mirror of
https://github.com/game-ci/unity-builder.git
synced 2026-09-29 12:07:05 -07:00
feat: rework thin wrapper to invoke game-ci/cli as a subprocess
Supersedes the previous approach on this branch, which imported @game-ci/unity-engine-core as an in-process library. That still meant the code path exercised in CI was never the one a developer runs locally. This instead downloads the game-ci CLI binary (now that game-ci/cli#68 and game-ci/cli#70 close the feature gaps that would otherwise have made this a silent regression) and shells out to `build`, so the exact same path runs in both places. - build-args.ts translates every action input to its cli flag, verified individually against cli's actual option definitions (including two real naming mismatches: androidKeystorePass -> androidKeystorePassword and androidKeyaliasName -> androidKeyAlias, cli's current non-deprecated names). - download-cli.ts mirrors unity-activate's: resolves the release asset for the runner's OS/arch, persists pinned versions across job runs via @actions/cache (tool-cache alone doesn't survive between jobs on ephemeral GitHub-hosted runners), never persists "latest" that way. - Credentials (UNITY_EMAIL etc.) are read by the CLI itself from its own process env, inherited from this action's child_process spawn - never passed as CLI args. - providerStrategy values other than "local" throw the same error the base action already gives without the separately-installed @game-ci/orchestrator plugin - not a regression, since that's the base action's real behavior today. - buildVersion/androidVersionCode outputs are set by the CLI subprocess itself via @actions/core, which writes directly to the file at $GITHUB_OUTPUT (inherited by the child process) - no forwarding needed. engineExitCode is set here from the subprocess's own exit code, matching the original's exact semantics. `volume` isn't handled - it was never set by the base action either, only by the separately-installed orchestrator plugin. - action.yml gains a `cliVersion` input (default "latest"). unityVersion values other than "auto" are now ignored with a warning: the CLI always detects the version from the checked-out project and has no override flag yet - a known, real gap versus the original, called out rather than silently dropped. - Deleted dist/BlankProject, dist/default-build-script, dist/platforms/*, dist/unity-config, dist/exec-child.js: all dead under the new structure. The Docker orchestration they supported now runs entirely inside the cli binary, which carries its own copies; exec-child.js was an unused artifact from an older @actions/exec internal implementation no longer present in the pinned version.
This commit is contained in:
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-3
@@ -9,7 +9,16 @@ inputs:
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unityVersion:
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unityVersion:
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||||||
required: false
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required: false
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||||||
default: 'auto'
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default: 'auto'
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||||||
description: 'Version of unity to use for building the project. Use "auto" to get from your ProjectSettings/ProjectVersion.txt'
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description:
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'Version of unity to use for building the project. Use "auto" to get from your ProjectSettings/ProjectVersion.txt.
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A value other than "auto" is currently ignored - the underlying game-ci CLI always detects the version from the
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checked-out project and has no override flag yet.'
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cliVersion:
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required: false
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default: 'latest'
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description:
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'Release tag of the game-ci/cli binary to install and run (e.g. "v0.1.0"). Defaults to the latest release; pin
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this for reproducible builds.'
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description:
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description: 'When building for StandaloneLinux64, remove the default file extension of `.x86_64`. Set to true to restore the extensionless behavior from v4.'
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||||||
'When building for StandaloneLinux64, remove the default file extension of `.x86_64`. Set to true to restore the extensionless behavior from v4.'
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outputs:
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outputs:
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volume:
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volume:
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BIN
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Library/
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[Tt]emp/
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[Oo]bj/
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# Unity3D generated meta files
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antiAliasing: 0
|
|
||||||
softParticles: 0
|
|
||||||
softVegetation: 0
|
|
||||||
realtimeReflectionProbes: 0
|
|
||||||
billboardsFaceCameraPosition: 0
|
|
||||||
vSyncCount: 1
|
|
||||||
lodBias: 0.7
|
|
||||||
maximumLODLevel: 0
|
|
||||||
streamingMipmapsActive: 0
|
|
||||||
streamingMipmapsAddAllCameras: 1
|
|
||||||
streamingMipmapsMemoryBudget: 512
|
|
||||||
streamingMipmapsRenderersPerFrame: 512
|
|
||||||
streamingMipmapsMaxLevelReduction: 2
|
|
||||||
streamingMipmapsMaxFileIORequests: 1024
|
|
||||||
particleRaycastBudget: 64
|
|
||||||
asyncUploadTimeSlice: 2
|
|
||||||
asyncUploadBufferSize: 16
|
|
||||||
asyncUploadPersistentBuffer: 1
|
|
||||||
resolutionScalingFixedDPIFactor: 1
|
|
||||||
customRenderPipeline: {fileID: 0}
|
|
||||||
excludedTargetPlatforms: []
|
|
||||||
- serializedVersion: 2
|
|
||||||
name: High
|
|
||||||
pixelLightCount: 2
|
|
||||||
shadows: 2
|
|
||||||
shadowResolution: 1
|
|
||||||
shadowProjection: 1
|
|
||||||
shadowCascades: 2
|
|
||||||
shadowDistance: 40
|
|
||||||
shadowNearPlaneOffset: 3
|
|
||||||
shadowCascade2Split: 0.33333334
|
|
||||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
|
||||||
shadowmaskMode: 1
|
|
||||||
skinWeights: 2
|
|
||||||
textureQuality: 0
|
|
||||||
anisotropicTextures: 1
|
|
||||||
antiAliasing: 0
|
|
||||||
softParticles: 0
|
|
||||||
softVegetation: 1
|
|
||||||
realtimeReflectionProbes: 1
|
|
||||||
billboardsFaceCameraPosition: 1
|
|
||||||
vSyncCount: 1
|
|
||||||
lodBias: 1
|
|
||||||
maximumLODLevel: 0
|
|
||||||
streamingMipmapsActive: 0
|
|
||||||
streamingMipmapsAddAllCameras: 1
|
|
||||||
streamingMipmapsMemoryBudget: 512
|
|
||||||
streamingMipmapsRenderersPerFrame: 512
|
|
||||||
streamingMipmapsMaxLevelReduction: 2
|
|
||||||
streamingMipmapsMaxFileIORequests: 1024
|
|
||||||
particleRaycastBudget: 256
|
|
||||||
asyncUploadTimeSlice: 2
|
|
||||||
asyncUploadBufferSize: 16
|
|
||||||
asyncUploadPersistentBuffer: 1
|
|
||||||
resolutionScalingFixedDPIFactor: 1
|
|
||||||
customRenderPipeline: {fileID: 0}
|
|
||||||
excludedTargetPlatforms: []
|
|
||||||
- serializedVersion: 2
|
|
||||||
name: Very High
|
|
||||||
pixelLightCount: 3
|
|
||||||
shadows: 2
|
|
||||||
shadowResolution: 2
|
|
||||||
shadowProjection: 1
|
|
||||||
shadowCascades: 2
|
|
||||||
shadowDistance: 70
|
|
||||||
shadowNearPlaneOffset: 3
|
|
||||||
shadowCascade2Split: 0.33333334
|
|
||||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
|
||||||
shadowmaskMode: 1
|
|
||||||
skinWeights: 4
|
|
||||||
textureQuality: 0
|
|
||||||
anisotropicTextures: 2
|
|
||||||
antiAliasing: 2
|
|
||||||
softParticles: 1
|
|
||||||
softVegetation: 1
|
|
||||||
realtimeReflectionProbes: 1
|
|
||||||
billboardsFaceCameraPosition: 1
|
|
||||||
vSyncCount: 1
|
|
||||||
lodBias: 1.5
|
|
||||||
maximumLODLevel: 0
|
|
||||||
streamingMipmapsActive: 0
|
|
||||||
streamingMipmapsAddAllCameras: 1
|
|
||||||
streamingMipmapsMemoryBudget: 512
|
|
||||||
streamingMipmapsRenderersPerFrame: 512
|
|
||||||
streamingMipmapsMaxLevelReduction: 2
|
|
||||||
streamingMipmapsMaxFileIORequests: 1024
|
|
||||||
particleRaycastBudget: 1024
|
|
||||||
asyncUploadTimeSlice: 2
|
|
||||||
asyncUploadBufferSize: 16
|
|
||||||
asyncUploadPersistentBuffer: 1
|
|
||||||
resolutionScalingFixedDPIFactor: 1
|
|
||||||
customRenderPipeline: {fileID: 0}
|
|
||||||
excludedTargetPlatforms: []
|
|
||||||
- serializedVersion: 2
|
|
||||||
name: Ultra
|
|
||||||
pixelLightCount: 4
|
|
||||||
shadows: 2
|
|
||||||
shadowResolution: 2
|
|
||||||
shadowProjection: 1
|
|
||||||
shadowCascades: 4
|
|
||||||
shadowDistance: 150
|
|
||||||
shadowNearPlaneOffset: 3
|
|
||||||
shadowCascade2Split: 0.33333334
|
|
||||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
|
||||||
shadowmaskMode: 1
|
|
||||||
skinWeights: 255
|
|
||||||
textureQuality: 0
|
|
||||||
anisotropicTextures: 2
|
|
||||||
antiAliasing: 2
|
|
||||||
softParticles: 1
|
|
||||||
softVegetation: 1
|
|
||||||
realtimeReflectionProbes: 1
|
|
||||||
billboardsFaceCameraPosition: 1
|
|
||||||
vSyncCount: 1
|
|
||||||
lodBias: 2
|
|
||||||
maximumLODLevel: 0
|
|
||||||
streamingMipmapsActive: 0
|
|
||||||
streamingMipmapsAddAllCameras: 1
|
|
||||||
streamingMipmapsMemoryBudget: 512
|
|
||||||
streamingMipmapsRenderersPerFrame: 512
|
|
||||||
streamingMipmapsMaxLevelReduction: 2
|
|
||||||
streamingMipmapsMaxFileIORequests: 1024
|
|
||||||
particleRaycastBudget: 4096
|
|
||||||
asyncUploadTimeSlice: 2
|
|
||||||
asyncUploadBufferSize: 16
|
|
||||||
asyncUploadPersistentBuffer: 1
|
|
||||||
resolutionScalingFixedDPIFactor: 1
|
|
||||||
customRenderPipeline: {fileID: 0}
|
|
||||||
excludedTargetPlatforms: []
|
|
||||||
m_PerPlatformDefaultQuality:
|
|
||||||
Android: 2
|
|
||||||
Lumin: 5
|
|
||||||
Nintendo Switch: 5
|
|
||||||
PS4: 5
|
|
||||||
Stadia: 5
|
|
||||||
Standalone: 5
|
|
||||||
WebGL: 3
|
|
||||||
Windows Store Apps: 5
|
|
||||||
XboxOne: 5
|
|
||||||
iPhone: 2
|
|
||||||
tvOS: 2
|
|
||||||
@@ -1,43 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!78 &1
|
|
||||||
TagManager:
|
|
||||||
serializedVersion: 2
|
|
||||||
tags: []
|
|
||||||
layers:
|
|
||||||
- Default
|
|
||||||
- TransparentFX
|
|
||||||
- Ignore Raycast
|
|
||||||
-
|
|
||||||
- Water
|
|
||||||
- UI
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
-
|
|
||||||
m_SortingLayers:
|
|
||||||
- name: Default
|
|
||||||
uniqueID: 0
|
|
||||||
locked: 0
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!5 &1
|
|
||||||
TimeManager:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
Fixed Timestep: 0.02
|
|
||||||
Maximum Allowed Timestep: 0.33333334
|
|
||||||
m_TimeScale: 1
|
|
||||||
Maximum Particle Timestep: 0.03
|
|
||||||
@@ -1,35 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!310 &1
|
|
||||||
UnityConnectSettings:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
serializedVersion: 1
|
|
||||||
m_Enabled: 0
|
|
||||||
m_TestMode: 0
|
|
||||||
m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
|
|
||||||
m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
|
|
||||||
m_ConfigUrl: https://config.uca.cloud.unity3d.com
|
|
||||||
m_DashboardUrl: https://dashboard.unity3d.com
|
|
||||||
m_TestInitMode: 0
|
|
||||||
CrashReportingSettings:
|
|
||||||
m_EventUrl: https://perf-events.cloud.unity3d.com
|
|
||||||
m_Enabled: 0
|
|
||||||
m_LogBufferSize: 10
|
|
||||||
m_CaptureEditorExceptions: 1
|
|
||||||
UnityPurchasingSettings:
|
|
||||||
m_Enabled: 0
|
|
||||||
m_TestMode: 0
|
|
||||||
UnityAnalyticsSettings:
|
|
||||||
m_Enabled: 0
|
|
||||||
m_TestMode: 0
|
|
||||||
m_InitializeOnStartup: 1
|
|
||||||
UnityAdsSettings:
|
|
||||||
m_Enabled: 0
|
|
||||||
m_InitializeOnStartup: 1
|
|
||||||
m_TestMode: 0
|
|
||||||
m_IosGameId:
|
|
||||||
m_AndroidGameId:
|
|
||||||
m_GameIds: {}
|
|
||||||
m_GameId:
|
|
||||||
PerformanceReportingSettings:
|
|
||||||
m_Enabled: 0
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!937362698 &1
|
|
||||||
VFXManager:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_IndirectShader: {fileID: 0}
|
|
||||||
m_CopyBufferShader: {fileID: 0}
|
|
||||||
m_SortShader: {fileID: 0}
|
|
||||||
m_StripUpdateShader: {fileID: 0}
|
|
||||||
m_RenderPipeSettingsPath:
|
|
||||||
m_FixedTimeStep: 0.016666668
|
|
||||||
m_MaxDeltaTime: 0.05
|
|
||||||
m_CompiledVersion: 0
|
|
||||||
m_RuntimeVersion: 0
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!890905787 &1
|
|
||||||
VersionControlSettings:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_Mode: Visible Meta Files
|
|
||||||
m_CollabEditorSettings:
|
|
||||||
inProgressEnabled: 1
|
|
||||||
-4
@@ -1,4 +0,0 @@
|
|||||||
root = true
|
|
||||||
|
|
||||||
[*.cs]
|
|
||||||
resharper_check_namespace_highlighting = do_not_show
|
|
||||||
@@ -1,56 +0,0 @@
|
|||||||
#
|
|
||||||
# Note: Non default ignore file, as this only tests Builder script.
|
|
||||||
#
|
|
||||||
|
|
||||||
[Ll]ibrary/
|
|
||||||
[Tt]emp/
|
|
||||||
[Oo]bj/
|
|
||||||
[Bb]uild/
|
|
||||||
[Bb]uilds/
|
|
||||||
[Ll]ogs/
|
|
||||||
|
|
||||||
# Additional ignores
|
|
||||||
[Bb]in/
|
|
||||||
|
|
||||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
|
||||||
# [Aa]ssets/AssetStoreTools*
|
|
||||||
|
|
||||||
# IDEs
|
|
||||||
.vs/
|
|
||||||
.idea/
|
|
||||||
|
|
||||||
# Gradle cache directory
|
|
||||||
.gradle/
|
|
||||||
|
|
||||||
# Autogenerated VS/MD/Consulo solution and project files
|
|
||||||
ExportedObj/
|
|
||||||
.consulo/
|
|
||||||
#*.csproj
|
|
||||||
*.unityproj
|
|
||||||
#*.sln
|
|
||||||
*.suo
|
|
||||||
*.tmp
|
|
||||||
*.user
|
|
||||||
*.userprefs
|
|
||||||
*.pidb
|
|
||||||
*.booproj
|
|
||||||
*.svd
|
|
||||||
*.pdb
|
|
||||||
*.mdb
|
|
||||||
*.opendb
|
|
||||||
*.VC.db
|
|
||||||
|
|
||||||
# Unity3D generated meta files
|
|
||||||
*.pidb.meta
|
|
||||||
*.pdb.meta
|
|
||||||
*.mdb.meta
|
|
||||||
|
|
||||||
# Unity3D generated file on crash reports
|
|
||||||
sysinfo.txt
|
|
||||||
|
|
||||||
# Builds
|
|
||||||
*.apk
|
|
||||||
*.unitypackage
|
|
||||||
|
|
||||||
# Crashlytics generated file
|
|
||||||
crashlytics-build.properties
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: dea28d93f6267af4f8661eb2043f749a
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e9babefb99ee74048a824da81c20cbcd
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,133 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Reflection;
|
|
||||||
using UnityBuilderAction.Input;
|
|
||||||
using UnityBuilderAction.Reporting;
|
|
||||||
using UnityBuilderAction.Versioning;
|
|
||||||
using UnityEditor;
|
|
||||||
using UnityEditor.Build.Reporting;
|
|
||||||
#if UNITY_6000_0_OR_NEWER
|
|
||||||
using UnityEditor.Build.Profile;
|
|
||||||
#endif
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace UnityBuilderAction
|
|
||||||
{
|
|
||||||
static class Builder
|
|
||||||
{
|
|
||||||
public static void BuildProject()
|
|
||||||
{
|
|
||||||
// Gather values from args
|
|
||||||
var options = ArgumentsParser.GetValidatedOptions();
|
|
||||||
|
|
||||||
// Set version for this build
|
|
||||||
VersionApplicator.SetVersion(options["buildVersion"]);
|
|
||||||
|
|
||||||
// Execute default AddressableAsset content build, if the package is installed.
