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@@ -198,8 +198,8 @@ jobs:
- name: Copy packaging files to BepInEx config
run: |
cp -rf packaging/* epic/
cp -rf packaging/* steam/
cp -rf packaging-epic/* epic/
cp -rf packaging-steam/* steam/
- name: Steam App ID
run : echo "945360" > steam/steam_appid.txt
@@ -1,252 +0,0 @@
name: Build & Release EHR Without Crowdin Updates
on:
workflow_dispatch:
inputs:
version:
description: "Version (e.g. 7.0.2)"
required: true
jobs:
# ---------------------------------------------------------
# 1) Build EHR on Linux
# ---------------------------------------------------------
build-ehr:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Setup .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: 6.0.x
- name: Build EHR
run: dotnet build EHR.csproj -c Release -o build/
- name: Upload EHR artifact
uses: actions/upload-artifact@v4
with:
name: ehr
path: build/EHR.dll
# ---------------------------------------------------------
# 2) Build Control Panel on Windows using MSBuild
# ---------------------------------------------------------
build-control-panel:
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- name: Setup .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: 6.0.x
- name: Setup MSBuild
uses: microsoft/setup-msbuild@v2
- name: Restore .NET packages
run: dotnet restore -p:SelfContained=true CTA/CustomTeamAssigner/CustomTeamAssigner.csproj
- name: Build Control Panel (MSBuild)
run: |
msbuild CTA/CustomTeamAssigner/CustomTeamAssigner.csproj `
/p:Configuration=Release `
/p:Platform="x64" `
/p:PublishSingleFile=true `
/p:SelfContained=true `
/p:RuntimeIdentifier=win-x64 `
/p:IncludeAllContentForSelfExtract=true `
/p:DebugType=None `
/p:PublishDir=build\ `
/t:publish
- name: Rename exe file
run: |
mkdir build/
mv CTA/CustomTeamAssigner/build/CustomTeamAssigner.exe build/EHR_Control-Panel_BETA.exe
- name: Upload Control Panel artifact
uses: actions/upload-artifact@v4
with:
name: control-panel
path: build\EHR_Control-Panel_BETA.exe
# ---------------------------------------------------------
# 3) Sign binaries using SignPath
# ---------------------------------------------------------
sign:
runs-on: ubuntu-latest
needs: [build-ehr, build-control-panel]
steps:
- name: Download EHR
uses: actions/download-artifact@v4
with:
name: ehr
path: signing
- name: Download Control Panel
uses: actions/download-artifact@v4
with:
name: control-panel
path: signing
- name: Create SignPath ZIP
run: |
cd signing
zip ../signpath-input.zip EHR.dll EHR_Control-Panel_BETA.exe
- name: Upload unsigned artifact
id: upload-unsigned-artifact
uses: actions/upload-artifact@v4
with:
name: signpath-input
path: signpath-input.zip
- name: Submit signing request
uses: signpath/github-action-submit-signing-request@v2
with:
api-token: ${{ secrets.SIGNPATH_API_TOKEN }}
organization-id: 298f5e96-d02b-40b5-88f6-32bddafcd47d
project-slug: EndlessHostRoles
signing-policy-slug: test-signing
artifact-configuration-slug: initial
github-artifact-id: ${{ steps.upload-unsigned-artifact.outputs.artifact-id }}
wait-for-completion: true
output-artifact-directory: signed
- name: Extract signed ZIP
run: |
mkdir extracted
unzip signed/*.zip -d extracted
- name: Upload signed binaries
uses: actions/upload-artifact@v4
with:
name: signed-binaries
path: extracted/*
# ---------------------------------------------------------
# 4) Package everything on Linux
# ---------------------------------------------------------
package:
runs-on: ubuntu-latest
needs: [sign]
steps:
- uses: actions/checkout@v4
- name: Download signed binaries
uses: actions/download-artifact@v4
with:
name: signed-binaries
path: artifacts/signed
- name: Prepare release folders
run: |
mkdir -p epic
mkdir -p steam
- name: Download BepInEx 6 pre-release 735
run: |
curl -L https://builds.bepinex.dev/projects/bepinex_be/735/BepInEx-Unity.IL2CPP-win-x64-6.0.0-be.735%2B5fef357.zip -o bepinex-x64.zip
unzip bepinex-x64.zip -d epic
chmod -R u+rwX,go+rX epic
curl -L https://builds.bepinex.dev/projects/bepinex_be/735/BepInEx-Unity.IL2CPP-win-x86-6.0.0-be.735%2B5fef357.zip -o bepinex-x86.zip
unzip bepinex-x86.zip -d steam
chmod -R u+rwX,go+rX steam
- name: Copy EHR dll to plugins
run: |
cp artifacts/signed/EHR.dll epic/BepInEx/plugins/
cp artifacts/signed/EHR.dll steam/BepInEx/plugins/
- name: Download modded regions DLL
run: |
curl -L https://github.com/miniduikboot/Mini.RegionInstall/releases/download/v1.2.0/Mini.RegionInstall.dll -o epic/BepInEx/plugins/Mini.RegionInstall.dll
cp epic/BepInEx/plugins/Mini.RegionInstall.dll steam/BepInEx/plugins/Mini.RegionInstall.dll
- name: Copy packaging files to BepInEx config
run: |
cp -r packaging/* epic/
cp -r packaging/* steam/
- name: Steam App ID
run : echo "945360" > steam/steam_appid.txt
- name: Create Epic/MS Store ZIP
run: |
cd epic
zip -r "../EHR.v${{ github.event.inputs.version }}_Epic-Games_Microsoft-Store.zip" .
