mirror of
https://github.com/game-ci/unity-builder.git
synced 2026-09-29 12:07:05 -07:00
Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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a38ec6caef | ||
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37ce35f1a5 | ||
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9d20e0b607 | ||
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2321712bb4 |
@@ -1,92 +0,0 @@
|
||||
name: Auto-retry known-transient CI flakes
|
||||
|
||||
# Careful, narrow auto-healing for this repo's OWN test CI - not a blanket
|
||||
# "retry until green" mechanism. game-ci/cli's Unity build/activate steps
|
||||
# already retry a specific, documented set of transient licensing errors
|
||||
# in-process (up to --licenseRetryMaxAttempts, default 4, exponential
|
||||
# backoff - see dist/platforms/{mac,ubuntu}/steps/{activate,build}.sh). That
|
||||
# retries on the SAME runner instance, so it can't help when the underlying
|
||||
# issue is runner-specific (e.g. a stuck Gatekeeper/codesign cache) rather
|
||||
# than a genuinely transient network blip - all 4 in-process attempts then
|
||||
# fail identically, and only a fresh job (potentially a different runner)
|
||||
# has a chance.
|
||||
#
|
||||
# This workflow closes exactly that gap: if a build-tests-* run finishes
|
||||
# with failed jobs, and EVERY failed job's log matches the exact same
|
||||
# known-transient pattern the in-process retry already uses (nothing
|
||||
# broader - a real compile error, a genuine license misconfiguration, or
|
||||
# any other failure never matches and is never auto-retried), rerun the
|
||||
# failed jobs once. If any failed job doesn't match, or this is already a
|
||||
# retry (workflow_run.run_attempt > 1), do nothing - a human or agent needs
|
||||
# to look at it.
|
||||
on:
|
||||
workflow_run:
|
||||
workflows: ['Builds - MacOS', 'Builds - Ubuntu', 'Builds - Windows']
|
||||
types: [completed]
|
||||
|
||||
permissions:
|
||||
actions: write
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
retry-if-known-flake:
|
||||
name: Retry if known-transient flake
|
||||
runs-on: ubuntu-latest
|
||||
if: github.event.workflow_run.conclusion == 'failure' && github.event.workflow_run.run_attempt == 1
|
||||
steps:
|
||||
- name: Check failed jobs against the known-transient pattern, rerun if all match
|
||||
uses: actions/github-script@v7
|
||||
env:
|
||||
# Kept in sync with dist/platforms/{mac,ubuntu}/steps/{activate,build}.sh's
|
||||
# own UNITY_*_TRANSIENT_LICENSE_ERROR_PATTERN - update both together.
|
||||
TRANSIENT_PATTERN: 'TimeoutPolicy did not complete|Access token is unavailable|entitlement groups and 0 free entitlements|License activation has failed|No valid Unity Editor license found|License is not active'
|
||||
with:
|
||||
script: |
|
||||
const runId = context.payload.workflow_run.id;
|
||||
const pattern = new RegExp(process.env.TRANSIENT_PATTERN);
|
||||
|
||||
const { data: { jobs } } = await github.rest.actions.listJobsForWorkflowRun({
|
||||
owner: context.repo.owner,
|
||||
repo: context.repo.repo,
|
||||
run_id: runId,
|
||||
per_page: 100,
|
||||
});
|
||||
|
||||
const failedJobs = jobs.filter((job) => job.conclusion === 'failure');
|
||||
if (failedJobs.length === 0) {
|
||||
core.info('No failed jobs found (a cancelled/skipped-only run) - nothing to do.');
|
||||
return;
|
||||
}
|
||||
|
||||
let allMatch = true;
|
||||
for (const job of failedJobs) {
|
||||
let log = '';
|
||||
try {
|
||||
const response = await github.rest.actions.downloadJobLogsForWorkflowRun({
|
||||
owner: context.repo.owner,
|
||||
repo: context.repo.repo,
|
||||
job_id: job.id,
|
||||
});
|
||||
log = response.data.toString();
|
||||
} catch (error) {
|
||||
core.warning(`Could not fetch logs for job ${job.name} (${job.id}): ${error.message}`);
|
||||
allMatch = false;
|
||||
break;
|
||||
}
|
||||
|
||||
if (!pattern.test(log)) {
|
||||
core.info(`Job "${job.name}" failed without the known-transient pattern - not auto-retrying this run.`);
|
||||
allMatch = false;
|
||||
break;
|
||||
}
|
||||
core.info(`Job "${job.name}" failed with the known-transient pattern.`);
|
||||
}
|
||||
|
||||
if (!allMatch) return;
|
||||
|
||||
core.info(`All ${failedJobs.length} failed job(s) matched the known-transient pattern - rerunning failed jobs.`);
|
||||
await github.rest.actions.reRunWorkflowFailedJobs({
|
||||
owner: context.repo.owner,
|
||||
repo: context.repo.repo,
|
||||
run_id: runId,
|
||||
});
|
||||
@@ -12,10 +12,6 @@ jobs:
|
||||
buildForAllPlatformsMacOS:
|
||||
name: ${{ matrix.targetPlatform }} on ${{ matrix.unityVersion }}
|
||||
runs-on: macos-latest
|
||||
# Kept as a backstop even after splitting the cache save below into its
|
||||
# own bounded step: real builds finish in well under 40m, so this only
|
||||
# fires if something else entirely hangs.
|
||||
timeout-minutes: 60
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
@@ -45,21 +41,12 @@ jobs:
