Implemented logic for windows based docker builds. Moved dockerfiles and scripts to platform specific folders.
parent
a3e783f430
commit
373d987823
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@ -39,11 +39,13 @@ namespace UnityBuilderAction
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// Set version for this build
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VersionApplicator.SetVersion(options["buildVersion"]);
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VersionApplicator.SetAndroidVersionCode(options["androidVersionCode"]);
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// Apply Android settings
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if (buildPlayerOptions.target == BuildTarget.Android)
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{
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VersionApplicator.SetAndroidVersionCode(options["androidVersionCode"]);
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AndroidSettings.Apply(options);
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}
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// Execute default AddressableAsset content build, if the package is installed.
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// Version defines would be the best solution here, but Unity 2018 doesn't support that,
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@ -11,9 +11,9 @@ LABEL "homepage"="http://github.com/webbertakken/unity-actions"
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LABEL "maintainer"="Webber Takken <webber@takken.io>"
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ADD default-build-script /UnityBuilderAction
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ADD steps /steps
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ADD platforms/ubuntu/steps /steps
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RUN chmod -R +x /steps
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ADD entrypoint.sh /entrypoint.sh
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ADD platforms/ubuntu/entrypoint.sh /entrypoint.sh
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RUN chmod +x /entrypoint.sh
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RUN ls
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0
dist/steps/return_license.sh → dist/platforms/ubuntu/steps/return_license.sh
vendored
100755 → 100644
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dist/steps/return_license.sh → dist/platforms/ubuntu/steps/return_license.sh
vendored
100755 → 100644
0
dist/steps/set_gitcredential.sh → dist/platforms/ubuntu/steps/set_gitcredential.sh
vendored
100755 → 100644
0
dist/steps/set_gitcredential.sh → dist/platforms/ubuntu/steps/set_gitcredential.sh
vendored
100755 → 100644
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@ -0,0 +1,18 @@
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ARG IMAGE
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FROM $IMAGE
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LABEL "com.github.actions.name"="Unity - Builder"
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LABEL "com.github.actions.description"="Build Unity projects for different platforms."
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LABEL "com.github.actions.icon"="box"
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LABEL "com.github.actions.color"="gray-dark"
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LABEL "repository"="http://github.com/webbertakken/unity-actions"
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LABEL "homepage"="http://github.com/webbertakken/unity-actions"
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LABEL "maintainer"="Webber Takken <webber@takken.io>"
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ADD default-build-script c:\UnityBuilderAction
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ADD platforms/windows/steps c:\steps
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ADD platforms/windows/entrypoint.ps1 c:\entrypoint.ps1
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RUN ls
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ENTRYPOINT ["powershell", "c:/entrypoint.ps1"]
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@ -0,0 +1,14 @@
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# First we activate Unity
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& "c:\steps\activate.ps1"
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# Next we import the registry keys that point Unity to the win 10 sdk
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reg import c:\regkeys\winsdk.reg
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# Now we register the visual studio installation so Unity can find it
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regsvr32 C:\ProgramData\Microsoft\VisualStudio\Setup\x64\Microsoft.VisualStudio.Setup.Configuration.Native.dll
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# Now we can build our project
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& "c:\steps\build.ps1"
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# Finally free the seat for the activated license
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& "c:\steps\return_license.ps1"
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@ -0,0 +1,6 @@
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# Activates Unity
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& "C:\Program Files\Unity\Hub\Editor\$Env:UNITY_VERSION\Editor\Unity.exe" -batchmode -quit -nographics `
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-username $Env:UNITY_USER `
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-password $Env:UNITY_PASS `
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-serial $Env:UNITY_SERIAL `
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-logfile | Out-Host
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@ -0,0 +1,147 @@
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#
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# Set project path
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#
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$Env:UNITY_PROJECT_PATH="$Env:GITHUB_WORKSPACE\$Env:PROJECT_PATH"
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Write-Output "$('Using project path "')$($Env:UNITY_PROJECT_PATH)$('".')"
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#
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# Display the name for the build, doubles as the output name
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#
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Write-Output "$('Using build name "')$($Env:BUILD_NAME)$('".')"
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#
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# Display the build's target platform;
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#
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Write-Output "$('Using build target "')$($Env:BUILD_TARGET)$('".')"
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#
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# Display build path and file
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#
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Write-Output "$('Using build path "')$($Env:BUILD_PATH)$('" to save file "')$($Env:BUILD_FILE)$('".')"
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$Env:BUILD_PATH_FULL="$Env:GITHUB_WORKSPACE\$Env:BUILD_PATH"
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$Env:CUSTOM_BUILD_PATH="$Env:BUILD_PATH_FULL\$Env: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 ($Env:BUILD_METHOD)
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{
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# User has provided their own build method.
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# Assume they also bring their own script.
