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mirror of https://github.com/soarqin/DSP_Mods.git synced 2026-03-26 03:07:21 +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

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

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@@ -41,6 +41,7 @@ DSP_Mods/
├── PoolOpt/ # Memory pool optimization on save loading ├── PoolOpt/ # Memory pool optimization on save loading
├── UniverseGenTweaks/ # Universe generator parameter tweaks ├── UniverseGenTweaks/ # Universe generator parameter tweaks
├── UserCloak/ # Hides/fakes Steam account info ├── UserCloak/ # Hides/fakes Steam account info
├── UpdateGameDlls/ # MSBuild helper project; runs UpdateGameDlls.ps1 before any mod compiles
└── CompressSave/ # Stub only (moved to external repo) └── 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: 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.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 `UpdateGameDlls`, `ZipMod`, and `CopyToParentPackage` targets (see below). - **`Directory.Build.targets`** — defines the `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`. - **`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). Individual `.csproj` files only declare what is unique to that project (GUID, version, extra packages, embedded resources).
### Automatic Game DLL Update ### 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`). 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`). 2. Parses `steamapps/libraryfolders.vdf` to find the library that contains DSP (AppID `1366540`).
3. Locates `<game_root>/DSPGAME_Data/Managed/`. 3. Locates `<game_root>/DSPGAME_Data/Managed/`.
4. Acquires an exclusive file lock on `AssemblyFromGame/.update.lock` (waits up to 60 s). 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.
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: 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: **Prerequisite:** `assembly-publicizer` must be installed as a .NET global tool:
``` ```
dotnet tool install -g BepInEx.AssemblyPublicizer.Cli 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 ### Packaging

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@@ -1,39 +1,5 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project> <Project>
<!--
UpdateGameDlls target: locates the Dyson Sphere Program installation via the
Steam registry and libraryfolders.vdf, then uses assembly-publicizer to
refresh AssemblyFromGame/ whenever the game DLLs are newer than the local copies.
Runs automatically before every build (BeforeTargets="BeforeBuild") and can
also be invoked explicitly:
dotnet build -t:UpdateGameDlls
Requires assembly-publicizer on PATH or in %USERPROFILE%\.dotnet\tools\:
dotnet tool install -g BepInEx.AssemblyPublicizer.Cli
-->
<!--
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;$(MSBuildThisFileDirectory.TrimEnd('\\/'))&quot;"
ConsoleToMSBuild="true"
IgnoreExitCode="false"
WorkingDirectory="$(MSBuildThisFileDirectory)" />
</Target>
<!-- <!--
ZipMod target: assembles a Thunderstore-ready zip under package/. ZipMod target: assembles a Thunderstore-ready zip under package/.

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@@ -130,34 +130,7 @@ if (-not $publicizer) {
} }
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# 5. Acquire an exclusive file lock so that concurrent MSBuild nodes (triggered # 5. For each DLL: compare timestamps, publicize if game copy is newer
# 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 $updated = 0
foreach ($dll in $DSP_DLLS) { foreach ($dll in $DSP_DLLS) {
@@ -203,8 +176,3 @@ if ($updated -gt 0) {
} else { } else {
Write-Host 'UpdateGameDlls: All DLLs are up-to-date.' Write-Host 'UpdateGameDlls: All DLLs are up-to-date.'
} }
} finally {
# Release the exclusive lock regardless of success or failure
if ($lockStream) { $lockStream.Close() }
}