Merge branch 'develop' into stable

This commit is contained in:
Jesse Plamondon-Willard 2016-12-04 09:43:58 -05:00
commit aaf354761f
24 changed files with 1076 additions and 211 deletions

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@ -71,22 +71,29 @@ directory containing `src`).
3. If you did everything right so far, you should have a directory like this:
```
SMAPI-1.0/
SMAPI-1.x/
Mono/
Mods/*
Mono.Cecil.dll
Mono.Cecil.Rocks.dll
Newtonsoft.Json.dll
StardewModdingAPI
StardewModdingAPI.exe
StardewModdingAPI.exe.mdb
StardewModdingAPI-settings.json
StardewModdingAPI.AssemblyRewriters.dll
System.Numerics.dll
steam_appid.txt
Windows/
Mods/*
Mono.Cecil.dll
Mono.Cecil.Rocks.dll
Newtonsoft.Json.dll
StardewModdingAPI.exe
StardewModdingAPI.pdb
StardewModdingAPI.xml
StardewModdingAPI-settings.json
StardewModdingAPI.AssemblyRewriters.dll
steam_appid.txt
install.exe
readme.txt

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@ -1,5 +1,12 @@
# Release notes
## 1.3
See [log](https://github.com/CLxS/SMAPI/compare/1.2...1.3).
For players:
* You can now run most mods on any platform (e.g. run Windows mods on Linux/Mac).
* Fixed the normal uninstaller not removing files added by the 'SMAPI for developers' installer.
## 1.2
See [log](https://github.com/CLxS/SMAPI/compare/1.1.1...1.2).

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@ -2,5 +2,5 @@
using System.Runtime.InteropServices;
[assembly: ComVisible(false)]
[assembly: AssemblyVersion("1.2.0.0")]
[assembly: AssemblyFileVersion("1.2.0.0")]
[assembly: AssemblyVersion("1.3.0.0")]
[assembly: AssemblyFileVersion("1.3.0.0")]

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@ -0,0 +1,21 @@
using Mono.Cecil;
using Mono.Cecil.Cil;
namespace StardewModdingAPI.AssemblyRewriters
{
/// <summary>Rewrites a method for compatibility.</summary>
public interface IMethodRewriter
{
/// <summary>Get whether the given method reference can be rewritten.</summary>
/// <param name="methodRef">The method reference.</param>
bool ShouldRewrite(MethodReference methodRef);
/// <summary>Rewrite a method for compatibility.</summary>
/// <param name="module">The module being rewritten.</param>
/// <param name="cil">The CIL rewriter.</param>
/// <param name="callOp">The instruction which calls the method.</param>
/// <param name="methodRef">The method reference invoked by the <paramref name="callOp"/>.</param>
/// <param name="assemblyMap">Metadata for mapping assemblies to the current platform.</param>
void Rewrite(ModuleDefinition module, ILProcessor cil, Instruction callOp, MethodReference methodRef, PlatformAssemblyMap assemblyMap);
}
}

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@ -0,0 +1,12 @@
namespace StardewModdingAPI.AssemblyRewriters
{
/// <summary>The game's platform version.</summary>
public enum Platform
{
/// <summary>The Linux/Mac version of the game.</summary>
Mono,
/// <summary>The Windows version of the game.</summary>
Windows
}
}

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@ -0,0 +1,57 @@
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Mono.Cecil;
namespace StardewModdingAPI.AssemblyRewriters
{
/// <summary>Metadata for mapping assemblies to the current <see cref="Platform"/>.</summary>
public class PlatformAssemblyMap
{
/*********
** Accessors
*********/
/****
** Data
****/
/// <summary>The target game platform.</summary>
public readonly Platform TargetPlatform;
/// <summary>The short assembly names to remove as assembly reference, and replace with the <see cref="Targets"/>. These should be short names (like "Stardew Valley").</summary>
public readonly string[] RemoveNames;
/// <summary>The assembly filenames to target. Equivalent types should be rewritten to use these assemblies.</summary>
/****
** Metadata
****/
/// <summary>The assemblies to target. Equivalent types should be rewritten to use these assemblies.</summary>
public readonly Assembly[] Targets;
/// <summary>An assembly => reference cache.</summary>
public readonly IDictionary<Assembly, AssemblyNameReference> TargetReferences;
/// <summary>An assembly => module cache.</summary>
public readonly IDictionary<Assembly, ModuleDefinition> TargetModules;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="targetPlatform">The target game platform.</param>
/// <param name="removeAssemblyNames">The assembly short names to remove (like <c>Stardew Valley</c>).</param>
/// <param name="targetAssemblies">The assemblies to target.</param>
public PlatformAssemblyMap(Platform targetPlatform, string[] removeAssemblyNames, Assembly[] targetAssemblies)
{
// save data
this.TargetPlatform = targetPlatform;
this.RemoveNames = removeAssemblyNames;
// cache assembly metadata
this.Targets = targetAssemblies;
this.TargetReferences = this.Targets.ToDictionary(assembly => assembly, assembly => AssemblyNameReference.Parse(assembly.FullName));
this.TargetModules = this.Targets.ToDictionary(assembly => assembly, assembly => ModuleDefinition.ReadModule(assembly.Modules.Single().FullyQualifiedName));
}
}
}

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@ -0,0 +1,7 @@
using System.Reflection;
using System.Runtime.InteropServices;
[assembly: AssemblyTitle("StardewModdingAPI.AssemblyRewriters")]
[assembly: AssemblyDescription("Contains internal SMAPI code for converting mods between Linux/Mac and Windows. This assembly is used by SMAPI internally and shouldn't be referenced directly by mods.")]
