176 lines
8.2 KiB
Markdown
176 lines
8.2 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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This document is about SMAPI itself; see also [mod build package](mod-package.md) and
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[web services](web.md).
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# Contents
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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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* [Compile from source code](#compile-from-source-code)
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* [Main project](#main-project)
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* [Custom Harmony build](#custom-harmony-build)
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* [Prepare a release](#prepare-a-release)
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* [On any platform](#on-any-platform)
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* [On Windows](#on-windows)
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* [Release notes](#release-notes)
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## Customisation
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### Configuration file
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You can customise some SMAPI behaviour by editing the `smapi-internal/config.json` file in your
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game folder. See documentation in the file for more info.
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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 five arguments, but these are meant for internal use or testing, and might
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change without warning. **On Linux/macOS**, command-line arguments won't work; see _environment
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variables_ below instead.
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argument | purpose
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-------- | -------
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`--developer-mode`<br />`--developer-mode-off` | Enable or disable features intended for mod developers. Currently this only makes `TRACE`-level messages appear in the console.
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`--no-terminal` | SMAPI won't log anything to the console. On Linux/macOS only, this will also prevent the launch script from trying to open a terminal window. (Messages will still be written to the log file.)
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`--use-current-shell` | On Linux/macOS only, the launch script won't try to open a terminal window. All console output will be sent to the shell running the launch script.
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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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### Environment variables
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The above SMAPI arguments may not work on Linux/macOS due to the way the game launcher works. You
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can set temporary environment variables instead. For example:
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> SMAPI_MODS_PATH="Mods (multiplayer)" /path/to/StardewValley
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environment variable | purpose
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-------------------- | -------
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`SMAPI_DEVELOPER_MODE` | Equivalent to `--developer-mode` and `--developer-mode-off` above. The value must be `true` or `false`.
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`SMAPI_MODS_PATH` | Equivalent to `--mods-path` above.
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`SMAPI_NO_TERMINAL` | Equivalent to `--no-terminal` above.
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`SMAPI_USE_CURRENT_SHELL` | Equivalent to `--use-current-shell` above.
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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 `SMAPI.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 for Windows; if not set, the code assumes Linux/macOS. Set automatically in `common.targets`.
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`SMAPI_DEPRECATED` | Whether to include deprecated code in the build.
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## Compile from source code
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### Main project
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Using an official SMAPI release is recommended for most users, but you can compile from source
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directly if needed. Just open the project in an IDE like [Visual
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Studio](https://visualstudio.microsoft.com/vs/community/) or [Rider](https://www.jetbrains.com/rider/),
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and build the `SMAPI` project. The project will automatically adjust the build settings for your
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current OS and Stardew Valley install path.
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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 `SMAPI` project with debugging from Visual Studio or Rider should launch SMAPI with the
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debugger attached, so you can intercept errors and step through the code being executed.
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### Custom Harmony build
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SMAPI uses [a custom build of Harmony](https://github.com/Pathoschild/Harmony#readme), which is
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included in the `build` folder. To use a different build, just replace `0Harmony.dll` in that
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folder before compiling.
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## Prepare a release
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### On any platform
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**⚠ Ideally we'd have one set of instructions for all platforms. The instructions in this section
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will produce a fully functional release for all supported platforms, _except_ that the application
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icon for SMAPI on Windows will disappear due to [.NET runtime bug
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3828](https://github.com/dotnet/runtime/issues/3828). Until that's fixed, see the _[on
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Windows](#on-windows)_ section below to create a build that retains the icon.**
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#### First-time setup
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1. On Windows only:
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1. [Install Windows Subsystem for Linux (WSL)](https://docs.microsoft.com/en-us/windows/wsl/install).
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2. Run `sudo apt update` in WSL to update the package list.
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3. The rest of the instructions below should be run in WSL.
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2. Install the required software:
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1. Install the [.NET 5 SDK](https://docs.microsoft.com/en-us/dotnet/core/install/linux-ubuntu).
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_For Ubuntu-based systems, you can run `lsb_release -a` to get the Ubuntu version number._
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2. [Install Steam](https://linuxconfig.org/how-to-install-steam-on-ubuntu-20-04-focal-fossa-linux).
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3. Launch `steam` and install the game like usual.
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4. Download and install your preferred IDE. For the [latest standalone Rider
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version](https://www.jetbrains.com/help/rider/Installation_guide.html#prerequisites):
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```sh
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wget "<download url here>" -O rider-install.tar.gz
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sudo tar -xzvf rider-install.tar.gz -C /opt
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ln -s "/opt/JetBrains Rider-<version>/bin/rider.sh"
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./rider.sh
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```
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3. Clone the SMAPI repo:
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```sh
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git clone https://github.com/Pathoschild/SMAPI.git
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```
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### Launch the game
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1. Run these commands to start Steam:
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```sh
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export TERM=xterm
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steam
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```
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2. Launch the game through the Steam UI.
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### Prepare the release
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1. Run `build/unix/prepare-install-package.sh VERSION_HERE` to create the release package in the
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root `bin` folder.
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Make sure you use a [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>` | `4.0.0-alpha.20251230`
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prerelease | `<version>-beta.<date>` | `4.0.0-beta.20251230`
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release | `<version>` | `4.0.0`
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### On Windows
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#### First-time setup
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1. Set up Windows Subsystem for Linux (WSL):
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1. [Install WSL](https://docs.microsoft.com/en-us/windows/wsl/install).
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2. Run `sudo apt update` in WSL to update the package list.
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3. The rest of the instructions below should be run in WSL.
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2. Install the required software:
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1. Install the [.NET 5 SDK](https://dotnet.microsoft.com/download/dotnet/5.0).
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2. Install [Stardew Valley](https://www.stardewvalley.net/).
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3. Clone the SMAPI repo:
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```sh
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git clone https://github.com/Pathoschild/SMAPI.git
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```
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### Prepare the release
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1. Run `build/windows/prepare-install-package.ps1 VERSION_HERE` in PowerShell to create the release
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package folders in the root `bin` folder.
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Make sure you use a [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>` | `4.0.0-alpha.20251230`
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prerelease | `<version>-beta.<date>` | `4.0.0-beta.20251230`
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release | `<version>` | `4.0.0`
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2. Launch WSL and run this script:
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```bash
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# edit to match the build created in steps 1
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# In WSL, `/mnt/c/example` accesses `C:\example` on the Windows filesystem.
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version="4.0.0"
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binFolder="/mnt/e/source/_Stardew/SMAPI/bin"
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build/windows/finalize-install-package.sh "$version" "$binFolder"
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```
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Note: to prepare a test Windows-only build, you can pass `--windows-only` in the first step and
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skip the second one.
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## Release notes
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See [release notes](../release-notes.md).
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