Refactor models to allow for build parameters...

Build parameters have to be parsed because they can no longer be implicitly passed, as they need to be interpreted for detecting extensions.
This commit is contained in:
Webber 2020-01-21 00:06:14 +01:00 committed by Webber Takken
parent a84535fc04
commit 1d1f81c0bb
10 changed files with 172 additions and 95 deletions

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@ -127,10 +127,10 @@ _**required:** `true`_
#### buildName #### buildName
Name of the build. Name of the build. Also the folder in which the build will be stored within `buildsPath`.
_**required:** `false`_ _**required:** `false`_
_**default:** `testBuild`_ _**default:** `<build_target>`_
#### buildsPath #### buildsPath

File diff suppressed because one or more lines are too long

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@ -4,53 +4,28 @@
# Set project path # Set project path
# #
UNITY_PROJECT_PATH=$GITHUB_WORKSPACE/$PROJECT_PATH UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
echo "Using project path \"$UNITY_PROJECT_PATH\"." echo "Using project path \"$UNITY_PROJECT_PATH\"."
# #
# Set the name for the build # Display the name for the build, doubles as the output name
# #
if [ -z "$BUILD_NAME" ]; then
BUILD_NAME="build-$(date '+%F-%H%M')"
fi
echo "Using build name \"$BUILD_NAME\"." echo "Using build name \"$BUILD_NAME\"."
# #
# Set the builds target platform; # Display the build's target platform;
#
# Web: WebGL
# Desktop: StandaloneOSX, StandaloneWindows, StandaloneWindows64, StandaloneLinux64
# Console: PS4, XboxOne, Switch
# Mobile: Android, iOS
# Other: tvOS, Lumin, BJM, WSAPlayer
#
# Default to WebGL (no particular reason)
# #
if [ -z "$BUILD_TARGET" ]; then
BUILD_TARGET=WebGL
fi
echo "Using build target \"$BUILD_TARGET\"." echo "Using build target \"$BUILD_TARGET\"."
# #
# Set builds path # Display build path and file
# #
if [ -z "$BUILDS_PATH" ]; then echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"."
BUILDS_PATH=build BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH"
fi CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE"
BUILDS_FULL_PATH=$GITHUB_WORKSPACE/$BUILDS_PATH
# TODO - Cleanup
BUILD_FOLDER=$BUILD_TARGET-$UNITY_VERSION
CURRENT_BUILD_PATH=$BUILDS_PATH/$BUILD_FOLDER
CURRENT_BUILD_FULL_PATH=$BUILDS_FULL_PATH/$BUILD_FOLDER
# TODO - Determine the file or folder based on BUILD_TARGET
CUSTOM_BUILD_PATH=$BUILDS_FULL_PATH/$BUILD_FOLDER/$BUILD_TARGET
echo "Using build path \"$CURRENT_BUILD_PATH\"."
# #
# Set the build method, must reference one of: # Set the build method, must reference one of:
@ -71,13 +46,13 @@ if [ -z "$BUILD_METHOD" ]; then
# #
echo "Using built-in build method." echo "Using built-in build method."
# Create Editor directory if it does not exist # Create Editor directory if it does not exist
mkdir -p $UNITY_PROJECT_PATH/Assets/Editor/ mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
# Copy the build script of Unity Builder action # Copy the build script of Unity Builder action
cp -r /UnityBuilderAction/Assets/Editor $UNITY_PROJECT_PATH/Assets/Editor/ cp -r "/UnityBuilderAction/Assets/Editor" "$UNITY_PROJECT_PATH/Assets/Editor/"
# Set the Build method to that of UnityBuilder Action # Set the Build method to that of UnityBuilder Action
BUILD_METHOD="UnityBuilderAction.Builder.BuildProject" BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
# Verify recursive paths # Verify recursive paths
ls -Ralph $UNITY_PROJECT_PATH/Assets/Editor/ ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
# #
else else
# User has provided their own build method. # User has provided their own build method.
@ -98,25 +73,15 @@ EXECUTE_BUILD_METHOD="-executeMethod $BUILD_METHOD"
# Build info # Build info
# #
echo ""
echo "###########################"
echo "# All builds dir #"
echo "###########################"
echo ""
echo "Creating \"$BUILDS_FULL_PATH\" if it does not exist."
mkdir -p $BUILDS_FULL_PATH
ls -alh $BUILDS_FULL_PATH
echo "" echo ""
echo "###########################" echo "###########################"
echo "# Current build dir #" echo "# Current build dir #"
echo "###########################" echo "###########################"
echo "" echo ""
echo "Creating \"$CURRENT_BUILD_FULL_PATH\" if it does not exist."exist." echo "Creating \"$BUILD_PATH_FULL\" if it does not exist."
mkdir -p $CURRENT_BUILD_FULL_PATH mkdir -p "$BUILD_PATH_FULL"
ls -alh $CURRENT_BUILD_FULL_PATH ls -alh "$BUILD_PATH_FULL"
echo "" echo ""
echo "###########################" echo "###########################"
@ -164,4 +129,4 @@ echo "# Build directory #"
echo "###########################" echo "###########################"
echo "" echo ""
ls -alh $CURRENT_BUILD_FULL_PATH ls -alh "$BUILD_PATH_FULL"

