Compare commits

...

32 Commits
v0.6 ... v0.10

Author SHA1 Message Date
Webber
0399609b07 Give more info about what is different 2020-02-01 21:02:56 +01:00
Webber
1c91a3bf31 Fix custom parameters 2020-02-01 21:02:56 +01:00
Webber
ae7f659e9f Remove unneeded trailing slash 2020-02-01 20:43:49 +01:00
Webber
b781b891ec Align diff test with rename 2020-02-01 20:43:49 +01:00
Webber
f3a984165e Rename builder folder to action folder (unity actions convention) 2020-02-01 20:43:49 +01:00
Webber
d8896dc4f5 Update references 2020-01-27 23:15:26 +01:00
Webber
4051832dc0 Add some more basic tests 🤷‍♂️ 2020-01-27 23:15:26 +01:00
Webber
fe2311ef4b Hint enabling cache if not already enabled. 2020-01-27 23:15:26 +01:00
Webber
37d5ce498f Add more complete steps to create workflow 2020-01-27 23:15:26 +01:00
Webber
6bff9d7c68 Update readme for 0.9 (custom parameters) 2020-01-27 20:42:52 +01:00
Webber
7d51d12262 Allow custom parameters 2020-01-27 20:42:52 +01:00
Webber
b382ae9023 Remove duplicate restore key 2020-01-26 01:34:34 +01:00
Webber
4c8f96d75c Add caching step in workflow 2020-01-26 01:34:34 +01:00
Webber
afddcfa5fd Move static tests to main workflow 2020-01-26 01:34:34 +01:00
Webber
ca2bcea3ad Minor cleanup 2020-01-26 01:34:34 +01:00
Webber
d5552eaa01 Further simplify activation and complete feedback to user 2020-01-21 21:59:49 +01:00
Webber
32081adc59 Remove debugging, switch -ne to -eq 2020-01-21 21:59:49 +01:00
Webber
ad034dd2a5 Simplify and fail faster for activation process 2020-01-21 21:59:49 +01:00
Webber
cad4a8a0e5 Simplify build-method implementation 2020-01-21 21:59:49 +01:00
Webber
1d1f81c0bb Refactor models to allow for build parameters...
Build parameters have to be parsed because they can no longer be implicitly passed, as they need to be interpreted for detecting extensions.
2020-01-21 00:28:05 +01:00
Webber
a84535fc04 Add initial contributing doc 2020-01-19 01:54:56 +01:00
Webber
a2db13a084 Add code of conduct 2020-01-19 01:54:56 +01:00
Webber
b6f8dac777 Hardcode license file, in order to fix pr workflows 2020-01-19 01:22:42 +01:00
Webber
1de4638512 Remove duplicate trigger for test workflow 2020-01-18 23:44:40 +01:00
Webber
4b07d18a89 Trigger test workflow for PRs too 2020-01-18 23:27:33 +01:00
Webber Takken
adb8cfef12 add check to verify dist files (#21)
* add check to verify dist files
* change src, without running git hooks (expect failure)
* change src again, now do run commit hook (expect success)
* cleanup before squash
2020-01-18 23:23:53 +01:00
Webber
57d2023972 Trigger badge update for pushes to master only...
Which includes merging pull requests, as the latest commit gets pushed to master.
2020-01-18 22:29:29 +01:00
Webber
d2be807d0d update out of sync index file 2020-01-18 21:12:23 +01:00
Jibbajabbafic
99bb63390a Updated comments to match existing style 2020-01-17 16:52:21 +01:00
Jibbajabbafic
d27df56d26 fix(activate): only exit if activation fails 2020-01-17 16:52:21 +01:00
Jibbajabbafic
a6607a341e feat(activate): add more checks for licenses 2020-01-17 16:52:21 +01:00
Jibbajabbafic
2d3095660d fix(license): only return the license in pro mode 2020-01-12 22:02:05 +01:00
65 changed files with 854 additions and 263 deletions

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@@ -2,4 +2,4 @@
*
# Files required for the action
!builder/
!action/

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@@ -11,8 +11,11 @@ tab_width = 2
trim_trailing_whitespace = true
[*.md]
max_line_length = 0
max_line_length = off
trim_trailing_whitespace = false
[*.{yml,yaml}]
max_line_length = off
[COMMIT_EDITMSG]
max_line_length = 0
max_line_length = off

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@@ -1,2 +1,2 @@
**/node_modules/**
**/builder/**
**/action/**

