Companion implementation to Unity Doorstop.
RimWorld uses Unity and the debugger server in Unity isn't available by default. Unity Doorstop fixes this and needs at least some default implementation to run. This project gives you a Doorstop.dll that you can use and has the added benefit of hot-reloading methods that are annotated with the attribute [Reloadable]
. You can create this attribute in your own code base like this:
[AttributeUsage(AttributeTargets.Constructor | AttributeTargets.Method)]
public class ReloadableAttribute : Attribute { }
First, install Unity Doorstop by downloading their latest release and put the file winhttp.dll
and doorstop_config.ini
in the root directory of RimWorld. The default location of the directory is usually C:\Program Files (x86)\Steam\steamapps\common\RimWorld
.
Next, compile this project or download the release to get Doorstop.dll
which you put into the games root directly.
You should now have the contents of the RimWorld root directory look like this:
Data
Mods
MonoBleedingEdge
RimWorldWin64_Data
Source
Doorstop.dll <== ADDED BY THIS REPOSITORY
doorstop_config.ini <== ADDED BY UNITY DOORSTOP
EULA.txt
Licenses.txt
ModUpdating.txt
Readme.txt
RimWorldWin64.exe
ScenarioPreview.jpg
steam_appid.txt
SteamInputDefaultConfiguration.vdf
SteamInputDefaultConfiguration_SteamDeck.vdf
UnityCrashHandler64.exe
UnityPlayer.dll
Version.txt
winhttp.dll <== ADDED BY UNITY DOORSTOP
doorstop_a6b2ef3.log <== ADDED EACH TIME YOU START THE GAME
Finally, you need to adjust the doorstop_config.ini
file a bit. Here is how I define it:
[General]
enabled=true
target_assembly=Doorstop.dll
redirect_output_log=false
ignore_disable_switch=true
[UnityMono]
dll_search_path_override=
debug_enabled=true
debug_address=127.0.0.1:56000
debug_suspend=false
Important: Make sure you compile your mod in Debug
mode so you get ModName.dll
and ModName.pdb
into the Mod folder (and please don't release your mod like this!).
Now start the game, then use dnSpy and open the game dll (usually at "C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64_Data\Managed\Assembly-CSharp.dll"
) and the mod dll you want to debug (usually in "C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\ModName\.....\ModName.dll"
.
You can also use Visual Studio but you won't be able to set breakpoints in RimWorld code.
Finally, attach to the Unity debugger that runs inside RimWorld (use localhost or 127.0.0.1 and the port you configured in the .ini file) and you should be able to set breakpoints in RimWorld code and in your mod code too.
Any change to a dll inside Mods will create copies of that file and they will be patched in to replace the current version. That only happens for methods that are annotated with some attribute named [Reloadable]
so make sure you deployed that before you start the game.
Download the latest Linux Unity Doorstop Release. Make sure you grab a numbered version and not the CI Build.
Extract /x64/libdoorstop.so
and /x64/run.sh
into the root directory of RimWorld. The default location of the directory is usually ~/.steam/debian-installation/steamapps/common/RimWorld/
.
Next, compile this project or download the release to get Doorstop.dll
which you put into the games root directly.
Finally, you need to adjust the run.sh
file a bit. Adjust the following lines to look like what I have below.
executable_name="RimWorldLinux"
debug_enable="1"
debug_address="127.0.0.1:50000"
debug_suspend="1"
Important: Make sure you compile your mod in Debug
mode so you get ModName.dll
and ModName.pdb
into the Mod folder (and please don't release your mod like this!). I typically just create symbolic links to my bin/debug folder, but you can do what you like.
Now start the game by running run.sh
and then use the Run Config "Attach To Unity Player" in Rider with Host 127.0.0.1
on Port 50000
.
The debug_suspend="1"
option makes it wait until your debugger is attached to start the game, so don't panic when you don't see the game start immediately.
You can now put break points in your code in Rider. You can't set breakpoints RimWorld code.
Any change to a dll inside Mods will create copies of that file and they will be patched in to replace the current version. That only happens for methods that are annotated with some attribute named [Reloadable]
so make sure you deployed that before you start the game.