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