[assembly: AssemblyProduct("StardewModdingAPI.CrossplatformRewriters")]
[assembly: Guid("10db0676-9fc1-4771-a2c8-e2519f091e49")]

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@ -0,0 +1,92 @@
using System;
using System.Linq;
using System.Reflection;
using Mono.Cecil;
using Mono.Cecil.Cil;
namespace StardewModdingAPI.AssemblyRewriters.Rewriters
{
/// <summary>Base class for a method rewriter.</summary>
public abstract class BaseMethodRewriter : IMethodRewriter
{
/*********
** Public methods
*********/
/// <summary>Get whether the given method reference can be rewritten.</summary>
/// <param name="methodRef">The method reference.</param>
public abstract bool ShouldRewrite(MethodReference methodRef);
/// <summary>Rewrite a method for compatibility.</summary>
/// <param name="module">The module being rewritten.</param>
/// <param name="cil">The CIL rewriter.</param>
/// <param name="callOp">The instruction which calls the method.</param>
/// <param name="methodRef">The method reference invoked by the <paramref name="callOp"/>.</param>
/// <param name="assemblyMap">Metadata for mapping assemblies to the current platform.</param>
public abstract void Rewrite(ModuleDefinition module, ILProcessor cil, Instruction callOp, MethodReference methodRef, PlatformAssemblyMap assemblyMap);
/*********
** Protected methods
*********/
/// <summary>Get whether a method definition matches the signature expected by a method reference.</summary>
/// <param name="definition">The method definition.</param>
/// <param name="reference">The method reference.</param>
protected bool HasMatchingSignature(MethodInfo definition, MethodReference reference)
{
// same name
if (definition.Name != reference.Name)
return false;
// same arguments
ParameterInfo[] definitionParameters = definition.GetParameters();
ParameterDefinition[] referenceParameters = reference.Parameters.ToArray();
if (referenceParameters.Length != definitionParameters.Length)
return false;
for (int i = 0; i < referenceParameters.Length; i++)
{
if (!this.IsMatchingType(definitionParameters[i].ParameterType, referenceParameters[i].ParameterType))
return false;
}
return true;
}
/// <summary>Get whether a type has a method whose signature matches the one expected by a method reference.</summary>
/// <param name="type">The type to check.</param>
/// <param name="reference">The method reference.</param>
protected bool HasMatchingSignature(Type type, MethodReference reference)
{
return type
.GetMethods(BindingFlags.Instance | BindingFlags.DeclaredOnly | BindingFlags.Public)
.Any(method => this.HasMatchingSignature(method, reference));
}
/// <summary>Get whether a type matches a type reference.</summary>
/// <param name="type">The defined type.</param>
/// <param name="reference">The type reference.</param>
private bool IsMatchingType(Type type, TypeReference reference)
{
// same namespace & name
if (type.Namespace != reference.Namespace || type.Name != reference.Name)
return false;
// same generic parameters
if (type.IsGenericType)
{
if (!reference.IsGenericInstance)
return false;
Type[] defGenerics = type.GetGenericArguments();
TypeReference[] refGenerics = ((GenericInstanceType)reference).GenericArguments.ToArray();
if (defGenerics.Length != refGenerics.Length)
return false;
for (int i = 0; i < defGenerics.Length; i++)
{
if (!this.IsMatchingType(defGenerics[i], refGenerics[i]))
return false;
}
}
return true;
}
}
}

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@ -0,0 +1,30 @@
using Microsoft.Xna.Framework.Graphics;
using Mono.Cecil;
using Mono.Cecil.Cil;
using StardewModdingAPI.AssemblyRewriters.Wrappers;
namespace StardewModdingAPI.AssemblyRewriters.Rewriters
{
/// <summary>Rewrites references to <see cref="SpriteBatch"/> to fix inconsistent method signatures between MonoGame and XNA.</summary>
/// <remarks>MonoGame has one <c>SpriteBatch.Begin</c> method with optional arguments, but XNA has multiple method overloads. Incompatible method references are rewritten to use <see cref="CompatibleSpriteBatch"/>, which redirects all method signatures to the proper compiled MonoGame/XNA method.</remarks>
public class SpriteBatchRewriter : BaseMethodRewriter
{
/// <summary>Get whether the given method reference can be rewritten.</summary>
/// <param name="methodRef">The method reference.</param>
public override bool ShouldRewrite(MethodReference methodRef)
{
return methodRef.DeclaringType.FullName == typeof(SpriteBatch).FullName && this.HasMatchingSignature(typeof(CompatibleSpriteBatch), methodRef);
}
/// <summary>Rewrite a method for compatibility.</summary>
/// <param name="module">The module being rewritten.</param>
/// <param name="cil">The CIL rewriter.</param>
/// <param name="callOp">The instruction which calls the method.</param>
/// <param name="methodRef">The method reference invoked by the <paramref name="callOp"/>.</param>
/// <param name="assemblyMap">Metadata for mapping assemblies to the current platform.</param>
public override void Rewrite(ModuleDefinition module, ILProcessor cil, Instruction callOp, MethodReference methodRef, PlatformAssemblyMap assemblyMap)
{
methodRef.DeclaringType = module.Import(typeof(CompatibleSpriteBatch));
}
}
}

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@ -0,0 +1,94 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{10DB0676-9FC1-4771-A2C8-E2519F091E49}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>StardewModdingAPI.AssemblyRewriters</RootNamespace>
<AssemblyName>StardewModdingAPI.AssemblyRewriters</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\x86\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;SMAPI_FOR_WINDOWS</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x86</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
<OutputPath>bin\x86\Release\</OutputPath>
