KSPBuildTools 0.0.2-alpha.0
See the version list below for details.
dotnet add package KSPBuildTools --version 0.0.2-alpha.0
NuGet\Install-Package KSPBuildTools -Version 0.0.2-alpha.0
<PackageReference Include="KSPBuildTools" Version="0.0.2-alpha.0" />
paket add KSPBuildTools --version 0.0.2-alpha.0
#r "nuget: KSPBuildTools, 0.0.2-alpha.0"
// Install KSPBuildTools as a Cake Addin #addin nuget:?package=KSPBuildTools&version=0.0.2-alpha.0&prerelease // Install KSPBuildTools as a Cake Tool #tool nuget:?package=KSPBuildTools&version=0.0.2-alpha.0&prerelease
KSP Build Tools
This repository aims to provide a common set of tools for developing mods for Kerbal Space Program. Note that it's still in "alpha" stages so expect things to change or break.
To use it, either:
Reference this package in your csproj
run
dotnet add package KSPBuildTools
or add the following to your csproj
<ItemGroup> <PackageReference Include="KSPBuildTools" Version="0.0.0-alpha.0.214" /> </ItemGroup>
Add this repository as a submodule:
git submodule add https://github.com/KSPModdingLibs/KSPBuildTools.git
Or you can copy the files you want into your own repository and use them however you like - though that will make it harder to get updates
Most things in this repository will work best if you have a directory in your repository that corresponds to the directory that the user will install into GameData (or several such directories). Placing these into a GameData folder in your repository is recommended but not required.
While working on your mod, I recommend that you create a junction or symlink from the game's GameData folder pointing at the content folder in your repository. That way any changes you make will be immediately available, and you don't need to deploy or copy anything. If you'd like to see other workflows supported please ask!
Table of Contents
KSPCommon.targets
This is a msbuild targets file that you can include in your .csproj files.
What it does:
- Provides a standard way to find your KSP install and the game's libraries that works on anyone's machine and any operating system
- Provides a way for individual developers to select their KSP install location without modifying git-tracked files
- Properties can be set for the entire mod instead of needing to do it per project file
- Provides a standard way to copy output files that works on all operating systems
- Sets the debug symbols format to portable so that you can debug your mod
- Sets up Visual Studio's debugging start actions so you can launch KSP directly from VS
- Includes a target for installing dependencies with CKAN
- Designed to be used by the Build github workflow
If not using a PackageReference, import KSPCommon.targets
in your .csproj file after it imports Microsoft.CSharp.targets. You should remove ALL the existing assembly references to System
, Assembly-CSharp
, and Unity
.
<Import Project="$(MSBuildToolsPath)/Microsoft.CSharp.targets" />
<Import Project="$(SolutionDir)KSPBuildTools/KSPCommon.targets" />
Here's an example from kOS.
Note that KSPCommon.targets
makes use of KSPCommon.props
for advanced users, which sets all the below properties but does not include the build targets. If you only want the properties and not the targets, you can use KSPCommon.props
instead.
Versioning
MinVer is recommended for versioning mods. KSPCommon.targets will use the generated version correctly.
Customization
Properties can be customized at several points:
Canonical properties (committed to version control)
- Per-project properties should be set in the
.csproj
file before importingKSPCommon.targets
- Properties for the whole mod should be set in
$(SolutionName).props
which will be imported byKSPCommon.props
Per-User properties (not committed to version control)
- Per-user per-project properties should be set in the
.csproj.user
file adjacent to each csproj file. This is typically where you set the$(ReferencePath)
pointing to your KSP install (this can be set from inside VS!) - Per-user properties for the whole mod should be set in
$(SolutionName).props.user
. If you have multiple projects in the solution, you can set$(KSPRoot)
in here so that you don't have to set it for each project.
You should have *.user
files added to your .gitignore
file.
The following properties are exposed to be customized per mod, project, or user. Properties that represent directories should not include a trailing slash.
