FIX: Inconsistent line endings in repo (#1244).

This commit is contained in:
Dmytro Ivanov 2020-12-02 15:36:18 +01:00 коммит произвёл GitHub
Родитель 35ec3e5e17
Коммит ccf7193211
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Идентификатор ключа GPG: 4AEE18F83AFDEB23
314 изменённых файлов: 11398 добавлений и 11363 удалений

26
.gitattributes поставляемый Normal file
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# by convention everything should be LF
* text eol=lf
# VS can handle these as LF, but really wants them as CRLF
*.vcproj text eol=crlf
*.vcxproj text eol=crlf
*.vcxproj.filters text eol=crlf
*.csproj text eol=crlf
*.props text eol=crlf
*.targets text eol=crlf
*.sln text eol=crlf
*.sln.template text eol=crlf
*.bat text eol=crlf
*.cmd text eol=crlf
*.xaml text eol=crlf
*.dll binary
*.exe binary
*.pdb binary
*.png binary
*.jpg binary
*.exr binary
*.ttf binary
*.pdf binary
*.xcf binary
*.ico binary

2
.gitconfig Normal file
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[core]
autocrlf=false

10
.repoconfig Normal file
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[version]
repoconfig = 5
[format]
path-ignore=<<EOT
^(
Packages/com\.unity\.package-manager-doctools
|Tools/CodeAnalyzerTestProject
)/
EOT

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@ -1,24 +1,24 @@
code_analyser:
name : Code Analyzer
agent:
type: Unity::VM::osx
image: package-ci/mac:stable
flavor: m1.mac
commands:
- git submodule update --init
- mkdir Tools/CodeAnalyzerTestProject/Microsoft.CodeQuality.Analyzers
- curl -L https://www.nuget.org/api/v2/package/Microsoft.CodeQuality.Analyzers/2.9.2 -o Tools/CodeAnalyzerTestProject/Microsoft.CodeQuality.Analyzers/Microsoft.CodeQuality.Analyzers.zip
- unzip Tools/CodeAnalyzerTestProject/Microsoft.CodeQuality.Analyzers/Microsoft.CodeQuality.Analyzers.zip -d Tools/CodeAnalyzerTestProject/Microsoft.CodeQuality.Analyzers
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci project test --project-path Tools/CodeAnalyzerTestProject -u 2019.4
triggers:
cancel_old_ci: true
pull_requests:
- targets:
only:
- "develop"
artifacts:
UTR_Output.zip:
paths:
- "upm-ci~/test-results/**/*"
code_analyser:
name : Code Analyzer
agent:
type: Unity::VM::osx
image: package-ci/mac:stable
flavor: m1.mac
commands:
- git submodule update --init
- mkdir Tools/CodeAnalyzerTestProject/Microsoft.CodeQuality.Analyzers
- curl -L https://www.nuget.org/api/v2/package/Microsoft.CodeQuality.Analyzers/2.9.2 -o Tools/CodeAnalyzerTestProject/Microsoft.CodeQuality.Analyzers/Microsoft.CodeQuality.Analyzers.zip
- unzip Tools/CodeAnalyzerTestProject/Microsoft.CodeQuality.Analyzers/Microsoft.CodeQuality.Analyzers.zip -d Tools/CodeAnalyzerTestProject/Microsoft.CodeQuality.Analyzers
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci project test --project-path Tools/CodeAnalyzerTestProject -u 2019.4
triggers:
cancel_old_ci: true
pull_requests:
- targets:
only:
- "develop"
artifacts:
UTR_Output.zip:
paths:
- "upm-ci~/test-results/**/*"

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@ -1,15 +1,15 @@
check_formatting:
name : Check formatting
agent:
type: Unity::VM::osx
image: desktop/desktop-macos-10.14:latest
flavor: m1.mac
commands:
- hg clone -b stable http://hg-mirror-slo.hq.unity3d.com/unity-extra/unity-meta
- perl unity-meta/Tools/Format/format.pl Assets Packages --dry-run
triggers:
cancel_old_ci: true
pull_requests:
- targets:
only:
- "develop"
check_formatting:
name : Check formatting
agent:
type: Unity::VM::osx
image: desktop/desktop-macos-10.14:latest
flavor: m1.mac
commands:
- hg clone -b stable http://hg-mirror-slo.hq.unity3d.com/unity-extra/unity-meta
- perl unity-meta/Tools/Format/format.pl Assets Packages --dry-run
triggers:
cancel_old_ci: true
pull_requests:
- targets:
only:
- "develop"