<DefineConstants>TRACE;SMAPI_FOR_WINDOWS</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x86</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<Import Project="$(SolutionDir)\dependencies.targets" />
<ItemGroup>
<Reference Include="Mono.Cecil, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.dll</HintPath>
<Private>True</Private>
</Reference>
<Reference Include="Mono.Cecil.Mdb, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.Mdb.dll</HintPath>
<Private>True</Private>
</Reference>
<Reference Include="Mono.Cecil.Pdb, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.Pdb.dll</HintPath>
<Private>True</Private>
</Reference>
<Reference Include="Mono.Cecil.Rocks, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.Rocks.dll</HintPath>
<Private>True</Private>
</Reference>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="..\GlobalAssemblyInfo.cs">
<Link>Properties\GlobalAssemblyInfo.cs</Link>
</Compile>
<Compile Include="IMethodRewriter.cs" />
<Compile Include="Platform.cs" />
<Compile Include="PlatformAssemblyMap.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Rewriters\BaseMethodRewriter.cs" />
<Compile Include="Rewriters\SpriteBatchRewriter.cs" />
<Compile Include="Wrappers\CompatibleSpriteBatch.cs" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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@ -0,0 +1,52 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
#pragma warning disable CS0109 // Member does not hide an inherited member; new keyword is not required
namespace StardewModdingAPI.AssemblyRewriters.Wrappers
{
/// <summary>Wraps <see cref="SpriteBatch"/> methods that are incompatible when converting compiled code between MonoGame and XNA.</summary>
public class CompatibleSpriteBatch : SpriteBatch
{
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public CompatibleSpriteBatch(GraphicsDevice graphicsDevice) : base(graphicsDevice) { }
/****
** MonoGame signatures
****/
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix? matrix)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, matrix ?? Matrix.Identity);
}
/****
** XNA signatures
****/
public new void Begin()
{
base.Begin();
}
public new void Begin(SpriteSortMode sortMode, BlendState blendState)
{
base.Begin(sortMode, blendState);
}
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState);
}
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect);
}
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, transformMatrix);
}
}
}

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Mono.Cecil" version="0.9.6.4" targetFramework="net452" />
</packages>

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@ -27,6 +27,27 @@ namespace StardewModdingApi.Installer
@"C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley"
};
/// <summary>The files to remove when uninstalling SMAPI.</summary>
private readonly string[] UninstallFiles =
{
// common
"StardewModdingAPI.exe",
"StardewModdingAPI-settings.json",
"StardewModdingAPI.AssemblyRewriters.dll",
"steam_appid.txt",
// Linux/Mac only
"Mono.Cecil.dll",
"Mono.Cecil.Rocks.dll",
"Newtonsoft.Json.dll",
"StardewModdingAPI",
"StardewModdingAPI.exe.mdb",
"System.Numerics.dll",
// Windows only
"StardewModdingAPI.pdb"
};
/*********
** Public methods
@ -47,7 +68,7 @@ namespace StardewModdingApi.Installer
///
/// Uninstall logic:
/// 1. On Linux/Mac: if a backup of the launcher exists, delete the launcher and restore the backup.
/// 2. Delete all files in the game directory matching a file under package/Windows or package/Mono.
/// 2. Delete all files in the game directory matching one of the <see cref="UninstallFiles"/>.
/// </remarks>
public void Run(string[] args)
{
@ -127,9 +148,9 @@ namespace StardewModdingApi.Installer
// remove SMAPI files
this.PrintDebug("Removing SMAPI files...");
foreach (FileInfo sourceFile in packageDir.EnumerateFiles())
foreach (string filename in this.UninstallFiles)
{
string targetPath = Path.Combine(installDir.FullName, sourceFile.Name);
string targetPath = Path.Combine(installDir.FullName, filename);
if (File.Exists(targetPath))
File.Delete(targetPath);
}

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@ -66,18 +66,25 @@
<Copy SourceFiles="$(TargetDir)\$(TargetName).exe" DestinationFiles="$(CompiledInstallerPath)\install.exe" />
<Copy SourceFiles="$(TargetDir)\readme.txt" DestinationFiles="$(CompiledInstallerPath)\readme.txt" />
<!-- copy SMAPI files for Mono -->
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\Mono.Cecil.dll" DestinationFolder="$(CompiledInstallerPath)\Mono" />
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\Mono.Cecil.Rocks.dll" DestinationFolder="$(CompiledInstallerPath)\Mono" />
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\Newtonsoft.Json.dll" DestinationFolder="$(CompiledInstallerPath)\Mono" />
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\StardewModdingAPI.exe" DestinationFolder="$(CompiledInstallerPath)\Mono" />
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\StardewModdingAPI.exe.mdb" DestinationFolder="$(CompiledInstallerPath)\Mono" />
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\StardewModdingAPI.AssemblyRewriters.dll" DestinationFolder="$(CompiledInstallerPath)\Mono" />
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\StardewModdingAPI-settings.json" DestinationFolder="$(CompiledInstallerPath)\Mono" />
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\System.Numerics.dll" DestinationFolder="$(CompiledInstallerPath)\Mono" />
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\unix-launcher.sh" DestinationFiles="$(CompiledInstallerPath)\Mono\StardewModdingAPI" />
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\steam_appid.txt" DestinationFolder="$(CompiledInstallerPath)\Mono" />
<Copy Condition="$(OS) != 'Windows_NT'" SourceFiles="@(CompiledMods)" DestinationFolder="$(CompiledInstallerPath)\Mono\Mods\%(RecursiveDir)" />
