From 926894f8f52c2a5cf104fcac2f7f34b637f7b531 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 7 Oct 2017 22:11:12 -0400 Subject: move mod build config files into subfolder --- src/StardewModdingAPI.ModBuildConfig/README.md | 121 +++++++++ .../assets/nuget-icon.pdn | Bin 0 -> 7401 bytes .../assets/nuget-icon.png | Bin 0 -> 5054 bytes .../build/smapi.targets | 273 +++++++++++++++++++++ .../package.nuspec | 22 ++ .../release-notes.md | 28 +++ 6 files changed, 444 insertions(+) create mode 100644 src/StardewModdingAPI.ModBuildConfig/README.md create mode 100644 src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.pdn create mode 100644 src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.png create mode 100644 src/StardewModdingAPI.ModBuildConfig/build/smapi.targets create mode 100644 src/StardewModdingAPI.ModBuildConfig/package.nuspec create mode 100644 src/StardewModdingAPI.ModBuildConfig/release-notes.md (limited to 'src') diff --git a/src/StardewModdingAPI.ModBuildConfig/README.md b/src/StardewModdingAPI.ModBuildConfig/README.md new file mode 100644 index 00000000..c261e705 --- /dev/null +++ b/src/StardewModdingAPI.ModBuildConfig/README.md @@ -0,0 +1,121 @@ +**Stardew.ModBuildConfig** is an open-source NuGet package which automates the build configuration +for [Stardew Valley](http://stardewvalley.net/) [SMAPI](https://github.com/Pathoschild/SMAPI) mods. + +The package... + +* lets you write your mod once, and compile it on any computer. It detects the current platform + (Linux, Mac, or Windows) and game install path, and injects the right references automatically. +* configures Visual Studio so you can debug into the mod code when the game is running (_Windows + only_). +* packages the mod automatically into the game's mod folder when you build the code (_optional_). + +## Contents +* [Install](#install) +* [Simplify mod development](#simplify-mod-development) +* [Troubleshoot](#troubleshoot) +* [Versions](#versions) + +## Install +**When creating a new mod:** + +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](http://canimod.com/guides/creating-a-smapi-mod). +4. Compile on any platform. + +**When migrating an existing mod:** + +1. Remove any project references to `Microsoft.Xna.*`, `MonoGame`, Stardew Valley, + `StardewModdingAPI`, and `xTile`. +2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig). +3. Compile on any platform. + +## Simplify mod development +### Package your mod into the game folder automatically +You can copy your mod files into the `Mods` folder automatically each time you build, so you don't +need to do it manually: + +1. Edit your mod's `.csproj` file. +2. Add this block above the first `` line: + + ```xml + $(MSBuildProjectName) + ``` + +That's it! Each time you build, the files in `\Mods\` will be updated with +your `manifest.json`, build output, and any `i18n` files. + +Notes: +* To add custom files, just [add them to the build output](https://stackoverflow.com/a/10828462/262123). +* To customise the folder name, just replace `$(MSBuildProjectName)` with the folder name you want. +* 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). + +### Debug into the mod code (Windows-only) +Stepping into your mod code when the game is running is straightforward, since this package injects +the configuration automatically. To do it: + +1. [Package your mod into the game folder automatically](#package-your-mod-into-the-game-folder-automatically). +2. Launch the project with debugging in Visual Studio or MonoDevelop. + +This will deploy your mod files into the game folder, launch SMAPI, and attach a debugger +automatically. Now you can step through your code, set breakpoints, etc. + +### Create release zips automatically (Windows-only) +You can create the mod package automatically when you build: + +1. Edit your mod's `.csproj` file. +2. Add this block above the first `` line: + + ```xml + $(SolutionDir)\_releases + ``` + +That's it! Each time you build, the mod files will be zipped into `_releases\.zip`. (You +can change the value to save the zips somewhere else.) + +## Troubleshoot +### "Failed to find the game install path" +That error means the package couldn't figure out where the game is installed. You need to specify +the game location yourself. There's two ways to do that: + +* **Option 1: set the path globally.** + _This will apply to every project that uses version 1.5+ of package._ + + 1. Get the full folder path containing the Stardew Valley executable. + 2. Create this file path: + + platform | path + --------- | ---- + Linux/Mac | `~/stardewvalley.targets` + Windows | `%USERPROFILE%\stardewvalley.targets` + + 3. Save the file with this content: + + ```xml + + + PATH_HERE + + + ``` + + 4. Replace `PATH_HERE` with your custom game install path. + +* **Option 2: set the path in the project file.