From d35f45fc3242d330a2021017054e932eff64f2ca Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 7 Jan 2023 17:55:15 -0500 Subject: fix game assemblies not excluded from release zip when bundle type not set --- docs/technical/mod-package.md | 1 + .../Framework/ModFileManager.cs | 23 ++++++++++++++++------ 2 files changed, 18 insertions(+), 6 deletions(-) diff --git a/docs/technical/mod-package.md b/docs/technical/mod-package.md index 707b1641..0e710e50 100644 --- a/docs/technical/mod-package.md +++ b/docs/technical/mod-package.md @@ -414,6 +414,7 @@ when you compile it. ## Release notes ## Upcoming release * Added `manifest.json` format validation on build (thanks to tylergibbs2!). +* Fixed game assemblies no longer excluded from the release zip if referenced explicitly without setting `BundleExtraAssemblies`. ### 4.0.2 Released 09 October 2022. diff --git a/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs b/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs index 00f3f439..d47e492a 100644 --- a/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs +++ b/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs @@ -215,13 +215,24 @@ namespace StardewModdingAPI.ModBuildConfig.Framework return true; } - // check for bundled assembly types - // When bundleAssemblyTypes is set, *all* dependencies are copied into the build output but only those which match the given assembly types should be bundled. - if (bundleAssemblyTypes != ExtraAssemblyTypes.None) + // ignore by assembly type + ExtraAssemblyTypes type = this.GetExtraAssemblyType(file, modDllName); + switch (bundleAssemblyTypes) { - var type = this.GetExtraAssemblyType(file, modDllName); - if (type != ExtraAssemblyTypes.None && !bundleAssemblyTypes.HasFlag(type)) - return true; + // Only explicitly-referenced assemblies are in the build output. These should be added to the zip, + // since it's possible the game won't load them (except game assemblies which will always be loaded + // separately). If they're already loaded, SMAPI will just ignore them. + case ExtraAssemblyTypes.None: + if (type is ExtraAssemblyTypes.Game) + return true; + break; + + // All assemblies are in the build output (due to how .NET builds references), but only those which + // match the bundled type should be in the zip. + default: + if (type != ExtraAssemblyTypes.None && !bundleAssemblyTypes.HasFlag(type)) + return true; + break; } return false; -- cgit