axmol/tools/travis-scripts/run-script.sh

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#!/bin/bash
# exit this script if any commmand fails
set -e
DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
COCOS2DX_ROOT="$DIR"/../..
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COCOSFILE_PATH="$COCOS2DX_ROOT/templates/cocos2dx_files.json"
CPU_CORES=4
function do_retry()
{
cmd=$@
retry_times=5
retry_wait=3
c=0
while [ $c -lt $((retry_times+1)) ]; do
c=$((c+1))
echo "Executing \"$cmd\", try $c"
$cmd && return $?
if [ ! $c -eq $retry_times ]; then
echo "Command failed, will retry in $retry_wait secs"
sleep $retry_wait
else
echo "Command failed, giving up."
return 1
fi
done
}
function build_linux()
{
echo "Building tests ..."
source ../environment.sh
cd $COCOS2DX_ROOT
mkdir -p linux-build
cd linux-build
cmake ..
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
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cmake --build .
}
function build_mac_cmake()
{
NUM_OF_CORES=`getconf _NPROCESSORS_ONLN`
# pushd $COCOS2DX_ROOT
# python -u tools/cocos2d-console/bin/cocos.py --agreement n new -l cpp -p my.pack.qqqq cocos_new_test
# popd
# cd $COCOS2DX_ROOT/cocos_new_test
cd $COCOS2DX_ROOT
mkdir -p mac_cmake_build
cd mac_cmake_build
cmake .. -GXcode
# cmake --build .
xcodebuild -project Cocos2d-x.xcodeproj -alltargets -jobs $NUM_OF_CORES build | xcpretty
#the following commands must not be removed
xcodebuild -project Cocos2d-x.xcodeproj -alltargets -jobs $NUM_OF_CORES build
exit 0
}
function build_ios_cmake()
{
NUM_OF_CORES=`getconf _NPROCESSORS_ONLN`
# pushd $COCOS2DX_ROOT
# python -u tools/cocos2d-console/bin/cocos.py --agreement n new -l cpp -p my.pack.qqqq cocos_new_test
# popd
# cd $COCOS2DX_ROOT/cocos_new_test
cd $COCOS2DX_ROOT
mkdir -p ios_cmake_build
cd ios_cmake_build
cmake .. -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator
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cmake --build . --config Release --target cpp-tests
# too much logs on console when "cmake --build ."
# cmake --build .
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#xcodebuild -project Cocos2d-x.xcodeproj -alltargets -jobs $NUM_OF_CORES -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" build | xcpretty
#the following commands must not be removed
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#xcodebuild -project Cocos2d-x.xcodeproj -alltargets -jobs $NUM_OF_CORES -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" build
exit 0
}
function build_android_cmake()
{
# Build all samples
echo "Building Android samples ..."
source ../environment.sh
# build cpp-tests
pushd $COCOS2DX_ROOT/tests/cpp-tests/proj.android
do_retry ./gradlew assembleRelease -PPROP_BUILD_TYPE=cmake --parallel --info
popd
}
function build_android_lua_cmake()
{
# Build all samples
echo "Building Android samples lua ..."
source ../environment.sh
# build lua-tests
pushd $COCOS2DX_ROOT/tests/lua-tests/project/proj.android
do_retry ./gradlew assembleDebug -PPROP_BUILD_TYPE=cmake --parallel --info
popd
}
function genernate_binding_codes()
{
if [ $TRAVIS_OS_NAME == "linux" ]; then
# print some log for libstdc++6
strings /usr/lib/x86_64-linux-gnu/libstdc++.so.6 | grep GLIBC
ls -l /usr/lib/x86_64-linux-gnu/libstdc++*
dpkg-query -W libstdc++6
ldd $COCOS2DX_ROOT/tools/bindings-generator/libclang/libclang.so
fi
source ../environment.sh
# Generate binding glue codes
echo "Create auto-generated luabinding glue codes."
pushd "$COCOS2DX_ROOT/tools/tolua"
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# python ./genbindings.py
popd
}
# generate cocos_files.json and check diff
function update_cocos_files()
{
# Don't exit on non-zero return value
set +e
echo "Updates cocos_files.json"
$COCOS2DX_ROOT/tools/travis-scripts/generate-template-files.py
git diff FETCH_HEAD --stat --exit-code "$COCOSFILE_PATH"
COCOSFILE_DIFF_RETVAL=$?
echo $COCOSFILE_DIFF_RETVAL
# Exit on error
set -e
}
function generate_pull_request_for_binding_codes_and_cocosfiles()
{
local COCOS_ROBOT_REMOTE="https://${GH_USER}:${GH_PASSWORD}@github.com/${GH_USER}/cocos2d-x.git"
local LUA_AUTO_GENERATE_SCRIPT_PATH="$COCOS2DX_ROOT/cocos/scripting/lua-bindings/auto"
local ELAPSEDSECS=`date +%s`
local COCOS_BRANCH="update_lua_bindings_$ELAPSEDSECS"
local COMMITTAG="[ci skip][AUTO]: updating luabinding & cocos_file.json automatically"
local PULL_REQUEST_REPO="https://api.github.com/repos/cocos2d/cocos2d-x/pulls"
pushd "$COCOS2DX_ROOT"
#Set git user for cocos2d-lua repo
# git config user.email ${GH_EMAIL}
# git config user.name ${GH_USER}#Set remotes
# git remote add upstream "$COCOS_ROBOT_REMOTE" 2> /dev/null > /dev/null
# Run status to record the output in the log
git status
echo
echo Comparing with origin HEAD ...