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@@ -5,12 +5,23 @@ on:
push: { branches: [master] }
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
UNITY_LICENSE: "<?xml version=\"1.0\" encoding=\"UTF-8\"?><root>\n <License id=\"Terms\">\n <MachineBindings>\n <Binding Key=\"1\" Value=\"d39b8e2f4d364b2e98b06afa0c6e08c5\"/>\n <Binding Key=\"2\" Value=\"d39b8e2f4d364b2e98b06afa0c6e08c5\"/>\n </MachineBindings>\n <MachineID Value=\"Xxo1ZKbdPu/IATrc0mPBYANJFF0=\"/>\n <SerialHash Value=\"1efd68fa935192b6090ac03c77d289a9f588c55a\"/>\n <Features>\n <Feature Value=\"33\"/>\n <Feature Value=\"1\"/>\n <Feature Value=\"12\"/>\n <Feature Value=\"2\"/>\n <Feature Value=\"24\"/>\n <Feature Value=\"3\"/>\n <Feature Value=\"36\"/>\n <Feature Value=\"17\"/>\n <Feature Value=\"19\"/>\n <Feature Value=\"62\"/>\n </Features>\n <DeveloperData Value=\"AQAAAEY0LUg2WFMtUE00NS1SM0M4LUUyWlotWkdWOA==\"/>\n <SerialMasked Value=\"F4-H6XS-PM45-R3C8-E2ZZ-XXXX\"/>\n <StartDate Value=\"2018-05-02T00:00:00\"/>\n <UpdateDate Value=\"2019-11-25T18:23:38\"/>\n <InitialActivationDate Value=\"2018-05-02T14:21:28\"/>\n <LicenseVersion Value=\"6.x\"/>\n <ClientProvidedVersion Value=\"2019.2.11f1\"/>\n <AlwaysOnline Value=\"false\"/>\n <Entitlements>\n <Entitlement Ns=\"unity_editor\" Tag=\"UnityPersonal\" Type=\"EDITOR\" ValidTo=\"9999-12-31T00:00:00\"/>\n </Entitlements>\n </License>\n<Signature xmlns=\"http://www.w3.org/2000/09/xmldsig#\"><SignedInfo><CanonicalizationMethod Algorithm=\"http://www.w3.org/TR/2001/REC-xml-c14n-20010315#WithComments\"/><SignatureMethod Algorithm=\"http://www.w3.org/2000/09/xmldsig#rsa-sha1\"/><Reference URI=\"#Terms\"><Transforms><Transform Algorithm=\"http://www.w3.org/2000/09/xmldsig#enveloped-signature\"/></Transforms><DigestMethod Algorithm=\"http://www.w3.org/2000/09/xmldsig#sha1\"/><DigestValue>JHdOBFmBNq2H8BrGFzir/StLoYo=</DigestValue></Reference></SignedInfo><SignatureValue>aENLHd37a51RtP2/g7YU0Pexf5mx0/ENXYGtrPzqwZ8NQt2AsSdxGnl0CUB45/GuNXfJVDt2HWot\ncNYZB2OylVBn1WHQbKZlPmm8gEAMz0MYbr4Isb5i5buryBrZlmbEOjnRI+pEg1CBwlgMo6xdtjjE\n/d7cC293QIUO91kdzRXftYou1dNaUyuPL9ZH65vdB2pDXGRNxgUVD+GnnqZA7b5L2HXqNQclcWAK\n5Yd1BeF3VzR1iLw9G/SmH5oOhnpXSmqbL4qk7LVP2/mgXpFk5kP4X8VC3z47obNhBIGq40dwWyEe\nUYk5/nRAOkZawDT+tcu96e06gPC9Cxk5PdbRbA==</SignatureValue></Signature></root>"
jobs:
tests:
name: Tests
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: actions/setup-node@v1
with:
node-version: 12.x
- run: yarn
- run: yarn lint
- run: yarn test
- run: yarn build || { echo "build command should always succeed" ; exit 61; }
- run: yarn build --quiet && git diff --quiet action || { echo "action should be auto generated" ; git diff action ; exit 62; }
buildForAllPlatforms:
name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
runs-on: ubuntu-latest
@@ -37,7 +48,16 @@ jobs:
# - Switch # Build a Nintendo Switch player.
steps:
- uses: actions/checkout@v1
- uses: actions/checkout@v2
with:
lfs: true
- uses: actions/cache@v1.1.0
with:
path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
restore-keys: |
Library-${{ matrix.projectPath }}-
Library-
- uses: ./
with:
projectPath: ${{ matrix.projectPath }}

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@@ -1,15 +0,0 @@
name: Test Action
on: [push]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- uses: actions/setup-node@v1
with:
node-version: 12.x
- run: yarn
- run: yarn lint
- run: yarn test

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@@ -1,2 +1,2 @@
**/node_modules/**
**/dist/**
**/action/**

76
CODE_OF_CONDUCT.md Normal file
View File

@@ -0,0 +1,76 @@
# Contributor Covenant Code of Conduct
## Our Pledge
In the interest of fostering an open and welcoming environment, we as
contributors and maintainers pledge to making participation in our project and
our community a harassment-free experience for everyone, regardless of age, body
size, disability, ethnicity, sex characteristics, gender identity and expression,
level of experience, education, socio-economic status, nationality, personal
appearance, race, religion, or sexual identity and orientation.
## Our Standards
Examples of behavior that contributes to creating a positive environment
include:
- Using welcoming and inclusive language
- Being respectful of differing viewpoints and experiences
- Gracefully accepting constructive criticism
- Focusing on what is best for the community
- Showing empathy towards other community members
Examples of unacceptable behavior by participants include:
- The use of sexualized language or imagery and unwelcome sexual attention or
advances
- Trolling, insulting/derogatory comments, and personal or political attacks
- Public or private harassment
- Publishing others' private information, such as a physical or electronic
address, without explicit permission
- Other conduct which could reasonably be considered inappropriate in a
professional setting
## Our Responsibilities
Project maintainers are responsible for clarifying the standards of acceptable
behavior and are expected to take appropriate and fair corrective action in
response to any instances of unacceptable behavior.
Project maintainers have the right and responsibility to remove, edit, or
reject comments, commits, code, wiki edits, issues, and other contributions
that are not aligned to this Code of Conduct, or to ban temporarily or
permanently any contributor for other behaviors that they deem inappropriate,
threatening, offensive, or harmful.
## Scope
This Code of Conduct applies both within project spaces and in public spaces
when an individual is representing the project or its community. Examples of
representing a project or community include using an official project e-mail
address, posting via an official social media account, or acting as an appointed
representative at an online or offline event. Representation of a project may be
further defined and clarified by project maintainers.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported by contacting the project team at webber@takken.io. All
complaints will be reviewed and investigated and will result in a response that
is deemed necessary and appropriate to the circumstances. The project team is
obligated to maintain confidentiality with regard to the reporter of an incident.
Further details of specific enforcement policies may be posted separately.
Project maintainers who do not follow or enforce the Code of Conduct in good
faith may face temporary or permanent repercussions as determined by other
members of the project's leadership.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4,
available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html
[homepage]: https://www.contributor-covenant.org
For answers to common questions about this code of conduct, see
https://www.contributor-covenant.org/faq

