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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<!--*********************************************
** Define build tasks
**********************************************-->
<!--######
## create a release zip file for a mod (CodeTaskFactory only available on Windows?)
#######-->
<UsingTask TaskName="CreateModReleaseZip" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.v4.0.dll" Condition="'$(OS)' == 'Windows_NT'">
<ParameterGroup>
<ModName ParameterType="System.String" Required="true" />
<Files ParameterType="Microsoft.Build.Framework.ITaskItem[]" Required="true" />
<OutputFolderPath ParameterType="System.String" Required="true" />
</ParameterGroup>
<Task>
<Reference Include="System.IO" />
<Reference Include="System.IO.Compression" />
<Reference Include="System.Web.Extensions"/>
<Code Type="Class" Language="cs">
<![CDATA[
using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Web.Script.Serialization;
using Microsoft.Build.Framework;
using Microsoft.Build.Utilities;
/// <summary>A build task which packs mod files into a conventional release zip.</summary>
public class CreateModReleaseZip : Task, ITask
{
/*********
** Accessors
*********/
/// <summary>The mod files to pack.</summary>
public ITaskItem[] Files { get; set; }
/// <summary>The name of the mod.</param>
public string ModName { get; set; }
/// <summary>The absolute or relative path to the folder which should contain the generated zip file.</summary>
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;
}
}
/// <summary>Get a semantic version from the mod manifest (if available).</summary>
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<string, object> data = (IDictionary<string, object>)new JavaScriptSerializer().DeserializeObject(json);
IDictionary<string, object> version = (IDictionary<string, object>)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);
}
}
]]>
</Code>
</Task>
</UsingTask>
<!--*********************************************
** Find the basic mod metadata
**********************************************-->
<!--######
## import developer's custom settings (if any)
#######-->
<Import Condition="$(OS) != 'Windows_NT' AND Exists('$(HOME)\stardewvalley.targets')" Project="$(HOME)\stardewvalley.targets" />
<Import Condition="$(OS) == 'Windows_NT' AND Exists('$(USERPROFILE)\stardewvalley.targets')" Project="$(USERPROFILE)\stardewvalley.targets" />
<!--######
## find platform + game path
#######-->
<Choose>
<When Condition="$(OS) == 'Unix' OR $(OS) == 'OSX'">
<PropertyGroup>
<!-- Linux -->
<GamePath Condition="!Exists('$(GamePath)')">$(HOME)/GOG Games/Stardew Valley/game</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$(HOME)/.local/share/Steam/steamapps/common/Stardew Valley</GamePath>
<!-- Mac (may be 'Unix' or 'OSX') -->
<GamePath Condition="!Exists('$(GamePath)')">/Applications/Stardew Valley.app/Contents/MacOS</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$(HOME)/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS</GamePath>
</PropertyGroup>
</When>
<When Condition="$(OS) == 'Windows_NT'">
<PropertyGroup>
<GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\GOG.com\Games\1453375253', 'PATH', null, RegistryView.Registry32))</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150', 'InstallLocation', null, RegistryView.Registry64, RegistryView.Registry32))</GamePath>
</PropertyGroup>
</When>
</Choose>
<!--*********************************************
** Inject the assembly references and debugging configuration
**********************************************-->
<Choose>
<When Condition="$(OS) == 'Windows_NT'">
<!-- references -->
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
</Reference>
<Reference Include="Stardew Valley">
<HintPath>$(GamePath)\Stardew Valley.exe</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="StardewModdingAPI">
<HintPath>$(GamePath)\StardewModdingAPI.exe</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="xTile, Version=2.0.4.0, Culture=neutral, processorArchitecture=x86">
<HintPath>$(GamePath)\xTile.dll</HintPath>
<Private>false</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
</ItemGroup>
<!-- launch game for debugging -->
<PropertyGroup>
