Compare commits

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4 Commits

Author SHA1 Message Date
Andrew Kahr
ff23166e30 Parity Fixes with Test Runner (QOL Changes) (#607)
* Fix missed directory change that isn't used anymore

* Fixes, improvements, and cleanup while reconciling test runner scripts

* Additional cleanup

* Fix possible hang

* Don't mislead with activation server on windows

* Update node version
2023-12-12 22:10:57 -08:00
Andrew Kahr
9406bce875 Search legacy path for android sdkmanager. Add 2023.2 to tests (#606) 2023-12-07 22:13:03 -08:00
Andrew Kahr
bbd713b05a Fix pro activation (#602)
- Only randomize uuid for personal licenses
- Add warning annotation for license activation retries
- add `engineExitCode` output
- repo/code cleanup
2023-11-27 23:24:58 -08:00
Webber Takken
96cfb845ae Update CONTRIBUTING.md (#601) 2023-11-25 19:33:36 +01:00
28 changed files with 222 additions and 910 deletions

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@@ -12,6 +12,9 @@
#### Successful Workflow Run Link
PRs don't have access to secrets so you will need to provide a link to a successful run of the workflows from your own
repo.
- ...
#### Checklist

View File

@@ -21,6 +21,7 @@ jobs:
- 2021.3.32f1
- 2022.3.13f1
- 2023.1.19f1
- 2023.2.2f1
targetPlatform:
- StandaloneOSX # Build a MacOS executable
- iOS # Build an iOS executable

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@@ -50,6 +50,7 @@ jobs:
- 2021.3.32f1
- 2022.3.13f1
- 2023.1.19f1
- 2023.2.2f1
targetPlatform:
- StandaloneOSX # Build a macOS standalone (Intel 64-bit) with mono backend.
- StandaloneWindows64 # Build a Windows 64-bit standalone with mono backend.

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@@ -21,6 +21,7 @@ jobs:
- 2021.3.32f1
- 2022.3.13f1
- 2023.1.19f1
- 2023.2.2f1
targetPlatform:
- Android # Build an Android apk.
- StandaloneWindows64 # Build a Windows 64-bit standalone.

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@@ -25,7 +25,7 @@ Steps to be performed to submit a 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+.
You have [Node](https://nodejs.org/) installed at v18+ and [Yarn](https://yarnpkg.com/) at v1.22.0+.
Please note that commit hooks will run automatically to perform some tasks;
@@ -36,7 +36,8 @@ Please note that commit hooks will run automatically to perform some tasks;
#### Windows users
Make sure your editor and terminal that run the tests are set to `Powershell 7` or above with
`Git's Unix tools for Windows` installed. Some tests require you to be able to run `sh` and other unix commands.
`Git's Unix tools for Windows` installed. This is because some tests require you to be able to run `sh` and other
unix commands.
#### License

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@@ -261,9 +261,14 @@ outputs:
description: 'The generated version used for the Unity build'
androidVersionCode:
description: 'The generated versionCode used for the Android Unity build'
engineExitCode:
description:
'Returns the exit code from the build scripts. This code is 0 if the build was successful. If there was an error
during activation, the code is from the activation step. If activation is successful, the code is from the project
build step.'
branding:
icon: 'box'
color: 'gray-dark'
runs:
using: 'node16'
using: 'node20'
main: 'dist/index.js'