39
CONTRIBUTING.md Normal file
View File

@@ -0,0 +1,39 @@
# Contributing
## How to Contribute
#### Code of Conduct
This repository has adopted the Contributor Covenant as it's
Code of Conduct. It is expected that participants adhere to it.
#### Proposing a Change
If you are unsure about whether or not a change is desired,
you can create an issue. This is useful because it creates
the possibility for a discussion that's visible to everyone.
When fixing a bug it is fine to submit a pull request right away.
#### Sending a Pull Request
Steps to be performed to submit a pull request:
1. Fork the repository and create your branch from `master`.
2. Run `yarn` in the repository root.
3. If you've fixed a bug or added code that should be tested, add tests!
4. Fill out the description, link any related issues and submit your pull request.
#### Pull Request Prerequisites
You have [Node](https://nodejs.org/) installed at v12.2.0+ and [Yarn](https://yarnpkg.com/) at v1.18.0+.
Please note that commit hooks will run automatically to perform some tasks;
- format your code
- run tests
- build distributable files
#### License
By contributing to this repository, you agree that your contributions will be licensed under its MIT license.

128
README.md
View File

@@ -1,6 +1,6 @@
# Unity - Builder
[![Actions status](https://github.com/webbertakken/unity-builder/workflows/Actions%20%F0%9F%98%8E/badge.svg)](https://github.com/webbertakken/unity-builder/actions?query=branch%3Amaster+workflow%3A%22Actions+%F0%9F%98%8E%22)
[![Actions status](https://github.com/webbertakken/unity-builder/workflows/Actions%20%F0%9F%98%8E/badge.svg?event=push&branch=master)](https://github.com/webbertakken/unity-builder/actions?query=branch%3Amaster+event%3Apush+workflow%3A%22Actions+%F0%9F%98%8E%22)
---
@@ -31,10 +31,24 @@ collection repository for workflow documentation and reference implementation.
## Usage
#### Setup builder
By default the enabled scenes from the project's settings will be built.
Create or edit the file called `.github/workflows/main.yml` and add a job to it.
##### Personal License
Personal licenses require a one-time manual activation step (per unity version).
Make sure you
[acquire and activate](https://github.com/marketplace/actions/unity-request-activation-file)
your license file and add it as a secret.
Then, define the build step as follows:
```yaml
- uses: webbertakken/unity-builder@v0.5
- uses: webbertakken/unity-builder@v0.9
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
@@ -43,6 +57,75 @@ Create or edit the file called `.github/workflows/main.yml` and add a job to it.
targetPlatform: WebGL
```
##### Professional license
Professional licenses do not need any manual steps.
Instead, three variables will need to be set.
- `UNITY_EMAIL` (should contain the email address for your Unity account)
- `UNITY_PASSWORD` (the password that you use to login to Unity)
- `UNITY_SERIAL` (the serial provided by Unity)
Define the build step as follows:
```yaml
- uses: webbertakken/unity-builder@v0.9
env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
with:
projectPath: path/to/your/project
unityVersion: 2020.X.XXXX
targetPlatform: WebGL
```
That is all you need to build your project.
#### Storing the build
To be able to access your built files,
they need to be uploaded as artifacts.
To do this it is recommended to use Github Actions official
[upload artifact action](https://github.com/marketplace/actions/upload-artifact)
after any build action.
By default, Builder outputs it's builds to a folder named `build`.
Example:
```yaml
- uses: actions/upload-artifact@v1
with:
name: Build
path: build
```
Builds can now be downloaded as Artifacts in the Actions tab.
#### Caching
In order to make builds run faster, you can cache Library files from previous
builds. To do so simply add Github Actions official
[cache action](https://github.com/marketplace/actions/cache) before any unity steps.
Example:
```yaml
- uses: actions/cache@v1.1.0
with:
path: path/to/your/project/Library
key: Library-MyProjectName-TargetPlatform
restore-keys: |
Library-MyProjectName-
Library-
```
This simple addition could speed up your build by more than 50%.
## Complete example
A complete workflow that builds every available platform could look like this:
```yaml
@@ -81,8 +164,17 @@ jobs:
- tvOS # Build to Apple's tvOS platform.
- Switch # Build a Nintendo Switch player.
steps:
- uses: actions/checkout@v1
- uses: webbertakken/unity-builder@v0.5
- uses: actions/checkout@v2
with:
lfs: true
- uses: actions/cache@v1.1.0
with:
path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
restore-keys: |
Library-${{ matrix.projectPath }}-
Library-
- uses: webbertakken/unity-builder@v0.9
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
@@ -93,10 +185,7 @@ jobs:
path: build
```
> **Notes:**
>
> - Don't forget to replace _&lt;test-project&gt;_ with your project name.
> - By default the enabled scenes from the project's settings will be built.
> **Note:** _Environment variables are set for all jobs in the workflow like this._
## Configuration options
@@ -127,10 +216,10 @@ _**required:** `true`_
#### buildName
Name of the build.
Name of the build. Also the folder in which the build will be stored within `buildsPath`.
_**required:** `false`_
_**default:** `testBuild`_
_**default:** `<build_target>`_
#### buildsPath
@@ -161,6 +250,25 @@ _**example:**_
_**required:** `false`_
_**default:** Built-in script that will run a build out of the box._
#### customParameters
Custom parameters to configure the build.
Parameters must start with a hyphen (`-`) and may be followed by a value (without hyphen).
Parameters without a value will be considered booleans (with a value of true).
_**example:**_
```yaml
- uses: webbertakken/unity-builder@master
with:
customParameters: -profile SomeProfile -someBoolean -someValue exampleValue
```
_**required:** `false`_
_**default:** ""_
## More actions
Visit

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@@ -32,4 +32,4 @@ branding:
color: 'gray-dark'
runs:
using: 'node12'
main: 'builder/index.js'
main: 'action/index.js'