echo
git fetch origin "$TRAVIS_BRANCH"
# Don't exit on non-zero return value
set +e
git diff FETCH_HEAD --stat --exit-code "$LUA_AUTO_GENERATE_SCRIPT_PATH"
local lua_binding_codes_diff=$?
# generate cocos_files.json and check diff
local cocos_file_diff=$(update_cocos_files)
if [ $lua_binding_codes_diff -eq 0 ] && [ $cocos_file_diff -eq 0 ]; then
echo "lua binding codes and cocos file are not differences"
exit 0
fi
# Exit on error
set -e
# git add -f --all "$LUA_AUTO_GENERATE_SCRIPT_PATH"
# git add -f --all "$COCOSFILE_PATH"
# git checkout -b "$COCOS_BRANCH"
# git commit -m "$COMMITTAG"
echo "Pushing to Robot's repo ..."
# git fetch --unshallow origin
# git push -f upstream "$COCOS_BRANCH"
echo "Sending Pull Request to base repo ..."
# curl --user "${GH_USER}:${GH_PASSWORD}" --request POST --data "{ \"title\": \"$COMMITTAG\", \"body\": \"\", \"head\": \"${GH_USER}:${COCOS_BRANCH}\", \"base\": \"${TRAVIS_BRANCH}\"}" "${PULL_REQUEST_REPO}" 2> /dev/null > /dev/null
popd
}
function run_pull_request()
{
echo "Building pull request ..."
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if [ "$BUILD_TARGET" == "android_cocos_new_test" ]; then
source ../environment.sh
pushd $COCOS2DX_ROOT
update_cocos_files
python -u tools/cocos2d-console/bin/cocos.py --agreement n new -l cpp -p my.pack.qqqq cocos_new_test
popd
pushd $COCOS2DX_ROOT/cocos_new_test/proj.android
do_retry ./gradlew build
popd
exit 0
fi
if [ "$BUILD_TARGET" == "linux_cocos_new_test" ]; then
export PATH=$PATH:$COCOS2DX_ROOT/tools/cocos2d-console/bin
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genernate_binding_codes
pushd $COCOS2DX_ROOT
update_cocos_files
python -u tools/cocos2d-console/bin/cocos.py --agreement n new -l lua -p my.pack.qqqq cocos_new_test
popd
echo "Building tests ..."
cd $COCOS2DX_ROOT/cocos_new_test
mkdir -p linux-build
cd linux-build
cmake ..
cmake --build .
exit 0
fi
if [ $BUILD_TARGET == 'mac_cmake' ]; then
genernate_binding_codes
build_mac_cmake
exit 0
fi
if [ $BUILD_TARGET == 'ios_cmake' ]; then
genernate_binding_codes
build_ios_cmake
exit 0
fi
# linux
if [ $BUILD_TARGET == 'linux' ]; then
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genernate_binding_codes
build_linux
fi
# android
if [ $BUILD_TARGET == 'android_cmake' ]; then
build_android_cmake
fi
# android_lua
if [ $BUILD_TARGET == 'android_lua_cmake' ]; then
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genernate_binding_codes
build_android_lua_cmake
fi
}
function run_after_merge()
{
echo "Building merge commit ..."
# Re-generation of the javascript bindings can perform push of the new
# version back to github. We don't do this for pull requests, or if
# GH_USER/GH_EMAIL/GH_PASSWORD environment variables are not set correctly
# by the encoded variables in the .travis.yml file. (e.g. if cloned repo's
# want to use travis).
# if [ -z "${GH_EMAIL}" ]; then
# echo "GH_EMAIL not set"
# exit 1
# fi
# if [ -z "${GH_USER}" ]; then
# echo "GH_USER not set"
# exit 1
# fi
# if [ -z "${GH_PASSWORD}" ]; then
# echo "GH_USER not set"
# exit 1
# fi
genernate_binding_codes
generate_pull_request_for_binding_codes_and_cocosfiles
}
# build pull request
if [ "$TRAVIS_PULL_REQUEST" != "false" ]; then
run_pull_request
fi
# run after merging
# - make cocos robot to send PR to cocos2d-x for new binding codes
# - generate cocos_files.json for template
if [ "$TRAVIS_PULL_REQUEST" == "false" ]; then
# only one job need to send PR, linux virtual machine has better performance
if [ $TRAVIS_OS_NAME == "linux" ] && [ x$GEN_BINDING_AND_COCOSFILE == x"true" ]; then
run_after_merge
fi
fi