|
|
||||||
// Version defines would be the best solution here, but Unity 2018 doesn't support that,
|
|
||||||
// so we fall back to using reflection instead.
|
|
||||||
var addressableAssetSettingsType = Type.GetType(
|
|
||||||
"UnityEditor.AddressableAssets.Settings.AddressableAssetSettings,Unity.Addressables.Editor");
|
|
||||||
if (addressableAssetSettingsType != null)
|
|
||||||
{
|
|
||||||
// ReSharper disable once PossibleNullReferenceException, used from try-catch
|
|
||||||
try
|
|
||||||
{
|
|
||||||
addressableAssetSettingsType.GetMethod("CleanPlayerContent", BindingFlags.Static | BindingFlags.Public)
|
|
||||||
.Invoke(null, new object[] {null});
|
|
||||||
addressableAssetSettingsType.GetMethod("BuildPlayerContent", new Type[0]).Invoke(null, new object[0]);
|
|
||||||
}
|
|
||||||
catch (Exception e)
|
|
||||||
{
|
|
||||||
Debug.LogError("Failed to run default addressables build:\n" + e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Get all buildOptions from options
|
|
||||||
BuildOptions buildOptions = BuildOptions.None;
|
|
||||||
foreach (string buildOptionString in Enum.GetNames(typeof(BuildOptions))) {
|
|
||||||
if (options.ContainsKey(buildOptionString)) {
|
|
||||||
BuildOptions buildOptionEnum = (BuildOptions) Enum.Parse(typeof(BuildOptions), buildOptionString);
|
|
||||||
buildOptions |= buildOptionEnum;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Depending on whether the build is using a build profile, `buildPlayerOptions` will an instance
|
|
||||||
// of either `UnityEditor.BuildPlayerOptions` or `UnityEditor.BuildPlayerWithProfileOptions`
|
|
||||||
dynamic buildPlayerOptions;
|
|
||||||
|
|
||||||
if (options.TryGetValue("activeBuildProfile", out var buildProfilePath)) {
|
|
||||||
if (string.IsNullOrEmpty(buildProfilePath)) {
|
|
||||||
throw new Exception("`-activeBuildProfile` is set but with an empty value; this shouldn't happen");
|
|
||||||
}
|
|
||||||
|
|
||||||
#if UNITY_6000_0_OR_NEWER
|
|
||||||
// Load build profile from Assets folder
|
|
||||||
var buildProfile = AssetDatabase.LoadAssetAtPath<BuildProfile>(buildProfilePath)
|
|
||||||
?? throw new Exception("Build profile file not found at path: " + buildProfilePath);
|
|
||||||
|
|
||||||
// no need to set active profile, as already set by `-activeBuildProfile` CLI argument
|
|
||||||
// BuildProfile.SetActiveBuildProfile(buildProfile);
|
|
||||||
Debug.Log($"build profile: {buildProfile.name}");
|
|
||||||
|
|
||||||
// Define BuildPlayerWithProfileOptions
|
|
||||||
buildPlayerOptions = new BuildPlayerWithProfileOptions {
|
|
||||||
buildProfile = buildProfile,
|
|
||||||
locationPathName = options["customBuildPath"],
|
|
||||||
options = buildOptions,
|
|
||||||
};
|
|
||||||
#else // UNITY_6000_0_OR_NEWER
|
|
||||||
throw new Exception("Build profiles are not supported by this version of Unity (" + Application.unityVersion +")");
|
|
||||||
#endif // UNITY_6000_0_OR_NEWER
|
|
||||||
|
|
||||||
} else {
|
|
||||||
|
|
||||||
#if BUILD_PROFILE_LOADED
|
|
||||||
throw new Exception("Build profile's define symbol present; shouldn't happen");
|
|
||||||
#endif // BUILD_PROFILE_LOADED
|
|
||||||
|
|
||||||
// Gather values from project
|
|
||||||
var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
|
|
||||||
|
|
||||||
#if UNITY_2021_2_OR_NEWER
|
|
||||||
// Determine subtarget
|
|
||||||
StandaloneBuildSubtarget buildSubtarget;
|
|
||||||
if (!options.TryGetValue("standaloneBuildSubtarget", out var subtargetValue) || !Enum.TryParse(subtargetValue, out buildSubtarget)) {
|
|
||||||
buildSubtarget = default;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
BuildTarget buildTarget = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]);
|
|
||||||
|
|
||||||
// Define BuildPlayerOptions
|
|
||||||
buildPlayerOptions = new BuildPlayerOptions {
|
|
||||||
scenes = scenes,
|
|
||||||
locationPathName = options["customBuildPath"],
|
|
||||||
target = buildTarget,
|
|
||||||
options = buildOptions,
|
|
||||||
#if UNITY_2021_2_OR_NEWER
|
|
||||||
subtarget = (int) buildSubtarget
|
|
||||||
#endif
|
|
||||||
};
|
|
||||||
|
|
||||||
// Apply Android settings
|
|
||||||
if (buildTarget == BuildTarget.Android) {
|
|
||||||
VersionApplicator.SetAndroidVersionCode(options["androidVersionCode"]);
|
|
||||||
AndroidSettings.Apply(options);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Perform build
|
|
||||||
BuildReport buildReport = BuildPipeline.BuildPlayer(buildPlayerOptions);
|
|
||||||
|
|
||||||
// Summary
|
|
||||||
BuildSummary summary = buildReport.summary;
|
|
||||||
StdOutReporter.ReportSummary(summary);
|
|
||||||
|
|
||||||
// Result
|
|
||||||
BuildResult result = summary.result;
|
|
||||||
StdOutReporter.ExitWithResult(result);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: dc057061ce9f406aa6b57a62d67fe9c0
|
|
||||||
timeCreated: 1575145310
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: b6e5ef18d769419d887b56665969442b
|
|
||||||
timeCreated: 1587503329
|
|
||||||
-150
@@ -1,150 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEditor;
|
|
||||||
using System.Reflection;
|
|
||||||
|
|
||||||
namespace UnityBuilderAction.Input
|
|
||||||
{
|
|
||||||
public static class AndroidSettings
|
|
||||||
{
|
|
||||||
public static void Apply(Dictionary<string, string> options)
|
|
||||||
{
|
|
||||||
#if UNITY_2019_1_OR_NEWER
|
|
||||||
if (options.TryGetValue("androidKeystoreName", out string keystoreName) && !string.IsNullOrEmpty(keystoreName))
|
|
||||||
{
|
|
||||||
PlayerSettings.Android.useCustomKeystore = true;
|
|
||||||
PlayerSettings.Android.keystoreName = keystoreName;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
// Can't use out variable declaration as Unity 2018 doesn't support it
|
|
||||||
string keystorePass;
|
|
||||||
if (options.TryGetValue("androidKeystorePass", out keystorePass) && !string.IsNullOrEmpty(keystorePass))
|
|
||||||
PlayerSettings.Android.keystorePass = keystorePass;
|
|
||||||
|
|
||||||
string keyaliasName;
|
|
||||||
if (options.TryGetValue("androidKeyaliasName", out keyaliasName) && !string.IsNullOrEmpty(keyaliasName))
|
|
||||||
PlayerSettings.Android.keyaliasName = keyaliasName;
|
|
||||||
|
|
||||||
string keyaliasPass;
|
|
||||||
if (options.TryGetValue("androidKeyaliasPass", out keyaliasPass) && !string.IsNullOrEmpty(keyaliasPass))
|
|
||||||
PlayerSettings.Android.keyaliasPass = keyaliasPass;
|
|
||||||
|
|
||||||
string androidTargetSdkVersion;
|
|
||||||
if (options.TryGetValue("androidTargetSdkVersion", out androidTargetSdkVersion) && !string.IsNullOrEmpty(androidTargetSdkVersion))
|
|
||||||
{
|
|
||||||
var targetSdkVersion = AndroidSdkVersions.AndroidApiLevelAuto;
|
|
||||||
try
|
|
||||||
{
|
|
||||||
targetSdkVersion =
|
|
||||||
(AndroidSdkVersions) Enum.Parse(typeof(AndroidSdkVersions), androidTargetSdkVersion);
|
|
||||||
}
|
|
||||||
catch
|
|
||||||
{
|
|
||||||
UnityEngine.Debug.Log("Failed to parse androidTargetSdkVersion! Fallback to AndroidApiLevelAuto");
|
|
||||||
}
|
|
||||||
PlayerSettings.Android.targetSdkVersion = targetSdkVersion;
|
|
||||||
}
|
|
||||||
|
|
||||||
string androidExportType;
|
|
||||||
if (options.TryGetValue("androidExportType", out androidExportType) && !string.IsNullOrEmpty(androidExportType))
|
|
||||||
{
|
|
||||||
// Only exists in 2018.3 and above
|
|
||||||
PropertyInfo buildAppBundle = typeof(EditorUserBuildSettings)
|
|
||||||
.GetProperty("buildAppBundle", BindingFlags.Public | BindingFlags.Static);
|
|
||||||
switch (androidExportType)
|
|
||||||
{
|
|
||||||
case "androidStudioProject":
|
|
||||||
EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
|
|
||||||
if (buildAppBundle != null)
|
|
||||||
buildAppBundle.SetValue(null, false, null);
|
|
||||||
break;
|
|
||||||
case "androidAppBundle":
|
|
||||||
EditorUserBuildSettings.exportAsGoogleAndroidProject = false;
|
|
||||||
if (buildAppBundle != null)
|
|
||||||
buildAppBundle.SetValue(null, true, null);
|
|
||||||
break;
|
|
||||||
case "androidPackage":
|
|
||||||
EditorUserBuildSettings.exportAsGoogleAndroidProject = false;
|
|
||||||
if (buildAppBundle != null)
|
|
||||||
buildAppBundle.SetValue(null, false, null);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
string symbolType;
|
|
||||||
if (options.TryGetValue("androidSymbolType", out symbolType) && !string.IsNullOrEmpty(symbolType))
|
|
||||||
{
|
|
||||||
#if UNITY_6000_0_OR_NEWER
|
|
||||||
switch (symbolType)
|
|
||||||
{
|
|
||||||
case "public":
|
|
||||||
SetDebugSymbols("SymbolTable");
|
|
||||||
break;
|
|
||||||
case "debugging":
|
|
||||||
SetDebugSymbols("Full");
|
|
||||||
break;
|
|
||||||
case "none":
|
|
||||||
SetDebugSymbols("None");
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
#elif UNITY_2021_1_OR_NEWER
|
|
||||||
switch (symbolType)
|
|
||||||
{
|
|
||||||
case "public":
|
|
||||||
EditorUserBuildSettings.androidCreateSymbols = AndroidCreateSymbols.Public;
|
|
||||||
break;
|
|
||||||
case "debugging":
|
|
||||||
EditorUserBuildSettings.androidCreateSymbols = AndroidCreateSymbols.Debugging;
|
|
||||||
break;
|
|
||||||
case "none":
|
|
||||||
EditorUserBuildSettings.androidCreateSymbols = AndroidCreateSymbols.Disabled;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
#elif UNITY_2019_2_OR_NEWER
|
|
||||||
switch (symbolType)
|
|
||||||
{
|
|
||||||
case "public":
|
|
||||||
case "debugging":
|
|
||||||
EditorUserBuildSettings.androidCreateSymbolsZip = true;
|
|
||||||
break;
|
|
||||||
case "none":
|
|
||||||
EditorUserBuildSettings.androidCreateSymbolsZip = false;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#if UNITY_6000_0_OR_NEWER
|
|
||||||
private static void SetDebugSymbols(string enumValueName)
|
|
||||||
{
|
|
||||||
// UnityEditor.Android.UserBuildSettings and Unity.Android.Types.DebugSymbolLevel are part of the Unity Android module.
|
|
||||||
// Reflection is used here to ensure the code works even if the module is not installed.
