionary<string, FileInfo> files, string modName, string modVersion, string outputFolderPath) { // get names - string zipName = this.EscapeInvalidFilenameCharacters($"{modName}-{modVersion}.zip"); + string zipName = this.EscapeInvalidFilenameCharacters($"{modName} {modVersion}.zip"); string folderName = this.EscapeInvalidFilenameCharacters(modName); string zipPath = Path.Combine(outputFolderPath, zipName); @@ -78,84 +151,25 @@ namespace StardewModdingAPI.ModBuildConfig using (Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write)) using (ZipArchive archive = new ZipArchive(zipStream, ZipArchiveMode.Create)) { - foreach (ITaskItem file in files) + foreach (var fileEntry in files) { + string relativePath = fileEntry.Key; + FileInfo file = fileEntry.Value; + // get file info - string filePath = file.ItemSpec; - string entryName = folderName + '/' + file.GetMetadata("RecursiveDir") + file.GetMetadata("Filename") + file.GetMetadata("Extension"); + string filePath = file.FullName; + string entryName = folderName + '/' + relativePath.Replace(Path.DirectorySeparatorChar, '/'); if (new FileInfo(filePath).Directory.Name.Equals("i18n", StringComparison.InvariantCultureIgnoreCase)) entryName = Path.Combine("i18n", entryName); // add to zip using (Stream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read)) using (Stream fileStreamInZip = archive.CreateEntry(entryName).Open()) - { fileStream.CopyTo(fileStreamInZip); - } } } } - /// <summary>Get a semantic version from the mod manifest (if available).</summary> - /// <exception cref="InvalidOperationException">The manifest file wasn't found or is invalid.</exception> - private string GetManifestVersion() - { - // find manifest file - ITaskItem file = this.Files.FirstOrDefault(p => this.ManifestFileName.Equals(Path.GetFileName(p.ItemSpec), StringComparison.InvariantCultureIgnoreCase)); - if (file == null) - throw new InvalidOperationException($"The mod must include a {this.ManifestFileName} file."); - - // read content - string json = File.ReadAllText(file.ItemSpec); - if (string.IsNullOrWhiteSpace(json)) - throw new InvalidOperationException($"The mod's {this.ManifestFileName} file must not be empty."); - - // parse JSON - IDictionary<string, object> data; - try - { - data = this.Parse(json); - } - catch (Exception ex) - { - throw new InvalidOperationException($"The mod's {this.ManifestFileName} couldn't be parsed. It doesn't seem to be valid JSON.", ex); - } - - // get version field - object versionObj = data.ContainsKey("Version") ? data["Version"] : null; - if (versionObj == null) - throw new InvalidOperationException($"The mod's {this.ManifestFileName} must have a version field."); - - // get version string - if (versionObj is IDictionary<string, object> versionFields) // SMAPI 1.x - { - int major = versionFields.ContainsKey("MajorVersion") ? (int)versionFields["MajorVersion"] : 0; - int minor = versionFields.ContainsKey("MinorVersion") ? (int)versionFields["MinorVersion"] : 0; - int patch = versionFields.ContainsKey("PatchVersion") ? (int)versionFields["PatchVersion"] : 0; - string tag = versionFields.ContainsKey("Build") ? (string)versionFields["Build"] : null; - return new SemanticVersionImpl(major, minor, patch, tag).ToString(); - } - return new SemanticVersionImpl(versionObj.ToString()).ToString(); // SMAPI 2.0+ - } - - /// <summary>Get a case-insensitive dictionary matching the given JSON.</summary> - /// <param name="json">The JSON to parse.</param> - private IDictionary<string, object> Parse(string json) - { - IDictionary<string, object> MakeCaseInsensitive(IDictionary<string, object> dict) - { - foreach (var field in dict.ToArray()) - { - if (field.Value is IDictionary<string, object> value) - dict[field.Key] = MakeCaseInsensitive(value); - } - return new Dictionary<string, object>(dict, StringComparer.InvariantCultureIgnoreCase); - } - - IDictionary<string, object> data = (IDictionary<string, object>)new JavaScriptSerializer().DeserializeObject(json); - return MakeCaseInsensitive(data); - } - /// <summary>Get a copy of a filename with all invalid filename characters substituted.</summary> /// <param name="name">The filename.