<!-- copy SMAPI files for Windows -->
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\Mono.Cecil.dll" DestinationFolder="$(CompiledInstallerPath)\Windows" />
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\Mono.Cecil.Rocks.dll" DestinationFolder="$(CompiledInstallerPath)\Windows" />
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\Newtonsoft.Json.dll" DestinationFolder="$(CompiledInstallerPath)\Windows" />
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\StardewModdingAPI.exe" DestinationFolder="$(CompiledInstallerPath)\Windows" />
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\StardewModdingAPI.pdb" DestinationFolder="$(CompiledInstallerPath)\Windows" />
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\StardewModdingAPI.xml" DestinationFolder="$(CompiledInstallerPath)\Windows" />
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\StardewModdingAPI.AssemblyRewriters.dll" DestinationFolder="$(CompiledInstallerPath)\Windows" />
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\StardewModdingAPI-settings.json" DestinationFolder="$(CompiledInstallerPath)\Windows" />
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="$(CompiledSmapiPath)\steam_appid.txt" DestinationFolder="$(CompiledInstallerPath)\Windows" />
<Copy Condition="$(OS) == 'Windows_NT'" SourceFiles="@(CompiledMods)" DestinationFolder="$(CompiledInstallerPath)\Windows\Mods\%(RecursiveDir)" />

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@ -23,6 +23,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI.Installer
{F1A573B0-F436-472C-AE29-0B91EA6B9F8F} = {F1A573B0-F436-472C-AE29-0B91EA6B9F8F}
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI.AssemblyRewriters", "StardewModdingAPI.AssemblyRewriters\StardewModdingAPI.AssemblyRewriters.csproj", "{10DB0676-9FC1-4771-A2C8-E2519F091E49}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -67,6 +69,18 @@ Global
{443DDF81-6AAF-420A-A610-3459F37E5575}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{443DDF81-6AAF-420A-A610-3459F37E5575}.Release|x86.ActiveCfg = Release|Any CPU
{443DDF81-6AAF-420A-A610-3459F37E5575}.Release|x86.Build.0 = Release|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Debug|Any CPU.Build.0 = Debug|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Debug|x86.ActiveCfg = Debug|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Debug|x86.Build.0 = Debug|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Release|Any CPU.ActiveCfg = Release|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Release|Any CPU.Build.0 = Release|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Release|x86.ActiveCfg = Release|Any CPU
{10DB0676-9FC1-4771-A2C8-E2519F091E49}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -1,7 +1,10 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using StardewModdingAPI.AssemblyRewriters;
using StardewModdingAPI.AssemblyRewriters.Rewriters;
using StardewValley;
namespace StardewModdingAPI
@ -23,13 +26,13 @@ namespace StardewModdingAPI
** Accessors
*********/
/// <summary>SMAPI's current semantic version.</summary>
public static readonly Version Version = new Version(1, 2, 0, null);
public static readonly Version Version = new Version(1, 3, 0, null);
/// <summary>The minimum supported version of Stardew Valley.</summary>
public const string MinimumGameVersion = "1.1";
/// <summary>The GitHub repository to check for updates.</summary>
public const string GitHubRepository = "ClxS/SMAPI";
public const string GitHubRepository = "Pathoschild/SMAPI";
/// <summary>The directory path containing Stardew Valley's app data.</summary>
public static string DataPath => Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
@ -63,8 +66,63 @@ namespace StardewModdingAPI
/*********
** Private field
** Protected methods
*********/
/// <summary>Get metadata for mapping assemblies to the current platform.</summary>
/// <param name="targetPlatform">The target game platform.</param>
internal static PlatformAssemblyMap GetAssemblyMap(Platform targetPlatform)
{
// get assembly changes needed for platform
string[] removeAssemblyReferences;
Assembly[] targetAssemblies;
switch (targetPlatform)
{
case Platform.Mono:
removeAssemblyReferences = new[]
{
"Stardew Valley",
"Microsoft.Xna.Framework",
"Microsoft.Xna.Framework.Game",
"Microsoft.Xna.Framework.Graphics"
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly
};
break;
case Platform.Windows:
removeAssemblyReferences = new[]
{
"StardewValley",
"MonoGame.Framework"
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly,
typeof(Microsoft.Xna.Framework.Game).Assembly,
typeof(Microsoft.Xna.Framework.Graphics.SpriteBatch).Assembly
};
break;
default:
throw new InvalidOperationException($"Unknown target platform '{targetPlatform}'.");
}
return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences, targetAssemblies);
}
/// <summary>Get method rewriters which fix incompatible method calls in mod assemblies.</summary>
internal static IEnumerable<IMethodRewriter> GetMethodRewriters()
{
return new[]
{
new SpriteBatchRewriter()
};
}
/// <summary>Get the name of a save directory for the current player.</summary>
private static string GetSaveFolderName()
{

View File

@ -1,12 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Weavers>
<Costura>
<ExcludeAssemblies>
Stardew Valley
xTile
Steamworks.NET
Lidgren.Network
</ExcludeAssemblies>
</Costura>
</Weavers>

View File

@ -0,0 +1,160 @@
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Mono.Cecil;
using Mono.Cecil.Cil;
using Mono.Cecil.Rocks;
using StardewModdingAPI.AssemblyRewriters;
namespace StardewModdingAPI.Framework.AssemblyRewriting
{
/// <summary>Rewrites type references.</summary>
internal class AssemblyTypeRewriter
{
/*********
** Properties
*********/
/// <summary>Metadata for mapping assemblies to the current <see cref="Platform"/>.</summary>