|
|
||||||
|
|
||||||
var debugSymbolsType = Type.GetType("UnityEditor.Android.UserBuildSettings+DebugSymbols, UnityEditor.Android.Extensions");
|
|
||||||
if (debugSymbolsType == null)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
var levelProp = debugSymbolsType.GetProperty("level", BindingFlags.Static | BindingFlags.Public);
|
|
||||||
if (levelProp == null)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
var enumType = Type.GetType("Unity.Android.Types.DebugSymbolLevel, Unity.Android.Types");
|
|
||||||
if (enumType == null)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!Enum.TryParse(enumType, enumValueName, false , out var enumValue))
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
levelProp.SetValue(null, enumValue);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
}
|
|
||||||
-11
@@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0d51cf8acfff8c941bb753e82750b60a
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
-100
@@ -1,100 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using UnityEditor;
|
|
||||||
|
|
||||||
namespace UnityBuilderAction.Input
|
|
||||||
{
|
|
||||||
public class ArgumentsParser
|
|
||||||
{
|
|
||||||
static string EOL = Environment.NewLine;
|
|
||||||
static readonly string[] Secrets = { "androidKeystorePass", "androidKeyaliasName", "androidKeyaliasPass" };
|
|
||||||
|
|
||||||
public static Dictionary<string, string> GetValidatedOptions()
|
|
||||||
{
|
|
||||||
Dictionary<string, string> validatedOptions;
|
|
||||||
ParseCommandLineArguments(out validatedOptions);
|
|
||||||
|
|
||||||
string projectPath;
|
|
||||||
if (!validatedOptions.TryGetValue("projectPath", out projectPath)) {
|
|
||||||
Console.WriteLine("Missing argument -projectPath");
|
|
||||||
EditorApplication.Exit(110);
|
|
||||||
}
|
|
||||||
|
|
||||||
#if UNITY_6000_0_OR_NEWER
|
|
||||||
var buildProfileSupport = true;
|
|
||||||
#else
|
|
||||||
var buildProfileSupport = false;
|
|
||||||
#endif // UNITY_6000_0_OR_NEWER
|
|
||||||
|
|
||||||
string buildProfile;
|
|
||||||
if (buildProfileSupport && validatedOptions.TryGetValue("activeBuildProfile", out buildProfile)) {
|
|
||||||
if (validatedOptions.ContainsKey("buildTarget")) {
|
|
||||||
Console.WriteLine("Extra argument -buildTarget");
|
|
||||||
EditorApplication.Exit(122);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
string buildTarget;
|
|
||||||
if (!validatedOptions.TryGetValue("buildTarget", out buildTarget)) {
|
|
||||||
Console.WriteLine("Missing argument -buildTarget");
|
|
||||||
EditorApplication.Exit(120);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!Enum.IsDefined(typeof(BuildTarget), buildTarget)) {
|
|
||||||
Console.WriteLine(buildTarget + " is not a defined " + typeof(BuildTarget).Name);
|
|
||||||
EditorApplication.Exit(121);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
string customBuildPath;
|
|
||||||
if (!validatedOptions.TryGetValue("customBuildPath", out customBuildPath)) {
|
|
||||||
Console.WriteLine("Missing argument -customBuildPath");
|
|
||||||
EditorApplication.Exit(130);
|
|
||||||
}
|
|
||||||
|
|
||||||
const string defaultCustomBuildName = "TestBuild";
|
|
||||||
string customBuildName;
|
|
||||||
if (!validatedOptions.TryGetValue("customBuildName", out customBuildName)) {
|
|
||||||
Console.WriteLine("Missing argument -customBuildName, defaulting to" + defaultCustomBuildName);
|
|
||||||
validatedOptions.Add("customBuildName", defaultCustomBuildName);
|
|
||||||
} else if (customBuildName == "") {
|
|
||||||
Console.WriteLine("Invalid argument -customBuildName, defaulting to" + defaultCustomBuildName);
|
|
||||||
validatedOptions.Add("customBuildName", defaultCustomBuildName);
|
|
||||||
}
|
|
||||||
|
|
||||||
return validatedOptions;
|
|
||||||
}
|
|
||||||
|
|
||||||
static void ParseCommandLineArguments(out Dictionary<string, string> providedArguments)
|
|
||||||
{
|
|
||||||
providedArguments = new Dictionary<string, string>();
|
|
||||||
string[] args = Environment.GetCommandLineArgs();
|
|
||||||
|
|
||||||
Console.WriteLine(
|
|
||||||
EOL +
|
|
||||||
"###########################" + EOL +
|
|
||||||
"# Parsing settings #" + EOL +
|
|
||||||
"###########################" + EOL +
|
|
||||||
EOL
|
|
||||||
);
|
|
||||||
|
|
||||||
// Extract flags with optional values
|
|
||||||
for (int current = 0, next = 1; current < args.Length; current++, next++) {
|
|
||||||
// Parse flag
|
|
||||||
bool isFlag = args[current].StartsWith("-");
|
|
||||||
if (!isFlag) continue;
|
|
||||||
string flag = args[current].TrimStart('-');
|
|
||||||
|
|
||||||
// Parse optional value
|
|
||||||
bool flagHasValue = next < args.Length && !args[next].StartsWith("-");
|
|
||||||
string value = flagHasValue ? args[next].TrimStart('-') : "";
|
|
||||||
bool secret = Secrets.Contains(flag);
|
|
||||||
string displayValue = secret ? "*HIDDEN*" : "\"" + value + "\"";
|
|
||||||
|
|
||||||
// Assign
|
|
||||||
Console.WriteLine("Found flag \"" + flag + "\" with value " + displayValue);
|
|
||||||
providedArguments.Add(flag, value);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
-3
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 46d2ec4a86604575be2b2d02b0df7b74
|
|
||||||
timeCreated: 1587503354
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 166f919334c44e7a80ae916667974e7d
|
|
||||||
timeCreated: 1587503566
|
|
||||||
-36
@@ -1,36 +0,0 @@
|
|||||||
using System;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEditor;
|
|
||||||
|
|
||||||
namespace UnityBuilderAction.Reporting
|
|
||||||
{
|
|
||||||
[InitializeOnLoad]
|
|
||||||
static class CompileListener
|
|
||||||
{
|
|
||||||
static CompileListener()
|
|
||||||
{
|
|
||||||
if (Application.isBatchMode)
|
|
||||||
{
|
|
||||||
Application.logMessageReceived += Application_logMessageReceived;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void Application_logMessageReceived(string condition, string stackTrace, LogType type)
|
|
||||||
{
|
|
||||||
string prefix = "";
|
|
||||||
switch (type)
|
|
||||||
{
|
|
||||||
case LogType.Error:
|
|
||||||
prefix = "error";
|
|
||||||
break;
|
|
||||||
case LogType.Warning:
|
|
||||||
prefix = "warning";
|
|
||||||
break;
|
|
||||||
case LogType.Exception:
|
|
||||||
prefix = "error";
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
Console.WriteLine(Environment.NewLine + "::" + prefix + "::" + condition + Environment.NewLine + stackTrace);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Vendored
-11
@@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: fad44373fb7b61a4bb584e2675795aca
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
-50
@@ -1,50 +0,0 @@
|
|||||||
using System;
|
|
||||||
using UnityEditor;
|
|
||||||
using UnityEditor.Build.Reporting;
|
|
||||||
|
|
||||||
namespace UnityBuilderAction.Reporting
|
|
||||||
{
|
|
||||||
public class StdOutReporter
|
|
||||||
{
|
|
||||||
static string EOL = Environment.NewLine;
|
|
||||||
|
|
||||||
public static void ReportSummary(BuildSummary summary)
|
|
||||||
{
|
|
||||||
Console.WriteLine(
|
|
||||||
EOL +
|
|
||||||
"###########################" + EOL +
|
|
||||||
"# Build results #" + EOL +
|
|
||||||
"###########################" + EOL +
|
|
||||||
EOL +
|
|
||||||
"Duration: " + summary.totalTime.ToString() + EOL +
|
|
||||||
"Warnings: " + summary.totalWarnings.ToString() + EOL +
|
|
||||||
"Errors: " + summary.totalErrors.ToString() + EOL +
|
|
||||||
"Size: " + summary.totalSize.ToString() + " bytes" + EOL +
|
|
||||||
EOL
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void ExitWithResult(BuildResult result)
|
|
||||||
{
|
|
||||||
if (result == BuildResult.Succeeded) {
|
|
||||||
Console.WriteLine("Build succeeded!");
|
|
||||||
EditorApplication.Exit(0);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (result == BuildResult.Failed) {
|
|
||||||
Console.WriteLine("Build failed!");
|
|
||||||
EditorApplication.Exit(101);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (result == BuildResult.Cancelled) {
|
|
||||||
Console.WriteLine("Build cancelled!");
|
|
||||||
EditorApplication.Exit(102);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (result == BuildResult.Unknown) {
|
|
||||||
Console.WriteLine("Build result is unknown!");
|
|
||||||
EditorApplication.Exit(103);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Vendored
-3
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e59b491a4124442ea7277f76761cdc8a
|
|
||||||
timeCreated: 1587503545
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: b5da3bd7e18c43d79243410166c8dc9a
|
|
||||||
timeCreated: 1587493708
|
|
||||||
-42
@@ -1,42 +0,0 @@
|
|||||||
using System.Diagnostics;
|
|
||||||
using System.Text;
|
|
||||||
|
|
||||||
public static class ProcessExtensions
|
|
||||||
{
|
|
||||||
// Execute an application or binary with given arguments
|
|
||||||
//
|
|
||||||
// See: https://stackoverflow.com/questions/4291912/process-start-how-to-get-the-output
|
|
||||||
public static int Run(this Process process, string application,
|
|
||||||
string arguments, string workingDirectory, out string output,
|
|
||||||
out string errors)
|
|
||||||
{
|
|
||||||
// Configure how to run the application
|
|
||||||
process.StartInfo = new ProcessStartInfo {
|
|
||||||
CreateNoWindow = true,
|
|
||||||
UseShellExecute = false,
|
|
||||||
RedirectStandardError = true,
|
|
||||||
RedirectStandardOutput = true,
|
|
||||||
FileName = application,
|
|
||||||
Arguments = arguments,
|
|
||||||
WorkingDirectory = workingDirectory
|
|
||||||
};
|
|
||||||
|
|
||||||
// Read the output
|
|
||||||
var outputBuilder = new StringBuilder();
|
|
||||||
var errorsBuilder = new StringBuilder();
|
|
||||||
process.OutputDataReceived += (_, args) => outputBuilder.AppendLine(args.Data);
|
|
||||||
process.ErrorDataReceived += (_, args) => errorsBuilder.AppendLine(args.Data);
|
|
||||||
|
|
||||||
// Run the application and wait for it to complete
|
|
||||||
process.Start();
|
|
||||||
process.BeginOutputReadLine();
|
|
||||||
process.BeginErrorReadLine();
|
|
||||||
process.WaitForExit();
|
|
||||||
|
|
||||||
// Format the output
|
|
||||||
output = outputBuilder.ToString().TrimEnd();
|
|
||||||
errors = errorsBuilder.ToString().TrimEnd();
|
|
||||||
|
|
||||||
return process.ExitCode;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Vendored
-3
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 29c1880a390c4af7be821b7877602815
|
|
||||||
timeCreated: 1587494270
|
|
||||||
-15
@@ -1,15 +0,0 @@
|
|||||||
{
|
|
||||||
"name": "UnityBuilderAction",
|
|
||||||
"references": [],
|
|
||||||
"includePlatforms": [
|
|
||||||
"Editor"
|
|
||||||
],
|
|
||||||
"excludePlatforms": [],
|
|
||||||
"allowUnsafeCode": false,
|
|
||||||
"overrideReferences": false,
|
|
||||||
"precompiledReferences": [],
|
|
||||||
"autoReferenced": true,
|
|
||||||
"defineConstraints": [],
|
|
||||||
"versionDefines": [],
|
|
||||||
"noEngineReferences": false
|
|
||||||
}
|
|
||||||
-7
@@ -1,7 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a1ab437d31f4f4c9084097e2b4b5fcae
|
|
||||||
AssemblyDefinitionImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 1c3bddf6d8984cde9208e3f0fe584879
|
|
||||||
timeCreated: 1587490700
|
|
||||||
-117
@@ -1,117 +0,0 @@
|
|||||||
using System;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace UnityBuilderAction.Versioning
|
|
||||||
{
|
|
||||||
public static class Git
|
|
||||||
{
|
|
||||||
const string application = @"git";
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Generate a version based on the latest tag and the amount of commits.
|
|
||||||
/// Format: 0.1.2 (where 2 is the amount of commits).
|
|
||||||
///
|
|
||||||
/// If no tag is present in the repository then v0.0 is assumed.
|
|
||||||
/// This would result in 0.0.# where # is the amount of commits.
|
|
||||||
/// </summary>
|
|
||||||
public static string GenerateSemanticCommitVersion()
|
|
||||||
{
|
|
||||||
string version;
|
|
||||||
if (HasAnyVersionTags()) {
|
|
||||||
version = GetSemanticCommitVersion();
|
|
||||||
Console.WriteLine("Repository has a valid version tag.");
|
|
||||||
} else {
|
|
||||||
version = "0.0." + GetTotalNumberOfCommits();
|
|
||||||
Console.WriteLine("Repository does not have tags to base the version on.");
|
|
||||||
}
|
|
||||||
|
|
||||||
Console.WriteLine("Version is " + version);
|
|
||||||
|
|
||||||
return version;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get the version of the current tag.
|
|
||||||
///
|
|
||||||
/// The tag must point at HEAD for this method to work.
|
|
||||||
///
|
|
||||||
/// Output Format:
|
|
||||||
/// #.* (where # is the major version and * can be any number of any type of character)
|
|
||||||
/// </summary>
|
|
||||||
public static string GetTagVersion()
|
|
||||||
{
|
|
||||||
string version = Run(@"tag --points-at HEAD | grep v[0-9]*");
|
|
||||||
|
|
||||||
version = version.Substring(1);
|
|
||||||
|
|
||||||
return version;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get the total number of commits.
|
|
||||||
/// </summary>
|
|
||||||
static int GetTotalNumberOfCommits()
|
|
||||||
{
|
|
||||||
string numberOfCommitsAsString = Run(@"git rev-list --count HEAD");
|
|
||||||
|
|
||||||
return int.Parse(numberOfCommitsAsString);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Whether or not the repository has any version tags yet.
|
|
||||||
/// </summary>
|
|
||||||
static bool HasAnyVersionTags()
|
|
||||||
{
|
|
||||||
return "0" != Run(@"tag --list --merged HEAD | grep v[0-9]* | wc -l");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Retrieves the build version from git based on the most recent matching tag and
|
|
||||||
/// commit history. This returns the version as: {major.minor.build} where 'build'
|
|
||||||
/// represents the nth commit after the tagged commit.
|
|
||||||
/// Note: The initial 'v' and the commit hash are removed.
|
|
||||||
/// </summary>
|
|
||||||
static string GetSemanticCommitVersion()
|
|
||||||
{
|
|
||||||
// v0.1-2-g12345678 (where 2 is the amount of commits, g stands for git)
|
|
||||||
string version = GetVersionString();
|
|
||||||
// 0.1-2
|
|
||||||
version = version.Substring(1, version.LastIndexOf('-') - 1);
|
|
||||||
// 0.1.2
|
|
||||||
version = version.Replace('-', '.');
|
|
||||||
|
|
||||||
return version;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get version string.
|
|
||||||
///
|
|
||||||
/// Format: `v0.1-2-g12345678` (where 2 is the amount of commits since the last tag)
|
|
||||||
///
|
|
||||||
/// See: https://softwareengineering.stackexchange.com/questions/141973/how-do-you-achieve-a-numeric-versioning-scheme-with-git
|
|
||||||
/// </summary>
|
|
||||||
static string GetVersionString()
|
|
||||||
{
|
|
||||||
return Run(@"describe --tags --long --match ""v[0-9]*""");
|
|
||||||
|
|
||||||
// Todo - implement split function based on this more complete query
|
|
||||||
// return Run(@"describe --long --tags --dirty --always");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Runs git binary with any given arguments and returns the output.
|
|
||||||
/// </summary>
|
|
||||||
static string Run(string arguments)
|
|
||||||
{
|
|
||||||
using (var process = new System.Diagnostics.Process()) {
|
|
||||||
string workingDirectory = UnityEngine.Application.dataPath;
|
|
||||||
|
|
||||||
string output, errors;
|
|
||||||
int exitCode = process.Run(application, arguments, workingDirectory, out output, out errors);
|
|
||||||
if (exitCode != 0) { throw new GitException(exitCode, errors); }
|
|
||||||
|
|
||||||
return output;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
-3
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: cdec7fa0f5bb44958fdf74d4658a4601
|
|
||||||
timeCreated: 1587495075
|
|
||||||
-14
@@ -1,14 +0,0 @@
|
|||||||
using System;
|
|
||||||
|
|
||||||
namespace UnityBuilderAction.Versioning
|
|
||||||
{
|
|
||||||
public class GitException : InvalidOperationException
|
|
||||||
{
|
|
||||||
public readonly int code;
|
|
||||||
|
|
||||||
public GitException(int code, string errors) : base(errors)
|
|
||||||
{
|
|
||||||
this.code = code;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
-3
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 4d375e209fd14fc5bc2f3dc3c78ac574
|
|
||||||
timeCreated: 1587490750
|
|
||||||
-32
@@ -1,32 +0,0 @@
|
|||||||
using System;
|
|
||||||
using UnityEditor;
|
|
||||||
|
|
||||||
namespace UnityBuilderAction.Versioning
|
|
||||||
{
|
|
||||||
public class VersionApplicator
|
|
||||||
{
|
|
||||||
public static void SetVersion(string version)
|
|
||||||
{
|
|
||||||
if (version == "none") {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Apply(version);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void SetAndroidVersionCode(string androidVersionCode) {
|
|
||||||
int bundleVersionCode = Int32.Parse(androidVersionCode);
|
|
||||||
if (bundleVersionCode <= 0) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
PlayerSettings.Android.bundleVersionCode = bundleVersionCode;
|
|
||||||
}
|
|
||||||
|
|
||||||
static void Apply(string version)
|
|
||||||
{
|
|
||||||
PlayerSettings.bundleVersion = version;
|
|
||||||
PlayerSettings.macOS.buildNumber = version;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Vendored
-3
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 30483367ddc84699a0da377ccb93769a
|
|
||||||
timeCreated: 1587504315
|
|
||||||
-10
@@ -1,10 +0,0 @@
|
|||||||
namespace UnityBuilderAction.Versioning
|
|
||||||
{
|
|
||||||
public static class VersionGenerator
|
|
||||||
{
|
|
||||||
public static string Generate()
|
|
||||||
{
|
|
||||||
return Git.GenerateSemanticCommitVersion();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Vendored
-3
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 9892e03ae8314b7eacd793c8002de007
|
|
||||||
timeCreated: 1587490842
|
|
||||||
@@ -1,51 +0,0 @@
|
|||||||
{
|
|
||||||
"dependencies": {
|
|
||||||
"com.unity.2d.sprite": "1.0.0",
|
|
||||||
"com.unity.2d.tilemap": "1.0.0",
|
|
||||||
"com.unity.ads": "2.0.8",
|
|
||||||
"com.unity.analytics": "3.3.2",
|
|
||||||
"com.unity.collab-proxy": "1.2.16",
|
|
||||||
"com.unity.ext.nunit": "1.0.0",
|
|
||||||
"com.unity.ide.rider": "1.1.0",
|
|
||||||
"com.unity.ide.vscode": "1.1.2",
|
|
||||||
"com.unity.multiplayer-hlapi": "1.0.2",
|
|
||||||
"com.unity.package-manager-ui": "2.2.0",
|
|
||||||
"com.unity.purchasing": "2.0.6",
|
|
||||||
"com.unity.test-framework": "1.0.13",
|
|
||||||
"com.unity.textmeshpro": "2.0.1",
|
|
||||||
"com.unity.timeline": "1.1.0",
|
|
||||||
"com.unity.ugui": "1.0.0",
|
|
||||||
"com.unity.xr.legacyinputhelpers": "2.0.2",
|
|
||||||
"com.unity.modules.ai": "1.0.0",
|
|
||||||
"com.unity.modules.androidjni": "1.0.0",
|
|
||||||
"com.unity.modules.animation": "1.0.0",
|
|
||||||
"com.unity.modules.assetbundle": "1.0.0",
|
|
||||||
"com.unity.modules.audio": "1.0.0",
|
|
||||||
"com.unity.modules.cloth": "1.0.0",
|
|
||||||
"com.unity.modules.director": "1.0.0",
|
|
||||||
"com.unity.modules.imageconversion": "1.0.0",
|
|
||||||
"com.unity.modules.imgui": "1.0.0",
|
|
||||||
"com.unity.modules.jsonserialize": "1.0.0",
|
|
||||||
"com.unity.modules.particlesystem": "1.0.0",
|
|
||||||
"com.unity.modules.physics": "1.0.0",
|
|
||||||
"com.unity.modules.physics2d": "1.0.0",
|
|
||||||
"com.unity.modules.screencapture": "1.0.0",
|
|
||||||
"com.unity.modules.terrain": "1.0.0",
|
|
||||||
"com.unity.modules.terrainphysics": "1.0.0",
|
|
||||||
"com.unity.modules.tilemap": "1.0.0",
|
|
||||||
"com.unity.modules.ui": "1.0.0",
|
|
||||||
"com.unity.modules.uielements": "1.0.0",
|
|
||||||
"com.unity.modules.umbra": "1.0.0",
|
|
||||||
"com.unity.modules.unityanalytics": "1.0.0",
|
|
||||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
|
||||||
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
|
|
||||||
"com.unity.modules.unitywebrequestaudio": "1.0.0",
|
|
||||||
"com.unity.modules.unitywebrequesttexture": "1.0.0",
|
|
||||||
"com.unity.modules.unitywebrequestwww": "1.0.0",
|
|
||||||
"com.unity.modules.vehicles": "1.0.0",
|
|
||||||
"com.unity.modules.video": "1.0.0",
|
|
||||||
"com.unity.modules.vr": "1.0.0",
|
|
||||||
"com.unity.modules.wind": "1.0.0",
|
|
||||||
"com.unity.modules.xr": "1.0.0"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,19 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!11 &1
|
|
||||||
AudioManager:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
serializedVersion: 2
|
|
||||||
m_Volume: 1
|
|
||||||
Rolloff Scale: 1
|
|
||||||
Doppler Factor: 1
|
|
||||||
Default Speaker Mode: 2
|
|
||||||
m_SampleRate: 0
|
|
||||||
m_DSPBufferSize: 1024
|
|
||||||
m_VirtualVoiceCount: 512
|
|
||||||
m_RealVoiceCount: 32
|
|
||||||
m_SpatializerPlugin:
|
|
||||||
m_AmbisonicDecoderPlugin:
|
|
||||||
m_DisableAudio: 0
|
|
||||||
m_VirtualizeEffects: 1
|
|
||||||
m_RequestedDSPBufferSize: 0
|
|
||||||
@@ -1,6 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!236 &1
|
|
||||||
ClusterInputManager:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_Inputs: []
|
|
||||||
@@ -1,35 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!55 &1
|
|
||||||
PhysicsManager:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
serializedVersion: 13
|
|
||||||
m_Gravity: {x: 0, y: -9.81, z: 0}
|
|
||||||
m_DefaultMaterial: {fileID: 0}
|
|
||||||
m_BounceThreshold: 2
|
|
||||||
m_SleepThreshold: 0.005
|
|
||||||
m_DefaultContactOffset: 0.01
|
|
||||||
m_DefaultSolverIterations: 6
|
|
||||||
m_DefaultSolverVelocityIterations: 1
|
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+38348
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File diff suppressed because one or more lines are too long
+1
-1
File diff suppressed because one or more lines are too long
+15
-588
@@ -83,11 +83,23 @@ The above copyright notice and this permission notice shall be included in all c
|
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|
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||||||
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.