|
||||
lfs: true
|
||||
|
||||
###########################
|
||||
# Cache (restore) #
|
||||
# Cache #
|
||||
###########################
|
||||
# Split from the save side (below) rather than the combined
|
||||
# actions/cache@v4: that action's implicit post-run save has been
|
||||
# observed hanging indefinitely on macOS runners (unrelated to the
|
||||
# cache key itself - confirmed by reproducing it again after fixing a
|
||||
# real key collision here). A per-step timeout doesn't bound an
|
||||
# implicit post-run cleanup step, only an explicit step does - and
|
||||
# caching is a pure optimization, so losing one save is far cheaper
|
||||
# than a job stuck "in_progress" for 1.5h+.
|
||||
- uses: actions/cache/restore@v4
|
||||
id: cache-restore
|
||||
- uses: actions/cache@v4
|
||||
with:
|
||||
path: ${{ matrix.projectPath }}/Library
|
||||
key: Library-${{ matrix.projectPath }}-macos-${{ matrix.targetPlatform }}-${{ matrix.unityVersion }}-${{ matrix.buildProfile }}
|
||||
key: Library-${{ matrix.projectPath }}-macos-${{ matrix.targetPlatform }}
|
||||
restore-keys: |
|
||||
Library-${{ matrix.projectPath }}-macos-
|
||||
Library-
|
||||
@@ -78,7 +65,6 @@ jobs:
|
||||
env:
|
||||
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
|
||||
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
|
||||
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
|
||||
with:
|
||||
@@ -99,19 +85,3 @@ jobs:
|
||||
name: Build ${{ matrix.targetPlatform }} on MacOS (${{ matrix.unityVersion }})${{ matrix.buildProfile && ' With Build Profile' || '' }}
|
||||
path: build
|
||||
retention-days: 14
|
||||
|
||||
###########################
|
||||
# Cache (save) #
|
||||
###########################
|
||||
# A bounded, non-fatal step (unlike the combined action's implicit
|
||||
# post-run save): a hang here is killed after 5m instead of stalling
|
||||
# the whole job, and continue-on-error means a failed/timed-out save
|
||||
# never fails the build - only a real cache miss on the next run,
|
||||
# which is a much cheaper failure mode.
|
||||
- if: steps.cache-restore.outputs.cache-hit != 'true'
|
||||
uses: actions/cache/save@v4
|
||||
timeout-minutes: 5
|
||||
continue-on-error: true
|
||||
with:
|
||||
path: ${{ matrix.projectPath }}/Library
|
||||
key: ${{ steps.cache-restore.outputs.cache-primary-key }}
|
||||
|
||||
@@ -37,18 +37,6 @@ jobs:
|
||||
buildForAllPlatformsUbuntu:
|
||||
name: "${{ matrix.targetPlatform }} on ${{ matrix.unityVersion}}${{startsWith(matrix.buildProfile, 'Assets') && ' (via Build Profile)' || '' }}"
|
||||
runs-on: ubuntu-latest
|
||||
# See build-tests-mac.yml's matching comment - a per-step timeout doesn't
|
||||
# bound an action's own implicit post-run cleanup step, only a job-level
|
||||
# timeout does.
|
||||
timeout-minutes: 60
|
||||
# Known, disclosed gap (see #844's description and src/build-args.ts's own
|
||||
# header comment): the CLI always detects the Unity version from the
|
||||
# checked-out project's ProjectSettings/ProjectVersion.txt and has no flag
|
||||
# to override it, so the one matrix cell that specifically needs a version
|
||||
# override to exercise Unity 6's Build Profiles (`knownGap: true` below)
|
||||
# is expected to fail until that's fixed upstream - every other cell must
|
||||
# still fail the job normally.
|
||||
continue-on-error: ${{ matrix.knownGap == true }}
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
@@ -108,9 +96,6 @@ jobs:
|
||||
- unityVersion: 6000.0.36f1
|
||||
targetPlatform: WebGL
|
||||
buildProfile: 'Assets/Settings/Build Profiles/Sample WebGL Build Profile.asset'
|
||||
# Known gap: needs the unityVersion override the CLI doesn't
|
||||
# support yet (see the job-level continue-on-error comment above).
|
||||
knownGap: true
|
||||
|
||||
steps:
|
||||
- name: Clear Space for Android Build
|
||||
@@ -125,20 +110,12 @@ jobs:
|
||||
lfs: true
|
||||
|
||||
###########################
|
||||
# Cache (restore) #
|
||||
# Cache #
|
||||
###########################
|
||||
# Split from the save side (below) rather than the combined
|
||||
# actions/cache@v4: that action's implicit post-run save has been
|
||||
# observed hanging indefinitely on GitHub-hosted runners, unrelated to
|
||||
# the cache key itself. A per-step timeout doesn't bound an implicit
|
||||
# post-run cleanup step, only an explicit step does - and caching is a
|
||||
# pure optimization, so losing one save is far cheaper than a job
|
||||
# stuck "in_progress" for well over an hour.
|
||||
- uses: actions/cache/restore@v4
|
||||
id: cache-restore
|
||||
- uses: actions/cache@v4
|
||||
with:
|
||||
path: ${{ matrix.projectPath }}/Library
|
||||
key: Library-${{ matrix.projectPath }}-ubuntu-${{ matrix.targetPlatform }}-${{ matrix.unityVersion }}-${{ matrix.buildProfile }}
|
||||
key: Library-${{ matrix.projectPath }}-ubuntu-${{ matrix.targetPlatform }}
|
||||
restore-keys: |
|
||||
Library-${{ matrix.projectPath }}-ubuntu-
|
||||
Library-
|
||||
@@ -161,7 +138,6 @@ jobs:
|
||||
env:
|
||||
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
|
||||
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
buildName: 'GameCI Test Build'
|
||||
projectPath: ${{ matrix.projectPath }}
|
||||
@@ -185,7 +161,6 @@ jobs:
|
||||
env:
|
||||
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
|
||||
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
buildName: 'GameCI Test Build'
|
||||
projectPath: ${{ matrix.projectPath }}
|
||||
@@ -208,7 +183,6 @@ jobs:
|
||||
env:
|
||||
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
|
||||
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
buildName: 'GameCI Test Build'
|
||||
projectPath: ${{ matrix.projectPath }}
|
||||
@@ -227,19 +201,3 @@ jobs:
|
||||
name: "Build ${{ matrix.targetPlatform }}${{ startsWith(matrix.buildProfile, 'Assets') && ' (via Build Profile)' || '' }} on Ubuntu (${{ matrix.unityVersion }}_il2cpp_${{ matrix.buildWithIl2cpp }}_params_${{ matrix.additionalParameters }})"
|
||||
path: build
|
||||
retention-days: 14
|
||||
|
||||
###########################
|
||||
# Cache (save) #
|
||||
###########################
|
||||
# A bounded, non-fatal step (unlike the combined action's implicit
|
||||
# post-run save): a hang here is killed after 5m instead of stalling
|
||||
# the whole job, and continue-on-error means a failed/timed-out save
|
||||
# never fails the build - only a real cache miss on the next run,
|
||||
# which is a much cheaper failure mode.
|
||||
- if: steps.cache-restore.outputs.cache-hit != 'true'
|
||||
uses: actions/cache/save@v4
|
||||
timeout-minutes: 5
|
||||
continue-on-error: true
|
||||
with:
|
||||
path: ${{ matrix.projectPath }}/Library
|
||||
key: ${{ steps.cache-restore.outputs.cache-primary-key }}
|
||||
|
||||
@@ -12,10 +12,6 @@ jobs:
|
||||
buildForAllPlatformsWindows:
