SMAPI/docs/technical/smapi.md

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README

This file provides more technical documentation about SMAPI. If you only want to use or create mods, this section isn't relevant to you; see the main README to use or create mods.

This document is about SMAPI itself; see also mod build package and web services.

Contents

Customisation

Configuration file

You can customise some SMAPI behaviour by editing the smapi-internal/config.json file in your game folder. See documentation in the file for more info.

Command-line arguments

The SMAPI installer recognises three command-line arguments:

argument purpose
--install Preselects the install action, skipping the prompt asking what the user wants to do.
--uninstall Preselects the uninstall action, skipping the prompt asking what the user wants to do.
--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.

SMAPI itself recognises two arguments on Windows only, but these are intended for internal use or testing and may change without warning. On Linux/macOS, see environment variables below.

argument purpose
--no-terminal SMAPI won't write anything to the console window. (Messages will still be written to the log file.)
--mods-path The path to search for mods, if not the standard Mods folder. This can be a path relative to the game folder (like --mods-path "Mods (test)") or an absolute path.

Environment variables

The above SMAPI arguments don't work on Linux/macOS due to the way the game launcher works. You can set temporary environment variables instead. For example:

SMAPI_MODS_PATH="Mods (multiplayer)" /path/to/StardewValley

environment variable purpose
SMAPI_NO_TERMINAL Equivalent to --no-terminal above.
SMAPI_MODS_PATH Equivalent to --mods-path above.

Compile flags

SMAPI uses a small number of conditional compilation constants, which you can set by editing the <DefineConstants> element in SMAPI.csproj. Supported constants:

flag purpose
SMAPI_FOR_WINDOWS Whether SMAPI is being compiled for Windows; if not set, the code assumes Linux/macOS. Set automatically in common.targets.
SMAPI_FOR_WINDOWS_64BIT_HACK Whether SMAPI is being compiled for Windows with a 64-bit Linux version of the game. This is highly specialized and shouldn't be used in most cases. False by default.
SMAPI_FOR_XNA Whether SMAPI is being compiled for XNA Framework; if not set, the code assumes MonoGame. Set automatically in common.targets with the same value as SMAPI_FOR_WINDOWS (unless SMAPI_FOR_WINDOWS_64BIT_HACK is set).
HARMONY_2 Whether to enable experimental Harmony 2.0 support and rewrite existing Harmony 1.x mods for compatibility. Note that you need to replace build/0Harmony.dll with a Harmony 2.0 build (or switch to a package reference) to use this flag.

For SMAPI developers

Compiling from source

Using an official SMAPI release is recommended for most users, but you can compile from source directly if needed. There are no special steps (just open the project and compile), but SMAPI often uses the latest C# syntax. You may need the latest version of your IDE to compile it.

SMAPI uses build configuration derived from the crossplatform mod config to detect your current OS automatically and load the correct references. Compile output will be placed in a bin folder at the root of the Git repository.

Debugging a local build

Rebuilding the solution in debug mode will copy the SMAPI files into your game folder. Starting the SMAPI project with debugging from Visual Studio (on macOS or Windows) will launch SMAPI with the debugger attached, so you can intercept errors and step through the code being executed. That doesn't work in MonoDevelop on Linux, unfortunately.

Preparing a release

To prepare a crossplatform SMAPI release, you'll need to compile it on two platforms. See crossplatforming info on the wiki for the first-time setup.

  1. Install a separate 64-bit version of Stardew Valley on Windows.
  2. Update the version numbers in build/common.targets, Constants, and the manifest.json for bundled mods. Make sure you use a semantic version. Recommended format:
    build type format example
    dev build <version>-alpha.<date> 3.0.0-alpha.20171230
    prerelease <version>-beta.<date> 3.0.0-beta.20171230
    release <version> 3.0.0
  3. In Windows:
    1. Rebuild the solution with the release solution configuration.
    2. Back up the bin/SMAPI installer and bin/SMAPI installer for developers folders.
    3. Edit common.targets and uncomment the Stardew Valley 64-bit section at the top.
    4. Rebuild the solution again.
    5. Rename the compiled StardewModdingAPI.exe file to StardewModdingAPI-x64.exe, and copy it into the windows-install.dat files from step ii.
    6. Copy the folders from step ii to Linux/MacOS.
  4. In Linux/macOS:
    1. Rebuild the solution with the release solution configuration.
    2. Add the windows-install.* files from Windows to the bin/SMAPI installer and bin/SMAPI installer for developers folders compiled on Linux.
    3. Rename the folders to SMAPI <version> installer and SMAPI <version> installer for developers.
    4. Zip the two folders.

Custom Harmony build

SMAPI uses a custom build of Harmony, which is included in the build folder. To use a different build, just replace 0Harmony.dll in that folder before compiling.

Release notes

See release notes.