|
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.
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||||||
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||||||
@azure/abort-controller
|
@actions/tool-cache
|
||||||
MIT
|
MIT
|
||||||
The MIT License (MIT)
|
The MIT License (MIT)
|
||||||
|
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Copyright (c) 2020 Microsoft
|
Copyright 2019 GitHub
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||||||
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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:
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||||||
|
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||||||
|
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
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|
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||||||
|
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.
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@azure/abort-controller
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MIT
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Copyright (c) Microsoft Corporation.
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MIT License
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||||||
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Permission is hereby granted, free of charge, to any person obtaining a copy
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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of this software and associated documentation files (the "Software"), to deal
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@@ -99,7 +111,7 @@ furnished to do so, subject to the following conditions:
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|||||||
The above copyright notice and this permission notice shall be included in all
|
The above copyright notice and this permission notice shall be included in all
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||||||
copies or substantial portions of the Software.
|
copies or substantial portions of the Software.
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||||||
|
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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IN THE SOFTWARE.
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IN THE SOFTWARE.
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@game-ci/unity-engine-core
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||||||
MIT
|
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||||||
MIT License
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|
||||||
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|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy
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|
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|
||||||
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|
||||||
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|
||||||
@protobuf-ts/runtime
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|
||||||
(Apache-2.0 AND BSD-3-Clause)
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|
||||||
Apache License
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|
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@protobuf-ts/runtime-rpc
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|
||||||
Apache-2.0
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|
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"License" shall mean the terms and conditions for use, reproduction,
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source, and configuration files.
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use, offer to sell, sell, import, and otherwise transfer the Work,
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|
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where such license applies only to those patent claims licensable
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institute patent litigation against any entity (including a
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that such additional attribution notices cannot be construed
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for use, reproduction, or distribution of Your modifications, or
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reproduction, and distribution of the Work otherwise complies with
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the conditions stated in this License.
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any Contribution intentionally submitted for inclusion in the Work
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by You to the Licensor shall be under the terms and conditions of
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Notwithstanding the above, nothing herein shall supersede or modify
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|
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with Licensor regarding such Contributions.
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|
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|
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|
|
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names, trademarks, service marks, or product names of the Licensor,
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except as required for reasonable and customary use in describing the
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origin of the Work and reproducing the content of the NOTICE file.
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|
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|
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
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implied, including, without limitation, any warranties or conditions
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|
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of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
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PARTICULAR PURPOSE. You are solely responsible for determining the
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appropriateness of using or redistributing the Work and assume any
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risks associated with Your exercise of permissions under this License.
|
|
||||||
|
|
||||||
8. Limitation of Liability. In no event and under no legal theory,
|
|
||||||
whether in tort (including negligence), contract, or otherwise,
|
|
||||||
unless required by applicable law (such as deliberate and grossly
|
|
||||||
negligent acts) or agreed to in writing, shall any Contributor be
|
|
||||||
liable to You for damages, including any direct, indirect, special,
|
|
||||||
incidental, or consequential damages of any character arising as a
|
|
||||||
result of this License or out of the use or inability to use the
|
|
||||||
Work (including but not limited to damages for loss of goodwill,
|
|
||||||
work stoppage, computer failure or malfunction, or any and all
|
|
||||||
other commercial damages or losses), even if such Contributor
|
|
||||||
has been advised of the possibility of such damages.
|
|
||||||
|
|
||||||
9. Accepting Warranty or Additional Liability. While redistributing
|
|
||||||
the Work or Derivative Works thereof, You may choose to offer,
|
|
||||||
and charge a fee for, acceptance of support, warranty, indemnity,
|
|
||||||
or other liability obligations and/or rights consistent with this
|
|
||||||
License. However, in accepting such obligations, You may act only
|
|
||||||
on Your own behalf and on Your sole responsibility, not on behalf
|
|
||||||
of any other Contributor, and only if You agree to indemnify,
|
|
||||||
defend, and hold each Contributor harmless for any liability
|
|
||||||
incurred by, or claims asserted against, such Contributor by reason
|
|
||||||
of your accepting any such warranty or additional liability.
|
|
||||||
|
|
||||||
|
|
||||||
@typespec/ts-http-runtime
|
@typespec/ts-http-runtime
|
||||||
MIT
|
MIT
|
||||||
Copyright (c) Microsoft Corporation.
|
Copyright (c) Microsoft Corporation.
|
||||||
@@ -810,16 +441,6 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|||||||
SOFTWARE.
|
SOFTWARE.
|
||||||
|
|
||||||
|
|
||||||
@vercel/ncc
|
|
||||||
MIT
|
|
||||||
Copyright 2018 ZEIT, Inc.
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
agent-base
|
agent-base
|
||||||
MIT
|
MIT
|
||||||
(The MIT License)
|
(The MIT License)
|
||||||
@@ -917,31 +538,6 @@ 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.
|
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||||
|
|
||||||
|
|
||||||
cross-fetch
|
|
||||||
MIT
|
|
||||||
The MIT License (MIT)
|
|
||||||
|
|
||||||
Copyright (c) 2017 Leonardo Quixadá
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
|
|
||||||
debug
|
debug
|
||||||
MIT
|
MIT
|
||||||
(The MIT License)
|
(The MIT License)
|
||||||
@@ -991,56 +587,6 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|||||||
SOFTWARE.
|
SOFTWARE.
|
||||||
|
|
||||||
|
|
||||||
graphql
|
|
||||||
MIT
|
|
||||||
MIT License
|
|
||||||
|
|
||||||
Copyright (c) GraphQL Contributors
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
|
|
||||||
graphql-request
|
|
||||||
MIT
|
|
||||||
MIT License
|
|
||||||
|
|
||||||
Copyright (c) 2022 Jason Kuhrt
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
|
|
||||||
has-flag
|
has-flag
|
||||||
MIT
|
MIT
|
||||||
MIT License
|
MIT License
|
||||||
@@ -1149,56 +695,6 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|||||||
SOFTWARE.
|
SOFTWARE.
|
||||||
|
|
||||||
|
|
||||||
nanoid
|
|
||||||
MIT
|
|
||||||
The MIT License (MIT)
|
|
||||||
|
|
||||||
Copyright 2017 Andrey Sitnik <[email protected]>
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
|
|
||||||
node-fetch
|
|
||||||
MIT
|
|
||||||
The MIT License (MIT)
|
|
||||||
|
|
||||||
Copyright (c) 2016 David Frank
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
semver
|
semver
|
||||||
ISC
|
ISC
|
||||||
The ISC License
|
The ISC License
|
||||||
@@ -1231,9 +727,6 @@ The above copyright notice and this permission notice shall be included in all c
|
|||||||
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.
|
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.
|
||||||
|
|
||||||
|
|
||||||
tr46
|
|
||||||
MIT
|
|
||||||
|
|
||||||
tslib
|
tslib
|
||||||
0BSD
|
0BSD
|
||||||
Copyright (c) Microsoft Corporation.
|
Copyright (c) Microsoft Corporation.
|
||||||
@@ -1297,69 +790,3 @@ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|||||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
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
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
SOFTWARE.
|
SOFTWARE.
|
||||||
|
|
||||||
|
|
||||||
unity-changeset
|
|
||||||
MIT
|
|
||||||
MIT License
|
|
||||||
|
|
||||||
Copyright (c) 2020 mob-sakai
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
|
|
||||||
webidl-conversions
|
|
||||||
BSD-2-Clause
|
|
||||||
# The BSD 2-Clause License
|
|
||||||
|
|
||||||
Copyright (c) 2014, Domenic Denicola
|
|
||||||
All rights reserved.
|
|
||||||
|
|
||||||
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
|
|
||||||
|
|
||||||
1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
|
|
||||||
|
|
||||||
2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
|
|
||||||
|
|
||||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
|
|
||||||
|
|
||||||
whatwg-url
|
|
||||||
MIT
|
|
||||||
The MIT License (MIT)
|
|
||||||
|
|
||||||
Copyright (c) 2015–2016 Sebastian Mayr
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|||||||
Vendored
-60
@@ -1,60 +0,0 @@
|
|||||||
#!/usr/bin/env bash
|
|
||||||
|
|
||||||
#
|
|
||||||
# Perform Activation
|
|
||||||
#
|
|
||||||
|
|
||||||
if [ "$SKIP_ACTIVATION" != "true" ]; then
|
|
||||||
UNITY_LICENSE_PATH="/Library/Application Support/Unity"
|
|
||||||
|
|
||||||
if [ ! -d "$UNITY_LICENSE_PATH" ]; then
|
|
||||||
echo "Creating Unity License Directory"
|
|
||||||
sudo mkdir -p "$UNITY_LICENSE_PATH"
|
|
||||||
sudo chmod -R 777 "$UNITY_LICENSE_PATH"
|
|
||||||
fi;
|
|
||||||
|
|
||||||
ACTIVATE_LICENSE_PATH="$ACTION_FOLDER/BlankProject"
|
|
||||||
mkdir -p "$ACTIVATE_LICENSE_PATH"
|
|
||||||
|
|
||||||
source $ACTION_FOLDER/platforms/mac/steps/activate.sh
|
|
||||||
else
|
|
||||||
echo "Skipping activation"
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Run Build
|
|
||||||
#
|
|
||||||
|
|
||||||
source $ACTION_FOLDER/platforms/mac/steps/build.sh
|
|
||||||
|
|
||||||
#
|
|
||||||
# License Cleanup
|
|
||||||
#
|
|
||||||
|
|
||||||
if [ "$SKIP_ACTIVATION" != "true" ]; then
|
|
||||||
source $ACTION_FOLDER/platforms/mac/steps/return_license.sh
|
|
||||||
rm -r "$ACTIVATE_LICENSE_PATH"
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Instructions for debugging
|
|
||||||
#
|
|
||||||
|
|
||||||
if [[ $BUILD_EXIT_CODE -gt 0 ]]; then
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Failure #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
echo "Please note that the exit code is not very descriptive."
|
|
||||||
echo "Most likely it will not help you solve the issue."
|
|
||||||
echo ""
|
|
||||||
echo "To find the reason for failure: please search for errors in the log above and check for annotations in the summary view."
|
|
||||||
echo ""
|
|
||||||
fi;
|
|
||||||
|
|
||||||
#
|
|
||||||
# Exit with code from the build step.
|
|
||||||
#
|
|
||||||
|
|
||||||
exit $BUILD_EXIT_CODE
|
|
||||||
Vendored
-86
@@ -1,86 +0,0 @@
|
|||||||
#!/usr/bin/env bash
|
|
||||||
|
|
||||||
# Run in ACTIVATE_LICENSE_PATH directory
|
|
||||||
echo "Changing to \"$ACTIVATE_LICENSE_PATH\" directory."
|
|
||||||
pushd "$ACTIVATE_LICENSE_PATH"
|
|
||||||
|
|
||||||
if [[ -n "$UNITY_SERIAL" && -n "$UNITY_EMAIL" && -n "$UNITY_PASSWORD" ]]; then
|
|
||||||
#
|
|
||||||
# SERIAL LICENSE MODE
|
|
||||||
#
|
|
||||||
# This will activate unity, using the serial activation process.
|
|
||||||
#
|
|
||||||
|
|
||||||
echo "Requesting activation"
|
|
||||||
|
|
||||||
# Activate license
|
|
||||||
/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/MacOS/Unity \
|
|
||||||
-logFile - \
|
|
||||||
-batchmode \
|
|
||||||
-nographics \
|
|
||||||
-quit \
|
|
||||||
-serial "$UNITY_SERIAL" \
|
|
||||||
-username "$UNITY_EMAIL" \
|
|
||||||
-password "$UNITY_PASSWORD" \
|
|
||||||
-projectPath "$ACTIVATE_LICENSE_PATH"
|
|
||||||
|
|
||||||
# Store the exit code from the verify command
|
|
||||||
UNITY_EXIT_CODE=$?
|
|
||||||
|
|
||||||
elif [[ -n "$UNITY_LICENSING_SERVER" ]]; then
|
|
||||||
#
|
|
||||||
# Custom Unity License Server
|
|
||||||
#
|
|
||||||
echo "Adding licensing server config"
|
|
||||||
mkdir -p "$UNITY_LICENSE_PATH/config/"
|
|
||||||
cp "$ACTION_FOLDER/unity-config/services-config.json" "$UNITY_LICENSE_PATH/config/services-config.json"
|
|
||||||
|
|
||||||
/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/Frameworks/UnityLicensingClient.app/Contents/MacOS/Unity.Licensing.Client \
|
|
||||||
--acquire-floating > license.txt
|
|
||||||
|
|
||||||
# Store the exit code from the verify command
|
|
||||||
UNITY_EXIT_CODE=$?