- name: Create Steam ZIP
run: |
cd steam
zip -r "../EHR.v${{ github.event.inputs.version }}_Steam.zip" .
- name: Upload release artifacts
uses: actions/upload-artifact@v4
with:
name: final-zips
path: ./EHR*.zip
# ---------------------------------------------------------
# 5) Create GitHub Release
# ---------------------------------------------------------
release:
runs-on: ubuntu-latest
needs: [package]
steps:
- uses: actions/checkout@v4
# -----------------------------
# Download all artifacts
# -----------------------------
- name: Download packaged ZIPs
uses: actions/download-artifact@v4
with:
name: final-zips
path: release-artifacts/zips
- name: Download signed binaries
uses: actions/download-artifact@v4
with:
name: signed-binaries
path: release-artifacts/signed
# -----------------------------
# Create GitHub Release
# -----------------------------
- name: Create Release
uses: softprops/action-gh-release@v2
with:
tag_name: "v${{ github.event.inputs.version }}"
name: "EHR v${{ github.event.inputs.version }}"
generate_release_notes: true
body_path: CHANGELOG.md
files: |
release-artifacts/zips/*
release-artifacts/signed/EHR.dll
release-artifacts/signed/*.exe
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# -----------------------------
# Send Mod News
# -----------------------------
- name: Set up Python
uses: actions/setup-python@v4
with:
python-version: 3.x
- name: Install dependencies
run: pip install requests markdown
- name: Run script and send ModNews
env:
MODNEWS_API_URL: ${{ secrets.MODNEWS_API_URL }}
MODNEWS_API_TOKEN: ${{ secrets.MODNEWS_API_TOKEN }}
run: python release_to_modnews.py
-130
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@@ -1,130 +0,0 @@
name: Test Artifact Signing
on:
workflow_dispatch:
inputs:
version:
description: "Version (e.g. 7.0.2)"
required: true
jobs:
# ---------------------------------------------------------
# 1) Build EHR on Linux
# ---------------------------------------------------------
build-ehr:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Setup .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: 6.0.x
- name: Build EHR
run: dotnet build EHR.csproj -c Release -o build/
- name: Upload EHR artifact
uses: actions/upload-artifact@v4
with:
name: ehr
path: build/EHR.dll
# ---------------------------------------------------------
# 2) Build Control Panel on Windows using MSBuild
# ---------------------------------------------------------
build-control-panel:
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- name: Setup .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: 6.0.x
- name: Setup MSBuild
uses: microsoft/setup-msbuild@v2
- name: Restore .NET packages
run: dotnet restore -p:SelfContained=true CTA/CustomTeamAssigner/CustomTeamAssigner.csproj
- name: Build Control Panel (MSBuild)
run: |
msbuild CTA/CustomTeamAssigner/CustomTeamAssigner.csproj `
/p:Configuration=Release `
/p:Platform="x64" `
/p:PublishSingleFile=true `
/p:SelfContained=true `
/p:RuntimeIdentifier=win-x64 `
/p:IncludeAllContentForSelfExtract=true `
/p:DebugType=None `
/p:PublishDir=build\ `
/t:publish
- name: Rename exe file
run: |
mkdir build/
mv CTA/CustomTeamAssigner/build/CustomTeamAssigner.exe build/EHR_Control-Panel_BETA.exe
- name: Upload Control Panel artifact
uses: actions/upload-artifact@v4
with:
name: control-panel
path: build\EHR_Control-Panel_BETA.exe
# ---------------------------------------------------------
# 3) Sign binaries using SignPath
# ---------------------------------------------------------
sign:
runs-on: ubuntu-latest
needs: [build-ehr, build-control-panel]
steps:
- name: Download EHR
uses: actions/download-artifact@v4
with:
name: ehr
path: signing
- name: Download Control Panel
uses: actions/download-artifact@v4
with:
name: control-panel
path: signing
- name: Create SignPath ZIP
run: |
cd signing
zip ../signpath-input.zip EHR.dll EHR_Control-Panel_BETA.exe
- name: Upload unsigned artifact
id: upload-unsigned-artifact
uses: actions/upload-artifact@v4
with:
name: signpath-input
path: signpath-input.zip
- name: Submit signing request
uses: signpath/github-action-submit-signing-request@v2
with:
api-token: ${{ secrets.SIGNPATH_API_TOKEN }}
organization-id: 298f5e96-d02b-40b5-88f6-32bddafcd47d
project-slug: EndlessHostRoles
signing-policy-slug: test-signing
artifact-configuration-slug: initial
github-artifact-id: ${{ steps.upload-unsigned-artifact.outputs.artifact-id }}
wait-for-completion: true
output-artifact-directory: signed
- name: Extract signed ZIP
run: |
mkdir extracted
unzip signed/*.zip -d extracted
- name: Upload signed binaries
uses: actions/upload-artifact@v4
with:
name: signed-binaries
path: extracted/*
+1
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@@ -0,0 +1 @@
4.5.1
@@ -1,194 +1,194 @@
[Caching]