1
action/index.js Normal file

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101
action/steps/activate.sh Normal file
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@@ -0,0 +1,101 @@
#!/usr/bin/env bash
if [[ -n "$UNITY_LICENSE" ]]; then
#
# PERSONAL LICENSE MODE
#
# This will activate Unity, using a license file
#
# Note that this is the ONLY WAY for PERSONAL LICENSES in 2020.
# * See for more details: https://gitlab.com/gableroux/unity3d-gitlab-ci-example/issues/5#note_72815478
#
# The license file can be acquired using `webbertakken/request-manual-activation-file` action.
echo "Requesting activation (personal license)"
# Set the license file path
FILE_PATH=UnityLicenseFile.ulf
# Copy license file from Github variables
echo "$UNITY_LICENSE" | tr -d '\r' > $FILE_PATH
# Activate license
ACTIVATION_OUTPUT=$(xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-nographics \
-logFile /dev/stdout \
-quit \
-manualLicenseFile $FILE_PATH)
# Store the exit code from the verify command
UNITY_EXIT_CODE=$?
# The exit code for personal activation is always 1;
# Determine whether activation was successful.
#
# Successful output should include the following:
#
# "LICENSE SYSTEM [2020120 18:51:20] Next license update check is after 2019-11-25T18:23:38"
#
ACTIVATION_SUCCESSFUL=$(echo $ACTIVATION_OUTPUT | grep 'Next license update check is after' | wc -l)
# Set exit code to 0 if activation was successful
if [[ $ACTIVATION_SUCCESSFUL -eq 1 ]]; then
UNITY_EXIT_CODE=0
fi;
# Remove license file
rm -f $FILE_PATH
elif [[ -n "$UNITY_SERIAL" && -n "$UNITY_EMAIL" && -n "$UNITY_PASSWORD" ]]; then
#
# PROFESSIONAL (SERIAL) LICENSE MODE
#
# This will activate unity, using the activating process.
#
# Note: This is the preferred way for PROFESSIONAL LICENSES.
#
echo "Requesting activation (professional license)"
# Activate license
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-nographics \
-logFile /dev/stdout \
-quit \
-serial "$UNITY_SERIAL" \
-username "$UNITY_EMAIL" \
-password "$UNITY_PASSWORD"
# Store the exit code from the verify command
UNITY_EXIT_CODE=$?
else
#
# NO LICENSE ACTIVATION STRATEGY MATCHED
#
# This will exit since no activation strategies could be matched.
#
echo "License activation strategy could not be determined."
echo ""
echo "Visit https://github.com/webbertakken/unity-builder#usage for more"
echo "details on how to set up one of the possible activation strategies."
# Immediately exit as no UNITY_EXIT_CODE can be derrived.
exit 1;
fi
#
# Display information about the result
#
if [ $UNITY_EXIT_CODE -eq 0 ]; then
# Activation was a success
echo "Activation complete."
else
# Activation failed so exit with the code from the license verification step
echo "Unclassified error occured while trying to activate license."
echo "Exit code was: $UNITY_EXIT_CODE"
exit $UNITY_EXIT_CODE
fi

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@@ -4,53 +4,28 @@
# Set project path
#
UNITY_PROJECT_PATH=$GITHUB_WORKSPACE/$PROJECT_PATH
UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
echo "Using project path \"$UNITY_PROJECT_PATH\"."
#
# Set the name for the build
# Display the name for the build, doubles as the output name
#
if [ -z "$BUILD_NAME" ]; then
BUILD_NAME="build-$(date '+%F-%H%M')"
fi
echo "Using build name \"$BUILD_NAME\"."
#
# Set the builds target platform;
#
# Web: WebGL
# Desktop: StandaloneOSX, StandaloneWindows, StandaloneWindows64, StandaloneLinux64
# Console: PS4, XboxOne, Switch
# Mobile: Android, iOS
# Other: tvOS, Lumin, BJM, WSAPlayer
#
# Default to WebGL (no particular reason)
# Display the build's target platform;
#
if [ -z "$BUILD_TARGET" ]; then
BUILD_TARGET=WebGL
fi
echo "Using build target \"$BUILD_TARGET\"."
#
# Set builds path
# Display build path and file
#
if [ -z "$BUILDS_PATH" ]; then
BUILDS_PATH=build
fi
BUILDS_FULL_PATH=$GITHUB_WORKSPACE/$BUILDS_PATH
# TODO - Cleanup
BUILD_FOLDER=$BUILD_TARGET-$UNITY_VERSION
CURRENT_BUILD_PATH=$BUILDS_PATH/$BUILD_FOLDER
CURRENT_BUILD_FULL_PATH=$BUILDS_FULL_PATH/$BUILD_FOLDER
# TODO - Determine the file or folder based on BUILD_TARGET
CUSTOM_BUILD_PATH=$BUILDS_FULL_PATH/$BUILD_FOLDER/$BUILD_TARGET
echo "Using build path \"$CURRENT_BUILD_PATH\"."
echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"."
BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH"
CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE"
#
# Set the build method, must reference one of:
@@ -71,25 +46,26 @@ if [ -z "$BUILD_METHOD" ]; then
#
echo "Using built-in build method."
# Create Editor directory if it does not exist
mkdir -p $UNITY_PROJECT_PATH/Assets/Editor/
mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
# Copy the build script of Unity Builder action
cp -r /UnityBuilderAction/Assets/Editor $UNITY_PROJECT_PATH/Assets/Editor/
cp -r "/UnityBuilderAction/Assets/Editor" "$UNITY_PROJECT_PATH/Assets/Editor/"
# Set the Build method to that of UnityBuilder Action
BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
# Verify recursive paths
ls -Ralph $UNITY_PROJECT_PATH/Assets/Editor/
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
#
else
# User has provided their own build method.
# Assume they also bring their own script.
#
echo "User set build method to $BUILD_METHOD."
echo "Using build method \"$BUILD_METHOD\"."
#
fi
# Set build method to execute as flag + argument
EXECUTE_BUILD_METHOD="-executeMethod $BUILD_METHOD"
#
# Display custom parameters
#
echo "Using custom parameters \"$CUSTOM_PARAMETERS\"."
# The build specification below may require Unity 2019.2.11f1 or later (not tested below).
# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
@@ -98,25 +74,15 @@ EXECUTE_BUILD_METHOD="-executeMethod $BUILD_METHOD"
# Build info
#
echo ""
echo "###########################"
echo "# All builds dir #"
echo "###########################"
echo ""
echo "Creating \"$BUILDS_FULL_PATH\" if it does not exist."
mkdir -p $BUILDS_FULL_PATH
ls -alh $BUILDS_FULL_PATH
echo ""
echo "###########################"
echo "# Current build dir #"
echo "###########################"
echo ""
echo "Creating \"$CURRENT_BUILD_FULL_PATH\" if it does not exist."exist."
mkdir -p $CURRENT_BUILD_FULL_PATH
ls -alh $CURRENT_BUILD_FULL_PATH
echo "Creating \"$BUILD_PATH_FULL\" if it does not exist."
mkdir -p "$BUILD_PATH_FULL"
ls -alh "$BUILD_PATH_FULL"
echo ""
echo "###########################"
@@ -142,7 +108,8 @@ xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
-buildTarget "$BUILD_TARGET" \
-customBuildTarget "$BUILD_TARGET" \
-customBuildPath "$CUSTOM_BUILD_PATH" \
$EXECUTE_BUILD_METHOD
-executeMethod "$BUILD_METHOD" \
"$CUSTOM_PARAMETERS"
# Catch exit code
BUILD_EXIT_CODE=$?
@@ -164,4 +131,4 @@ echo "# Build directory #"
echo "###########################"
echo ""
ls -alh $CURRENT_BUILD_FULL_PATH
ls -alh "$BUILD_PATH_FULL"

