add BundleExtraAssemblies package option for new .NET 5 reference model
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@ -39,10 +39,9 @@ change how these work):
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* **Copy files into the `Mods` folder:**
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The package automatically copies your mod's DLL and PDB files, `manifest.json`, [`i18n`
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files](https://stardewvalleywiki.com/Modding:Translations) (if any), the `assets` folder (if
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any), and [build output](https://stackoverflow.com/a/10828462/262123) into your game's `Mods`
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folder when you rebuild the code, with a subfolder matching the mod's project name. That lets you
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try the mod in-game right after building it.
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files](https://stardewvalleywiki.com/Modding:Translations) (if any), and the `assets` folder (if
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any) into the `Mods` folder when you rebuild the code, with a subfolder matching the mod's project
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name. That lets you try the mod in-game right after building it.
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* **Create release zip:**
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The package adds a zip file in your project's `bin` folder when you rebuild the code, in the
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@ -189,11 +188,63 @@ The folder path where the release zip is created (defaults to the project's `bin
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<th>effect</th>
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</tr>
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<tr>
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<td><code>CopyModReferencesToBuildOutput</code></td>
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<td><code>BundleExtraAssemblies</code></td>
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<td>
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Whether to copy game and framework DLLs into the mod folder (default `false`). This is useful for
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unit test projects, but not needed for mods that'll be run through SMAPI.
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**Most mods should not change this option.**
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By default (when this is _not_ enabled), only the mod files [normally considered part of the
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mod](#Features) will be added to the release `.zip` and copied into the `Mods` folder (i.e.
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"deployed"). That includes the assembly files (`*.dll`, `*.pdb`, and `*.xml`) for your mod project,
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but any other DLLs won't be deployed.
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Enabling this option will add _all_ dependencies to the build output, then deploy _some_ of them
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depending on the comma-separated value(s) you set:
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<table>
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<tr>
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<th>option</th>
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<th>result</th>
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</tr>
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<tr>
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<td><code>ThirdParty</code></td>
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<td>
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Assembly files which don't match any other category.
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</td>
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</tr>
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<tr>
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<td><code>System</code></td>
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<td>
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Assembly files whose names start with `Microsoft.*` or `System.*`.
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</td>
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</tr>
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<tr>
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<td><code>Game</code></td>
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<td>
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Assembly files which are part of MonoGame, SMAPI, or Stardew Valley.
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</td>
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</tr>
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<tr>
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<td><code>All</code></td>
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<td>
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Equivalent to `System, Game, ThirdParty`.
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</td>
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</tr>
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</table>
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Most mods should omit the option. Some mods may need `ThirdParty` if they bundle third-party DLLs
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with their mod. The other options are mainly useful for unit tests.
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When enabling this option, you should **manually review which files get deployed** and use the
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`IgnoreModFilePaths` or `IgnoreModFilePatterns` options to exclude files as needed.
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</td>
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</tr>
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@ -327,16 +378,15 @@ The configuration will check your custom path first, then fall back to the defau
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still compile on a different computer).
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### How do I change which files are included in the mod deploy/zip?
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For custom files, you can [add/remove them in the build output](https://stackoverflow.com/a/10828462/262123).
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(If your project references another mod, make sure the reference is [_not_ marked 'copy
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local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx).)
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To exclude a file the package copies by default, see `IgnoreModFilePatterns` under
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[_configure_](#configure).
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* For normal files, you can [add/remove them in the build output](https://stackoverflow.com/a/10828462/262123).
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* For assembly files (`*.dll`, `*.exe`, `*.pdb`, or `*.xml`), see the
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[`BundleExtraAssemblies` option](#configure).
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* To exclude a file which the package copies by default, see the [`IgnoreModFilePaths` or
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`IgnoreModFilePatterns` options](#configure).