## Enable/disable assembly metadata cache
## Enabling this will speed up discovery of plugins and patchers by caching the metadata of all types BepInEx discovers.
# Setting type: Boolean
# Default value: true
EnableAssemblyCache = true
[Detours]
## The native provider to use for managed detours
# Setting type: DetourProvider
# Default value: Default
# Acceptable values: Default, Dobby, Funchook
DetourProviderType = Default
[Harmony.Logger]
## Specifies which Harmony log channels to listen to.
## NOTE: IL channel dumps the whole patch methods, use only when needed!
# Setting type: LogChannel
# Default value: Warn, Error
# Acceptable values: None, Info, IL, Warn, Error, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogChannels = Warn, Error
[IL2CPP]
## Whether to run Il2CppInterop automatically to generate Il2Cpp support assemblies when they are outdated.
## If disabled assemblies in `BepInEx/interop` won't be updated between game or BepInEx updates!
##
# Setting type: Boolean
# Default value: true
UpdateInteropAssemblies = true
## URL to the ZIP of managed Unity base libraries.
## The base libraries are used by Il2CppInterop to generate interop assemblies.
## The URL can include {VERSION} template which will be replaced with the game's Unity engine version.
##
# Setting type: String
# Default value: https://unity.bepinex.dev/libraries/{VERSION}.zip
UnityBaseLibrariesSource = https://unity.bepinex.dev/libraries/{VERSION}.zip
## The RegEx string to pass to Il2CppAssemblyUnhollower for renaming obfuscated names.
## All types and members matching this RegEx will get a name based on their signature,
## resulting in names that persist after game updates.
##
# Setting type: String
# Default value:
UnhollowerDeobfuscationRegex =
## If enabled, Il2CppInterop will use xref to find dead methods and generate CallerCount attributes.
# Setting type: Boolean
# Default value: true
ScanMethodRefs = true
## If enabled, BepInEx will save dummy assemblies generated by an Cpp2IL dumper into BepInEx/dummy.
# Setting type: Boolean
# Default value: false
DumpDummyAssemblies = false
## The path to the folder where IL2CPPInterop assemblies are stored.
## Supports the following placeholders:
## {BepInEx} - Path to the BepInEx folder.
## {ProcessName} - Name of the current process
##
# Setting type: String
# Default value: {BepInEx}
IL2CPPInteropAssembliesPath = {BepInEx}
## Automatically load all interop assemblies right before loading plugins.
## Some plugins may not work properly without this, but it may cause issues in some games.
##
# Setting type: Boolean
# Default value: true
PreloadIL2CPPInteropAssemblies = true
## The path to the IL2CPP metadata file.
## Supports the following placeholders:
## {BepInEx} - Path to the BepInEx folder.
## {ProcessName} - Name of the current process
## {GameDataPath} - Path to the game's Data folder.
##
# Setting type: String
# Default value: {GameDataPath}/il2cpp_data/Metadata/global-metadata.dat
GlobalMetadataPath = {GameDataPath}/il2cpp_data/Metadata/global-metadata.dat
[Logging]
## Enables showing unity log messages in the BepInEx logging system.
# Setting type: Boolean
# Default value: true
UnityLogListening = true
[Logging.Console]
## Enables showing a console for log output.
# Setting type: Boolean
# Default value: true
Enabled = true
## If enabled, will prevent closing the console (either by deleting the close button or in other platform-specific way).
# Setting type: Boolean
# Default value: false
PreventClose = false
## If true, console is set to the Shift-JIS encoding, otherwise UTF-8 encoding.
# Setting type: Boolean
# Default value: false
ShiftJisEncoding = false
## Hints console manager on what handle to assign as StandardOut. Possible values:
## Auto - lets BepInEx decide how to redirect console output
## ConsoleOut - prefer redirecting to console output; if possible, closes original standard output
## StandardOut - prefer redirecting to standard output; if possible, closes console out
##
# Setting type: ConsoleOutRedirectType
# Default value: Auto
# Acceptable values: Auto, ConsoleOut, StandardOut
StandardOutType = Auto
## Which log levels to show in the console output.
# Setting type: LogLevel
# Default value: Fatal, Error, Warning, Message, Info
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = Fatal, Error, Warning, Message, Info
[Logging.Disk]
## Appends to the log file instead of overwriting, on game startup.
# Setting type: Boolean
# Default value: false
AppendLog = false
## Enables writing log messages to disk.
# Setting type: Boolean
# Default value: true
Enabled = true
## Only displays the specified log levels in the disk log output.
# Setting type: LogLevel
# Default value: Fatal, Error, Warning, Message, Info
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = Fatal, Error, Warning, Message, Info
## If true, instantly writes any received log entries to disk.
## This incurs a major performance hit if a lot of log messages are being written, however it is really useful for debugging crashes.