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@ -1,20 +1,20 @@
promote:
name: Promote to Production
agent:
type: Unity::VM
image: package-ci/win10:stable
flavor: b1.large
dependencies:
- .yamato/publish-samples.yml
variables:
UPMCI_PROMOTION: 1
commands:
- mv ./Assets/Samples ./Packages/com.unity.inputsystem
- mv ./Assets/Samples.meta ./Packages/com.unity.inputsystem
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci package promote --package-path ./Packages/com.unity.inputsystem/
artifacts:
artifacts:
paths:
- "upm-ci~/**/*"
promote:
name: Promote to Production
agent:
type: Unity::VM
image: package-ci/win10:stable
flavor: b1.large
dependencies:
- .yamato/publish-samples.yml
variables:
UPMCI_PROMOTION: 1
commands:
- mv ./Assets/Samples ./Packages/com.unity.inputsystem
- mv ./Assets/Samples.meta ./Packages/com.unity.inputsystem
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci package promote --package-path ./Packages/com.unity.inputsystem/
artifacts:
artifacts:
paths:
- "upm-ci~/**/*"

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@ -1,15 +1,15 @@
test_sample_projects:
name : Publish Sample Projects
agent:
type: Unity::VM::osx
image: package-ci/mac:stable
flavor: m1.mac
commands:
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u 2019.4
- Editor=.Editor/Unity.app/Contents/MacOS/Unity Method=Publish sh ExternalSampleProjects/publish.sh
artifacts:
UTR_Output.zip:
paths:
- "upm-ci~/**/*"
test_sample_projects:
name : Publish Sample Projects
agent:
type: Unity::VM::osx
image: package-ci/mac:stable
flavor: m1.mac
commands:
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u 2019.4
- Editor=.Editor/Unity.app/Contents/MacOS/Unity Method=Publish sh ExternalSampleProjects/publish.sh
artifacts:
UTR_Output.zip:
paths:
- "upm-ci~/**/*"

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@ -1,25 +1,25 @@
{% metadata_file .yamato/config.metadata %}
---
{% for editor in editors %}
test_sample_projects_{{ editor.version }}:
name : Test Sample Projects {{ editor.version }}
agent:
type: Unity::VM::osx
image: package-ci/mac:stable
flavor: m1.mac
commands:
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u {{ editor.version }}
- Editor=.Editor/Unity.app/Contents/MacOS/Unity Method=DryRun sh ExternalSampleProjects/publish.sh
triggers:
cancel_old_ci: true
pull_requests:
- targets:
only:
- "develop"
artifacts:
UTR_Output.zip:
paths:
- "upm-ci~/**/*"
{% metadata_file .yamato/config.metadata %}
---
{% for editor in editors %}
test_sample_projects_{{ editor.version }}:
name : Test Sample Projects {{ editor.version }}
agent:
type: Unity::VM::osx
image: package-ci/mac:stable
flavor: m1.mac
commands:
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u {{ editor.version }}
- Editor=.Editor/Unity.app/Contents/MacOS/Unity Method=DryRun sh ExternalSampleProjects/publish.sh
triggers:
cancel_old_ci: true
pull_requests:
- targets:
only:
- "develop"
artifacts:
UTR_Output.zip:
paths:
- "upm-ci~/**/*"
{% endfor %}