private readonly PlatformAssemblyMap AssemblyMap;
/// <summary>A type => assembly lookup for types which should be rewritten.</summary>
private readonly IDictionary<string, Assembly> TypeAssemblies;
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="assemblyMap">Metadata for mapping assemblies to the current <see cref="Platform"/>.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
public AssemblyTypeRewriter(PlatformAssemblyMap assemblyMap, IMonitor monitor)
{
// save config
this.AssemblyMap = assemblyMap;
this.Monitor = monitor;
// collect type => assembly lookup
this.TypeAssemblies = new Dictionary<string, Assembly>();
foreach (Assembly assembly in assemblyMap.Targets)
{
ModuleDefinition module = this.AssemblyMap.TargetModules[assembly];
foreach (TypeDefinition type in module.GetTypes())
{
if (!type.IsPublic)
continue; // no need to rewrite
if (type.Namespace.Contains("<"))
continue; // ignore assembly metadata
this.TypeAssemblies[type.FullName] = assembly;
}
}
}
/// <summary>Rewrite the types referenced by an assembly.</summary>
/// <param name="assembly">The assembly to rewrite.</param>
public void RewriteAssembly(AssemblyDefinition assembly)
{
ModuleDefinition module = assembly.Modules.Single(); // technically an assembly can have multiple modules, but none of the build tools (including MSBuild) support it; simplify by assuming one module
// remove old assembly references
bool shouldRewrite = false;
for (int i = 0; i < module.AssemblyReferences.Count; i++)
{
if (this.AssemblyMap.RemoveNames.Any(name => module.AssemblyReferences[i].Name == name))
{
this.Monitor.Log($"removing reference to {module.AssemblyReferences[i]}", LogLevel.Trace);
shouldRewrite = true;
module.AssemblyReferences.RemoveAt(i);
i--;
}
}
if (!shouldRewrite)
return;
// add target assembly references
foreach (AssemblyNameReference target in this.AssemblyMap.TargetReferences.Values)
{
this.Monitor.Log($" adding reference to {target}", LogLevel.Trace);
module.AssemblyReferences.Add(target);
}
// rewrite type scopes to use target assemblies
IEnumerable<TypeReference> typeReferences = module.GetTypeReferences().OrderBy(p => p.FullName);
string lastTypeLogged = null;
foreach (TypeReference type in typeReferences)
{
this.ChangeTypeScope(type, shouldLog: type.FullName != lastTypeLogged);
lastTypeLogged = type.FullName;
}
// rewrite incompatible methods
IMethodRewriter[] methodRewriters = Constants.GetMethodRewriters().ToArray();
foreach (MethodDefinition method in this.GetMethods(module))
{
// skip methods with no rewritable method
bool hasMethodToRewrite = method.Body.Instructions.Any(op => (op.OpCode == OpCodes.Call || op.OpCode == OpCodes.Callvirt) && methodRewriters.Any(rewriter => rewriter.ShouldRewrite((MethodReference)op.Operand)));
if (!hasMethodToRewrite)
continue;
// rewrite method references
method.Body.SimplifyMacros();
ILProcessor cil = method.Body.GetILProcessor();
Instruction[] instructions = cil.Body.Instructions.ToArray();
foreach (Instruction op in instructions)
{
if (op.OpCode == OpCodes.Call || op.OpCode == OpCodes.Callvirt)
{
IMethodRewriter rewriter = methodRewriters.FirstOrDefault(p => p.ShouldRewrite((MethodReference)op.Operand));
if (rewriter != null)
{
MethodReference methodRef = (MethodReference)op.Operand;
this.Monitor.Log($"rewriting method reference {methodRef.DeclaringType.FullName}.{methodRef.Name}", LogLevel.Trace);
rewriter.Rewrite(module, cil, op, methodRef, this.AssemblyMap);
}
}
}
method.Body.OptimizeMacros();
}
}
/*********
** Private methods
*********/
/// <summary>Get the correct reference to use for compatibility with the current platform.</summary>
/// <param name="type">The type reference to rewrite.</param>
/// <param name="shouldLog">Whether to log a message.</param>
private void ChangeTypeScope(TypeReference type, bool shouldLog)
{
// check skip conditions
if (type == null || type.FullName.StartsWith("System."))
return;
// get assembly
Assembly assembly;
if (!this.TypeAssemblies.TryGetValue(type.FullName, out assembly))
return;
// replace scope
AssemblyNameReference assemblyRef = this.AssemblyMap.TargetReferences[assembly];
if (shouldLog)
this.Monitor.Log($"redirecting {type.FullName} from {type.Scope.Name} to {assemblyRef.Name}", LogLevel.Trace);
type.Scope = assemblyRef;
}
/// <summary>Get all methods in a module.</summary>
/// <param name="module">The module to search.</param>
private IEnumerable<MethodDefinition> GetMethods(ModuleDefinition module)
{
return (
from type in module.GetTypes()
where type.HasMethods
from method in type.Methods
where method.HasBody
select method
);
}
}
}

View File

@ -0,0 +1,33 @@
namespace StardewModdingAPI.Framework.AssemblyRewriting
{
/// <summary>Contains the paths for an assembly's cached data.</summary>
internal struct CachePaths
{
/*********
** Accessors
*********/
/// <summary>The directory path which contains the assembly.</summary>
public string Directory { get; }
/// <summary>The file path of the assembly file.</summary>
public string Assembly { get; }
/// <summary>The file path containing the MD5 hash for the assembly.</summary>
public string Hash { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="directory">The directory path which contains the assembly.</param>
/// <param name="assembly">The file path of the assembly file.</param>
/// <param name="hash">The file path containing the MD5 hash for the assembly.</param>
public CachePaths(string directory, string assembly, string hash)
{
this.Directory = directory;
this.Assembly = assembly;
this.Hash = hash;
}
}
}

View File

@ -0,0 +1,136 @@
using System;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Security.Cryptography;
using Mono.Cecil;
using StardewModdingAPI.AssemblyRewriters;
using StardewModdingAPI.Framework.AssemblyRewriting;
namespace StardewModdingAPI.Framework
{
