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mirror of https://github.com/soarqin/DSP_Mods.git synced 2026-03-22 07:13:24 +08:00

minor fixes

This commit is contained in:
2026-03-20 14:57:25 +08:00
parent e2848b4f97
commit 109c6afd90
6 changed files with 60 additions and 8 deletions

3
.gitignore vendored
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@@ -18,3 +18,6 @@ build/
/*/package/*.zip
/*/package/patchers/
/*/package/plugins/
# UpdateGameDlls build-time lock file (created by UpdateGameDlls.ps1)
AssemblyFromGame/.update.lock

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@@ -78,13 +78,16 @@ Individual `.csproj` files only declare what is unique to that project (GUID, ve
### Automatic Game DLL Update
`AssemblyFromGame/` holds publicized copies of two game DLLs used as compile-time references. They are refreshed automatically **before every build** by the `UpdateGameDlls` MSBuild target, which calls `UpdateGameDlls.ps1`.
`AssemblyFromGame/` holds publicized copies of two game DLLs used as compile-time references. They are refreshed automatically **once per solution build** by the `UpdateGameDlls` MSBuild target, which calls `UpdateGameDlls.ps1`.
The target runs only when the `UXAssist` project is being built (the designated trigger project), or when either DLL is missing from `AssemblyFromGame/`. This prevents redundant executions and file-write conflicts when projects are built in parallel (`dotnet build -m`). The PowerShell script additionally acquires an exclusive file lock (`AssemblyFromGame/.update.lock`) so that the rare case where the `!Exists` fallback triggers multiple projects concurrently is also handled safely.
The script:
1. Reads the Steam installation path from the Windows registry (`HKCU\Software\Valve\Steam`).
2. Parses `steamapps/libraryfolders.vdf` to find the library that contains DSP (AppID `1366540`).
3. Locates `<game_root>/DSPGAME_Data/Managed/`.
4. For each DLL (`Assembly-CSharp.dll`, `UnityEngine.UI.dll`): if the game copy is newer than the local copy, runs `assembly-publicizer … --strip --overwrite` to regenerate the local file and stamps it with the source timestamp.
4. Acquires an exclusive file lock on `AssemblyFromGame/.update.lock` (waits up to 60 s).
5. For each DLL (`Assembly-CSharp.dll`, `UnityEngine.UI.dll`): if the game copy is newer than the local copy, runs `assembly-publicizer … --strip --overwrite` to regenerate the local file and stamps it with the source timestamp.
The target can also be run explicitly:
```

Binary file not shown.

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@@ -12,7 +12,22 @@
Requires assembly-publicizer on PATH or in %USERPROFILE%\.dotnet\tools\:
dotnet tool install -g BepInEx.AssemblyPublicizer.Cli
-->
<Target Name="UpdateGameDlls" BeforeTargets="BeforeBuild">
<!--
The target is conditioned to run only when building the 'UXAssist' project (the
designated first-built project in this solution), OR when either game DLL is
missing entirely (e.g. after a manual deletion). This ensures the target fires
exactly once per solution build even when projects are built in parallel (-m),
while still recovering automatically if the DLLs are absent.
The PowerShell script additionally acquires an exclusive file lock on
AssemblyFromGame/.update.lock so that the rare case where the !Exists fallback
triggers multiple projects concurrently is also handled safely.
-->
<Target Name="UpdateGameDlls" BeforeTargets="BeforeBuild"
Condition="'$(MSBuildProjectName)' == 'UXAssist'
Or !Exists('$(MSBuildThisFileDirectory)AssemblyFromGame\Assembly-CSharp.dll')
Or !Exists('$(MSBuildThisFileDirectory)AssemblyFromGame\UnityEngine.UI.dll')"
>
<Exec
Command="powershell.exe -NoProfile -ExecutionPolicy Bypass -File &quot;$(MSBuildThisFileDirectory)UpdateGameDlls.ps1&quot; -ProjectRoot &quot;$(MSBuildThisFileDirectory.TrimEnd('\\/'))&quot;"
ConsoleToMSBuild="true"

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@@ -2007,11 +2007,10 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
var consume = (byte)Math.Min(DarkFogItemsInVoid[itemIdx], 4);
if (consume < 4)
{
var metaverse = propertySystem.GetItemAvaliableProperty(_clusterSeedKey, 6006);
if (metaverse > 0)
var metaverseLong = propertySystem.GetItemAvaliableProperty(_clusterSeedKey, 6006);
if (metaverseLong > 0L)
{
if (metaverse > 10)
metaverse = 10;
var metaverse = metaverseLong > 10 ? 10 : (int)metaverseLong;
propertySystem.AddItemConsumption(_clusterSeedKey, 6006, metaverse);
var mainPlayer = GameMain.mainPlayer;
GameMain.history.AddPropertyItemConsumption(6006, metaverse, true);

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@@ -130,7 +130,34 @@ if (-not $publicizer) {
}
# ---------------------------------------------------------------------------
# 5. For each DLL: compare timestamps, publicize if game copy is newer
# 5. Acquire an exclusive file lock so that concurrent MSBuild nodes (triggered
# by the !Exists fallback condition) cannot write the DLLs simultaneously.
# The lock is released automatically in the finally block.
# ---------------------------------------------------------------------------
$lockPath = Join-Path $OUTPUT_DIR '.update.lock'
$lockStream = $null
try {
# Retry loop: wait up to 60 s for the lock (another node may be updating)
$deadline = [DateTime]::UtcNow.AddSeconds(60)
while ($true) {
try {
$lockStream = [System.IO.File]::Open(
$lockPath,
[System.IO.FileMode]::OpenOrCreate,
[System.IO.FileAccess]::ReadWrite,
[System.IO.FileShare]::None)
break # lock acquired
} catch [System.IO.IOException] {
if ([DateTime]::UtcNow -ge $deadline) {
Write-Warning 'UpdateGameDlls: Timed out waiting for lock; skipping DLL update.'
exit 0
}
Start-Sleep -Milliseconds 200
}
}
# ---------------------------------------------------------------------------
# 6. For each DLL: compare timestamps, publicize if game copy is newer
# ---------------------------------------------------------------------------
$updated = 0
foreach ($dll in $DSP_DLLS) {
@@ -176,3 +203,8 @@ if ($updated -gt 0) {
} else {
Write-Host 'UpdateGameDlls: All DLLs are up-to-date.'
}
} finally {
# Release the exclusive lock regardless of success or failure
if ($lockStream) { $lockStream.Close() }
}