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@ -1,168 +1,168 @@
{% metadata_file .yamato/config.metadata %}
---
{% for editor in editors %}
{% for platform in platforms %}
{{ platform.name }}_{{ editor.version }}:
name : Build and Test version {{ editor.version }} on {{ platform.name }}
agent:
type: {{ platform.type }}
image: {{ platform.image }}
flavor: {{ platform.flavor}}
commands:
# We keep the samples in Assets/ as they otherwise won't get imported and you can't
# really work with them. Move them into the package for when we run upm-ci here.
- mv ./Assets/Samples ./Packages/com.unity.inputsystem
- mv ./Assets/Samples.meta ./Packages/com.unity.inputsystem
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u {{ editor.version }}
{% if platform.installscript %}
- pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple
- {{ platform.installscript }} {{ editor.version }}
{% endif %}
# ADBv2 on 2019.4 causes the test runner to not start on initial import when the
# samples are in the package. Move the samples back into the project.
- mv ./Packages/com.unity.inputsystem/Samples ./Assets
- mv ./Packages/com.unity.inputsystem/Samples.meta ./Assets
- upm-ci~/tools/utr/utr --testproject . --timeout=1200 --editor-location=.Editor --artifacts_path=upm-ci~/test-results/isolation-com.unity.inputsystem.tests --suite=playmode --api-profile=NET_4_6 --stdout-filter=minimal {% if platform.runtime %} --platform {{ platform.runtime }} {% endif %} {% if platform.scripting-backend %} --scripting-backend {{ platform.scripting-backend }} {% endif %} --report-performance-data --performance-project-id=InputSystem
artifacts:
UTR_Output.zip:
paths:
- "upm-ci~/test-results/**/*"
{% endfor %}
{% endfor %}
{% for editor in editors %}
build_ios_{{ editor.version }}:
name: Build Tests on {{ editor.version }} on ios
agent:
type: Unity::VM::osx
image: mobile/macos-10.13-testing:stable
flavor: b1.large
commands:
- pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple
- unity-downloader-cli -c Editor -c iOS -u {{ editor.version }} --fast -w
- curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output utr
- chmod +x ./utr
- ./utr --suite=playmode --platform=iOS --editor-location=.Editor --testproject=. --player-save-path=build/players --artifacts_path=build/logs --build-only --report-performance-data --performance-project-id=InputSystem
artifacts:
players:
paths:
- "build/players/**"
logs:
paths:
- "build/logs/**"
run_ios_{{ editor.version }}:
name: Run Tests on {{ editor.version }} on ios
agent:
type: Unity::mobile::iPhone
image: mobile/macos-10.13-testing:stable
flavor: b1.medium
skip_checkout: true
dependencies:
- .yamato/upm-ci.yml#build_ios_{{ editor.version }}
commands:
# Download standalone UnityTestRunner
- curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output utr
# Give UTR execution permissions
- chmod +x ./utr
# Run the test build on the device
- ./utr --suite=playmode --platform=iOS --player-load-path=build/players --artifacts_path=build/test-results --report-performance-data --performance-project-id=InputSystem
artifacts:
logs:
paths:
- "build/test-results/**"
{% for backend in scripting_backends %}
build_android_{{ editor.version }}_{{ backend.name }}:
name: Build Tests on {{ editor.version }} on android {{ backend.name }}
agent:
type: Unity::VM
image: mobile/android-execution-r19:stable
flavor: b1.xlarge
commands:
- pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple
- unity-downloader-cli -c Editor -c Android -u {{ editor.version }} --fast -w
- curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat
- ./utr.bat --suite=playmode --platform=Android --editor-location=.Editor --testproject=. --player-save-path=build/players --artifacts_path=build/logs --scripting-backend={{ backend.name }} --build-only --repository --performance-project-id=InputSystem
artifacts:
players:
paths:
- "build/players/**"
logs:
paths:
- "build/logs/**"
run_android_{{ editor.version }}_{{ backend.name }}:
name: Run Tests on {{ editor.version }} on android {{ backend.name }}
agent:
type: Unity::mobile::shield
image: mobile/android-execution-r19:stable
flavor: b1.medium
# Skip repository cloning
skip_checkout: true
# Set a dependency on the build job
dependencies:
- .yamato/upm-ci.yml#build_android_{{ editor.version }}_{{ backend.name }}
commands:
- |
# Download standalone UnityTestRunner
curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat
# Set the IP of the device. In case device gets lost, UTR will try to recconect to ANDROID_DEVICE_CONNECTION
set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP%
# Establish an ADB connection with the device
start %ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP%
# List the connected devices
start %ANDROID_SDK_ROOT%\platform-tools\adb.exe devices
./utr --suite=playmode --platform=android --player-load-path=build/players --artifacts_path=build/test-results --report-performance-data --performance-project-id=InputSystem
after:
- start %ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP%
- if not exist build\test-results mkdir build\test-results
- powershell %ANDROID_SDK_ROOT%\platform-tools\adb.exe logcat -d > build/test-results/device_log.txt
# Set uploadable artifact paths
artifacts:
logs:
paths:
- "build/test-results/**"
{% endfor %}
{% endfor %}
all_tests:
name: All Tests
dependencies:
{% for editor in editors %}
{% for platform in platforms %}
- .yamato/upm-ci.yml#{{ platform.name }}_{{ editor.version }}
{% endfor %}
{% for backend in scripting_backends %}
- .yamato/upm-ci.yml#run_android_{{ editor.version }}_{{ backend.name }}
{% endfor %}
- .yamato/upm-ci.yml#run_ios_{{ editor.version }}
{% endfor %}
triggers:
cancel_old_ci: true
pull_requests:
- targets:
only:
- "develop"
publish:
name: Publish to Internal Registry
agent:
type: Unity::VM
image: package-ci/win10:stable
flavor: b1.large
commands:
- mv ./Assets/Samples ./Packages/com.unity.inputsystem
- mv ./Assets/Samples.meta ./Packages/com.unity.inputsystem
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci package publish --package-path ./Packages/com.unity.inputsystem/
artifacts:
artifacts:
paths:
- "upm-ci~/packages/*.tgz"
{% metadata_file .yamato/config.metadata %}
