372 lines
14 KiB
Markdown
372 lines
14 KiB
Markdown
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← [SMAPI](../README.md)
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The **mod build package** is an open-source NuGet package which automates the MSBuild configuration
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for SMAPI mods and related tools. The package is fully compatible with Linux, Mac, and Windows.
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## Contents
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* [Use](#use)
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* [Features](#features)
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* [Detect game path](#detect-game-path)
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* [Add assembly references](#add-assembly-references)
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* [Copy files into the `Mods` folder and create release zip](#copy-files-into-the-mods-folder-and-create-release-zip)
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* [Launch or debug game](#launch-or-debug-game)
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* [Preconfigure common settings](#preconfigure-common-settings)
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* [Add code warnings](#add-code-warnings)
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* [Code warnings](#code-warnings)
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* [Special cases](#special-cases)
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* [Custom game path](#custom-game-path)
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* [Non-mod projects](#non-mod-projects)
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* [For SMAPI developers](#for-smapi-developers)
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* [Release notes](#release-notes)
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## Use
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1. Create an empty library project.
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2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
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3. [Write your code](https://stardewvalleywiki.com/Modding:Creating_a_SMAPI_mod).
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4. Compile on any platform.
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5. Run the game to play with your mod.
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## Features
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The package automatically makes the changes listed below. In some cases you can configure how it
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works by editing your mod's `.csproj` file, and adding the given properties between the first
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`<PropertyGroup>` and `</PropertyGroup>` tags.
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### Detect game path
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The package finds your game folder by scanning the default install paths and Windows registry. It
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adds two MSBuild properties for use in your `.csproj` file if needed:
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property | description
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-------- | -----------
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`$(GamePath)` | The absolute path to the detected game folder.
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`$(GameExecutableName)` | The game's executable name for the current OS (`Stardew Valley` on Windows, or `StardewValley` on Linux/Mac).
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If you get a build error saying it can't find your game, see [_set the game path_](#set-the-game-path).
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### Add assembly references
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The package adds assembly references to SMAPI, Stardew Valley, xTile, and MonoGame (Linux/Mac) or XNA
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Framework (Windows). It automatically adjusts depending on which OS you're compiling it on.
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The assemblies aren't copied to the build output, since mods loaded by SMAPI won't need them. For
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non-mod projects like unit tests, you can set this property:
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```xml
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<CopyModReferencesToBuildOutput>true</CopyModReferencesToBuildOutput>
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```
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If your mod uses [Harmony](https://github.com/pardeike/Harmony) (not recommended for most mods),
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the package can add a reference to SMAPI's Harmony DLL for you:
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```xml
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<EnableHarmony>true</EnableHarmony>
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```
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### Copy files into the `Mods` folder and create release zip
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<dl>
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<dt>Files considered part of your mod</dt>
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<dd>
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These files are selected by default: `manifest.json`,
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[`i18n` files](https://stardewvalleywiki.com/Modding:Translations) (if any), the `assets` folder
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(if any), and all files in the build output. You can select custom files by [adding them to the
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build output](https://stackoverflow.com/a/10828462/262123). (If your project references another mod,
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make sure the reference is [_not_ marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx).)
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You can deselect a file by removing it from the build output. For a default file, you can set the
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property below to a comma-delimited list of regex patterns to ignore. For crossplatform
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compatibility, you should replace path delimiters with `[/\\]`.
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```xml
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<IgnoreModFilePatterns>\.txt$, \.pdf$, assets[/\\]paths.png</IgnoreModFilePatterns>
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```
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</dd>
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<dt>Copy files into the `Mods` folder</dt>
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<dd>
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The package copies the selected files into your game's `Mods` folder when you rebuild the code,
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with a subfolder matching the mod's project name.
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You can change the folder name:
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```xml
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<ModFolderName>YourModName</ModFolderName>
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```
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Or disable deploying the files:
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```xml
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<EnableModDeploy>false</EnableModDeploy>
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```
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</dd>
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<dt>Create release zip</dt>
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<dd>
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The package adds a zip file in your project's `bin` folder when you rebuild the code, in the format
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recommended for sites like Nexus Mods. The zip filename can be changed using `ModFolderName` above.
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You can change the folder path where the zip is created:
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```xml
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<ModZipPath>$(SolutionDir)\_releases</ModZipPath>
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```
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Or disable zip creation:
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```xml
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<EnableModZip>false</EnableModZip>
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```
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</dd>
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</dl>
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### Launch or debug game
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On Windows only, the package configures Visual Studio so you can launch the game and attach a
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debugger using _Debug > Start Debugging_ or _Debug > Start Without Debugging_. This lets you [set
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breakpoints](https://docs.microsoft.com/en-us/visualstudio/debugger/using-breakpoints?view=vs-2019)
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in your code while the game is running, or [make simple changes to the mod code without needing to
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restart the game](https://docs.microsoft.com/en-us/visualstudio/debugger/edit-and-continue?view=vs-2019).
