Initial Support for Windows Based Builds (#305)
* Implemented logic for windows based docker builds. Moved dockerfiles and scripts to platform specific folders. * Add missing newline character * Add build-tests for windows and a unity project configured to output il2cpp * Add additional build targets (uwp and tvOS) Adjustments to build scripts to not require win10 sdk when not needed (tvOS) Platform-based prereq setup Setup image tags for the new platforms with errors if building on the wrong base os Rename test-project-il2cpp to test-project-windows to be used for all windows based project building (IL2CPP backend selected instead of mono) Fix tests to be platform based * Update dist/platforms/windows/steps/return_license.ps1 Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update src/model/docker.ts Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update src/model/docker.ts Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update src/model/docker.ts Co-authored-by: Webber Takken <webber.nl@gmail.com> * Fix outdated repository and homepage links in dockerfiles * Fix comment style and rename validateWindowsPrereqs to validateWindowsPlatformRequirements * Remove redundant comment * Remove windows unity test project, add ProjectSettings for the il2cpp backend, and add logic to replace the projectsettings file with the il2cpp one on windows test builds. * Fix action.test.ts to accept windows as a base platform * Fix camelcase for wsaPlayer * Switch from add to copy in windows dockerfile * Change slash direction * Switch ADD to COPY to conform with best practices, change ls to dir on windows dockerfile * Improve error message for unset UNITY_EMAIL and UNITY_PASSWORD * Further improve missing email and password error. Remove temppaths being mounted to docker image * Add debug statement. TODO: Remove these * Add more debug * Explicitly pass in unity email to docker run * Remove debug and fix environment variables for activation/deactivation scripts * Prevent Unity serial from leaking to console * Debug folder listings * More debug print dirs * fix debug print path * fix reg export command * Remove debug directory listings and try setSecret to mask serial * Update src/model/action.ts Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update src/model/docker.ts Co-authored-by: Webber Takken <webber.nl@gmail.com> * Update src/model/image-tag.ts Co-authored-by: David Finol <davidmfinol@gmail.com> * Update .github/workflows/build-tests.yml Co-authored-by: David Finol <davidmfinol@gmail.com> * Move platform validation and setup out of docker and into its own layer, remove branching on docker run command * Fix test failure due to missing license * Fix camelCase and duplicate variables * Fix lint issues and make paths more understandable * Fix typo in build-tests.yml * Fix move command in build-tests.yml * Different method to force move file * Fix missing quote and backslash * Pass unity email and password to builder action for windows build tests * Push serial to windows test builds * Make windows build tests only run on push to main Co-authored-by: Webber Takken <webber.nl@gmail.com> Co-authored-by: David Finol <davidmfinol@gmail.com>
This commit is contained in:
107
dist/platforms/ubuntu/steps/activate.sh
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107
dist/platforms/ubuntu/steps/activate.sh
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#!/usr/bin/env bash
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# Run in ACTIVATE_LICENSE_PATH directory
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echo "Changing to \"$ACTIVATE_LICENSE_PATH\" directory."
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pushd "$ACTIVATE_LICENSE_PATH"
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if [[ -n "$UNITY_LICENSE" ]] || [[ -n "$UNITY_LICENSE_FILE" ]]; then
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#
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# PERSONAL LICENSE MODE
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#
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# This will activate Unity, using a license file
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#
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# Note that this is the ONLY WAY for PERSONAL LICENSES in 2020.
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# * See for more details: https://gitlab.com/gableroux/unity3d-gitlab-ci-example/issues/5#note_72815478
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#
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# The license file can be acquired using `webbertakken/request-manual-activation-file` action.
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echo "Requesting activation (personal license)"
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# Set the license file path
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FILE_PATH=UnityLicenseFile.ulf
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if [[ -n "$UNITY_LICENSE" ]]; then
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# Copy license file from Github variables
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echo "$UNITY_LICENSE" | tr -d '\r' > $FILE_PATH
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elif [[ -n "$UNITY_LICENSE_FILE" ]]; then
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# Copy license file from file system
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cat "$UNITY_LICENSE_FILE" | tr -d '\r' > $FILE_PATH
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fi
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# Activate license
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ACTIVATION_OUTPUT=$(unity-editor \
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-logFile /dev/stdout \
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-quit \
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-manualLicenseFile $FILE_PATH)
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# Store the exit code from the verify command
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UNITY_EXIT_CODE=$?
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# The exit code for personal activation is always 1;
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# Determine whether activation was successful.