##
# Setting type: Boolean
# Default value: false
InstantFlushing = false
## The maximum amount of concurrent log files that will be written to disk.
## As one log file is used per open game instance, you may find it necessary to increase this limit when debugging multiple instances at the same time.
##
# Setting type: Int32
# Default value: 5
ConcurrentFileLimit = 5
## Include unity log messages in log file output.
# Setting type: Boolean
# Default value: false
WriteUnityLog = false
[Preloader]
## Specifies which MonoMod backend to use for Harmony patches. Auto uses the best available backend.
## This setting should only be used for development purposes (e.g. debugging in dnSpy). Other code might override this setting.
# Setting type: MonoModBackend
# Default value: auto
# Acceptable values: auto, dynamicmethod, methodbuilder, cecil
HarmonyBackend = auto
## If enabled, BepInEx will save patched assemblies into BepInEx/DumpedAssemblies.
## This can be used by developers to inspect and debug preloader patchers.
# Setting type: Boolean
# Default value: false
DumpAssemblies = false
## If enabled, BepInEx will load patched assemblies from BepInEx/DumpedAssemblies instead of memory.
## This can be used to be able to load patched assemblies into debuggers like dnSpy.
## If set to true, will override DumpAssemblies.
# Setting type: Boolean
# Default value: false
LoadDumpedAssemblies = false
## If enabled, BepInEx will call Debugger.Break() once before loading patched assemblies.
## This can be used with debuggers like dnSpy to install breakpoints into patched assemblies before they are loaded.
# Setting type: Boolean
# Default value: false
BreakBeforeLoadAssemblies = false
[Caching]
## Enable/disable assembly metadata cache
## Enabling this will speed up discovery of plugins and patchers by caching the metadata of all types BepInEx discovers.
# Setting type: Boolean
# Default value: true
EnableAssemblyCache = true
[Detours]
## The native provider to use for managed detours
# Setting type: DetourProvider
# Default value: Default
# Acceptable values: Default, Dobby, Funchook
DetourProviderType = Default
[Harmony.Logger]
## Specifies which Harmony log channels to listen to.
## NOTE: IL channel dumps the whole patch methods, use only when needed!
# Setting type: LogChannel
# Default value: Warn, Error
# Acceptable values: None, Info, IL, Warn, Error, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogChannels = Warn, Error
[IL2CPP]
## Whether to run Il2CppInterop automatically to generate Il2Cpp support assemblies when they are outdated.
## If disabled assemblies in `BepInEx/interop` won't be updated between game or BepInEx updates!
##
# Setting type: Boolean
# Default value: true
UpdateInteropAssemblies = true
## URL to the ZIP of managed Unity base libraries.
## The base libraries are used by Il2CppInterop to generate interop assemblies.
## The URL can include {VERSION} template which will be replaced with the game's Unity engine version.
##
# Setting type: String
# Default value: https://unity.bepinex.dev/libraries/{VERSION}.zip
UnityBaseLibrariesSource = https://unity.bepinex.dev/libraries/{VERSION}.zip
## The RegEx string to pass to Il2CppAssemblyUnhollower for renaming obfuscated names.
## All types and members matching this RegEx will get a name based on their signature,
## resulting in names that persist after game updates.
##
# Setting type: String
# Default value:
UnhollowerDeobfuscationRegex =
## If enabled, Il2CppInterop will use xref to find dead methods and generate CallerCount attributes.
# Setting type: Boolean
# Default value: true
ScanMethodRefs = true
## If enabled, BepInEx will save dummy assemblies generated by an Cpp2IL dumper into BepInEx/dummy.
# Setting type: Boolean
# Default value: false
DumpDummyAssemblies = false
## The path to the folder where IL2CPPInterop assemblies are stored.
## Supports the following placeholders:
## {BepInEx} - Path to the BepInEx folder.
## {ProcessName} - Name of the current process
##
# Setting type: String
# Default value: {BepInEx}
IL2CPPInteropAssembliesPath = {BepInEx}
## Automatically load all interop assemblies right before loading plugins.
## Some plugins may not work properly without this, but it may cause issues in some games.
##
# Setting type: Boolean
# Default value: true
PreloadIL2CPPInteropAssemblies = true
## The path to the IL2CPP metadata file.
## Supports the following placeholders:
## {BepInEx} - Path to the BepInEx folder.
## {ProcessName} - Name of the current process
## {GameDataPath} - Path to the game's Data folder.
##
# Setting type: String
# Default value: {GameDataPath}/il2cpp_data/Metadata/global-metadata.dat
GlobalMetadataPath = {GameDataPath}/il2cpp_data/Metadata/global-metadata.dat
[Logging]
## Enables showing unity log messages in the BepInEx logging system.
# Setting type: Boolean
# Default value: true
UnityLogListening = true
[Logging.Console]