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@@ -1,709 +0,0 @@
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<Reference Include="System.ServiceModel.Security">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.ServiceModel.Security.dll</HintPath>
</Reference>
<Reference Include="System.Text.Encoding">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Text.Encoding.dll</HintPath>
</Reference>
<Reference Include="System.Text.Encoding.Extensions">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Text.Encoding.Extensions.dll</HintPath>
</Reference>
<Reference Include="System.Text.RegularExpressions">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Text.RegularExpressions.dll</HintPath>
</Reference>
<Reference Include="System.Threading">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.dll</HintPath>
</Reference>
<Reference Include="System.Threading.Overlapped">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.Overlapped.dll</HintPath>
</Reference>
<Reference Include="System.Threading.Tasks">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.Tasks.dll</HintPath>
</Reference>
<Reference Include="System.Threading.Tasks.Parallel">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.Tasks.Parallel.dll</HintPath>
</Reference>
<Reference Include="System.Threading.Thread">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.Thread.dll</HintPath>
</Reference>
<Reference Include="System.Threading.ThreadPool">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.ThreadPool.dll</HintPath>
</Reference>
<Reference Include="System.Threading.Timer">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.Timer.dll</HintPath>
</Reference>
<Reference Include="System.ValueTuple">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.ValueTuple.dll</HintPath>
</Reference>
<Reference Include="System.Xml.ReaderWriter">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.ReaderWriter.dll</HintPath>
</Reference>
<Reference Include="System.Xml.XDocument">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.XDocument.dll</HintPath>
</Reference>
<Reference Include="System.Xml.XmlDocument">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.XmlDocument.dll</HintPath>
</Reference>
<Reference Include="System.Xml.XmlSerializer">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.XmlSerializer.dll</HintPath>
</Reference>
<Reference Include="System.Xml.XPath">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.XPath.dll</HintPath>
</Reference>
<Reference Include="System.Xml.XPath.XDocument">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.XPath.XDocument.dll</HintPath>
</Reference>
<Reference Include="UnityScript">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/unityscript/UnityScript.dll</HintPath>
</Reference>
<Reference Include="UnityScript.Lang">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/unityscript/UnityScript.Lang.dll</HintPath>
</Reference>
<Reference Include="Boo.Lang">
<HintPath>C:/Program Files/Unity/2019.2.11f1/Editor/Data/MonoBleedingEdge/lib/mono/unityscript/Boo.Lang.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Content Include=".editorconfig" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

View File

@@ -1,10 +0,0 @@
{
"m_SettingKeys": [
"VR Device Disabled",
"VR Device User Alert"
],
"m_SettingValues": [
"False",
"False"
]
}

View File

@@ -1,20 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{B7F8614B-1EC2-9D3A-DA1C-4D279A867D74}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{B7F8614B-1EC2-9D3A-DA1C-4D279A867D74}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{B7F8614B-1EC2-9D3A-DA1C-4D279A867D74}.Debug|Any CPU.Build.0 = Debug|Any CPU
{B7F8614B-1EC2-9D3A-DA1C-4D279A867D74}.Release|Any CPU.ActiveCfg = Release|Any CPU
{B7F8614B-1EC2-9D3A-DA1C-4D279A867D74}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@@ -1,3 +0,0 @@
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
<s:Boolean x:Key="/Default/UserDictionary/Words/=Untracked/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Versioning/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>

