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<article class="content wrap" id="_content" data-uid="articles.command_line">
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<h1 id="the-command-line">The Command Line</h1>
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<p>BSIPA has 2 command lines: the installer, and the game.</p>
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<p>Their documentation is below.</p>
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<div class="tabGroup" id="tabgroup_lvD3mivo-k">
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<ul role="tablist">
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<li role="presentation">
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<a href="#tabpanel_lvD3mivo-k_installer" role="tab" aria-controls="tabpanel_lvD3mivo-k_installer" data-tab="installer" tabindex="0" aria-selected="true">The Installer (<code>IPA.exe</code>)</a>
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</li>
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<li role="presentation">
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<a href="#tabpanel_lvD3mivo-k_game" role="tab" aria-controls="tabpanel_lvD3mivo-k_game" data-tab="game" tabindex="-1">The Game</a>
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</li>
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</ul>
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<section id="tabpanel_lvD3mivo-k_installer" role="tabpanel" data-tab="installer">
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<p>The installer has quite a few options, which are documented inline with the <code>-h</code> or <code>--help</code> flag.</p>
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<p>This is what it currently looks like:</p>
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<pre><code name="IPA command line" title="the result of IPA.exe -h">usage:
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IPA.exe [FLAGS] [ARGUMENTS]
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flags:
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-h, --help
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prints this message
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-v, --version
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prints the version that will be installed and is currently installed
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-w, --waitfor=PID
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waits for the specified PID to exit
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-f, --force
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forces the operation to go through
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-r, --revert
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reverts the IPA installation
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-n, --nowait
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doesn't wait for user input after the operation
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-s, --start=ARGUMENTS
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uses the specified arguments to start the game after the patch/unpatch
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-l, --launch
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uses positional parameters as arguments to start the game after patch/unpatch
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-R, --no-revert
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prevents a normal installation from first reverting
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</code></pre></section>
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<section id="tabpanel_lvD3mivo-k_game" role="tabpanel" data-tab="game" aria-hidden="true" hidden="hidden">
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<p>The game <em>also</em> gets quite a few command line options, though there isn't anything as convenient as a help page for them.</p>
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<p>Here's a quick list of what they are and what they do.</p>
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<ul>
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<li><p><code>--verbose</code></p>
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<blockquote><p>Makes a console appear with log information at startup.</p>
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<p>Optionally, an explicit process ID can be specified to start the game with an external console. This allows it to be
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launched via Steam without being interrupted by its "Allow game launch?" if launched directly from the <code>.exe</code>.</p>
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<p>Example for Beat Saber using PowerShell:</p>
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<pre><code>.\steam.exe -applaunch 620980 --verbose $PID
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</code></pre><p>Do note that this isn't going to work from an elevated terminal.</p>
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</blockquote>
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</li>
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<li><p><code>--debug</code></p>
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<blockquote><p>Enables the loading of debug information in Mono. The debugging information must be in the portable PDB format,
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in the same location as the DLL that it's for.</p>
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<p>This option also forces BSIPA to show all debug messages in the console, as well as where they were called.</p>
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<p>This overrides the config settings <code>Debug.ShowDebug</code> and <code>Debug.ShowCallSource</code>.</p>
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</blockquote>
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</li>
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<li><p><code>--trace</code></p>
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<blockquote><p>Enables trace level messages. By default, they do not ever enter the message queue, and thus cost almost nothing.
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When this or the config option is used, they are added and logged with the same rules as Debug messages.</p>
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<p>This overrides the config setting <code>Debug.ShowTrace</code>.</p>
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</blockquote>
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</li>
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<li><p><code>--mono-debug</code></p>
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<blockquote><p>Enables the built-in Mono soft debugger engine.</p>
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<p>By default, it acts as a client, and requires that there be a soft
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debugger server running on port 10000 on <code>localhost</code>.</p>
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<p>Implies <code>--debug</code>.</p>
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</blockquote>
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</li>
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<li><p><code>--server</code></p>
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<blockquote><p>Does nothing on its own.</p>
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<p>When paired with <code>--mono-debug</code>, this option makes the Mono soft debugger act in server mode. It begins listening on
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port 10000 on any address, and will pause startup (with no window) until a debugger is connected. I recommend using
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SDB, but that is a command line debugger and a lot of people don't care for those.</p>
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</blockquote>
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</li>
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<li><p><code>--no-yeet</code></p>
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<blockquote><p>Disables mod yeeting.</p>
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<p>By default, whenever BSIPA detects that the game is now running a newer version than previous runs, it will move all
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mods to another folder and not load them. (They still get checked for updates though.) When this is enabled, that
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behaviour is disabled.</p>
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<p>Overrides the config setting <code>YeetMods</code>.</p>
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</blockquote>
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</li>
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<li><p><code>--condense-logs</code></p>
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<blockquote><p>Reduces the number of log files BSIPA will output for a given session.</p>
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<p>By default, BSIPA will create a subfolder in the <code>Logs</code> folder for each mod sublog, as well as each mod. This disables
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that behaviour, and restricts it to only create a global log and mod logs.</p>
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<p>Overrides the config setting <code>Debug.CondenseModLogs</code>.</p>
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</blockquote>
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</li>
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<li><p><code>--plugin-logs</code></p>
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<blockquote><p>Causes each plugins' log messages to be written to files in their own folder for ease of debugging.</p>
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<p>This was the default through 4.1.6, however is now disabled by default.</p>
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<p>Overrides the config setting <code>Debug.CreateModLogs</code>.</p>
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</blockquote>
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</li>
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<a href="https://github.com/nike4613/BeatSaber-IPA-Reloaded/blob/145879a186f99170142886b7ed04f5660fada830/docs/articles/command-line.md/#L1" class="contribution-link">Improve this Doc</a>
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