|
|
||||||
|
|
||||||
if [ $UNITY_EXIT_CODE -eq 0 ]; then
|
|
||||||
PARSEDFILE=$(grep -oE '\"[^"]*\"' < license.txt | tr -d '"')
|
|
||||||
export FLOATING_LICENSE
|
|
||||||
FLOATING_LICENSE=$(sed -n 2p <<< "$PARSEDFILE")
|
|
||||||
FLOATING_LICENSE_TIMEOUT=$(sed -n 4p <<< "$PARSEDFILE")
|
|
||||||
|
|
||||||
echo "Acquired floating license: \"$FLOATING_LICENSE\" with timeout $FLOATING_LICENSE_TIMEOUT"
|
|
||||||
fi
|
|
||||||
else
|
|
||||||
#
|
|
||||||
# NO LICENSE ACTIVATION STRATEGY MATCHED
|
|
||||||
#
|
|
||||||
# This will exit since no activation strategies could be matched.
|
|
||||||
#
|
|
||||||
echo "License activation strategy could not be determined."
|
|
||||||
echo ""
|
|
||||||
echo "Visit https://game.ci/docs/github/activation for more"
|
|
||||||
echo "details on how to set up one of the possible activation strategies."
|
|
||||||
|
|
||||||
echo "::error ::No valid license activation strategy could be determined. Make sure to provide UNITY_EMAIL, UNITY_PASSWORD, and either a UNITY_SERIAL \
|
|
||||||
or UNITY_LICENSE. Otherwise please use UNITY_LICENSING_SERVER. See more info at https://game.ci/docs/github/activation"
|
|
||||||
|
|
||||||
# Immediately exit as no UNITY_EXIT_CODE can be derived.
|
|
||||||
exit 1;
|
|
||||||
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display information about the result
|
|
||||||
#
|
|
||||||
if [ $UNITY_EXIT_CODE -eq 0 ]; then
|
|
||||||
# Activation was a success
|
|
||||||
echo "Activation complete."
|
|
||||||
else
|
|
||||||
# Activation failed so exit with the code from the license verification step
|
|
||||||
echo "Unclassified error occured while trying to activate license."
|
|
||||||
echo "Exit code was: $UNITY_EXIT_CODE"
|
|
||||||
echo "::error ::There was an error while trying to activate the Unity license."
|
|
||||||
exit $UNITY_EXIT_CODE
|
|
||||||
fi
|
|
||||||
|
|
||||||
# Return to previous working directory
|
|
||||||
popd
|
|
||||||
Vendored
-214
@@ -1,214 +0,0 @@
|
|||||||
#!/usr/bin/env bash
|
|
||||||
|
|
||||||
#
|
|
||||||
# Set project path
|
|
||||||
#
|
|
||||||
|
|
||||||
UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
|
|
||||||
echo "Using project path \"$UNITY_PROJECT_PATH\"."
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display the name for the build, doubles as the output name
|
|
||||||
#
|
|
||||||
|
|
||||||
echo "Using build name \"$BUILD_NAME\"."
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display the build's target platform;
|
|
||||||
#
|
|
||||||
|
|
||||||
echo "Using build target \"$BUILD_TARGET\"."
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display the build profile
|
|
||||||
#
|
|
||||||
|
|
||||||
if [ -z "$BUILD_PROFILE" ]; then
|
|
||||||
# User has not provided a build profile
|
|
||||||
#
|
|
||||||
echo "Doing a default \"$BUILD_TARGET\" platform build."
|
|
||||||
#
|
|
||||||
else
|
|
||||||
# User has provided a path to a build profile `.asset` file
|
|
||||||
#
|
|
||||||
echo "Using build profile \"$BUILD_PROFILE\" relative to \"$UNITY_PROJECT_PATH\"."
|
|
||||||
#
|
|
||||||
fi
|
|
||||||
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display build path and file
|
|
||||||
#
|
|
||||||
|
|
||||||
echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"."
|
|
||||||
BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH"
|
|
||||||
CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE"
|
|
||||||
|
|
||||||
#
|
|
||||||
# Set the build method, must reference one of:
|
|
||||||
#
|
|
||||||
# - <NamespaceName.ClassName.MethodName>
|
|
||||||
# - <ClassName.MethodName>
|
|
||||||
#
|
|
||||||
# For example: `BuildCommand.PerformBuild`
|
|
||||||
#
|
|
||||||
# The method must be declared static and placed in project/Assets/Editor
|
|
||||||
#
|
|
||||||
|
|
||||||
if [ -z "$BUILD_METHOD" ]; then
|
|
||||||
# User has not provided their own build command.
|
|
||||||
#
|
|
||||||
# Use the script from this action which builds the scenes that are enabled in
|
|
||||||
# the project.
|
|
||||||
#
|
|
||||||
echo "Using built-in build method."
|
|
||||||
# Create Editor directory if it does not exist
|
|
||||||
mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
|
|
||||||
# Copy the build script of Unity Builder action
|
|
||||||
cp -R "$ACTION_FOLDER/default-build-script/Assets/Editor/" "$UNITY_PROJECT_PATH/Assets/Editor/"
|
|
||||||
# Set the Build method to that of UnityBuilder Action
|
|
||||||
BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
|
|
||||||
# Verify recursive paths
|
|
||||||
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
|
|
||||||
#
|
|
||||||
else
|
|
||||||
# User has provided their own build method.
|
|
||||||
# Assume they also bring their own script.
|
|
||||||
#
|
|
||||||
echo "Using build method \"$BUILD_METHOD\"."
|
|
||||||
#
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Prepare Android keystore and SDK, if needed
|
|
||||||
#
|
|
||||||
|
|
||||||
if [[ "$BUILD_TARGET" == "Android" && -n "$ANDROID_KEYSTORE_NAME" && -n "$ANDROID_KEYSTORE_BASE64" ]]; then
|
|
||||||
echo "Creating Android keystore."
|
|
||||||
echo "$ANDROID_KEYSTORE_BASE64" | base64 --decode > "$UNITY_PROJECT_PATH/$ANDROID_KEYSTORE_NAME"
|
|
||||||
echo "Created Android keystore."
|
|
||||||
else
|
|
||||||
echo "Not creating Android keystore."
|
|
||||||
fi
|
|
||||||
|
|
||||||
if [[ "$BUILD_TARGET" == "Android" && -n "$ANDROID_SDK_MANAGER_PARAMETERS" ]]; then
|
|
||||||
echo "Updating Android SDK with parameters: $ANDROID_SDK_MANAGER_PARAMETERS"
|
|
||||||
ANDROID_INSTALL_LOCATION="/Applications/Unity/Hub/Editor/$UNITY_VERSION/PlaybackEngines/AndroidPlayer"
|
|
||||||
export JAVA_HOME="$ANDROID_INSTALL_LOCATION/OpenJDK"
|
|
||||||
export ANDROID_HOME="$ANDROID_INSTALL_LOCATION/SDK"
|
|
||||||
yes | "$ANDROID_HOME/tools/bin/sdkmanager" "$ANDROID_SDK_MANAGER_PARAMETERS"
|
|
||||||
echo "Updated Android SDK."
|
|
||||||
else
|
|
||||||
echo "Not updating Android SDK."
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Pre-build debug information
|
|
||||||
#
|
|
||||||
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Custom parameters #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
|
|
||||||
echo "$CUSTOM_PARAMETERS"
|
|
||||||
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Current build dir #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
|
|
||||||
echo "Creating \"$BUILD_PATH_FULL\" if it does not exist."
|
|
||||||
mkdir -p "$BUILD_PATH_FULL"
|
|
||||||
ls -alh "$BUILD_PATH_FULL"
|
|
||||||
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Project directory #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
|
|
||||||
ls -alh "$UNITY_PROJECT_PATH"
|
|
||||||
|
|
||||||
#
|
|
||||||
# Build
|
|
||||||
#
|
|
||||||
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Building project #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
|
|
||||||
# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
|
|
||||||
|
|
||||||
/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/MacOS/Unity \
|
|
||||||
-logFile - \
|
|
||||||
$( [ "${MANUAL_EXIT}" == "true" ] || echo "-quit" ) \
|
|
||||||
-batchmode \
|
|
||||||
$( [ "${ENABLE_GPU}" == "true" ] || echo "-nographics" ) \
|
|
||||||
-customBuildName "$BUILD_NAME" \
|
|
||||||
-projectPath "$UNITY_PROJECT_PATH" \
|
|
||||||
$( [ -z "$BUILD_PROFILE" ] && echo "-buildTarget $BUILD_TARGET") \
|
|
||||||
-customBuildTarget "$BUILD_TARGET" \
|
|
||||||
-customBuildPath "$CUSTOM_BUILD_PATH" \
|
|
||||||
-customBuildProfile "$BUILD_PROFILE" \
|
|
||||||
${BUILD_PROFILE:+-activeBuildProfile} ${BUILD_PROFILE:+"$BUILD_PROFILE"} \
|
|
||||||
-executeMethod "$BUILD_METHOD" \
|
|
||||||
-buildVersion "$VERSION" \
|
|
||||||
-androidVersionCode "$ANDROID_VERSION_CODE" \
|
|
||||||
-androidKeystoreName "$ANDROID_KEYSTORE_NAME" \
|
|
||||||
-androidKeystorePass "$ANDROID_KEYSTORE_PASS" \
|
|
||||||
-androidKeyaliasName "$ANDROID_KEYALIAS_NAME" \
|
|
||||||
-androidKeyaliasPass "$ANDROID_KEYALIAS_PASS" \
|
|
||||||
-androidTargetSdkVersion "$ANDROID_TARGET_SDK_VERSION" \
|
|
||||||
-androidExportType "$ANDROID_EXPORT_TYPE" \
|
|
||||||
-androidSymbolType "$ANDROID_SYMBOL_TYPE" \
|
|
||||||
$CUSTOM_PARAMETERS
|
|
||||||
|
|
||||||
# Catch exit code
|
|
||||||
BUILD_EXIT_CODE=$?
|
|
||||||
|
|
||||||
# Display logs
|
|
||||||
cat "$UNITY_PROJECT_PATH/out.log"
|
|
||||||
|
|
||||||
# Display results
|
|
||||||
if [ $BUILD_EXIT_CODE -eq 0 ]; then
|
|
||||||
echo "Build succeeded";
|
|
||||||
else
|
|
||||||
echo "Build failed, with exit code $BUILD_EXIT_CODE";
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Permissions
|
|
||||||
#
|
|
||||||
|
|
||||||
# Make a given user owner of all artifacts
|
|
||||||
if [[ -n "$CHOWN_FILES_TO" ]]; then
|
|
||||||
chown -R "$CHOWN_FILES_TO" "$BUILD_PATH_FULL"
|
|
||||||
chown -R "$CHOWN_FILES_TO" "$UNITY_PROJECT_PATH"
|
|
||||||
fi
|
|
||||||
|
|
||||||
# Add read permissions for everyone to all artifacts
|
|
||||||
chmod -R a+r "$BUILD_PATH_FULL"
|
|
||||||
chmod -R a+r "$UNITY_PROJECT_PATH"
|
|
||||||
|
|
||||||
# Add execute permissions to specific files
|
|
||||||
if [[ "$BUILD_TARGET" == "StandaloneOSX" ]]; then
|
|
||||||
OSX_EXECUTABLE_PATH="$BUILD_PATH_FULL/$BUILD_NAME.app/Contents/MacOS"
|
|
||||||
find "$OSX_EXECUTABLE_PATH" -type f -exec chmod +x {} \;
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Results
|
|
||||||
#
|
|
||||||
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Build output #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
|
|
||||||
ls -alh "$BUILD_PATH_FULL"
|
|
||||||
-32
@@ -1,32 +0,0 @@
|
|||||||
#!/usr/bin/env bash
|
|
||||||
|
|
||||||
# Run in ACTIVATE_LICENSE_PATH directory
|
|
||||||
echo "Changing to \"$ACTIVATE_LICENSE_PATH\" directory."
|
|
||||||
pushd "$ACTIVATE_LICENSE_PATH"
|
|
||||||
|
|
||||||
if [[ -n "$UNITY_LICENSING_SERVER" ]]; then
|
|
||||||
#
|
|
||||||
# Return any floating license used.
|
|
||||||
#
|
|
||||||
echo "Returning floating license: \"$FLOATING_LICENSE\""
|
|
||||||
/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/Frameworks/UnityLicensingClient.app/Contents/MacOS/Unity.Licensing.Client \
|
|
||||||
--return-floating "$FLOATING_LICENSE"
|
|
||||||
elif [[ -n "$UNITY_SERIAL" ]]; then
|
|
||||||
#
|
|
||||||
# SERIAL LICENSE MODE
|
|
||||||
#
|
|
||||||
# This will return the license that is currently in use.
|
|
||||||
#
|
|
||||||
/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/MacOS/Unity \
|
|
||||||
-logFile - \
|
|
||||||
-batchmode \
|
|
||||||
-nographics \
|
|
||||||
-quit \
|
|
||||||
-username "$UNITY_EMAIL" \
|
|
||||||
-password "$UNITY_PASSWORD" \
|
|
||||||
-returnlicense \
|
|
||||||
-projectPath "$ACTIVATE_LICENSE_PATH"
|
|
||||||
fi
|
|
||||||
|
|
||||||
# Return to previous working directory
|
|
||||||
popd
|
|
||||||
Vendored
-83
@@ -1,83 +0,0 @@
|
|||||||
#!/usr/bin/env bash
|
|
||||||
|
|
||||||
# Ensure machine ID is randomized for personal license activation
|
|
||||||
if [[ "$UNITY_SERIAL" = F* ]]; then
|
|
||||||
echo "Randomizing machine ID for personal license activation"
|
|
||||||
dbus-uuidgen > /etc/machine-id && mkdir -p /var/lib/dbus/ && ln -sf /etc/machine-id /var/lib/dbus/machine-id
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Prepare Android SDK, if needed
|
|
||||||
# We do this here to ensure it has root permissions
|
|
||||||
#
|
|
||||||
|
|
||||||
fullProjectPath="$GITHUB_WORKSPACE/$PROJECT_PATH"
|
|
||||||
|
|
||||||
if [[ "$BUILD_TARGET" == "Android" ]]; then
|
|
||||||
export JAVA_HOME="$(awk -F'=' '/JAVA_HOME=/{print $2}' /usr/bin/unity-editor.d/*)"
|
|
||||||
ANDROID_HOME_DIRECTORY="$(awk -F'=' '/ANDROID_HOME=/{print $2}' /usr/bin/unity-editor.d/*)"
|
|
||||||
SDKMANAGER=$(find $ANDROID_HOME_DIRECTORY/cmdline-tools -name sdkmanager)
|
|
||||||
if [ -z "${SDKMANAGER}" ]
|
|
||||||
then
|
|
||||||
SDKMANAGER=$(find $ANDROID_HOME_DIRECTORY/tools/bin -name sdkmanager)
|
|
||||||
if [ -z "${SDKMANAGER}" ]
|
|
||||||
then
|
|
||||||
echo "No sdkmanager found"
|
|
||||||
exit 1
|
|
||||||
fi
|
|
||||||
fi
|
|
||||||
|
|
||||||
if [[ -n "$ANDROID_SDK_MANAGER_PARAMETERS" ]]; then
|
|
||||||
echo "Updating Android SDK with parameters: $ANDROID_SDK_MANAGER_PARAMETERS"
|
|
||||||
$SDKMANAGER "$ANDROID_SDK_MANAGER_PARAMETERS"
|
|
||||||
else
|
|
||||||
echo "Updating Android SDK with auto detected target API version"
|
|
||||||
# Read the line containing AndroidTargetSdkVersion from the file
|
|
||||||
targetAPILine=$(grep 'AndroidTargetSdkVersion' "$fullProjectPath/ProjectSettings/ProjectSettings.asset")
|
|
||||||
|
|
||||||
# Extract the number after the semicolon
|
|
||||||
targetAPI=$(echo "$targetAPILine" | cut -d':' -f2 | tr -d '[:space:]')
|
|
||||||
|
|
||||||
$SDKMANAGER "platforms;android-$targetAPI"
|
|
||||||
fi
|
|
||||||
|
|
||||||
echo "Updated Android SDK."
|
|
||||||
else
|
|
||||||
echo "Not updating Android SDK."
