add build logic from the custom scripts (#602)

This commit is contained in:
Jesse Plamondon-Willard 2018-11-18 00:51:30 -05:00
parent e5bc00e7a2
commit 48b9acb074
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GPG Key ID: 7D7C8097B62033CE
3 changed files with 71 additions and 47 deletions

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@ -10,9 +10,10 @@
<CompiledRootPath>$(SolutionDir)\..\bin\$(Configuration)</CompiledRootPath>
<CompiledSmapiPath>$(CompiledRootPath)\SMAPI</CompiledSmapiPath>
<CompiledToolkitPath>$(CompiledRootPath)\SMAPI.Toolkit\net4.5</CompiledToolkitPath>
<PackagePath>$(SolutionDir)\..\bin\Packaged</PackagePath>
<PackageBundleFilename>bundle.windows.zipped</PackageBundleFilename>
<PackageBundleFilename Condition="$(OS) != 'Windows_NT'">bundle.mono.zipped</PackageBundleFilename>
<PackagePath>$(SolutionDir)\..\bin\SMAPI installer</PackagePath>
<PackageDevPath>$(SolutionDir)\..\bin\SMAPI installer for developers</PackageDevPath>
<PackageBundlePlatform>windows</PackageBundlePlatform>
<PackageBundlePlatform Condition="$(OS) != 'Windows_NT'">mono</PackageBundlePlatform>
</PropertyGroup>
<ItemGroup>
<CompiledMods Include="$(SolutionDir)\..\bin\$(Configuration)\Mods\**\*.*" />
@ -20,6 +21,7 @@
<!-- reset package directory -->
<RemoveDir Directories="$(PackagePath)" />
<RemoveDir Directories="$(PackageDevPath)" />
<!-- copy installer files -->
<Copy SourceFiles="$(TargetDir)\unix-install.sh" DestinationFiles="$(PackagePath)\install on Linux.sh" />
@ -27,7 +29,7 @@
<Copy SourceFiles="$(TargetDir)\windows-install.bat" DestinationFiles="$(PackagePath)\install on Windows.bat" />
<Copy SourceFiles="$(TargetDir)\README.txt" DestinationFiles="$(PackagePath)\README.txt" />
<Copy SourceFiles="$(TargetDir)\$(TargetName).exe" DestinationFiles="$(PackagePath)\internal\install.exe" />
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="$(TargetDir)\windows-exe-config.xml" DestinationFiles="$(PackagePath)\internal\install.exe.config" />
<Copy SourceFiles="$(TargetDir)\windows-exe-config.xml" DestinationFiles="$(PackagePath)\internal\install.exe.config" />
<!--copy bundle files-->
<Copy SourceFiles="$(TargetDir)\unix-launcher.sh" DestinationFiles="$(PackagePath)\bundle\StardewModdingAPI" />
@ -52,11 +54,25 @@
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\System.Numerics.dll" DestinationFolder="$(PackagePath)\bundle\smapi-internal" />
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\System.Runtime.Caching.dll" DestinationFolder="$(PackagePath)\bundle\smapi-internal" />
<!-- zip bundle files -->
<ZipDirectory FromDirPath="$(PackagePath)\bundle" ToFilePath="$(PackagePath)\internal\$(PackageBundleFilename)" />
<!-- fix Linux/Mac permissions -->
<Exec Condition="$(OS) != 'Windows_NT'" Command="chmod 755 &quot;$(PackagePath)\install on Linux.sh&quot;" />
<Exec Condition="$(OS) != 'Windows_NT'" Command="chmod 755 &quot;$(PackagePath)\install on Mac.command&quot;" />
<!-- finalise 'for developers' installer -->
<ItemGroup>
<PackageFiles Include="$(PackagePath)\**\*.*" />
</ItemGroup>
<Copy SourceFiles="@(PackageFiles)" DestinationFolder="$(PackageDevPath)\%(RecursiveDir)" />
<ZipDirectory FromDirPath="$(PackageDevPath)\bundle" ToFilePath="$(PackageDevPath)\internal\bundle.$(PackageBundlePlatform).zipped" />
<RemoveDir Directories="$(PackageDevPath)\bundle" />
<!-- finalise normal installer -->
<ReplaceFileText FilePath="$(PackagePath)\bundle\smapi-internal\StardewModdingAPI.config.json" Search="&quot;DeveloperMode&quot;: true" Replace="&quot;DeveloperMode&quot;: false" />
<ZipDirectory FromDirPath="$(PackagePath)\bundle" ToFilePath="$(PackagePath)\internal\bundle.$(PackageBundlePlatform).zipped" />
<RemoveDir Directories="$(PackagePath)\bundle" />
</Target>
<!-- Create a zip file with the contents of a given folder path. Derived from https://stackoverflow.com/a/38127938/262123. -->
<UsingTask TaskName="ZipDirectory" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.v12.0.dll">
<ParameterGroup>
<FromDirPath ParameterType="System.String" Required="true" />
@ -81,4 +97,27 @@
</Code>
</Task>
</UsingTask>
<!-- Replace text in a file based on a regex pattern. Derived from https://stackoverflow.com/a/22571621/262123. -->
<UsingTask TaskName="ReplaceFileText" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.v4.0.dll">
<ParameterGroup>
<FilePath ParameterType="System.String" Required="true" />
<Search ParameterType="System.String" Required="true" />
<Replace ParameterType="System.String" Required="true" />
</ParameterGroup>
<Task>
<Reference Include="System.Core" />
<Using Namespace="System" />
<Using Namespace="System.IO" />
<Using Namespace="System.Text.RegularExpressions" />
<Code Type="Fragment" Language="cs">
<![CDATA[
File.WriteAllText(
FilePath,
Regex.Replace(File.ReadAllText(FilePath), Search, Replace)
);
]]>
</Code>
</Task>
</UsingTask>
</Project>