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### Can I use the package for 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 (see [_configure_](#configure)):
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Yep, this works in unit tests and framework projects too. Just disable the mod-related package
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features (see [_configure_](#configure)):
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```xml
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<EnableGameDebugging>false</EnableGameDebugging>
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@ -344,9 +394,9 @@ the mod-related package features (see [_configure_](#configure)):
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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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To copy referenced DLLs into your build output for unit tests, add this too:
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```xml
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<CopyModReferencesToBuildOutput>true</CopyModReferencesToBuildOutput>
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<BundleExtraAssemblies>All</BundleExtraAssemblies>
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```
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## For SMAPI developers
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@ -363,18 +413,24 @@ when you compile it.
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## Release notes
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## Upcoming release
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* Updated for Stardew Valley 1.5.5 and SMAPI 3.13.0. **Older versions are no longer supported.**
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* Updated for Stardew Valley 1.5.5 and SMAPI 3.13.0. (Older versions are no longer supported.)
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* Added `IgnoreModFilePaths` option to ignore literal paths.
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* Removed the `GameExecutableName` and `GameFramework` build properties (since they now have the
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same value on all platforms).
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* Added `BundleExtraAssemblies` option to copy bundled DLLs into the mod zip/folder.
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* Removed the `GameExecutableName` and `GameFramework` options (since they now have the same value
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on all platforms).
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* Removed the `CopyModReferencesToBuildOutput` option (superseded by `BundleExtraAssemblies`).
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* Improved analyzer performance by enabling parallel execution.
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**Migration guide for mod authors:**
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1. See [_migrate to 64-bit_](https://stardewvalleywiki.com/Modding:Migrate_to_64-bit_on_Windows) and
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[_migrate to Stardew Valley 1.5.5_](https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.5.5).
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2. Possible changes in your `.csproj` or `.targets` files:
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* If you use `$(GameExecutableName)`, replace it with `Stardew Valley`.
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* If you use `$(GameFramework)`, replace it with `MonoGame` and remove any XNA-specific logic.
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* Replace `$(GameExecutableName)` with `Stardew Valley`.
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* Replace `$(GameFramework)` with `MonoGame` and remove any XNA Framework-specific logic.
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* Replace `<CopyModReferencesToBuildOutput>true</CopyModReferencesToBuildOutput>` with
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`<BundleExtraAssemblies>Game</BundleExtraAssemblies>`.
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* If you need to bundle extra DLLs besides your mod DLL, see the [`BundleExtraAssemblies`
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documentation](#configure).
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## 3.3.0
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Released 30 March 2021.
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@ -18,6 +18,10 @@ namespace StardewModdingAPI.ModBuildConfig
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/*********
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** Accessors
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*********/
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/// <summary>The name (without extension or path) of the current mod's DLL.</summary>
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[Required]
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public string ModDllName { get; set; }
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/// <summary>The name of the mod folder.</summary>
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[Required]
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public string ModFolderName { get; set; }
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@ -52,6 +56,9 @@ namespace StardewModdingAPI.ModBuildConfig
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/// <summary>A comma-separated list of relative file paths to ignore when deploying or zipping the mod.</summary>
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public string IgnoreModFilePaths { get; set; }
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/// <summary>A comma-separated list of <see cref="ExtraAssemblyTypes"/> values which indicate which extra DLLs to bundle.</summary>
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public string BundleExtraAssemblies { get; set; }
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/*********
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** Public methods
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@ -73,12 +80,15 @@ namespace StardewModdingAPI.ModBuildConfig
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try
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{
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// parse extra DLLs to bundle
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ExtraAssemblyTypes bundleAssemblyTypes = this.GetExtraAssembliesToBundleOption();
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// parse ignore patterns
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string[] ignoreFilePaths = this.GetCustomIgnoreFilePaths().ToArray();
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Regex[] ignoreFilePatterns = this.GetCustomIgnorePatterns().ToArray();
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// get mod info
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ModFileManager package = new ModFileManager(this.ProjectDir, this.TargetDir, ignoreFilePaths, ignoreFilePatterns, validateRequiredModFiles: this.EnableModDeploy || this.EnableModZip);