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Write-Output "$('Using build method "')$($Env:BUILD_METHOD)$('".')"
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}
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else
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{
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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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Write-Output "Using built-in build method."
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# Create Editor directory if it does not exist
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if(-Not (Test-Path -Path $Env:UNITY_PROJECT_PATH\Assets\Editor))
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{
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# We use -Force to suppress output, doesn't overwrite anything
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New-Item -ItemType Directory -Force -Path $Env:UNITY_PROJECT_PATH\Assets\Editor
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}
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# Copy the build script of Unity Builder action
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Copy-Item -Path "c:\UnityBuilderAction" -Destination $Env:UNITY_PROJECT_PATH\Assets\Editor -Recurse
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# Set the Build method to that of UnityBuilder Action
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$Env:BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
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# Verify recursive paths
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Get-ChildItem -Path $UNITY_PROJECT_PATH\Assets\Editor -Recurse
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}
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#
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# Pre-build debug information
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#
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Write-Output ""
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Write-Output "###########################"
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Write-Output "# Custom parameters #"
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Write-Output "###########################"
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Write-Output ""
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Write-Output "$('"')$($Env:CUSTOM_PARAMETERS)$('"')"
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Write-Output ""
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Write-Output "###########################"
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Write-Output "# Current build dir #"
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Write-Output "###########################"
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Write-Output ""
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Write-Output "$('Creating "')$($Env:BUILD_PATH_FULL)$('" if it does not exist.')"
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if (-Not (Test-Path -Path $Env:BUILD_PATH_FULL))
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{
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mkdir "$Env:BUILD_PATH_FULL"
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}
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Get-ChildItem $Env:BUILD_PATH_FULL
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Write-Output ""
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Write-Output "###########################"
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Write-Output "# Project directory #"
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Write-Output "###########################"
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Write-Output ""
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Get-ChildItem $Env:UNITY_PROJECT_PATH
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#
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# Build
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#
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Write-Output ""
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Write-Output "###########################"
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Write-Output "# Building project #"
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Write-Output "###########################"
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Write-Output ""
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& "C:\Program Files\Unity\Hub\Editor\$Env:UNITY_VERSION\Editor\Unity.exe" -quit -batchmode -nographics `
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-projectPath $Env:UNITY_PROJECT_PATH `
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-executeMethod $Env:BUILD_METHOD `
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-buildTarget $Env:BUILD_TARGET `
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-customBuildTarget $Env:BUILD_TARGET `
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-customBuildPath $Env:CUSTOM_BUILD_PATH `
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-buildVersion $Env:VERSION `
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$Env:CUSTOM_PARAMETERS `
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-logfile | Out-Host
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# Catch exit code
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$Env:BUILD_EXIT_CODE=$?
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# Display results
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if ($Env:BUILD_EXIT_CODE -eq 0)
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{
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Write-Output "Build Succeeded!"
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} else
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{
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Write-Output "$('Build failed, with exit code ')$($Env:BUILD_EXIT_CODE)$('"')"
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}
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# TODO: Determine if we need to set permissions on any files
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#
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# Results
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#
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Write-Output ""
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Write-Output "###########################"
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Write-Output "# Build output #"
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Write-Output "###########################"
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Write-Output ""
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Get-ChildItem $Env:BUILD_PATH_FULL
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Write-Output ""
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@ -0,0 +1,6 @@
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# Returns the active Unity license
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& "C:\Program Files\Unity\Hub\Editor\$Env:UNITY_VERSION\Editor\Unity.exe" -batchmode -quit -nographics `
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-username $Env:UNITY_USER `
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-password $Env:UNITY_PASS `
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-returnlicense `
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-logfile | Out-Host
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@ -2,7 +2,7 @@ import path from 'path';
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class Action {
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static get supportedPlatforms() {
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return ['linux'];
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return ['linux', 'win32'];
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}
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static get isRunningLocally() {
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@ -30,7 +30,16 @@ class Action {
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}
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static get dockerfile() {
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return `${Action.actionFolder}/Dockerfile`;
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const currentPlatform = process.platform;
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switch(currentPlatform)
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{
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case "linux":
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return `${Action.actionFolder}/platforms/ubuntu/Dockerfile`;
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case "win32":
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return `${Action.actionFolder}/platforms/windows/Dockerfile`;
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default:
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throw new Error(`No Dockerfile for currently unsupported platform: ${currentPlatform}`);
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}
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}
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static get workspace() {
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@ -1,5 +1,7 @@
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import { exec } from '@actions/exec';
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import { fstat } from 'fs';
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import ImageTag from './image-tag';
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const fs = require('fs');
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class Docker {
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static async build(buildParameters, silent = false) {