93
dist/index.js generated vendored
View File

@@ -49,19 +49,18 @@ async function runMain() {
const { workspace, actionFolder } = model_1.Action;
const buildParameters = await model_1.BuildParameters.create();
const baseImage = new model_1.ImageTag(buildParameters);
let exitCode = -1;
if (buildParameters.providerStrategy === 'local') {
core.info('Building locally');
await platform_setup_1.default.setup(buildParameters, actionFolder);
if (process.platform === 'darwin') {
mac_builder_1.default.run(actionFolder);
}
else {
await model_1.Docker.run(baseImage.toString(), {
workspace,
actionFolder,
...buildParameters,
});
}
exitCode =
process.platform === 'darwin'
? await mac_builder_1.default.run(actionFolder)
: await model_1.Docker.run(baseImage.toString(), {
workspace,
actionFolder,
...buildParameters,
});
}
else {
await model_1.CloudRunner.run(buildParameters, baseImage.toString());
@@ -69,6 +68,10 @@ async function runMain() {
// Set output
await model_1.Output.setBuildVersion(buildParameters.buildVersion);
await model_1.Output.setAndroidVersionCode(buildParameters.androidVersionCode);
await model_1.Output.setEngineExitCode(exitCode);
if (exitCode !== 0) {
core.setFailed(`Build failed with exit code ${exitCode}`);
}
}
catch (error) {
core.setFailed(error.message);
@@ -3293,7 +3296,7 @@ cp -a ${sharedFolder}. /github/workspace/cloud-runner-cache/
if (fs.existsSync(`${workspace}/cloud-runner-cache`)) {
await cloud_runner_system_1.CloudRunnerSystem.Run(`ls ${workspace}/cloud-runner-cache && du -sh ${workspace}/cloud-runner-cache`);
}
await docker_1.default.run(image, { workspace, actionFolder, ...this.buildParameters }, false, `chmod +x /github/workspace/${entrypointFilePath} && /github/workspace/${entrypointFilePath}`, content, {
const exitCode = await docker_1.default.run(image, { workspace, actionFolder, ...this.buildParameters }, false, `chmod +x /github/workspace/${entrypointFilePath} && /github/workspace/${entrypointFilePath}`, content, {
listeners: {
stdout: (data) => {
myOutput += data.toString();
@@ -3302,7 +3305,12 @@ cp -a ${sharedFolder}. /github/workspace/cloud-runner-cache/
myOutput += `[LOCAL-DOCKER-ERROR]${data.toString()}`;
},
},
}, true, false);
}, true);
// Docker doesn't exit on fail now so adding this to ensure behavior is unchanged
// TODO: Is there a helpful way to consume the exit code or is it best to except
if (exitCode !== 0) {
throw new Error(`Build failed with exit code ${exitCode}`);
}
return myOutput;
}
}
@@ -5895,14 +5903,12 @@ var __importDefault = (this && this.__importDefault) || function (mod) {
return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", ({ value: true }));
const exec_with_error_check_1 = __nccwpck_require__(3161);
const image_environment_factory_1 = __importDefault(__nccwpck_require__(25145));
const node_fs_1 = __nccwpck_require__(87561);
const node_path_1 = __importDefault(__nccwpck_require__(49411));
const exec_1 = __nccwpck_require__(71514);
class Docker {
static async run(image, parameters, silent = false, overrideCommands = '', additionalVariables = [],
// eslint-disable-next-line unicorn/no-useless-undefined
options = undefined, entrypointBash = false, errorWhenMissingUnityBuildResults = false) {
static async run(image, parameters, silent = false, overrideCommands = '', additionalVariables = [], options = {}, entrypointBash = false) {
let runCommand = '';
switch (process.platform) {
case 'linux':
@@ -5910,14 +5916,13 @@ class Docker {
break;
case 'win32':
runCommand = this.getWindowsCommand(image, parameters);
break;
default:
throw new Error(`Operation system, ${process.platform}, is not supported yet.`);
}
if (options) {
options.silent = silent;
await (0, exec_with_error_check_1.execWithErrorCheck)(runCommand, undefined, options, errorWhenMissingUnityBuildResults);
}
else {
await (0, exec_with_error_check_1.execWithErrorCheck)(runCommand, undefined, { silent }, errorWhenMissingUnityBuildResults);
}
options.silent = silent;
options.ignoreReturnCode = true;
return await (0, exec_1.exec)(runCommand, undefined, options);
}
static getLinuxCommand(image, parameters, overrideCommands = '', additionalVariables = [], entrypointBash = false) {
const { workspace, actionFolder, runnerTempPath, sshAgent, sshPublicKeysDirectoryPath, gitPrivateToken, dockerWorkspacePath, dockerCpuLimit, dockerMemoryLimit, } = parameters;
@@ -6017,38 +6022,6 @@ class ValidationError extends Error {
exports["default"] = ValidationError;
/***/ }),
/***/ 3161:
/***/ ((__unused_webpack_module, exports, __nccwpck_require__) => {
"use strict";
Object.defineProperty(exports, "__esModule", ({ value: true }));
exports.execWithErrorCheck = void 0;
const exec_1 = __nccwpck_require__(71514);
async function execWithErrorCheck(commandLine, arguments_, options, errorWhenMissingUnityBuildResults = false) {
const result = await (0, exec_1.getExecOutput)(commandLine, arguments_, options);
if (!errorWhenMissingUnityBuildResults) {
return result.exitCode;
}
// Check for errors in the Build Results section
const match = result.stdout.match(/^#\s*Build results\s*#(.*)^Size:/ms);
if (match) {
const buildResults = match[1];
const errorMatch = buildResults.match(/^Errors:\s*(\d+)$/m);
if (errorMatch && Number.parseInt(errorMatch[1], 10) !== 0) {
throw new Error(`There was an error building the project. Please read the logs for details.`);
}
}
else {
throw new Error(`There was an error building the project. Please read the logs for details.`);
}
return result.exitCode;
}
exports.execWithErrorCheck = execWithErrorCheck;
/***/ }),
/***/ 83654:
@@ -6517,7 +6490,7 @@ class ImageTag {
const { image, tag, customImage } = this;
if (customImage)
return customImage;
return `${image}:${tag}`; // '0' here represents the docker repo version
return `${image}:${tag}`;
}
}
exports["default"] = ImageTag;
@@ -6987,11 +6960,12 @@ exports["default"] = Input;
"use strict";
Object.defineProperty(exports, "__esModule", ({ value: true }));
const exec_with_error_check_1 = __nccwpck_require__(3161);
const exec_1 = __nccwpck_require__(71514);
class MacBuilder {
static async run(actionFolder, silent = false) {
await (0, exec_with_error_check_1.execWithErrorCheck)('bash', [`${actionFolder}/platforms/mac/entrypoint.sh`], {
return await (0, exec_1.exec)('bash', [`${actionFolder}/platforms/mac/entrypoint.sh`], {
silent,
ignoreReturnCode: true,
});
}
}
@@ -7037,6 +7011,9 @@ class Output {
static async setAndroidVersionCode(androidVersionCode) {
core.setOutput('androidVersionCode', androidVersionCode);
}
static async setEngineExitCode(exitCode) {
core.setOutput('engineExitCode', exitCode);
}
}
exports["default"] = Output;

