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Reorganize Windows game launcher to support per-mod launchers. #12966

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merged 8 commits into from Apr 13, 2017

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pchote commented Mar 14, 2017

This sets up our windows launcher and packaging to support per-mod launchers for both https://github.com/OpenRA/OpenRAModTemplate and our official mods once we drop the mod chooser. This is the Windows equivalent of #12824 / OpenRA/OpenRALauncherOSX#2.

pchote@a16576a shows how this will work for per-mod launchers in a future pr (which is currently blocked by #12909 and some other installer changes). For now this continues to build a mod-independent OpenRA.exe launcher.

A test installer built using our normal packaging scripts can be found here.
The appveyor test installer can be found here.

@reaperrr

Looks good to me, and both provided test builds as well as my own compile worked.

@pchote pchote requested a review from abcdefg30 Apr 10, 2017

@abcdefg30

Looks like the removal/moving of GameMonitor.cs got lost somewhen during the process.

Show outdated Hide outdated packaging/windows/WindowsLauncher.cs.in
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pchote Apr 11, 2017

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Fixed and rebased.

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pchote commented Apr 11, 2017

Fixed and rebased.

@abcdefg30

So, with this make all doesn't create OpenRA.exe and OpenRA.Game.exe anymore. Am I missing something here?

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pchote Apr 12, 2017

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Not creating OpenRA.exe is intentional:

  1. We have a launch-game.cmd that is more appropriate, including a mod selector instead of requiring a separate exe to be compiled per mod.
  2. We don't build any other platform specific launchers outside of the packaging code, why should windows be special?
  3. Building the launchers is non-trivial, and can't be done from a normal csproj file. I'm strongly against having to maintain multiple different scripts to do this without a very good reason. Appveyor compiles the launchers as part of the tests done against each PR.

This does create OpenRA.Game.exe...? I just tested this again to be certain, using make.cmd on a clean checkout.

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pchote commented Apr 12, 2017

Not creating OpenRA.exe is intentional:

  1. We have a launch-game.cmd that is more appropriate, including a mod selector instead of requiring a separate exe to be compiled per mod.
  2. We don't build any other platform specific launchers outside of the packaging code, why should windows be special?
  3. Building the launchers is non-trivial, and can't be done from a normal csproj file. I'm strongly against having to maintain multiple different scripts to do this without a very good reason. Appveyor compiles the launchers as part of the tests done against each PR.

This does create OpenRA.Game.exe...? I just tested this again to be certain, using make.cmd on a clean checkout.

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reaperrr Apr 12, 2017

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This does create OpenRA.Game.exe...? I just tested this again to be certain, using make.cmd on a clean checkout.

It works here as well.

@abcdefg30 Maybe you overlooked it because it doesn't have the RA icon anymore?

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reaperrr commented Apr 12, 2017

This does create OpenRA.Game.exe...? I just tested this again to be certain, using make.cmd on a clean checkout.

It works here as well.

@abcdefg30 Maybe you overlooked it because it doesn't have the RA icon anymore?

@abcdefg30

Weird. I must have messed something up. Did a clean checkout and it works now.

@abcdefg30 abcdefg30 merged commit 81fe19c into OpenRA:bleed Apr 13, 2017

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abcdefg30 commented Apr 13, 2017

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