RepoRootPath
Default value: $(SolutionDir)
This specifies the root directory of your mod repository. Generally you'll want to set this to be relative to $(SolutionDir)
.
BinariesOutputRelativePath
Default value: GameData\$(SolutionName)
This is the directory where compiled binaries should be copied. This is relative to the RepoRootPath
. The binaries will be copied after each build.
KSPRoot
This property should be set to the root directory of your KSP install. If it is not specified, then KSPCommon.props
will try some defaults:
- If
$(ReferencePath)
is set, then that becomes the value of theKSPRoot
property. This is the best way for individual developers to specify where their KSP install is, because the$(ReferencePath)
is typically stored in the.csproj.user
file that is not committed to version control. NOTE:.csproj.user
files are imported byMicrosoft.CSharp.targets
which is why it's important forKSPCommon.targets
to be placed afterward. If it comes first, you won't be able to use$(ReferencePath)
. - If the
KSP_ROOT
environment variable is set, then that becomes the value of theKSPRoot
property. This is used in CI scripts like the compile action below. - If
$(SolutionDir)KSP/buildID.txt
exists, then$(SolutionDir)KSP
becomes the value of theKSPRoot
property. This could be a full copy of a KSP install, or just a symlink or junction to one. - If
KSPRoot
still isn't set, then it will default toC:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program
on Windows or$(HOME)/Library/Application Support/Steam/steamapps/common/Kerbal Space Program
on macOS.
CKANCompatibleVersions
Default value: 1.12 1.11 1.10 1.9 1.8
Used by the CKANInstall
target to set additional KSP versions to treat as compatible when installing dependencies.
GenerateKSPAssemblyAttribute
If set to true
, automatically generates the KSPAssembly
for your assembly from the Version
property.
GenerateKSPAssemblyDependencyAttributes
If set to true
, automatically generates KSPAssemblyDependency
attributes for each dependency. Dependencies should have either the CKANIdentifier
metadata or KSPAssemblyName
metadata. Versions can be supplied with CKANVersion
or KSPAssemblyVersion
. See Referencing Dependencies below.
Referencing Dependencies
Referencing assemblies (DLLs) from other mods should be done with a HintPath relative to $(KSPRoot)
. These should be placed after importing KSPCommon.targets
so that $(KSPRoot)
will be defined. In addition, you can include the CKAN identifier of the mod to make it installable when restoring the project. Dependencies should have the private flag set to false, unless they are intended to be included alongside the main dll.
Example from Shabby:
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>$(KSPRoot)/GameData/000_Harmony/0Harmony.dll</HintPath>
<CKANIdentifier>Harmony2</CKANIdentifier>
<Private>false</Private>
</Reference>
</ItemGroup>
Installing Dependencies
Dependencies are installed by the CKANInstall target, which automatically runs when the dotnet project is restored. Dependencies will be installed in $(KSPRoot)
.
Example usage:
msbuild -t:restore
Dependencies that get referenced in your assembly should be marked with its CKANIdentifier
as shown above. If you want to install a dependency without referencing it, you can list it like so:
<ItemGroup>
<CKANDependency Include="ModuleManager"/>
</ItemGroup>
update-version.sh
This is a bash shell script that can update version numbers in several text files (AssemblyInfo.cs, .version files, readme, etc). All it does is process files with a common extension and replaces certain tokens in them.
This file can be run from your own repository locally, and it's also used in some of the github actions and workflows. If you're already using git for windows, you have a bash shell that you can run this from.
Usage
update-version.sh [-g (true|false)] [-d (true|false)] VERSION_STRING TEMPLATE_EXTENSION [FILES]
Example:
update-version.sh 1.2.3.4 .vtxt AssemblyInfo.cs.vtxt
Example template files:
VERSION_STRING
Required. This is the new version you want to set, in MAJOR.MINOR.PATCH.BUILD form. Any of the values can be omitted (starting from the right).
