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mirror of https://github.com/soarqin/DSP_Mods.git synced 2026-03-29 11:27:18 +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:
2026-03-22 15:44:34 +08:00
parent a894c34987
commit 93c39e2133
4 changed files with 12 additions and 81 deletions

View File

@@ -41,6 +41,7 @@ DSP_Mods/
├── PoolOpt/ # Memory pool optimization on save loading
├── UniverseGenTweaks/ # Universe generator parameter tweaks
├── UserCloak/ # Hides/fakes Steam account info
├── UpdateGameDlls/ # MSBuild helper project; runs UpdateGameDlls.ps1 before any mod compiles
└── CompressSave/ # Stub only (moved to external repo)
```
@@ -70,35 +71,34 @@ DSP_Mods/
Common properties and references are factored into two root-level files that MSBuild automatically imports for every project:
- **`Directory.Build.props`** — shared `PropertyGroup` defaults (`TargetFramework`, `AllowUnsafeBlocks`, `LangVersion`, `RestoreAdditionalProjectSources`) and shared `ItemGroup`s (BepInEx packages, game DLL references, `Microsoft.NETFramework.ReferenceAssemblies`).
- **`Directory.Build.targets`** — defines the `UpdateGameDlls`, `ZipMod`, and `CopyToParentPackage` targets (see below).
- **`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`.
- **`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).
- **`Directory.Build.targets`** — defines the `ZipMod` and `CopyToParentPackage` targets (see below).
- **`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`.
Individual `.csproj` files only declare what is unique to that project (GUID, version, extra packages, embedded resources).
### Automatic Game DLL Update
`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`.
`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.
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 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.
The script:
The `UpdateGameDlls.ps1` 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. 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.
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.
The target can also be run explicitly:
To explicitly update game DLLs:
```
dotnet build -t:UpdateGameDlls
dotnet build UpdateGameDlls\UpdateGameDlls.csproj
```
**Prerequisite:** `assembly-publicizer` must be installed as a .NET global tool:
```
dotnet tool install -g BepInEx.AssemblyPublicizer.Cli
```
If the tool is missing or DSP is not found, the target prints a warning and continues without failing the build.
If the tool is missing or DSP is not found, the script prints a warning and continues without failing the build.
### Packaging