View File

@@ -0,0 +1,16 @@
#!/usr/bin/env bash
if [[ -n "$UNITY_SERIAL" ]]; then
#
# PROFESSIONAL (SERIAL) LICENSE MODE
#
# This will return the license that is currently in use.
#
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-nographics \
-logFile /dev/stdout \
-quit \
-returnlicense
fi

File diff suppressed because one or more lines are too long

View File

@@ -1,93 +0,0 @@
#!/usr/bin/env bash
if [[ -n "$UNITY_LICENSE" ]]; then
#
# PERSONAL LICENSE MODE
#
# This will activate Unity, using a license file
#
# Note that this is the ONLY WAY for PERSONAL LICENSES in 2019.
# * See for more details: https://gitlab.com/gableroux/unity3d-gitlab-ci-example/issues/5#note_72815478
#
# The license file can be acquired using `webbertakken/request-manual-activation-file` action.
# Set the license file path
FILE_PATH=UnityLicenseFile.ulf
# Copy license file from Github variables
echo "$UNITY_LICENSE" | tr -d '\r' > $FILE_PATH
#
# Activate license
#
# This is expected to always exit with code 1 (both success and failure).
#
echo "Requesting activation"
ACTIVATION_OUTPUT=$(xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-nographics \
-logFile /dev/stdout \
-quit \
-manualLicenseFile $FILE_PATH)
# Convert to exit code 0 by echoing the current exit code.
echo $?
# Exit code is now 0
# TODO - remove debugging
echo $ACTIVATION_OUTPUT
echo $ACTIVATION_OUTPUT | grep 'config is NOT valid, switching to default'
echo $ACTIVATION_OUTPUT | grep 'config is NOT valid, switching to default' | wc -l
# TODO - Derive exit code by grepping success statement
UNITY_EXIT_CODE=$(echo $ACTIVATION_OUTPUT | grep 'config is NOT valid, switching to default' | wc -l)
# Display information about the result
if [ $UNITY_EXIT_CODE -eq 0 ]; then
echo "Activation (personal) complete."
else
echo "Unclassified error occured while trying to activate (personal) license."
echo "Exit code was: $UNITY_EXIT_CODE"
fi
# Remove license file
rm -f $FILE_PATH
# Exit with the code from the license verification step
if [ $UNITY_EXIT_CODE -ne 0 ]; then
exit $UNITY_EXIT_CODE
fi
else
#
# PROFESSIONAL (SERIAL) LICENSE MODE
#
# This will activate unity, using the activating process.
#
# Note: This is the preferred way for PROFESSIONAL LICENSES.
#
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-nographics \
-logFile /dev/stdout \
-quit \
-serial "$UNITY_SERIAL" \
-username "$UNITY_EMAIL" \
-password "$UNITY_PASSWORD"
# Store the exit code from the verify command
UNITY_EXIT_CODE=$?
# Display information about the result
if [ $UNITY_EXIT_CODE -eq 0 ]; then
echo "Activation (professional) complete."
else
echo "Unclassified error occured while trying to activate (professional) license."
echo "Exit code was: $UNITY_EXIT_CODE"
fi
# Exit with the code from the license verification step
exit $UNITY_EXIT_CODE
fi

View File

@@ -1,14 +0,0 @@
#!/usr/bin/env bash
#
# PROFESSIONAL (SERIAL) LICENSE MODE
#
# This will return the license that is currently in use.
#
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
-nographics \
-logFile /dev/stdout \
-quit \
-returnlicense

View File

@@ -2,12 +2,12 @@
"name": "unity-builder",
"version": "0.5.0",
"description": "Build Unity projects for different platforms.",
"main": "builder/index.js",
"main": "action/index.js",
"repository": "git@github.com:webbertakken/unity-builder.git",
"author": "Webber <webber@takken.io>",
"license": "MIT",
"scripts": {
"build": "ncc build src --out builder --minify",
"build": "ncc build src --out action --minify",
"lint": "prettier --check \"src/**/*.js\" && eslint src",
"test": "jest"
},
@@ -39,7 +39,7 @@
},
"husky": {
"hooks": {
"pre-commit": "lint-staged && yarn build && git add builder/index.js"
"pre-commit": "lint-staged && yarn build && git add action/index.js"
}
},
"lint-staged": {