## Enables showing a console for log output.
# Setting type: Boolean
# Default value: true
Enabled = true
## If enabled, will prevent closing the console (either by deleting the close button or in other platform-specific way).
# Setting type: Boolean
# Default value: false
PreventClose = false
## If true, console is set to the Shift-JIS encoding, otherwise UTF-8 encoding.
# Setting type: Boolean
# Default value: false
ShiftJisEncoding = false
## Hints console manager on what handle to assign as StandardOut. Possible values:
## Auto - lets BepInEx decide how to redirect console output
## ConsoleOut - prefer redirecting to console output; if possible, closes original standard output
## StandardOut - prefer redirecting to standard output; if possible, closes console out
##
# Setting type: ConsoleOutRedirectType
# Default value: Auto
# Acceptable values: Auto, ConsoleOut, StandardOut
StandardOutType = Auto
## Which log levels to show in the console output.
# Setting type: LogLevel
# Default value: Fatal, Error, Warning, Message, Info
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = Fatal, Error, Warning, Message, Info
[Logging.Disk]
## Appends to the log file instead of overwriting, on game startup.
# Setting type: Boolean
# Default value: false
AppendLog = false
## Enables writing log messages to disk.
# Setting type: Boolean
# Default value: true
Enabled = true
## Only displays the specified log levels in the disk log output.
# Setting type: LogLevel
# Default value: Fatal, Error, Warning, Message, Info
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = Fatal, Error, Warning, Message, Info
## If true, instantly writes any received log entries to disk.
## This incurs a major performance hit if a lot of log messages are being written, however it is really useful for debugging crashes.
##
# Setting type: Boolean
# Default value: false
InstantFlushing = false
## The maximum amount of concurrent log files that will be written to disk.
## As one log file is used per open game instance, you may find it necessary to increase this limit when debugging multiple instances at the same time.
##
# Setting type: Int32
# Default value: 5
ConcurrentFileLimit = 5
## Include unity log messages in log file output.
# Setting type: Boolean
# Default value: false
WriteUnityLog = false
[Preloader]
## Specifies which MonoMod backend to use for Harmony patches. Auto uses the best available backend.
## This setting should only be used for development purposes (e.g. debugging in dnSpy). Other code might override this setting.
# Setting type: MonoModBackend
# Default value: auto
# Acceptable values: auto, dynamicmethod, methodbuilder, cecil
HarmonyBackend = auto
## If enabled, BepInEx will save patched assemblies into BepInEx/DumpedAssemblies.
## This can be used by developers to inspect and debug preloader patchers.
# Setting type: Boolean
# Default value: false
DumpAssemblies = false
## If enabled, BepInEx will load patched assemblies from BepInEx/DumpedAssemblies instead of memory.
## This can be used to be able to load patched assemblies into debuggers like dnSpy.
## If set to true, will override DumpAssemblies.
# Setting type: Boolean
# Default value: false
LoadDumpedAssemblies = false
## If enabled, BepInEx will call Debugger.Break() once before loading patched assemblies.
## This can be used with debuggers like dnSpy to install breakpoints into patched assemblies before they are loaded.
# Setting type: Boolean
# Default value: false
BreakBeforeLoadAssemblies = false
@@ -1,15 +1,15 @@
## Settings file was created by EHR
## Plugin GUID: at.duikbo.regioninstall
[General]
## Create an array of regions you want to add/update. To create this array, go to https://impostor.github.io/Impostor/ and put the Regions array from the server file in here
# Setting type: String
# Default value: {\"CurrentRegionIdx\":0,\"Regions\":[]}
Regions = { \"CurrentRegionIdx\": 2, \"Regions\": [ { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Niko-NA\", \"PingServer\": \"https://au-us.niko233.top\", \"Servers\": [ { \"Name\": \"http-1\", \"Ip\": \"https://au-us.niko233.top\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Niko-AS\", \"PingServer\": \"https://au-as.niko233.top\", \"Servers\": [ { \"Name\": \"http-1\", \"Ip\": \"https://au-as.niko233.top\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Niko-EU\", \"PingServer\": \"https://au-eu.niko233.top\", \"Servers\": [ { \"Name\": \"http-1\", \"Ip\": \"https://au-eu.niko233.top\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Modded EU (MEU)\", \"PingServer\": \"https://au-eu.duikbo.at\", \"Servers\": [ { \"Name\": \"Http-1\", \"Ip\": \"https://au-eu.duikbo.at\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Modded NA (MNA)\", \"PingServer\": \"https://aumods.org\", \"Servers\": [ { \"Name\": \"Http-1\", \"Ip\": \"https://aumods.org\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Modded Asia (MAS)\", \"PingServer\": \"https://au-as.duikbo.at\", \"Servers\": [ { \"Name\": \"Http-1\", \"Ip\": \"https://au-as.duikbo.at\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 } ] }
