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authorAndrew Arnott <andrewarnott@gmail.com>2019-11-20 01:28:05 +0300
committerAndrew Arnott <andrewarnott@gmail.com>2019-11-20 01:59:07 +0300
commita81989f414b53f6ce91e169aa909643f0487a465 (patch)
tree59ffde5794c2685c42e4bc5b54c33d7602e1e308 /CONTRIBUTING.md
parent9a8bb438be9369dc4bbd85344c50e9c4a443a8c2 (diff)
Reduce number of build tasks
This moves some of the logic from YML to ps1 scripts where it can be reproduced locally and therefore is more diagnosable and maintainable. It also adds an init script to the repo root which installs whatever .NET Core SDK and runtimes are required to build and run tests in this repo.
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diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md
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# Contributing
+## Dependencies
+
+* [Visual Studio 2019](https://visualstudio.microsoft.com/)
+* [Unity Editor](https://unity3d.com/unity/editor) (optional)
+* .NET Core SDK and runtimes (run `init` to install)
+
+This repo uses the .NET Core SDK and runtimes to build and test the projects.
+You can install the right versions of the SDK and runtimes by running the `init.ps1` script at the root of the repo.
+
+By default no elevation is required as these toolsets are installed in a per-user directory. Launching `devenv` from the same PowerShell window that you ran the script will lead VS to discover these per-user toolsets.
+To get VS to find the toolsets when launched from the Start Menu, run `init -InstallLocality machine`, which requires elevation for each SDK or runtime installed.
+
## How to Build
Open `MessagePack.sln` on Visual Studio 2019.
+Alternatively you may build from the command line using `msbuild.exe` or:
+
+ dotnet build /p:platform=NoVSIX
+
+## Unity
+
Unity Project requires several dependency DLL's. At first, run `copy_assets.bat` under `src\MessagePack.UnityClient`.
Then open that directory in the Unity Editor.