|
||||
name: ${{ matrix.targetPlatform }} on ${{ matrix.unityVersion }}
|
||||
runs-on: windows-2022
|
||||
# See build-tests-mac.yml's matching comment - a per-step timeout doesn't
|
||||
# bound an action's own implicit post-run cleanup step, only a job-level
|
||||
# timeout does.
|
||||
timeout-minutes: 60
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
@@ -53,20 +49,12 @@ jobs:
|
||||
lfs: true
|
||||
|
||||
###########################
|
||||
# Cache (restore) #
|
||||
# Cache #
|
||||
###########################
|
||||
# Split from the save side (below) rather than the combined
|
||||
# actions/cache@v4: that action's implicit post-run save has been
|
||||
# observed hanging indefinitely on GitHub-hosted runners, unrelated to
|
||||
# the cache key itself. A per-step timeout doesn't bound an implicit
|
||||
# post-run cleanup step, only an explicit step does - and caching is a
|
||||
# pure optimization, so losing one save is far cheaper than a job
|
||||
# stuck "in_progress" for well over an hour.
|
||||
- uses: actions/cache/restore@v4
|
||||
id: cache-restore
|
||||
- uses: actions/cache@v4
|
||||
with:
|
||||
path: ${{ matrix.projectPath }}/Library
|
||||
key: Library-${{ matrix.projectPath }}-windows-${{ matrix.targetPlatform }}-${{ matrix.unityVersion }}-${{ matrix.buildProfile }}
|
||||
key: Library-${{ matrix.projectPath }}-windows-${{ matrix.targetPlatform }}
|
||||
restore-keys: |
|
||||
Library-${{ matrix.projectPath }}-windows-
|
||||
Library-
|
||||
@@ -117,7 +105,6 @@ jobs:
|
||||
env:
|
||||
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
|
||||
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
|
||||
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
|
||||
with:
|
||||
@@ -145,7 +132,6 @@ jobs:
|
||||
env:
|
||||
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
|
||||
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
|
||||
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
|
||||
with:
|
||||
@@ -171,7 +157,6 @@ jobs:
|
||||
env:
|
||||
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
|
||||
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
|
||||
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
|
||||
with:
|
||||
@@ -194,19 +179,3 @@ jobs:
|
||||
GPU' || '' }}${{ matrix.buildProfile && ' With Build Profile' || '' }}
|
||||
path: build
|
||||
retention-days: 14
|
||||
|
||||
###########################
|
||||
# Cache (save) #
|
||||
###########################
|
||||
# A bounded, non-fatal step (unlike the combined action's implicit
|
||||
# post-run save): a hang here is killed after 5m instead of stalling
|
||||
# the whole job, and continue-on-error means a failed/timed-out save
|
||||
# never fails the build - only a real cache miss on the next run,
|
||||
# which is a much cheaper failure mode.
|
||||
- if: steps.cache-restore.outputs.cache-hit != 'true'
|
||||
uses: actions/cache/save@v4
|
||||
timeout-minutes: 5
|
||||
continue-on-error: true
|
||||
with:
|
||||
path: ${{ matrix.projectPath }}/Library
|
||||
key: ${{ steps.cache-restore.outputs.cache-primary-key }}
|
||||
|
||||
@@ -53,3 +53,10 @@ jobs:
|
||||
- run: bash <(curl -s https://codecov.io/bash)
|
||||
- run: yarn build || { echo "build command should always succeed" ; exit 61; }
|
||||
# - run: yarn build --quiet && git diff --quiet dist || { echo "dist should be auto generated" ; git diff dist ; exit 62; }
|
||||
|
||||
orchestrator-integration:
|
||||
name: Orchestrator Integration
|
||||
if: >-
|
||||
github.event_name == 'push' || contains(github.event.pull_request.labels.*.name, 'run-integration')
|
||||
uses: ./.github/workflows/validate-orchestrator-integration.yml
|
||||
secrets: inherit
|
||||
|
||||
@@ -11,8 +11,6 @@ on:
|
||||
options:
|
||||
- game-ci/orchestrator
|
||||
- game-ci/cli
|
||||
- game-ci/unity-test-runner
|
||||
- game-ci/unity-activate
|
||||
dry_run:
|
||||
description: 'Dry run (list secrets to sync without writing)'
|
||||
required: false
|
||||
@@ -72,14 +70,7 @@ jobs:
|
||||
if [ "$DRY_RUN" = "true" ]; then
|
||||
echo "🔍 DRY RUN: would sync $name → $TARGET_REPO"
|
||||
else
|
||||
# `gh secret set` reads the value from stdin only when --body is
|
||||
# NOT passed. `--body -` does not mean "read stdin" - gh takes it
|
||||
# literally, so this wrote the single character "-" as the value
|
||||
# of every secret it synced, silently destroying them. (A secret
|
||||
# whose value is "-" also makes Actions mask every hyphen in the
|
||||
# logs, which mangles unrelated output like image tags:
|
||||
# "unityci/editor:ubuntu***2022.3.7f1***linux***il2cpp***3".)
|
||||
if gh secret set "$name" -R "$TARGET_REPO" --body "$value" 2>/dev/null; then
|
||||
if echo "$value" | gh secret set "$name" -R "$TARGET_REPO" --body - 2>/dev/null; then
|
||||
echo "✅ SYNCED: $name → $TARGET_REPO"
|
||||
else
|
||||
echo "⚠️ FAILED: $name → $TARGET_REPO (continuing)"
