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206 changed files with 95741 additions and 40337 deletions
+5
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@@ -0,0 +1,5 @@
dist/
lib/
node_modules/
jest.config.js
src/types/
+94
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@@ -0,0 +1,94 @@
{
"root": true,
"plugins": ["jest", "@typescript-eslint", "prettier", "unicorn"],
"extends": ["plugin:unicorn/recommended", "plugin:github/recommended", "plugin:prettier/recommended"],
"parser": "@typescript-eslint/parser",
"parserOptions": {
"ecmaVersion": 2020,
"sourceType": "module",
"extraFileExtensions": [".mjs"],
"ecmaFeatures": {
"impliedStrict": true
},
"project": "./tsconfig.json"
},
"env": {
"node": true,
"es6": true,
"jest/globals": true,
"es2020": true
},
"rules": {
// Error out for code formatting errors
"prettier/prettier": "error",
// Namespaces or sometimes needed
"import/no-namespace": "off",
// Properly format comments
"spaced-comment": ["error", "always"],
"lines-around-comment": [
"error",
{
"beforeBlockComment": true,
"beforeLineComment": true,
"allowBlockStart": true,
"allowObjectStart": true,
"allowArrayStart": true,
"allowClassStart": true,
"ignorePattern": "pragma|ts-ignore"
}
],
// Mandatory spacing
"padding-line-between-statements": [
"error",
{
"blankLine": "always",
"prev": "*",
"next": "return"
},
{
"blankLine": "always",
"prev": "directive",
"next": "*"
},
{
"blankLine": "any",
"prev": "directive",
"next": "directive"
}
],
// Enforce camelCase
"camelcase": "error",
// Allow forOfStatements
"no-restricted-syntax": ["error", "ForInStatement", "LabeledStatement", "WithStatement"],
// Continue is viable in forOf loops in generators
"no-continue": "off",
// From experience, named exports are almost always desired. I got tired of this rule
"import/prefer-default-export": "off",
// Unused vars are useful to keep method signatures consistent and documented
"@typescript-eslint/no-unused-vars": "off",
// For this project only use kebab-case
"unicorn/filename-case": [
"error",
{
"cases": {
"kebabCase": true
}
}
],
// Allow Array.from(set) mitigate TS2569 which would require '--downlevelIteration'
"unicorn/prefer-spread": "off",
// Temp disable to prevent mixing changes with other PRs
// Disabled: @types/jest 27 typings require .mockResolvedValue(undefined),
// contradicting this rule
"unicorn/no-useless-undefined": "off",
"i18n-text/no-en": "off"
},
"overrides": [
{
"files": ["jest.setup.js"],
"rules": {
"import/no-commonjs": "off"
}
}
]
}
+3 -1
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@@ -14,7 +14,9 @@ assignees: ''
<!--Steps to reproduce the behavior:-->
- **Expected behavior**
-
**Expected behavior**
<!--A clear and concise description of what you expected to happen.-->
@@ -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,
});
+3 -33
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@@ -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: ${{ steps.cache-restore.outputs.cache-primary-key }}
+9 -48
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@@ -9,7 +9,8 @@ concurrency:
cancel-in-progress: true
env:
UNITY_LICENSE: "<?xml version=\"1.0\" encoding=\"UTF-8\"?><root>\n <License
UNITY_LICENSE:
"<?xml version=\"1.0\" encoding=\"UTF-8\"?><root>\n <License
id=\"Terms\">\n <MachineBindings>\n <Binding Key=\"1\"
Value=\"576562626572264761624c65526f7578\"/>\n <Binding Key=\"2\"
Value=\"576562626572264761624c65526f7578\"/>\n </MachineBindings>\n <MachineID
@@ -35,20 +36,9 @@ env:
jobs:
buildForAllPlatformsUbuntu:
name: "${{ matrix.targetPlatform }} on ${{ matrix.unityVersion}}${{startsWith(matrix.buildProfile, 'Assets') && ' (via Build Profile)' || '' }}"