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@ -43,7 +45,10 @@ class Docker {
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chownFilesTo,
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} = parameters;
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const command = `docker run \
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switch(process.platform)
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{
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case "linux":
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const linuxRunCommand = `docker run \
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--workdir /github/workspace \
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--rm \
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--env UNITY_LICENSE \
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@ -95,7 +100,133 @@ class Docker {
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${sshAgent ? '--volume /home/runner/.ssh/known_hosts:/root/.ssh/known_hosts:ro' : ''} \
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${image}`;
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await exec(command, undefined, { silent });
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await exec(linuxRunCommand, undefined, { silent });
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break;
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case "win32":
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var unitySerial = "";
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if (!process.env.UNITY_SERIAL)
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{
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//No serial was present so it is a personal license that we need to convert
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if (!process.env.UNITY_LICENSE)
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{
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throw new Error(`Missing Unity License File and no Serial was found. If this
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is a personal license, make sure to follow the activation
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steps and set the UNITY_LICENSE GitHub secret or enter a Unity
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serial number inside the UNITY_SERIAL GitHub secret.`)
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}
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unitySerial = this.getSerialFromLicenseFile(process.env.UNITY_LICENSE);
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} else
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{
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unitySerial = process.env.UNITY_SERIAL!;
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}
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if (!(process.env.UNITY_EMAIL && process.env.UNITY_PASSWORD))
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{
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throw new Error(`Unity email and password must be set for windows based builds`);
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}
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await this.setupWindowsRun();
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this.validateWindowsPrereqs();
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const windowsRunCommand = `docker run \
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--workdir c:/github/workspace \
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--rm \
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--env UNITY_LICENSE \
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--env UNITY_LICENSE_FILE \
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--env UNITY_EMAIL \
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--env UNITY_PASSWORD \
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--env UNITY_SERIAL="${unitySerial}" \
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--env UNITY_VERSION="${version}" \
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--env USYM_UPLOAD_AUTH_TOKEN \
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--env PROJECT_PATH="${projectPath}" \
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--env BUILD_TARGET="${platform}" \
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--env BUILD_NAME="${buildName}" \
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--env BUILD_PATH="${buildPath}" \
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--env BUILD_FILE="${buildFile}" \
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--env BUILD_METHOD="${buildMethod}" \
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--env VERSION="${buildVersion}" \
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--env ANDROID_VERSION_CODE="${androidVersionCode}" \
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--env ANDROID_KEYSTORE_NAME="${androidKeystoreName}" \
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--env ANDROID_KEYSTORE_BASE64="${androidKeystoreBase64}" \
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--env ANDROID_KEYSTORE_PASS="${androidKeystorePass}" \
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--env ANDROID_KEYALIAS_NAME="${androidKeyaliasName}" \
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--env ANDROID_KEYALIAS_PASS="${androidKeyaliasPass}" \
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--env ANDROID_TARGET_SDK_VERSION="${androidTargetSdkVersion}" \
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--env ANDROID_SDK_MANAGER_PARAMETERS="${androidSdkManagerParameters}" \
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--env CUSTOM_PARAMETERS="${customParameters}" \
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--env CHOWN_FILES_TO="${chownFilesTo}" \
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--env GITHUB_REF \
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--env GITHUB_SHA \
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--env GITHUB_REPOSITORY \
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--env GITHUB_ACTOR \
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--env GITHUB_WORKFLOW \
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--env GITHUB_HEAD_REF \
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--env GITHUB_BASE_REF \
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--env GITHUB_EVENT_NAME \
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--env GITHUB_WORKSPACE=/github/workspace \
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--env GITHUB_ACTION \
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--env GITHUB_EVENT_PATH \
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--env RUNNER_OS \
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--env RUNNER_TOOL_CACHE \
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--env RUNNER_TEMP \
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--env RUNNER_WORKSPACE \
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--env GIT_PRIVATE_TOKEN="${gitPrivateToken}" \
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--volume "${runnerTempPath}/_github_home":"c:/root" \
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--volume "${runnerTempPath}/_github_workflow":"c:/github/workflow" \
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--volume "${workspace}":"c:/github/workspace" \
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--volume "c:/regkeys":"c:/regkeys" \
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--volume "C:/Program Files (x86)/Microsoft Visual Studio":"C:/Program Files (x86)/Microsoft Visual Studio" \
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--volume "C:/Program Files (x86)/Windows Kits":"C:/Program Files (x86)/Windows Kits" \
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--volume "C:/ProgramData/Microsoft/VisualStudio":"C:/ProgramData/Microsoft/VisualStudio" \
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${image}`;
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await exec(windowsRunCommand, undefined, { silent });
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break;
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default:
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throw new Error(`Can't run docker on unsupported host platform`);
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}
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}
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//Setup prerequisite files for a windows-based docker run
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static async setupWindowsRun(silent = false) {
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//Need to export registry keys that point to the location of the windows 10 sdk
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const makeRegKeyFolderCommand = "mkdir c:/regkeys";
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await exec(makeRegKeyFolderCommand, undefined, {silent});
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const exportRegKeysCommand = "echo Y| reg export \"HKLM\\SOFTWARE\\WOW6432Node\\Microsoft\\Microsoft SDKs\\Windows\\v10.0\" c:/regkeys/winsdk.reg";
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await exec(exportRegKeysCommand, undefined, {silent});
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}
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static validateWindowsPrereqs() {
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//Check for Visual Studio on runner
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if (!(fs.existsSync("C:/Program Files (x86)/Microsoft Visual Studio") && fs.existsSync("C:/ProgramData/Microsoft/VisualStudio")))
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{
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throw new Error(`Visual Studio Installation not found at default location.
