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-rw-r--r-- | docs/mod-build-config.md | 81 | ||||
-rw-r--r-- | docs/release-notes.md | 1 | ||||
-rw-r--r-- | docs/screenshots/code-analyzer-example.png | bin | 0 -> 4022 bytes | |||
-rw-r--r-- | docs/technical-docs.md | 29 |
4 files changed, 104 insertions, 7 deletions
diff --git a/docs/mod-build-config.md b/docs/mod-build-config.md index 0d72e4d9..99a567f2 100644 --- a/docs/mod-build-config.md +++ b/docs/mod-build-config.md @@ -3,15 +3,16 @@ for SMAPI mods. The package... -* lets your code compile on any computer (Linux/Mac/Windows) without needing to change the assembly - references or game path. -* packages the mod into the game's `Mods` folder when you rebuild the code (configurable). -* configures Visual Studio so you can debug into the mod code when the game is running (_Windows - only_). +* detects your game install path; +* adds the assembly references you need (with automatic support for Linux/Mac/Windows); +* packages the mod into your `Mods` folder when you rebuild the code (configurable); +* configures Visual Studio to enable debugging into the code when the game is running (_Windows only_); +* adds C# analyzers to warn for Stardew Valley-specific issues. ## Contents * [Install](#install) * [Configure](#configure) +* [Code analysis warnings](#code-analysis-warnings) * [Troubleshoot](#troubleshoot) * [Release notes](#release-notes) @@ -121,7 +122,7 @@ The configuration will check your custom path first, then fall back to the defau still compile on a different computer). ### Unit test projects -**(upcoming in 2.0.3)** +**(upcoming in 2.1)** You can use the package in unit test projects too. Its optional unit test mode... @@ -134,15 +135,81 @@ To enable it, add this above the first `</PropertyGroup>` in your `.csproj`: <ModUnitTests>True</ModUnitTests> ``` +## 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... +* [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", "SMAPI001")] // implicit net field conversion + ``` +* 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. + +### SMAPI001 +**Implicit net field conversion:** +> 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` will be true for a null value in some cases. + +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 [SMAPI002](#smapi002) 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) + ``` + +### SMAPI002 +**Avoid net fields when possible:** +> '{{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 [SMAPI001](#smapi001)). This +field has an equivalent non-net property that avoids those issues. + +Suggested fix: access the suggested property name instead. + +### SMAPI003 +**Avoid obsolete fields:** +> 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. + ## Troubleshoot ### "Failed to find the game install path" That error means the package couldn't find your game. You can specify the game path yourself; see _[Game path](#game-path)_ above. ## Release notes -### 2.0.3 alpha +### 2.1 alpha * Added support for Stardew Valley 1.3. * Added support for unit test projects. +* Added C# analyzers to warn about implicit conversions of Netcode fields in Stardew Valley 1.3. ### 2.0.2 * Fixed compatibility issue on Linux. diff --git a/docs/release-notes.md b/docs/release-notes.md index c04b6bdf..c65d6e0d 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -8,6 +8,7 @@ * Fixed SMAPI update checks not showing newer beta versions when using a beta version. * For modders: + * Added code analysis to mod build config package to flag common issues as warnings. * Dropped some deprecated APIs. * Fixed assets loaded by temporary content managers not being editable. * Fixed issue where assets didn't reload correctly when the player switches language. diff --git a/docs/screenshots/code-analyzer-example.png b/docs/screenshots/code-analyzer-example.png Binary files differnew file mode 100644 index 00000000..3b930dc5 --- /dev/null +++ b/docs/screenshots/code-analyzer-example.png diff --git a/docs/technical-docs.md b/docs/technical-docs.md index 37ec7f69..9e1a49e7 100644 --- a/docs/technical-docs.md +++ b/docs/technical-docs.md @@ -20,6 +20,7 @@ mods, this section isn't relevant to you; see the main README to use or create m * [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 @@ -222,3 +223,31 @@ property name | description `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. |