reinitialize project
ci/woodpecker/push/woodpecker Pipeline was successful Details

This commit is contained in:
Branden J Brown 2023-07-28 17:29:45 -05:00
commit 4245513c7c
52 changed files with 3545 additions and 0 deletions

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#
# Git attributes for Unity projects
#
# Compiled by the GameCI community under the MIT license - https://game.ci
#
# Latest version at https://gist.github.com/webbertakken/ff250a0d5e59a8aae961c2e509c07fbc
#
# Ensure that text files that any contributor introduces to the repository have their line endings normalized
* text=auto
# Increase probability of success for merging files with specific extensions
*.cs diff=csharp
# Macro attribute: Files with Unity's yaml format
# linguist-generated means the file is ignored for the repository's language statistics and diffs are hidden by default.
[attr]unity-yaml-file -text merge=unityyamlmerge linguist-generated
# Macro attribute: Files intended for LFS
[attr]lfs-file filter=lfs diff=lfs merge=lfs -text
# Unity files
*.asmdef unity-yaml-file -linguist-generated
*.anim unity-yaml-file
*.asset unity-yaml-file
*.brush unity-yaml-file
*.controller unity-yaml-file
*.flare unity-yaml-file
*.fontsettings unity-yaml-file
*.giparams unity-yaml-file
*.guiskin unity-yaml-file
*.mask unity-yaml-file
*.mat unity-yaml-file
*.meta unity-yaml-file
*.mixer unity-yaml-file
*.overrideController unity-yaml-file
*.physicMaterial unity-yaml-file
*.physicsMaterial2D unity-yaml-file
*.playable unity-yaml-file
*.prefab unity-yaml-file
*.preset unity-yaml-file
*.renderTexture unity-yaml-file
*.shadervariants unity-yaml-file
*.spriteatlas unity-yaml-file
*.terrainlayer unity-yaml-file
*.unity unity-yaml-file
# Unity binary files
*.bundle lfs-file
*.cubemap lfs-file
*.unitypackage lfs-file
# Unity specific assets
*-[Nn]av[Mm]esh.asset lfs-file
*-[Tt]errain.asset lfs-file
*OcclusionCullingData.asset
# Creative software
*.rns lfs-file
*.reason lfs-file
*.lxo lfs-file
*.exr lfs-file
# Documents
*.pdf lfs-file
# Image formats
*.afdesign lfs-file
*.afphoto lfs-file
*.ai lfs-file
*.bmp lfs-file
*.dds lfs-file
*.jpg lfs-file
*.gif lfs-file
*.iff lfs-file
*.pict lfs-file
*.png lfs-file
*.psd lfs-file
*.svg lfs-file
*.tga lfs-file
*.tiff lfs-file
*.webp lfs-file
# Audio formats
*.aif lfs-file
*.aiff lfs-file
*.it lfs-file
*.mod lfs-file
*.mp3 lfs-file
*.ogg lfs-file
*.s3m lfs-file
*.wav lfs-file
*.xm lfs-file
# Video formats
*.mov lfs-file
*.avi lfs-file
*.asf lfs-file
*.mpg lfs-file
*.mpeg lfs-file
*.mp4 lfs-file
# 3D formats
*.3ds lfs-file
*.3dm lfs-file
*.abc lfs-file
*.blend lfs-file
*.c4d lfs-file
*.dae lfs-file
*.dfx lfs-file
*.FBX lfs-file
*.fbx lfs-file
*.glb lfs-file
*.gltf lfs-file
*.lwo lfs-file
*.lwo2 lfs-file
*.lxo lfs-file
*.obj lfs-file
*.ma lfs-file
*.max lfs-file
*.mb lfs-file
# Font formats
*.ttf lfs-file
*.otf lfs-file
# Bundles and binaries
*.dll lfs-file
*.exe lfs-file
*.mdb lfs-file
*.pdb lfs-file
*.so lfs-file
# Packaging
*.zip lfs-file
*.7z lfs-file
*.gz lfs-file
*.rar lfs-file
*.tar lfs-file

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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
# Ignore temporaries from GameCI
/[Aa]rtifacts/
/[Cc]odeCoverage/