## Comma-seperated list of region names that should be removed.
# Setting type: String
# Default value:
RemoveRegions = Niko233(NA_US),Niko233(NA_US2),Niko233(AS_CN),Niko233(AS_CN2),NikoCat233(US),NikoCat233(CN),Niko233(AS3),Niko233(NA2),Niko233(EU2),Niko233(AS2),Custom,Niko233(NA),Niko233(EU),Niko233(AS),Niko233(CN),Modded SA (MSA),Niko-CN
## Settings file was created by EHR
## Plugin GUID: at.duikbo.regioninstall
[General]
## Create an array of regions you want to add/update. To create this array, go to https://impostor.github.io/Impostor/ and put the Regions array from the server file in here
# Setting type: String
# Default value: {\"CurrentRegionIdx\":0,\"Regions\":[]}
Regions = { \"CurrentRegionIdx\": 2, \"Regions\": [ { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Niko-NA\", \"PingServer\": \"https://au-us.niko233.top\", \"Servers\": [ { \"Name\": \"http-1\", \"Ip\": \"https://au-us.niko233.top\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Niko-AS\", \"PingServer\": \"https://au-as.niko233.top\", \"Servers\": [ { \"Name\": \"http-1\", \"Ip\": \"https://au-as.niko233.top\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Niko-EU\", \"PingServer\": \"https://au-eu.niko233.top\", \"Servers\": [ { \"Name\": \"http-1\", \"Ip\": \"https://au-eu.niko233.top\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Modded EU (MEU)\", \"PingServer\": \"https://au-eu.duikbo.at\", \"Servers\": [ { \"Name\": \"Http-1\", \"Ip\": \"https://au-eu.duikbo.at\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Modded NA (MNA)\", \"PingServer\": \"https://aumods.org\", \"Servers\": [ { \"Name\": \"Http-1\", \"Ip\": \"https://aumods.org\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Modded Asia (MAS)\", \"PingServer\": \"https://au-as.duikbo.at\", \"Servers\": [ { \"Name\": \"Http-1\", \"Ip\": \"https://au-as.duikbo.at\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 } ] }
## Comma-seperated list of region names that should be removed.
# Setting type: String
# Default value:
RemoveRegions = Niko233(NA_US),Niko233(NA_US2),Niko233(AS_CN),Niko233(AS_CN2),NikoCat233(US),NikoCat233(CN),Niko233(AS3),Niko233(NA2),Niko233(EU2),Niko233(AS2),Custom,Niko233(NA),Niko233(EU),Niko233(AS),Niko233(CN),Modded SA (MSA),Niko-CN
@@ -2,21 +2,22 @@
[General]
# Enable Doorstop?
enabled = true
enabled=true
# Path to the assembly to load and execute
# NOTE: The entrypoint must be of format `static void Doorstop.Entrypoint.Start()`
target_assembly = BepInEx\core\BepInEx.Unity.IL2CPP.dll
target_assembly=Doorstop.dll
# If true, Unity's output log is redirected to <current folder>\output_log.txt
redirect_output_log = false
redirect_output_log=false
# Overrides the default boot.config file path
boot_config_override =
boot_config_override=
# If enabled, DOORSTOP_DISABLE env var value is ignored
# USE THIS ONLY WHEN ASKED TO OR YOU KNOW WHAT THIS MEANS
ignore_disable_switch = false
ignore_disable_switch=false
# Options specific to running under Unity Mono runtime
[UnityMono]
@@ -26,25 +27,27 @@ ignore_disable_switch = false
# (e.g. mscorlib is stripped in original game)
# This option causes Mono to seek mscorlib and core libraries from a different folder before Managed
# Original Managed folder is added as a secondary folder in the search path
dll_search_path_override =
# To specify multiple paths, separate them with semicolons (;)
dll_search_path_override=
# If true, Mono debugger server will be enabled
debug_enabled = false
debug_enabled=false
# When debug_enabled is true, specifies the address to use for the debugger server
debug_address = 127.0.0.1:10000
debug_address=127.0.0.1:10000
# If true and debug_enabled is true, Mono debugger server will suspend the game execution until a debugger is attached
debug_suspend = false
debug_suspend=false
# Options sepcific to running under Il2Cpp runtime
[Il2Cpp]
# Path to coreclr.dll that contains the CoreCLR runtime
coreclr_path = dotnet\coreclr.dll
coreclr_path=
# Path to the directory containing the managed core libraries for CoreCLR (mscorlib, System, etc.)
corlib_dir = dotnet
corlib_dir=
# Environment variables to set for the current game process before the Unity runtime starts.
[Environment]
GC_DISABLE_INCREMENTAL=1
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@@ -0,0 +1 @@
4.5.1
+194
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@@ -0,0 +1,194 @@
[Caching]
## Enable/disable assembly metadata cache
## Enabling this will speed up discovery of plugins and patchers by caching the metadata of all types BepInEx discovers.
# Setting type: Boolean
# Default value: true
EnableAssemblyCache = true
[Detours]
## The native provider to use for managed detours
# Setting type: DetourProvider
# Default value: Default
# Acceptable values: Default, Dobby, Funchook
DetourProviderType = Default
[Harmony.Logger]
