mirror of https://github.com/axmolengine/axmol.git
add runtime daily build script
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#Cocos2D-X runtime project daily build
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import os
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import sys
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import traceback
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if('branch' in os.environ):
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branch = os.environ['branch']
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else:
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branch = 'v4-develop'
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if('WORKSPACE' in os.environ):
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workspace = os.environ['WORKSPACE']
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else:
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workspace = "."
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if('NODE_NAME' in os.environ):
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node_name = os.environ['NODE_NAME']
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else:
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node_name = 'win32'
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if('language' in os.environ):
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language = os.environ['language']
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else:
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language = 'lua'
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# for local debugging purpose, you could change the value to 0 and run
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# this scripts in your local machine
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remote_build = 0
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def download_3rd_library():
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#run download-deps.py
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print("prepare to downloading ...")
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os.system('python download-deps.py -r no')
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def sync_remote_repo():
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#reset path to workspace root
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os.system("cd " + workspace)
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#pull latest code
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os.system("git fetch origin " + branch)
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os.system("git checkout " + branch)
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os.system("git merge origin/" + branch)
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#clean workspace
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print "Before checkout: git clean -xdf -f"
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os.system("git clean -xdf -f")
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#update submodule
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git_update_submodule = "git submodule update --init --force"
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ret = os.system(git_update_submodule)
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if(ret != 0):
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sys.exit(ret)
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def gen_scripting_bindings():
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# Generate binding glue codes
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if(branch == 'v3' or branch == 'v4-develop'):
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ret = os.system("python tools/jenkins-scripts/slave-scripts/gen_jsb.py")
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if(ret != 0):
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sys.exit(ret)
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def do_build_slaves():
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jenkins_script_path = "tools" + os.sep + "jenkins-scripts" + os.sep + "slave-scripts" + os.sep + "runtime" + os.sep
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if(branch == 'v3' or branch == 'v4-develop'):
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slave_build_scripts = ""
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if(node_name == 'android') or (node_name == 'android_bak'):
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slave_build_scripts = jenkins_script_path + "android-build.sh " + language
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elif(node_name == 'win32' or node_name == 'win32_win7' or node_name == 'win32_bak'):
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slave_build_scripts = jenkins_script_path + "win32-build.bat " + language
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elif(node_name == 'windows-universal' or node_name == 'windows-universal_bak'):
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slave_build_scripts = jenkins_script_path + "windows-universal.bat " + language
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elif(node_name == 'ios_mac' or node_name == 'ios' or node_name == 'ios_bak'):
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slave_build_scripts = jenkins_script_path + "ios-build.sh " + language
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elif(node_name == 'mac' or node_name == 'mac_bak'):
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slave_build_scripts = jenkins_script_path + "mac-build.sh " + language
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elif(node_name == 'linux_centos' or node_name == 'linux' or node_name == 'linux_bak'):
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slave_build_scripts = jenkins_script_path + "linux-build.sh " + language
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elif(node_name == 'wp8'):
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if(branch != 'v4'):
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slave_build_scripts = jenkins_script_path + "wp8-v3.bat"
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ret = os.system(slave_build_scripts)
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#get build result
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print "build finished and return " + str(ret)
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return ret
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def main():
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if remote_build == 1:
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#syntronize local git repository with remote and merge the PR
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sync_remote_repo()
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#copy check_current_3rd_libs
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download_3rd_library()
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#generate jsb and luabindings
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gen_scripting_bindings()
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#start build jobs on each slave
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ret = do_build_slaves()
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exit_code = 1
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if ret == 0:
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exit_code = 0
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else:
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exit_code = 1
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#clean workspace, we don't won't clean the repository
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if remote_build == 1:
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os.system("cd " + workspace)
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os.system("git reset --hard")
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os.system("git clean -xdf -f")
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else:
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print "local build, no need to cleanup"
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return(exit_code)
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# -------------- main --------------
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if __name__ == '__main__':
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sys_ret = 0
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try:
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sys_ret = main()
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except:
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traceback.print_exc()
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sys_ret = 1
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finally:
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sys.exit(sys_ret)
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#!/bin/bash
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mycocos=tools/cocos2d-console/bin/cocos
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$mycocos new -l $1 -t runtime
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if [ $1 = "cpp" ];then
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projectname="MyCppGame"
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elif [ $1 = "lua" ];then
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projectname="MyLuaGame"
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elif [ $1 = "js" ];then
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projectname="MyJSGame"
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fi
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$mycocos compile -p android -s $projectname --android-studio -j4 --ndk-mode release --compile-script 0
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#!/bin/bash
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mycocos=tools/cocos2d-console/bin/cocos
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$mycocos new -l $1 -t runtime
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if [ $1 = "cpp" ];then
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schemename="MyCppGame-mobile"
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projectpath="MyCppGame/proj.ios_mac/MyCppGame.xcodeproj"
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elif [ $1 = "lua" ];then
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schemename="MyLuaGame-mobile"
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projectpath="MyLuaGame/frameworks/runtime-src/proj.ios_mac/MyLuaGame.xcodeproj"
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elif [ $1 = "js" ];then
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schemename="MyJSGame-mobile"
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projectpath="MyJSGame/frameworks/runtime-src/proj.ios_mac/MyJSGame.xcodeproj"
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fi
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echo "start building..."
