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-← [README](README.md)
-
-This file provides more technical documentation about SMAPI. If you only want to use or create
-mods, this section isn't relevant to you; see the main README to use or create mods.
-
-# Contents
-* [SMAPI](#smapi)
- * [Development](#development)
- * [Compiling from source](#compiling-from-source)
- * [Debugging a local build](#debugging-a-local-build)
- * [Preparing a release](#preparing-a-release)
- * [Customisation](#customisation)
- * [Configuration file](#configuration-file)
- * [Command-line arguments](#command-line-arguments)
- * [Compile flags](#compile-flags)
-* [SMAPI web services](#smapi-web-services)
- * [Overview](#overview)
- * [Log parser](#log-parser)
- * [Web API](#web-api)
- * [Development](#development-2)
- * [Local development](#local-development)
- * [Deploying to Amazon Beanstalk](#deploying-to-amazon-beanstalk)
-* [Mod build config package](#mod-build-config-package)
-
-# SMAPI
-## Development
-### Compiling from source
-Using an official SMAPI release is recommended for most users.
-
-SMAPI uses some C# 7 code, so you'll need at least
-[Visual Studio 2017](https://www.visualstudio.com/vs/community/) on Windows,
-[MonoDevelop 7.0](https://www.monodevelop.com/) on Linux,
-[Visual Studio 2017 for Mac](https://www.visualstudio.com/vs/visual-studio-mac/), or an equivalent
-IDE to compile it. It uses build configuration derived from the
-[crossplatform mod config](https://github.com/Pathoschild/Stardew.ModBuildConfig#readme) to detect
-your current OS automatically and load the correct references. Compile output will be placed in a
-`bin` folder at the root of the git repository.
-
-### Debugging a local build
-Rebuilding the solution in debug mode will copy the SMAPI files into your game folder. Starting
-the `StardewModdingAPI` project with debugging from Visual Studio (on Mac or Windows) will launch
-SMAPI with the debugger attached, so you can intercept errors and step through the code being
-executed. This doesn't work in MonoDevelop on Linux, unfortunately.
-
-### Preparing a release
-To prepare a crossplatform SMAPI release, you'll need to compile it on two platforms. See
-[crossplatforming info](https://stardewvalleywiki.com/Modding:Modder_Guide/Test_and_Troubleshoot#Testing_on_all_platforms)
-on the wiki for the first-time setup.
-
-1. Update the version number in `GlobalAssemblyInfo.cs` and `Constants::Version`. Make sure you use a
- [semantic version](https://semver.org). Recommended format:
-
- build type | format | example
- :--------- | :----------------------- | :------
- dev build | `<version>-alpha.<date>` | `3.0-alpha.20171230`
- prerelease | `<version>-beta.<count>` | `3.0-beta.2`
- release | `<version>` | `3.0`
-
-2. In Windows:
- 1. Rebuild the solution in Release mode.
- 2. Copy `windows-install.*` from `bin/SMAPI installer` and `bin/SMAPI installer for developers` to
- Linux/Mac.
-
-3. In Linux/Mac:
- 1. Rebuild the solution in Release mode.
- 2. Add the `windows-install.*` files to the `bin/SMAPI installer` and
- `bin/SMAPI installer for developers` folders.
- 3. Rename the folders to `SMAPI <version> installer` and `SMAPI <version> installer for developers`.
- 4. Zip the two folders.
-
-## Customisation
-### Configuration file
-You can customise the SMAPI behaviour by editing the `smapi-internal/StardewModdingAPI.config.json`
-file in your game folder.
-
-Basic fields:
-
-field | purpose
------------------ | -------
-`DeveloperMode` | Default `false` (except in _SMAPI for developers_ releases). Whether to enable features intended for mod developers (mainly more detailed console logging).
-`CheckForUpdates` | Default `true`. Whether SMAPI should check for a newer version when you load the game. If a new version is available, a small message will appear in the console. This doesn't affect the load time even if your connection is offline or slow, because it happens in the background.
-`VerboseLogging` | Default `false`. Whether SMAPI should log more information about the game context.
-`ModData` | Internal metadata about SMAPI mods. Changing this isn't recommended and may destabilise your game. See documentation in the file.
-
-### Command-line arguments
-The SMAPI installer recognises three command-line arguments:
-
-argument | purpose
--------- | -------
-`--install` | Preselects the install action, skipping the prompt asking what the user wants to do.
-`--uninstall` | Preselects the uninstall action, skipping the prompt asking what the user wants to do.
-`--game-path "path"` | Specifies the full path to the folder containing the Stardew Valley executable, skipping automatic detection and any prompt to choose a path. If the path is not valid, the installer displays an error.
-
-SMAPI itself recognises two arguments, but these are intended for internal use or testing and may
-change without warning.
-
-argument | purpose
--------- | -------
-`--no-terminal` | SMAPI won't write anything to the console window. (Messages will still be written to the log file.)
