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Better reobfuscation script?


Xfel

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If I want to package my mod, I currently have to

1) copy the source to the mcp src dir

2) recompile my mod and the minecraft sources

3) reobfuscate mod and minecraft sources

4) mcp then goes through some effort to seperate the modified classes from the minecraft source.

However, as I'm modding on forge, the only modified classes are my new classes. So wouldn't it be possible to add a modified reobfuscation script that would be able to reobfuscate my mod classes alone? this would enable me to do it like

1) compile my mod's classes (minecraft classes in the classpath)

2) reobfuscate my mod's classes.

3) no need for md5 checking, as we didn't process any unmodified files.

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You have to speak with MCP team about things related to enhancing MCP.

Sadly without fixes to RetroGaurd you can't obfusicate partial things, so it would still need the entire MC/Forge source.

Basically, it's a pain in the ass for the time being, so the current system work.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
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  • 4 months later...

If anyone is still interested in something like this, here's my stab at it:

 

https://github.com/agaricusb/ForgeMod

 

It should be considered experimental and unofficial, but I've been using it for all my (admittedly few) mods, for some time now, working fairly well. SrgTools turned out to be a dead end, but a new SpecialSource project arose which became quite useful for this purpose.

 

Comparing this SpecialSourceMP-based build system to the standard system:

If I want to package my mod, I currently have to

1) copy the source to the mcp src dir

2) recompile my mod and the minecraft sources

3) reobfuscate mod and minecraft sources

4) mcp then goes through some effort to seperate the modified classes from the minecraft source.

However, as I'm modding on forge, the only modified classes are my new classes. So wouldn't it be possible to add a modified reobfuscation script that would be able to reobfuscate my mod classes alone? this would enable me to do it like

1) compile my mod's classes (minecraft classes in the classpath)

2) reobfuscate my mod's classes.

3) no need for md5 checking, as we didn't process any unmodified files.

 

versus:

 

1) run "mvn initialize -P -built" to initialize a remapped dependency to build your mod against

2) run "mvn package" to compile your mod against this dependency and reobfuscate

 

Notably this technique avoids any need to copy the source, and it only recompiles/reobfuscates your mod source, rather than all of Minecraft. Also simplifies source code management and setup, since your project directory only needs to contain your own source code (I've reviewed dozens of build scripts for open source Minecraft mods, usually with some variation of 'copy source to MCP dir'.. this new process avoids all that). Depending on the circumstances it can be several times faster (observed 120x-6x speedup).

 

As I said, this process is experimental, but I welcome any feedback if anyone uses it, let me know how well it works.

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If anyone is still interested in something like this, here's my stab at it:

 

https://github.com/agaricusb/ForgeMod

 

It should be considered experimental and unofficial, but I've been using it for all my (admittedly few) mods, for some time now, working fairly well. SrgTools turned out to be a dead end, but a new SpecialSource project arose which became quite useful for this purpose.

 

Comparing this SpecialSourceMP-based build system to the standard system:

If I want to package my mod, I currently have to

1) copy the source to the mcp src dir

2) recompile my mod and the minecraft sources

3) reobfuscate mod and minecraft sources

4) mcp then goes through some effort to seperate the modified classes from the minecraft source.

However, as I'm modding on forge, the only modified classes are my new classes. So wouldn't it be possible to add a modified reobfuscation script that would be able to reobfuscate my mod classes alone? this would enable me to do it like

1) compile my mod's classes (minecraft classes in the classpath)

2) reobfuscate my mod's classes.

3) no need for md5 checking, as we didn't process any unmodified files.

 

versus:

 

1) run "mvn initialize -P -built" to initialize a remapped dependency to build your mod against

2) run "mvn package" to compile your mod against this dependency and reobfuscate

 

Notably this technique avoids any need to copy the source, and it only recompiles/reobfuscates your mod source, rather than all of Minecraft. Also simplifies source code management and setup, since your project directory only needs to contain your own source code (I've reviewed dozens of build scripts for open source Minecraft mods, usually with some variation of 'copy source to MCP dir'.. this new process avoids all that). Depending on the circumstances it can be several times faster (observed 120x-6x speedup).

 

As I said, this process is experimental, but I welcome any feedback if anyone uses it, let me know how well it works.

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