---
{% for editor in editors %}
{% for platform in platforms %}
{{ platform.name }}_{{ editor.version }}:
name : Build and Test version {{ editor.version }} on {{ platform.name }}
agent:
type: {{ platform.type }}
image: {{ platform.image }}
flavor: {{ platform.flavor}}
commands:
# We keep the samples in Assets/ as they otherwise won't get imported and you can't
# really work with them. Move them into the package for when we run upm-ci here.
- mv ./Assets/Samples ./Packages/com.unity.inputsystem
- mv ./Assets/Samples.meta ./Packages/com.unity.inputsystem
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci package test --package-path ./Packages/com.unity.inputsystem/ -u {{ editor.version }}
{% if platform.installscript %}
- pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple
- {{ platform.installscript }} {{ editor.version }}
{% endif %}
# ADBv2 on 2019.4 causes the test runner to not start on initial import when the
# samples are in the package. Move the samples back into the project.
- mv ./Packages/com.unity.inputsystem/Samples ./Assets
- mv ./Packages/com.unity.inputsystem/Samples.meta ./Assets
- upm-ci~/tools/utr/utr --testproject . --timeout=1200 --editor-location=.Editor --artifacts_path=upm-ci~/test-results/isolation-com.unity.inputsystem.tests --suite=playmode --api-profile=NET_4_6 --stdout-filter=minimal {% if platform.runtime %} --platform {{ platform.runtime }} {% endif %} {% if platform.scripting-backend %} --scripting-backend {{ platform.scripting-backend }} {% endif %} --report-performance-data --performance-project-id=InputSystem
artifacts:
UTR_Output.zip:
paths:
- "upm-ci~/test-results/**/*"
{% endfor %}
{% endfor %}
{% for editor in editors %}
build_ios_{{ editor.version }}:
name: Build Tests on {{ editor.version }} on ios
agent:
type: Unity::VM::osx
image: mobile/macos-10.13-testing:stable
flavor: b1.large
commands:
- pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple
- unity-downloader-cli -c Editor -c iOS -u {{ editor.version }} --fast -w
- curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output utr
- chmod +x ./utr
- ./utr --suite=playmode --platform=iOS --editor-location=.Editor --testproject=. --player-save-path=build/players --artifacts_path=build/logs --build-only --report-performance-data --performance-project-id=InputSystem
artifacts:
players:
paths:
- "build/players/**"
logs:
paths:
- "build/logs/**"
run_ios_{{ editor.version }}:
name: Run Tests on {{ editor.version }} on ios
agent:
type: Unity::mobile::iPhone
image: mobile/macos-10.13-testing:stable
flavor: b1.medium
skip_checkout: true
dependencies:
- .yamato/upm-ci.yml#build_ios_{{ editor.version }}
commands:
# Download standalone UnityTestRunner
- curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output utr
# Give UTR execution permissions
- chmod +x ./utr
# Run the test build on the device
- ./utr --suite=playmode --platform=iOS --player-load-path=build/players --artifacts_path=build/test-results --report-performance-data --performance-project-id=InputSystem
artifacts:
logs:
paths:
- "build/test-results/**"
{% for backend in scripting_backends %}
build_android_{{ editor.version }}_{{ backend.name }}:
name: Build Tests on {{ editor.version }} on android {{ backend.name }}
agent:
type: Unity::VM
image: mobile/android-execution-r19:stable
flavor: b1.xlarge
commands:
- pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple
- unity-downloader-cli -c Editor -c Android -u {{ editor.version }} --fast -w
- curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat
- ./utr.bat --suite=playmode --platform=Android --editor-location=.Editor --testproject=. --player-save-path=build/players --artifacts_path=build/logs --scripting-backend={{ backend.name }} --build-only --repository --performance-project-id=InputSystem
artifacts:
players:
paths:
- "build/players/**"
logs:
paths:
- "build/logs/**"
run_android_{{ editor.version }}_{{ backend.name }}:
name: Run Tests on {{ editor.version }} on android {{ backend.name }}
agent:
type: Unity::mobile::shield
image: mobile/android-execution-r19:stable
flavor: b1.medium
# Skip repository cloning
skip_checkout: true
# Set a dependency on the build job
dependencies:
- .yamato/upm-ci.yml#build_android_{{ editor.version }}_{{ backend.name }}
commands:
- |
# Download standalone UnityTestRunner
curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat
# Set the IP of the device. In case device gets lost, UTR will try to recconect to ANDROID_DEVICE_CONNECTION
set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP%
# Establish an ADB connection with the device
start %ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP%
# List the connected devices
start %ANDROID_SDK_ROOT%\platform-tools\adb.exe devices
./utr --suite=playmode --platform=android --player-load-path=build/players --artifacts_path=build/test-results --report-performance-data --performance-project-id=InputSystem
after:
- start %ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP%
- if not exist build\test-results mkdir build\test-results
- powershell %ANDROID_SDK_ROOT%\platform-tools\adb.exe logcat -d > build/test-results/device_log.txt
# Set uploadable artifact paths
artifacts:
logs:
paths:
- "build/test-results/**"
{% endfor %}
{% endfor %}
all_tests:
name: All Tests
dependencies:
{% for editor in editors %}
{% for platform in platforms %}
- .yamato/upm-ci.yml#{{ platform.name }}_{{ editor.version }}
{% endfor %}
{% for backend in scripting_backends %}
- .yamato/upm-ci.yml#run_android_{{ editor.version }}_{{ backend.name }}
{% endfor %}
- .yamato/upm-ci.yml#run_ios_{{ editor.version }}
{% endfor %}
triggers:
cancel_old_ci: true
pull_requests:
- targets:
only:
- "develop"
publish:
name: Publish to Internal Registry
agent:
type: Unity::VM
image: package-ci/win10:stable
flavor: b1.large
commands:
- mv ./Assets/Samples ./Packages/com.unity.inputsystem
- mv ./Assets/Samples.meta ./Packages/com.unity.inputsystem
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- upm-ci package pack --package-path ./Packages/com.unity.inputsystem/
- upm-ci package publish --package-path ./Packages/com.unity.inputsystem/
artifacts:
artifacts:
paths:
- "upm-ci~/packages/*.tgz"