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xcodebuild -project $projectpath -target "${schemename}" -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" clean | xcpretty
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xcodebuild -project $projectpath -target "${schemename}" -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" build | xcpretty
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#the following commands must not be removed
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xcodebuild -project $projectpath -target "${schemename}" -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" build
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@ -0,0 +1,13 @@
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#!/bin/bash
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mycocos=tools/cocos2d-console/bin/cocos
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$mycocos new -l $1
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if [ $1 = "cpp" ]; then
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projectname="MyCppGame"
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elif [ $1 = "lua" ]; then
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projectname="MyLuaGame"
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elif [ $1 = "js" ]; then
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projectname="MyJSGame"
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fi
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$mycocos compile -p linux -s $projectname -m release -j4 --compile-script 0
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@ -0,0 +1,19 @@
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#!/bin/bash
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mycocos=tools/cocos2d-console/bin/cocos
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$mycocos new -l $1 -t runtime
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if [ $1 = "cpp" ];then
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schemename="MyCppGame-desktop"
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projectpath="MyCppGame/proj.ios_mac/MyCppGame.xcodeproj"
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elif [ $1 = "lua" ];then
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schemename="MyLuaGame-desktop"
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projectpath="MyLuaGame/frameworks/runtime-src/proj.ios_mac/MyLuaGame.xcodeproj"
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elif [ $1 = "js" ];then
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schemename="MyJSGame-desktop"
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projectpath="MyJSGame/frameworks/runtime-src/proj.ios_mac/MyJSGame.xcodeproj"
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fi
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xcodebuild -project $projectpath -target "${schemename}" -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" clean | xcpretty
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xcodebuild -project $projectpath -target "${schemename}" -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" build | xcpretty
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#the following commands must not be removed
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xcodebuild -project $projectpath -target "${schemename}" -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" build
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@ -0,0 +1,14 @@
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@echo on
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set mycocos=tools/cocos2d-console/bin/cocos.bat
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set language=%1
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call %mycocos% new -l %language% -t runtime
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set projectname=
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if "%language%"=="cpp" set projectname=MyCppGame/proj.win32/MyCppGame.sln
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if "%language%"=="lua" set projectname=MyLuaGame/frameworks/runtime-src/proj.win32/MyLuaGame.sln
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if "%language%"=="js" set projectname=MyJSGame/frameworks/runtime-src/proj.win32/MyJSGame.sln
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echo %projectname%
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call "%VS120COMNTOOLS%vsvars32.bat"
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msbuild %projectname% /t:Build /p:Platform="Win32" /p:Configuration="Release" /m
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@echo on
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set mycocos=tools/cocos2d-console/bin/cocos.bat
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set language=%1
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call %mycocos% new -l %language%
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set projectname=
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if "%language%"=="cpp" set projectname=MyCppGame/proj.win8.1-universal/MyCppGame.sln
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if "%language%"=="lua" set projectname=MyLuaGame/frameworks/runtime-src/proj.win8.1-universal/MyLuaGame.sln
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if "%language%"=="js" set projectname=MyJSGame/frameworks/runtime-src/proj.win8.1-universal/MyJSGame.sln
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echo %projectname%
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call "%VS120COMNTOOLS%vsvars32.bat"
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msbuild %projectname% /t:Build /p:Platform="Win32" /p:Configuration="Release" /m
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