diff options
-rw-r--r-- | README.md | 19 | ||||
-rw-r--r-- | build/smapi.targets | 104 |
2 files changed, 102 insertions, 21 deletions
@@ -36,12 +36,10 @@ You can copy your mod files into the `Mods` folder automatically each time you b need to do it manually: 1. Edit your mod's `.csproj` file. -2. Add this block under the `<Project` line: +2. Add this block above the first `</PropertyGroup>` line: ```xml - <PropertyGroup> - <DeployModFolderName>$(MSBuildProjectName)</DeployModFolderName> - </PropertyGroup> + <DeployModFolderName>$(MSBuildProjectName)</DeployModFolderName> ``` That's it! Each time you build, the files in `<game path>\Mods\<mod name>` will be updated with @@ -62,6 +60,19 @@ the configuration automatically. To do it: This will deploy your mod files into the game folder, launch SMAPI, and attach a debugger automatically. Now you can step through your code, set breakpoints, etc. +### Create release zips automatically (Windows-only) +You can create the mod package automatically when you build: + +1. Edit your mod's `.csproj` file. +2. Add this block above the first `</PropertyGroup>` line: + + ```xml + <DeployModZipTo>$(SolutionDir)\_releases</DeployModZipTo> + ``` + +That's it! Each time you build, the mod files will be zipped into `_releases\<mod name>.zip`. (You +can change the value to save the zips somewhere else.) + ## Troubleshoot ### "Failed to find the game install path" That error means the package couldn't figure out where the game is installed. You need to specify diff --git a/build/smapi.targets b/build/smapi.targets index d95fa887..b9f7e98e 100644 --- a/build/smapi.targets +++ b/build/smapi.targets @@ -1,6 +1,68 @@ <Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <!--********************************************* + ** Define build tasks used below + **********************************************--> <!--###### - ## import global settings + ## create a release zip file for a mod (CodeTaskFactory only available on Windows?) + #######--> + <UsingTask TaskName="CreateModReleaseZip" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.v4.0.dll" Condition="'$(OS)' == 'Windows_NT'"> + <ParameterGroup> + <ModName ParameterType="System.String" Required="true" /> + <Files ParameterType="Microsoft.Build.Framework.ITaskItem[]" Required="true" /> + <OutputFolderPath ParameterType="System.String" Required="true" /> + </ParameterGroup> + <Task> + <Reference Include="System.IO" /> + <Reference Include="System.IO.Compression" /> + <Using Namespace="System.IO" /> + <Using Namespace="System.IO.Compression" /> + <Code Type="Fragment" Language="cs"> + <![CDATA[ + try + { + // create output path if needed + Directory.CreateDirectory(OutputFolderPath); + + // clear old zip file if present + string zipPath = Path.Combine(OutputFolderPath, ModName + ".zip"); + if (File.Exists(zipPath)) + File.Delete(zipPath); + + // create zip file + using (Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write)) + using (ZipArchive archive = new ZipArchive(zipStream, ZipArchiveMode.Create)) + { + foreach (ITaskItem file in Files) + { + string filePath = file.ItemSpec; + string entryName = file.GetMetadata("RecursiveDir") + file.GetMetadata("Filename") + file.GetMetadata("Extension"); + + using (Stream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read)) + using (Stream fileStreamInZip = archive.CreateEntry(entryName).Open()) + { + fileStream.CopyTo(fileStreamInZip); + } + } + } + + return true; + } + catch (Exception ex) + { + Log.LogErrorFromException(ex); + return false; + } + ]]> + </Code> + </Task> + </UsingTask> + + + <!--********************************************* + ** Find the basic mod metadata + **********************************************--> + <!--###### + ## import developer's custom settings (if any) #######--> <Import Condition="$(OS) != 'Windows_NT' AND Exists('$(HOME)\stardewvalley.targets')" Project="$(HOME)\stardewvalley.targets" /> <Import Condition="$(OS) == 'Windows_NT' AND Exists('$(USERPROFILE)\stardewvalley.targets')" Project="$(USERPROFILE)\stardewvalley.targets" /> @@ -30,9 +92,10 @@ </When> </Choose> - <!--###### - ## configure build - #######--> + + <!--********************************************* + ** Inject the assembly references and debugging configuration + **********************************************--> <Choose> <When Condition="$(OS) == 'Windows_NT'"> <!-- references --> @@ -95,8 +158,12 @@ </Otherwise> </Choose> + + <!--********************************************* + ** Perform build logic + **********************************************--> <!--###### - ## validate + ## validate metadata before build #######--> <Target Name="BeforeBuild"> <!-- show error for unknown platform --> @@ -110,27 +177,30 @@ </Target> <!--###### - ## deploy mod files on build + ## Deploy files after build #######--> - <Target Name="AfterBuild" Condition="'$(DeployModFolderName)' != ''"> - <!--generate paths--> + <Target Name="AfterBuild" Condition="'$(DeployModFolderName)' != '' OR '$(DeployModZipTo)' != ''"> + <!--collect file paths--> <PropertyGroup> <ModDeployPath>$(GamePath)\Mods\$(DeployModFolderName)</ModDeployPath> - <FallbackManifestPath>$(ProjectDir)\manifest.json</FallbackManifestPath> + <DeployModZipTo Condition="'$(OS)' != 'Windows_NT'"><!--disable on Linux/Mac where CodeTaskFactory doesn't seem to be available--></DeployModZipTo> </PropertyGroup> <ItemGroup> <BuildFiles Include="$(TargetDir)\**\*.*" /> - <FallbackTranslationFiles Include="$(ProjectDir)\i18n\*.json" /> + <BuildFiles Include="$(ProjectDir)\i18n\*.json" Condition="'@(BuildFiles)' != '' AND EXISTS('$(ProjectDir)\i18n')" /> + <BuildFiles Include="$(ProjectDir)\manifest.json" Condition="'@(BuildFiles)' != '' AND EXISTS('$(ProjectDir)\manifest.json')" /> </ItemGroup> - <!--validate--> + <!--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('$(TargetDir)\manifest.json') AND !Exists('$(FallbackManifestPath)')" /> + <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')" /> + + <!-- 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 mod files --> - <Message Text="Deploying mod to $(ModDeployPath)..." Importance="high" /> - <Copy SourceFiles="@(BuildFiles)" DestinationFolder="$(ModDeployPath)\%(RecursiveDir)" SkipUnchangedFiles="true" /> - <Copy SourceFiles="$(FallbackManifestPath)" DestinationFolder="$(ModDeployPath)" Condition="!Exists('$(TargetDir)\manifest.json')" /> - <Copy SourceFiles="@(FallbackTranslationFiles)" DestinationFolder="$(ModDeployPath)\i18n\%(RecursiveDir)" Condition="!Exists('$(TargetDir)\i18n')" /> + <!-- create release zip if <DeployModZipTo> property is set --> + <Message Text="Generating mod release at $(DeployModZipTo)\$(MSBuildProjectName).zip..." Importance="high" Condition="'$(DeployModZipTo)' != ''" /> + <CreateModReleaseZip ModName="$(MSBuildProjectName)" Files="@(BuildFiles)" OutputFolderPath="$(DeployModZipTo)" Condition="'$(DeployModZipTo)' != ''" /> </Target> </Project> |