</param> private string EscapeInvalidFilenameCharacters(string name) diff --git a/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs b/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs new file mode 100644 index 00000000..9d9054f1 --- /dev/null +++ b/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs @@ -0,0 +1,162 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Web.Script.Serialization; +using StardewModdingAPI.Common; + +namespace StardewModdingAPI.ModBuildConfig.Framework +{ + /// <summary>Manages the files that are part of a mod package.</summary> + internal class ModFileManager + { + /********* + ** Properties + *********/ + /// <summary>The name of the manifest file.</summary> + private readonly string ManifestFileName = "manifest.json"; + + /// <summary>The files that are part of the package.</summary> + private readonly IDictionary<string, FileInfo> Files; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="projectDir">The folder containing the project files.</param> + /// <param name="targetDir">The folder containing the build output.</param> + /// <exception cref="UserErrorException">The mod package isn't valid.</exception> + public ModFileManager(string projectDir, string targetDir) + { + this.Files = new Dictionary<string, FileInfo>(StringComparer.InvariantCultureIgnoreCase); + + // validate paths + if (!Directory.Exists(projectDir)) + throw new UserErrorException("Could not create mod package because the project folder wasn't found."); + if (!Directory.Exists(targetDir)) + throw new UserErrorException("Could not create mod package because no build output was found."); + + // project manifest + bool hasProjectManifest = false; + { + FileInfo manifest = new FileInfo(Path.Combine(projectDir, "manifest.json")); + if (manifest.Exists) + { + this.Files[this.ManifestFileName] = manifest; + hasProjectManifest = true; + } + } + + // project i18n files + bool hasProjectTranslations = false; + DirectoryInfo translationsFolder = new DirectoryInfo(Path.Combine(projectDir, "i18n")); + if (translationsFolder.Exists) + { + foreach (FileInfo file in translationsFolder.EnumerateFiles()) + this.Files[Path.Combine("i18n", file.Name)] = file; + hasProjectTranslations = true; + } + + // build output + DirectoryInfo buildFolder = new DirectoryInfo(targetDir); + foreach (FileInfo file in buildFolder.EnumerateFiles("*", SearchOption.AllDirectories)) + { + // get relative paths + string relativePath = file.FullName.Replace(buildFolder.FullName, ""); + string relativeDirPath = file.Directory.FullName.Replace(buildFolder.FullName, ""); + + // prefer project manifest/i18n files + if (hasProjectManifest && relativePath.Equals(this.ManifestFileName, StringComparison.InvariantCultureIgnoreCase)) + continue; + if (hasProjectTranslations && relativeDirPath.Equals("i18n", StringComparison.InvariantCultureIgnoreCase)) + continue; + + // ignore release zips + if (file.Extension.Equals("zip", StringComparison.InvariantCultureIgnoreCase)) + continue; + + // add file + this.Files[relativePath] = file; + } + + // check for missing manifest + if (!this.Files.ContainsKey(this.ManifestFileName)) + throw new UserErrorException($"Could not create mod package because no {this.ManifestFileName} was found in the project or build output."); + + // check for missing DLL + // ReSharper disable once SimplifyLinqExpression + if (!this.Files.Any(p => !p.Key.EndsWith(".dll"))) + throw new UserErrorException("Could not create mod package because no .dll file was found in the project or build output."); + } + + /// <summary>Get the files in the mod package.</summary> + public IDictionary<string, FileInfo> GetFiles() + { + return new Dictionary<string, FileInfo>(this.Files, StringComparer.InvariantCultureIgnoreCase); + } + + /// <summary>Get a semantic version from the mod manifest.</summary> + /// <exception cref="UserErrorException">The manifest is missing or invalid.</exception> + public string GetManifestVersion() + { + // get manifest file + if (!this.Files.TryGetValue(this.ManifestFileName, out FileInfo manifestFile)) + throw new InvalidOperationException($"The mod does not have a {this.ManifestFileName} file."); // shouldn't happen since we validate in constructor + + // read content + string json = File.ReadAllText(manifestFile.FullName); + if (string.IsNullOrWhiteSpace(json)) + throw new UserErrorException("The mod's manifest must not be empty."); + + // parse JSON + IDictionary<string, object> data; + try + { + data = this.Parse(json); + } + catch (Exception ex) + { + throw new UserErrorException($"The mod's manifest couldn't be parsed. It doesn't seem to be valid JSON.