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This is disabled on Linux/Mac due to limitations with the Mono wrapper.
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To disable game debugging (only needed for some non-mod projects):
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```xml
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<EnableGameDebugging>false</EnableGameDebugging>
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```
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### Preconfigure common settings
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The package automatically enables PDB files, so error logs show line numbers for simpler debugging.
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For projects using the simplified `.csproj` format, it also enables the GAC (to support XNA
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Framework) and sets the build to x86 mode (to avoid 'mismatch between the processor architecture' warnings due to
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the game being x86).
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### Add code warnings
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The package runs code analysis on your mod and raises warnings for some common errors or pitfalls.
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See [_code warnings_](#code-warnings) for more info.
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## Code warnings
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### Overview
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The NuGet package adds code warnings in Visual Studio specific to Stardew Valley. For example:
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![](screenshots/code-analyzer-example.png)
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You can hide the warnings using the warning ID (shown under 'code' in the Error List). See...
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* [for specific code](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/preprocessor-directives/preprocessor-pragma-warning);
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* for a method using this attribute:
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```cs
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[System.Diagnostics.CodeAnalysis.SuppressMessage("SMAPI.CommonErrors", "AvoidNetField")]
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```
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* for an entire project:
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1. Expand the _References_ node for the project in Visual Studio.
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2. Right-click on _Analyzers_ and choose _Open Active Rule Set_.
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4. Expand _StardewModdingAPI.ModBuildConfig.Analyzer_ and uncheck the warnings you want to hide.
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See below for help with each specific warning.
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### Avoid implicit net field cast
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Warning text:
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> This implicitly converts '{{expression}}' from {{net type}} to {{other type}}, but
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> {{net type}} has unintuitive implicit conversion rules. Consider comparing against the actual
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> value instead to avoid bugs.
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Stardew Valley uses net types (like `NetBool` and `NetInt`) to handle multiplayer sync. These types
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can implicitly convert to their equivalent normal values (like `bool x = new NetBool()`), but their
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conversion rules are unintuitive and error-prone. For example,
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`item?.category == null && item?.category != null` can both be true at once, and
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`building.indoors != null` can be true for a null value.
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Suggested fix:
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* Some net fields have an equivalent non-net property like `monster.Health` (`int`) instead of
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`monster.health` (`NetInt`). The package will add a separate [AvoidNetField](#avoid-net-field) warning for
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these. Use the suggested property instead.
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* For a reference type (i.e. one that can contain `null`), you can use the `.Value` property:
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```c#
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if (building.indoors.Value == null)
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```
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Or convert the value before comparison:
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```c#
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GameLocation indoors = building.indoors;
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if(indoors == null)
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// ...
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```
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* For a value type (i.e. one that can't contain `null`), check if the object is null (if applicable)
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and compare with `.Value`:
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```cs
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if (item != null && item.category.Value == 0)
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```
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### Avoid net field
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Warning text:
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> '{{expression}}' is a {{net type}} field; consider using the {{property name}} property instead.
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Your code accesses a net field, which has some unusual behavior (see [AvoidImplicitNetFieldCast](#avoid-implicit-net-field-cast)).
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This field has an equivalent non-net property that avoids those issues.
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Suggested fix: access the suggested property name instead.
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### Avoid obsolete field
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Warning text:
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> The '{{old field}}' field is obsolete and should be replaced with '{{new field}}'.
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Your code accesses a field which is obsolete or no longer works. Use the suggested field instead.
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## Special cases
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### Custom game path
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The package usually detects where your game is installed automatically. If it can't find your game
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or you have multiple installs, you can specify the path yourself. There's two ways to do that:
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* **Option 1: global game path (recommended).**
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_This will apply to every project that uses the package._
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1. Get the full folder path containing the Stardew Valley executable.
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2. Create this file:
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platform | path
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--------- | ----
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Linux/Mac | `~/stardewvalley.targets`
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Windows | `%USERPROFILE%\stardewvalley.targets`
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3. Save the file with this content:
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```xml
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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<GamePath>PATH_HERE</GamePath>
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</PropertyGroup>
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</Project>
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```
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4. Replace `PATH_HERE` with your game path.
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* **Option 2: path in the project file.**
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_You'll need to do this for each project that uses the package._
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1. Get the folder path containing the Stardew Valley `.exe` file.
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2. Add this to your `.csproj` file under the `<Project` line:
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```xml
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<PropertyGroup>
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<GamePath>PATH_HERE</GamePath>
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</PropertyGroup>
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```
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3. Replace `PATH_HERE` with your custom game install path.
