railroader-setons-special-s.../dist/build-common.ps1
seton a1fcf01125 Initial commit: S3 - Seton's Special Sauce v0.2.0
Consolidates two standalone Railroader mods into one UMM "everything mod"
with an optional-module framework. Modules are disabled by default and
toggled per-module from the S3 settings page.

Core framework:
- IModule contract plus ModuleRegistry, with each module owning a Harmony
  instance scoped by its id so only enabled modules patch the game
- Per-module flat JSON settings (SettingsStore). On this Mono runtime
  JsonUtility silently drops nested custom-class fields, so settings stay flat
- Foldout-per-module settings panel plus a detector that offers to disable the
  old standalone mods if they are still installed

Modules (moved over to parity, verified in-game):
- Physics Optimizer (was RailroaderPhysicsOverhaul): LOD fast-path and
  auto-freeze, profiler overlay, debug car tinting, /rpf console commands
- Map Popout (was RRPopout): native map detach window. Pure-UMM install that
  drops the winhttp proxy and LoadLibrary's RRPopout.dll from the mod folder.
  Native Win32 + D3D11 + Dear ImGui engine included. Fixes a latent break where
  the now-private MapBuilder.UpdateForZoom() is reached via Traverse.

Build: dotnet for the managed assembly (netstandard2.1) and CMake for the
native DLL. build-local.ps1 installs into the game, build-release.ps1 packages
the UMM drag-install zip.
2026-06-17 14:17:41 -04:00

67 lines
2.8 KiB
PowerShell

# Shared build helpers for S³ (dot-sourced by build-local.ps1 and build-release.ps1).
# Not run directly.
Set-StrictMode -Version Latest
$ErrorActionPreference = "Stop"
$script:RepoRoot = Split-Path $PSScriptRoot -Parent
$script:ModId = "S3"
function Get-ModVersion {
# Single source of truth: the Version field in Info.json.
$info = Get-Content (Join-Path $RepoRoot "Info.json") -Raw | ConvertFrom-Json
return $info.Version
}
function Invoke-ManagedBuild {
param([string]$Configuration = "Release", [string]$GameDir = "")
Write-Host "=== Building managed (S3.dll, $Configuration) ===" -ForegroundColor Cyan
$csproj = Join-Path $RepoRoot "src\S3.csproj"
$args = @($csproj, "-c", $Configuration, "--nologo", "-v", "minimal")
if ($GameDir) { $args += "/p:GameDir=$GameDir" }
dotnet build @args | Out-Host
if ($LASTEXITCODE -ne 0) { throw "Managed build failed." }
$dll = Join-Path $RepoRoot "src\bin\$Configuration\S3.dll"
if (-not (Test-Path $dll)) { throw "S3.dll not found at $dll" }
return $dll
}
function Invoke-NativeBuild {
param([string]$Configuration = "Release")
$cmakeLists = Join-Path $RepoRoot "native\CMakeLists.txt"
if (-not (Test-Path $cmakeLists)) {
Write-Host "=== No native/CMakeLists.txt — skipping native build ===" -ForegroundColor DarkYellow
return $null
}
Write-Host "=== Building native (RRPopout.dll, $Configuration) ===" -ForegroundColor Cyan
$buildDir = Join-Path $RepoRoot "native\build"
if (-not (Test-Path $buildDir)) { cmake -B $buildDir -A x64 (Join-Path $RepoRoot "native") | Out-Host }
cmake --build $buildDir --config $Configuration | Out-Host
if ($LASTEXITCODE -ne 0) { throw "Native build failed." }
# MSVC multi-config generators place the DLL in a per-config subfolder.
$dll = Join-Path $buildDir "bin\$Configuration\RRPopout.dll"
if (-not (Test-Path $dll)) { $dll = Join-Path $buildDir "bin\RRPopout.dll" } # single-config fallback
if (-not (Test-Path $dll)) { throw "RRPopout.dll not found under $buildDir\bin" }
return $dll
}
# Assembles the Mods\S3 layout into $DestModDir (the S3 folder itself).
function New-ModLayout {
param([Parameter(Mandatory)][string]$DestModDir,
[Parameter(Mandatory)][string]$ManagedDll,
[string]$NativeDll = $null)
if (Test-Path $DestModDir) { Remove-Item $DestModDir -Recurse -Force }
New-Item -ItemType Directory -Force -Path $DestModDir | Out-Null
Copy-Item $ManagedDll (Join-Path $DestModDir "S3.dll") -Force
Copy-Item (Join-Path $RepoRoot "Info.json") (Join-Path $DestModDir "Info.json") -Force
if ($NativeDll) {
Copy-Item $NativeDll (Join-Path $DestModDir "RRPopout.dll") -Force
}
}