## Specifies which Harmony log channels to listen to.
## NOTE: IL channel dumps the whole patch methods, use only when needed!
# Setting type: LogChannel
# Default value: Warn, Error
# Acceptable values: None, Info, IL, Warn, Error, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogChannels = Warn, Error
[IL2CPP]
## Whether to run Il2CppInterop automatically to generate Il2Cpp support assemblies when they are outdated.
## If disabled assemblies in `BepInEx/interop` won't be updated between game or BepInEx updates!
##
# Setting type: Boolean
# Default value: true
UpdateInteropAssemblies = true
## URL to the ZIP of managed Unity base libraries.
## The base libraries are used by Il2CppInterop to generate interop assemblies.
## The URL can include {VERSION} template which will be replaced with the game's Unity engine version.
##
# Setting type: String
# Default value: https://unity.bepinex.dev/libraries/{VERSION}.zip
UnityBaseLibrariesSource = https://unity.bepinex.dev/libraries/{VERSION}.zip
## The RegEx string to pass to Il2CppAssemblyUnhollower for renaming obfuscated names.
## All types and members matching this RegEx will get a name based on their signature,
## resulting in names that persist after game updates.
##
# Setting type: String
# Default value:
UnhollowerDeobfuscationRegex =
## If enabled, Il2CppInterop will use xref to find dead methods and generate CallerCount attributes.
# Setting type: Boolean
# Default value: true
ScanMethodRefs = true
## If enabled, BepInEx will save dummy assemblies generated by an Cpp2IL dumper into BepInEx/dummy.
# Setting type: Boolean
# Default value: false
DumpDummyAssemblies = false
## The path to the folder where IL2CPPInterop assemblies are stored.
## Supports the following placeholders:
## {BepInEx} - Path to the BepInEx folder.
## {ProcessName} - Name of the current process
##
# Setting type: String
# Default value: {BepInEx}
IL2CPPInteropAssembliesPath = {BepInEx}
## Automatically load all interop assemblies right before loading plugins.
## Some plugins may not work properly without this, but it may cause issues in some games.
##
# Setting type: Boolean
# Default value: true
PreloadIL2CPPInteropAssemblies = true
## The path to the IL2CPP metadata file.
## Supports the following placeholders:
## {BepInEx} - Path to the BepInEx folder.
## {ProcessName} - Name of the current process
## {GameDataPath} - Path to the game's Data folder.
##
# Setting type: String
# Default value: {GameDataPath}/il2cpp_data/Metadata/global-metadata.dat
GlobalMetadataPath = {GameDataPath}/il2cpp_data/Metadata/global-metadata.dat
[Logging]
## Enables showing unity log messages in the BepInEx logging system.
# Setting type: Boolean
# Default value: true
UnityLogListening = true
[Logging.Console]
## Enables showing a console for log output.
# Setting type: Boolean
# Default value: true
Enabled = true
## If enabled, will prevent closing the console (either by deleting the close button or in other platform-specific way).
# Setting type: Boolean
# Default value: false
PreventClose = false
## If true, console is set to the Shift-JIS encoding, otherwise UTF-8 encoding.
# Setting type: Boolean
# Default value: false
ShiftJisEncoding = false
## Hints console manager on what handle to assign as StandardOut. Possible values:
## Auto - lets BepInEx decide how to redirect console output
## ConsoleOut - prefer redirecting to console output; if possible, closes original standard output
## StandardOut - prefer redirecting to standard output; if possible, closes console out
##
# Setting type: ConsoleOutRedirectType
# Default value: Auto
# Acceptable values: Auto, ConsoleOut, StandardOut
StandardOutType = Auto
## Which log levels to show in the console output.
# Setting type: LogLevel
# Default value: Fatal, Error, Warning, Message, Info
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = Fatal, Error, Warning, Message, Info
[Logging.Disk]
## Appends to the log file instead of overwriting, on game startup.
# Setting type: Boolean
# Default value: false
AppendLog = false
## Enables writing log messages to disk.
# Setting type: Boolean
# Default value: true
Enabled = true
## Only displays the specified log levels in the disk log output.
# Setting type: LogLevel
# Default value: Fatal, Error, Warning, Message, Info
# Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = Fatal, Error, Warning, Message, Info
## If true, instantly writes any received log entries to disk.
## This incurs a major performance hit if a lot of log messages are being written, however it is really useful for debugging crashes.
##
# Setting type: Boolean
# Default value: false
InstantFlushing = false
## The maximum amount of concurrent log files that will be written to disk.
## As one log file is used per open game instance, you may find it necessary to increase this limit when debugging multiple instances at the same time.
##
# Setting type: Int32
# Default value: 5
ConcurrentFileLimit = 5
## Include unity log messages in log file output.
# Setting type: Boolean
# Default value: false
WriteUnityLog = false
[Preloader]
## Specifies which MonoMod backend to use for Harmony patches. Auto uses the best available backend.
## This setting should only be used for development purposes (e.g. debugging in dnSpy). Other code might override this setting.