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The configuration will check your custom path first, then fall back to the default paths (so it'll
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still compile on a different computer).
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You access the game path via `$(GamePath)` in MSBuild properties, if you need to reference another
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file in the game folder.
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### Non-mod projects
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You can use the package in non-mod projects too (e.g. unit tests or framework DLLs). Just disable
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the mod-related package features:
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```xml
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<EnableGameDebugging>false</EnableGameDebugging>
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<EnableModDeploy>false</EnableModDeploy>
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<EnableModZip>false</EnableModZip>
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```
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If you need to copy the referenced DLLs into your build output, add this too:
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```xml
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<CopyModReferencesToBuildOutput>true</CopyModReferencesToBuildOutput>
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```
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## For SMAPI developers
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The mod build package consists of three projects:
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project | purpose
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------------------------------------------------- | ----------------
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`StardewModdingAPI.ModBuildConfig` | Configures the build (references, deploying the mod files, setting up debugging, etc).
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`StardewModdingAPI.ModBuildConfig.Analyzer` | Adds C# analyzers which show code warnings in Visual Studio.
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`StardewModdingAPI.ModBuildConfig.Analyzer.Tests` | Unit tests for the C# analyzers.
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To prepare a build of the NuGet package:
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1. Install the [NuGet CLI](https://docs.microsoft.com/en-us/nuget/install-nuget-client-tools#nugetexe-cli).
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1. Change the version and release notes in `package.nuspec`.
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2. Rebuild the solution in _Release_ mode.
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3. Open a terminal in the `bin/Pathoschild.Stardew.ModBuildConfig` package and run this command:
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```bash
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nuget.exe pack
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```
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That will create a `Pathoschild.Stardew.ModBuildConfig-<version>.nupkg` file in the same directory
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which can be uploaded to NuGet or referenced directly.
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## Release notes
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### Upcoming release
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* Updated for SMAPI 3.0 and Stardew Valley 1.4.
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* Added automatic support for `assets` folders.
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* Added `$(GameExecutableName)` MSBuild variable.
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* Added support for projects using the simplified `.csproj` format:
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* platform target is now set to x86 automatically to avoid mismatching platform target warnings;
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* added GAC to assembly search paths to fix references to XNA Framework.
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* Added option to disable game debugging config.
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* Added `.pdb` files to builds by default (to enable line numbers in error stack traces).
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* Added optional Harmony reference.
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* Fixed `Newtonsoft.Json.pdb` included in release zips when Json.NET is referenced directly.
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* Fixed `<IgnoreModFilePatterns>` not working for `i18n` files.
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* Dropped support for older versions of SMAPI and Visual Studio.
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### 2.2
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* Added support for SMAPI 2.8+ (still compatible with earlier versions).
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* Added default game paths for 32-bit Windows.
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* Fixed valid manifests marked invalid in some cases.
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### 2.1
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* Added support for Stardew Valley 1.3.
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* Added support for non-mod projects.
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* Added C# analyzers to warn about implicit conversions of Netcode fields in Stardew Valley 1.3.
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* Added option to ignore files by regex pattern.
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* Added reference to new SMAPI DLL.
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* Fixed some game paths not detected by NuGet package.
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### 2.0.2
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* Fixed compatibility issue on Linux.
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### 2.0.1
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* Fixed mod deploy failing to create subfolders if they don't already exist.
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### 2.0
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* Added: mods are now copied into the `Mods` folder automatically (configurable).
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* Added: release zips are now created automatically in your build output folder (configurable).
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* Added: mod deploy and release zips now exclude Json.NET automatically, since it's provided by SMAPI.
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* Added mod's version to release zip filename.
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* Improved errors to simplify troubleshooting.
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* Fixed release zip not having a mod folder.
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* Fixed release zip failing if mod name contains characters that aren't valid in a filename.
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### 1.7.1
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* Fixed issue where i18n folders were flattened.
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* The manifest/i18n files in the project now take precedence over those in the build output if both
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are present.
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### 1.7
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* Added option to create release zips on build.
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* Added reference to XNA's XACT library for audio-related mods.
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### 1.6
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* Added support for deploying mod files into `Mods` automatically.
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* Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI.
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### 1.5
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* Added support for setting a custom game path globally.
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* Added default GOG path on Mac.
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### 1.4
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* Fixed detection of non-default game paths on 32-bit Windows.
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* Removed support for SilVerPLuM (discontinued).
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* Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms
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mods automatically).
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### 1.3
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* Added support for non-default game paths on Windows.
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### 1.2
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* Exclude game binaries from mod build output.
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### 1.1
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* Added support for overriding the target platform.
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### 1.0
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* Initial release.
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* Added support for detecting the game path automatically.
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* Added support for injecting XNA/MonoGame references automatically based on the OS.
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* Added support for mod builders like SilVerPLuM.
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