232 lines
11 KiB
Markdown
232 lines
11 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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* [SMAPI](#smapi)
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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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* [SMAPI web services](#smapi-web-services)
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* [Overview](#overview)
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* [Log parser](#log-parser)
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* [Web API](#web-api)
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* [Development](#development-2)
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* [Local development](#local-development)
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* [Deploying to Amazon Beanstalk](#deploying-to-amazon-beanstalk)
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* [Mod build config package](#mod-build-config-package)
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# SMAPI
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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](https://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](https://stardewvalleywiki.com/Modding:Modder_Guide/Test_and_Troubleshoot#Testing_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](https://semver.org). Recommended format:
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build type | format | example
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:--------- | :----------------------- | :------
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dev build | `<version>-alpha.<date>` | `3.0-alpha.20171230`
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prerelease | `<version>-beta.<count>` | `3.0-beta.2`
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release | `<version>` | `3.0`
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2. In Windows:
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1. Rebuild the solution in Release mode.
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2. Copy `windows-install.*` from `bin/SMAPI installer` and `bin/SMAPI installer for developers` to
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Linux/Mac.
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3. In Linux/Mac:
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1. Rebuild the solution in Release mode.
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2. Add the `windows-install.*` files to the `bin/SMAPI installer` and
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`bin/SMAPI installer for developers` folders.
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3. Rename the folders to `SMAPI <version> installer` and `SMAPI <version> installer for developers`.
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4. Zip the two folders.
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## Customisation
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### Configuration file
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You can customise the SMAPI behaviour by editing the `smapi-internal/StardewModdingAPI.config.json`
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file in your 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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`--no-terminal` | SMAPI won't write anything to the console window. (Messages will still be written to the log file.)
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`--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.
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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` | Whether SMAPI is being compiled on Windows for players on Windows. Set automatically in `crossplatform.targets`.
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# SMAPI web services
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## Overview
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The `StardewModdingAPI.Web` project provides an API and web UI hosted at `*.smapi.io`.
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### Log parser
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The log parser provides a web UI for uploading, parsing, and sharing SMAPI logs. The logs are
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persisted in a compressed form to Pastebin.
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The log parser lives at https://log.smapi.io.
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### Web API
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SMAPI provides a web API at `api.smapi.io` for use by SMAPI and external tools. The URL includes a
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`{version}` token, which is the SMAPI version for backwards compatibility. This API is publicly
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accessible but not officially released; it may change at any time.
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The API has one `/mods` endpoint. This provides mod info, including official versions and URLs
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(from Chucklefish, GitHub, or Nexus), unofficial versions from the wiki, and optional mod metadata
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from the wiki and SMAPI's internal data. This is used by SMAPI to perform update checks, and by
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external tools to fetch mod data.
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The API accepts a `POST` request with the mods to match, each of which **must** specify an ID and
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may _optionally_ specify [update keys](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest#Update_checks).
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The API will automatically try to fetch known update keys from the wiki and internal data based on
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the given ID.
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```
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POST https://api.smapi.io/v2.0/mods
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{
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"mods": [
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{
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"id": "Pathoschild.LookupAnything",
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"updateKeys": [ "nexus:541", "chucklefish:4250" ]
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}
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],
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"includeExtendedMetadata": true
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}
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```
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The API will automatically aggregate versions and errors. Each mod will include...
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* an `id` (matching what you passed in);
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* up to three versions: `main` (e.g. 'latest version' field on Nexus), `optional` if newer (e.g.
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optional files on Nexus), and `unofficial` if newer (from the wiki);
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* `metadata` with mod info crossreferenced from the wiki and internal data (only if you specified
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`includeExtendedMetadata: true`);
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* and `errors` containing any error messages that occurred while fetching data.
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For example:
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```
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[
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{
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"id": "Pathoschild.LookupAnything",
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"main": {
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"version": "1.19",
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"url": "https://www.nexusmods.com/stardewvalley/mods/541"
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},
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"metadata": {
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"id": [
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"Pathoschild.LookupAnything",
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"LookupAnything"
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],
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"name": "Lookup Anything",
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"nexusID": 541,
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"gitHubRepo": "Pathoschild/StardewMods",
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"compatibilityStatus": "Ok",
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"compatibilitySummary": "✓ use latest version."
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},
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"errors": []
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}
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]
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```
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## Development
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### Local development
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`StardewModdingAPI.Web` is a regular ASP.NET MVC Core app, so you can just launch it from within
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Visual Studio to run a local version.
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There are two differences when it's run locally: all endpoints use HTTP instead of HTTPS, and the
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subdomain portion becomes a route (e.g. `log.smapi.io` → `localhost:59482/log`).
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Before running it locally, you need to enter your credentials in the `appsettings.Development.json`
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file. See the next section for a description of each setting. This file is listed in `.gitignore`
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to prevent accidentally committing credentials.
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### Deploying to Amazon Beanstalk
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The app can be deployed to a standard Amazon Beanstalk IIS environment. When creating the
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environment, make sure to specify the following environment properties:
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property name | description
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------------------------------- | -----------------
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`LogParser:PastebinDevKey` | The [Pastebin developer key](https://pastebin.com/api#1) used to authenticate with the Pastebin API.
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`LogParser:PastebinUserKey` | The [Pastebin user key](https://pastebin.com/api#8) used to authenticate with the Pastebin API. Can be left blank to post anonymously.
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`LogParser:SectionUrl` | The root URL of the log page, like `https://log.smapi.io/`.
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`ModUpdateCheck:GitHubPassword` | The password with which to authenticate to GitHub when fetching release info.
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`ModUpdateCheck:GitHubUsername` | The username with which to authenticate to GitHub when fetching release info.
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## Mod build config package
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### Overview
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The mod build config package is a NuGet package that mods reference to automatically set up
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references, configure the build, and add analyzers specific to Stardew Valley mods.
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This involves three projects:
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project | purpose
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------------------------------------------------- | ----------------
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`StardewModdingAPI.ModBuildConfig` | Configures the build (references, deploying the mod files, setting up debugging, etc).
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`StardewModdingAPI.ModBuildConfig.Analyzer` | Adds C# analyzers which show code warnings in Visual Studio.
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`StardewModdingAPI.ModBuildConfig.Analyzer.Tests` | Unit tests for the C# analyzers.
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When the projects are built, the relevant files are copied into `bin/Pathoschild.Stardew.ModBuildConfig`.
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### Preparing a build
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To prepare a build of the NuGet package:
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1. Install the [NuGet CLI](https://docs.microsoft.com/en-us/nuget/install-nuget-client-tools#nugetexe-cli).
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1. Change the version and release notes in `package.nuspec`.
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2. Rebuild the solution in _Release_ mode.
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3. Open a terminal in the `bin/Pathoschild.Stardew.ModBuildConfig` package and run this command:
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```bash
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nuget.exe pack
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```
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That will create a `Pathoschild.Stardew.ModBuildConfig-<version>.nupkg` file in the same directory
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which can be uploaded to NuGet or referenced directly.
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