\n{ex}"); + } + + // get version field + object versionObj = data.ContainsKey("Version") ? data["Version"] : null; + if (versionObj == null) + throw new UserErrorException("The mod's manifest must have a version field."); + + // get version string + if (versionObj is IDictionary<string, object> versionFields) // SMAPI 1.x + { + int major = versionFields.ContainsKey("MajorVersion") ? (int)versionFields["MajorVersion"] : 0; + int minor = versionFields.ContainsKey("MinorVersion") ? (int)versionFields["MinorVersion"] : 0; + int patch = versionFields.ContainsKey("PatchVersion") ? (int)versionFields["PatchVersion"] : 0; + string tag = versionFields.ContainsKey("Build") ? (string)versionFields["Build"] : null; + return new SemanticVersionImpl(major, minor, patch, tag).ToString(); + } + return new SemanticVersionImpl(versionObj.ToString()).ToString(); // SMAPI 2.0+ + } + + + /********* + ** Private methods + *********/ + /// <summary>Get a case-insensitive dictionary matching the given JSON.</summary> + /// <param name="json">The JSON to parse.</param> + private IDictionary<string, object> Parse(string json) + { + IDictionary<string, object> MakeCaseInsensitive(IDictionary<string, object> dict) + { + foreach (var field in dict.ToArray()) + { + if (field.Value is IDictionary<string, object> value) + dict[field.Key] = MakeCaseInsensitive(value); + } + return new Dictionary<string, object>(dict, StringComparer.InvariantCultureIgnoreCase); + } + + IDictionary<string, object> data = (IDictionary<string, object>)new JavaScriptSerializer().DeserializeObject(json); + return MakeCaseInsensitive(data); + } + } +} diff --git a/src/SMAPI.ModBuildConfig/Framework/UserErrorException.cs b/src/SMAPI.ModBuildConfig/Framework/UserErrorException.cs new file mode 100644 index 00000000..64e31c29 --- /dev/null +++ b/src/SMAPI.ModBuildConfig/Framework/UserErrorException.cs @@ -0,0 +1,16 @@ +using System; + +namespace StardewModdingAPI.ModBuildConfig.Framework +{ + /// <summary>A user error whose message can be displayed to the user.</summary> + internal class UserErrorException : Exception + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="message">The error message.</param> + public UserErrorException(string message) + : base(message) { } + } +} diff --git a/src/SMAPI.ModBuildConfig/StardewModdingAPI.ModBuildConfig.csproj b/src/SMAPI.ModBuildConfig/StardewModdingAPI.ModBuildConfig.csproj index f943bc97..2a445f72 100644 --- a/src/SMAPI.ModBuildConfig/StardewModdingAPI.ModBuildConfig.csproj +++ b/src/SMAPI.ModBuildConfig/StardewModdingAPI.ModBuildConfig.csproj @@ -39,12 +39,15 @@ </ItemGroup> <ItemGroup> <Compile Include="DeployModTask.cs" /> + <Compile Include="Framework\UserErrorException.cs" /> + <Compile Include="Framework\ModFileManager.cs" /> <Compile Include="Properties\AssemblyInfo.cs" /> </ItemGroup> <ItemGroup> <None Include="assets\nuget-icon.pdn" /> <None Include="build\smapi.targets"> <SubType>Designer</SubType> + <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> </None> <None Include="package.nuspec"> <SubType>Designer</SubType> diff --git a/src/SMAPI.ModBuildConfig/build/smapi.targets b/src/SMAPI.ModBuildConfig/build/smapi.targets index 46e8428d..0010d8ff 100644 --- a/src/SMAPI.ModBuildConfig/build/smapi.targets +++ b/src/SMAPI.ModBuildConfig/build/smapi.targets @@ -7,15 +7,24 @@ <!--********************************************* ** Find the basic mod metadata **********************************************--> - <!--###### - ## import developer's custom settings (if any) - #######--> + <!-- import developer's custom settings (if any) --> <Import Condition="$(OS) != 'Windows_NT' AND Exists('$(HOME)\stardewvalley.targets')" Project="$(HOME)\stardewvalley.targets" /> <Import Condition="$(OS) == 'Windows_NT' AND Exists('$(USERPROFILE)\stardewvalley.targets')" Project="$(USERPROFILE)\stardewvalley.targets" /> - <!--###### - ## find platform + game path - #######--> + <!-- set setting defaults --> + <PropertyGroup> + <!-- map legacy settings --> + <ModFolderName Condition="'$(ModFolderName)' == '' AND '$(DeployModFolderName)' != ''">$(DeployModFolderName)</ModFolderName> + <ModZipPath Condition="'$(ModZipPath)' == '' AND '$(DeployModZipTo)' != ''">$(DeployModZipTo)</ModZipPath> + + <!