First version that worked for steam and FJ installer versions of Robocraft 2

This commit is contained in:
Ace73 2025-02-18 16:28:51 -08:00
parent c76a9dbe8c
commit bc882af2e5
18 changed files with 1248 additions and 0 deletions

View file

@ -0,0 +1,360 @@
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*[.json, .xml, .info]
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd

View file

@ -0,0 +1,25 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.11.35222.181
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Bobocraft 2 Launcher", "GameLauncher\Bobocraft 2 Launcher.csproj", "{7FA3FB14-7943-4E38-820E-77E2BA28283E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{7FA3FB14-7943-4E38-820E-77E2BA28283E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{7FA3FB14-7943-4E38-820E-77E2BA28283E}.Debug|Any CPU.Build.0 = Debug|Any CPU
{7FA3FB14-7943-4E38-820E-77E2BA28283E}.Release|Any CPU.ActiveCfg = Release|Any CPU
{7FA3FB14-7943-4E38-820E-77E2BA28283E}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {46025548-AD18-4CB9-94E6-E4BEAE038A5F}
EndGlobalSection
EndGlobal

View file

@ -0,0 +1,3 @@
<?xml version="1.0" encoding="utf-8" ?>
<configuration>
</configuration>

View file

@ -0,0 +1,9 @@
<Application x:Class="GameLauncher.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="clr-namespace:GameLauncher"
StartupUri="MainWindow.xaml">
<Application.Resources>
</Application.Resources>
</Application>

View file

@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Configuration;
using System.Data;
using System.Linq;
using System.Threading.Tasks;
using System.Windows;
namespace GameLauncher
{
/// <summary>
/// Interaction logic for App.xaml
/// </summary>
public partial class App : Application
{
}
}

View file

@ -0,0 +1,10 @@
using System.Windows;
[assembly: ThemeInfo(
ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located
//(used if a resource is not found in the page,
// or application resource dictionaries)
ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located
//(used if a resource is not found in the page,
// app, or any theme specific resource dictionaries)
)]

View file

@ -0,0 +1,24 @@
<Project Sdk="Microsoft.NET.Sdk.WindowsDesktop">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<UseWPF>true</UseWPF>
<ApplicationIcon>images\Icon.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<None Remove="bobocraft 2 logo vector.png" />
<None Remove="images\Icon.ico" />
<None Remove="images\LauncherBackground.png" />
<None Remove="LauncherBackground.png" />
</ItemGroup>
<ItemGroup>
<Resource Include="bobocraft 2 logo vector.png" />
<Resource Include="images\Icon.ico" />
<Resource Include="images\LauncherBackground.png" />
<Resource Include="LauncherBackground.png" />
</ItemGroup>
</Project>

Binary file not shown.

After

(image error) Size: 1.6 MiB

View file

@ -0,0 +1,18 @@
<Window x:Class="GameLauncher.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:local="clr-namespace:GameLauncher"
mc:Ignorable="d"
WindowStartupLocation="CenterScreen"
ContentRendered="Window_ContentRendered"
Title="Bobocraft 2 Launcher" Height="576" Width="1080" ResizeMode="NoResize">
<Grid>
<Image Stretch="UniformToFill" Source="images/LauncherBackground.png"/>
<TextBlock Name="VersionText" VerticalAlignment="Bottom" HorizontalAlignment="Right" FontSize="20" Foreground="White" Margin="0, 0, 5, 0"/>
<Button Name="PlayButton" Content="Checking For Updates" Click="PlayButton_Click" Height="60" FontSize="28" FontWeight="Bold" Foreground="#DDFFFFFF" Margin="0, 0, 0, 15" VerticalAlignment="Bottom" HorizontalAlignment="Center" MinWidth="150" Background="#FFFF9700" Padding="10,1,10,1"/>
<TextBox x:Name ="mainWindowBox" Margin="300,200,300,256" FontSize="36" FontFamily="Bahnschrift SemiBold" Text="Enter Username" TextAlignment="Center" Background="White" VerticalAlignment="Center" Visibility="Hidden"/>
<Image Margin="792,503,10,0" Source="/bobocraft 2 logo vector.png"/>
</Grid>
</Window>