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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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workspace:
base: /studio
path: idle-survivors
# We use a singleton "matrix" to set variables, because formal variables are a
# Woodpecker next feature.
matrix:
include:
- BUILD_NAME: idle-survivors
UNITY_ACTIVATION_FILE: ./unity3d.alf
IMAGE: unityci/editor
IMAGE_VERSION: 1
# The GitLab version pulls the Unity version from the project information,
# but I don't think Woodpecker will use that as a variable in image names.
# We set the version as a variable instead and check that it's right.
UNITY_VERSION: 2022.3.4f1
UNITY_DIR: /studio/idle-survivors
pipeline:
check-unity-version:
image: ${IMAGE}:${UNITY_VERSION}-base-${IMAGE_VERSION}
commands:
- test "$UNITY_VERSION" = $(grep "m_EditorVersion:" "${UNITY_DIR}/ProjectSettings/ProjectVersion.txt" | cut -d' ' -f2)
setup-license:
image: ${IMAGE}:${UNITY_VERSION}-base-${IMAGE_VERSION}
commands:
- chmod +x ${UNITY_DIR}/ci/before_script.sh
- ${UNITY_DIR}/ci/before_script.sh
secrets: [unity_license]
test-playmode:
image: ${IMAGE}:${UNITY_VERSION}-base-${IMAGE_VERSION}
commands:
- ${UNITY_DIR}/ci/before_script.sh
- chmod +x ${UNITY_DIR}/ci/test.sh
- ${UNITY_DIR}/ci/test.sh
environment:
- TEST_PLATFORM=playmode
- TESTING_TYPE=NUNIT
- VERSION_NUMBER_VAR=${CI_COMMIT_BRANCH}-${CI_BUILD_NUMBER}
- VERSION_BUILD_VAR=${CI_COMMIT_HASH}
secrets: [unity_license]
test-editmode:
image: ${IMAGE}:${UNITY_VERSION}-base-${IMAGE_VERSION}
commands:
- ${UNITY_DIR}/ci/before_script.sh
- chmod +x ${UNITY_DIR}/ci/test.sh
- ${UNITY_DIR}/ci/test.sh
environment:
- TEST_PLATFORM=editmode
- TESTING_TYPE=NUNIT
- VERSION_NUMBER_VAR=${CI_COMMIT_BRANCH}-${CI_BUILD_NUMBER}
- VERSION_BUILD_VAR=${CI_COMMIT_HASH}
secrets: [unity_license]
build-standalone-windows:
image: ${IMAGE}:${UNITY_VERSION}-windows-mono-${IMAGE_VERSION}
commands:
- ${UNITY_DIR}/ci/before_script.sh
- chmod +x ./ci/build.sh
- ./ci/build.sh
environment:
- BUILD_TARGET=StandaloneWindows64
- VERSION_NUMBER_VAR=${CI_COMMIT_TAG}
- VERSION_BUILD_VAR=${CI_COMMIT_HASH}
secrets: [unity_license]
when:
event: tag
package:
image: ${IMAGE}:${UNITY_VERSION}-windows-mono-${IMAGE_VERSION}
commands:
- tar -C ${UNITY_DIR}/Builds -cvzf ${CI_COMMIT_TAG}.tar.gz .
when:
event: tag
publish:
image: woodpeckerci/plugin-gitea-release
settings:
api-key:
from_secret: gitea_api_key
files:
- ${CI_COMMIT_TAG}.tar.gz
target: main
base_url: https://git.sunturtle.xyz
when:
event: tag

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public struct Attribute
{
[SerializeField]
private long _base;
public Attribute(long stat)
{
_base = stat;
}
/// <summary>
/// Permanently increase the stat value.
/// </summary>
/// <param name="by">Increase amount.</param>
public void LevelUp(long by)
{
_base += by;
}
/// <summary>
/// Calculates the stat value with accumulated buff and debuff modifiers.
/// </summary>
/// <param name="baseBonus">Additive bonus applied before multiplicative scaling.</param>
/// <param name="permyriadBonus">Multiplicative scaling in hundredths of a percent. E.g., 625 permyriad corresponds to 6.25%.</param>
/// <param name="flatBonus">Additive bonus applied after multiplicative scaling.</param>
/// <returns>(base + baseBonus) * (100% + permyriadBonus) + flatBonus, bounded below by 0.</returns>
public long Calc(long baseBonus, long permyriadBonus, long flatBonus)
{
var r = _base + baseBonus;
var m = permyriadBonus + 10000;
r = r * (m / 10000) + (r / 10000) * (m % 10000) + flatBonus;
if (r <= 0)
{
return 0;
}
return r;
}
}