<StartAction>Program</StartAction>
<StartProgram>$(GamePath)\StardewModdingAPI.exe</StartProgram>
<StartWorkingDirectory>$(GamePath)</StartWorkingDirectory>
</PropertyGroup>
</When>
<Otherwise>
<!-- references -->
<ItemGroup>
<Reference Include="MonoGame.Framework">
<HintPath>$(GamePath)\MonoGame.Framework.dll</HintPath>
<Private>false</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
<Reference Include="StardewValley">
<HintPath>$(GamePath)\StardewValley.exe</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="StardewModdingAPI">
<HintPath>$(GamePath)\StardewModdingAPI.exe</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="xTile">
<HintPath>$(GamePath)\xTile.dll</HintPath>
<Private>false</Private>
</Reference>
</ItemGroup>
</Otherwise>
</Choose>
<!--*********************************************
** Perform build logic
**********************************************-->
<!--######
## validate metadata before build
#######-->
<Target Name="BeforeBuild">
<!-- show error for unknown platform -->
<Error Condition="'$(OS)' != 'OSX' AND '$(OS)' != 'Unix' AND '$(OS)' != 'Windows_NT'" Text="The build config package doesn't recognise OS type '$(OS)'." />
<!-- if game path is invalid, show one user-friendly error instead of a slew of reference errors -->
<Error Condition="!Exists('$(GamePath)')" Text="Failed to find the game install path. See https://github.com/Pathoschild/Stardew.ModBuildConfig#troubleshoot for help." />
<Error Condition="'$(OS)' == 'Windows_NT' AND !Exists('$(GamePath)\Stardew Valley.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain Stardew Valley. You should delete this folder if it's empty." />
<Error Condition="'$(OS)' != 'Windows_NT' AND !Exists('$(GamePath)\StardewValley.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain Stardew Valley. You should delete this folder if it's empty." />
<Error Condition="!Exists('$(GamePath)\StardewModdingAPI.exe')" Text="Found a game folder at $(GamePath), but it doesn't contain SMAPI." />
</Target>
<!--######
## Deploy files after build
#######-->
<Target Name="AfterBuild" Condition="'$(DeployModFolderName)' != '' OR '$(DeployModZipTo)' != ''">
<!--collect file paths-->
<PropertyGroup>
<ModDeployPath>$(GamePath)\Mods\$(DeployModFolderName)</ModDeployPath>
<DeployModZipTo Condition="'$(OS)' != 'Windows_NT'"><!--disable on Linux/Mac where CodeTaskFactory doesn't seem to be available--></DeployModZipTo>
</PropertyGroup>
<ItemGroup>
<BuildFiles Include="$(TargetDir)\**\*.*" Exclude="$(TargetDir)\manifest.json;$(TargetDir)\i18n\**\*.*" />
<BuildFiles Include="$(ProjectDir)\manifest.json" Condition="'@(BuildFiles)' != ''" />
<BuildFiles Include="$(TargetDir)\manifest.json" Condition="'@(BuildFiles)' != '' AND !EXISTS('$(ProjectDir)\manifest.json')" />
<I18nFiles Include="$(ProjectDir)\i18n\*.json" Condition="'@(BuildFiles)' != ''" />
<I18nFiles Include="$(TargetDir)\i18n\*.json" Condition="'@(BuildFiles)' != '' AND !EXISTS('$(ProjectDir)\i18n')" />
</ItemGroup>
<!--validate paths-->
<Error Text="Could not deploy mod automatically because no build output was found." Condition="'@(BuildFiles)' == ''" />
<Error Text="Could not deploy mod automatically because no manifest.json was found in the project or build output." Condition="!Exists('$(TargetDir)\manifest.json') AND !Exists('$(ProjectDir)\manifest.json')" />
<!-- copy mod files into mod folder if <DeployModFolderName> property is set -->
<Message Text="Deploying mod to $(ModDeployPath)..." Importance="high" Condition="'$(DeployModFolderName)' != ''" />
<Copy SourceFiles="@(BuildFiles)" DestinationFolder="$(ModDeployPath)\%(RecursiveDir)" SkipUnchangedFiles="true" Condition="'$(DeployModFolderName)' != ''" />
<Copy SourceFiles="@(I18nFiles)" DestinationFolder="$(ModDeployPath)\i18n" SkipUnchangedFiles="true" Condition="'$(DeployModFolderName)' != ''" />
<!-- create release zip if <DeployModZipTo> property is set -->
<Message Text="Generating mod release at $(DeployModZipTo)\$(MSBuildProjectName).zip..." Importance="high" Condition="'$(DeployModZipTo)' != ''" />
<CreateModReleaseZip ModName="$(MSBuildProjectName)" Files="@(BuildFiles);@(I18nFiles)" OutputFolderPath="$(DeployModZipTo)" Condition="'$(DeployModZipTo)' != ''" />
</Target>
</Project>
|