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,255 @@
|
||||
name: Validate Orchestrator Compatibility
|
||||
|
||||
# ==============================================================================
|
||||
# Essential plugin health checks — runs on every PR and push.
|
||||
# Fast (~5 min): compilation, unit tests, plugin interface, type declarations.
|
||||
#
|
||||
# For exhaustive integration tests (k8s, AWS, local-docker, rclone) see
|
||||
# validate-orchestrator-integration.yml which runs on a daily cron.
|
||||
# ==============================================================================
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
branches: [main, 'release/**', 'feature/**', 'refactor/**']
|
||||
paths:
|
||||
- 'src/model/orchestrator-plugin.ts'
|
||||
- 'src/model/build-parameters.ts'
|
||||
- 'src/model/input.ts'
|
||||
- 'src/model/github.ts'
|
||||
- 'src/model/cli/cli.ts'
|
||||
- 'src/model/input-readers/**'
|
||||
- 'src/index.ts'
|
||||
- 'src/types/game-ci-orchestrator.d.ts'
|
||||
- 'action.yml'
|
||||
- 'package.json'
|
||||
- 'yarn.lock'
|
||||
- '.github/workflows/validate-orchestrator.yml'
|
||||
pull_request:
|
||||
branches: [main, 'release/**']
|
||||
paths:
|
||||
- 'src/model/orchestrator-plugin.ts'
|
||||
- 'src/model/build-parameters.ts'
|
||||
- 'src/model/input.ts'
|
||||
- 'src/model/github.ts'
|
||||
- 'src/model/cli/cli.ts'
|
||||
- 'src/model/input-readers/**'
|
||||
- 'src/index.ts'
|
||||
- 'src/types/game-ci-orchestrator.d.ts'
|
||||
- 'action.yml'
|
||||
- 'package.json'
|
||||
- 'yarn.lock'
|
||||
- '.github/workflows/validate-orchestrator.yml'
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
packages: read
|
||||
|
||||
concurrency:
|
||||
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.ref }}
|
||||
cancel-in-progress: true
|
||||
|
||||
jobs:
|
||||
# ============================================================================
|
||||
# PLUGIN ARCHITECTURE HEALTH CHECK
|
||||
# ============================================================================
|
||||
# Validates that:
|
||||
# 1. unity-builder compiles and its unit tests pass
|
||||
# 2. Plugin loader degrades gracefully without orchestrator
|
||||
# 3. Orchestrator compiles and its unit tests pass
|
||||
# 4. Plugin loader loads all services when orchestrator is installed
|
||||
# 5. Type declarations match actual exports
|
||||
# ============================================================================
|
||||
plugin-health:
|
||||
name: Plugin Architecture Health
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout unity-builder
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Checkout orchestrator
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
repository: game-ci/orchestrator
|
||||
ref: ${{ github.head_ref || github.ref_name }}
|
||||
path: orchestrator-standalone
|
||||
continue-on-error: true
|
||||
id: orchestrator-branch
|
||||
|
||||
- name: Fallback to orchestrator main branch
|
||||
if: steps.orchestrator-branch.outcome == 'failure'
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
repository: game-ci/orchestrator
|
||||
path: orchestrator-standalone
|
||||
|
||||
- name: Install package manager (from package.json)
|
||||
run: |
|
||||
corepack enable
|
||||
corepack install
|
||||
- uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: 20
|
||||
- name: Resolve yarn cache folder
|
||||
id: yarn-config
|
||||
run: echo "cacheFolder=$(yarn config get cacheFolder)" >> "$GITHUB_OUTPUT"
|
||||
- name: Restore yarn install cache (node_modules + cacheFolder + install-state)
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: |
|
||||
${{ steps.yarn-config.outputs.cacheFolder }}
|
||||
.yarn/install-state.gz
|
||||
key: yarn-v2-${{ runner.os }}-node-20-${{ hashFiles('yarn.lock') }}
|
||||
restore-keys: |
|
||||
yarn-v2-${{ runner.os }}-node-20-
|
||||
|
||||
# --- unity-builder compilation and tests ---
|
||||
- name: Install unity-builder dependencies
|
||||
env:
|
||||
YARN_ENABLE_HARDENED_MODE: 'false'
|
||||
run: |
|
||||
case "$(yarn --version)" in 1.*) echo 'expected up-to-date yarn version'; exit 1 ;; esac
|
||||
yarn install --immutable
|
||||
|
||||
- name: Build unity-builder
|
||||
run: |
|
||||
echo "Building unity-builder TypeScript..."
|
||||
npx tsc
|
||||
echo "✓ unity-builder compiles successfully"
|
||||
|
||||
- name: Run orchestrator-plugin unit tests
|
||||
run: |
|
||||
echo "Running orchestrator-plugin unit tests..."
|
||||
yarn vitest run orchestrator-plugin
|
||||
|
||||
# --- Plugin loader without orchestrator ---
|
||||
- name: Verify plugin loader returns undefined without orchestrator
|
||||
run: |
|
||||
echo "Checking plugin loader handles missing @game-ci/orchestrator..."
|
||||
node -e "
|
||||
const { loadOrchestratorPlugin } = require('./lib/model/orchestrator-plugin');
|
||||
(async () => {
|
||||
const plugin = await loadOrchestratorPlugin();
|
||||
if (plugin !== undefined) {
|
||||
console.error('ERROR: loadOrchestratorPlugin should return undefined when package not installed');
|
||||
process.exit(1);
|
||||
}
|
||||
console.log('✓ loadOrchestratorPlugin() returns undefined when package not installed');
|
||||
})();
|
||||
"
|
||||
|
||||
- name: Verify orchestrator type declarations exist
|
||||
run: |
|
||||
if [ -f "src/types/game-ci-orchestrator.d.ts" ]; then
|
||||
echo "✓ Type declarations for @game-ci/orchestrator exist"
|
||||
else
|
||||
echo "::error::Missing type declarations: src/types/game-ci-orchestrator.d.ts"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# --- Orchestrator compilation and tests ---
|
||||
- name: Build and pack orchestrator
|
||||
working-directory: orchestrator-standalone
|
||||
run: |
|
||||
yarn install --immutable
|
||||
echo "Building orchestrator..."
|
||||
npx tsc
|
||||
echo "✓ orchestrator compiles successfully"
|
||||
echo "Packing orchestrator as tarball..."
|
||||
npm pack
|
||||
|
||||
- name: Run orchestrator unit tests
|
||||
working-directory: orchestrator-standalone
|
||||
run: |
|
||||
echo "Running orchestrator unit tests..."
|
||||
yarn vitest run 2>&1 | tail -30
|
||||
|
||||
# --- Plugin loader with orchestrator installed ---
|
||||
- name: Install orchestrator into unity-builder
|
||||
run: |
|
||||
echo "Installing orchestrator into unity-builder workspace..."
|
||||
npm install ./orchestrator-standalone/game-ci-orchestrator-*.tgz --no-save --legacy-peer-deps
|
||||
|
||||
- name: Verify plugin loader returns exports with orchestrator installed
|
||||
run: |
|
||||
echo "Checking plugin loader returns defined exports..."
|
||||
node -e "
|
||||
const { loadOrchestratorPlugin } = require('./lib/model/orchestrator-plugin');
|
||||
(async () => {
|
||||
const plugin = await loadOrchestratorPlugin();
|
||||
if (plugin === undefined) {
|
||||
console.error('ERROR: loadOrchestratorPlugin should return defined plugin when package is installed');
|
||||
process.exit(1);
|
||||
}
|
||||
const lifecycleMethods = [
|
||||
'initialize', 'canHandleBuild', 'handleBuild',
|
||||
'beforeLocalBuild', 'afterLocalBuild', 'handlePostBuild',
|
||||
];
|
||||
for (const method of lifecycleMethods) {
|
||||
if (typeof plugin[method] !== 'function') {
|
||||
console.error('ERROR: plugin.' + method + ' should be a function, got ' + typeof plugin[method]);
|
||||
process.exit(1);
|
||||
}
|
||||
}
|
||||
console.log('✓ loadOrchestratorPlugin() returns plugin with all ' + lifecycleMethods.length + ' lifecycle methods');
|
||||
})();
|
||||
"
|
||||
|
||||
- name: Verify type declarations match orchestrator exports
|
||||
run: |
|
||||
echo "Checking type declarations align with orchestrator exports..."