View File

@@ -1,20 +1,20 @@
import Action from './model/action';
import Docker from './model/docker';
import ImageTag from './model/image-tag';
import Input from './model/input';
import { Action, BuildParameters, Cache, Docker, Input, ImageTag } from './model';
const core = require('@actions/core');
async function action() {
Action.checkCompatibility();
Cache.verify();
const { dockerfile, workspace, builderFolder } = Action;
const { version, platform, projectPath, buildName, buildsPath, method } = Input.getFromUser();
const { dockerfile, workspace, actionFolder } = Action;
const buildParameters = BuildParameters.create(Input.getFromUser());
const baseImage = new ImageTag(buildParameters);
const baseImage = new ImageTag({ version, platform });
const builtImage = await Docker.build({ path: builderFolder, dockerfile, baseImage });
// Build docker image
const builtImage = await Docker.build({ path: actionFolder, dockerfile, baseImage });
await Docker.run(builtImage, { workspace, platform, projectPath, buildName, buildsPath, method });
// Run docker image
await Docker.run(builtImage, { workspace, ...buildParameters });
}
action().catch(error => {

View File

@@ -1,6 +1,6 @@
import path from 'path';
export default class Action {
class Action {
static get supportedPlatforms() {
return ['linux'];
}
@@ -25,12 +25,12 @@ export default class Action {
return path.dirname(path.dirname(__filename));
}
static get builderFolder() {
return `${Action.rootFolder}/builder`;
static get actionFolder() {
return `${Action.rootFolder}/action`;
}
static get dockerfile() {
return `${Action.builderFolder}/Dockerfile`;
return `${Action.actionFolder}/Dockerfile`;
}
static get workspace() {
@@ -44,3 +44,5 @@ export default class Action {
}
}
}
export default Action;

View File

@@ -20,11 +20,11 @@ describe('Action', () => {
expect(fs.existsSync(rootFolder)).toStrictEqual(true);
});
it('returns the builder folder', () => {
const { builderFolder } = Action;
it('returns the action folder', () => {
const { actionFolder } = Action;
expect(path.basename(builderFolder)).toStrictEqual('builder');
expect(fs.existsSync(builderFolder)).toStrictEqual(true);
expect(path.basename(actionFolder)).toStrictEqual('action');
expect(fs.existsSync(actionFolder)).toStrictEqual(true);
});
it('returns the docker file', () => {

View File

@@ -0,0 +1,40 @@
import Platform from './platform';
class BuildParameters {
static create(parameters) {
const {
unityVersion,
targetPlatform,
projectPath,
buildName,
buildsPath,
buildMethod,
customParameters,
} = parameters;
return {
version: unityVersion,
platform: targetPlatform,
projectPath,
buildName,
buildPath: `${buildsPath}/${targetPlatform}`,
buildFile: this.parseBuildFile(buildName, targetPlatform),
buildMethod,
customParameters,
};
}
static parseBuildFile(filename, platform) {
if (Platform.isWindows(platform)) {
return `${filename}.exe`;
}
if (Platform.isAndroid(platform)) {
return `${filename}.apk`;
}
return filename;
}
}
export default BuildParameters;

View File

@@ -0,0 +1,85 @@
import BuildParameters from './build-parameters';
import Platform from './platform';
describe('BuildParameters', () => {
describe('create', () => {
const someParameters = {
unityVersion: 'someVersion',
targetPlatform: 'somePlatform',
projectPath: 'path/to/project',
buildName: 'someBuildName',
buildsPath: 'someBuildsPath',
buildMethod: 'Namespace.Class.Method',
customParameters: '-someParam someValue',
};
it('does not throw', () => {
expect(() => BuildParameters.create(someParameters)).not.toThrow();
});
it('returns the version', () => {
expect(BuildParameters.create(someParameters).version).toStrictEqual(
someParameters.unityVersion,
);
});
it('returns the platform', () => {
expect(BuildParameters.create(someParameters).platform).toStrictEqual(
someParameters.targetPlatform,
);
});
it('returns the project path', () => {
expect(BuildParameters.create(someParameters).projectPath).toStrictEqual(
someParameters.projectPath,
);
});
it('returns the build name', () => {
expect(BuildParameters.create(someParameters).buildName).toStrictEqual(
someParameters.buildName,
);
});
it('returns the build path', () => {
expect(BuildParameters.create(someParameters).buildPath).toStrictEqual(
`${someParameters.buildsPath}/${someParameters.targetPlatform}`,
);
});
describe('build file', () => {
it('returns the build file', () => {
expect(BuildParameters.create(someParameters).buildFile).toStrictEqual(
someParameters.buildName,
);
});
test.each([Platform.types.StandaloneWindows, Platform.types.StandaloneWindows64])(
'appends exe for %s',
targetPlatform => {
expect(
BuildParameters.create({ ...someParameters, targetPlatform }).buildFile,
).toStrictEqual(`${someParameters.buildName}.exe`);
},
);
test.each([Platform.types.Android])('appends apk for %s', targetPlatform => {
expect(
BuildParameters.create({ ...someParameters, targetPlatform }).buildFile,
).toStrictEqual(`${someParameters.buildName}.apk`);
});
});
it('returns the build method', () => {
expect(BuildParameters.create(someParameters).buildMethod).toStrictEqual(
someParameters.buildMethod,
);
});
it('returns the custom parameters', () => {
expect(BuildParameters.create(someParameters).customParameters).toStrictEqual(
someParameters.customParameters,
);
});
});
});

25
src/model/cache.js Normal file
View File

@@ -0,0 +1,25 @@
import fs from 'fs';
import Action from './action';
import Project from './project';
class Cache {
static verify() {
if (!fs.existsSync(Project.libraryFolder)) {
this.notifyAboutCachingPossibility();
}
}
static notifyAboutCachingPossibility() {
if (Action.isRunningLocally) {
return;
}
// eslint-disable-next-line no-console
console.log(`
Library folder does not exist.
Consider setting up caching to speed up your workflow
If this is not your first build.`);
}
}
export default Cache;