View file

@ -0,0 +1,320 @@
using GameLauncher;
using System;
using System.ComponentModel;
using System.Configuration;
using System.Diagnostics;
using System.Diagnostics.Eventing.Reader;
using System.IO;
using System.IO.Compression;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Input;
namespace GameLauncher
{
enum LauncherStatus
{
ready,
failed,
downloadingGame,
downloadingUpdate,
awaitingInput
}
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
private string rootPath;
private string versionFile;
private string tempZip;
private string modZip;
private string gameExe;
private string launcherPath;
private string configFile;
private bool isNewInstall;
private string chosenUserName;
private LauncherStatus _status;
internal LauncherStatus Status
{
get => _status;
set
{
_status = value;
switch (_status)
{
case LauncherStatus.ready:
PlayButton.Content = "Play Bobocraft 2";
break;
case LauncherStatus.failed:
PlayButton.Content = "Install/Update Failed - Retry";
break;
case LauncherStatus.downloadingGame:
PlayButton.Content = "Installing Mod";
break;
case LauncherStatus.downloadingUpdate:
PlayButton.Content = "Updating";
break;
case LauncherStatus.awaitingInput:
PlayButton.Content = "Done";
break;
default:
break;
}
}
}
public MainWindow()
{
InitializeComponent();
launcherPath = Directory.GetCurrentDirectory();
gameExe = Path.Combine(launcherPath, "Robocraft 2.exe");
if (File.Exists(gameExe))
{
rootPath = launcherPath;
}
else
{
rootPath = Path.Combine(launcherPath, "Game");
gameExe = Path.Combine(rootPath, "Robocraft 2.exe");
if (!File.Exists(gameExe))
{
MessageBox.Show("Unable to find Robocraft 2 installation. Please make sure this file is placed inside the main /Robocraft 2 folder.");
}
}
versionFile = Path.Combine(rootPath, "version.txt");
tempZip = Path.Combine(rootPath, "temp");
modZip = Path.Combine(rootPath, "BepInEx", "plugins");
configFile = Path.Combine(rootPath, "BepInEx", "config", "RC2MPWE.cfg");
}
private void CheckForUpdates()
{
if (File.Exists(versionFile))
{
Version localVersion = new Version(File.ReadAllText(versionFile));
VersionText.Text = localVersion.ToString();
try
{
WebClient webClient = new WebClient();
Version onlineVersion = new Version(webClient.DownloadString("https://cloud.norbipeti.eu/s/j6TFGJbbS5z9Dp4/download/version.txt"));
if (onlineVersion.IsDifferentThan(localVersion))
{
InstallGameFiles(true, onlineVersion);
}
else
{
Status = LauncherStatus.ready;
}
}
catch (Exception ex)
{
Status = LauncherStatus.failed;
MessageBox.Show($"Error checking for mod updates: {ex}");
}
}
else
{
InstallGameFiles(false, Version.zero);
}
}
private void InstallGameFiles(bool _isUpdate, Version _onlineVersion)
{
try
{
WebClient webClient = new WebClient();
if (_isUpdate)
{
isNewInstall = false;
Status = LauncherStatus.downloadingUpdate;
webClient.DownloadFileCompleted += new AsyncCompletedEventHandler(DownloadGameCompletedCallback);
webClient.DownloadFileAsync(new Uri("https://cloud.norbipeti.eu/s/yyk3LBaZsXa4GpR/download/RC2MPWE.zip"), tempZip, _onlineVersion);
}
else
{
isNewInstall = true;
Status = LauncherStatus.downloadingGame;
_onlineVersion = new Version(webClient.DownloadString("https://cloud.norbipeti.eu/s/j6TFGJbbS5z9Dp4/download/version.txt"));
webClient.DownloadFileCompleted += new AsyncCompletedEventHandler(DownloadGameCompletedCallback);
webClient.DownloadFileAsync(new Uri("https://cloud.norbipeti.eu/s/kZSSjFc2jqa22Hw/download/sus.zip"), tempZip, _onlineVersion);
}
}
catch (Exception ex)
{
Status = LauncherStatus.failed;
MessageBox.Show($"Error installing mod files: {ex}");
}
}
private void DownloadGameCompletedCallback(object sender, AsyncCompletedEventArgs e)
{
try
{
string onlineVersion = ((Version)e.UserState).ToString();
if (isNewInstall)
{
ZipFile.ExtractToDirectory(tempZip, rootPath, true);
File.Delete(tempZip);
File.WriteAllText(versionFile, "0.0.1");
VersionText.Text = "0.0.1";
Status = LauncherStatus.awaitingInput;
mainWindowBox.Visibility = Visibility.Visible;
}
else
{
ZipFile.ExtractToDirectory(tempZip, modZip, true);
File.Delete(tempZip);
File.WriteAllText(versionFile, onlineVersion);
VersionText.Text = onlineVersion;
Status = LauncherStatus.ready;
}
}
catch (Exception ex)
{
Status = LauncherStatus.failed;
MessageBox.Show($"Error finishing download: {ex}");
}
}
private void Window_ContentRendered(object sender, EventArgs e)
{
CheckForUpdates();
}
private void PlayButton_Click(object sender, RoutedEventArgs e)
{
if (File.Exists(gameExe) && Status == LauncherStatus.ready)
{
ProcessStartInfo startInfo = new ProcessStartInfo(gameExe);
startInfo.WorkingDirectory = rootPath;
Process.Start(startInfo);
Close();
}
else if (Status == LauncherStatus.failed)
{
CheckForUpdates();
}
else if (Status == LauncherStatus.awaitingInput)
{
CheckInputUsername();
}
}
private void CheckInputUsername()
{
chosenUserName = mainWindowBox.Text;
if (chosenUserName.Length > 0 && chosenUserName.Length < 20 && chosenUserName != "Enter Username")
{
WriteUserName(chosenUserName);
}
else
{
MessageBox.Show("Invalid Username");
}
}
private void WriteUserName(string UserName)
{
if (File.Exists(configFile))
{
string configString = File.ReadAllText(configFile);
configString = configString.Replace("UserName = Mod_Player", "UserName = " + chosenUserName);
File.WriteAllText(configFile, configString);
mainWindowBox.Visibility = Visibility.Hidden;
CheckForUpdates();
}
else {
try
{
Directory.CreateDirectory(Path.Combine(rootPath, "BepInEx", "config"));
}
catch (Exception ex)
{
MessageBox.Show($"Error creating config directory: {ex}");
}
try
{
File.WriteAllText(configFile, "[Auth]\r\nUserName = " + UserName);
}
catch (Exception ex)
{
MessageBox.Show($"Error writing config file: {ex}");
}
mainWindowBox.Visibility = Visibility.Hidden;
CheckForUpdates();
}
}
}
struct Version
{
internal static Version zero = new Version(0, 0, 0);
private short major;
private short minor;
private short subMinor;
internal Version(short _major, short _minor, short _subMinor)
{
major = _major;
minor = _minor;
subMinor = _subMinor;
}
internal Version(string _version)
{
string[] versionStrings = _version.Split('.');
if (versionStrings.Length != 3)
{
major = 0;
minor = 0;
subMinor = 0;
return;
}
major = short.Parse(versionStrings[0]);
minor = short.Parse(versionStrings[1]);
subMinor = short.Parse(versionStrings[2]);
}
internal bool IsDifferentThan(Version _otherVersion)
{
if (major != _otherVersion.major)
{
return true;
}
else
{
if (minor != _otherVersion.minor)
{
return true;
}
else
{
if (subMinor != _otherVersion.subMinor)
{
return true;
}
}
}
return false;
}
public override string ToString()
{
return $"{major}.{minor}.{subMinor}";
}
}
}