|
||||
node -e "
|
||||
const orch = require('@game-ci/orchestrator');
|
||||
const expectedExports = [
|
||||
'Orchestrator', 'BuildReliabilityService', 'TestWorkflowService',
|
||||
'HotRunnerService', 'OutputService', 'OutputTypeRegistry',
|
||||
'ArtifactUploadHandler', 'IncrementalSyncService',
|
||||
'ChildWorkspaceService', 'LocalCacheService', 'SubmoduleProfileService',
|
||||
'LfsAgentService', 'GitHooksService',
|
||||
];
|
||||
const missing = expectedExports.filter(e => orch[e] === undefined);
|
||||
if (missing.length > 0) {
|
||||
console.error('ERROR: Missing exports from @game-ci/orchestrator:', missing.join(', '));
|
||||
process.exit(1);
|
||||
}
|
||||
console.log('✓ All ' + expectedExports.length + ' declared exports present in orchestrator package');
|
||||
"
|
||||
|
||||
- name: Smoke test orchestrator build wiring
|
||||
run: |
|
||||
echo "Verifying orchestrator build wiring end-to-end..."
|
||||
node -e "
|
||||
const { loadOrchestratorPlugin } = require('./lib/model/orchestrator-plugin');
|
||||
|
||||
(async () => {
|
||||
// Verify plugin loads successfully with orchestrator installed
|
||||
const plugin = await loadOrchestratorPlugin();
|
||||
if (plugin === undefined) {
|
||||
console.error('ERROR: plugin should be defined when orchestrator is installed');
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
// Verify all lifecycle methods are callable
|
||||
const lifecycleMethods = [
|
||||
'initialize', 'canHandleBuild', 'handleBuild',
|
||||
'beforeLocalBuild', 'afterLocalBuild', 'handlePostBuild',
|
||||
];
|
||||
for (const m of lifecycleMethods) {
|
||||
if (typeof plugin[m] !== 'function') {
|
||||
console.error('ERROR: plugin.' + m + ' should be a function, got ' + typeof plugin[m]);
|
||||
process.exit(1);
|
||||
}
|
||||
}
|
||||
console.log('✓ Plugin has all ' + lifecycleMethods.length + ' lifecycle methods');
|
||||
|
||||
// Verify canHandleBuild returns a boolean
|
||||
const canHandle = plugin.canHandleBuild();
|
||||
if (typeof canHandle !== 'boolean') {
|
||||
console.error('ERROR: canHandleBuild() should return a boolean, got ' + typeof canHandle);
|
||||
process.exit(1);
|
||||
}
|
||||
console.log('✓ canHandleBuild() returns boolean');
|
||||
|
||||
console.log('✓ Plugin architecture wiring verified');
|
||||
})();
|
||||
"
|
||||
Vendored
+13
-3
@@ -10,9 +10,19 @@
|
||||
{
|
||||
"type": "node",
|
||||
"request": "launch",
|
||||
"name": "Debug Vitest Test",
|
||||
"program": "${workspaceRoot}/node_modules/vitest/vitest.mjs",
|
||||
"args": ["run", "${relativeFile}"],
|
||||
"name": "Debug Jest Test",
|
||||
"program": "${workspaceRoot}/node_modules/jest/bin/jest.js",
|
||||
"args": [
|
||||
"--collectCoverage=false",
|
||||
"--colors",
|
||||
"--config",
|
||||
"${workspaceRoot}/jest.config.js",
|
||||
"--runInBand",
|
||||
"--runTestsByPath",
|
||||
"${relativeFile}",
|
||||
"--testPathPattern=${fileDirname}",
|
||||
"--testTimeout=10000000"
|
||||
],
|
||||
"outputCapture": "std",
|
||||
"internalConsoleOptions": "openOnSessionStart",
|
||||
"envFile": "${workspaceRoot}/.env",
|
||||
|
||||
+5
-56
@@ -9,16 +9,7 @@ inputs:
|
||||
unityVersion:
|
||||
required: false
|
||||
default: 'auto'
|
||||
description:
|
||||
'Version of unity to use for building the project. Use "auto" to get from your ProjectSettings/ProjectVersion.txt.
|
||||
A value other than "auto" is currently ignored - the underlying game-ci CLI always detects the version from the
|
||||
checked-out project and has no override flag yet.'
|
||||
cliVersion:
|
||||
required: false
|
||||
default: 'latest'
|
||||
description:
|
||||
'Release tag of the game-ci/cli binary to install and run (e.g. "v0.1.0"). Defaults to the latest release; pin
|
||||
this for reproducible builds.'
|
||||
description: 'Version of unity to use for building the project. Use "auto" to get from your ProjectSettings/ProjectVersion.txt'
|
||||
customImage:
|
||||
required: false
|
||||
default: ''
|
||||
@@ -121,11 +112,8 @@ inputs:
|
||||
default: 'local'
|
||||
required: false
|
||||
description:
|
||||
'Build execution strategy. Use "local" (the default) for Docker/Mac builds driven by this action itself, or
|
||||
"local-system" to build natively on the host with no Docker at all (game-ci/orchestrator''s own local-system
|
||||
provider, invoked via `game-ci orchestrate`) - useful for self-hosted runners that already have Unity installed.
|
||||
For remote builds (aws, k8s, etc.), install @game-ci/orchestrator and use the game-ci/orchestrator action which
|
||||
declares its own inputs.'
|
||||
'Build execution strategy. Use "local" for local Docker/Mac builds. For remote builds (aws, k8s, etc.), install
|
||||
@game-ci/orchestrator and use the game-ci/orchestrator action which declares its own inputs.'
|
||||
runAsHostUser:
|
||||
required: false
|
||||
default: 'false'
|
||||
@@ -189,51 +177,12 @@ inputs:
|
||||
skipActivation:
|
||||
default: 'false'
|
||||
required: false
|
||||
description:
|
||||
'Skip the activation/deactivation of Unity. This assumes Unity is already activated. Also honoured by
|
||||
providerStrategy=local-system, for self-hosted runners with an already-licensed, long-lived Unity Hub session.'
|
||||
description: 'Skip the activation/deactivation of Unity. This assumes Unity is already activated.'