|
|
||||||
fi
|
|
||||||
|
|
||||||
if [[ "$RUN_AS_HOST_USER" == "true" ]]; then
|
|
||||||
echo "Running as host user"
|
|
||||||
|
|
||||||
# Stop on error if we can't set up the user
|
|
||||||
set -e
|
|
||||||
|
|
||||||
# Get host user/group info so we create files with the correct ownership
|
|
||||||
USERNAME=$(stat -c '%U' "$fullProjectPath")
|
|
||||||
USERID=$(stat -c '%u' "$fullProjectPath")
|
|
||||||
GROUPNAME=$(stat -c '%G' "$fullProjectPath")
|
|
||||||
GROUPID=$(stat -c '%g' "$fullProjectPath")
|
|
||||||
|
|
||||||
groupadd -g $GROUPID $GROUPNAME
|
|
||||||
useradd -u $USERID -g $GROUPID $USERNAME
|
|
||||||
usermod -aG $GROUPNAME $USERNAME
|
|
||||||
mkdir -p "/home/$USERNAME"
|
|
||||||
chown $USERNAME:$GROUPNAME "/home/$USERNAME"
|
|
||||||
|
|
||||||
# Normally need root permissions to access when using su
|
|
||||||
chmod 777 /dev/stdout
|
|
||||||
chmod 777 /dev/stderr
|
|
||||||
|
|
||||||
# Don't stop on error when running our scripts as error handling is baked in
|
|
||||||
set +e
|
|
||||||
|
|
||||||
# Switch to the host user so we can create files with the correct ownership
|
|
||||||
su $USERNAME -c "$SHELL -c 'source /steps/runsteps.sh'"
|
|
||||||
else
|
|
||||||
echo "Running as root"
|
|
||||||
|
|
||||||
# Run as root
|
|
||||||
source /steps/runsteps.sh
|
|
||||||
fi
|
|
||||||
|
|
||||||
exit $?
|
|
||||||
-114
@@ -1,114 +0,0 @@
|
|||||||
#!/usr/bin/env bash
|
|
||||||
|
|
||||||
# if blankproject folder doesn't exist create it
|
|
||||||
if [ ! -d "/BlankProject" ]; then
|
|
||||||
mkdir /BlankProject
|
|
||||||
fi
|
|
||||||
# if blankproject folder doesn't exist create it
|
|
||||||
if [ ! -d "/BlankProject/Assets" ]; then
|
|
||||||
mkdir /BlankProject/Assets
|
|
||||||
fi
|
|
||||||
|
|
||||||
if [[ -n "$UNITY_SERIAL" && -n "$UNITY_EMAIL" && -n "$UNITY_PASSWORD" ]]; then
|
|
||||||
#
|
|
||||||
# SERIAL LICENSE MODE
|
|
||||||
#
|
|
||||||
# This will activate unity, using the serial activation process.
|
|
||||||
#
|
|
||||||
echo "Requesting activation"
|
|
||||||
|
|
||||||
# Loop the unity-editor call until the license is activated with exponential backoff and a maximum of 5 retries
|
|
||||||
retry_count=0
|
|
||||||
|
|
||||||
# Initialize delay to 15 seconds
|
|
||||||
delay=15
|
|
||||||
|
|
||||||
# Loop until UNITY_EXIT_CODE is 0 or retry count reaches 5
|
|
||||||
while [[ $retry_count -lt 5 ]]
|
|
||||||
do
|
|
||||||
# Activate license
|
|
||||||
unity-editor \
|
|
||||||
-logFile /dev/stdout \
|
|
||||||
-quit \
|
|
||||||
-serial "$UNITY_SERIAL" \
|
|
||||||
-username "$UNITY_EMAIL" \
|
|
||||||
-password "$UNITY_PASSWORD" \
|
|
||||||
-projectPath "/BlankProject"
|
|
||||||
|
|
||||||
# Store the exit code from the verify command
|
|
||||||
UNITY_EXIT_CODE=$?
|
|
||||||
|
|
||||||
# Check if UNITY_EXIT_CODE is 0
|
|
||||||
if [[ $UNITY_EXIT_CODE -eq 0 ]]
|
|
||||||
then
|
|
||||||
echo "Activation successful"
|
|
||||||
break
|
|
||||||
else
|
|
||||||
# Increment retry count
|
|
||||||
((retry_count++))
|
|
||||||
|
|
||||||
echo "::warning ::Activation failed, attempting retry #$retry_count"
|
|
||||||
echo "Activation failed, retrying in $delay seconds..."
|
|
||||||
sleep $delay
|
|
||||||
|
|
||||||
# Double the delay for the next iteration
|
|
||||||
delay=$((delay * 2))
|
|
||||||
fi
|
|
||||||
done
|
|
||||||
|
|
||||||
if [[ $retry_count -eq 5 ]]
|
|
||||||
then
|
|
||||||
echo "Activation failed after 5 retries"
|
|
||||||
fi
|
|
||||||
|
|
||||||
elif [[ -n "$UNITY_LICENSING_SERVER" ]]; then
|
|
||||||
#
|
|
||||||
# Custom Unity License Server
|
|
||||||
#
|
|
||||||
echo "Adding licensing server config"
|
|
||||||
|
|
||||||
/opt/unity/Editor/Data/Resources/Licensing/Client/Unity.Licensing.Client --acquire-floating > license.txt #is this accessible in a env variable?
|
|
||||||
|
|
||||||
# Store the exit code from the verify command
|
|
||||||
UNITY_EXIT_CODE=$?
|
|
||||||
|
|
||||||
if [ $UNITY_EXIT_CODE -eq 0 ]; then
|
|
||||||
PARSEDFILE=$(grep -oP '\".*?\"' < license.txt | tr -d '"')
|
|
||||||
export FLOATING_LICENSE
|
|
||||||
FLOATING_LICENSE=$(sed -n 2p <<< "$PARSEDFILE")
|
|
||||||
FLOATING_LICENSE_TIMEOUT=$(sed -n 4p <<< "$PARSEDFILE")
|
|
||||||
|
|
||||||
echo "Acquired floating license: \"$FLOATING_LICENSE\" with timeout $FLOATING_LICENSE_TIMEOUT"
|
|
||||||
fi
|
|
||||||
else
|
|
||||||
#
|
|
||||||
# NO LICENSE ACTIVATION STRATEGY MATCHED
|
|
||||||
#
|
|
||||||
# This will exit since no activation strategies could be matched.
|
|
||||||
#
|
|
||||||
echo "License activation strategy could not be determined."
|
|
||||||
echo ""
|
|
||||||
echo "Visit https://game.ci/docs/github/activation for more"
|
|
||||||
echo "details on how to set up one of the possible activation strategies."
|
|
||||||
|
|
||||||
echo "::error ::No valid license activation strategy could be determined. Make sure to provide UNITY_EMAIL, UNITY_PASSWORD, and either a UNITY_SERIAL \
|
|
||||||
or UNITY_LICENSE. Otherwise please use UNITY_LICENSING_SERVER. See more info at https://game.ci/docs/github/activation"
|
|
||||||
|
|
||||||
# Immediately exit as no UNITY_EXIT_CODE can be derived.
|
|
||||||
exit 1;
|
|
||||||
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display information about the result
|
|
||||||
#
|
|
||||||
if [ $UNITY_EXIT_CODE -eq 0 ]; then
|
|
||||||
# Activation was a success
|
|
||||||
echo "Activation complete."
|
|
||||||
else
|
|
||||||
# Activation failed so exit with the code from the license verification step
|
|
||||||
echo "Unclassified error occured while trying to activate license."
|
|
||||||
echo "Exit code was: $UNITY_EXIT_CODE"
|
|
||||||
echo "::error ::There was an error while trying to activate the Unity license."
|
|
||||||
exit $UNITY_EXIT_CODE
|
|
||||||
fi
|
|
||||||
Vendored
-186
@@ -1,186 +0,0 @@
|
|||||||
#!/usr/bin/env bash
|
|
||||||
|
|
||||||
#
|
|
||||||
# Set project path
|
|
||||||
#
|
|
||||||
|
|
||||||
UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
|
|
||||||
echo "Using project path \"$UNITY_PROJECT_PATH\"."
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display the name for the build, doubles as the output name
|
|
||||||
#
|
|
||||||
|
|
||||||
echo "Using build name \"$BUILD_NAME\"."
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display the build's target platform;
|
|
||||||
#
|
|
||||||
|
|
||||||
echo "Using build target \"$BUILD_TARGET\"."
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display the build profile
|
|
||||||
#
|
|
||||||
|
|
||||||
if [ -z "$BUILD_PROFILE" ]; then
|
|
||||||
# User has not provided a build profile
|
|
||||||
#
|
|
||||||
echo "Doing a default \"$BUILD_TARGET\" platform build."
|
|
||||||
#
|
|
||||||
else
|
|
||||||
# User has provided a path to a build profile `.asset` file
|
|
||||||
#
|
|
||||||
echo "Using build profile \"$BUILD_PROFILE\" relative to \"$UNITY_PROJECT_PATH\"."
|
|
||||||
#
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display build path and file
|
|
||||||
#
|
|
||||||
|
|
||||||
echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"."
|
|
||||||
BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH"
|
|
||||||
CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE"
|
|
||||||
|
|
||||||
#
|
|
||||||
# Set the build method, must reference one of:
|
|
||||||
#
|
|
||||||
# - <NamespaceName.ClassName.MethodName>
|
|
||||||
# - <ClassName.MethodName>
|
|
||||||
#
|
|
||||||
# For example: `BuildCommand.PerformBuild`
|
|
||||||
#
|
|
||||||
# The method must be declared static and placed in project/Assets/Editor
|
|
||||||
#
|
|
||||||
|
|
||||||
if [ -z "$BUILD_METHOD" ]; then
|
|
||||||
# User has not provided their own build command.
|
|
||||||
#
|
|
||||||
# Use the script from this action which builds the scenes that are enabled in
|
|
||||||
# the project.
|
|
||||||
#
|
|
||||||
echo "Using built-in build method."
|
|
||||||
# Create Editor directory if it does not exist
|
|
||||||
mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
|
|
||||||
# Copy the build script of Unity Builder action
|
|
||||||
cp -R "/UnityBuilderAction/Assets/Editor/" "$UNITY_PROJECT_PATH/Assets/Editor/"
|
|
||||||
# Set the Build method to that of UnityBuilder Action
|
|
||||||
BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
|
|
||||||
# Verify recursive paths
|
|
||||||
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
|
|
||||||
#
|
|
||||||
else
|
|
||||||
# User has provided their own build method.
|
|
||||||
# Assume they also bring their own script.
|
|
||||||
#
|
|
||||||
echo "Using build method \"$BUILD_METHOD\"."
|
|
||||||
#
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Pre-build debug information
|
|
||||||
#
|
|
||||||
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Custom parameters #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
|
|
||||||
echo "$CUSTOM_PARAMETERS"
|
|
||||||
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Current build dir #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
|
|
||||||
echo "Creating \"$BUILD_PATH_FULL\" if it does not exist."
|
|
||||||
mkdir -p "$BUILD_PATH_FULL"
|
|
||||||
ls -alh "$BUILD_PATH_FULL"
|
|
||||||
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Project directory #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
|
|
||||||
ls -alh "$UNITY_PROJECT_PATH"
|
|
||||||
|
|
||||||
#
|
|
||||||
# Build
|
|
||||||
#
|
|
||||||
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Building project #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
|
|
||||||
# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
|
|
||||||
|
|
||||||
unity-editor \
|
|
||||||
-logfile /dev/stdout \
|
|
||||||
$( [ "${MANUAL_EXIT}" == "true" ] || echo "-quit" ) \
|
|
||||||
-customBuildName "$BUILD_NAME" \
|
|
||||||
-projectPath "$UNITY_PROJECT_PATH" \
|
|
||||||
$( [ -z "$BUILD_PROFILE" ] && echo "-buildTarget $BUILD_TARGET" ) \
|
|
||||||
-customBuildTarget "$BUILD_TARGET" \
|
|
||||||
-customBuildPath "$CUSTOM_BUILD_PATH" \
|
|
||||||
-customBuildProfile "$BUILD_PROFILE" \
|
|
||||||
${BUILD_PROFILE:+-activeBuildProfile} ${BUILD_PROFILE:+"$BUILD_PROFILE"} \
|
|
||||||
-executeMethod "$BUILD_METHOD" \
|
|
||||||
-buildVersion "$VERSION" \
|
|
||||||
-androidVersionCode "$ANDROID_VERSION_CODE" \
|
|
||||||
-androidKeystoreName "$ANDROID_KEYSTORE_NAME" \
|
|
||||||
-androidKeystorePass "$ANDROID_KEYSTORE_PASS" \
|
|
||||||
-androidKeyaliasName "$ANDROID_KEYALIAS_NAME" \
|
|
||||||
-androidKeyaliasPass "$ANDROID_KEYALIAS_PASS" \
|
|
||||||
-androidTargetSdkVersion "$ANDROID_TARGET_SDK_VERSION" \
|
|
||||||
-androidExportType "$ANDROID_EXPORT_TYPE" \
|
|
||||||
-androidSymbolType "$ANDROID_SYMBOL_TYPE" \
|
|
||||||
$CUSTOM_PARAMETERS
|
|
||||||
|
|
||||||
# Catch exit code
|
|
||||||
BUILD_EXIT_CODE=$?
|
|
||||||
|
|
||||||
# Display results
|
|
||||||
if [ $BUILD_EXIT_CODE -eq 0 ]; then
|
|
||||||
echo "Build succeeded";
|
|
||||||
else
|
|
||||||
echo "Build failed, with exit code $BUILD_EXIT_CODE";
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Permissions
|
|
||||||
#
|
|
||||||
|
|
||||||
# Make a given user owner of all artifacts
|
|
||||||
if [[ -n "$CHOWN_FILES_TO" ]]; then
|
|
||||||
echo "Changing ownership of files to $CHOWN_FILES_TO for $BUILD_PATH_FULL and $UNITY_PROJECT_PATH"
|
|
||||||
chown -R "$CHOWN_FILES_TO" "$BUILD_PATH_FULL"
|
|
||||||
chown -R "$CHOWN_FILES_TO" "$UNITY_PROJECT_PATH"
|
|
||||||
fi
|
|
||||||
|
|
||||||
# Add read permissions for everyone to all artifacts
|
|
||||||
chmod -R a+r "$BUILD_PATH_FULL"
|
|
||||||
chmod -R a+r "$UNITY_PROJECT_PATH"
|
|
||||||
|
|
||||||
# Add execute permissions to specific files
|
|
||||||
if [[ "$BUILD_TARGET" == "StandaloneOSX" ]]; then
|
|
||||||
OSX_EXECUTABLE_PATH="$BUILD_PATH_FULL/$BUILD_NAME.app/Contents/MacOS"
|
|
||||||
find "$OSX_EXECUTABLE_PATH" -type f -exec chmod +x {} \;
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Results
|
|
||||||
#
|
|
||||||
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Build output #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
|
|
||||||
ls -alh "$BUILD_PATH_FULL"
|
|
||||||
-22
@@ -1,22 +0,0 @@
|
|||||||
#!/usr/bin/env bash
|
|
||||||
|
|
||||||
if [[ -n "$UNITY_LICENSING_SERVER" ]]; then
|
|
||||||
#
|
|
||||||
# Return any floating license used.
|
|
||||||
#
|
|
||||||
echo "Returning floating license: \"$FLOATING_LICENSE\""
|
|
||||||
/opt/unity/Editor/Data/Resources/Licensing/Client/Unity.Licensing.Client --return-floating "$FLOATING_LICENSE"
|
|
||||||
elif [[ -n "$UNITY_SERIAL" ]]; then
|
|
||||||
#
|
|
||||||
# SERIAL LICENSE MODE
|
|
||||||
#
|
|
||||||
# This will return the license that is currently in use.
|
|
||||||
#
|
|
||||||
unity-editor \
|
|
||||||
-logFile /dev/stdout \
|
|
||||||
-quit \
|
|
||||||
-returnlicense \
|
|
||||||
-username "$UNITY_EMAIL" \
|
|
||||||
-password "$UNITY_PASSWORD" \
|
|
||||||
-projectPath "/BlankProject"
|
|
||||||
fi
|
|
||||||
-48
@@ -1,48 +0,0 @@
|
|||||||
#!/usr/bin/env bash
|
|
||||||
|
|
||||||
#
|
|
||||||
# Run steps
|
|
||||||
#
|
|
||||||
source /steps/set_extra_git_configs.sh
|
|
||||||
source /steps/set_gitcredential.sh
|
|
||||||
|
|
||||||
if [ "$SKIP_ACTIVATION" != "true" ]; then
|
|
||||||
source /steps/activate.sh
|
|
||||||
|
|
||||||
# If we didn't activate successfully, exit with the exit code from the activation step.
|
|
||||||
if [[ $UNITY_EXIT_CODE -ne 0 ]]; then
|
|
||||||
exit $UNITY_EXIT_CODE
|
|
||||||
fi
|
|
||||||
else
|
|
||||||
echo "Skipping activation"
|
|
||||||
fi
|
|
||||||
|
|
||||||
source /steps/build.sh
|
|
||||||
|
|
||||||
if [ "$SKIP_ACTIVATION" != "true" ]; then
|
|
||||||
source /steps/return_license.sh
|
|
||||||
fi
|
|
||||||
|
|
||||||
#
|
|
||||||
# Instructions for debugging
|
|
||||||
#
|
|
||||||
|
|
||||||
if [[ $BUILD_EXIT_CODE -gt 0 ]]; then
|
|
||||||
echo ""
|
|
||||||
echo "###########################"
|
|
||||||
echo "# Failure #"
|
|
||||||
echo "###########################"
|
|
||||||
echo ""
|
|
||||||
echo "Please note that the exit code is not very descriptive."
