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3 Commits
Author | SHA1 | Date |
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cfdebb67c1 | |
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ab64768ceb | |
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00fa0d3772 |
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@ -14,7 +14,8 @@
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"env": {
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"node": true,
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"es6": true,
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"jest/globals": true
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"jest/globals": true,
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"es2020": true
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},
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"rules": {
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// Error out for code formatting errors
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@ -115,6 +115,7 @@ namespace UnityBuilderAction.Input
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}
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}
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#if UNITY_6000_0_OR_NEWER
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private static void SetDebugSymbols(string enumValueName)
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{
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// UnityEditor.Android.UserBuildSettings and Unity.Android.Types.DebugSymbolLevel are part of the Unity Android module.
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@ -144,5 +145,6 @@ namespace UnityBuilderAction.Input
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}
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levelProp.SetValue(null, enumValue);
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}
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#endif
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}
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}
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@ -6111,6 +6111,7 @@ class Docker {
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--workdir c:${dockerWorkspacePath} \
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--rm \
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${image_environment_factory_1.default.getEnvVarString(parameters)} \
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--env BEE_CACHE_DIRECTORY=c:${dockerWorkspacePath}/Library/bee_cache \
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--env GITHUB_WORKSPACE=c:${dockerWorkspacePath} \
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${gitPrivateToken ? `--env GIT_PRIVATE_TOKEN="${gitPrivateToken}"` : ''} \
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--volume "${workspace}":"c:${dockerWorkspacePath}" \
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File diff suppressed because one or more lines are too long
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@ -4,10 +4,17 @@
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echo "Changing to \"$ACTIVATE_LICENSE_PATH\" directory."
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pushd "$ACTIVATE_LICENSE_PATH"
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echo "Requesting activation"
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if [[ -n "$UNITY_SERIAL" && -n "$UNITY_EMAIL" && -n "$UNITY_PASSWORD" ]]; then
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#
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# SERIAL LICENSE MODE
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#
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# This will activate unity, using the serial activation process.
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#
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# Activate license
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/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/MacOS/Unity \
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echo "Requesting activation"
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# Activate license
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/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/MacOS/Unity \
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-logFile - \
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-batchmode \
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-nographics \
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@ -17,8 +24,49 @@ echo "Requesting activation"
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-password "$UNITY_PASSWORD" \
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-projectPath "$ACTIVATE_LICENSE_PATH"
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# Store the exit code from the verify command
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UNITY_EXIT_CODE=$?
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# Store the exit code from the verify command
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UNITY_EXIT_CODE=$?
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elif [[ -n "$UNITY_LICENSING_SERVER" ]]; then
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#
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# Custom Unity License Server
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#
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echo "Adding licensing server config"
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mkdir -p "$UNITY_LICENSE_PATH/config/"
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cp "$ACTION_FOLDER/unity-config/services-config.json" "$UNITY_LICENSE_PATH/config/services-config.json"
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/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/Frameworks/UnityLicensingClient.app/Contents/MacOS/Unity.Licensing.Client \
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--acquire-floating > license.txt
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# Store the exit code from the verify command
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UNITY_EXIT_CODE=$?
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if [ $UNITY_EXIT_CODE -eq 0 ]; then
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PARSEDFILE=$(grep -oE '\"[^"]*\"' < license.txt | tr -d '"')
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export FLOATING_LICENSE
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FLOATING_LICENSE=$(sed -n 2p <<< "$PARSEDFILE")
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FLOATING_LICENSE_TIMEOUT=$(sed -n 4p <<< "$PARSEDFILE")
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echo "Acquired floating license: \"$FLOATING_LICENSE\" with timeout $FLOATING_LICENSE_TIMEOUT"
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fi
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else
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#
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# NO LICENSE ACTIVATION STRATEGY MATCHED
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#
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# This will exit since no activation strategies could be matched.
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#
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echo "License activation strategy could not be determined."
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echo ""
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echo "Visit https://game.ci/docs/github/activation for more"
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echo "details on how to set up one of the possible activation strategies."