2
dist/index.js.map generated vendored

File diff suppressed because one or more lines are too long

View File

@@ -1,7 +1,10 @@
#!/usr/bin/env bash
# Ensure machine ID is randomized
dbus-uuidgen > /etc/machine-id && mkdir -p /var/lib/dbus/ && ln -sf /etc/machine-id /var/lib/dbus/machine-id
# Ensure machine ID is randomized for personal license activation
if [[ "$UNITY_SERIAL" = F* ]]; then
echo "Randomizing machine ID for personal license activation"
dbus-uuidgen > /etc/machine-id && mkdir -p /var/lib/dbus/ && ln -sf /etc/machine-id /var/lib/dbus/machine-id
fi
#
# Prepare Android SDK, if needed
@@ -16,8 +19,12 @@ if [[ "$BUILD_TARGET" == "Android" ]]; then
SDKMANAGER=$(find $ANDROID_HOME_DIRECTORY/cmdline-tools -name sdkmanager)
if [ -z "${SDKMANAGER}" ]
then
echo "No sdkmanager found"
exit 1
SDKMANAGER=$(find $ANDROID_HOME_DIRECTORY/tools/bin -name sdkmanager)
if [ -z "${SDKMANAGER}" ]
then
echo "No sdkmanager found"
exit 1
fi
fi
if [[ -n "$ANDROID_SDK_MANAGER_PARAMETERS" ]]; then

View File

@@ -35,12 +35,13 @@ if [[ -n "$UNITY_SERIAL" && -n "$UNITY_EMAIL" && -n "$UNITY_PASSWORD" ]]; then
echo "Activation successful"
break
else
echo "Activation failed, retrying in $delay seconds..."
sleep $delay
# Increment retry count
((retry_count++))
echo "::warning ::Activation failed, attempting retry #$retry_count"
echo "Activation failed, retrying in $delay seconds..."
sleep $delay
# Double the delay for the next iteration
delay=$((delay * 2))
fi
@@ -74,11 +75,12 @@ else
#
echo "License activation strategy could not be determined."
echo ""
echo "Visit https://game.ci/docs/github/getting-started for more"
echo "Visit https://game.ci/docs/github/activation for more"
echo "details on how to set up one of the possible activation strategies."
echo "::error ::No valid license activation strategy could be determined. Make sure to provide UNITY_EMAIL, UNITY_PASSWORD, and either a UNITY_SERIAL \
or UNITY_LICENSE. Otherwise please use UNITY_LICENSING_SERVER."
or UNITY_LICENSE. Otherwise please use UNITY_LICENSING_SERVER. See more info at https://game.ci/docs/github/activation"
# Immediately exit as no UNITY_EXIT_CODE can be derived.
exit 1;
@@ -97,6 +99,3 @@ else
echo "::error ::There was an error while trying to activate the Unity license."
exit $UNITY_EXIT_CODE
fi
# Return to previous working directory
popd