9
src/model/cache.test.js Normal file
View File

@@ -0,0 +1,9 @@
import Cache from './cache';
describe('Cache', () => {
describe('Verification', () => {
it('does not throw', () => {
expect(() => Cache.verify()).not.toThrow();
});
});
});

View File

@@ -1,7 +1,7 @@
import { exec } from '@actions/exec';
import ImageTag from './image-tag';
export default class Docker {
class Docker {
static async build(buildParameters, silent = false) {
const { path, dockerfile, baseImage } = buildParameters;
const { version, platform } = baseImage;
@@ -18,8 +18,17 @@ export default class Docker {
}
static async run(image, parameters, silent = false) {
const { workspace, platform, projectPath, buildName, buildsPath, method } = parameters;
const { version } = image;
const {
version,
workspace,
platform,
projectPath,
buildName,
buildPath,
buildFile,
buildMethod,
customParameters,
} = parameters;
const command = `docker run \
--workdir /github/workspace \
@@ -28,12 +37,14 @@ export default class Docker {
--env UNITY_EMAIL \
--env UNITY_PASSWORD \
--env UNITY_SERIAL \
--env UNITY_VERSION=${version} \
--env PROJECT_PATH=${projectPath} \
--env BUILD_TARGET=${platform} \
--env BUILD_NAME=${buildName} \
--env BUILDS_PATH=${buildsPath} \
--env BUILD_METHOD=${method} \
--env UNITY_VERSION="${version}" \
--env PROJECT_PATH="${projectPath}" \
--env BUILD_TARGET="${platform}" \
--env BUILD_NAME="${buildName}" \
--env BUILD_PATH="${buildPath}" \
--env BUILD_FILE="${buildFile}" \
--env BUILD_METHOD="${buildMethod}" \
--env CUSTOM_PARAMETERS="${customParameters}" \
--env HOME=/github/home \
--env GITHUB_REF \
--env GITHUB_SHA \
@@ -59,3 +70,5 @@ export default class Docker {
await exec(command, null, { silent });
}
}
export default Docker;

View File

@@ -4,7 +4,7 @@ import ImageTag from './image-tag';
describe('Docker', () => {
it('builds', async () => {
const path = Action.builderFolder;
const path = Action.actionFolder;
const dockerfile = `${path}/Dockerfile`;
const baseImage = new ImageTag({
repository: '',

View File

@@ -1,6 +1,7 @@
import { has, get, trimEnd, trimStart } from 'lodash-es';
import Platform from './platform';
export default class ImageTag {
class ImageTag {
constructor(imageProperties) {
const {
repository = 'gableroux',
@@ -13,14 +14,14 @@ export default class ImageTag {
throw new Error(`Invalid version "${version}".`);
}
if (!has(ImageTag.targetPlatformToBuilderPlatformMap, platform)) {
if (!has(ImageTag.targetPlatformToImageSuffixMap, platform)) {
throw new Error(`Platform "${platform}" is currently not supported.`);
}
const builderPlatform = get(
ImageTag.targetPlatformToBuilderPlatformMap,
ImageTag.targetPlatformToImageSuffixMap,
platform,
ImageTag.builderPlatforms.generic,
ImageTag.imageSuffixes.generic,
);
Object.assign(this, { repository, name, version, platform, builderPlatform });
@@ -30,7 +31,7 @@ export default class ImageTag {
return /^20\d{2}\.\d\.\w{3,4}|3$/;
}
static get builderPlatforms() {
static get imageSuffixes() {
return {
generic: '',
webgl: 'webgl',
@@ -42,31 +43,31 @@ export default class ImageTag {
};
}
static get targetPlatformToBuilderPlatformMap() {
const { generic, webgl, mac, windows, android, ios, facebook } = ImageTag.builderPlatforms;
static get targetPlatformToImageSuffixMap() {
const { generic, webgl, mac, windows, android, ios, facebook } = ImageTag.imageSuffixes;
// @see: https://docs.unity3d.com/ScriptReference/BuildTarget.html
return {
StandaloneOSX: mac,
StandaloneWindows: windows,
StandaloneWindows64: windows,
StandaloneLinux64: windows,
iOS: ios,
Android: android,
WebGL: webgl,
WSAPlayer: windows,
PS4: windows,
XboxOne: windows,
tvOS: windows,
Switch: windows,
[Platform.types.StandaloneOSX]: mac,
[Platform.types.StandaloneWindows]: windows,
[Platform.types.StandaloneWindows64]: windows,
[Platform.types.StandaloneLinux64]: windows,
[Platform.types.iOS]: ios,
[Platform.types.Android]: android,
[Platform.types.WebGL]: webgl,
[Platform.types.WSAPlayer]: windows,
[Platform.types.PS4]: windows,
[Platform.types.XboxOne]: windows,
[Platform.types.tvOS]: windows,
[Platform.types.Switch]: windows,
// Unsupported
Lumin: windows,
BJM: windows,
Stadia: windows,
Facebook: facebook,
NoTarget: generic,
[Platform.types.Lumin]: windows,
[Platform.types.BJM]: windows,
[Platform.types.Stadia]: windows,
[Platform.types.Facebook]: facebook,
[Platform.types.NoTarget]: generic,
// Test specific
Test: generic,
[Platform.types.Test]: generic,
};
}
@@ -84,3 +85,5 @@ export default class ImageTag {
return `${image}:${tag}`;
}
}
export default ImageTag;

11
src/model/index.js Normal file
View File

@@ -0,0 +1,11 @@
import Action from './action';
import BuildParameters from './build-parameters';
import Cache from './cache';
import Docker from './docker';
import Input from './input';
import ImageTag from './image-tag';
import Platform from './platform';
import Project from './project';
import Unity from './unity';
export { Action, BuildParameters, Cache, Docker, Input, ImageTag, Platform, Project, Unity };