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@ -1,2 +1,2 @@
REM Use this script if you don't want to enable script executions on your system
PowerShell -NoProfile -ExecutionPolicy Bypass -Command "& .\AndroidBuildTests.ps1"
REM Use this script if you don't want to enable script executions on your system
PowerShell -NoProfile -ExecutionPolicy Bypass -Command "& .\AndroidBuildTests.ps1"

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@ -1,18 +1,18 @@
$Env:EDITOR_LOCATION = ""
If (!$Env:EDITOR_LOCATION)
{
Write-Output "Please specify Editor path, for ex., C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor or modify this bat file"
$Env:EDITOR_LOCATION = Read-Host -Prompt 'Editor Location'
}
If (!$Env:EDITOR_LOCATION)
{
Write-Output "Invalid editor location, exiting"
exit
}
Write-Output "Editor location is $Env:EDITOR_LOCATION"
Invoke-WebRequest -Uri "https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat" -OutFile "utr.bat"
./utr.bat --suite=playmode --platform=Android --editor-location="$Env:EDITOR_LOCATION" --testproject=F:/Projects/InputSystem --player-save-path=build/players --artifacts_path=build/logs --scripting-backend=il2cpp --build-only
$Env:EDITOR_LOCATION = ""
If (!$Env:EDITOR_LOCATION)
{
Write-Output "Please specify Editor path, for ex., C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor or modify this bat file"
$Env:EDITOR_LOCATION = Read-Host -Prompt 'Editor Location'
}
If (!$Env:EDITOR_LOCATION)
{
Write-Output "Invalid editor location, exiting"
exit
}
Write-Output "Editor location is $Env:EDITOR_LOCATION"
Invoke-WebRequest -Uri "https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat" -OutFile "utr.bat"
./utr.bat --suite=playmode --platform=Android --editor-location="$Env:EDITOR_LOCATION" --testproject=F:/Projects/InputSystem --player-save-path=build/players --artifacts_path=build/logs --scripting-backend=il2cpp --build-only

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@ -1,2 +1,2 @@
REM Use this script if you don't want to enable script executions on your system
PowerShell -NoProfile -ExecutionPolicy Bypass -Command "& .\AndroidRunTests.ps1"
REM Use this script if you don't want to enable script executions on your system
PowerShell -NoProfile -ExecutionPolicy Bypass -Command "& .\AndroidRunTests.ps1"

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@ -1,18 +1,18 @@
$Env:ANDROID_SDK_ROOT = ""
If (!$Env:ANDROID_SDK_ROOT)
{
Write-Output "Please specify Android SDK Root path, for ex., C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK or modify this bat file"
$Env:ANDROID_SDK_ROOT = Read-Host -Prompt 'Android SDK ROOT'
}
If (!$Env:ANDROID_SDK_ROOT)
{
Write-Output "Invalid ANDROID_SDK_ROOT location, exiting"
exit
}
Write-Output "ANDROID_SDK_ROOT is $Env:ANDROID_SDK_ROOT"
Invoke-WebRequest -Uri "https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat" -OutFile "utr.bat"
./utr.bat --suite=playmode --platform=android --player-load-path=build/players --artifacts_path=build/test-results
$Env:ANDROID_SDK_ROOT = ""
If (!$Env:ANDROID_SDK_ROOT)
{
Write-Output "Please specify Android SDK Root path, for ex., C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK or modify this bat file"
$Env:ANDROID_SDK_ROOT = Read-Host -Prompt 'Android SDK ROOT'
}
If (!$Env:ANDROID_SDK_ROOT)
{
Write-Output "Invalid ANDROID_SDK_ROOT location, exiting"
exit
}
Write-Output "ANDROID_SDK_ROOT is $Env:ANDROID_SDK_ROOT"
Invoke-WebRequest -Uri "https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat" -OutFile "utr.bat"
./utr.bat --suite=playmode --platform=android --player-load-path=build/players --artifacts_path=build/test-results

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@ -1,3 +1,3 @@
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@ -1,4 +1,4 @@
{
"displayName": "Gamepad Mouse Cursor",
"description": "An example that shows how to use the gamepad for driving a mouse cursor for use with UIs."
}
{
"displayName": "Gamepad Mouse Cursor",
"description": "An example that shows how to use the gamepad for driving a mouse cursor for use with UIs."
}

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@ -1,4 +1,4 @@
{
"displayName": "In-Game Hints",
"description": "Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes."
}
{
"displayName": "In-Game Hints",
"description": "Demonstrates how to create in-game hints in the UI which reflect current bindings and active control schemes."
}

