diff options
-rw-r--r-- | docs/technical/mod-package.md | 20 | ||||
-rw-r--r-- | src/SMAPI.ModBuildConfig/build/smapi.targets | 3 | ||||
-rw-r--r-- | src/SMAPI/Constants.cs | 3 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModLoading/AssemblyLoader.cs | 5 | ||||
-rw-r--r-- | src/SMAPI/Framework/SCore.cs | 2 |
5 files changed, 11 insertions, 22 deletions
diff --git a/docs/technical/mod-package.md b/docs/technical/mod-package.md index 5eff3d2e..2e26275b 100644 --- a/docs/technical/mod-package.md +++ b/docs/technical/mod-package.md @@ -32,10 +32,10 @@ change how these work): `$(GamePath)` and `$(GameModsPath)`. * **Add assembly references:** - The package adds assembly references to SMAPI, Stardew Valley, xTile, and the game framework - (MonoGame on Linux/macOS, XNA Framework on Windows). It automatically adjusts depending on which OS - you're compiling it on. If you use [Harmony](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Harmony), - it can optionally add a reference to that too. + The package adds assembly references to MonoGame, SMAPI, Stardew Valley, and xTile. It + automatically adjusts depending on which OS you're compiling it on. If you use + [Harmony](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Harmony), it can optionally add + a reference to that too. * **Copy files into the `Mods` folder:** The package automatically copies your mod's DLL and PDB files, `manifest.json`, [`i18n` @@ -129,14 +129,6 @@ The absolute path to the folder containing the game's installed mods (defaults t </td> </tr> <tr> -<td><code>GameFramework</code></td> -<td> - -The game framework for which the mod is being compiled (one of `Xna` or `MonoGame`). This is -auto-detected based on the platform, and you should almost never change this. - -</td> -</tr> </table> </li> @@ -373,7 +365,8 @@ when you compile it. ## Upcoming release * Updated for Stardew Valley 1.5.5 and SMAPI 3.13.0. **Older versions are no longer supported.** * Added `IgnoreModFilePaths` option to ignore literal paths. -* Removed the `GameExecutableName` build property (since it now has the same value on all platforms). +* Removed the `GameExecutableName` and `GameFramework` build properties (since they now have the + same value on all platforms). * Improved analyzer performance by enabling parallel execution. **Migration guide for mod authors:** @@ -381,6 +374,7 @@ when you compile it. [_migrate to Stardew Valley 1.5.5_](https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.5.5). 2. Possible changes in your `.csproj` or `.targets` files: * If you use `$(GameExecutableName)`, replace it with `Stardew Valley`. + * If you use `$(GameFramework)`, replace it with `MonoGame` and remove any XNA-specific logic. ## 3.3.0 Released 30 March 2021. diff --git a/src/SMAPI.ModBuildConfig/build/smapi.targets b/src/SMAPI.ModBuildConfig/build/smapi.targets index 6fc62046..8ad298d0 100644 --- a/src/SMAPI.ModBuildConfig/build/smapi.targets +++ b/src/SMAPI.ModBuildConfig/build/smapi.targets @@ -30,9 +30,6 @@ <EnableHarmony Condition="'$(EnableHarmony)' == ''">false</EnableHarmony> <EnableGameDebugging Condition="'$(EnableGameDebugging)' == ''">true</EnableGameDebugging> <CopyModReferencesToBuildOutput Condition="'$(CopyModReferencesToBuildOutput)' == '' OR ('$(CopyModReferencesToBuildOutput)' != 'true' AND '$(CopyModReferencesToBuildOutput)' != 'false')">false</CopyModReferencesToBuildOutput> - - <GameFramework Condition="'$(GameFramework)' == '' AND '$(OS)' == 'Windows_NT'">Xna</GameFramework> - <GameFramework Condition="'$(GameFramework)' == ''">MonoGame</GameFramework> </PropertyGroup> <PropertyGroup Condition="'$(OS)' == 'Windows_NT' AND '$(EnableGameDebugging)' == 'true'"> diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs index 2c16052b..3ae8661a 100644 --- a/src/SMAPI/Constants.cs +++ b/src/SMAPI/Constants.cs @@ -241,8 +241,7 @@ namespace StardewModdingAPI /// <summary>Get metadata for mapping assemblies to the current platform.</summary> /// <param name="targetPlatform">The target game platform.</param> - /// <param name="framework">The game framework running the game.</param> - internal static PlatformAssemblyMap GetAssemblyMap(Platform targetPlatform, GameFramework framework) + internal static PlatformAssemblyMap GetAssemblyMap(Platform targetPlatform) { var removeAssemblyReferences = new List<string>(); var targetAssemblies = new List<Assembly>(); diff --git a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs index 57a76a35..cb5fa2ae 100644 --- a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs +++ b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs @@ -53,16 +53,15 @@ namespace StardewModdingAPI.Framework.ModLoading *********/ /// <summary>Construct an instance.</summary> /// <param name="targetPlatform">The current game platform.</param> - /// <param name="framework">The game framework running the game.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="paranoidMode">Whether to detect paranoid mode issues.</param> /// <param name="rewriteMods">Whether to rewrite mods for compatibility.</param> - public AssemblyLoader(Platform targetPlatform, GameFramework framework, IMonitor monitor, bool paranoidMode, bool rewriteMods) + public AssemblyLoader(Platform targetPlatform, IMonitor monitor, bool paranoidMode, bool rewriteMods) { this.Monitor = monitor; this.ParanoidMode = paranoidMode; this.RewriteMods = rewriteMods; - this.AssemblyMap = this.TrackForDisposal(Constants.GetAssemblyMap(targetPlatform, framework)); + this.AssemblyMap = this.TrackForDisposal(Constants.GetAssemblyMap(targetPlatform)); // init resolver this.AssemblyDefinitionResolver = this.TrackForDisposal(new AssemblyDefinitionResolver()); diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index a0467daa..55a7f083 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -1473,7 +1473,7 @@ namespace StardewModdingAPI.Framework // load mods IList<IModMetadata> skippedMods = new List<IModMetadata>(); - using (AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.Platform, Constants.GameFramework, this.Monitor, this.Settings.ParanoidWarnings, this.Settings.RewriteMods)) + using (AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.Platform, this.Monitor, this.Settings.ParanoidWarnings, this.Settings.RewriteMods)) { // init HashSet<string> suppressUpdateChecks = new HashSet<string>(this.Settings.SuppressUpdateChecks, StringComparer.OrdinalIgnoreCase); |