# Setting type: MonoModBackend
# Default value: auto
# Acceptable values: auto, dynamicmethod, methodbuilder, cecil
HarmonyBackend = auto
## If enabled, BepInEx will save patched assemblies into BepInEx/DumpedAssemblies.
## This can be used by developers to inspect and debug preloader patchers.
# Setting type: Boolean
# Default value: false
DumpAssemblies = false
## If enabled, BepInEx will load patched assemblies from BepInEx/DumpedAssemblies instead of memory.
## This can be used to be able to load patched assemblies into debuggers like dnSpy.
## If set to true, will override DumpAssemblies.
# Setting type: Boolean
# Default value: false
LoadDumpedAssemblies = false
## If enabled, BepInEx will call Debugger.Break() once before loading patched assemblies.
## This can be used with debuggers like dnSpy to install breakpoints into patched assemblies before they are loaded.
# Setting type: Boolean
# Default value: false
BreakBeforeLoadAssemblies = false
@@ -0,0 +1,15 @@
## Settings file was created by EHR
## Plugin GUID: at.duikbo.regioninstall
[General]
## Create an array of regions you want to add/update. To create this array, go to https://impostor.github.io/Impostor/ and put the Regions array from the server file in here
# Setting type: String
# Default value: {\"CurrentRegionIdx\":0,\"Regions\":[]}
Regions = { \"CurrentRegionIdx\": 2, \"Regions\": [ { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Niko-NA\", \"PingServer\": \"https://au-us.niko233.top\", \"Servers\": [ { \"Name\": \"http-1\", \"Ip\": \"https://au-us.niko233.top\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Niko-AS\", \"PingServer\": \"https://au-as.niko233.top\", \"Servers\": [ { \"Name\": \"http-1\", \"Ip\": \"https://au-as.niko233.top\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Niko-EU\", \"PingServer\": \"https://au-eu.niko233.top\", \"Servers\": [ { \"Name\": \"http-1\", \"Ip\": \"https://au-eu.niko233.top\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Modded EU (MEU)\", \"PingServer\": \"https://au-eu.duikbo.at\", \"Servers\": [ { \"Name\": \"Http-1\", \"Ip\": \"https://au-eu.duikbo.at\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Modded NA (MNA)\", \"PingServer\": \"https://aumods.org\", \"Servers\": [ { \"Name\": \"Http-1\", \"Ip\": \"https://aumods.org\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 }, { \"$type\": \"StaticHttpRegionInfo, Assembly-CSharp\", \"Name\": \"Modded Asia (MAS)\", \"PingServer\": \"https://au-as.duikbo.at\", \"Servers\": [ { \"Name\": \"Http-1\", \"Ip\": \"https://au-as.duikbo.at\", \"Port\": 443, \"UseDtls\": false, \"Players\": 0, \"ConnectionFailures\": 0 } ], \"TargetServer\": null, \"TranslateName\": 1003 } ] }
## Comma-seperated list of region names that should be removed.
# Setting type: String
# Default value:
RemoveRegions = Niko233(NA_US),Niko233(NA_US2),Niko233(AS_CN),Niko233(AS_CN2),NikoCat233(US),NikoCat233(CN),Niko233(AS3),Niko233(NA2),Niko233(EU2),Niko233(AS2),Custom,Niko233(NA),Niko233(EU),Niko233(AS),Niko233(CN),Modded SA (MSA),Niko-CN
+53
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@@ -0,0 +1,53 @@
# General options for Unity Doorstop
[General]
# Enable Doorstop?
enabled=true
# Path to the assembly to load and execute
# NOTE: The entrypoint must be of format `static void Doorstop.Entrypoint.Start()`
target_assembly=Doorstop.dll
# If true, Unity's output log is redirected to <current folder>\output_log.txt
redirect_output_log=false
# Overrides the default boot.config file path
boot_config_override=
# If enabled, DOORSTOP_DISABLE env var value is ignored
# USE THIS ONLY WHEN ASKED TO OR YOU KNOW WHAT THIS MEANS
ignore_disable_switch=false
# Options specific to running under Unity Mono runtime
[UnityMono]
# Overrides default Mono DLL search path
# Sometimes it is needed to instruct Mono to seek its assemblies from a different path
# (e.g. mscorlib is stripped in original game)
# This option causes Mono to seek mscorlib and core libraries from a different folder before Managed
# Original Managed folder is added as a secondary folder in the search path
# To specify multiple paths, separate them with semicolons (;)
dll_search_path_override=
# If true, Mono debugger server will be enabled
debug_enabled=false
# When debug_enabled is true, specifies the address to use for the debugger server
debug_address=127.0.0.1:10000
# If true and debug_enabled is true, Mono debugger server will suspend the game execution until a debugger is attached
debug_suspend=false
# Options sepcific to running under Il2Cpp runtime
[Il2Cpp]
# Path to coreclr.dll that contains the CoreCLR runtime
coreclr_path=
# Path to the directory containing the managed core libraries for CoreCLR (mscorlib, System, etc.)
corlib_dir=
# Environment variables to set for the current game process before the Unity runtime starts.
[Environment]
GC_DISABLE_INCREMENTAL=1
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