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Make sure the runner has Visual Studio installed in the
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default location`);
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}
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//Check for Windows 10 SDK on runner
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if(!fs.existsSync("C:/Program Files (x86)/Windows Kits"))
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{
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throw new Error(`Windows 10 SDK not found in default location. Make sure
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the runner has a Windows 10 SDK installed in the default
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location.`);
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}
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}
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static getSerialFromLicenseFile(license)
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{
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const startKey = `<DeveloperData Value="`;
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const endKey = `"/>`;
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let startIndex = license.indexOf(startKey) + startKey.length;
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if (startIndex < 0)
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{
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throw new Error(`License File was corrupted, unable to locate serial`);
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}
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let endIndex = license.indexOf(endKey, startIndex);
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//We substring off the first character as it is a garbage value
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return atob(license.substring(startIndex, endIndex)).substring(1);
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}
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}
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@ -35,6 +35,7 @@ class ImageTag {
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webgl: 'webgl',
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mac: 'mac-mono',
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windows: 'windows-mono',
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windowsIl2cpp: 'windows-il2cpp',
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linux: 'base',
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linuxIl2cpp: 'linux-il2cpp',
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android: 'android',
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@ -44,7 +45,7 @@ class ImageTag {
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}
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static getTargetPlatformToImageSuffixMap(platform, version) {
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const { generic, webgl, mac, windows, linux, linuxIl2cpp, android, ios, facebook } = ImageTag.imageSuffixes;
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const { generic, webgl, mac, windows, windowsIl2cpp, linux, linuxIl2cpp, android, ios, facebook } = ImageTag.imageSuffixes;
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const [major, minor] = version.split('.').map((digit) => Number(digit));
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// @see: https://docs.unity3d.com/ScriptReference/BuildTarget.html
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@ -52,8 +53,32 @@ class ImageTag {
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case Platform.types.StandaloneOSX:
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return mac;
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case Platform.types.StandaloneWindows:
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// Unity versions before 2019.3 do not support il2cpp
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// Can only build windows-il2cpp on a windows based system
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if (process.platform == "win32")
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{
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if (major >= 2020 || (major === 2019 && minor >= 3)) {
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return windowsIl2cpp;
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} else
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{
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throw new Error(`Windows-based builds are only supported on 2019.3.X+ versions of Unity.
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||||
If you are trying to build for windows-mono, please use a Linux based OS.`)
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}
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}
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return windows;
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case Platform.types.StandaloneWindows64:
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// Unity versions before 2019.3 do not support il2cpp
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// Can only build windows-il2cpp on a windows based system
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if (process.platform == "win32")
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{
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if (major >= 2020 || (major === 2019 && minor >= 3)) {
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return windowsIl2cpp;
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} else
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{
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throw new Error(`Windows-based builds are only supported on 2019.3.X+ versions of Unity.
|
||||
If you are trying to build for windows-mono, please use a Linux based OS.`)
|
||||
}
|
||||
}
|
||||
return windows;
|
||||
case Platform.types.StandaloneLinux64: {
|
||||
// Unity versions before 2019.3 do not support il2cpp
|
||||
|
|
@ -101,7 +126,15 @@ class ImageTag {
|
|||
}
|
||||
|
||||
get tag() {
|
||||
return `${this.version}-${this.builderPlatform}`.replace(/-+$/, '');
|
||||
if (ImageTag.getTargetPlatformToImageSuffixMap(this.platform, this.version) === ImageTag.imageSuffixes.windowsIl2cpp)
|
||||
{
|
||||
//Windows based image tags are prefixed with windows-
|
||||
return `windows-${this.version}-${this.builderPlatform}`.replace(/-+$/, '');
|
||||
}
|
||||
else
|
||||
{
|
||||
return `${this.version}-${this.builderPlatform}`.replace(/-+$/, '');
|
||||
}
|
||||
}
|
||||
|
||||
get image() {
|
||||
|
|
|
|||
Loading…
Reference in New Issue