mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2026-03-26 00:27:15 +08:00
build: remove legacy UpdateGameDlls target and simplify PS1 script
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
3
.gitignore
vendored
3
.gitignore
vendored
@@ -18,6 +18,3 @@ build/
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/*/package/*.zip
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/*/package/patchers/
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/*/package/plugins/
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# UpdateGameDlls build-time lock file (created by UpdateGameDlls.ps1)
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AssemblyFromGame/.update.lock
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22
AGENTS.md
22
AGENTS.md
@@ -41,6 +41,7 @@ DSP_Mods/
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├── PoolOpt/ # Memory pool optimization on save loading
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├── UniverseGenTweaks/ # Universe generator parameter tweaks
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├── UserCloak/ # Hides/fakes Steam account info
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├── UpdateGameDlls/ # MSBuild helper project; runs UpdateGameDlls.ps1 before any mod compiles
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└── CompressSave/ # Stub only (moved to external repo)
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```
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@@ -70,35 +71,34 @@ DSP_Mods/
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Common properties and references are factored into two root-level files that MSBuild automatically imports for every project:
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- **`Directory.Build.props`** — shared `PropertyGroup` defaults (`TargetFramework`, `AllowUnsafeBlocks`, `LangVersion`, `RestoreAdditionalProjectSources`) and shared `ItemGroup`s (BepInEx packages, game DLL references, `Microsoft.NETFramework.ReferenceAssemblies`).
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- **`Directory.Build.targets`** — defines the `UpdateGameDlls`, `ZipMod`, and `CopyToParentPackage` targets (see below).
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- **`UpdateGameDlls.ps1`** — PowerShell script invoked by the `UpdateGameDlls` target; locates the DSP installation via Steam registry and `libraryfolders.vdf`, compares DLL timestamps, and re-publicizes stale DLLs using `assembly-publicizer`.
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- **`Directory.Build.props`** — shared `PropertyGroup` defaults (`TargetFramework`, `AllowUnsafeBlocks`, `LangVersion`, `RestoreAdditionalProjectSources`) and shared `ItemGroup`s (BepInEx packages, game DLL references, `Microsoft.NETFramework.ReferenceAssemblies`), and a global `ProjectReference` to the `UpdateGameDlls` helper project (ensuring game DLLs are refreshed before any mod project resolves assembly references).
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- **`Directory.Build.targets`** — defines the `ZipMod` and `CopyToParentPackage` targets (see below).
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- **`UpdateGameDlls.ps1`** — PowerShell script invoked by the `UpdateGameDlls` helper project; locates the DSP installation via Steam registry and `libraryfolders.vdf`, compares DLL timestamps, and re-publicizes stale DLLs using `assembly-publicizer`.
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Individual `.csproj` files only declare what is unique to that project (GUID, version, extra packages, embedded resources).
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### Automatic Game DLL Update
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`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`.
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`AssemblyFromGame/` holds publicized copies of two game DLLs used as compile-time references. They are refreshed automatically before any mod project compiles by the `UpdateGameDlls` helper project.
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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.
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The helper project (`UpdateGameDlls/UpdateGameDlls.csproj`) uses the `Microsoft.Build.NoTargets` SDK and is declared as a global `ProjectReference` in `Directory.Build.props` with `ReferenceOutputAssembly=false`, `SkipGetTargetFrameworkProperties=true`, and `Private=false`. This ensures that MSBuild's dependency graph guarantees the helper project completes before any mod project resolves assembly references, with no need for file locks or conditional triggers.
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The script:
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The `UpdateGameDlls.ps1` script:
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1. Reads the Steam installation path from the Windows registry (`HKCU\Software\Valve\Steam`).
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2. Parses `steamapps/libraryfolders.vdf` to find the library that contains DSP (AppID `1366540`).
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3. Locates `<game_root>/DSPGAME_Data/Managed/`.
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4. Acquires an exclusive file lock on `AssemblyFromGame/.update.lock` (waits up to 60 s).
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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.
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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.