/// <summary>Preprocesses and loads mod assemblies.</summary>
internal class ModAssemblyLoader
{
/*********
** Properties
*********/
/// <summary>The directory in which to cache data.</summary>
private readonly string CacheDirPath;
/// <summary>Metadata for mapping assemblies to the current <see cref="Platform"/>.</summary>
private readonly PlatformAssemblyMap AssemblyMap;
/// <summary>Rewrites assembly types to match the current platform.</summary>
private readonly AssemblyTypeRewriter AssemblyTypeRewriter;
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="cacheDirPath">The cache directory.</param>
/// <param name="targetPlatform">The current game platform.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
public ModAssemblyLoader(string cacheDirPath, Platform targetPlatform, IMonitor monitor)
{
this.CacheDirPath = cacheDirPath;
this.Monitor = monitor;
this.AssemblyMap = Constants.GetAssemblyMap(targetPlatform);
this.AssemblyTypeRewriter = new AssemblyTypeRewriter(this.AssemblyMap, monitor);
}
/// <summary>Preprocess an assembly and cache the modified version.</summary>
/// <param name="assemblyPath">The assembly file path.</param>
public void ProcessAssembly(string assemblyPath)
{
// read assembly data
string assemblyFileName = Path.GetFileName(assemblyPath);
string assemblyDir = Path.GetDirectoryName(assemblyPath);
byte[] assemblyBytes = File.ReadAllBytes(assemblyPath);
string hash = $"SMAPI {Constants.Version}|" + string.Join("", MD5.Create().ComputeHash(assemblyBytes).Select(p => p.ToString("X2")));
// check cache
CachePaths cachePaths = this.GetCacheInfo(assemblyPath);
bool canUseCache = File.Exists(cachePaths.Assembly) && File.Exists(cachePaths.Hash) && hash == File.ReadAllText(cachePaths.Hash);
// process assembly if not cached
if (!canUseCache)
{
this.Monitor.Log($"Loading {assemblyFileName} for the first time; preprocessing...", LogLevel.Trace);
// read assembly definition
AssemblyDefinition assembly;
using (Stream readStream = new MemoryStream(assemblyBytes))
assembly = AssemblyDefinition.ReadAssembly(readStream);
// rewrite assembly to match platform
this.AssemblyTypeRewriter.RewriteAssembly(assembly);
// write cache
using (MemoryStream outStream = new MemoryStream())
{
// get assembly bytes
assembly.Write(outStream);
byte[] outBytes = outStream.ToArray();
// write assembly data
Directory.CreateDirectory(cachePaths.Directory);
File.WriteAllBytes(cachePaths.Assembly, outBytes);
File.WriteAllText(cachePaths.Hash, hash);
// copy any mdb/pdb files
foreach (string path in Directory.GetFiles(assemblyDir, "*.mdb").Concat(Directory.GetFiles(assemblyDir, "*.pdb")))
{
string filename = Path.GetFileName(path);
File.Copy(path, Path.Combine(cachePaths.Directory, filename), overwrite: true);
}
}
}
}
/// <summary>Load a preprocessed assembly.</summary>
/// <param name="assemblyPath">The assembly file path.</param>
public Assembly LoadCachedAssembly(string assemblyPath)
{
CachePaths cachePaths = this.GetCacheInfo(assemblyPath);
if (!File.Exists(cachePaths.Assembly))
throw new InvalidOperationException($"The assembly {assemblyPath} doesn't exist in the preprocessed cache.");
return Assembly.UnsafeLoadFrom(cachePaths.Assembly); // unsafe load allows DLLs downloaded from the Internet without the user needing to 'unblock' them
}
/// <summary>Resolve an assembly from its name.</summary>
/// <param name="name">The assembly name.</param>
/// <remarks>
/// This implementation returns the first loaded assembly which matches the short form of
/// the assembly name, to resolve assembly resolution issues when rewriting
/// assemblies (especially with Mono). Since this is meant to be called on <see cref="AppDomain.AssemblyResolve"/>,
/// the implicit assumption is that loading the exact assembly failed.
/// </remarks>
public Assembly ResolveAssembly(string name)
{
string shortName = name.Split(new[] { ',' }, 2).First(); // get simple name (without version and culture)
return AppDomain.CurrentDomain
.GetAssemblies()
.FirstOrDefault(p => p.GetName().Name == shortName);
}
/*********
** Private methods
*********/
/// <summary>Get the cache details for an assembly.</summary>
/// <param name="assemblyPath">The assembly file path.</param>
private CachePaths GetCacheInfo(string assemblyPath)
{
string key = Path.GetFileNameWithoutExtension(assemblyPath);
string dirPath = Path.Combine(this.CacheDirPath, new DirectoryInfo(Path.GetDirectoryName(assemblyPath)).Name);
string cacheAssemblyPath = Path.Combine(dirPath, $"{key}.dll");
string cacheHashPath = Path.Combine(dirPath, $"{key}.hash");
return new CachePaths(dirPath, cacheAssemblyPath, cacheHashPath);
}
}
}

View File

@ -9,6 +9,7 @@ using System.Windows.Forms;
#endif
using Microsoft.Xna.Framework.Graphics;
using Newtonsoft.Json;
using StardewModdingAPI.AssemblyRewriters;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Inheritance;
@ -23,16 +24,23 @@ namespace StardewModdingAPI
/*********
** Properties
*********/
/// <summary>The full path to the Stardew Valley executable.</summary>
/// <summary>The target game platform.</summary>
private static readonly Platform TargetPlatform =
#if SMAPI_FOR_WINDOWS
private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, "Stardew Valley.exe");
Platform.Windows;
#else
private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, "StardewValley.exe");
Platform.Mono;
#endif
/// <summary>The full path to the Stardew Valley executable.</summary>
private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, Program.TargetPlatform == Platform.Windows ? "Stardew Valley.exe" : "StardewValley.exe");
/// <summary>The full path to the folder containing mods.</summary>
private static readonly string ModPath = Path.Combine(Constants.ExecutionPath, "Mods");
/// <summary>The full path to the folder containing cached SMAPI data.</summary>