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ModFileManager package = new ModFileManager(this.ProjectDir, this.TargetDir, ignoreFilePaths, ignoreFilePatterns, bundleAssemblyTypes, this.ModDllName, validateRequiredModFiles: this.EnableModDeploy || this.EnableModZip);
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// deploy mod files
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if (this.EnableModDeploy)
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@ -139,6 +149,28 @@ namespace StardewModdingAPI.ModBuildConfig
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}
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}
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/// <summary>Parse the extra assembly types which should be bundled with the mod.</summary>
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private ExtraAssemblyTypes GetExtraAssembliesToBundleOption()
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{
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ExtraAssemblyTypes flags = ExtraAssemblyTypes.None;
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if (!string.IsNullOrWhiteSpace(this.BundleExtraAssemblies))
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{
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foreach (string raw in this.BundleExtraAssemblies.Split(','))
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{
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if (!Enum.TryParse(raw, out ExtraAssemblyTypes type))
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{
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this.Log.LogWarning($"[mod build package] Ignored invalid <{nameof(this.BundleExtraAssemblies)}> value '{raw}', expected one of '{string.Join("', '", Enum.GetNames(typeof(ExtraAssemblyTypes)))}'.");
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continue;
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}
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flags |= type;
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}
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}
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return flags;
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}
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/// <summary>Get the custom ignore patterns provided by the user.</summary>
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private IEnumerable<Regex> GetCustomIgnorePatterns()
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{
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@ -0,0 +1,21 @@
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using System;
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namespace StardewModdingAPI.ModBuildConfig.Framework
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{
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/// <summary>An extra assembly type for the <see cref="DeployModTask.BundleExtraAssemblies"/> field.</summary>
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[Flags]
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internal enum ExtraAssemblyTypes
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{
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/// <summary>Don't include extra assemblies.</summary>
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None = 0,
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/// <summary>Assembly files which are part of MonoGame, SMAPI, or Stardew Valley.</summary>
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Game = 1,
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/// <summary>Assembly files whose names start with <c>Microsoft.*</c> or <c>System.*</c>.</summary>
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System = 2,
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/// <summary>Assembly files which don't match any other category.</summary>
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ThirdParty = 4
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}
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}
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@ -21,6 +21,45 @@ namespace StardewModdingAPI.ModBuildConfig.Framework
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/// <summary>The files that are part of the package.</summary>
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private readonly IDictionary<string, FileInfo> Files;
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/// <summary>The file extensions used by assembly files.</summary>
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private readonly ISet<string> AssemblyFileExtensions = new HashSet<string>(StringComparer.OrdinalIgnoreCase)
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{
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".dll",
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".exe",
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".pdb",
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".xml"
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};
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/// <summary>The DLLs which match the <see cref="ExtraAssemblyTypes.Game"/> type.</summary>
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private readonly ISet<string> GameDllNames = new HashSet<string>
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{
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// SMAPI
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"0Harmony",
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"Mono.Cecil",
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"Mono.Cecil.Mdb",
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"Mono.Cecil.Pdb",
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"MonoMod.Common",
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"Newtonsoft.Json",
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"StardewModdingAPI",
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"SMAPI.Toolkit",
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"SMAPI.Toolkit.CoreInterfaces",
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"TMXTile",
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// game + framework
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"BmFont",
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"FAudio-CS",
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"GalaxyCSharp",
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"GalaxyCSharpGlue",
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"Lidgren.Network",
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"MonoGame.Framework",
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"SkiaSharp",
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"Stardew Valley",
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"StardewValley.GameData",
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"Steamworks.NET",
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"TextCopy",
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"xTile"
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};