|
||||
linux64RemoveExecutableExtension:
|
||||
default: 'false'
|
||||
required: false
|
||||
description: 'When building for StandaloneLinux64, remove the default file extension of `.x86_64`. Set to true to restore the extensionless behavior from v4.'
|
||||
engineLaunchWrapper:
|
||||
default: ''
|
||||
required: false
|
||||
description:
|
||||
"Only applicable to providerStrategy=local-system. Command to prefix the Unity engine process invocation with
|
||||
(e.g. a self-hosted runner's own launch-serialization lock). Applied precisely around the engine launch itself,
|
||||
not the surrounding build step. Empty by default."
|
||||
enableBuildRetry:
|
||||
default: 'false'
|
||||
required: false
|
||||
description:
|
||||
'Only applicable to providerStrategy=local-system. Enable automatic classify/decide/retry recovery for failed
|
||||
Unity builds (budget-gated). Default off: a single failed attempt still throws exactly as before - retry can
|
||||
back up or wipe the Library folder as a recovery action, which is a meaningful behavior change to opt into.'
|
||||
localCacheEnabled:
|
||||
default: 'false'
|
||||
required: false
|
||||
description:
|
||||
'Only applicable to providerStrategy=local-system. Enable local filesystem caching of the Unity Library folder
|
||||
and/or .git/lfs between builds on the same self-hosted runner. Off by default.'
|
||||
localCacheLibrary:
|
||||
default: 'true'
|
||||
required: false
|
||||
description:
|
||||
'Only applicable to providerStrategy=local-system, and only takes effect when localCacheEnabled=true. Cache the
|
||||
engine Library folder locally.'
|
||||
localCacheLfs:
|
||||
default: 'false'
|
||||
required: false
|
||||
description:
|
||||
'Only applicable to providerStrategy=local-system, and only takes effect when localCacheEnabled=true. Cache
|
||||
.git/lfs locally.'
|
||||
localCacheMode:
|
||||
default: 'tar'
|
||||
required: false
|
||||
description:
|
||||
'Only applicable to providerStrategy=local-system, and only takes effect when localCacheEnabled=true. Local
|
||||
cache save/restore mode: "tar", "move-directory", or "copy-directory".'
|
||||
'When building for StandaloneLinux64, remove the default file extension of `.x86_64`. Set to true to restore the extensionless behavior from v4.'
|
||||
|
||||
outputs:
|
||||
volume:
|
||||
|
||||
Vendored
BIN
Binary file not shown.
@@ -0,0 +1,49 @@
|
||||
Library/
|
||||
[Tt]emp/
|
||||
[Oo]bj/
|
||||
[Bb]uild/
|
||||
[Bb]uilds/
|
||||
[Ll]ogs/
|
||||
|
||||
# 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
|
||||
Vendored
+8
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 131a6b21c8605f84396be9f6751fb6e3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+208
@@ -0,0 +1,208 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!29 &1
|
||||
OcclusionCullingSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_OcclusionBakeSettings:
|
||||
smallestOccluder: 5
|
||||
smallestHole: 0.25
|
||||
backfaceThreshold: 100
|
||||
m_SceneGUID: 00000000000000000000000000000000
|
||||
m_OcclusionCullingData: {fileID: 0}
|
||||
--- !u!104 &2
|
||||
RenderSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 9
|
||||
m_Fog: 0
|
||||
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||
m_FogMode: 3
|
||||
m_FogDensity: 0.01
|
||||
m_LinearFogStart: 0
|
||||
m_LinearFogEnd: 300
|
||||
m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
|
||||
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
|
||||
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
|
||||
m_AmbientIntensity: 1
|
||||
m_AmbientMode: 3
|
||||
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
|
||||
m_SkyboxMaterial: {fileID: 0}
|
||||
m_HaloStrength: 0.5
|
||||
m_FlareStrength: 1
|
||||
m_FlareFadeSpeed: 3
|
||||
m_HaloTexture: {fileID: 0}
|
||||
m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0}
|
||||
m_DefaultReflectionMode: 0
|
||||
m_DefaultReflectionResolution: 128
|
||||
m_ReflectionBounces: 1
|
||||
m_ReflectionIntensity: 1
|
||||
m_CustomReflection: {fileID: 0}
|
||||
m_Sun: {fileID: 0}
|
||||
m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_UseRadianceAmbientProbe: 0
|
||||
--- !u!157 &3
|
||||
LightmapSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 12
|
||||
m_GIWorkflowMode: 1
|
||||
m_GISettings:
|
||||
serializedVersion: 2
|
||||
m_BounceScale: 1
|
||||
m_IndirectOutputScale: 1
|
||||
m_AlbedoBoost: 1
|
||||
m_EnvironmentLightingMode: 0
|
||||
m_EnableBakedLightmaps: 0
|
||||
m_EnableRealtimeLightmaps: 0
|
||||
m_LightmapEditorSettings:
|
||||
serializedVersion: 12
|
||||
m_Resolution: 2
|
||||
m_BakeResolution: 40
|
||||
m_AtlasSize: 1024
|
||||
m_AO: 0
|
||||
m_AOMaxDistance: 1
|
||||
m_CompAOExponent: 1
|
||||
m_CompAOExponentDirect: 0
|
||||
m_ExtractAmbientOcclusion: 0
|
||||
m_Padding: 2
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_LightmapsBakeMode: 1
|
||||
m_TextureCompression: 1
|
||||
m_FinalGather: 0
|
||||
m_FinalGatherFiltering: 1
|
||||
m_FinalGatherRayCount: 256
|
||||
m_ReflectionCompression: 2
|
||||
m_MixedBakeMode: 2
|
||||
m_BakeBackend: 0
|
||||
m_PVRSampling: 1
|
||||
m_PVRDirectSampleCount: 32
|
||||
m_PVRSampleCount: 500
|
||||
m_PVRBounces: 2
|
||||
m_PVREnvironmentSampleCount: 500
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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
|
||||
@@ -0,0 +1,14 @@
|
||||
%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
|
||||
@@ -0,0 +1,8 @@
|
||||
%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
@@ -0,0 +1,4 @@
|
||||
root = true
|
||||
|
||||
[*.cs]
|
||||
resharper_check_namespace_highlighting = do_not_show
|
||||
@@ -0,0 +1,56 @@
|
||||
#
|
||||
# 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
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dea28d93f6267af4f8661eb2043f749a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e9babefb99ee74048a824da81c20cbcd
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,133 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dc057061ce9f406aa6b57a62d67fe9c0
|
||||
timeCreated: 1575145310
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b6e5ef18d769419d887b56665969442b
|
||||
timeCreated: 1587503329
|
||||
+150
@@ -0,0 +1,150 @@
|
||||
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
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0d51cf8acfff8c941bb753e82750b60a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+100
@@ -0,0 +1,100 @@
|
||||
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
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 46d2ec4a86604575be2b2d02b0df7b74
|
||||
timeCreated: 1587503354
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 166f919334c44e7a80ae916667974e7d
|
||||
timeCreated: 1587503566
|
||||
+36
@@ -0,0 +1,36 @@
|
||||
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
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fad44373fb7b61a4bb584e2675795aca
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+50
@@ -0,0 +1,50 @@
|
||||
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
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e59b491a4124442ea7277f76761cdc8a
|
||||
timeCreated: 1587503545