-`--mods-path` | The path to search for mods, if not the standard `Mods` folder. This can be a path relative to the game folder (like `--mods-path "Mods (test)"`) or an absolute path.
-
-### Compile flags
-SMAPI uses a small number of conditional compilation constants, which you can set by editing the
-`<DefineConstants>` element in `StardewModdingAPI.csproj`. Supported constants:
-
-flag | purpose
----- | -------
-`SMAPI_FOR_WINDOWS` | Whether SMAPI is being compiled on Windows for players on Windows. Set automatically in `crossplatform.targets`.
-`SMAPI_3_0_STRICT` | Whether to exclude all deprecated APIs from compilation. This is useful for testing mods for SMAPI 3.0 compatibility.
-
-# SMAPI web services
-## Overview
-The `StardewModdingAPI.Web` project provides an API and web UI hosted at `*.smapi.io`.
-
-### Log parser
-The log parser provides a web UI for uploading, parsing, and sharing SMAPI logs. The logs are
-persisted in a compressed form to Pastebin.
-
-The log parser lives at https://log.smapi.io.
-
-### Web API
-SMAPI provides a web API at `api.smapi.io` for use by SMAPI and external tools. The URL includes a
-`{version}` token, which is the SMAPI version for backwards compatibility. This API is publicly
-accessible but not officially released; it may change at any time.
-
-The API has one `/mods` endpoint. This provides mod info, including official versions and URLs
-(from Chucklefish, GitHub, or Nexus), unofficial versions from the wiki, and optional mod metadata
-from the wiki and SMAPI's internal data. This is used by SMAPI to perform update checks, and by
-external tools to fetch mod data.
-
-The API accepts a `POST` request with the mods to match, each of which **must** specify an ID and
-may _optionally_ specify [update keys](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest#Update_checks).
-The API will automatically try to fetch known update keys from the wiki and internal data based on
-the given ID.
-
-```
-POST https://api.smapi.io/v2.0/mods
-{
- "mods": [
- {
- "id": "Pathoschild.LookupAnything",
- "updateKeys": [ "nexus:541", "chucklefish:4250" ]
- }
- ],
- "includeExtendedMetadata": true
-}
-```
-
-The API will automatically aggregate versions and errors. Each mod will include...
-* an `id` (matching what you passed in);
-* up to three versions: `main` (e.g. 'latest version' field on Nexus), `optional` if newer (e.g.
- optional files on Nexus), and `unofficial` if newer (from the wiki);
-* `metadata` with mod info crossreferenced from the wiki and internal data (only if you specified
- `includeExtendedMetadata: true`);
-* and `errors` containing any error messages that occurred while fetching data.
-
-For example:
-```
-[
- {
- "id": "Pathoschild.LookupAnything",
- "main": {
- "version": "1.19",
- "url": "https://www.nexusmods.com/stardewvalley/mods/541"
- },
- "metadata": {
- "id": [
- "Pathoschild.LookupAnything",
- "LookupAnything"
- ],
- "name": "Lookup Anything",
- "nexusID": 541,
- "gitHubRepo": "Pathoschild/StardewMods",
- "compatibilityStatus": "Ok",
- "compatibilitySummary": "✓ use latest version."
- },
- "errors": []
- }
-]
-```
-
-## Development
-### Local development
-`StardewModdingAPI.Web` is a regular ASP.NET MVC Core app, so you can just launch it from within
-Visual Studio to run a local version.
-
-There are two differences when it's run locally: all endpoints use HTTP instead of HTTPS, and the
-subdomain portion becomes a route (e.g. `log.smapi.io` &rarr; `localhost:59482/log`).
-
-Before running it locally, you need to enter your credentials in the `appsettings.Development.json`
-file. See the next section for a description of each setting. This file is listed in `.gitignore`
-to prevent accidentally committing credentials.
-
-### Deploying to Amazon Beanstalk
-The app can be deployed to a standard Amazon Beanstalk IIS environment. When creating the
-environment, make sure to specify the following environment properties:
-
-property name | description
-------------------------------- | -----------------
-`LogParser:PastebinDevKey` | The [Pastebin developer key](https://pastebin.com/api#1) used to authenticate with the Pastebin API.
-`LogParser:PastebinUserKey` | The [Pastebin user key](https://pastebin.com/api#8) used to authenticate with the Pastebin API. Can be left blank to post anonymously.
-`LogParser:SectionUrl` | The root URL of the log page, like `https://log.smapi.io/`.
-`ModUpdateCheck:GitHubPassword` | The password with which to authenticate to GitHub when fetching release info.
-`ModUpdateCheck:GitHubUsername` | The username with which to authenticate to GitHub when fetching release info.
-
-## Mod build config package
-### Overview
-The mod build config package is a NuGet package that mods reference to automatically set up
-references, configure the build, and add analyzers specific to Stardew Valley mods.
-
-This involves 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.
-
-When the projects are built, the relevant files are copied into `bin/Pathoschild.Stardew.ModBuildConfig`.
-
-### Preparing a build
-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.