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echo "::error ::No valid license activation strategy could be determined. Make sure to provide UNITY_EMAIL, UNITY_PASSWORD, and either a UNITY_SERIAL \
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or UNITY_LICENSE. Otherwise please use UNITY_LICENSING_SERVER. See more info at https://game.ci/docs/github/activation"
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# Immediately exit as no UNITY_EXIT_CODE can be derived.
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exit 1;
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fi
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#
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# Display information about the result
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@ -149,8 +149,6 @@ echo ""
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$( [ "${MANUAL_EXIT}" == "true" ] || echo "-quit" ) \
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-batchmode \
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$( [ "${ENABLE_GPU}" == "true" ] || echo "-nographics" ) \
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-username "$UNITY_EMAIL" \
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-password "$UNITY_PASSWORD" \
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-customBuildName "$BUILD_NAME" \
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-projectPath "$UNITY_PROJECT_PATH" \
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$( [ -z "$BUILD_PROFILE" ] && echo "-buildTarget $BUILD_TARGET") \
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@ -4,7 +4,20 @@
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echo "Changing to \"$ACTIVATE_LICENSE_PATH\" directory."
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pushd "$ACTIVATE_LICENSE_PATH"
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/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/MacOS/Unity \
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if [[ -n "$UNITY_LICENSING_SERVER" ]]; then
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#
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# Return any floating license used.
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#
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echo "Returning floating license: \"$FLOATING_LICENSE\""
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/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/Frameworks/UnityLicensingClient.app/Contents/MacOS/Unity.Licensing.Client \
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--return-floating "$FLOATING_LICENSE"
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elif [[ -n "$UNITY_SERIAL" ]]; then
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#
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# SERIAL LICENSE MODE
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#
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# This will return the license that is currently in use.
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#
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/Applications/Unity/Hub/Editor/$UNITY_VERSION/Unity.app/Contents/MacOS/Unity \
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-logFile - \
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-batchmode \
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-nographics \
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@ -13,6 +26,7 @@ pushd "$ACTIVATE_LICENSE_PATH"
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-password "$UNITY_PASSWORD" \
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-returnlicense \
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-projectPath "$ACTIVATE_LICENSE_PATH"
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fi
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# Return to previous working directory
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popd
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@ -68,14 +68,18 @@ elif [[ -n "$UNITY_LICENSING_SERVER" ]]; then
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echo "Adding licensing server config"
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/opt/unity/Editor/Data/Resources/Licensing/Client/Unity.Licensing.Client --acquire-floating > license.txt #is this accessible in a env variable?
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# Store the exit code from the verify command
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UNITY_EXIT_CODE=$?
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if [ $UNITY_EXIT_CODE -eq 0 ]; then
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PARSEDFILE=$(grep -oP '\".*?\"' < license.txt | tr -d '"')
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export FLOATING_LICENSE
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FLOATING_LICENSE=$(sed -n 2p <<< "$PARSEDFILE")
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FLOATING_LICENSE_TIMEOUT=$(sed -n 4p <<< "$PARSEDFILE")
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echo "Acquired floating license: \"$FLOATING_LICENSE\" with timeout $FLOATING_LICENSE_TIMEOUT"
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# Store the exit code from the verify command
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UNITY_EXIT_CODE=$?
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fi
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else
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#
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# NO LICENSE ACTIVATION STRATEGY MATCHED
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@ -17,6 +17,7 @@ describe('Cloud Runner Github Checks', () => {
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status: 200,
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data: {},
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});
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// eslint-disable-next-line unicorn/no-useless-undefined
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jest.spyOn(GitHub as any, 'runUpdateAsyncChecksWorkflow').mockResolvedValue(undefined);
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});
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@ -107,6 +107,7 @@ class Docker {
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--workdir c:${dockerWorkspacePath} \
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--rm \
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${ImageEnvironmentFactory.getEnvVarString(parameters)} \
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--env BEE_CACHE_DIRECTORY=c:${dockerWorkspacePath}/Library/bee_cache \
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--env GITHUB_WORKSPACE=c:${dockerWorkspacePath} \
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${gitPrivateToken ? `--env GIT_PRIVATE_TOKEN="${gitPrivateToken}"` : ''} \
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--volume "${workspace}":"c:${dockerWorkspacePath}" \
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