private static readonly string CachePath = Path.Combine(Program.ModPath, ".cache");
/// <summary>The log file to which to write messages.</summary>
private static readonly LogFileManager LogFile = new LogFileManager(Constants.LogPath);
@ -126,6 +134,7 @@ namespace StardewModdingAPI
Program.Monitor.Log("Loading SMAPI...");
Console.Title = Constants.ConsoleTitle;
Program.VerifyPath(Program.ModPath);
Program.VerifyPath(Program.CachePath);
Program.VerifyPath(Constants.LogDir);
if (!File.Exists(Program.GameExecutablePath))
{
@ -293,10 +302,18 @@ namespace StardewModdingAPI
private static void LoadMods()
{
Program.Monitor.Log("Loading mods...");
// get assembly loader
ModAssemblyLoader modAssemblyLoader = new ModAssemblyLoader(Program.CachePath, Program.TargetPlatform, Program.Monitor);
AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name);
// load mods
foreach (string directory in Directory.GetDirectories(Program.ModPath))
{
foreach (string manifestPath in Directory.GetFiles(directory, "manifest.json"))
{
// ignore internal directory
if (new DirectoryInfo(directory).Name == ".cache")
continue;
// check for cancellation
if (Program.CancellationTokenSource.IsCancellationRequested)
{
@ -304,10 +321,12 @@ namespace StardewModdingAPI
return;
}
// get helper
IModHelper helper = new ModHelper(directory);
string errorPrefix = $"Couldn't load mod for manifest '{manifestPath}'";
// read manifest
// get manifest path
string manifestPath = Path.Combine(directory, "manifest.json");
string errorPrefix = $"Couldn't load mod for manifest '{manifestPath}'";
Manifest manifest;
try
{
@ -377,23 +396,51 @@ namespace StardewModdingAPI
}
catch (Exception ex)
{
Program.Monitor.Log($"{errorPrefix}: couldm't create the per-save configuration directory ('psconfigs') requested by this mod.\n{ex.GetLogSummary()}", LogLevel.Error);
Program.Monitor.Log($"{errorPrefix}: couldn't create the per-save configuration directory ('psconfigs') requested by this mod.\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
}
// load DLL & hook up mod
// preprocess mod assemblies
{
bool succeeded = true;
foreach (string assemblyPath in Directory.GetFiles(directory, "*.dll"))
{
try
{
modAssemblyLoader.ProcessAssembly(assemblyPath);
}
catch (Exception ex)
{
Program.Monitor.Log($"{errorPrefix}: an error occurred while preprocessing '{Path.GetFileName(assemblyPath)}'.\n{ex.GetLogSummary()}", LogLevel.Error);
succeeded = false;
break;
}
}
if (!succeeded)
continue;
}
// load assembly
Assembly modAssembly;
try
{
string assemblyPath = Path.Combine(directory, manifest.EntryDll);
if (!File.Exists(assemblyPath))
modAssembly = modAssemblyLoader.LoadCachedAssembly(assemblyPath);
if (modAssembly.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) == 0)
{
Program.Monitor.Log($"{errorPrefix}: target DLL '{assemblyPath}' does not exist.", LogLevel.Error);
Program.Monitor.Log($"{errorPrefix}: the mod DLL does not contain an implementation of the 'Mod' class.", LogLevel.Error);
continue;
}
}
catch (Exception ex)
{
Program.Monitor.Log($"{errorPrefix}: an error occurred while optimising the target DLL.\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
Assembly modAssembly = Assembly.UnsafeLoadFrom(assemblyPath);
if (modAssembly.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
// hook up mod
try
{
TypeInfo modEntryType = modAssembly.DefinedTypes.First(x => x.BaseType == typeof(Mod));
Mod modEntry = (Mod)modAssembly.CreateInstance(modEntryType.ToString());
@ -420,15 +467,11 @@ namespace StardewModdingAPI
Program.DeprecationManager.Warn(manifest.Name, $"an old version of {nameof(Mod)}.{nameof(Mod.Entry)}", "1.1", DeprecationLevel.Notice);
}
}
else
Program.Monitor.Log($"{errorPrefix}: the mod DLL does not contain an implementation of the 'Mod' class.", LogLevel.Error);
}
catch (Exception ex)
{
Program.Monitor.Log($"{errorPrefix}: an error occurred while loading the target DLL.\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
}
// print result
Program.Monitor.Log($"Loaded {Program.ModsLoaded} mods.");

View File

@ -79,67 +79,24 @@
<PropertyGroup>
<ApplicationIcon>icon.ico</ApplicationIcon>
</PropertyGroup>
<PropertyGroup>
<!-- Linux paths -->
<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 paths -->
<GamePath Condition="!Exists('$(GamePath)')">$(HOME)/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS</GamePath>
<!-- Windows paths -->
<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>
</PropertyGroup>
<Choose>
<When Condition="$(OS) == 'Windows_NT'">
<PropertyGroup>
<DefineConstants>$(DefineConstants);SMAPI_FOR_WINDOWS</DefineConstants>
</PropertyGroup>
<Import Project="$(SolutionDir)\dependencies.targets" />
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>False</Private>
<Reference Include="Mono.Cecil, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.dll</HintPath>
<Private>True</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>False</Private>
<Reference Include="Mono.Cecil.Mdb, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.Mdb.dll</HintPath>
<Private>True</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>False</Private>
<Reference Include="Mono.Cecil.Pdb, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.Pdb.dll</HintPath>
<Private>True</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>False</Private>
<Reference Include="Mono.Cecil.Rocks, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL">
<HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.Rocks.dll</HintPath>
<Private>True</Private>
</Reference>
<Reference Include="Stardew Valley">
<HintPath>$(GamePath)\Stardew Valley.exe</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="xTile, Version=2.0.4.0, Culture=neutral, processorArchitecture=x86">
<HintPath>$(GamePath)\xTile.dll</HintPath>
<Private>False</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
</ItemGroup>
</When>
<Otherwise>
<PropertyGroup>