17
src/model/index.test.js Normal file
View File

@@ -0,0 +1,17 @@
import * as Index from '.';
describe('Index', () => {
test.each([
'Action',
'BuildParameters',
'Cache',
'Docker',
'Input',
'ImageTag',
'Platform',
'Project',
'Unity',
])('exports %s', exportedModule => {
expect(typeof Index[exportedModule]).toStrictEqual('function');
});
});

View File

@@ -1,22 +1,32 @@
import Platform from './platform';
const core = require('@actions/core');
export default class Input {
class Input {
static getFromUser() {
// Input variables specified in workflows using "with" prop.
const version = core.getInput('unityVersion');
const platform = core.getInput('targetPlatform');
const projectPath = core.getInput('projectPath');
const buildName = core.getInput('buildName');
const buildsPath = core.getInput('buildsPath');
const buildMethod = core.getInput('buildMethod');
const unityVersion = core.getInput('unityVersion');
const targetPlatform = core.getInput('targetPlatform') || Platform.default;
const rawProjectPath = core.getInput('projectPath') || '.';
const buildName = core.getInput('buildName') || targetPlatform;
const buildsPath = core.getInput('buildsPath') || 'build';
const buildMethod = core.getInput('buildMethod'); // processed in docker file
const customParameters = core.getInput('customParameters') || '';
// Sanitise input
const projectPath = rawProjectPath.replace(/\/$/, '');
// Return sanitised input
return {
version,
platform,
unityVersion,
targetPlatform,
projectPath,
buildName,
buildsPath,
method: buildMethod,
buildMethod,
customParameters,
};
}
}
export default Input;

View File

@@ -5,5 +5,9 @@ describe('Input', () => {
it('does not throw', () => {
expect(() => Input.getFromUser()).not.toThrow();
});
it('returns an object', () => {
expect(typeof Input.getFromUser()).toStrictEqual('object');
});
});
});

51
src/model/platform.js Normal file
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@@ -0,0 +1,51 @@
class Platform {
static get default() {
return Platform.types.StandaloneWindows64;
}
static get types() {
return {
StandaloneOSX: 'StandaloneOSX',
StandaloneWindows: 'StandaloneWindows',
StandaloneWindows64: 'StandaloneWindows64',
StandaloneLinux64: 'StandaloneLinux64',
iOS: 'iOS',
Android: 'Android',
WebGL: 'WebGL',
WSAPlayer: 'WSAPlayer',
PS4: 'PS4',
XboxOne: 'XboxOne',
tvOS: 'tvOS',
Switch: 'Switch',
// Unsupported
Lumin: 'Lumin',
BJM: 'BJM',
Stadia: 'Stadia',
Facebook: 'Facebook',
NoTarget: 'NoTarget',
// Test specific
Test: 'Test',
};
}
static isWindows(platform) {
switch (platform) {
case Platform.types.StandaloneWindows:
case Platform.types.StandaloneWindows64:
return true;
default:
return false;
}
}
static isAndroid(platform) {
switch (platform) {
case Platform.types.Android:
return true;
default:
return false;
}
}
}
export default Platform;

View File

@@ -0,0 +1,37 @@
import Platform from './platform';
describe('Platform', () => {
describe('default', () => {
it('does not throw', () => {
expect(() => Platform.default).not.toThrow();
});
it('returns a string', () => {
expect(typeof Platform.default).toStrictEqual('string');
});
it('returns a platform', () => {
expect(Object.values(Platform.types)).toContain(Platform.default);
});
});
describe('isWindows', () => {
it('returns true for windows', () => {
expect(Platform.isWindows(Platform.types.StandaloneWindows64)).toStrictEqual(true);
});
it('returns false for MacOS', () => {
expect(Platform.isWindows(Platform.types.StandaloneOSX)).toStrictEqual(false);
});
});
describe('isAndroid', () => {
it('returns true for Android', () => {
expect(Platform.isAndroid(Platform.types.Android)).toStrictEqual(true);
});
it('returns false for Windows', () => {
expect(Platform.isAndroid(Platform.types.StandaloneWindows64)).toStrictEqual(false);
});
});
});

23
src/model/project.js Normal file
View File

@@ -0,0 +1,23 @@
import Unity from './unity';
import Input from './input';
import Action from './action';
class Project {
static get relativePath() {
const { projectPath } = Input.getFromUser();
return `${projectPath}`;
}
static get absolutePath() {
const { workspace } = Action;
return `${workspace}/${this.relativePath}`;
}
static get libraryFolder() {
return `${this.relativePath}/${Unity.libraryFolder}`;
}
}
export default Project;

33
src/model/project.test.js Normal file
View File

@@ -0,0 +1,33 @@
import Project from './project';
describe('Platform', () => {
describe('relativePath', () => {
it('does not throw', () => {
expect(() => Project.relativePath).not.toThrow();
});
it('returns a string', () => {
expect(typeof Project.relativePath).toStrictEqual('string');
});
});
describe('absolutePath', () => {
it('does not throw', () => {
expect(() => Project.absolutePath).not.toThrow();
});
it('returns a string', () => {
expect(typeof Project.absolutePath).toStrictEqual('string');
});
});
describe('libraryFolder', () => {
it('does not throw', () => {
expect(() => Project.libraryFolder).not.toThrow();
});
it('returns a string', () => {
expect(typeof Project.libraryFolder).toStrictEqual('string');
});
});
});

7
src/model/unity.js Normal file
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@@ -0,0 +1,7 @@
class Unity {
static get libraryFolder() {
return 'Library';
}
}
export default Unity;

13
src/model/unity.test.js Normal file
View File

@@ -0,0 +1,13 @@
import Unity from './unity';
describe('Unity', () => {
describe('libraryFolder', () => {
it('does not throw', () => {
expect(() => Unity.libraryFolder).not.toThrow();
});
it('returns a string', () => {
expect(typeof Unity.libraryFolder).toStrictEqual('string');
});
});
});