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/*********
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** Public methods
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@ -30,9 +69,11 @@ namespace StardewModdingAPI.ModBuildConfig.Framework
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/// <param name="targetDir">The folder containing the build output.</param>
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/// <param name="ignoreFilePaths">The custom relative file paths provided by the user to ignore.</param>
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/// <param name="ignoreFilePatterns">Custom regex patterns matching files to ignore when deploying or zipping the mod.</param>
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/// <param name="bundleAssemblyTypes">The extra assembly types which should be bundled with the mod.</param>
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/// <param name="modDllName">The name (without extension or path) for the current mod's DLL.</param>
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/// <param name="validateRequiredModFiles">Whether to validate that required mod files like the manifest are present.</param>
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/// <exception cref="UserErrorException">The mod package isn't valid.</exception>
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public ModFileManager(string projectDir, string targetDir, string[] ignoreFilePaths, Regex[] ignoreFilePatterns, bool validateRequiredModFiles)
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public ModFileManager(string projectDir, string targetDir, string[] ignoreFilePaths, Regex[] ignoreFilePatterns, ExtraAssemblyTypes bundleAssemblyTypes, string modDllName, bool validateRequiredModFiles)
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{
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this.Files = new Dictionary<string, FileInfo>(StringComparer.OrdinalIgnoreCase);
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@ -48,7 +89,7 @@ namespace StardewModdingAPI.ModBuildConfig.Framework
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string relativePath = entry.Item1;
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FileInfo file = entry.Item2;
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if (!this.ShouldIgnore(file, relativePath, ignoreFilePaths, ignoreFilePatterns))
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if (!this.ShouldIgnore(file, relativePath, ignoreFilePaths, ignoreFilePatterns, bundleAssemblyTypes, modDllName))
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this.Files[relativePath] = file;
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}
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@ -152,39 +193,70 @@ namespace StardewModdingAPI.ModBuildConfig.Framework
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/// <param name="relativePath">The file's relative path in the package.</param>
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/// <param name="ignoreFilePaths">The custom relative file paths provided by the user to ignore.</param>
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/// <param name="ignoreFilePatterns">Custom regex patterns matching files to ignore when deploying or zipping the mod.</param>
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private bool ShouldIgnore(FileInfo file, string relativePath, string[] ignoreFilePaths, Regex[] ignoreFilePatterns)
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/// <param name="bundleAssemblyTypes">The extra assembly types which should be bundled with the mod.</param>
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/// <param name="modDllName">The name (without extension or path) for the current mod's DLL.</param>
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private bool ShouldIgnore(FileInfo file, string relativePath, string[] ignoreFilePaths, Regex[] ignoreFilePatterns, ExtraAssemblyTypes bundleAssemblyTypes, string modDllName)
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{
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bool IsAssemblyFile(string baseName)
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// apply custom patterns
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if (ignoreFilePaths.Any(p => p == relativePath) || ignoreFilePatterns.Any(p => p.IsMatch(relativePath)))
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return true;
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// ignore unneeded files
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{
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return
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this.EqualsInvariant(file.Name, $"{baseName}.dll")
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|| this.EqualsInvariant(file.Name, $"{baseName}.pdb")
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|| this.EqualsInvariant(file.Name, $"{baseName}.xnb");
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bool shouldIgnore =
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// release zips
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this.EqualsInvariant(file.Extension, ".zip")
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// *.deps.json (only SMAPI's top-level one is used)
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|| file.Name.EndsWith(".deps.json")
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// code analysis files
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|| file.Name.EndsWith(".CodeAnalysisLog.xml", StringComparison.OrdinalIgnoreCase)
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|| file.Name.EndsWith(".lastcodeanalysissucceeded", StringComparison.OrdinalIgnoreCase)
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// translation class builder (not used at runtime)
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|| (
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file.Name.StartsWith("Pathoschild.Stardew.ModTranslationClassBuilder")
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&& this.AssemblyFileExtensions.Contains(file.Extension)
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)
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// OS metadata files
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|| this.EqualsInvariant(file.Name, ".DS_Store")
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|| this.EqualsInvariant(file.Name, "Thumbs.db");
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if (shouldIgnore)
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return true;
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}
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return
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// release zips
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this.EqualsInvariant(file.Extension, ".zip")
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// check for bundled assembly types
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// When bundleAssemblyTypes is set, *all* dependencies are copied into the build output but only those which match the given assembly types should be bundled.
