Feature/support for unity licensing server linux (#468)

* Initial support for adding a UNITY_LICENSING_SERVER parameter to build parameters

* Test to figure out what the working directory is of current bash script

* Outputting current directory and using $ACTION_FOLDER

* Add resources folder to mounted docker volumes. Used by activation script to copy over template file for unity licensing server

* use awk instead of sed due to http characters breaking syntax

* mkdir for unity config

* Add -p flag to mkdir so parents are also created if missing

* Initial work on returning floating license when using licensing server

* Checking licensing server first for now, since serial is always set

* Parse and save acquired floating license for use for returning after build

* Clean up duplicate commands in activate.sh

* Fixed running string as command, use it as input instead

* Fixed cloud runner tests failing when using a ssh remote.

* Clean up of test files and unnecessary logging

* Moved process of generating services-config.json file from platform specific activate scripts to typescript

* Fixed path
This commit is contained in:
simensan
2022-10-22 18:55:58 +02:00
committed by GitHub
parent 9f79830454
commit 4cb3e593f5
15 changed files with 206 additions and 51 deletions

60
dist/index.js generated vendored
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@@ -231,23 +231,26 @@ class BuildParameters {
// Todo - Don't use process.env directly, that's what the input model class is for.
// ---
let unitySerial = '';
if (!process.env.UNITY_SERIAL && input_1.default.githubInputEnabled) {
// No serial was present, so it is a personal license that we need to convert
if (!process.env.UNITY_LICENSE) {
throw new Error(`Missing Unity License File and no Serial was found. If this
if (input_1.default.unityLicensingServer === '') {
if (!process.env.UNITY_SERIAL && input_1.default.githubInputEnabled) {
// No serial was present, so it is a personal license that we need to convert
if (!process.env.UNITY_LICENSE) {
throw new Error(`Missing Unity License File and no Serial was found. If this
is a personal license, make sure to follow the activation
steps and set the UNITY_LICENSE GitHub secret or enter a Unity
serial number inside the UNITY_SERIAL GitHub secret.`);
}
unitySerial = this.getSerialFromLicenseFile(process.env.UNITY_LICENSE);
}
else {
unitySerial = process.env.UNITY_SERIAL;
}
unitySerial = this.getSerialFromLicenseFile(process.env.UNITY_LICENSE);
}
else {
unitySerial = process.env.UNITY_SERIAL;
}
return {
editorVersion,
customImage: input_1.default.customImage,
unitySerial,
unityLicensingServer: input_1.default.unityLicensingServer,
runnerTempPath: process.env.RUNNER_TEMP,
targetPlatform: input_1.default.targetPlatform,
projectPath: input_1.default.projectPath,
@@ -4491,6 +4494,7 @@ class Docker {
--volume "${actionFolder}/default-build-script:/UnityBuilderAction:z" \
--volume "${actionFolder}/platforms/ubuntu/steps:/steps:z" \
--volume "${actionFolder}/platforms/ubuntu/entrypoint.sh:/entrypoint.sh:z" \
--volume "${actionFolder}/unity-config:/usr/share/unity3d/config/:z" \
${sshAgent ? `--volume ${sshAgent}:/ssh-agent` : ''} \
${sshAgent ? '--volume /home/runner/.ssh/known_hosts:/root/.ssh/known_hosts:ro' : ''} \
${image} \
@@ -4588,6 +4592,7 @@ class ImageEnvironmentFactory {
{ name: 'UNITY_EMAIL', value: process.env.UNITY_EMAIL },
{ name: 'UNITY_PASSWORD', value: process.env.UNITY_PASSWORD },
{ name: 'UNITY_SERIAL', value: parameters.unitySerial },
{ name: 'UNITY_LICENSING_SERVER', value: parameters.unityLicensingServer },
{ name: 'UNITY_VERSION', value: parameters.editorVersion },
{ name: 'USYM_UPLOAD_AUTH_TOKEN', value: process.env.USYM_UPLOAD_AUTH_TOKEN },
{ name: 'PROJECT_PATH', value: parameters.projectPath },
@@ -4920,7 +4925,7 @@ class GitRepoReader {
const value = (yield cloud_runner_system_1.CloudRunnerSystem.Run(`git remote -v`, false, true)).replace(/ /g, ``);
cloud_runner_logger_1.default.log(`value ${value}`);
console_1.assert(value.includes('github.com'));
return value.split('github.com/')[1].split('.git')[0];
return value.split('github.com')[1].split('.git')[0].slice(1);
});
}
static GetBranch() {
@@ -5145,6 +5150,9 @@ class Input {
static get buildsPath() {
return Input.getInput('buildsPath') || 'build';
}
static get unityLicensingServer() {
return Input.getInput('unityLicensingServer') || '';
}
static get buildMethod() {
return Input.getInput('buildMethod') || ''; // Processed in docker file
}
@@ -5342,6 +5350,25 @@ exports["default"] = Output;
"use strict";
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } });
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);
__setModuleDefault(result, mod);
return result;
};
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
return new (P || (P = Promise))(function (resolve, reject) {
@@ -5355,11 +5382,14 @@ var __importDefault = (this && this.__importDefault) || function (mod) {
return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", ({ value: true }));
const fs_1 = __importDefault(__nccwpck_require__(57147));
const core = __importStar(__nccwpck_require__(42186));
const platform_setup_1 = __nccwpck_require__(2014);
const validate_windows_1 = __importDefault(__nccwpck_require__(41563));
class PlatformSetup {
static setup(buildParameters, actionFolder) {
return __awaiter(this, void 0, void 0, function* () {
PlatformSetup.SetupShared(buildParameters, actionFolder);
switch (process.platform) {
case 'win32':
validate_windows_1.default.validate(buildParameters);
@@ -5372,6 +5402,17 @@ class PlatformSetup {
}
});
}
static SetupShared(buildParameters, actionFolder) {
const servicesConfigPath = `${actionFolder}/unity-config/services-config.json`;
const servicesConfigPathTemplate = `${servicesConfigPath}.template`;
if (!fs_1.default.existsSync(servicesConfigPathTemplate)) {
core.error(`Missing services config ${servicesConfigPathTemplate}`);
return;
}
let servicesConfig = fs_1.default.readFileSync(servicesConfigPathTemplate).toString();
servicesConfig = servicesConfig.replace('%URL%', buildParameters.unityLicensingServer);
fs_1.default.writeFileSync(servicesConfigPath, servicesConfig);
}
}
exports["default"] = PlatformSetup;
@@ -5465,6 +5506,7 @@ class SetupMac {
process.env.ACTION_FOLDER = actionFolder;
process.env.UNITY_VERSION = buildParameters.editorVersion;
process.env.UNITY_SERIAL = buildParameters.unitySerial;
process.env.UNITY_LICENSING_SERVER = buildParameters.unityLicensingServer;
process.env.PROJECT_PATH = buildParameters.projectPath;
process.env.BUILD_TARGET = buildParameters.targetPlatform;
process.env.BUILD_NAME = buildParameters.buildName;