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using UnityEditor;
using System.Linq;
using System;
using System.IO;
static class BuildCommand
{
private const string KEYSTORE_PASS = "KEYSTORE_PASS";
private const string KEY_ALIAS_PASS = "KEY_ALIAS_PASS";
private const string KEY_ALIAS_NAME = "KEY_ALIAS_NAME";
private const string KEYSTORE = "keystore.keystore";
private const string BUILD_OPTIONS_ENV_VAR = "BuildOptions";
private const string ANDROID_BUNDLE_VERSION_CODE = "VERSION_BUILD_VAR";
private const string ANDROID_APP_BUNDLE = "BUILD_APP_BUNDLE";
private const string SCRIPTING_BACKEND_ENV_VAR = "SCRIPTING_BACKEND";
private const string VERSION_NUMBER_VAR = "VERSION_NUMBER_VAR";
private const string VERSION_iOS = "VERSION_BUILD_VAR";
static string GetArgument(string name)
{
string[] args = Environment.GetCommandLineArgs();
for (int i = 0; i < args.Length; i++)
{
if (args[i].Contains(name))
{
return args[i + 1];
}
}
return null;
}
static string[] GetEnabledScenes()
{
return (
from scene in EditorBuildSettings.scenes
where scene.enabled
where !string.IsNullOrEmpty(scene.path)
select scene.path
).ToArray();
}
static BuildTarget GetBuildTarget()
{
string buildTargetName = GetArgument("customBuildTarget");
Console.WriteLine(":: Received customBuildTarget " + buildTargetName);
if (buildTargetName.ToLower() == "android")
{
#if !UNITY_5_6_OR_NEWER
// https://issuetracker.unity3d.com/issues/buildoptions-dot-acceptexternalmodificationstoplayer-causes-unityexception-unknown-project-type-0
// Fixed in Unity 5.6.0
// side effect to fix android build system:
EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Internal;
#endif
}
if (buildTargetName.TryConvertToEnum(out BuildTarget target))
return target;
Console.WriteLine($":: {nameof(buildTargetName)} \"{buildTargetName}\" not defined on enum {nameof(BuildTarget)}, using {nameof(BuildTarget.NoTarget)} enum to build");
return BuildTarget.NoTarget;
}
static string GetBuildPath()
{
string buildPath = GetArgument("customBuildPath");
Console.WriteLine(":: Received customBuildPath " + buildPath);
if (buildPath == "")
{
throw new Exception("customBuildPath argument is missing");
}
return buildPath;
}
static string GetBuildName()
{
string buildName = GetArgument("customBuildName");
Console.WriteLine(":: Received customBuildName " + buildName);
if (buildName == "")
{
throw new Exception("customBuildName argument is missing");
}
return buildName;
}
static string GetFixedBuildPath(BuildTarget buildTarget, string buildPath, string buildName)
{
if (buildTarget.ToString().ToLower().Contains("windows")) {
buildName += ".exe";
} else if (buildTarget == BuildTarget.Android) {
#if UNITY_2018_3_OR_NEWER
buildName += EditorUserBuildSettings.buildAppBundle ? ".aab" : ".apk";
#else
buildName += ".apk";
#endif
}
return buildPath + buildName;
}
static BuildOptions GetBuildOptions()
{
if (TryGetEnv(BUILD_OPTIONS_ENV_VAR, out string envVar)) {
string[] allOptionVars = envVar.Split(',');
BuildOptions allOptions = BuildOptions.None;
BuildOptions option;
string optionVar;
int length = allOptionVars.Length;
Console.WriteLine($":: Detecting {BUILD_OPTIONS_ENV_VAR} env var with {length} elements ({envVar})");
for (int i = 0; i < length; i++) {
optionVar = allOptionVars[i];
if (optionVar.TryConvertToEnum(out option)) {
allOptions |= option;
}
else {
Console.WriteLine($":: Cannot convert {optionVar} to {nameof(BuildOptions)} enum, skipping it.");
}
}
return allOptions;
}
return BuildOptions.None;
}
// https://stackoverflow.com/questions/1082532/how-to-tryparse-for-enum-value
static bool TryConvertToEnum<TEnum>(this string strEnumValue, out TEnum value)
{
if (!Enum.IsDefined(typeof(TEnum), strEnumValue))
{
value = default;
return false;
}
value = (TEnum)Enum.Parse(typeof(TEnum), strEnumValue);
return true;
}
static bool TryGetEnv(string key, out string value)
{
value = Environment.GetEnvironmentVariable(key);
return !string.IsNullOrEmpty(value);
}
static void SetScriptingBackendFromEnv(BuildTarget platform) {
var targetGroup = BuildPipeline.GetBuildTargetGroup(platform);
if (TryGetEnv(SCRIPTING_BACKEND_ENV_VAR, out string scriptingBackend)) {
if (scriptingBackend.TryConvertToEnum(out ScriptingImplementation backend)) {
Console.WriteLine($":: Setting ScriptingBackend to {backend}");
