From 72f91399c87b8670a6e332708941b23281636aea Mon Sep 17 00:00:00 2001 From: Paolo Abela Date: Mon, 3 Jun 2024 09:24:43 +0100 Subject: [PATCH] chore: attempted to change build path to see if CI fails --- .../Assets/Scripts/Editor/BuildHelpers.cs | 38 +++++++------- .../Assets/Scripts/Editor/BuildProcessor.cs | 49 +++++++++---------- 2 files changed, 43 insertions(+), 44 deletions(-) diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildHelpers.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildHelpers.cs index 0b5b19a5..f1dcc9e8 100644 --- a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildHelpers.cs +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildHelpers.cs @@ -15,24 +15,24 @@ namespace Unity.DedicatedGameServerSample.Editor const string k_BuildClientAndServer = k_MenuRoot + "Build Client(s) and Server(s)"; const string k_ToggleAllName = k_MenuRoot + "Toggle All clients and servers"; - + const string k_ClientToggleName = k_MenuRoot + "Toggle All clients"; const string k_ClientMacOSToggleName = k_MenuRoot + "Toggle MacOS client"; const string k_ClientWindowsToggleName = k_MenuRoot + "Toggle Windows client"; const string k_ClientLinuxToggleName = k_MenuRoot + "Toggle Linux client"; - + const string k_ServerToggleName = k_MenuRoot + "Toggle All servers"; const string k_ServerMacOSToggleName = k_MenuRoot + "Toggle MacOS server"; const string k_ServerWindowsToggleName = k_MenuRoot + "Toggle Windows server"; const string k_ServerLinuxToggleName = k_MenuRoot + "Toggle Linux server"; - + const int k_MenuGroupingBuild = 0; // to add separator in menus const int k_MenuGroupingToggles = 11; const int k_MenuGroupingClientPlatforms = 22; const int k_MenuGroupingServerPlatforms = 33; static bool s_ExitApplicationOnFailure = false; - + [MenuItem(k_ToggleAllName, false, k_MenuGroupingToggles)] static void ToggleAllClientsAndServers() { @@ -46,7 +46,7 @@ namespace Unity.DedicatedGameServerSample.Editor ToggleMenu(k_ServerWindowsToggleName, newValue); ToggleMenu(k_ServerLinuxToggleName, newValue); } - + [MenuItem(k_ClientToggleName, false, k_MenuGroupingToggles)] static void ToggleAllClients() { @@ -55,25 +55,25 @@ namespace Unity.DedicatedGameServerSample.Editor ToggleMenu(k_ClientWindowsToggleName, newValue); ToggleMenu(k_ClientLinuxToggleName, newValue); } - + [MenuItem(k_ClientMacOSToggleName, false, k_MenuGroupingClientPlatforms)] static void ToggleClientMacOS() { ToggleMenu(k_ClientMacOSToggleName); } - + [MenuItem(k_ClientWindowsToggleName, false, k_MenuGroupingClientPlatforms)] static void ToggleClientWindows() { ToggleMenu(k_ClientWindowsToggleName); } - + [MenuItem(k_ClientLinuxToggleName, false, k_MenuGroupingClientPlatforms)] static void ToggleClientLinux() { ToggleMenu(k_ClientLinuxToggleName); } - + [MenuItem(k_ServerToggleName, false, k_MenuGroupingToggles)] static void ToggleAllServers() { @@ -82,25 +82,25 @@ namespace Unity.DedicatedGameServerSample.Editor ToggleMenu(k_ServerWindowsToggleName, newValue); ToggleMenu(k_ServerLinuxToggleName, newValue); } - + [MenuItem(k_ServerMacOSToggleName, false, k_MenuGroupingServerPlatforms)] static void ToggleServerMacOS() { ToggleMenu(k_ServerMacOSToggleName); } - + [MenuItem(k_ServerWindowsToggleName, false, k_MenuGroupingServerPlatforms)] static void ToggleServerWindows() { ToggleMenu(k_ServerWindowsToggleName); } - + [MenuItem(k_ServerLinuxToggleName, false, k_MenuGroupingServerPlatforms)] static void ToggleServerLinux() { ToggleMenu(k_ServerLinuxToggleName); } - + [MenuItem(k_BuildClientAndServer, true)] static bool CanBuildServerAndClient() { @@ -113,7 +113,7 @@ namespace Unity.DedicatedGameServerSample.Editor BuildAllEnabledServers(); BuildAllEnabledClients(); } - + [MenuItem(k_BuildServer, true)] static bool CanBuildServer() { @@ -129,7 +129,7 @@ namespace Unity.DedicatedGameServerSample.Editor bool buildWindows = Menu.GetChecked(k_ServerWindowsToggleName); bool buildLinux = Menu.GetChecked(k_ServerLinuxToggleName); - var buildPathRoot = Path.Combine("Builds", "Server"); + var buildPathRoot = Path.Combine(Application.dataPath, "..", "Builds", "Server"); DeleteOutputFolder("Server/"); @@ -148,7 +148,7 @@ namespace Unity.DedicatedGameServerSample.Editor BuildProcessor.BuildServer(BuildTarget.StandaloneLinux64, Path.Combine(buildPathRoot, "Linux64", "Game.x86_64"), s_ExitApplicationOnFailure); } } - + [MenuItem(k_BuildClient, true)] static bool CanBuildClient() { @@ -164,7 +164,7 @@ namespace Unity.DedicatedGameServerSample.Editor bool buildWindows = Menu.GetChecked(k_ClientWindowsToggleName); bool buildLinux = Menu.GetChecked(k_ClientLinuxToggleName); - var buildPathRoot = Path.Combine("Builds", "Client"); + var buildPathRoot = Path.Combine(Application.dataPath, "..", "Builds", "Client"); DeleteOutputFolder("Client/"); @@ -183,7 +183,7 @@ namespace Unity.DedicatedGameServerSample.Editor BuildProcessor.BuildClient(BuildTarget.StandaloneLinux64, Path.Combine(buildPathRoot, "Linux64", "Game.x86_64"), s_ExitApplicationOnFailure); } } - + /// /// Toggles everything on and builds a client and a server for each platform. This is used in the continuous integration flow. /// @@ -192,7 +192,7 @@ namespace Unity.DedicatedGameServerSample.Editor // setting menus unchecked so toggling afterwards will check everything ToggleMenu(k_ClientToggleName, false); ToggleMenu(k_ServerToggleName, false); - + // toggling on every platform ToggleAllClients(); ToggleAllServers(); diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildProcessor.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildProcessor.cs index 1a5f88da..acbaca6e 100644 --- a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildProcessor.cs +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildProcessor.cs @@ -130,37 +130,36 @@ namespace Unity.DedicatedGameServerSample.Editor internal static void BuildServer(BuildTarget target, string locationPathName, bool exitApplicationOnFailure = false) { - Debug.Log($"Building {target} server"); + Debug.Log($"Building {target} server in: {locationPathName}"); EditorUserBuildSettings.SwitchActiveBuildTarget(NamedBuildTarget.Server, BuildTarget.StandaloneLinux64); - //var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions - //{ - // scenes = GetScenePaths(), - // locationPathName = locationPathName, - // target = target, - // subtarget = (int) StandaloneBuildSubtarget.Server, - //}); - //if (exitApplicationOnFailure && report.summary.result != BuildResult.Succeeded) - //{ - // EditorApplication.Exit(1); - //} + var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions + { + scenes = GetScenePaths(), + locationPathName = locationPathName, + target = target, + subtarget = (int)StandaloneBuildSubtarget.Server, + }); + if (exitApplicationOnFailure && report.summary.result != BuildResult.Succeeded) + { + EditorApplication.Exit(1); + } } internal static void BuildClient(BuildTarget target, string locationPathName, bool exitApplicationOnFailure = false) { - Debug.Log($"Building {target} client"); - + Debug.Log($"Building {target} client in: {locationPathName}"); EditorUserBuildSettings.SwitchActiveBuildTarget(NamedBuildTarget.Standalone, target); - //var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions - //{ - // scenes = GetScenePaths(), - // locationPathName = locationPathName, - // target = target, - // subtarget = (int) StandaloneBuildSubtarget.Player, - //}); - //if (exitApplicationOnFailure && report.summary.result != BuildResult.Succeeded) - //{ - // EditorApplication.Exit(1); - //} + var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions + { + scenes = GetScenePaths(), + locationPathName = locationPathName, + target = target, + subtarget = (int)StandaloneBuildSubtarget.Player, + }); + if (exitApplicationOnFailure && report.summary.result != BuildResult.Succeeded) + { + EditorApplication.Exit(1); + } } static string[] GetScenePaths()