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@ -1,4 +1,4 @@
{
"displayName": "Input Recorder",
"description": "Shows how to capture and replay input events. Also useful by itself to debug input event sequences."
}
{
"displayName": "Input Recorder",
"description": "Shows how to capture and replay input events. Also useful by itself to debug input event sequences."
}

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@ -1,3 +1,3 @@
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@ -1,4 +1,4 @@
{
"displayName": "Rebinding UI",
"description": "An example UI component that demonstrates how to create UI for rebinding actions."
}
{
"displayName": "Rebinding UI",
"description": "An example UI component that demonstrates how to create UI for rebinding actions."
}

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@ -1,3 +1,3 @@
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@ -1,4 +1,4 @@
{
"displayName": "Simple Multiplayer",
"description": "Demonstrates how to set up a simple local multiplayer scenario."
}
{
"displayName": "Simple Multiplayer",
"description": "Demonstrates how to set up a simple local multiplayer scenario."
}

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This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
Please visit their website to view the complete set of their emojis and review their licensing terms.

Просмотреть файл

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@ -1,11 +1,11 @@
<linker>
<!-- Stripping triggers errors in test runs like
"ArgumentException: Type provided to TestRunCallbackAttribute does not implement ITestRunCallback"
This seems to be triggered by the performance testing framework.
Disable all stripping on the test framework as a workaround.
-->
<assembly fullname="UnityEngine.TestRunner" preserve="all"/>
<assembly fullname="Unity.PerformanceTesting" preserve="all"/>
</linker>
<linker>
<!-- Stripping triggers errors in test runs like
"ArgumentException: Type provided to TestRunCallbackAttribute does not implement ITestRunCallback"
This seems to be triggered by the performance testing framework.
Disable all stripping on the test framework as a workaround.
-->
<assembly fullname="UnityEngine.TestRunner" preserve="all"/>
<assembly fullname="Unity.PerformanceTesting" preserve="all"/>
</linker>

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@ -1,21 +1,21 @@
# Contributions
## If you are interested in contributing, here are some ground rules:
* Ideally, [talk to us](https://forum.unity.com/forums/input-system.103/) before doing the work -- we appreciate contributions, but we might already be working on the same thing, or we might have different opinions on how it should be implemented.
## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement)
By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.
## Once you have a change ready that complies to the rules above, open a pull request in GitHub.
Notes:
* We can rarely take a pull request directly and as-is because our CI doesn't run on PRs coming from forks. So, in most cases we will have to incorporate your changes into a branch inside the repository and merge it into the `develop` branch via a separate PR. When we do so, we will clearly state that in your PR.
* All changes are subject to the following requirements:
1) Tests need to be green.
2) Behavioral changes need to be accompanied by test changes/additions.
3) Where relevant, documentation (xmldoc and/or Manual) needs to be updated.
4) Fixes, changes, and additions need to be documented in [CHANGELOG](./CHANGELOG.md).
5) Breaking API changes can only be introduced in new major versions.
* The more a PR deviates from these requirements, the more work we have to do on our side to incorporate your changes. Give your PR a leg up by making it easy on us :)
* We are hoping to have an easier workflow for incorporating user PRs in the future.
# Contributions
## If you are interested in contributing, here are some ground rules:
* Ideally, [talk to us](https://forum.unity.com/forums/input-system.103/) before doing the work -- we appreciate contributions, but we might already be working on the same thing, or we might have different opinions on how it should be implemented.
## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement)
By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.
## Once you have a change ready that complies to the rules above, open a pull request in GitHub.
Notes:
* We can rarely take a pull request directly and as-is because our CI doesn't run on PRs coming from forks. So, in most cases we will have to incorporate your changes into a branch inside the repository and merge it into the `develop` branch via a separate PR. When we do so, we will clearly state that in your PR.
* All changes are subject to the following requirements:
1) Tests need to be green.
2) Behavioral changes need to be accompanied by test changes/additions.
3) Where relevant, documentation (xmldoc and/or Manual) needs to be updated.
4) Fixes, changes, and additions need to be documented in [CHANGELOG](./CHANGELOG.md).
5) Breaking API changes can only be introduced in new major versions.
* The more a PR deviates from these requirements, the more work we have to do on our side to incorporate your changes. Give your PR a leg up by making it easy on us :)
* We are hoping to have an easier workflow for incorporating user PRs in the future.