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if (bundleAssemblyTypes != ExtraAssemblyTypes.None)
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{
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var type = this.GetExtraAssemblyType(file, modDllName);
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if (type != ExtraAssemblyTypes.None && !bundleAssemblyTypes.HasFlag(type))
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return true;
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}
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// unneeded *.deps.json (only SMAPI's top-level one is used)
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|| file.Name.EndsWith(".deps.json")
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return false;
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}
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// dependencies bundled with SMAPI
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|| IsAssemblyFile("0Harmony")
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|| IsAssemblyFile("Newtonsoft.Json")
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|| IsAssemblyFile("Pathoschild.Stardew.ModTranslationClassBuilder") // not used at runtime
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/// <summary>Get the extra assembly type for a file, assuming that the user specified one or more extra types to bundle.</summary>
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/// <param name="file">The file to check.</param>
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/// <param name="modDllName">The name (without extension or path) for the current mod's DLL.</param>
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private ExtraAssemblyTypes GetExtraAssemblyType(FileInfo file, string modDllName)
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{
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string baseName = Path.GetFileNameWithoutExtension(file.Name);
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string extension = file.Extension;
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// code analysis files
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|| file.Name.EndsWith(".CodeAnalysisLog.xml", StringComparison.OrdinalIgnoreCase)
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|| file.Name.EndsWith(".lastcodeanalysissucceeded", StringComparison.OrdinalIgnoreCase)
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if (baseName == modDllName || !this.AssemblyFileExtensions.Contains(extension))
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return ExtraAssemblyTypes.None;
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// OS metadata files
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|| this.EqualsInvariant(file.Name, ".DS_Store")
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|| this.EqualsInvariant(file.Name, "Thumbs.db")
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if (this.GameDllNames.Contains(baseName))
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return ExtraAssemblyTypes.Game;
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// custom ignore patterns
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|| ignoreFilePaths.Any(p => p == relativePath)
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|| ignoreFilePatterns.Any(p => p.IsMatch(relativePath));
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if (baseName.StartsWith("System.", StringComparison.OrdinalIgnoreCase) || baseName.StartsWith("Microsoft.", StringComparison.OrdinalIgnoreCase))
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return ExtraAssemblyTypes.System;
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return ExtraAssemblyTypes.ThirdParty;
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}
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/// <summary>Get whether a string is equal to another case-insensitively.</summary>
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@ -29,7 +29,10 @@
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<EnableModZip Condition="'$(EnableModZip)' == ''">true</EnableModZip>