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The target can also be run explicitly:
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To explicitly update game DLLs:
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```
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dotnet build -t:UpdateGameDlls
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dotnet build UpdateGameDlls\UpdateGameDlls.csproj
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```
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**Prerequisite:** `assembly-publicizer` must be installed as a .NET global tool:
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```
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dotnet tool install -g BepInEx.AssemblyPublicizer.Cli
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```
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If the tool is missing or DSP is not found, the target prints a warning and continues without failing the build.
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If the tool is missing or DSP is not found, the script prints a warning and continues without failing the build.
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### Packaging
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@@ -1,39 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project>
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<!--
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UpdateGameDlls target: locates the Dyson Sphere Program installation via the
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Steam registry and libraryfolders.vdf, then uses assembly-publicizer to
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refresh AssemblyFromGame/ whenever the game DLLs are newer than the local copies.
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Runs automatically before every build (BeforeTargets="BeforeBuild") and can
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also be invoked explicitly:
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dotnet build -t:UpdateGameDlls
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Requires assembly-publicizer on PATH or in %USERPROFILE%\.dotnet\tools\:
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dotnet tool install -g BepInEx.AssemblyPublicizer.Cli
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-->
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<!--
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The target is conditioned to run only when building the 'UXAssist' project (the
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designated first-built project in this solution), OR when either game DLL is
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missing entirely (e.g. after a manual deletion). This ensures the target fires
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exactly once per solution build even when projects are built in parallel (-m),
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while still recovering automatically if the DLLs are absent.
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The PowerShell script additionally acquires an exclusive file lock on
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AssemblyFromGame/.update.lock so that the rare case where the !Exists fallback
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triggers multiple projects concurrently is also handled safely.
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-->
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<Target Name="UpdateGameDlls" BeforeTargets="BeforeBuild"
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Condition="'$(MSBuildProjectName)' == 'UXAssist'
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Or !Exists('$(MSBuildThisFileDirectory)AssemblyFromGame\Assembly-CSharp.dll')
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Or !Exists('$(MSBuildThisFileDirectory)AssemblyFromGame\UnityEngine.UI.dll')"
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>
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<Exec
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Command="powershell.exe -NoProfile -ExecutionPolicy Bypass -File "$(MSBuildThisFileDirectory)UpdateGameDlls.ps1" -ProjectRoot "$(MSBuildThisFileDirectory.TrimEnd('\\/'))""
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ConsoleToMSBuild="true"
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IgnoreExitCode="false"
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WorkingDirectory="$(MSBuildThisFileDirectory)" />
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</Target>
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<!--
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ZipMod target: assembles a Thunderstore-ready zip under package/.
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@@ -130,34 +130,7 @@ if (-not $publicizer) {
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}
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# ---------------------------------------------------------------------------
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# 5. Acquire an exclusive file lock so that concurrent MSBuild nodes (triggered
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# by the !Exists fallback condition) cannot write the DLLs simultaneously.
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# The lock is released automatically in the finally block.
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# ---------------------------------------------------------------------------
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$lockPath = Join-Path $OUTPUT_DIR '.update.lock'
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$lockStream = $null
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try {
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# Retry loop: wait up to 60 s for the lock (another node may be updating)
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$deadline = [DateTime]::UtcNow.AddSeconds(60)
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while ($true) {
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try {
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$lockStream = [System.IO.File]::Open(
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$lockPath,
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[System.IO.FileMode]::OpenOrCreate,
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[System.IO.FileAccess]::ReadWrite,
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[System.IO.FileShare]::None)
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break # lock acquired
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} catch [System.IO.IOException] {
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if ([DateTime]::UtcNow -ge $deadline) {
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Write-Warning 'UpdateGameDlls: Timed out waiting for lock; skipping DLL update.'
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exit 0
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}
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Start-Sleep -Milliseconds 200
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}
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}
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# ---------------------------------------------------------------------------
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# 6. For each DLL: compare timestamps, publicize if game copy is newer
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# 5. For each DLL: compare timestamps, publicize if game copy is newer
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# ---------------------------------------------------------------------------
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$updated = 0
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foreach ($dll in $DSP_DLLS) {
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@@ -203,8 +176,3 @@ if ($updated -gt 0) {
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} else {
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Write-Host 'UpdateGameDlls: All DLLs are up-to-date.'
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}
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} finally {
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# Release the exclusive lock regardless of success or failure
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if ($lockStream) { $lockStream.Close() }
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}
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