Просмотреть файл

@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
@ -10,54 +10,54 @@ using UnityEngine.InputSystem;
public class ExternalSamplesUtility
{
static string token => System.Environment.GetEnvironmentVariable("GITHUB_AUTH");
static string token => System.Environment.GetEnvironmentVariable("GITHUB_AUTH");
struct ReleaseResponse
{
public string upload_url;
}
static string CallGithubAPI(string commandUrl, string contentType, string requestData = null)
{
var httpWebRequest = (HttpWebRequest)WebRequest.Create(commandUrl);
struct ReleaseResponse
{
public string upload_url;
}
static string CallGithubAPI(string commandUrl, string contentType, string requestData = null)
{
var httpWebRequest = (HttpWebRequest)WebRequest.Create(commandUrl);
httpWebRequest.ContentType = contentType;
httpWebRequest.Method = requestData != null ? "POST" : "GET";
httpWebRequest.Accept = "application/vnd.github.v3+json";
httpWebRequest.Headers["Authorization"] = $"token {token}";
httpWebRequest.UserAgent = "Unity";
httpWebRequest.Timeout = 1000000;
if (requestData != null)
{
var stream = httpWebRequest.GetRequestStream();
if (contentType == "application/binary")
{
var data = File.ReadAllBytes(requestData);
stream.Write(data, 0, data.Length);
stream.Close();
}
else
{
using (var streamWriter = new StreamWriter(stream))
{
streamWriter.Write(requestData);
}
}
var stream = httpWebRequest.GetRequestStream();
if (contentType == "application/binary")
{
var data = File.ReadAllBytes(requestData);
stream.Write(data, 0, data.Length);
stream.Close();
}
else
{
using (var streamWriter = new StreamWriter(stream))
{
streamWriter.Write(requestData);
}
}
}
try
{
var httpResponse = (HttpWebResponse) httpWebRequest.GetResponse();
using (var streamReader = new StreamReader(httpResponse.GetResponseStream()))
{
var result = streamReader.ReadToEnd();
UnityEngine.Debug.Log("Server said " + result);
return result;
}
var httpResponse = (HttpWebResponse)httpWebRequest.GetResponse();
using (var streamReader = new StreamReader(httpResponse.GetResponseStream()))
{
var result = streamReader.ReadToEnd();
UnityEngine.Debug.Log("Server said " + result);
return result;
}
}
catch (WebException e)
{
UnityEngine.Debug.Log($"Failed request {commandUrl} with data: '{requestData}'. {e}");
UnityEngine.Debug.Log($"Failed request {commandUrl} with data: '{requestData}'. {e}");
using (var streamReader = new StreamReader(e.Response.GetResponseStream()))
{
var result = streamReader.ReadToEnd();
@ -65,69 +65,70 @@ public class ExternalSamplesUtility
}
throw;
}
}
static void RunGitCommannd(string arguments)
{
Process p = new Process();
}
static void RunGitCommannd(string arguments)
{
Process p = new Process();
p.StartInfo.UseShellExecute = false;
p.StartInfo.RedirectStandardOutput = true;
p.StartInfo.FileName = "git";
p.StartInfo.Arguments = arguments;
p.StartInfo.Arguments = arguments;
p.Start();
p.WaitForExit();
}
static string[] GetAssetsToPublish()
{
return
Directory.GetFileSystemEntries("Assets").Where(x => !x.Contains("ExternalSamplesUtility"))
.Concat(Directory.GetFileSystemEntries("ProjectSettingsBackup").Select(x => x.Replace("ProjectSettingsBackup", "ProjectSettings")))
.ToArray();
}
}
static string[] GetAssetsToPublish()
{
return
Directory.GetFileSystemEntries("Assets").Where(x => !x.Contains("ExternalSamplesUtility"))
.Concat(Directory.GetFileSystemEntries("ProjectSettingsBackup").Select(x => x.Replace("ProjectSettingsBackup", "ProjectSettings")))
.ToArray();
}
public static void DryRun()
{
var packagePath = $"{PlayerSettings.productName}-{InputSystem.version}.unitypackage";
AssetDatabase.ExportPackage(GetAssetsToPublish(), packagePath, ExportPackageOptions.Recurse);
UnityEngine.Debug.Log($"Created package at {packagePath}");
UnityEngine.Debug.Log("Done!");
UnityEngine.Debug.Log("Done!");
EditorApplication.Exit(0);
}
public static void Publish()
{
var packagePath = $"{PlayerSettings.productName}-{InputSystem.version}.unitypackage";
AssetDatabase.ExportPackage(GetAssetsToPublish(), packagePath, ExportPackageOptions.Recurse);
UnityEngine.Debug.Log($"Created package at {packagePath}");
RunGitCommannd($"tag {InputSystem.version}");
RunGitCommannd($"push --tags https://jechter:{token}@github.com/Unity-Technologies/InputSystem.git");
string uploadUrl;
string uploadUrl;
try {
var checkResponse = CallGithubAPI($"https://api.github.com/repos/Unity-Technologies/InputSystem/releases/tags/{InputSystem.version}", "application/json");
uploadUrl = JsonUtility.FromJson<ReleaseResponse>(checkResponse).upload_url;
uploadUrl = uploadUrl.Replace("{?name,label}", $"?name={packagePath}");
}
try
{
var checkResponse = CallGithubAPI($"https://api.github.com/repos/Unity-Technologies/InputSystem/releases/tags/{InputSystem.version}", "application/json");
uploadUrl = JsonUtility.FromJson<ReleaseResponse>(checkResponse).upload_url;
uploadUrl = uploadUrl.Replace("{?name,label}", $"?name={packagePath}");
}
catch (WebException e)
{
if (((HttpWebResponse)e.Response).StatusCode == HttpStatusCode.NotFound)
{
var createResponse = CallGithubAPI(
"https://api.github.com/repos/Unity-Technologies/InputSystem/releases",
"application/json",
$"{{\"tag_name\": \"{InputSystem.version}\",\n\"target_commitish\": \"develop\",\n\"name\": \"{InputSystem.version}\",\n\"body\": \"\",\n\"draft\": false,\n\"prerelease\": true\n}}"
);
if (((HttpWebResponse)e.Response).StatusCode == HttpStatusCode.NotFound)
{
var createResponse = CallGithubAPI(
"https://api.github.com/repos/Unity-Technologies/InputSystem/releases",
"application/json",
$"{{\"tag_name\": \"{InputSystem.version}\",\n\"target_commitish\": \"develop\",\n\"name\": \"{InputSystem.version}\",\n\"body\": \"\",\n\"draft\": false,\n\"prerelease\": true\n}}"
);
uploadUrl = JsonUtility.FromJson<ReleaseResponse>(createResponse).upload_url;
uploadUrl = uploadUrl.Replace("{?name,label}", $"?name={packagePath}");
}
else
throw;
}
var uploadResponse = CallGithubAPI(uploadUrl, "application/binary", packagePath);
uploadUrl = JsonUtility.FromJson<ReleaseResponse>(createResponse).upload_url;
uploadUrl = uploadUrl.Replace("{?name,label}", $"?name={packagePath}");
}
else
throw;
}
var uploadResponse = CallGithubAPI(uploadUrl, "application/binary", packagePath);
UnityEngine.Debug.Log("Done!");
EditorApplication.Exit(0);

