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)