** + _(You'll need to do it for every 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 ` + PATH_HERE + + ``` + + 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). + +## Versions +See [release notes](release-notes.md). diff --git a/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.pdn b/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.pdn new file mode 100644 index 00000000..7bd5c0c5 Binary files /dev/null and b/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.pdn differ diff --git a/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.png b/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.png new file mode 100644 index 00000000..611cdf88 Binary files /dev/null and b/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.png differ diff --git a/src/StardewModdingAPI.ModBuildConfig/build/smapi.targets b/src/StardewModdingAPI.ModBuildConfig/build/smapi.targets new file mode 100644 index 00000000..a1b6aab3 --- /dev/null +++ b/src/StardewModdingAPI.ModBuildConfig/build/smapi.targets @@ -0,0 +1,273 @@ + + + + + + + + + + + + + + + A build task which packs mod files into a conventional release zip. + public class CreateModReleaseZip : Task, ITask + { + /********* + ** Accessors + *********/ + /// The mod files to pack. + public ITaskItem[] Files { get; set; } + + /// The name of the mod. + public string ModName { get; set; } + + /// The absolute or relative path to the folder which should contain the generated zip file. + public string OutputFolderPath { get; set; } + + + /********* + ** Public methods + *********/ + public override bool Execute() + { + try + { + // create output path if needed + Directory.CreateDirectory(OutputFolderPath); + + // get zip filename + string fileName = string.Format("{0}-{1}.zip", this.ModName, this.GetManifestVersion()); + + // clear old zip file if present + string zipPath = Path.Combine(OutputFolderPath, fileName); + if (File.Exists(zipPath)) + File.Delete(zipPath); + + // create zip file + using (Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write)) + using (ZipArchive archive = new ZipArchive(zipStream, ZipArchiveMode.Create)) + { + foreach (ITaskItem file in Files) + { + // get file info + string filePath = file.ItemSpec; + string entryName = ModName + '/' + file.GetMetadata("RecursiveDir") + file.GetMetadata("Filename") + file.GetMetadata("Extension"); + if (new FileInfo(filePath).Directory.Name.Equals("i18n", StringComparison.InvariantCultureIgnoreCase)) + entryName = Path.Combine("i18n", entryName); + + // add to zip + using (Stream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read)) + using (Stream fileStreamInZip = archive.CreateEntry(entryName).Open()) + { + fileStream.CopyTo(fileStreamInZip); + } + } + } + + return true; + } + catch (Exception ex) + { + Log.LogErrorFromException(ex); + return false; + } + } + + /// Get a semantic version from the mod manifest (if available). + public string GetManifestVersion() + { + // Get the file JSON string + string json = ""; + foreach(ITaskItem file in Files) + { + if(Path.GetFileName(file.ItemSpec).ToLower() != "manifest.json") + continue; + json = File.ReadAllText(file.ItemSpec); + break; + } + + // Serialize the manifest json into a data object, then get a version object from that. + IDictionary data = (IDictionary)new JavaScriptSerializer().DeserializeObject(json); + IDictionary version = (IDictionary)data["Version"]; + + // Store our version numbers for ease of use + int major = (int)version["MajorVersion"]; + int minor = (int)version["MinorVersion"]; + int patch = (int)version["PatchVersion"]; + + return String.Format("{0}.{1}.{2}", major, minor, patch); + } + } + ]]> + + + + + + + + + + + + + + + + $(HOME)/GOG Games/Stardew Valley/game + $(HOME)/.local/share/Steam/steamapps/common/Stardew Valley + + + /Applications/Stardew Valley.app/Contents/MacOS + $(HOME)/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS + + + + + C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley + C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley + $([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\GOG.com\Games\1453375253', 'PATH', null, RegistryView.Registry32)) + $([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150', 'InstallLocation', null, RegistryView.Registry64, RegistryView.Registry32)) + + + + + + + + + + + + false + + + false + + + false + + + false + + + $(GamePath)\Stardew Valley.exe + false + + + $(GamePath)\StardewModdingAPI.exe + false + + + $(GamePath)\xTile.dll + false + False + + + + + + Program + $(GamePath)\StardewModdingAPI.exe + $(GamePath) + + + + + + + $(GamePath)\MonoGame.Framework.dll + false + False + + + $(GamePath)\StardewValley.exe + false + + + $(GamePath)\StardewModdingAPI.exe + false + + + $(GamePath)\xTile.dll + false + + + + + + + + + + + + + + + + + + + + + + + + $(GamePath)\Mods\$(DeployModFolderName) + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/src/StardewModdingAPI.ModBuildConfig/package.nuspec b/src/StardewModdingAPI.ModBuildConfig/package.nuspec new file mode 100644 index 00000000..b8e96481 --- /dev/null +++ b/src/StardewModdingAPI.ModBuildConfig/package.nuspec @@ -0,0 +1,22 @@ + + + + Pathoschild.Stardew.ModBuildConfig + 1.7.1 + MSBuild config for Stardew Valley mods + Pathoschild + Pathoschild + false + https://github.com/Pathoschild/Stardew.ModBuildConfig/blob/1.7.1/LICENSE.txt + https://github.com/Pathoschild/Stardew.ModBuildConfig#readme + https://raw.githubusercontent.com/Pathoschild/Stardew.ModBuildConfig/1.7.1/assets/nuget-icon.png + Automates the build configuration for crossplatform Stardew Valley SMAPI mods. + + 1.7 added an option to create release zips on build and added a reference to XNA's XACT library for audio-related mods. + 1.7.1 fixed an issue where i18n folders were flattened, and ensures that the manifest/i18n files in the project take precedence over those in the build output if both are present. + + + + + + diff --git a/src/StardewModdingAPI.ModBuildConfig/release-notes.md b/src/StardewModdingAPI.ModBuildConfig/release-notes.md new file mode 100644 index 00000000..ff2734f8 --- /dev/null +++ b/src/StardewModdingAPI.ModBuildConfig/release-notes.md @@ -0,0 +1,28 @@ +## Release notes +### 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. -- cgit