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@ -1,76 +1,76 @@
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@ -1,20 +1,20 @@
for Sample in ExternalSampleProjects/*/
do
echo Running ${Method} on ${Sample}
mkdir -p ${Sample}Assets/ExternalSamplesUtility/Editor
ln -s ../../Packages ${Sample}Packages
cp ExternalSampleProjects/ExternalSamplesUtility.cs ${Sample}Assets/ExternalSamplesUtility/Editor/
cp -r ${Sample}ProjectSettings ${Sample}ProjectSettingsBackup
${Editor} -batchmode -projectPath $Sample -executeMethod ExternalSamplesUtility.${Method} -logFile upm-ci~/${Sample}Editor.log
status=$?
echo Editor returned $status
rm ${Sample}Assets/ExternalSamplesUtility/Editor/ExternalSamplesUtility.cs
rm ${Sample}Packages
rm -r ${Sample}ProjectSettings
mv ${Sample}ProjectSettingsBackup ${Sample}ProjectSettings
if [ $? -eq $status ]; then
echo Ok
else
exit 1;
fi
done
echo Running ${Method} on ${Sample}
mkdir -p ${Sample}Assets/ExternalSamplesUtility/Editor
ln -s ../../Packages ${Sample}Packages
cp ExternalSampleProjects/ExternalSamplesUtility.cs ${Sample}Assets/ExternalSamplesUtility/Editor/
cp -r ${Sample}ProjectSettings ${Sample}ProjectSettingsBackup
${Editor} -batchmode -projectPath $Sample -executeMethod ExternalSamplesUtility.${Method} -logFile upm-ci~/${Sample}Editor.log
status=$?
echo Editor returned $status
rm ${Sample}Assets/ExternalSamplesUtility/Editor/ExternalSamplesUtility.cs
rm ${Sample}Packages
rm -r ${Sample}ProjectSettings
mv ${Sample}ProjectSettingsBackup ${Sample}ProjectSettings
if [ $? -eq $status ]; then
echo Ok
else
exit 1;
fi
done

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# ControlBuilder
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type: Type
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# ControlBuilder
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type: Method
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hasAttribute:
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type: Member
- exclude:
hasAttribute:
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type: Type
apiRules:
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# inherited Object methods
uidRegex: ^System\.Object\..*$
type: Method
- exclude:
# ControlBuilder
uidRegex: ^UnityEngine\.InputSystem\.InputControlExtensions\.ControlBuilder$
type: Type
- exclude:
# ControlBuilder
uidRegex: ^UnityEngine\.InputSystem\.InputControlExtensions\.ControlBuilder\..*$
type: Member
- exclude:
# DeviceBuilder
uidRegex: ^UnityEngine\.InputSystem\.InputControlExtensions\.DeviceBuilder$
type: Type
- exclude:
# DeviceBuilder
uidRegex: ^UnityEngine\.InputSystem\.InputControlExtensions\.DeviceBuilder\..*$
type: Member
- exclude:
# InputControlBuilder
uidRegex: ^UnityEngine\.InputSystem\.InputControlExtensions\.Setup.*$
type: Method
- exclude:
hasAttribute:
uid: System.ObsoleteAttribute
type: Member
- exclude:
hasAttribute:
uid: System.ObsoleteAttribute
type: Type

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