|
|
||||||
echo "Most likely it will not help you solve the issue."
|
|
||||||
echo ""
|
|
||||||
echo "To find the reason for failure: please search for errors in the log above and check for annotations in the summary view."
|
|
||||||
echo ""
|
|
||||||
fi;
|
|
||||||
|
|
||||||
#
|
|
||||||
# Exit with code from the build step.
|
|
||||||
#
|
|
||||||
|
|
||||||
# Exiting su
|
|
||||||
exit $BUILD_EXIT_CODE
|
|
||||||
@@ -1,29 +0,0 @@
|
|||||||
#!/usr/bin/env bash
|
|
||||||
|
|
||||||
if [ -z "${GIT_CONFIG_EXTENSIONS}" ]
|
|
||||||
then
|
|
||||||
echo "GIT_CONFIG_EXTENSIONS unset skipping"
|
|
||||||
else
|
|
||||||
echo "GIT_CONFIG_EXTENSIONS is set configuring extra git configs"
|
|
||||||
|
|
||||||
IFS=$'\n'
|
|
||||||
for config in $(echo "${GIT_CONFIG_EXTENSIONS}" | sed 's/\(.*\)=\(.*\)/"\1" "\2"/g'); do
|
|
||||||
if [[ $config =~ \"([^\"]+)\"\ \"([^\"]+)\" ]]; then
|
|
||||||
key="${BASH_REMATCH[1]}"
|
|
||||||
value="${BASH_REMATCH[2]}"
|
|
||||||
else
|
|
||||||
echo "Error parsing config: $config"
|
|
||||||
exit 1
|
|
||||||
fi
|
|
||||||
echo "Adding extra git config: \"$key\" = \"$value\""
|
|
||||||
git config --global --add "$key" "$value"
|
|
||||||
done
|
|
||||||
unset IFS
|
|
||||||
|
|
||||||
fi
|
|
||||||
|
|
||||||
echo "---------- git config --list -------------"
|
|
||||||
git config --list
|
|
||||||
|
|
||||||
echo "---------- git config --list --show-origin -------------"
|
|
||||||
git config --list --show-origin
|
|
||||||
@@ -1,24 +0,0 @@
|
|||||||
#!/usr/bin/env bash
|
|
||||||
|
|
||||||
if [ -z "${GIT_PRIVATE_TOKEN}" ]
|
|
||||||
then
|
|
||||||
echo "GIT_PRIVATE_TOKEN unset skipping"
|
|
||||||
else
|
|
||||||
echo "GIT_PRIVATE_TOKEN is set configuring git credentials"
|
|
||||||
|
|
||||||
git config --global credential.helper store
|
|
||||||
git config --global --replace-all url."https://token:$GIT_PRIVATE_TOKEN@github.com/".insteadOf ssh://[email protected]/
|
|
||||||
git config --global --add url."https://token:$GIT_PRIVATE_TOKEN@github.com/".insteadOf [email protected]
|
|
||||||
git config --global --add url."https://token:$GIT_PRIVATE_TOKEN@github.com/".insteadOf "https://github.com/"
|
|
||||||
|
|
||||||
git config --global url."https://ssh:$GIT_PRIVATE_TOKEN@github.com/".insteadOf "ssh://[email protected]/"
|
|
||||||
git config --global url."https://git:$GIT_PRIVATE_TOKEN@github.com/".insteadOf "[email protected]:"
|
|
||||||
|
|
||||||
fi
|
|
||||||
|
|
||||||
echo "---------- git config --list -------------"
|
|
||||||
git config --list
|
|
||||||
|
|
||||||
echo "---------- git config --list --show-origin -------------"
|
|
||||||
git config --list --show-origin
|
|
||||||
|
|
||||||
Vendored
-93
@@ -1,93 +0,0 @@
|
|||||||
# Activates Unity
|
|
||||||
|
|
||||||
Write-Output ""
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output "# Activating #"
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output ""
|
|
||||||
|
|
||||||
if ( ($null -ne ${env:UNITY_SERIAL}) -and ($null -ne ${env:UNITY_EMAIL}) -and ($null -ne ${env:UNITY_PASSWORD}) )
|
|
||||||
{
|
|
||||||
#
|
|
||||||
# SERIAL LICENSE MODE
|
|
||||||
#
|
|
||||||
# This will activate unity, using the serial activation process.
|
|
||||||
#
|
|
||||||
Write-Output "Requesting activation"
|
|
||||||
|
|
||||||
$ACTIVATION_OUTPUT = Start-Process -FilePath "$Env:UNITY_PATH/Editor/Unity.exe" `
|
|
||||||
-NoNewWindow `
|
|
||||||
-PassThru `
|
|
||||||
-ArgumentList "-batchmode `
|
|
||||||
-quit `
|
|
||||||
-nographics `
|
|
||||||
-username $Env:UNITY_EMAIL `
|
|
||||||
-password $Env:UNITY_PASSWORD `
|
|
||||||
-serial $Env:UNITY_SERIAL `
|
|
||||||
-projectPath c:/BlankProject `
|
|
||||||
-logfile -"
|
|
||||||
|
|
||||||
# Cache the handle so exit code works properly
|
|
||||||
# https://stackoverflow.com/questions/10262231/obtaining-exitcode-using-start-process-and-waitforexit-instead-of-wait
|
|
||||||
$unityHandle = $ACTIVATION_OUTPUT.Handle
|
|
||||||
|
|
||||||
while ($true) {
|
|
||||||
if ($ACTIVATION_OUTPUT.HasExited) {
|
|
||||||
$ACTIVATION_EXIT_CODE = $ACTIVATION_OUTPUT.ExitCode
|
|
||||||
|
|
||||||
# Display results
|
|
||||||
if ($ACTIVATION_EXIT_CODE -eq 0)
|
|
||||||
{
|
|
||||||
Write-Output "Activation Succeeded"
|
|
||||||
} else
|
|
||||||
{
|
|
||||||
Write-Output "Activation failed, with exit code $ACTIVATION_EXIT_CODE"
|
|
||||||
}
|
|
||||||
|
|
||||||
break
|
|
||||||
}
|
|
||||||
|
|
||||||
Start-Sleep -Seconds 3
|
|
||||||
}
|
|
||||||
}
|
|
||||||
elseif( ($null -ne ${env:UNITY_LICENSING_SERVER}))
|
|
||||||
{
|
|
||||||
#
|
|
||||||
# Custom Unity License Server
|
|
||||||
#
|
|
||||||
|
|
||||||
Write-Output "Adding licensing server config"
|
|
||||||
|
|
||||||
$ACTIVATION_OUTPUT = Start-Process -FilePath "$Env:UNITY_PATH\Editor\Data\Resources\Licensing\Client\Unity.Licensing.Client.exe" `
|
|
||||||
-ArgumentList "--acquire-floating" `
|
|
||||||
-NoNewWindow `
|
|
||||||
-PassThru `
|
|
||||||
-Wait `
|
|
||||||
-RedirectStandardOutput "license.txt"
|
|
||||||
|
|
||||||
$PARSEDFILE = (Get-Content "license.txt" | Select-String -AllMatches -Pattern '\".*?\"' | ForEach-Object { $_.Matches.Value }) -replace '"'
|
|
||||||
|
|
||||||
$env:FLOATING_LICENSE = $PARSEDFILE[1]
|
|
||||||
$FLOATING_LICENSE_TIMEOUT = $PARSEDFILE[3]
|
|
||||||
|
|
||||||
Write-Output "Acquired floating license: ""$env:FLOATING_LICENSE"" with timeout $FLOATING_LICENSE_TIMEOUT"
|
|
||||||
# Store the exit code from the verify command
|
|
||||||
$ACTIVATION_EXIT_CODE = $ACTIVATION_OUTPUT.ExitCode
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
#
|
|
||||||
# NO LICENSE ACTIVATION STRATEGY MATCHED
|
|
||||||
#
|
|
||||||
# This will exit since no activation strategies could be matched.
|
|
||||||
#
|
|
||||||
Write-Output "License activation strategy could not be determined."
|
|
||||||
Write-Output ""
|
|
||||||
Write-Output "Visit https://game.ci/docs/github/activation for more"
|
|
||||||
Write-Output "details on how to set up one of the possible activation strategies."
|
|
||||||
|
|
||||||
Write-Output "::error ::No valid license activation strategy could be determined. Make sure to provide UNITY_EMAIL, UNITY_PASSWORD, and either a UNITY_SERIAL \
|
|
||||||
or UNITY_LICENSE. See more info at https://game.ci/docs/github/activation"
|
|
||||||
|
|
||||||
$ACTIVATION_EXIT_CODE = 1;
|
|
||||||
}
|
|
||||||
Vendored
-231
@@ -1,231 +0,0 @@
|
|||||||
#
|
|
||||||
# Set project path
|
|
||||||
#
|
|
||||||
$Env:UNITY_PROJECT_PATH="$Env:GITHUB_WORKSPACE\$Env:PROJECT_PATH"
|
|
||||||
Write-Output "$('Using project path "')$($Env:UNITY_PROJECT_PATH)$('".')"
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display the name for the build, doubles as the output name
|
|
||||||
#
|
|
||||||
|
|
||||||
Write-Output "$('Using build name "')$($Env:BUILD_NAME)$('".')"
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display the build's target platform;
|
|
||||||
#
|
|
||||||
|
|
||||||
Write-Output "$('Using build target "')$($Env:BUILD_TARGET)$('".')"
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display the build profile
|
|
||||||
#
|
|
||||||
|
|
||||||
if ($Env:BUILD_PROFILE)
|
|
||||||
{
|
|
||||||
# User has provided a path to a build profile `.asset` file
|
|
||||||
#
|
|
||||||
Write-Output "$('Using build profile "')$($Env:BUILD_PROFILE)$('" relative to "')$($Env:UNITY_PROJECT_PATH)$('".')"
|
|
||||||
#
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
# User has not provided a build profile
|
|
||||||
#
|
|
||||||
Write-Output "$('Doing a default "')$($Env:BUILD_TARGET)$('" platform build.')"
|
|
||||||
#
|
|
||||||
}
|
|
||||||
|
|
||||||
#
|
|
||||||
# Display build path and file
|
|
||||||
#
|
|
||||||
|
|
||||||
Write-Output "$('Using build path "')$($Env:BUILD_PATH)$('" to save file "')$($Env:BUILD_FILE)$('".')"
|
|
||||||
$Env:BUILD_PATH_FULL="$Env:GITHUB_WORKSPACE\$Env:BUILD_PATH"
|
|
||||||
$Env:CUSTOM_BUILD_PATH="$Env:BUILD_PATH_FULL\$Env:BUILD_FILE"
|
|
||||||
|
|
||||||
#
|
|
||||||
# Set the build method, must reference one of:
|
|
||||||
#
|
|
||||||
# - <NamespaceName.ClassName.MethodName>
|
|
||||||
# - <ClassName.MethodName>
|
|
||||||
#
|
|
||||||
# For example: `BuildCommand.PerformBuild`
|
|
||||||
#
|
|
||||||
# The method must be declared static and placed in project/Assets/Editor
|
|
||||||
#
|
|
||||||
if ($Env:BUILD_METHOD)
|
|
||||||
{
|
|
||||||
# User has provided their own build method.
|
|
||||||
# Assume they also bring their own script.
|
|
||||||
Write-Output "$('Using build method "')$($Env:BUILD_METHOD)$('".')"
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
# User has not provided their own build command.
|
|
||||||
#
|
|
||||||
# Use the script from this action which builds the scenes that are enabled in
|
|
||||||
# the project.
|
|
||||||
#
|
|
||||||
Write-Output "Using built-in build method."
|
|
||||||
|
|
||||||
# Create Editor directory if it does not exist
|
|
||||||
if(-Not (Test-Path -Path $Env:UNITY_PROJECT_PATH\Assets\Editor))
|
|
||||||
{
|
|
||||||
# We use -Force to suppress output, doesn't overwrite anything
|
|
||||||
New-Item -ItemType Directory -Force -Path $Env:UNITY_PROJECT_PATH\Assets\Editor
|
|
||||||
}
|
|
||||||
|
|
||||||
# Copy the build script of Unity Builder action
|
|
||||||
Copy-Item -Path "c:\UnityBuilderAction" -Destination $Env:UNITY_PROJECT_PATH\Assets\Editor -Recurse
|
|
||||||
|
|
||||||
# Set the Build method to that of UnityBuilder Action
|
|
||||||
$Env:BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
|
|
||||||
|
|
||||||
# Verify recursive paths
|
|
||||||
Get-ChildItem -Path $Env:UNITY_PROJECT_PATH\Assets\Editor -Recurse
|
|
||||||
}
|
|
||||||
|
|
||||||
if ( "$Env:BUILD_TARGET" -eq "Android" -and -not ([string]::IsNullOrEmpty("$Env:ANDROID_KEYSTORE_BASE64")) )
|
|
||||||
{
|
|
||||||
Write-Output "Creating Android keystore."
|
|
||||||
|
|
||||||
# Write to consistent location as Windows Unity seems to have issues with pwd and can't find the keystore
|
|
||||||
$keystorePath = "C:/android.keystore"
|
|
||||||
[System.IO.File]::WriteAllBytes($keystorePath, [System.Convert]::FromBase64String($Env:ANDROID_KEYSTORE_BASE64))
|
|
||||||
|
|
||||||
# Ensure the project settings are pointed at the correct path
|
|
||||||
$unitySettingsPath = "$Env:UNITY_PROJECT_PATH\ProjectSettings\ProjectSettings.asset"
|
|
||||||
$fileContent = Get-Content -Path "$unitySettingsPath"
|
|
||||||
$fileContent = $fileContent -replace "AndroidKeystoreName:\s+.*", "AndroidKeystoreName: $keystorePath"
|
|
||||||
$fileContent | Set-Content -Path "$unitySettingsPath"
|
|
||||||
|
|
||||||
Write-Output "Created Android keystore."