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 +98,6 @@ 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 +112,12 @@ 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 +140,6 @@ 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 +163,6 @@ 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 +185,6 @@ 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 }}
@@ -224,22 +200,7 @@ jobs:
###########################
- uses: actions/upload-artifact@v4
with:
name: "Build ${{ matrix.targetPlatform }}${{ startsWith(matrix.buildProfile, 'Assets') && ' (via Build Profile)' || '' }} on Ubuntu (${{ matrix.unityVersion }}_il2cpp_${{ matrix.buildWithIl2cpp }}_params_${{ matrix.additionalParameters }})"
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 }}
+3 -34
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@@ -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: ${{ steps.cache-restore.outputs.cache-primary-key }}
+7
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@@ -53,3 +53,10 @@ jobs:
- run: bash <(curl -s https://codecov.io/bash)
- run: yarn build || { echo "build command should always succeed" ; exit 61; }
# - run: yarn build --quiet && git diff --quiet dist || { echo "dist should be auto generated" ; git diff dist ; exit 62; }
orchestrator-integration:
name: Orchestrator Integration
if: >-
github.event_name == 'push' || contains(github.event.pull_request.labels.*.name, 'run-integration')
uses: ./.github/workflows/validate-orchestrator-integration.yml
secrets: inherit
+1 -10
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@@ -11,8 +11,6 @@ on:
options:
- game-ci/orchestrator
- game-ci/cli
- game-ci/unity-test-runner
- game-ci/unity-activate
dry_run:
description: 'Dry run (list secrets to sync without writing)'
required: false
@@ -72,14 +70,7 @@ jobs:
if [ "$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 → $TARGET_REPO (continuing)"
@@ -98,12 +98,12 @@ jobs:
# Add git package via manifest
cd test-project
python3 -c "
cat Packages/manifest.json | python3 -c "
import sys, json
manifest = json.load(sys.stdin)
manifest['dependencies']['${{ matrix.name }}'] = '${{ matrix.package }}'
json.dump(manifest, sys.stdout, indent=2)
" < Packages/manifest.json > Packages/manifest.tmp && mv Packages/manifest.tmp Packages/manifest.json
" > Packages/manifest.tmp && mv Packages/manifest.tmp Packages/manifest.json
cd ..
fi
@@ -125,20 +125,18 @@ jobs:
if: always()
run: |
STATUS="${{ steps.build.outcome }}"
{
echo "## ${{ matrix.name }} — ${{ matrix.platform }}"
echo ""
if [ "$STATUS" = "success" ]; then
echo "✅ **PASSED** — Compiled and built successfully"
else
echo "❌ **FAILED** — Build or compilation failed"
fi
echo ""
echo "- Unity: ${{ matrix.unity }}"
echo "- Platform: ${{ matrix.platform }}"
echo "- Source: ${{ matrix.source }}"
echo "- Package: \`${{ matrix.package }}\`"
} >> "$GITHUB_STEP_SUMMARY"
echo "## ${{ matrix.name }} — ${{ matrix.platform }}" >> $GITHUB_STEP_SUMMARY
echo "" >> $GITHUB_STEP_SUMMARY
if [ "$STATUS" = "success" ]; then
echo "✅ **PASSED** — Compiled and built successfully" >> $GITHUB_STEP_SUMMARY
else
echo "❌ **FAILED** — Build or compilation failed" >> $GITHUB_STEP_SUMMARY
fi
echo "" >> $GITHUB_STEP_SUMMARY
echo "- Unity: ${{ matrix.unity }}" >> $GITHUB_STEP_SUMMARY
echo "- Platform: ${{ matrix.platform }}" >> $GITHUB_STEP_SUMMARY
echo "- Source: ${{ matrix.source }}" >> $GITHUB_STEP_SUMMARY
echo "- Package: \`${{ matrix.package }}\`" >> $GITHUB_STEP_SUMMARY
report:
name: Validation Report
File diff suppressed because it is too large Load Diff
+255
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@@ -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..."