-- set default settings --> + <ModFolderName Condition="'$(ModFolderName)' == ''">$(MSBuildProjectName)</ModFolderName> + <ModZipPath Condition="'$(ModZipPath)' == ''">$(TargetDir)</ModZipPath> + <EnableModDeploy Condition="'$(EnableModDeploy)' == ''">True</EnableModDeploy> + <EnableModZip Condition="'$(EnableModZip)' == ''">True</EnableModZip> + </PropertyGroup> + + <!-- find platform + game path --> <Choose> <When Condition="$(OS) == 'Unix' OR $(OS) == 'OSX'"> <PropertyGroup> @@ -106,52 +115,21 @@ <!--********************************************* - ** Perform build logic + ** Deploy mod files & create release zip after build **********************************************--> - <!--###### - ## validate metadata before build - #######--> - <Target Name="BeforeBuild"> - <!-- show error for unknown platform --> - <Error Condition="'$(OS)' != 'OSX' AND '$(OS)' != 'Unix' AND '$(OS)' != 'Windows_NT'" Text="The build config package doesn't recognise OS type '$(OS)'." /> - - <!-- if game path is invalid, show one user-friendly error instead of a slew of reference errors --> - <Error Condition="!Exists('$(GamePath)')" Text="Failed to find the game install path. See https://github.com/Pathoschild/Stardew.ModBuildConfig#troubleshoot for help." /> - <Error Condition="'$(OS)' == 'Windows_NT' AND !Exists('$(GamePath)\Stardew Valley.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain Stardew Valley. You should delete this folder if it's empty." /> - <Error Condition="'$(OS)' != 'Windows_NT' AND !Exists('$(GamePath)\StardewValley.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain Stardew Valley. You should delete this folder if it's empty." /> - <Error Condition="!Exists('$(GamePath)\StardewModdingAPI.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain SMAPI." /> - </Target> - - <!--###### - ## Deploy files after build - #######--> - <Target Name="AfterBuild" Condition="'$(DeployModFolderName)' != '' OR '$(DeployModZipTo)' != ''"> - <!--collect file paths--> - <PropertyGroup> - <ModDeployPath>$(GamePath)\Mods\$(DeployModFolderName)</ModDeployPath> - <DeployModZipTo Condition="'$(OS)' != 'Windows_NT'"><!--disable on Linux/Mac where CodeTaskFactory doesn't seem to be available--></DeployModZipTo> - </PropertyGroup> - <ItemGroup> - <BuildFiles Include="$(TargetDir)\**\*.*" Exclude="$(TargetDir)\manifest.json;$(TargetDir)\i18n\**\*.*" /> - - <BuildFiles Include="$(ProjectDir)\manifest.json" Condition="'@(BuildFiles)' != ''" /> - <BuildFiles Include="$(TargetDir)\manifest.json" Condition="'@(BuildFiles)' != '' AND !EXISTS('$(ProjectDir)\manifest.json')" /> - - <I18nFiles Include="$(ProjectDir)\i18n\*.json" Condition="'@(BuildFiles)' != ''" /> - <I18nFiles Include="$(TargetDir)\i18n\*.json" Condition="'@(BuildFiles)' != '' AND !EXISTS('$(ProjectDir)\i18n')" /> - </ItemGroup> + <Target Name="AfterBuild"> + <DeployModTask + ModFolderName="$(ModFolderName)" + ModZipPath="$(ModZipPath)" - <!--validate paths--> - <Error Text="Could not deploy mod automatically because no build output was found." Condition="'@(BuildFiles)' == ''" /> - <Error Text="Could not deploy mod automatically because no manifest.json was found in the project or build output." Condition="!Exists('$(TargetDir)\manifest.json') AND !Exists('$(ProjectDir)\manifest.json')" /> + EnableModDeploy="$(EnableModDeploy)" + EnableModZip="$(EnableModZip)" - <!-- copy mod files into mod folder if <DeployModFolderName> property is set --> - <Message Text="Deploying mod to $(ModDeployPath)..." Importance="high" Condition="'$(DeployModFolderName)' != ''" /> - <Copy SourceFiles="@(BuildFiles)" DestinationFolder="$(ModDeployPath)\%(RecursiveDir)" SkipUnchangedFiles="true" Condition="'$(DeployModFolderName)' != ''" /> - <Copy SourceFiles="@(I18nFiles)" DestinationFolder="$(ModDeployPath)\i18n" SkipUnchangedFiles="true" Condition="'$(DeployModFolderName)' != ''" /> + ProjectDir="$(ProjectDir)" + TargetDir="$(TargetDir)" + GameDir="$(GamePath)" - <!-- create release zip if <DeployModZipTo> property is set --> - <Message Text="Generating mod release at $(DeployModZipTo)\$(MSBuildProjectName).zip..." Importance="high" Condition="'$(DeployModZipTo)' != ''" /> - <DeployModTask ModName="$(MSBuildProjectName)" Files="@(BuildFiles);@(I18nFiles)" ModZipPath="$(ModZipPath)" Condition="'$(DeployModZipTo)' != ''" /> + Platform="$(OS)" + /> </Target> </Project> |