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https://github.com/Ellpeck/GameBundle.git
synced 2024-11-22 08:43:28 +01:00
added the option to create ARM builds
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parent
1373859a13
commit
6474fa037c
3 changed files with 61 additions and 31 deletions
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@ -24,9 +24,22 @@ namespace GameBundle {
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public string LinuxRid { get; set; }
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[Option("mac-rid", Default = "osx-x64", HelpText = "The RID to use for mac builds")]
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public string MacRid { get; set; }
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[Option('W', "win-arm", HelpText = "Bundle for windows arm")]
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public bool BuildWindowsArm { get; set; }
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[Option('L', "linux-arm", HelpText = "Bundle for linux arm")]
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public bool BuildLinuxArm { get; set; }
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[Option('M', "mac-arm", HelpText = "Bundle for mac arm")]
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public bool BuildMacArm { get; set; }
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[Option("win-arm-rid", Default = "win-arm64", HelpText = "The RID to use for windows arm builds")]
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public string WindowsArmRid { get; set; }
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[Option("linux-arm-rid", Default = "linux-arm64", HelpText = "The RID to use for linux arm builds")]
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public string LinuxArmRid { get; set; }
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[Option("mac-arm-rid", Default = "osx-arm64", HelpText = "The RID to use for mac arm builds")]
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public string MacArmRid { get; set; }
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[Option('z', "zip", HelpText = "Store the build results in zip files instead of folders")]
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public bool Zip { get; set; }
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[Option('b', "mac-bundle", HelpText = "Create an app bundle for mac")]
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public bool MacBundle { get; set; }
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[Option("mac-bundle-resources", Default = new[] {"Content", "*.icns"}, HelpText = "When creating an app bundle for mac, things that should go into the Resources folder rather than the MacOS folder")]
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@ -32,43 +32,40 @@ namespace GameBundle {
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Console.WriteLine($"Bundling project {proj.FullName}");
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var builtAnything = false;
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if (options.BuildWindows) {
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Console.WriteLine("Bundling for windows");
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var res = Publish(options, proj, GetBuildDir(options, "win"), options.WindowsRid);
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if (res != 0)
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return res;
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builtAnything = true;
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var toBuild = new List<BuildConfig> {
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// regular builds
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new("windows", "win", options.WindowsRid, options.BuildWindows),
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new("linux", "linux", options.LinuxRid, options.BuildLinux),
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new("mac", "mac", options.MacRid, options.BuildMac, false, d => options.MacBundle ? CreateMacBundle(options, d) : 0),
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// arm builds
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new("windows arm", "win-arm", options.WindowsArmRid, options.BuildWindowsArm, true),
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new("linux arm", "linux-arm", options.LinuxArmRid, options.BuildLinuxArm, true),
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new("mac arm", "mac-arm", options.MacArmRid, options.BuildMacArm, true, d => options.MacBundle ? CreateMacBundle(options, d) : 0)
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};
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foreach (var config in toBuild) {
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if (config.ShouldBuild) {
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Console.WriteLine($"Bundling for {config.DisplayName}");
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var res = Publish(options, proj, config);
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if (res != 0)
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return res;
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builtAnything = true;
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}
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}
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if (options.BuildLinux) {
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Console.WriteLine("Bundling for linux");
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var res = Publish(options, proj, GetBuildDir(options, "linux"), options.LinuxRid);
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if (res != 0)
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return res;
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builtAnything = true;
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}
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if (options.BuildMac) {
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Console.WriteLine("Bundling for mac");
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var dir = GetBuildDir(options, "mac");
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var res = Publish(options, proj, dir, options.MacRid,
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() => options.MacBundle ? CreateMacBundle(options, dir, proj) : 0);
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if (res != 0)
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return res;
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builtAnything = true;
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}
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if (!builtAnything)
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Console.WriteLine("No build took place. Supply -w, -l or -m arguments or see available arguments using --help.");
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Console.WriteLine("Done");
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return 0;
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}
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private static int Publish(Options options, FileInfo proj, DirectoryInfo buildDir, string rid, Func<int> additionalAction = null) {
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var publishResult = RunProcess(options, "dotnet", $"publish \"{proj.FullName}\" -o \"{buildDir.FullName}\" -r {rid} -c {options.BuildConfig} /p:PublishTrimmed={options.Trim} {options.BuildArgs}");
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private static int Publish(Options options, FileInfo proj, BuildConfig config) {
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var buildDir = GetBuildDir(options, config.DirectoryName);
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var publishResult = RunProcess(options, "dotnet", $"publish \"{proj.FullName}\" -o \"{buildDir.FullName}\" -r {config.Rid} -c {options.BuildConfig} /p:PublishTrimmed={options.Trim} {options.BuildArgs}");
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if (publishResult != 0)
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return publishResult;
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// Run beauty
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if (!options.SkipLib) {
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if (!options.SkipLib && !config.SkipLib) {
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var excludes = $"\"{string.Join(";", options.ExcludedFiles)}\"";
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var log = options.Verbose ? "Detail" : "Error";
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var beautyResult = RunProcess(options, "dotnet", $"ncbeauty --loglevel={log} --force=True --noflag=True \"{buildDir.FullName}\" \"{options.LibFolder}\" {excludes}", AppDomain.CurrentDomain.BaseDirectory);
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@ -92,8 +89,8 @@ namespace GameBundle {
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}
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// Run any additional actions like creating the mac bundle
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if (additionalAction != null) {
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var result = additionalAction();
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if (config.AdditionalAction != null) {
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var result = config.AdditionalAction.Invoke(buildDir);
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if (result != 0)
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return result;
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}
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@ -135,7 +132,7 @@ namespace GameBundle {
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return null;
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}
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private static int CreateMacBundle(Options options, DirectoryInfo buildDir, FileInfo proj) {
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private static int CreateMacBundle(Options options, DirectoryInfo buildDir) {
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var buildName = GetBuildName(options, buildDir);
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var app = buildDir.CreateSubdirectory($"{buildName}.app");
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var contents = app.CreateSubdirectory("Contents");
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@ -196,5 +193,25 @@ namespace GameBundle {
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return null;
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}
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private readonly struct BuildConfig {
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public readonly string DisplayName;
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public readonly string DirectoryName;
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public readonly string Rid;
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public readonly bool ShouldBuild;
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public readonly bool SkipLib;
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public readonly Func<DirectoryInfo, int> AdditionalAction;
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public BuildConfig(string displayName, string directoryName, string rid, bool shouldBuild, bool skipLib = false, Func<DirectoryInfo, int> additionalAction = null) {
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this.DisplayName = displayName;
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this.DirectoryName = directoryName;
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this.Rid = rid;
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this.ShouldBuild = shouldBuild;
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this.SkipLib = skipLib;
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this.AdditionalAction = additionalAction;
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}
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}
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}
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}
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@ -1 +1 @@
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"../GameBundle/bin/Debug/net5.0/GameBundle.exe" -wlm -bzn -s Test.csproj -o bin/Bundled -v --mac-bundle-ignore macmain.txt
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"../GameBundle/bin/Debug/net5.0/GameBundle.exe" -wlmWL -bzn -s Test.csproj -o bin/Bundled -v --mac-bundle-ignore macmain.txt
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