npx jest orchestrator-plugin --verbose --detectOpenHandles --forceExit
# --- 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..."
npx jest --no-cache 2>&1 | tail -20
# --- 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');
})();
"
-7
View File
@@ -1,7 +0,0 @@
#!/usr/bin/env sh
yarn lint-staged
yarn typecheck
if command -v gitleaks >/dev/null 2>&1; then
gitleaks protect --staged --no-banner --redact
fi
-17
View File
@@ -1,17 +0,0 @@
{
"semi": true,
"singleQuote": true,
"trailingComma": "all",
"printWidth": 100,
"proseWrap": "preserve",
"sortPackageJson": false,
"ignorePatterns": [
"**/node_modules/**",
"**/dist/**",
"**/coverage/**",
"**/.yarn/**",
"default-build-script/**",
"test-runner/**",
"platforms/**"
]
}
-58
View File
@@ -1,58 +0,0 @@
{
"$schema": "./node_modules/oxlint/configuration_schema.json",
"plugins": ["typescript", "vitest", "unicorn", "oxc"],
"categories": {
"correctness": "error",
"suspicious": "error",
"perf": "error"
},
"rules": {
"vitest/require-mock-type-parameters": "off",
"vitest/valid-title": "off",
"vitest/valid-describe-callback": "off",
"vitest/expect-expect": "off",
"vitest/no-conditional-tests": "off",
"vitest/no-conditional-expect": "off",
"vitest/require-to-throw-message": "off",
"vitest/no-disabled-tests": "warn",
"unicorn/prefer-array-flat-map": "warn",
"typescript/no-explicit-any": "warn",
"typescript/ban-ts-comment": "off",
"typescript/no-namespace": "off",
"typescript/no-extraneous-class": "off",
"no-bitwise": "off",
"no-shadow": "off",
"no-await-in-loop": "off",
"no-underscore-dangle": "off",
"unicorn/no-array-sort": "off",
"unicorn/prefer-set-has": "off",
"unicorn/consistent-function-scoping": "off",
"unicorn/no-useless-spread": "warn",
"eslint/preserve-caught-error": "warn",
"oxc/no-map-spread": "warn"
},
"overrides": [
{
"files": ["**/*.test.ts", "**/*.spec.ts"],
"rules": {
"typescript/no-explicit-any": "off",
"no-unused-vars": "off"
}
}
],
"env": {
"browser": false,
"node": true,
"es2024": true,
"vitest/globals": true
},
"ignorePatterns": [
"**/node_modules/**",
"**/dist/**",
"**/coverage/**",
"**/.yarn/**",
"default-build-script/**",
"test-runner/**",
"platforms/**"
]
}
+2
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@@ -0,0 +1,2 @@
**/node_modules/**
**/dist/**
+7
View File
@@ -0,0 +1,7 @@
{
"semi": true,
"singleQuote": true,
"trailingComma": "all",
"printWidth": 120,
"proseWrap": "always"
}
+13 -3
View File
@@ -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",
+7 -61
View File
@@ -10,15 +10,7 @@ inputs:
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.'
'Version of unity to use for building the project. Use "auto" to get from your ProjectSettings/ProjectVersion.txt'
customImage:
required: false
default: ''
@@ -121,11 +113,8 @@ 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'
@@ -135,7 +124,8 @@ inputs:
chownFilesTo:
required: false
default: ''
description: 'User and optionally group (user or user:group or uid:gid) to give ownership of the resulting build artifacts'
description:
'User and optionally group (user or user:group or uid:gid) to give ownership of the resulting build artifacts'
dockerCpuLimit:
required: false
default: ''
@@ -189,51 +179,7 @@ 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.'
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".'
description: 'Skip the activation/deactivation of Unity. This assumes Unity is already activated.'
outputs:
volume:
@@ -251,5 +197,5 @@ branding:
icon: 'box'
color: 'gray-dark'
runs:
using: 'node24'
using: 'node20'
main: 'dist/index.js'
BIN
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+49
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@@ -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
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root = true
[*.cs]
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#
# 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*
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.vs/
.idea/
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*.mdb
*.opendb
*.VC.db
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*.pdb.meta
*.mdb.meta
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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
@@ -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
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0d51cf8acfff8c941bb753e82750b60a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -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);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 46d2ec4a86604575be2b2d02b0df7b74
timeCreated: 1587503354
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 166f919334c44e7a80ae916667974e7d
timeCreated: 1587503566
@@ -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);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fad44373fb7b61a4bb584e2675795aca
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -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);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e59b491a4124442ea7277f76761cdc8a
timeCreated: 1587503545
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b5da3bd7e18c43d79243410166c8dc9a
timeCreated: 1587493708
@@ -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;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 29c1880a390c4af7be821b7877602815
timeCreated: 1587494270
@@ -0,0 +1,15 @@
{
"name": "UnityBuilderAction",
"references": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: a1ab437d31f4f4c9084097e2b4b5fcae
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1c3bddf6d8984cde9208e3f0fe584879
timeCreated: 1587490700
@@ -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;
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cdec7fa0f5bb44958fdf74d4658a4601
timeCreated: 1587495075
@@ -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;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4d375e209fd14fc5bc2f3dc3c78ac574
timeCreated: 1587490750
@@ -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;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 30483367ddc84699a0da377ccb93769a
timeCreated: 1587504315
@@ -0,0 +1,10 @@
namespace UnityBuilderAction.Versioning
{
public static class VersionGenerator
{
public static string Generate()
{
return Git.GenerateSemanticCommitVersion();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9892e03ae8314b7eacd793c8002de007
timeCreated: 1587490842
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@@ -0,0 +1,51 @@
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"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 @@
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m_VirtualVoiceCount: 512
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m_SpatializerPlugin:
m_AmbisonicDecoderPlugin:
m_DisableAudio: 0
m_VirtualizeEffects: 1
m_RequestedDSPBufferSize: 0
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@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
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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
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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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.
"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."
"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.
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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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:
You must give any other recipients of the Work or Derivative Works a copy of this License; and
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
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.
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.

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