View File

@@ -1,11 +1,6 @@
#!/usr/bin/env bash
# Run in ACTIVATE_LICENSE_PATH directory
echo "Changing to \"$ACTIVATE_LICENSE_PATH\" directory."
pushd "$ACTIVATE_LICENSE_PATH"
if [[ -n "$UNITY_LICENSING_SERVER" ]]; then #
if [[ -n "$UNITY_LICENSING_SERVER" ]]; then
#
# Return any floating license used.
#
@@ -25,6 +20,3 @@ elif [[ -n "$UNITY_SERIAL" ]]; then
-password "$UNITY_PASSWORD" \
-projectPath "/BlankProject"
fi
# Return to previous working directory
popd

View File

@@ -6,11 +6,64 @@ Write-Output "# Activating #"
Write-Output "###########################"
Write-Output ""
& "$Env:UNITY_PATH/Editor/Unity.exe" -batchmode -quit -nographics `
-username $Env:UNITY_EMAIL `
-password $Env:UNITY_PASSWORD `
-serial $Env:UNITY_SERIAL `
-projectPath "c:/BlankProject" `
-logfile - | Out-Host
if ( ($null -ne ${env:UNITY_SERIAL}) -and ($null -ne ${env:UNITY_EMAIL}) -and ($null -ne ${env:UNITY_PASSWORD}) )
{
#
# SERIAL LICENSE MODE
#
# This will activate unity, using the serial activation process.
#
Write-Output "Requesting activation"
$ACTIVATION_EXIT_CODE = $LASTEXITCODE
$ACTIVATION_OUTPUT = Start-Process -FilePath "$Env:UNITY_PATH/Editor/Unity.exe" `
-NoNewWindow `
-PassThru `
-ArgumentList "-batchmode `
-quit `
-nographics `
-username $Env:UNITY_EMAIL `
-password $Env:UNITY_PASSWORD `
-serial $Env:UNITY_SERIAL `
-projectPath c:/BlankProject `
-logfile -"
# Cache the handle so exit code works properly
# https://stackoverflow.com/questions/10262231/obtaining-exitcode-using-start-process-and-waitforexit-instead-of-wait
$unityHandle = $ACTIVATION_OUTPUT.Handle
while ($true) {
if ($ACTIVATION_OUTPUT.HasExited) {
$ACTIVATION_EXIT_CODE = $ACTIVATION_OUTPUT.ExitCode
# Display results
if ($ACTIVATION_EXIT_CODE -eq 0)
{
Write-Output "Activation Succeeded"
} else
{
Write-Output "Activation failed, with exit code $ACTIVATION_EXIT_CODE"
}
break
}
Start-Sleep -Seconds 3
}
}
else
{
#
# NO LICENSE ACTIVATION STRATEGY MATCHED
#
# This will exit since no activation strategies could be matched.
#
Write-Output "License activation strategy could not be determined."
Write-Output ""
Write-Output "Visit https://game.ci/docs/github/activation for more"
Write-Output "details on how to set up one of the possible activation strategies."
Write-Output "::error ::No valid license activation strategy could be determined. Make sure to provide UNITY_EMAIL, UNITY_PASSWORD, and either a UNITY_SERIAL \
or UNITY_LICENSE. See more info at https://game.ci/docs/github/activation"
$ACTIVATION_EXIT_CODE = 1;
}

View File

@@ -156,10 +156,10 @@ $unityArgs = @(
# Remove null items as that will fail the Start-Process call
$unityArgs = $unityArgs | Where-Object { $_ -ne $null }
$unityProcess = Start-Process -FilePath "$Env:UNITY_PATH\Editor\Unity.exe" `
-ArgumentList $unityArgs `
-PassThru `
-NoNewWindow
$unityProcess = Start-Process -FilePath "$Env:UNITY_PATH/Editor/Unity.exe" `
-ArgumentList $unityArgs `
-PassThru `
-NoNewWindow
# Cache the handle so exit code works properly
# https://stackoverflow.com/questions/10262231/obtaining-exitcode-using-start-process-and-waitforexit-instead-of-wait