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5da3bd7e18c43d79243410166c8dc9a
|
||||
timeCreated: 1587493708
|
||||
+42
@@ -0,0 +1,42 @@
|
||||
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
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 29c1880a390c4af7be821b7877602815
|
||||
timeCreated: 1587494270
|
||||
+15
@@ -0,0 +1,15 @@
|
||||
{
|
||||
"name": "UnityBuilderAction",
|
||||
"references": [],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
+7
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1ab437d31f4f4c9084097e2b4b5fcae
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1c3bddf6d8984cde9208e3f0fe584879
|
||||
timeCreated: 1587490700
|
||||
+117
@@ -0,0 +1,117 @@
|
||||
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
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cdec7fa0f5bb44958fdf74d4658a4601
|
||||
timeCreated: 1587495075
|
||||
+14
@@ -0,0 +1,14 @@
|
||||
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
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4d375e209fd14fc5bc2f3dc3c78ac574
|
||||
timeCreated: 1587490750
|
||||
+32
@@ -0,0 +1,32 @@
|
||||
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
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30483367ddc84699a0da377ccb93769a
|
||||
timeCreated: 1587504315
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
namespace UnityBuilderAction.Versioning
|
||||
{
|
||||
public static class VersionGenerator
|
||||
{
|
||||
public static string Generate()
|
||||
{
|
||||
return Git.GenerateSemanticCommitVersion();
|
||||
}
|
||||
}
|
||||
}
|
||||
Vendored
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9892e03ae8314b7eacd793c8002de007
|
||||
timeCreated: 1587490842
|
||||
@@ -0,0 +1,51 @@
|
||||
{
|
||||
"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"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
%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
|
||||
@@ -0,0 +1,6 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!236 &1
|
||||
ClusterInputManager:
|
||||
m_ObjectHideFlags: 0
|
||||
m_Inputs: []
|
||||
@@ -0,0 +1,35 @@
|
||||
%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
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Vendored
+39
@@ -0,0 +1,39 @@
|
||||
if (require.main !== module) {
|
||||
throw new Error('This file should not be required');
|
||||
}
|
||||
|
||||
var childProcess = require('child_process');
|
||||
var fs = require('fs');
|
||||
|
||||
var paramFilePath = process.argv[2];
|
||||
|
||||
var serializedParams = fs.readFileSync(paramFilePath, 'utf8');
|
||||
var params = JSON.parse(serializedParams);
|
||||
|
||||
var cmd = params.command;
|
||||
var execOptions = params.execOptions;
|
||||
var pipe = params.pipe;
|
||||
var stdoutFile = params.stdoutFile;
|
||||
var stderrFile = params.stderrFile;
|
||||
|
||||
var c = childProcess.exec(cmd, execOptions, function (err) {
|
||||
if (!err) {
|
||||
process.exitCode = 0;
|
||||
} else if (err.code === undefined) {
|
||||
process.exitCode = 1;
|
||||
} else {
|
||||
process.exitCode = err.code;
|
||||
}
|
||||
});
|
||||
|
||||
var stdoutStream = fs.createWriteStream(stdoutFile);
|
||||
var stderrStream = fs.createWriteStream(stderrFile);
|
||||
|
||||
c.stdout.pipe(stdoutStream);
|
||||
c.stderr.pipe(stderrStream);
|
||||
c.stdout.pipe(process.stdout);
|
||||
c.stderr.pipe(process.stderr);
|
||||
|
||||
if (pipe) {
|
||||
c.stdin.end(pipe);
|
||||
}
|
||||
+78057
-37158
File diff suppressed because one or more lines are too long
+1
-1
File diff suppressed because one or more lines are too long
+327
-3
@@ -85,9 +85,9 @@ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLI
|
||||
|
||||
@azure/abort-controller
|
||||
MIT
|
||||
Copyright (c) Microsoft Corporation.
|
||||
The MIT License (MIT)
|
||||
|
||||
MIT License
|
||||
Copyright (c) 2020 Microsoft
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -99,7 +99,7 @@ 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
|
||||
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
|
||||
@@ -785,6 +785,16 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
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
|
||||
MIT
|
||||
(The MIT License)
|
||||
@@ -860,6 +870,51 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
|
||||
|
||||
commander
|
||||
MIT
|
||||
(The MIT License)
|
||||
|
||||
Copyright (c) 2011 TJ Holowaychuk <[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.
|
||||
|
||||
|
||||
commander-ts
|
||||
ISC
|
||||
Copyright 2018 Matt Strom <[email protected]>
|
||||
|
||||
Permission to use, copy, modify, and/or distribute this software
|
||||
for any purpose with or without fee is hereby granted, provided
|
||||
that the above copyright notice and this permission notice appear
|
||||
in all copies.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
|
||||
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL
|
||||
THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR
|
||||
CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
|
||||
LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT,
|
||||
NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
|
||||
CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
|
||||
|
||||
concat-map
|
||||
MIT
|
||||
This software is released under the MIT license:
|
||||
@@ -882,6 +937,31 @@ 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.
|
||||
|
||||
|
||||
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
|
||||
MIT
|
||||
(The MIT License)
|
||||
@@ -931,6 +1011,56 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
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
|
||||
MIT
|
||||
MIT License
|
||||
@@ -1039,6 +1169,114 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
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.
|
||||
|
||||
|
||||
|
||||
reflect-metadata
|
||||
Apache-2.0
|
||||
Apache License
|
||||
|
||||
Version 2.0, January 2004
|
||||
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all other entities that control, are controlled by, or are under common control with that entity. For the purposes of this definition, "control" means (i) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (ii) ownership of fifty percent (50%) or more of the outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications, including but not limited to software source code, documentation source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical transformation or translation of a Source form, including but not limited to compiled object code, generated documentation, and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or Object form, made available under the License, as indicated by a copyright notice that is included in or attached to the work (an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object form, that is based on (or derived from) the Work and for which the editorial revisions, annotations, elaborations, or other modifications represent, as a whole, an original work of authorship. For the purposes of this License, Derivative Works shall not include works that remain separable from, or merely link (or bind by name) to the interfaces of, the Work and Derivative Works thereof.