View file

@ -0,0 +1,26 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GameLauncher.Properties {
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "17.11.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default {
get {
return defaultInstance;
}
}
}
}

View file

@ -0,0 +1,6 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
</SettingsFile>

Binary file not shown.

After

(image error) Size: 33 KiB

Binary file not shown.

After

(image error) Size: 9.4 KiB

Binary file not shown.

After

(image error) Size: 1.6 MiB

View file

@ -0,0 +1,21 @@
MIT License
Copyright (c) 2020 Tom Weiland
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View file

@ -0,0 +1,9 @@
# C# Game Launcher Tutorial
This is the source code for the launcher that we build in my [game launcher tutorial](https://youtu.be/JIjZQo03YdA) on YouTube.
**Note:** in order for this to work you will need to replace the download links in the MainWindow.xaml.cs file. If you're hosting files on Google Drive like we did in the tutorial, you can use [this](https://sites.google.com/site/gdocs2direct/) to convert sharing links into direct-download links.
[YouTube Channel](https://tomweiland.net/youtube)\
[My Blog](https://tomweiland.net/)\
[Instagram](https://tomweiland.net/instagram)\
[![ko-fi](https://www.ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/Y8Y21O02J)

View file

@ -0,0 +1,400 @@
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
# but not Directory.Build.rsp, as it configures directory-level build defaults
!Directory.Build.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.tlog
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
*.vbp
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
*.dsw
*.dsp
# Visual Studio 6 technical files
*.ncb
*.aps
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# Visual Studio History (VSHistory) files
.vshistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
*.code-workspace
# Local History for Visual Studio Code
.history/
# Windows Installer files from build outputs
*.cab
*.msi
*.msix
*.msm
*.msp
# JetBrains Rider
*.sln.iml