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#
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# Successful output should include the following:
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#
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# "LICENSE SYSTEM [2020120 18:51:20] Next license update check is after 2019-11-25T18:23:38"
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#
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ACTIVATION_SUCCESSFUL=$(echo $ACTIVATION_OUTPUT | grep 'Next license update check is after' | wc -l)
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# Set exit code to 0 if activation was successful
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if [[ $ACTIVATION_SUCCESSFUL -eq 1 ]]; then
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UNITY_EXIT_CODE=0
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fi;
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# Remove license file
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rm -f $FILE_PATH
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elif [[ -n "$UNITY_SERIAL" && -n "$UNITY_EMAIL" && -n "$UNITY_PASSWORD" ]]; then
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#
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# PROFESSIONAL (SERIAL) LICENSE MODE
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#
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# This will activate unity, using the activating process.
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#
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# Note: This is the preferred way for PROFESSIONAL LICENSES.
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#
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echo "Requesting activation (professional license)"
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# Activate license
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unity-editor \
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-logFile /dev/stdout \
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-quit \
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-serial "$UNITY_SERIAL" \
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-username "$UNITY_EMAIL" \
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-password "$UNITY_PASSWORD"
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# Store the exit code from the verify command
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UNITY_EXIT_CODE=$?
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else
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#
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# NO LICENSE ACTIVATION STRATEGY MATCHED
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#
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# This will exit since no activation strategies could be matched.
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#
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echo "License activation strategy could not be determined."
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echo ""
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echo "Visit https://game.ci/docs/github/getting-started for more"
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echo "details on how to set up one of the possible activation strategies."
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# Immediately exit as no UNITY_EXIT_CODE can be derrived.
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exit 1;
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fi
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#
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# Display information about the result
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#
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if [ $UNITY_EXIT_CODE -eq 0 ]; then
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# Activation was a success
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echo "Activation complete."
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else
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# Activation failed so exit with the code from the license verification step
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echo "Unclassified error occured while trying to activate license."
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echo "Exit code was: $UNITY_EXIT_CODE"
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exit $UNITY_EXIT_CODE
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fi
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# Return to previous working directory
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popd
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186
dist/platforms/ubuntu/steps/build.sh
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186
dist/platforms/ubuntu/steps/build.sh
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#!/usr/bin/env bash
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#
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# Set project path
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#
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UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
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echo "Using project path \"$UNITY_PROJECT_PATH\"."
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#
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# Display the name for the build, doubles as the output name
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#
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echo "Using build name \"$BUILD_NAME\"."
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#
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# Display the build's target platform;
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#
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echo "Using build target \"$BUILD_TARGET\"."
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#
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# Display build path and file
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#
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echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"."
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BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH"
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CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE"
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#
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# Set the build method, must reference one of:
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#
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# - <NamespaceName.ClassName.MethodName>
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# - <ClassName.MethodName>
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#
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# For example: `BuildCommand.PerformBuild`
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#
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# The method must be declared static and placed in project/Assets/Editor
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#
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if [ -z "$BUILD_METHOD" ]; then
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# User has not provided their own build command.
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#
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# Use the script from this action which builds the scenes that are enabled in
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# the project.
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#
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echo "Using built-in build method."
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# Create Editor directory if it does not exist
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mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
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# Copy the build script of Unity Builder action
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cp -R "/UnityBuilderAction/Assets/Editor/" "$UNITY_PROJECT_PATH/Assets/Editor/"
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# Set the Build method to that of UnityBuilder Action
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BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
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# Verify recursive paths
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ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
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#
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else
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# User has provided their own build method.
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# Assume they also bring their own script.
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#
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echo "Using build method \"$BUILD_METHOD\"."
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#
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fi
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#
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# Prepare Android keystore and SDK, if needed
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#
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if [[ "$BUILD_TARGET" == "Android" && -n "$ANDROID_KEYSTORE_NAME" && -n "$ANDROID_KEYSTORE_BASE64" ]]; then
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echo "Creating Android keystore."
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echo "$ANDROID_KEYSTORE_BASE64" | base64 --decode > "$UNITY_PROJECT_PATH/$ANDROID_KEYSTORE_NAME"
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echo "Created Android keystore."
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else
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echo "Not creating Android keystore."
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fi
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if [[ "$BUILD_TARGET" == "Android" && -n "$ANDROID_SDK_MANAGER_PARAMETERS" ]]; then
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echo "Updating Android SDK with parameters: $ANDROID_SDK_MANAGER_PARAMETERS"
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export JAVA_HOME="$(awk -F'=' '/JAVA_HOME=/{print $2}' /usr/bin/unity-editor.d/*)"
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"$(awk -F'=' '/ANDROID_HOME=/{print $2}' /usr/bin/unity-editor.d/*)/tools/bin/sdkmanager" "$ANDROID_SDK_MANAGER_PARAMETERS"
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echo "Updated Android SDK."
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else
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echo "Not updating Android SDK."
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fi
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#
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# Pre-build debug information
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#
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echo ""
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echo "###########################"
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echo "# Custom parameters #"
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echo "###########################"
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echo ""
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echo "$CUSTOM_PARAMETERS"
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echo ""
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echo "###########################"
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echo "# Current build dir #"
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echo "###########################"
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echo ""
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echo "Creating \"$BUILD_PATH_FULL\" if it does not exist."