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@ -2,6 +2,7 @@ import Action from './model/action';
import Docker from './model/docker'; import Docker from './model/docker';
import ImageTag from './model/image-tag'; import ImageTag from './model/image-tag';
import Input from './model/input'; import Input from './model/input';
import BuildParameters from './model/build-parameters';
const core = require('@actions/core'); const core = require('@actions/core');
@ -9,12 +10,14 @@ async function action() {
Action.checkCompatibility(); Action.checkCompatibility();
const { dockerfile, workspace, builderFolder } = Action; const { dockerfile, workspace, builderFolder } = Action;
const { version, platform, projectPath, buildName, buildsPath, method } = Input.getFromUser(); const buildParameters = BuildParameters.create(Input.getFromUser());
const baseImage = new ImageTag(buildParameters);
const baseImage = new ImageTag({ version, platform }); // Build docker image
const builtImage = await Docker.build({ path: builderFolder, dockerfile, baseImage }); const builtImage = await Docker.build({ path: builderFolder, dockerfile, baseImage });
await Docker.run(builtImage, { workspace, platform, projectPath, buildName, buildsPath, method }); // Run docker image
await Docker.run(builtImage, { workspace, ...buildParameters });
} }
action().catch(error => { action().catch(error => {

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@ -1,6 +1,6 @@
import path from 'path'; import path from 'path';
export default class Action { class Action {
static get supportedPlatforms() { static get supportedPlatforms() {
return ['linux']; return ['linux'];
} }
@ -44,3 +44,5 @@ export default class Action {
} }
} }
} }
export default Action;

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@ -0,0 +1,38 @@
import Platform from './platform';
class BuildParameters {
static create(parameters) {
const {
unityVersion,
targetPlatform,
projectPath,
buildName,
buildsPath,
buildMethod,
} = parameters;
return {
version: unityVersion,
platform: targetPlatform,
projectPath,
buildName,
buildPath: `${buildsPath}/${targetPlatform}`,
buildFile: this.parseBuildFile(buildName, targetPlatform),
buildMethod,
};
}
static parseBuildFile(filename, platform) {
if (Platform.isWindows(platform)) {
return `${filename}.exe`;
}
if (Platform.isAndroid(platform)) {
return `${filename}.apk`;
}
return filename;
}
}
export default BuildParameters;

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@ -1,7 +1,7 @@
import { exec } from '@actions/exec'; import { exec } from '@actions/exec';
import ImageTag from './image-tag'; import ImageTag from './image-tag';
export default class Docker { class Docker {
static async build(buildParameters, silent = false) { static async build(buildParameters, silent = false) {
const { path, dockerfile, baseImage } = buildParameters; const { path, dockerfile, baseImage } = buildParameters;
const { version, platform } = baseImage; const { version, platform } = baseImage;
@ -18,8 +18,16 @@ export default class Docker {
} }
static async run(image, parameters, silent = false) { static async run(image, parameters, silent = false) {
const { workspace, platform, projectPath, buildName, buildsPath, method } = parameters; const {
const { version } = image; version,
workspace,
platform,
projectPath,
buildName,
buildPath,
buildFile,
buildMethod,
} = parameters;
const command = `docker run \ const command = `docker run \
--workdir /github/workspace \ --workdir /github/workspace \
@ -32,8 +40,9 @@ export default class Docker {
--env PROJECT_PATH=${projectPath} \ --env PROJECT_PATH=${projectPath} \
--env BUILD_TARGET=${platform} \ --env BUILD_TARGET=${platform} \
--env BUILD_NAME=${buildName} \ --env BUILD_NAME=${buildName} \
--env BUILDS_PATH=${buildsPath} \ --env BUILD_PATH=${buildPath} \
--env BUILD_METHOD=${method} \ --env BUILD_FILE=${buildFile} \
--env BUILD_METHOD=${buildMethod} \
--env HOME=/github/home \ --env HOME=/github/home \
--env GITHUB_REF \ --env GITHUB_REF \
--env GITHUB_SHA \ --env GITHUB_SHA \
@ -59,3 +68,5 @@ export default class Docker {
await exec(command, null, { silent }); await exec(command, null, { silent });
} }
} }
export default Docker;