View File

@@ -6,9 +6,47 @@ Write-Output "# Return License #"
Write-Output "###########################"
Write-Output ""
& "$Env:UNITY_PATH\Editor\Unity.exe" -batchmode -quit -nographics `
-username $Env:UNITY_EMAIL `
-password $Env:UNITY_PASSWORD `
-returnlicense `
-projectPath "c:/BlankProject" `
-logfile - | Out-Host
if (($null -ne ${env:UNITY_SERIAL}) -and ($null -ne ${env:UNITY_EMAIL}) -and ($null -ne ${env:UNITY_PASSWORD}))
{
#
# SERIAL LICENSE MODE
#
# This will return the license that is currently in use.
#
$RETURN_LICENSE_OUTPUT = Start-Process -FilePath "$Env:UNITY_PATH/Editor/Unity.exe" `
-NoNewWindow `
-PassThru `
-ArgumentList "-batchmode `
-quit `
-nographics `
-username $Env:UNITY_EMAIL `
-password $Env:UNITY_PASSWORD `
-returnlicense `
-projectPath c:/BlankProject `
-logfile -"
# Cache the handle so exit code works properly
# https://stackoverflow.com/questions/10262231/obtaining-exitcode-using-start-process-and-waitforexit-instead-of-wait
$unityHandle = $RETURN_LICENSE_OUTPUT.Handle
while ($true) {
if ($RETURN_LICENSE_OUTPUT.HasExited) {
$RETURN_LICENSE_EXIT_CODE = $RETURN_LICENSE_OUTPUT.ExitCode
# Display results
if ($RETURN_LICENSE_EXIT_CODE -eq 0)
{
Write-Output "License Return Succeeded"
} else
{
Write-Output "License Return failed, with exit code $RETURN_LICENSE_EXIT_CODE"
Write-Output "::warning ::License Return failed! If this is a Pro License you might need to manually `
free the seat in your Unity admin panel or you might run out of seats to activate with."
}
break
}
Start-Sleep -Seconds 3
}
}

View File

@@ -1,4 +1,4 @@
if ([string]::IsNullOrEmpty($env:GIT_PRIVATE_TOKEN)) {
if ($null -eq ${env:GIT_PRIVATE_TOKEN}) {
Write-Host "GIT_PRIVATE_TOKEN unset skipping"
}
else {
@@ -8,7 +8,7 @@ else {
git config --global --replace-all "url.https://token:$env:GIT_PRIVATE_TOKEN@github.com/".insteadOf "ssh://git@github.com/"
git config --global --add "url.https://token:$env:GIT_PRIVATE_TOKEN@github.com/".insteadOf "git@github.com"
git config --global --add "url.https://token:$env:GIT_PRIVATE_TOKEN@github.com/".insteadOf "https://github.com/"
git config --global "url.https://ssh:$env:GIT_PRIVATE_TOKEN@github.com/".insteadOf "ssh://git@github.com/"
git config --global "url.https://git:$env:GIT_PRIVATE_TOKEN@github.com/".insteadOf "git@github.com:"
}

View File

@@ -19,18 +19,19 @@ async function runMain() {
const buildParameters = await BuildParameters.create();
const baseImage = new ImageTag(buildParameters);
let exitCode = -1;
if (buildParameters.providerStrategy === 'local') {
core.info('Building locally');
await PlatformSetup.setup(buildParameters, actionFolder);
if (process.platform === 'darwin') {
MacBuilder.run(actionFolder);
} else {
await Docker.run(baseImage.toString(), {
workspace,
actionFolder,
...buildParameters,
});
}
exitCode =
process.platform === 'darwin'
? await MacBuilder.run(actionFolder)
: await Docker.run(baseImage.toString(), {
workspace,
actionFolder,
...buildParameters,
});
} else {
await CloudRunner.run(buildParameters, baseImage.toString());
}
@@ -38,6 +39,11 @@ async function runMain() {
// Set output
await Output.setBuildVersion(buildParameters.buildVersion);
await Output.setAndroidVersionCode(buildParameters.androidVersionCode);
await Output.setEngineExitCode(exitCode);
if (exitCode !== 0) {
core.setFailed(`Build failed with exit code ${exitCode}`);
}
} catch (error) {
core.setFailed((error as Error).message);
}