TEMPLATE_EXTENSION
Optional. Default: .versiontemplate
This is a file extension that indicates which files the script should consider. When processing a file, if it ends with this extension then the script will store the output in a new file with the template extension removed. Otherwise the file is updated in-place.
FILES
Optional.
This is a list of files to process. If omitted, the script will process all files in the subtree that end with TEMPLATE_EXTENSION
.
-g (true|false)
Optional. Default: false
If true, calls git add
on each of the modified files (but does not commit).
-d (true|false)
Optional. Default: false
If true, deletes the template file after processing (if the file was not updated in-place).
Tokens
The script will replace the following tokens in processed files:
@VERSION_STRING@
: replaced with the rawVERSION_STRING
@VERSION_FULL@
: replaced withVERSION_MAJOR.VERSION_MINOR.VERSION_PATCH.VERSION_BUILD
. That is, it isVERSION_STRING
with all non-digit characters removed@VERSION_MAJOR@
: replaced with the major version number@VERSION_MINOR@
: replaced with the minor version number@VERSION_PATCH@
: replaced with the patch version number@VERSION_BUILD@
: replaced with the build version number
Github Workflows
These are full-blown workflows that can be triggered from your own repository on certain events.
build
Compiles a KSP mod and uploads the results as a workflow artifact. It's meant to be suitable for continuous integration builds, as it simply compiles whatever is in the repository without updating version numbers etc.
For details:
Example usage from RasterPropMonitor
create-release
Builds and packages a new version of mod. You can reference this workflow in your own repository on workflow-dispatch
and have the developer type in a version number. Then it does the rest!
Note that this action DOES commit files to git (updated changelogs, version files, etc) so if you're testing it out you should do it on a separate branch.
After running update-version
, this workflow commits the changelog and version file changes and creates a new tag. Then it runs compile
and assemble-release
. And then finally it creates a draft github release with the packaged mod attached.
For details:
Example usage from RasterPropMonitor
validate
Performs validation to help check for errors. Right now it just invokes CKAN's KSPMMCfgParser action to check for syntax errors in cfg files, but it may do more in the future. You may want to add this to a continuous integration workflow that is triggered on pull requests and commits.
Github Actions
These are smaller units of tasks that can be combined in workflows to help automate testing, building, and releasing mods.
assemble-release
Packages a mod for release or upload. Uses actions/upload-artifact
so the output is attached to the workflow job and can be used by other workflow jobs.
Env:
RELEASE_STAGING
The artifact files will be copied to this directory before being packaged in the zip file. This becomes the input for
upload-artifact
. If not set,/tmp/release
is used instead
Inputs:
artifacts
A list of files or directories to include in the output (relative to the repository root). Defaults to
GameData LICENSE* README* CHANGELOG*
- that is, anything in the GameData directory, and any license, readme, or changelog files will be included.output-file-name
The name of the output zip file (without the extension). Defaults to the repository name. This is used in the upload-artifact action. In addition, a zip file with this name will be created in the github workspace so that it can be immediately consumed by other actions in the workflow without having to download the artifact.
Outputs:
artifact-id
andartifact-url
The outputs from
actions/upload-artifact
compile
Compiles C# code using msbuild
into a mod assembly. This action will install any dependent mods declared in the csproj file and restore NuGet packages.
Environment:
KSP_ROOT
The path to use as the root of a KSP install. Dependencies will be downloaded here and the
ksp-zip-url
libraries will be extracted here. This is generally set by thebuild
orassemble-release
workflows. If not set,/tmp/ksp
is used instead.
Inputs:
build-configuration
The project configuration to build. Defaults to
Release
.solution-file-path
The path to the solution file to build. Defaults to empty, which will invoke
msbuild
on the root directory of the repo and builds any*.sln
file it finds there.ksp-zip-url
A url for a zip file that contains the assemblies from the game to link against. This should either be stripped so that it only contains public interfaces, or encrypted so that the libraries are not being redistributed unprotected.