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@ -1,6 +1,7 @@
import { has, get, trimEnd, trimStart } from 'lodash-es'; import { has, get, trimEnd, trimStart } from 'lodash-es';
import Platform from './platform';
export default class ImageTag { class ImageTag {
constructor(imageProperties) { constructor(imageProperties) {
const { const {
repository = 'gableroux', repository = 'gableroux',
@ -13,14 +14,14 @@ export default class ImageTag {
throw new Error(`Invalid version "${version}".`); throw new Error(`Invalid version "${version}".`);
} }
if (!has(ImageTag.targetPlatformToBuilderPlatformMap, platform)) { if (!has(ImageTag.targetPlatformToImageSuffixMap, platform)) {
throw new Error(`Platform "${platform}" is currently not supported.`); throw new Error(`Platform "${platform}" is currently not supported.`);
} }
const builderPlatform = get( const builderPlatform = get(
ImageTag.targetPlatformToBuilderPlatformMap, ImageTag.targetPlatformToImageSuffixMap,
platform, platform,
ImageTag.builderPlatforms.generic, ImageTag.imageSuffixes.generic,
); );
Object.assign(this, { repository, name, version, platform, builderPlatform }); Object.assign(this, { repository, name, version, platform, builderPlatform });
@ -30,7 +31,7 @@ export default class ImageTag {
return /^20\d{2}\.\d\.\w{3,4}|3$/; return /^20\d{2}\.\d\.\w{3,4}|3$/;
} }
static get builderPlatforms() { static get imageSuffixes() {
return { return {
generic: '', generic: '',
webgl: 'webgl', webgl: 'webgl',
@ -42,31 +43,31 @@ export default class ImageTag {
}; };
} }
static get targetPlatformToBuilderPlatformMap() { static get targetPlatformToImageSuffixMap() {
const { generic, webgl, mac, windows, android, ios, facebook } = ImageTag.builderPlatforms; const { generic, webgl, mac, windows, android, ios, facebook } = ImageTag.imageSuffixes;
// @see: https://docs.unity3d.com/ScriptReference/BuildTarget.html // @see: https://docs.unity3d.com/ScriptReference/BuildTarget.html
return { return {
StandaloneOSX: mac, [Platform.types.StandaloneOSX]: mac,
StandaloneWindows: windows, [Platform.types.StandaloneWindows]: windows,
StandaloneWindows64: windows, [Platform.types.StandaloneWindows64]: windows,
StandaloneLinux64: windows, [Platform.types.StandaloneLinux64]: windows,
iOS: ios, [Platform.types.iOS]: ios,
Android: android, [Platform.types.Android]: android,
WebGL: webgl, [Platform.types.WebGL]: webgl,
WSAPlayer: windows, [Platform.types.WSAPlayer]: windows,
PS4: windows, [Platform.types.PS4]: windows,
XboxOne: windows, [Platform.types.XboxOne]: windows,
tvOS: windows, [Platform.types.tvOS]: windows,
Switch: windows, [Platform.types.Switch]: windows,
// Unsupported // Unsupported
Lumin: windows, [Platform.types.Lumin]: windows,
BJM: windows, [Platform.types.BJM]: windows,
Stadia: windows, [Platform.types.Stadia]: windows,
Facebook: facebook, [Platform.types.Facebook]: facebook,
NoTarget: generic, [Platform.types.NoTarget]: generic,
// Test specific // Test specific
Test: generic, [Platform.types.Test]: generic,
}; };
} }
@ -84,3 +85,5 @@ export default class ImageTag {
return `${image}:${tag}`; return `${image}:${tag}`;
} }
} }
export default ImageTag;

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@ -1,22 +1,26 @@
import Platform from './platform';
const core = require('@actions/core'); const core = require('@actions/core');
export default class Input { class Input {
static getFromUser() { static getFromUser() {
// Input variables specified in workflows using "with" prop. // Input variables specified in workflows using "with" prop.
const version = core.getInput('unityVersion'); const unityVersion = core.getInput('unityVersion');
const platform = core.getInput('targetPlatform'); const targetPlatform = core.getInput('targetPlatform') || Platform.default;
const projectPath = core.getInput('projectPath'); const projectPath = core.getInput('projectPath');
const buildName = core.getInput('buildName'); const buildName = core.getInput('buildName') || targetPlatform;
const buildsPath = core.getInput('buildsPath'); const buildsPath = core.getInput('buildsPath') || 'build';
const buildMethod = core.getInput('buildMethod'); const buildMethod = core.getInput('buildMethod'); // processed in docker file
return { return {
version, unityVersion,
platform, targetPlatform,
projectPath, projectPath,
buildName, buildName,
buildsPath, buildsPath,
method: buildMethod, buildMethod,
}; };
} }
} }
export default Input;

51
src/model/platform.js Normal file
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@ -0,0 +1,51 @@
class Platform {
static get default() {
return Platform.types.StandaloneWindows64;
}
static get types() {
return {
StandaloneOSX: 'StandaloneOSX',
StandaloneWindows: 'StandaloneWindows',
StandaloneWindows64: 'StandaloneWindows64',
StandaloneLinux64: 'StandaloneLinux64',
iOS: 'iOS',
Android: 'Android',
WebGL: 'WebGL',
WSAPlayer: 'WSAPlayer',
PS4: 'PS4',
XboxOne: 'XboxOne',
tvOS: 'tvOS',
Switch: 'Switch',
// Unsupported
Lumin: 'Lumin',
BJM: 'BJM',
Stadia: 'Stadia',
Facebook: 'Facebook',
NoTarget: 'NoTarget',
// Test specific
Test: 'Test',
};
}
static isWindows(platform) {
switch (platform) {
case Platform.types.StandaloneWindows:
case Platform.types.StandaloneWindows64:
return true;
default:
return false;
}
}
static isAndroid(platform) {
switch (platform) {
case Platform.types.Android:
return true;
default:
return false;
}
}
}
export default Platform;