PlayerSettings.SetScriptingBackend(targetGroup, backend);
} else {
string possibleValues = string.Join(", ", Enum.GetValues(typeof(ScriptingImplementation)).Cast<ScriptingImplementation>());
throw new Exception($"Could not find '{scriptingBackend}' in ScriptingImplementation enum. Possible values are: {possibleValues}");
}
} else {
var defaultBackend = PlayerSettings.GetDefaultScriptingBackend(targetGroup);
Console.WriteLine($":: Using project's configured ScriptingBackend (should be {defaultBackend} for targetGroup {targetGroup}");
}
}
static void PerformBuild()
{
var buildTarget = GetBuildTarget();
Console.WriteLine(":: Performing build");
if (TryGetEnv(VERSION_NUMBER_VAR, out var bundleVersionNumber))
{
if (buildTarget == BuildTarget.iOS)
{
bundleVersionNumber = GetIosVersion();
}
Console.WriteLine($":: Setting bundleVersionNumber to '{bundleVersionNumber}' (Length: {bundleVersionNumber.Length})");
PlayerSettings.bundleVersion = bundleVersionNumber;
}
if (buildTarget == BuildTarget.Android) {
HandleAndroidAppBundle();
HandleAndroidBundleVersionCode();
HandleAndroidKeystore();
}
var buildPath = GetBuildPath();
var buildName = GetBuildName();
var buildOptions = GetBuildOptions();
var fixedBuildPath = GetFixedBuildPath(buildTarget, buildPath, buildName);
SetScriptingBackendFromEnv(buildTarget);
var buildReport = BuildPipeline.BuildPlayer(GetEnabledScenes(), fixedBuildPath, buildTarget, buildOptions);
if (buildReport.summary.result != UnityEditor.Build.Reporting.BuildResult.Succeeded)
throw new Exception($"Build ended with {buildReport.summary.result} status");
Console.WriteLine(":: Done with build");
}
private static void HandleAndroidAppBundle()
{
if (TryGetEnv(ANDROID_APP_BUNDLE, out string value))
{
#if UNITY_2018_3_OR_NEWER
if (bool.TryParse(value, out bool buildAppBundle))
{
EditorUserBuildSettings.buildAppBundle = buildAppBundle;
Console.WriteLine($":: {ANDROID_APP_BUNDLE} env var detected, set buildAppBundle to {value}.");
}
else
{
Console.WriteLine($":: {ANDROID_APP_BUNDLE} env var detected but the value \"{value}\" is not a boolean.");
}
#else
Console.WriteLine($":: {ANDROID_APP_BUNDLE} env var detected but does not work with lower Unity version than 2018.3");
#endif
}
}
private static void HandleAndroidBundleVersionCode()
{
if (TryGetEnv(ANDROID_BUNDLE_VERSION_CODE, out string value))
{
if (int.TryParse(value, out int version))
{
PlayerSettings.Android.bundleVersionCode = version;
Console.WriteLine($":: {ANDROID_BUNDLE_VERSION_CODE} env var detected, set the bundle version code to {value}.");
}
else
Console.WriteLine($":: {ANDROID_BUNDLE_VERSION_CODE} env var detected but the version value \"{value}\" is not an integer.");
}
}
private static string GetIosVersion()
{
if (TryGetEnv(VERSION_iOS, out string value))
{
if (int.TryParse(value, out int version))
{
Console.WriteLine($":: {VERSION_iOS} env var detected, set the version to {value}.");
return version.ToString();
}
else
Console.WriteLine($":: {VERSION_iOS} env var detected but the version value \"{value}\" is not an integer.");
}
throw new ArgumentNullException(nameof(value), $":: Error finding {VERSION_iOS} env var");
}
private static void HandleAndroidKeystore()
{
#if UNITY_2019_1_OR_NEWER
PlayerSettings.Android.useCustomKeystore = false;
#endif
if (!File.Exists(KEYSTORE)) {
Console.WriteLine($":: {KEYSTORE} not found, skipping setup, using Unity's default keystore");
return;
}
PlayerSettings.Android.keystoreName = KEYSTORE;
string keystorePass;
string keystoreAliasPass;
if (TryGetEnv(KEY_ALIAS_NAME, out string keyaliasName)) {
PlayerSettings.Android.keyaliasName = keyaliasName;
Console.WriteLine($":: using ${KEY_ALIAS_NAME} env var on PlayerSettings");
} else {
Console.WriteLine($":: ${KEY_ALIAS_NAME} env var not set, using Project's PlayerSettings");
}
if (!TryGetEnv(KEYSTORE_PASS, out keystorePass)) {
Console.WriteLine($":: ${KEYSTORE_PASS} env var not set, skipping setup, using Unity's default keystore");
return;
}
if (!TryGetEnv(KEY_ALIAS_PASS, out keystoreAliasPass)) {
Console.WriteLine($":: ${KEY_ALIAS_PASS} env var not set, skipping setup, using Unity's default keystore");
return;
}
#if UNITY_2019_1_OR_NEWER
PlayerSettings.Android.useCustomKeystore = true;
#endif
PlayerSettings.Android.keystorePass = keystorePass;
PlayerSettings.Android.keyaliasPass = keystoreAliasPass;
}
}