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||||
|
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"Contribution" shall mean any work of authorship, including the original version of the Work and any modifications or additions to that Work or Derivative Works thereof, that is intentionally submitted to Licensor for inclusion in the Work by the copyright owner or by an individual or Legal Entity authorized to submit on behalf of the copyright owner. For the purposes of this definition, "submitted" means any form of electronic, verbal, or written communication sent to the Licensor or its representatives, including but not limited to communication on electronic mailing lists, source code control systems, and issue tracking systems that are managed by, or on behalf of, the Licensor for the purpose of discussing and improving the Work, but excluding communication that is conspicuously marked or otherwise designated in writing by the copyright owner as "Not a Contribution."
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"Contributor" shall mean Licensor and any individual or Legal Entity on behalf of whom a Contribution has been received by Licensor and subsequently incorporated within the Work.
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|
||||
2. Grant of Copyright License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable copyright license to reproduce, prepare Derivative Works of, publicly display, publicly perform, sublicense, and distribute the Work and such Derivative Works in Source or Object form.
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|
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3. Grant of Patent License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable (except as stated in this section) patent license to make, have made, use, offer to sell, sell, import, and otherwise transfer the Work, where such license applies only to those patent claims licensable by such Contributor that are necessarily infringed by their Contribution(s) alone or by combination of their Contribution(s) with the Work to which such Contribution(s) was submitted. If You institute patent litigation against any entity (including a cross-claim or counterclaim in a lawsuit) alleging that the Work or a Contribution incorporated within the Work constitutes direct or contributory patent infringement, then any patent licenses granted to You under this License for that Work shall terminate as of the date such litigation is filed.
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|
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4. Redistribution. You may reproduce and distribute copies of the Work or Derivative Works thereof in any medium, with or without modifications, and in Source or Object form, provided that You meet the following conditions:
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|
||||
You must give any other recipients of the Work or Derivative Works a copy of this License; and
|
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|
||||
You must cause any modified files to carry prominent notices stating that You changed the files; and
|
||||
|
||||
You must retain, in the Source form of any Derivative Works that You distribute, all copyright, patent, trademark, and attribution notices from the Source form of the Work, excluding those notices that do not pertain to any part of the Derivative Works; and
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|
||||
If the Work includes a "NOTICE" text file as part of its distribution, then any Derivative Works that You distribute must include a readable copy of the attribution notices contained within such NOTICE file, excluding those notices that do not pertain to any part of the Derivative Works, in at least one of the following places: within a NOTICE text file distributed as part of the Derivative Works; within the Source form or documentation, if provided along with the Derivative Works; or, within a display generated by the Derivative Works, if and wherever such third-party notices normally appear. The contents of the NOTICE file are for informational purposes only and do not modify the License. You may add Your own attribution notices within Derivative Works that You distribute, alongside or as an addendum to the NOTICE text from the Work, provided that such additional attribution notices cannot be construed as modifying the License. You may add Your own copyright statement to Your modifications and may provide additional or different license terms and conditions for use, reproduction, or distribution of Your modifications, or for any such Derivative Works as a whole, provided Your use, reproduction, and distribution of the Work otherwise complies with the conditions stated in this License.
|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise, any Contribution intentionally submitted for inclusion in the Work by You to the Licensor shall be under the terms and conditions of this License, without any additional terms or conditions. Notwithstanding the above, nothing herein shall supersede or modify the terms of any separate license agreement you may have executed with Licensor regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor, except as required for reasonable and customary use in describing the origin of the Work and reproducing the content of the NOTICE file.
|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or agreed to in writing, Licensor provides the Work (and each Contributor provides its Contributions) on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied, including, without limitation, any warranties or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A PARTICULAR PURPOSE. You are solely responsible for determining the appropriateness of using or redistributing the Work and assume any 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.
|
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|
||||
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.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
semver
|
||||
ISC
|
||||
The ISC License
|
||||
@@ -1071,6 +1309,9 @@ 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.
|
||||
|
||||
|
||||
tr46
|
||||
MIT
|
||||
|
||||
tslib
|
||||
0BSD
|
||||
Copyright (c) Microsoft Corporation.
|
||||
@@ -1134,3 +1375,86 @@ 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.
|
||||
|
||||
|
||||
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.
|
||||
|
||||
|
||||
yaml
|
||||
ISC
|
||||
Copyright Eemeli Aro <[email protected]>
|
||||
|
||||
Permission to use, copy, modify, and/or distribute this software for any purpose
|
||||
with or without fee is hereby granted, provided that the above copyright notice
|
||||
and this permission notice appear in all copies.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
|
||||
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
|
||||
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
||||
OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
|
||||
TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
|
||||
THIS SOFTWARE.
|
||||
|
||||
+60
@@ -0,0 +1,60 @@
|
||||
#!/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 $BUILD_EXIT_CODE
|
||||
+86
@@ -0,0 +1,86 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
# Run in ACTIVATE_LICENSE_PATH directory
|
||||
echo "Changing to \"$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 $UNITY_EXIT_CODE
|
||||
fi
|
||||
|
||||
# Return to previous working directory
|
||||
popd
|
||||
+214
@@ -0,0 +1,214 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
#
|
||||
# Set project path
|
||||
#
|
||||
|
||||
UNITY_PROJECT_PATH="$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 "$BUILD_PATH_FULL"
|
||||
+32
@@ -0,0 +1,32 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
# Run in ACTIVATE_LICENSE_PATH directory
|
||||
echo "Changing to \"$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
|
||||
+83
@@ -0,0 +1,83 @@
|
||||
#!/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 $?
|
||||
+114
@@ -0,0 +1,114 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
# if blankproject folder doesn't exist create it
|
||||
if [ ! -d "/BlankProject" ]; then
|
||||
mkdir /BlankProject
|
||||
fi
|
||||
# if blankproject folder doesn't exist create it
|
||||
if [ ! -d "/BlankProject/Assets" ]; then
|
||||
mkdir /BlankProject/Assets
|
||||
fi
|
||||
|
||||
if [[ -n "$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 $UNITY_EXIT_CODE
|
||||
fi
|
||||
+186
@@ -0,0 +1,186 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
#
|
||||
# Set project path
|
||||
#
|
||||
|
||||
UNITY_PROJECT_PATH="$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
@@ -0,0 +1,22 @@
|
||||
#!/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
@@ -0,0 +1,48 @@
|
||||
#!/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
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user