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
Write-Output "Not creating Android keystore."
|
|
||||||
}
|
|
||||||
|
|
||||||
#
|
|
||||||
# Pre-build debug information
|
|
||||||
#
|
|
||||||
|
|
||||||
Write-Output ""
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output "# Custom parameters #"
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output ""
|
|
||||||
|
|
||||||
Write-Output "$('"')$($Env:CUSTOM_PARAMETERS)$('"')"
|
|
||||||
|
|
||||||
Write-Output ""
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output "# Current build dir #"
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output ""
|
|
||||||
|
|
||||||
Write-Output "$('Creating "')$($Env:BUILD_PATH_FULL)$('" if it does not exist.')"
|
|
||||||
if (-Not (Test-Path -Path $Env:BUILD_PATH_FULL))
|
|
||||||
{
|
|
||||||
mkdir "$Env:BUILD_PATH_FULL"
|
|
||||||
}
|
|
||||||
Get-ChildItem $Env:BUILD_PATH_FULL
|
|
||||||
|
|
||||||
Write-Output ""
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output "# Project directory #"
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output ""
|
|
||||||
|
|
||||||
Get-ChildItem $Env:UNITY_PROJECT_PATH
|
|
||||||
|
|
||||||
#
|
|
||||||
# Build
|
|
||||||
#
|
|
||||||
|
|
||||||
Write-Output ""
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output "# Building project #"
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output ""
|
|
||||||
|
|
||||||
$unityGraphics = "-nographics"
|
|
||||||
|
|
||||||
if ($LLVMPIPE_INSTALLED -eq "true")
|
|
||||||
{
|
|
||||||
$unityGraphics = "-force-opengl"
|
|
||||||
}
|
|
||||||
|
|
||||||
# If $Env:CUSTOM_PARAMETERS contains spaces and is passed directly on the command line to Unity, powershell will wrap it
|
|
||||||
# in double quotes. To avoid this, parse $Env:CUSTOM_PARAMETERS into an array, while respecting any quotations within the string.
|
|
||||||
$_, $customParametersArray = Invoke-Expression('Write-Output -- "" ' + $Env:CUSTOM_PARAMETERS)
|
|
||||||
$unityArgs = @(
|
|
||||||
"-quit",
|
|
||||||
"-batchmode",
|
|
||||||
$unityGraphics,
|
|
||||||
"-silent-crashes",
|
|
||||||
"-customBuildName", "`"$Env:BUILD_NAME`"",
|
|
||||||
"-projectPath", "`"$Env:UNITY_PROJECT_PATH`"",
|
|
||||||
"-executeMethod", "`"$Env:BUILD_METHOD`"",
|
|
||||||
"-customBuildTarget", "`"$Env:BUILD_TARGET`"",
|
|
||||||
"-customBuildPath", "`"$Env:CUSTOM_BUILD_PATH`"",
|
|
||||||
"-customBuildProfile", "`"$Env:BUILD_PROFILE`"",
|
|
||||||
"-buildVersion", "`"$Env:VERSION`"",
|
|
||||||
"-androidVersionCode", "`"$Env:ANDROID_VERSION_CODE`"",
|
|
||||||
"-androidKeystorePass", "`"$Env:ANDROID_KEYSTORE_PASS`"",
|
|
||||||
"-androidKeyaliasName", "`"$Env:ANDROID_KEYALIAS_NAME`"",
|
|
||||||
"-androidKeyaliasPass", "`"$Env:ANDROID_KEYALIAS_PASS`"",
|
|
||||||
"-androidTargetSdkVersion", "`"$Env:ANDROID_TARGET_SDK_VERSION`"",
|
|
||||||
"-androidExportType", "`"$Env:ANDROID_EXPORT_TYPE`"",
|
|
||||||
"-androidSymbolType", "`"$Env:ANDROID_SYMBOL_TYPE`"",
|
|
||||||
"-logfile", "-"
|
|
||||||
) + $customParametersArray
|
|
||||||
|
|
||||||
if (-not $Env:BUILD_PROFILE) {
|
|
||||||
$unityArgs += @("-buildTarget", "`"$Env:BUILD_TARGET`"")
|
|
||||||
}
|
|
||||||
if ($Env:BUILD_PROFILE) {
|
|
||||||
$unityArgs += @("-activeBuildProfile", "`"$Env:BUILD_PROFILE`"")
|
|
||||||
}
|
|
||||||
|
|
||||||
# Remove null items as that will fail the Start-Process call
|
|
||||||
$unityArgs = $unityArgs | Where-Object { $_ -ne $null }
|
|
||||||
|
|
||||||
$unityProcess = Start-Process -FilePath "$Env:UNITY_PATH/Editor/Unity.exe" `
|
|
||||||
-ArgumentList $unityArgs `
|
|
||||||
-PassThru `
|
|
||||||
-NoNewWindow
|
|
||||||
|
|
||||||
# Cache the handle so exit code works properly
|
|
||||||
# https://stackoverflow.com/questions/10262231/obtaining-exitcode-using-start-process-and-waitforexit-instead-of-wait
|
|
||||||
$unityHandle = $unityProcess.Handle
|
|
||||||
|
|
||||||
while ($true) {
|
|
||||||
if ($unityProcess.HasExited) {
|
|
||||||
Start-Sleep -Seconds 3
|
|
||||||
Get-Process
|
|
||||||
|
|
||||||
$BUILD_EXIT_CODE = $unityProcess.ExitCode
|
|
||||||
|
|
||||||
# Display results
|
|
||||||
if ($BUILD_EXIT_CODE -eq 0)
|
|
||||||
{
|
|
||||||
Write-Output "Build Succeeded!!"
|
|
||||||
} else
|
|
||||||
{
|
|
||||||
Write-Output "Build failed, with exit code $BUILD_EXIT_CODE"
|
|
||||||
}
|
|
||||||
|
|
||||||
Write-Output ""
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output "# Build output #"
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output ""
|
|
||||||
|
|
||||||
Get-ChildItem $Env:BUILD_PATH_FULL
|
|
||||||
Write-Output ""
|
|
||||||
|
|
||||||
break
|
|
||||||
}
|
|
||||||
|
|
||||||
Start-Sleep -Seconds 3
|
|
||||||
}
|
|
||||||
-55
@@ -1,55 +0,0 @@
|
|||||||
Get-Process
|
|
||||||
|
|
||||||
# Copy .upmconfig.toml if it exists
|
|
||||||
if (Test-Path "C:\githubhome\.upmconfig.toml") {
|
|
||||||
Write-Host "Copying .upmconfig.toml to $Env:USERPROFILE\.upmconfig.toml"
|
|
||||||
Copy-Item -Path "C:\githubhome\.upmconfig.toml" -Destination "$Env:USERPROFILE\.upmconfig.toml" -Force
|
|
||||||
} else {
|
|
||||||
Write-Host "No .upmconfig.toml found at C:\githubhome"
|
|
||||||
}
|
|
||||||
|
|
||||||
# Import any necessary registry keys, ie: location of windows 10 sdk
|
|
||||||
# No guarantee that there will be any necessary registry keys, ie: tvOS
|
|
||||||
Get-ChildItem -Path c:\regkeys -File | ForEach-Object { reg import $_.fullname }
|
|
||||||
|
|
||||||
# Register the Visual Studio installation so Unity can find it
|
|
||||||
regsvr32 C:\ProgramData\Microsoft\VisualStudio\Setup\x64\Microsoft.VisualStudio.Setup.Configuration.Native.dll
|
|
||||||
|
|
||||||
# Kill the regsvr process
|
|
||||||
Get-Process -Name regsvr32 | ForEach-Object { Stop-Process -Id $_.Id -Force }
|
|
||||||
|
|
||||||
# Install Visual C++ 2013 Redistributables
|
|
||||||
. "c:\steps\install_vcredist13.ps1"
|
|
||||||
|
|
||||||
# Setup Git Credentials
|
|
||||||
. "c:\steps\set_gitcredential.ps1"
|
|
||||||
|
|
||||||
if ($env:ENABLE_GPU -eq "true") {
|
|
||||||
# Install LLVMpipe software graphics driver
|
|
||||||
. "c:\steps\install_llvmpipe.ps1"
|
|
||||||
}
|
|
||||||
|
|
||||||
# Activate Unity
|
|
||||||
if ($env:SKIP_ACTIVATION -ne "true") {
|
|
||||||
. "c:\steps\activate.ps1"
|
|
||||||
|
|
||||||
# If we didn't activate successfully, exit with the exit code from the activation step.
|
|
||||||
if ($ACTIVATION_EXIT_CODE -ne 0) {
|
|
||||||
exit $ACTIVATION_EXIT_CODE
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
Write-Host "Skipping activation"
|
|
||||||
}
|
|
||||||
|
|
||||||
# Build the project
|
|
||||||
. "c:\steps\build.ps1"
|
|
||||||
|
|
||||||
# Free the seat for the activated license
|
|
||||||
if ($env:SKIP_ACTIVATION -ne "true") {
|
|
||||||
. "c:\steps\return_license.ps1"
|
|
||||||
}
|
|
||||||
|
|
||||||
Get-Process
|
|
||||||
|
|
||||||
exit $BUILD_EXIT_CODE
|
|
||||||
-56
@@ -1,56 +0,0 @@
|
|||||||
$Private:repo = "mmozeiko/build-mesa"
|
|
||||||
$Private:downloadPath = "$Env:TEMP\mesa.zip"
|
|
||||||
$Private:extractPath = "$Env:TEMP\mesa"
|
|
||||||
$Private:destinationPath = "$Env:UNITY_PATH\Editor\"
|
|
||||||
$Private:version = "25.1.0"
|
|
||||||
|
|
||||||
$LLVMPIPE_INSTALLED = "false"
|
|
||||||
|
|
||||||
try {
|
|
||||||
# Get the release info from GitHub API (version fixed to decrease probability of breakage)
|
|
||||||
$releaseUrl = "https://api.github.com/repos/$repo/releases/tags/$version"
|
|
||||||
$release = Invoke-RestMethod -Uri $releaseUrl -Headers @{ "User-Agent" = "PowerShell" }
|
|
||||||
|
|
||||||
# Get the download URL for the zip asset
|
|
||||||
$zipUrl = $release.assets | Where-Object { $_.name -like "mesa-llvmpipe-x64*.zip" } | Select-Object -First 1 -ExpandProperty browser_download_url
|
|
||||||
|
|
||||||
if (-not $zipUrl) {
|
|
||||||
throw "No zip file found in the latest release."
|
|
||||||
}
|
|
||||||
|
|
||||||
# Download the zip file
|
|
||||||
Write-Host "Downloading $zipUrl..."
|
|
||||||
Invoke-WebRequest -Uri $zipUrl -OutFile $downloadPath
|
|
||||||
|
|
||||||
# Create extraction directory if it doesn't exist
|
|
||||||
if (-not (Test-Path $extractPath)) {
|
|
||||||
New-Item -ItemType Directory -Path $extractPath | Out-Null
|
|
||||||
}
|
|
||||||
|
|
||||||
# Extract the zip file
|
|
||||||
Write-Host "Extracting $downloadPath to $extractPath..."
|
|
||||||
Expand-Archive -Path $downloadPath -DestinationPath $extractPath -Force
|
|
||||||
|
|
||||||
# Create destination directory if it doesn't exist
|
|
||||||
if (-not (Test-Path $destinationPath)) {
|
|
||||||
New-Item -ItemType Directory -Path $destinationPath | Out-Null
|
|
||||||
}
|
|
||||||
|
|
||||||
# Copy extracted files to destination
|
|
||||||
Write-Host "Copying files to $destinationPath..."
|
|
||||||
Copy-Item -Path "$extractPath\*" -Destination $destinationPath -Recurse -Force
|
|
||||||
|
|
||||||
Write-Host "Successfully downloaded, extracted, and copied Mesa files to $destinationPath"
|
|
||||||
|
|
||||||
$LLVMPIPE_INSTALLED = "true"
|
|
||||||
} catch {
|
|
||||||
Write-Error "An error occurred: $_"
|
|
||||||
} finally {
|
|
||||||
# Clean up temporary files
|
|
||||||
if (Test-Path $downloadPath) {
|
|
||||||
Remove-Item $downloadPath -Force
|
|
||||||
}
|
|
||||||
if (Test-Path $extractPath) {
|
|
||||||
Remove-Item $extractPath -Recurse -Force
|
|
||||||
}
|
|
||||||
}
|
|
||||||
-11
@@ -1,11 +0,0 @@
|
|||||||
# For some reason, Unity is failing in github actions windows runners
|
|
||||||
# due to missing Visual C++ 2013 redistributables.
|
|
||||||
# This script downloads and installs the required redistributables.
|
|
||||||
Write-Output ""
|
|
||||||
Write-Output "#########################################################"
|
|
||||||
Write-Output "# Installing Visual C++ Redistributables (2013) #"
|
|
||||||
Write-Output "#########################################################"
|
|
||||||
Write-Output ""
|
|
||||||
|
|
||||||
|
|
||||||
choco install vcredist2013 -y --no-progress
|
|
||||||
-61
@@ -1,61 +0,0 @@
|
|||||||
# Return the active Unity license
|
|
||||||
|
|
||||||
Write-Output ""
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output "# Return License #"
|
|
||||||
Write-Output "###########################"
|
|
||||||
Write-Output ""
|
|
||||||
|
|
||||||
if (($null -ne ${env:UNITY_LICENSING_SERVER}))
|
|
||||||
{
|
|
||||||
Write-Output "Returning floating license: ""$env:FLOATING_LICENSE"""
|
|
||||||
Start-Process -FilePath "$Env:UNITY_PATH\Editor\Data\Resources\Licensing\Client\Unity.Licensing.Client.exe" `
|
|
||||||
-ArgumentList "--return-floating ""$env:FLOATING_LICENSE"" " `
|
|
||||||
-NoNewWindow `
|
|
||||||
-Wait
|
|
||||||
}
|
|
||||||
|
|
||||||
elseif (($null -ne ${env:UNITY_SERIAL}) -and ($null -ne ${env:UNITY_EMAIL}) -and ($null -ne ${env:UNITY_PASSWORD}))
|
|
||||||
{
|
|
||||||
#
|
|
||||||
# SERIAL LICENSE MODE
|
|
||||||
#
|
|
||||||
# This will return the license that is currently in use.
|
|
||||||
#
|
|
||||||
$RETURN_LICENSE_OUTPUT = Start-Process -FilePath "$Env:UNITY_PATH/Editor/Unity.exe" `
|
|
||||||
-NoNewWindow `
|
|
||||||
-PassThru `
|
|
||||||
-ArgumentList "-batchmode `
|
|
||||||
-quit `
|
|
||||||
-nographics `
|
|
||||||
-username $Env:UNITY_EMAIL `
|
|
||||||
-password $Env:UNITY_PASSWORD `
|
|
||||||
-returnlicense `
|
|
||||||
-projectPath c:/BlankProject `
|
|
||||||
-logfile -"
|
|
||||||
|
|
||||||
# Cache the handle so exit code works properly
|
|
||||||
# https://stackoverflow.com/questions/10262231/obtaining-exitcode-using-start-process-and-waitforexit-instead-of-wait
|
|
||||||
$unityHandle = $RETURN_LICENSE_OUTPUT.Handle
|
|
||||||
|
|
||||||
while ($true) {
|
|
||||||
if ($RETURN_LICENSE_OUTPUT.HasExited) {
|
|
||||||
$RETURN_LICENSE_EXIT_CODE = $RETURN_LICENSE_OUTPUT.ExitCode
|
|
||||||
|
|
||||||
# Display results
|
|
||||||
if ($RETURN_LICENSE_EXIT_CODE -eq 0)
|
|
||||||
{
|
|
||||||
Write-Output "License Return Succeeded"
|
|
||||||
} else
|
|
||||||
{
|
|
||||||
Write-Output "License Return failed, with exit code $RETURN_LICENSE_EXIT_CODE"
|
|
||||||
Write-Output "::warning ::License Return failed! If this is a Pro License you might need to manually `
|
|
||||||
free the seat in your Unity admin panel or you might run out of seats to activate with."
|
|
||||||
}
|
|
||||||
|
|
||||||
break
|
|
||||||
}
|
|
||||||
|
|
||||||
Start-Sleep -Seconds 3
|
|
||||||
}
|
|
||||||
}
|
|
||||||
-20
@@ -1,20 +0,0 @@
|
|||||||
if ($null -eq ${env:GIT_PRIVATE_TOKEN}) {
|
|
||||||
Write-Host "GIT_PRIVATE_TOKEN unset skipping"
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
Write-Host "GIT_PRIVATE_TOKEN is set configuring git credentials"
|
|
||||||
|
|
||||||
git config --global credential.helper store
|
|
||||||
git config --global --replace-all url."https://token:$env:GIT_PRIVATE_TOKEN@github.com/".insteadOf "ssh://[email protected]/"
|
|
||||||
git config --global --add url."https://token:$env:GIT_PRIVATE_TOKEN@github.com/".insteadOf "[email protected]"
|
|
||||||
git config --global --add url."https://token:$env:GIT_PRIVATE_TOKEN@github.com/".insteadOf "https://github.com/"
|
|
||||||
|
|
||||||
git config --global url."https://ssh:$env:GIT_PRIVATE_TOKEN@github.com/".insteadOf "ssh://[email protected]/"
|
|
||||||
git config --global url."https://git:$env:GIT_PRIVATE_TOKEN@github.com/".insteadOf "[email protected]:"
|
|
||||||
}
|
|
||||||
|
|
||||||
Write-Host "---------- git config --list -------------"
|
|
||||||
git config --list
|
|
||||||
|
|
||||||
Write-Host "---------- git config --list --show-origin -------------"
|
|
||||||
git config --list --show-origin
|
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user