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{
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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
public class AttributeTest
{
[Test]
[TestCase(1000000, 0, 0, 0, 0, ExpectedResult = 1000000)]
[TestCase(1000000, 1, 0, 0, 0, ExpectedResult = 1000001)]
[TestCase(1000000, 0, 2, 0, 0, ExpectedResult = 1000002)]
[TestCase(1000000, 0, 0, 10000, 0, ExpectedResult = 2000000)]
[TestCase(1000000, 0, 0, 0, 3, ExpectedResult = 1000003)]
[TestCase(0, 1000000, 1000000, 5000, 1000, ExpectedResult = 3001000)]
[TestCase(1000000, 0, 0, -10000, 0, ExpectedResult = 0)]
[TestCase(1000000, 0, 0, -20000, 0, ExpectedResult = 0)]
[TestCase(1000000, 0, 0, -20000, 50, ExpectedResult = 0)]
public long Calc(long startStat, long levelUp, long baseBonus, long permyriadBonus, long flatBonus)
{
var attr = new Attribute(startStat);
attr.LevelUp(levelUp);
return attr.Calc(baseBonus, permyriadBonus, flatBonus);
}
}

11
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{
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"UNITY_INCLUDE_TESTS"
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#!/usr/bin/env bash
set -e
set -x
mkdir -p /root/.cache/unity3d
mkdir -p /root/.local/share/unity3d/Unity/
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unity_license_destination=/root/.local/share/unity3d/Unity/Unity_lic.ulf
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then
echo "Writing '\$UNITY_LICENSE' to license file ${unity_license_destination}"
echo "${UNITY_LICENSE}" | tr -d '\r' > ${unity_license_destination}
else
echo "'\$UNITY_LICENSE' env var not found"
fi

36
ci/build.sh Normal file
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#!/usr/bin/env bash
set -e
set -x
echo "Building for $BUILD_TARGET"
export BUILD_PATH=$UNITY_DIR/Builds/$BUILD_TARGET/
mkdir -p $BUILD_PATH
${UNITY_EXECUTABLE:-xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' unity-editor} \
-projectPath $UNITY_DIR \
-quit \
-batchmode \
-nographics \
-buildTarget $BUILD_TARGET \
-customBuildTarget $BUILD_TARGET \
-customBuildName $BUILD_NAME \
-customBuildPath $BUILD_PATH \
-executeMethod BuildCommand.PerformBuild \
-logFile /dev/stdout
UNITY_EXIT_CODE=$?
if [ $UNITY_EXIT_CODE -eq 0 ]; then
echo "Run succeeded, no failures occurred";
elif [ $UNITY_EXIT_CODE -eq 2 ]; then
echo "Run succeeded, some tests failed";
elif [ $UNITY_EXIT_CODE -eq 3 ]; then
echo "Run failure (other failure)";
else
echo "Unexpected exit code $UNITY_EXIT_CODE";
fi
ls -la $BUILD_PATH
[ -n "$(ls -A $BUILD_PATH)" ] # fail job if build folder is empty