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@ -44,7 +44,7 @@ executed. This doesn't work in MonoDevelop on Linux, unfortunately.
### Preparing a release
To prepare a crossplatform SMAPI release, you'll need to compile it on two platforms. See
[crossplatforming info](https://stardewvalleywiki.com/Modding:Creating_a_SMAPI_mod#Test_on_all_platforms)
[crossplatforming info](https://stardewvalleywiki.com/Modding:Modder_Guide/Test_and_Troubleshoot#Testing_on_all_platforms)
on the wiki for the first-time setup.
1. Update the version number in `GlobalAssemblyInfo.cs` and `Constants::Version`. Make sure you use a
@ -57,47 +57,16 @@ on the wiki for the first-time setup.
release | `<version>` | `3.0`
2. In Windows:
1. Rebuild the solution in _Release_ mode.
2. Rename `bin/Packaged` to `SMAPI <version>` (e.g. `SMAPI 3.0`).
2. Transfer the `SMAPI <version>` folder to Linux or Mac.
_This adds the installer executable and Windows files. We'll do the rest in Linux or Mac,
since we need to set Unix file permissions that Windows won't save._
1. Rebuild the solution in Release mode.
2. Copy `bundle.windows.zipped` from `bin/SMAPI installer` and `bin/SMAPI installer for developers`
to Linux/Mac.
2. In Linux or Mac:
1. Rebuild the solution in _Release_ mode.
2. Copy `bin/internal/Packaged/Mono` into the `SMAPI <version>` folder.
3. If you did everything right so far, you should have a folder like this:
```
SMAPI 3.0 installer/
install on Linux.sh
install on Mac.command
install on Windows.exe
README.txt
internal/
Mono/
Mods/*
smapi-internal/*
StardewModdingAPI
StardewModdingAPI.exe
StardewModdingAPI.pdb
StardewModdingAPI.xml
steam_appid.txt
Windows/
Mods/*
smapi-internal/*
StardewModdingAPI.exe
StardewModdingAPI.pdb
StardewModdingAPI.xml
steam_appid.txt
```
4. Open a terminal in the `SMAPI <version>` folder and run `chmod 755 internal/Mono/StardewModdingAPI`.
5. Copy & paste the `SMAPI <version>` folder as `SMAPI <version> for developers`.
6. In the `SMAPI <version>` folder...
* edit `internal/Mono/StardewModdingAPI.config.json` and
`internal/Windows/StardewModdingAPI.config.json` to disable developer mode;
* delete `internal/Windows/StardewModdingAPI.xml`.
7. Compress the two folders into `SMAPI <version>.zip` and `SMAPI <version> for developers.zip`.
3. In Linux/Mac:
1. Rebuild the solution in Release mode.
2. Add the `bundle.windows.zipped` files to the `bin/SMAPI installer` and
`bin/SMAPI installer for developers` folders.
3. Rename the folders to `SMAPI <version> installer` and `SMAPI <version> installer for developers`.
4. Zip the two folders.
## Customisation
### Configuration file

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@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Globalization;
using System.IO;
using System.Linq;
@ -445,6 +446,8 @@ namespace StardewModdingApi.Installer
if (platform.IsMono())
{
this.PrintDebug("Safely replacing game launcher...");
// back up & remove current launcher
if (File.Exists(paths.UnixLauncherPath))
{
if (!File.Exists(paths.UnixBackupLauncherPath))
@ -453,7 +456,20 @@ namespace StardewModdingApi.Installer
this.InteractivelyDelete(paths.UnixLauncherPath);
}
// add new launcher
File.Move(paths.UnixSmapiLauncherPath, paths.UnixLauncherPath);
// mark file executable
// (MSBuild doesn't keep permission flags for files zipped in a build task.)
new Process
{
StartInfo = new ProcessStartInfo
{
FileName = "chmod",
Arguments = $"755 \"{paths.UnixLauncherPath}\"",
CreateNoWindow = true
}
}.Start();
}
// create mods directory (if needed)