View File

@@ -133,7 +133,7 @@ cp -a ${sharedFolder}. /github/workspace/cloud-runner-cache/
if (fs.existsSync(`${workspace}/cloud-runner-cache`)) {
await CloudRunnerSystem.Run(`ls ${workspace}/cloud-runner-cache && du -sh ${workspace}/cloud-runner-cache`);
}
await Docker.run(
const exitCode = await Docker.run(
image,
{ workspace, actionFolder, ...this.buildParameters },
false,
@@ -150,9 +150,14 @@ cp -a ${sharedFolder}. /github/workspace/cloud-runner-cache/
},
},
true,
false,
);
// Docker doesn't exit on fail now so adding this to ensure behavior is unchanged
// TODO: Is there a helpful way to consume the exit code or is it best to except
if (exitCode !== 0) {
throw new Error(`Build failed with exit code ${exitCode}`);
}
return myOutput;
}
}

View File

@@ -1,8 +1,7 @@
import { execWithErrorCheck } from './exec-with-error-check';
import ImageEnvironmentFactory from './image-environment-factory';
import { existsSync, mkdirSync } from 'node:fs';
import path from 'node:path';
import { ExecOptions } from '@actions/exec';
import { ExecOptions, exec } from '@actions/exec';
import { DockerParameters, StringKeyValuePair } from './shared-types';
class Docker {
@@ -12,11 +11,9 @@ class Docker {
silent: boolean = false,
overrideCommands: string = '',
additionalVariables: StringKeyValuePair[] = [],
// eslint-disable-next-line unicorn/no-useless-undefined
options: ExecOptions | undefined = undefined,
options: ExecOptions = {},
entrypointBash: boolean = false,
errorWhenMissingUnityBuildResults: boolean = false,
) {
): Promise<number> {
let runCommand = '';
switch (process.platform) {
case 'linux':
@@ -24,13 +21,15 @@ class Docker {
break;
case 'win32':
runCommand = this.getWindowsCommand(image, parameters);
break;
default:
throw new Error(`Operation system, ${process.platform}, is not supported yet.`);
}
if (options) {
options.silent = silent;
await execWithErrorCheck(runCommand, undefined, options, errorWhenMissingUnityBuildResults);
} else {
await execWithErrorCheck(runCommand, undefined, { silent }, errorWhenMissingUnityBuildResults);
}
options.silent = silent;
options.ignoreReturnCode = true;
return await exec(runCommand, undefined, options);
}
static getLinuxCommand(

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@@ -1,29 +0,0 @@
import { ExecOptions, getExecOutput } from '@actions/exec';
export async function execWithErrorCheck(
commandLine: string,
arguments_?: string[],
options?: ExecOptions,
errorWhenMissingUnityBuildResults: boolean = false,
): Promise<number> {
const result = await getExecOutput(commandLine, arguments_, options);
if (!errorWhenMissingUnityBuildResults) {
return result.exitCode;
}
// Check for errors in the Build Results section
const match = result.stdout.match(/^#\s*Build results\s*#(.*)^Size:/ms);
if (match) {
const buildResults = match[1];
const errorMatch = buildResults.match(/^Errors:\s*(\d+)$/m);
if (errorMatch && Number.parseInt(errorMatch[1], 10) !== 0) {
throw new Error(`There was an error building the project. Please read the logs for details.`);
}
} else {
throw new Error(`There was an error building the project. Please read the logs for details.`);
}
return result.exitCode;
}

View File

@@ -169,7 +169,7 @@ class ImageTag {
if (customImage) return customImage;
return `${image}:${tag}`; // '0' here represents the docker repo version
return `${image}:${tag}`;
}
}

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@@ -1,9 +1,10 @@
import { execWithErrorCheck } from './exec-with-error-check';
import { exec } from '@actions/exec';
class MacBuilder {
public static async run(actionFolder: string, silent: boolean = false) {
await execWithErrorCheck('bash', [`${actionFolder}/platforms/mac/entrypoint.sh`], {
public static async run(actionFolder: string, silent: boolean = false): Promise<number> {
return await exec('bash', [`${actionFolder}/platforms/mac/entrypoint.sh`], {
silent,
ignoreReturnCode: true,
});
}
}

View File

@@ -8,6 +8,10 @@ class Output {
static async setAndroidVersionCode(androidVersionCode: string) {
core.setOutput('androidVersionCode', androidVersionCode);
}
static async setEngineExitCode(exitCode: number) {
core.setOutput('engineExitCode', exitCode);
}
}
export default Output;

View File

@@ -1,10 +0,0 @@
{
"m_SettingKeys": [
"VR Device Disabled",
"VR Device User Alert"
],
"m_SettingValues": [
"False",
"False"
]
}