14
ci/docker_build.sh Normal file
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#!/usr/bin/env bash
set -e
docker run \
-e BUILD_NAME \
-e UNITY_LICENSE \
-e BUILD_TARGET \
-e UNITY_USERNAME \
-e UNITY_PASSWORD \
-w /project/ \
-v $UNITY_DIR:/project/ \
$IMAGE_NAME \
/bin/bash -c "/project/ci/before_script.sh && /project/ci/build.sh"

13
ci/docker_test.sh Normal file
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#!/usr/bin/env bash
set -e
docker run \
-e UNITY_LICENSE \
-e TEST_PLATFORM \
-e UNITY_USERNAME \
-e UNITY_PASSWORD \
-w /project/ \
-v $UNITY_DIR:/project/ \
$IMAGE_NAME \
/bin/bash -c "/project/ci/before_script.sh && /project/ci/test.sh"

49
ci/get_activation_file.sh Normal file
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#!/usr/bin/env bash
activation_file=${UNITY_ACTIVATION_FILE:-./unity3d.alf}
if [[ -z "${UNITY_USERNAME}" ]] || [[ -z "${UNITY_PASSWORD}" ]]; then
echo "UNITY_USERNAME or UNITY_PASSWORD environment variables are not set, please refer to instructions in the readme and add these to your secret environment variables."
exit 1
fi
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
unity-editor \
-logFile /dev/stdout \
-batchmode \
-nographics \
-username "$UNITY_USERNAME" -password "$UNITY_PASSWORD" |
tee ./unity-output.log
cat ./unity-output.log |
grep 'LICENSE SYSTEM .* Posting *' |
sed 's/.*Posting *//' > "${activation_file}"
# Fail job if unity.alf is empty
ls "${UNITY_ACTIVATION_FILE:-./unity3d.alf}"
exit_code=$?
if [[ ${exit_code} -eq 0 ]]; then
echo ""
echo ""
echo "### Congratulations! ###"
echo "${activation_file} was generated successfully!"
echo ""
echo "### Next steps ###"
echo ""
echo "Complete the activation process manually"
echo ""
echo " 1. Download the artifact which should contain ${activation_file}"
echo " 2. Visit https://license.unity3d.com/manual"
echo " 3. Upload ${activation_file} in the form"
echo " 4. Answer questions (unity pro vs personal edition, both will work, just pick the one you use)"
echo " 5. Download 'Unity_v2019.x.ulf' file (year should match your unity version here, 'Unity_v2018.x.ulf' for 2018, etc.)"
echo " 6. Copy the content of 'Unity_v2019.x.ulf' license file to your CI's environment variable 'UNITY_LICENSE'. (Open your project's parameters > CI/CD > Variables and add 'UNITY_LICENSE' as the key and paste the content of the license file into the value)"
echo ""
echo "Once you're done, hit retry on the pipeline where other jobs failed, or just push another commit. Things should be green"
echo ""
echo "(optional) For more details on why this is not fully automated, visit https://gitlab.com/gableroux/unity3d-gitlab-ci-example/issues/73"
else
echo "License file could not be found at ${UNITY_ACTIVATION_FILE:-./unity3d.alf}"
fi
exit $exit_code