2
dist/index.js.map generated vendored

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@@ -74,6 +74,21 @@ elif [[ -n "$UNITY_SERIAL" && -n "$UNITY_EMAIL" && -n "$UNITY_PASSWORD" ]]; then
# Store the exit code from the verify command
UNITY_EXIT_CODE=$?
elif [[ -n "$UNITY_LICENSING_SERVER" ]]; then
#
# Custom Unity License Server
#
echo "Adding licensing server config"
/opt/unity/Editor/Data/Resources/Licensing/Client/Unity.Licensing.Client --acquire-floating > license.txt #is this accessible in a env variable?
PARSEDFILE=$(grep -oP '\".*?\"' < license.txt | tr -d '"')
export FLOATING_LICENSE
FLOATING_LICENSE=$(sed -n 2p <<< "$PARSEDFILE")
FLOATING_LICENSE_TIMEOUT=$(sed -n 4p <<< "$PARSEDFILE")
echo "Acquired floating license: \"$FLOATING_LICENSE\" with timeout $FLOATING_LICENSE_TIMEOUT"
# Store the exit code from the verify command
UNITY_EXIT_CODE=$?
else
#
# NO LICENSE ACTIVATION STRATEGY MATCHED

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@@ -4,7 +4,14 @@
echo "Changing to \"$ACTIVATE_LICENSE_PATH\" directory."
pushd "$ACTIVATE_LICENSE_PATH"
if [[ -n "$UNITY_SERIAL" ]]; then
if [[ -n "$UNITY_LICENSING_SERVER" ]]; then #
#
# Return any floating license used.
#
echo "Returning floating license: \"$FLOATING_LICENSE\""
/opt/unity/Editor/Data/Resources/Licensing/Client/Unity.Licensing.Client --return-floating "$FLOATING_LICENSE"
elif [[ -n "$UNITY_SERIAL" ]]; then
#
# PROFESSIONAL (SERIAL) LICENSE MODE
#

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@@ -0,0 +1,7 @@
{
"licensingServiceBaseUrl": "%URL%",
"enableEntitlementLicensing": true,
"enableFloatingApi": true,
"clientConnectTimeoutSec": 5,
"clientHandshakeTimeoutSec": 10
}