Defaults to
https://github.com/KSPModdingLibs/KSPLibs/raw/main/KSP-1.12.5.zip
which contains stripped versions of the libraries and should be suitable for most users.ksp-zip-password
If the ksp library zip is encrypted, this is the password. It should be stored in your repository's secrets.
setup-ckan
Installs CKAN and sets up a KSP installation
Environment:
KSP_ROOT
The path to use as the root of a KSP instance for CKAN to set-up. If not set,
/tmp/ksp
is used instead.
Inputs:
ckan-version
CKAN tag to install. set to an empty string to always install the most recent version. See the CKAN releases page for a list of available tags
ckan-compatible-versions
KSP versions to mark as compatible. Newline-separated. Defaults to versions from 1.8 to 1.12
ckan-filters
File globs to ignore when installing mods. Newline-separated. Defaults to most large asset files included in mods. Set to an empty string if you need the entire mod installed for bundling.
install-dependencies
Uses CKAN to install dependencies. You should generally prefer to specify them in the .csproj file. Requires setup-ckan to have already been run.
Inputs:
dependency-identifiers
A space-separated list of CKAN identifiers to install.
update-version
Uses yaclog and yaclog-ksp to update a changelog and get release notes. Then runs update-version.sh to replace version tokens in several text files. All modifications will be staged to git but not committed.
Inputs:
version-string
Required. A version number in major.minor.patch.build form, or one of the special strings
--major
--minor
--patch
which will increment the version based on the most recent entry in the changelog file.changelog-input-file
Optional. Default:
CHANGELOG.md
The name of a changelog file to use. Should be formatted according to Keep a Changelog, with a
## Unreleased
section at the top for changes that are pending release.yaclog release
will be invoked which replaces the## Unreleased
section with the version number and the date stamp.changelog-output-file
Optional. If specified, this action will run
yaclog-ksp
on the changelog input file which generates a changelog .cfg file suitable for Kerbal Changelog. As such,changelog-output-file
should be somewhere in your mod's artifact path so that it will be included when the mod is installed.release-notes-output-file
Optional. If specified, uses
yaclog
to save the most recent changelog info in Markdown format to this file. This can then be used by theassemble-release
action.template-extension
Corresponds to the input to
update-version.sh
. Defaults to.versiontemplate
files
Corresponds to the input to
update-version.sh
.ksp-build-tools-root
Where to download
update-version.sh
.
Outputs:
- The final version string is saved in
VERSION_STRING
as an environment variable andoutputs.version-string
- The path to the release notes file is saved in
RELEASE_NOTES_FILE
as an environment variable andoutputs-release-notes-output-file
Learn more about Target Frameworks and .NET Standard.
-
.NETStandard 2.0
- No dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories (1)
Showing the top 1 popular GitHub repositories that depend on KSPBuildTools:
Repository | Stars |
---|---|
KSP-KOS/KOS
Fully programmable autopilot mod for KSP. Originally By Nivekk
|
Version | Downloads | Last updated |
---|---|---|
0.0.3-alpha.1 | 42 | 11/18/2024 |
0.0.2 | 105 | 10/24/2024 |
0.0.2-alpha.7 | 131 | 10/9/2024 |
0.0.2-alpha.6 | 40 | 10/5/2024 |
0.0.2-alpha.5 | 78 | 9/21/2024 |
0.0.2-alpha.4 | 102 | 9/13/2024 |
0.0.2-alpha.3 | 49 | 9/11/2024 |
0.0.2-alpha.2 | 55 | 9/9/2024 |
0.0.2-alpha.1 | 47 | 9/8/2024 |
0.0.2-alpha.0 | 51 | 9/6/2024 |
0.0.1 | 131 | 9/3/2024 |
0.0.0-alpha.0.216 | 52 | 9/3/2024 |
0.0.0-alpha.0.214 | 53 | 9/3/2024 |
0.0.0-alpha.0.213 | 48 | 9/3/2024 |
0.0.0-alpha.0.206 | 31 | 9/3/2024 |
0.0.0-alpha.0 | 44 | 9/3/2024 |