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Copyright (c) 2016 Paul Hicks
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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<?xml version="1.0" encoding="utf-8"?>
<xsl:stylesheet version="2.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform">
<xsl:output method="xml" indent="yes"/>
<xsl:template match="/test-run">
<testsuites tests="{@testcasecount}" failures="{@failed}" disabled="{@skipped}" time="{@duration}">
<xsl:apply-templates/>
</testsuites>
</xsl:template>
<xsl:template match="test-suite">
<xsl:if test="test-case">
<testsuite tests="{@testcasecount}" time="{@duration}" errors="{@testcasecount - @passed - @skipped - @failed}" failures="{@failed}" skipped="{@skipped}" timestamp="{@start-time}">
<xsl:attribute name="name">
<xsl:for-each select="ancestor-or-self::test-suite/@name">
<xsl:value-of select="concat(., '.')"/>
</xsl:for-each>
</xsl:attribute>
<xsl:apply-templates select="test-case"/>
</testsuite>
<xsl:apply-templates select="test-suite"/>
</xsl:if>
<xsl:if test="not(test-case)">
<xsl:apply-templates/>
</xsl:if>
</xsl:template>
<xsl:template match="test-case">
<testcase name="{@name}" assertions="{@asserts}" time="{@duration}" status="{@result}" classname="{@classname}">
<xsl:if test="@runstate = 'Skipped' or @runstate = 'Ignored'">
<skipped/>
</xsl:if>
<xsl:apply-templates/>
</testcase>
</xsl:template>
<xsl:template match="command-line"/>
<xsl:template match="settings"/>
<xsl:template match="output">
<system-out>
<xsl:value-of select="."/>
</system-out>
</xsl:template>
<xsl:template match="stack-trace">
</xsl:template>
<xsl:template match="test-case/failure">
<failure message="{./message}">
<xsl:value-of select="./stack-trace"/>
</failure>
</xsl:template>
<xsl:template match="test-suite/failure"/>
<xsl:template match="test-case/reason">
<skipped message="{./message}"/>
</xsl:template>
<xsl:template match="test-case/assertions">
</xsl:template>
<xsl:template match="test-suite/reason"/>
<xsl:template match="properties"/>
</xsl:stylesheet>

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ci/test.sh Normal file
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#!/usr/bin/env bash
set -x
echo "Testing for $TEST_PLATFORM, Unit Type: $TESTING_TYPE"
CODE_COVERAGE_PACKAGE="com.unity.testtools.codecoverage"
PACKAGE_MANIFEST_PATH="Packages/manifest.json"
${UNITY_EXECUTABLE:-xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' unity-editor} \
-projectPath $UNITY_DIR \
-runTests \
-testPlatform $TEST_PLATFORM \
-testResults $UNITY_DIR/$TEST_PLATFORM-results.xml \
-logFile /dev/stdout \
-batchmode \
-nographics \
-enableCodeCoverage \
-coverageResultsPath $UNITY_DIR/$TEST_PLATFORM-coverage \
-coverageOptions "generateAdditionalMetrics;generateHtmlReport;generateHtmlReportHistory;generateBadgeReport;" \
-debugCodeOptimization
UNITY_EXIT_CODE=$?
if [ $UNITY_EXIT_CODE -eq 0 ]; then
echo "Run succeeded, no failures occurred";
elif [ $UNITY_EXIT_CODE -eq 2 ]; then
echo "Run succeeded, some tests failed";
if [ $TESTING_TYPE == 'JUNIT' ]; then
echo "Converting results to JUNit for analysis";
saxonb-xslt -s $UNITY_DIR/$TEST_PLATFORM-results.xml -xsl $CI_PROJECT_DIR/ci/nunit-transforms/nunit3-junit.xslt >$UNITY_DIR/$TEST_PLATFORM-junit-results.xml
fi
elif [ $UNITY_EXIT_CODE -eq 3 ]; then
echo "Run failure (other failure)";
if [ $TESTING_TYPE == 'JUNIT' ]; then
echo "Not converting results to JUNit";
fi
else
echo "Unexpected exit code $UNITY_EXIT_CODE";
if [ $TESTING_TYPE == 'JUNIT' ]; then
echo "Not converting results to JUNit";
fi
fi
if grep $CODE_COVERAGE_PACKAGE $PACKAGE_MANIFEST_PATH; then
cat $UNITY_DIR/$TEST_PLATFORM-coverage/Report/Summary.xml | grep Linecoverage
mv $UNITY_DIR/$TEST_PLATFORM-coverage/$CI_PROJECT_NAME-opencov/*Mode/TestCoverageResults_*.xml $UNITY_DIR/$TEST_PLATFORM-coverage/coverage.xml
rm -r $UNITY_DIR/$TEST_PLATFORM-coverage/$CI_PROJECT_NAME-opencov/
else
{
echo -e "\033[33mCode Coverage package not found in $PACKAGE_MANIFEST_PATH. Please install the package \"Code Coverage\" through Unity's Package Manager to enable coverage reports.\033[0m"
} 2> /dev/null
fi
cat $UNITY_DIR/$TEST_PLATFORM-results.xml | grep test-run | grep Passed
exit $UNITY_EXIT_CODE