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+← [SMAPI](../README.md)
+
+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.