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mkdir -p "$BUILD_PATH_FULL"
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ls -alh "$BUILD_PATH_FULL"
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echo ""
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echo "###########################"
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echo "# Project directory #"
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echo "###########################"
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echo ""
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ls -alh "$UNITY_PROJECT_PATH"
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#
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# Build
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#
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echo ""
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echo "###########################"
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echo "# Building project #"
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echo "###########################"
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echo ""
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# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
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unity-editor \
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-logfile /dev/stdout \
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-quit \
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-customBuildName "$BUILD_NAME" \
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-projectPath "$UNITY_PROJECT_PATH" \
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-buildTarget "$BUILD_TARGET" \
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-customBuildTarget "$BUILD_TARGET" \
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-customBuildPath "$CUSTOM_BUILD_PATH" \
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-executeMethod "$BUILD_METHOD" \
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-buildVersion "$VERSION" \
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-androidVersionCode "$ANDROID_VERSION_CODE" \
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-androidKeystoreName "$ANDROID_KEYSTORE_NAME" \
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-androidKeystorePass "$ANDROID_KEYSTORE_PASS" \
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-androidKeyaliasName "$ANDROID_KEYALIAS_NAME" \
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-androidKeyaliasPass "$ANDROID_KEYALIAS_PASS" \
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-androidTargetSdkVersion "$ANDROID_TARGET_SDK_VERSION" \
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$CUSTOM_PARAMETERS
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# Catch exit code
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BUILD_EXIT_CODE=$?
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# Display results
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if [ $BUILD_EXIT_CODE -eq 0 ]; then
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echo "Build succeeded";
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else
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echo "Build failed, with exit code $BUILD_EXIT_CODE";
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fi
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#
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# Permissions
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#
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# Make a given user owner of all artifacts
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if [[ -n "$CHOWN_FILES_TO" ]]; then
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chown -R "$CHOWN_FILES_TO" "$BUILD_PATH_FULL"
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chown -R "$CHOWN_FILES_TO" "$UNITY_PROJECT_PATH"
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fi
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# Add read permissions for everyone to all artifacts
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chmod -R a+r "$BUILD_PATH_FULL"
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chmod -R a+r "$UNITY_PROJECT_PATH"
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# Add execute permissions to specific files
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if [[ "$BUILD_TARGET" == "StandaloneOSX" ]]; then
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OSX_EXECUTABLE_PATH="$BUILD_PATH_FULL/$BUILD_NAME.app/Contents/MacOS"
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find "$OSX_EXECUTABLE_PATH" -type f -exec chmod +x {} \;
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fi
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#
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# Results
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#
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echo ""
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echo "###########################"
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echo "# Build output #"
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echo "###########################"
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echo ""
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ls -alh "$BUILD_PATH_FULL"
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20
dist/platforms/ubuntu/steps/return_license.sh
vendored
Normal file
20
dist/platforms/ubuntu/steps/return_license.sh
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Normal file
@@ -0,0 +1,20 @@
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#!/usr/bin/env bash
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# Run in ACTIVATE_LICENSE_PATH directory
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echo "Changing to \"$ACTIVATE_LICENSE_PATH\" directory."
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pushd "$ACTIVATE_LICENSE_PATH"
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if [[ -n "$UNITY_SERIAL" ]]; then
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#
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# PROFESSIONAL (SERIAL) LICENSE MODE
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#
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# This will return the license that is currently in use.
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#
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unity-editor \
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-logFile /dev/stdout \
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-quit \
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-returnlicense
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fi
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# Return to previous working directory
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popd
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24
dist/platforms/ubuntu/steps/set_gitcredential.sh
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Normal file
24
dist/platforms/ubuntu/steps/set_gitcredential.sh
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Normal file
@@ -0,0 +1,24 @@
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#!/usr/bin/env bash
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if [ -z "${GIT_PRIVATE_TOKEN}" ]
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then
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echo "GIT_PRIVATE_TOKEN unset skipping"
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else
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echo "GIT_PRIVATE_TOKEN is set configuring git credentials"
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git config --global credential.helper store
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git config --global --replace-all url.https://github.com/.insteadOf ssh://git@github.com/
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git config --global --add url.https://github.com/.insteadOf git@github.com
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git config --global url."https://token:$GIT_PRIVATE_TOKEN@github.com/".insteadOf "https://github.com/"
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git config --global url."https://ssh:$GIT_PRIVATE_TOKEN@github.com/".insteadOf "ssh://git@github.com/"
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git config --global url."https://git:$GIT_PRIVATE_TOKEN@github.com/".insteadOf "git@github.com:"
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fi
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echo "---------- git config --list -------------"
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git config --list
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||||
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echo "---------- git config --list --show-origin -------------"
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git config --list --show-origin
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||||
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||||
Reference in New Issue
Block a user