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<EnableHarmony Condition="'$(EnableHarmony)' == ''">false</EnableHarmony>
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<EnableGameDebugging Condition="'$(EnableGameDebugging)' == ''">true</EnableGameDebugging>
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<CopyModReferencesToBuildOutput Condition="'$(CopyModReferencesToBuildOutput)' == '' OR ('$(CopyModReferencesToBuildOutput)' != 'true' AND '$(CopyModReferencesToBuildOutput)' != 'false')">false</CopyModReferencesToBuildOutput>
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<BundleExtraAssemblies Condition="'$(BundleExtraAssemblies)' == ''"></BundleExtraAssemblies>
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<!-- coppy referenced DLLs into build output -->
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<CopyLocalLockFileAssemblies Condition="$(BundleExtraAssemblies.Contains('ThirdParty')) OR $(BundleExtraAssemblies.Contains('Game')) OR $(BundleExtraAssemblies.Contains('System')) OR $(BundleExtraAssemblies.Contains('All'))">true</CopyLocalLockFileAssemblies>
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</PropertyGroup>
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|
||||
<PropertyGroup Condition="'$(OS)' == 'Windows_NT' AND '$(EnableGameDebugging)' == 'true'">
|
||||
|
@ -45,17 +48,17 @@
|
|||
**********************************************-->
|
||||
<ItemGroup>
|
||||
<!-- game -->
|
||||
<Reference Include="Stardew Valley" HintPath="$(GamePath)\Stardew Valley.dll" Private="$(CopyModReferencesToBuildOutput)" />
|
||||
<Reference Include="StardewValley.GameData" HintPath="$(GamePath)\StardewValley.GameData.dll" Private="$(CopyModReferencesToBuildOutput)" />
|
||||
<Reference Include="MonoGame.Framework" HintPath="$(GamePath)\MonoGame.Framework.dll" Private="$(CopyModReferencesToBuildOutput)" />
|
||||
<Reference Include="xTile" HintPath="$(GamePath)\xTile.dll" Private="$(CopyModReferencesToBuildOutput)" />
|
||||
<Reference Include="Stardew Valley" HintPath="$(GamePath)\Stardew Valley.dll" Private="$(BundleExtraAssemblies.Contains('Game'))" />
|
||||
<Reference Include="StardewValley.GameData" HintPath="$(GamePath)\StardewValley.GameData.dll" Private="$(BundleExtraAssemblies.Contains('Game'))" />
|
||||
<Reference Include="MonoGame.Framework" HintPath="$(GamePath)\MonoGame.Framework.dll" Private="$(BundleExtraAssemblies.Contains('Game'))" />
|
||||
<Reference Include="xTile" HintPath="$(GamePath)\xTile.dll" Private="$(BundleExtraAssemblies.Contains('Game'))" />
|
||||
|
||||
<!-- SMAPI -->
|
||||
<Reference Include="StardewModdingAPI" HintPath="$(GamePath)\StardewModdingAPI.dll" Private="$(CopyModReferencesToBuildOutput)" />
|
||||
<Reference Include="SMAPI.Toolkit.CoreInterfaces" HintPath="$(GamePath)\smapi-internal\SMAPI.Toolkit.CoreInterfaces.dll" Private="$(CopyModReferencesToBuildOutput)" />
|
||||
<Reference Include="StardewModdingAPI" HintPath="$(GamePath)\StardewModdingAPI.dll" Private="$(BundleExtraAssemblies.Contains('Game'))" />
|
||||
<Reference Include="SMAPI.Toolkit.CoreInterfaces" HintPath="$(GamePath)\smapi-internal\SMAPI.Toolkit.CoreInterfaces.dll" Private="$(BundleExtraAssemblies.Contains('Game'))" />
|
||||
|
||||
<!-- Harmony -->
|
||||
<Reference Include="0Harmony" Condition="'$(EnableHarmony)' == 'true'" HintPath="$(GamePath)\smapi-internal\0Harmony.dll" Private="$(CopyModReferencesToBuildOutput)" />
|
||||
<Reference Include="0Harmony" Condition="'$(EnableHarmony)' == 'true'" HintPath="$(GamePath)\smapi-internal\0Harmony.dll" Private="$(BundleExtraAssemblies.Contains('Game'))" />
|
||||
</ItemGroup>
|
||||
|
||||
|
||||
|
@ -81,6 +84,7 @@
|
|||
**********************************************-->
|
||||
<Target Name="AfterBuild">
|
||||
<DeployModTask
|
||||
ModDllName="$(TargetName)"
|
||||
ModFolderName="$(ModFolderName)"
|
||||
ModZipPath="$(ModZipPath)"
|
||||
|
||||
|
@ -92,6 +96,8 @@
|
|||
GameModsDir="$(GameModsPath)"
|
||||
IgnoreModFilePatterns="$(IgnoreModFilePatterns)"
|
||||
IgnoreModFilePaths="$(IgnoreModFilePaths)"
|
||||
|
||||
BundleExtraAssemblies="$(BundleExtraAssemblies)"
|
||||
/>
|
||||
</Target>
|
||||
</Project>
|
||||
|
|
Loading…
Reference in New Issue