138 lines
6.6 KiB
Markdown
138 lines
6.6 KiB
Markdown
← [README](README.md)
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This file provides more technical documentation about SMAPI. If you only want to use or create
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mods, this section isn't relevant to you; see the main README to use or create mods.
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## Contents
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* [Development](#development)
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* [Compiling from source](#compiling-from-source)
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* [Debugging a local build](#debugging-a-local-build)
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* [Preparing a release](#preparing-a-release)
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* [Customisation](#customisation)
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* [Configuration file](#configuration-file)
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* [Command-line arguments](#command-line-arguments)
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* [Compile flags](#compile-flags)
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## Development
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### Compiling from source
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Using an official SMAPI release is recommended for most users.
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SMAPI uses some C# 7 code, so you'll need at least
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[Visual Studio 2017](https://www.visualstudio.com/vs/community/) on Windows,
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[MonoDevelop 7.0](http://www.monodevelop.com/) on Linux,
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[Visual Studio 2017 for Mac](https://www.visualstudio.com/vs/visual-studio-mac/), or an equivalent
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IDE to compile it. It uses build configuration derived from the
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[crossplatform mod config](https://github.com/Pathoschild/Stardew.ModBuildConfig#readme) to detect
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your current OS automatically and load the correct references. Compile output will be placed in a
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`bin` folder at the root of the git repository.
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### Debugging a local build
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Rebuilding the solution in debug mode will copy the SMAPI files into your game folder. Starting
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the `StardewModdingAPI` project with debugging from Visual Studio (on Mac or Windows) will launch
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SMAPI with the debugger attached, so you can intercept errors and step through the code being
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executed. This doesn't work in MonoDevelop on Linux, unfortunately.
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### Preparing a release
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To prepare a crossplatform SMAPI release, you'll need to compile it on two platforms. See
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[crossplatforming info](http://stardewvalleywiki.com/Modding:Creating_a_SMAPI_mod#Test_on_all_platforms)
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on the wiki for the first-time setup.
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1. Update the version number in `GlobalAssemblyInfo.cs` and `Constants::Version`. Make sure you use a
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[semantic version](http://semver.org). Recommended format:
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build type | format | example
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:--------- | :-------------------------------- | :------
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dev build | `<version>-alpha.<timestamp>` | `2.0-alpha.20171230`
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prerelease | `<version>-prerelease.<ID>` | `2.0-prerelease.2`
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release | `<version>` | `2.0`
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2. In Windows:
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1. Rebuild the solution in _Release_ mode.
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2. Rename `bin/Packaged` to `SMAPI <version>` (e.g. `SMAPI 2.0`).
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2. Transfer the `SMAPI <version>` folder to Linux or Mac.
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_This adds the installer executable and Windows files. We'll do the rest in Linux or Mac,
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since we need to set Unix file permissions that Windows won't save._
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2. In Linux or Mac:
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1. Rebuild the solution in _Release_ mode.
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2. Copy `bin/internal/Packaged/Mono` into the `SMAPI <version>` folder.
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3. If you did everything right so far, you should have a folder like this:
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```
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SMAPI-2.x/
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install.exe
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readme.txt
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internal/
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Mono/
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Mods/*
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Mono.Cecil.dll
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Newtonsoft.Json.dll
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StardewModdingAPI
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StardewModdingAPI.AssemblyRewriters.dll
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StardewModdingAPI.config.json
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StardewModdingAPI.exe
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StardewModdingAPI.pdb
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StardewModdingAPI.xml
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steam_appid.txt
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System.Numerics.dll
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System.Runtime.Caching.dll
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System.ValueTuple.dll
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Windows/
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Mods/*
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Mono.Cecil.dll
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Newtonsoft.Json.dll
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StardewModdingAPI.AssemblyRewriters.dll
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StardewModdingAPI.config.json
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StardewModdingAPI.exe
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StardewModdingAPI.pdb
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StardewModdingAPI.xml
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System.ValueTuple.dll
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steam_appid.txt
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```
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4. Open a terminal in the `SMAPI <version>` folder and run `chmod 755 internal/Mono/StardewModdingAPI`.
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5. Copy & paste the `SMAPI <version>` folder as `SMAPI <version> for developers`.
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6. In the `SMAPI <version>` folder...
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* edit `internal/Mono/StardewModdingAPI.config.json` and
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`internal/Windows/StardewModdingAPI.config.json` to disable developer mode;
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* delete `internal/Windows/StardewModdingAPI.xml`.
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7. Compress the two folders into `SMAPI <version>.zip` and `SMAPI <version> for developers.zip`.
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## Customisation
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### Configuration file
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You can customise the SMAPI behaviour by editing the `StardewModdingAPI.config.json` file in your
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game folder.
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Basic fields:
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field | purpose
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----------------- | -------
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`DeveloperMode` | Default `false` (except in _SMAPI for developers_ releases). Whether to enable features intended for mod developers (mainly more detailed console logging).
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`CheckForUpdates` | Default `true`. Whether SMAPI should check for a newer version when you load the game. If a new version is available, a small message will appear in the console. This doesn't affect the load time even if your connection is offline or slow, because it happens in the background.
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`VerboseLogging` | Default `false`. Whether SMAPI should log more information about the game context.
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`ModData` | Internal metadata about SMAPI mods. Changing this isn't recommended and may destabilise your game. See documentation in the file.
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### Command-line arguments
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The SMAPI installer recognises three command-line arguments:
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argument | purpose
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-------- | -------
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`--install` | Preselects the install action, skipping the prompt asking what the user wants to do.
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`--uninstall` | Preselects the uninstall action, skipping the prompt asking what the user wants to do.
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`--game-path "path"` | Specifies the full path to the folder containing the Stardew Valley executable, skipping automatic detection and any prompt to choose a path. If the path is not valid, the installer displays an error.
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SMAPI itself recognises two arguments, but these are intended for internal use or testing and may
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change without warning.
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argument | purpose
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-------- | -------
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`--log-path "path"` | The relative or absolute path of the log file SMAPI should write.
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`--no-terminal` | SMAPI won't write anything to the console window. (Messages will still be written to the log file.)
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### Compile flags
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SMAPI uses a small number of conditional compilation constants, which you can set by editing the
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`<DefineConstants>` element in `StardewModdingAPI.csproj`. Supported constants:
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flag | purpose
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---- | -------
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`SMAPI_FOR_WINDOWS` | Indicates that SMAPI is being compiled on Windows for players on Windows. Set automatically in `crossplatform.targets`.
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