<DefineConstants>$(DefineConstants);SMAPI_FOR_UNIX</DefineConstants>
</PropertyGroup>
<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="xTile">
<HintPath>$(GamePath)\xTile.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
</Otherwise>
</Choose>
<ItemGroup>
<Reference Include="Newtonsoft.Json, Version=8.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
<HintPath>..\packages\Newtonsoft.Json.8.0.3\lib\net45\Newtonsoft.Json.dll</HintPath>
<Private>True</Private>
@ -197,9 +154,12 @@
<Compile Include="Events\PlayerEvents.cs" />
<Compile Include="Events\TimeEvents.cs" />
<Compile Include="Extensions.cs" />
<Compile Include="Framework\AssemblyRewriting\CachePaths.cs" />
<Compile Include="Framework\AssemblyRewriting\AssemblyTypeRewriter.cs" />
<Compile Include="Framework\DeprecationLevel.cs" />
<Compile Include="Framework\DeprecationManager.cs" />
<Compile Include="Framework\InternalExtensions.cs" />
<Compile Include="Framework\ModAssemblyLoader.cs" />
<Compile Include="IModHelper.cs" />
<Compile Include="Framework\LogFileManager.cs" />
<Compile Include="LogLevel.cs" />
@ -238,7 +198,6 @@
</None>
</ItemGroup>
<ItemGroup>
<Content Include="FodyWeavers.xml" />
<Content Include="icon.ico" />
<Content Include="steam_appid.txt">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
@ -256,19 +215,17 @@
<Install>false</Install>
</BootstrapperPackage>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\StardewModdingAPI.AssemblyRewriters\StardewModdingAPI.AssemblyRewriters.csproj">
<Project>{10db0676-9fc1-4771-a2c8-e2519f091e49}</Project>
<Name>StardewModdingAPI.AssemblyRewriters</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>
</PostBuildEvent>
</PropertyGroup>
<!-- merge Json.NET into the assembly (only in release mode to allow debugging, and only for Windows since Costura isn't crossplatform) -->
<Import Project="..\packages\Fody.1.29.4\build\dotnet\Fody.targets" Condition="$(Configuration) != 'Debug' AND $(OS) == 'WINDOWS_NT' AND Exists('..\packages\Fody.1.29.4\build\dotnet\Fody.targets')" />
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('..\packages\Fody.1.29.4\build\dotnet\Fody.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Fody.1.29.4\build\dotnet\Fody.targets'))" />
</Target>
<!-- if game path is invalid, show one user-friendly error instead of a slew of reference errors -->
<Target Name="BeforeBuild">
<Error Condition="!Exists('$(GamePath)')" Text="Failed to find the game install path automatically; edit the *.csproj file and manually add a &lt;GamePath&gt; setting with the full directory path containing the Stardew Valley executable." />
@ -279,10 +236,14 @@
<StartProgram>$(GamePath)\StardewModdingAPI.exe</StartProgram>
<StartWorkingDirectory>$(GamePath)</StartWorkingDirectory>
</PropertyGroup>
<Target Name="AfterBuild" Condition="$(Configuration) == 'Debug' AND $(OS) == 'Windows_NT'">
<Target Name="AfterBuild" Condition="$(Configuration) == 'Debug'">
<Copy SourceFiles="$(TargetDir)\$(TargetName).exe" DestinationFolder="$(GamePath)" />
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(GamePath)" />
<Copy SourceFiles="$(TargetDir)\$(TargetName).xml" DestinationFolder="$(GamePath)" />
<Copy SourceFiles="$(TargetDir)\StardewModdingAPI.AssemblyRewriters.dll" DestinationFolder="$(GamePath)" />
<Copy SourceFiles="$(TargetDir)\$(TargetName).exe.mdb" DestinationFolder="$(GamePath)" Condition="$(OS) != 'Windows_NT'" />
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(GamePath)" Condition="$(OS) == 'Windows_NT'" />
<Copy SourceFiles="$(TargetDir)\$(TargetName).xml" DestinationFolder="$(GamePath)" Condition="$(OS) == 'Windows_NT'" />
<Copy SourceFiles="$(TargetDir)\Newtonsoft.Json.dll" DestinationFolder="$(GamePath)" />
<Copy SourceFiles="$(TargetDir)\Mono.Cecil.dll" DestinationFolder="$(GamePath)" />
<Copy SourceFiles="$(TargetDir)\Mono.Cecil.Rocks.dll" DestinationFolder="$(GamePath)" />
</Target>
</Project>

View File

@ -1,6 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Costura.Fody" version="1.3.3.0" targetFramework="net461" developmentDependency="true" />
<package id="Fody" version="1.29.4" targetFramework="net461" developmentDependency="true" />
<package id="Mono.Cecil" version="0.9.6.4" targetFramework="net45" />
<package id="Newtonsoft.Json" version="8.0.3" targetFramework="net461" />
</packages>

62
src/dependencies.targets Normal file
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@ -0,0 +1,62 @@
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!-- Linux paths -->
<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 paths -->
<GamePath Condition="!Exists('$(GamePath)')">$(HOME)/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS</GamePath>
<!-- Windows paths -->
<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>
</PropertyGroup>
<Choose>
<When Condition="$(OS) == 'Windows_NT'">
<PropertyGroup>
<DefineConstants>$(DefineConstants);SMAPI_FOR_WINDOWS</DefineConstants>
</PropertyGroup>
<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>$(GamePath)\Stardew Valley.exe</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="xTile, Version=2.0.4.0, Culture=neutral, processorArchitecture=x86">
<HintPath>$(GamePath)\xTile.dll</HintPath>
<Private>False</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
</ItemGroup>
</When>
<Otherwise>
<PropertyGroup>
<DefineConstants>$(DefineConstants);SMAPI_FOR_UNIX</DefineConstants>
</PropertyGroup>
<ItemGroup>
<Reference Include="MonoGame.Framework">
<HintPath>$(GamePath)\MonoGame.Framework.dll</HintPath>
<Private>False</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
<Reference Include="StardewValley">
<HintPath>$(GamePath)\StardewValley.exe</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="xTile">
<HintPath>$(GamePath)\xTile.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
</Otherwise>
</Choose>
</Project>