fix(actions): improve macOS build workflow with enhanced logging and application name updates
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c57938c995
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b72753aaa5
@ -109,56 +109,127 @@ jobs:
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# Build for macOS - use your own build script or create a test app if needed
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- name: Build for macOS
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id: build-app
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continue-on-error: true # Continue even if build fails, to collect debug info
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run: |
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if [ -f "./scripts/mac_build.sh" ]; then
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echo "🔨 Running mac_build.sh and capturing output to build_log.txt..."
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chmod +x ./scripts/mac_build.sh
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# Set CI environment variable explicitly before running
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export CI=true
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./scripts/mac_build.sh
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# Run build script and capture all output to a log file
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./scripts/mac_build.sh 2>&1 | tee build_log.txt
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# Check if build succeeded based on exit code
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if [ ${PIPESTATUS[0]} -ne 0 ]; then
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echo "❌ Build script failed with exit code ${PIPESTATUS[0]}"
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echo "See build_log.txt for details"
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# Set output to indicate failure
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echo "::set-output name=build_success::false"
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else
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echo "ERROR: Build script not found at ./scripts/mac_build.sh"
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echo "✅ Build script completed successfully"
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echo "::set-output name=build_success::true"
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fi
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else
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echo "❌ ERROR: Build script not found at ./scripts/mac_build.sh"
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echo "::set-output name=build_success::false"
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exit 1
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fi
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shell: bash
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# Find the app bundle
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# Upload build logs regardless of success
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- name: Upload Build Logs
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uses: actions/upload-artifact@v3
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with:
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name: build-logs
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path: |
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build_log.txt
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./Saved/Logs/*.log
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retention-days: 7
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if-no-files-found: warn
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# Find the app bundle - this may fail if build failed
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- name: Find app bundle
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id: find-app
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continue-on-error: ${{ steps.build-app.outputs.build_success != 'true' }} # Only stop if build succeeded but app not found
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run: |
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# Debug: Show directory structure to help diagnose issues
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echo "📂 Current directory structure:"
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ls -la ./
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# Debug: Show if the build directory exists
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echo "📂 Checking if Builds directory exists:"
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ls -la ./ | grep Builds || echo "Builds directory not found!"
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# Debug: Show if Saved directory exists
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echo "📂 Checking if Saved directory exists:"
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ls -la ./ | grep Saved || echo "Saved directory not found!"
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# First check Saved/StagedBuilds directory - where Unreal often places built apps
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echo "Checking Saved/StagedBuilds directory..."
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echo "📂 Checking Saved/StagedBuilds directory..."
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if [ -d "./Saved/StagedBuilds" ]; then
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echo "Saved/StagedBuilds exists, checking content:"
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ls -la ./Saved/StagedBuilds
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APP_PATHS=$(find ./Saved/StagedBuilds -type d -name "*.app" 2>/dev/null)
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else
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echo "⚠️ Saved/StagedBuilds directory doesn't exist!"
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APP_PATHS=""
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fi
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# If not found, check Saved directory
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if [ -z "$APP_PATHS" ]; then
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echo "📂 Checking Saved directory..."
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if [ -d "./Saved" ]; then
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echo "Saved exists, looking for app bundles:"
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ls -la ./Saved
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APP_PATHS=$(find ./Saved -type d -name "*.app" 2>/dev/null)
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else
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echo "⚠️ Saved directory doesn't exist!"
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fi
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fi
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# If not found, check Builds directory
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if [ -z "$APP_PATHS" ]; then
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echo "Checking Builds directory..."
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echo "📂 Checking Builds directory..."
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if [ -d "./Builds" ]; then
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echo "Builds exists, looking for app bundles:"
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ls -la ./Builds
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ls -la ./Builds/Mac 2>/dev/null || echo "No Builds/Mac directory found"
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APP_PATHS=$(find ./Builds -type d -name "*.app" 2>/dev/null)
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else
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echo "⚠️ Builds directory doesn't exist!"
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fi
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fi
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# If still not found, check the whole workspace
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if [ -z "$APP_PATHS" ]; then
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echo "Checking entire workspace..."
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echo "📂 Checking entire workspace for .app bundles..."
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APP_PATHS=$(find . -type d -name "*.app" -not -path "*/\.*" 2>/dev/null)
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fi
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if [ -z "$APP_PATHS" ]; then
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echo "ERROR: Could not find any app bundles!"
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echo "❌ ERROR: Could not find any app bundles!"
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echo "Listing all directories to help debug:"
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find . -type d -maxdepth 3 | sort
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echo "Build process likely failed. Checking mac_build.sh log:"
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cat build_log.txt 2>/dev/null || echo "No build log found"
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exit 1
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fi
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echo "Found potential app bundles:"
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echo "📦 Found potential app bundles:"
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echo "$APP_PATHS"
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# Use the first app path found (preferably the main app, not a child app)
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MAIN_APP_PATH=$(echo "$APP_PATHS" | grep -v "CrashReportClient" | head -1 || echo "$APP_PATHS" | head -1)
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echo "Using app bundle: $MAIN_APP_PATH"
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echo "🚀 Using app bundle: $MAIN_APP_PATH"
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echo "APP_PATH=$MAIN_APP_PATH" >> "$GITHUB_ENV"
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# Make sure app exists - using local variable
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if [ ! -d "$MAIN_APP_PATH" ]; then
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echo "ERROR: App bundle not found at $MAIN_APP_PATH!"
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echo "❌ ERROR: App bundle not found at $MAIN_APP_PATH!"
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exit 1
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fi
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@ -179,6 +250,11 @@ jobs:
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else
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echo "Bundle ID is already correct: $BUNDLE_ID"
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fi
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# Set the application name to "LuckyWorld" instead of "LuckyWorld-Mac-Shipping"
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echo "Setting application display name to LuckyWorld..."
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/usr/libexec/PlistBuddy -c "Set :CFBundleName LuckyWorld" "$MAIN_APP_PATH/Contents/Info.plist"
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echo "Updated app name: $(/usr/libexec/PlistBuddy -c "Print :CFBundleName" "$MAIN_APP_PATH/Contents/Info.plist")"
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else
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echo "WARNING: Could not find Info.plist in app bundle."
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fi
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@ -338,3 +338,27 @@ NearClipPlane=0.100000
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bFinalUsesRDO=True
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FinalRDOLambda=100
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[/Script/MacTargetPlatform.MacTargetSettings]
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TargetedRHIs=SF_METAL_SM5
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MetalLanguageVersion=5
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MaxShaderLanguageVersion=4
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MinimumOSVersion=11
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BundleName=LuckyWorld
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BundleDisplayName=LuckyWorld
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bEnableMathOptimizations=True
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UseFastIntrinsics=True
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EnableMipGenOption=Default
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FrameRateLock=PUFRL_None
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AudioSampleRate=48000
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AudioMaxChannels=32
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bUseCustomIcon=False
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bUseMiniUPnP=False
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MetalDynamicLibraries=()
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MetalRuntimeLibrary=1
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OutputRealFPS=False
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bBuildEmbeddedFrameworksForGame=False
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EnableCodeCoverage=False
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EnableCodeCoveragePath=(Path="")
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ForwardShading=False
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UseFastCopyToResolve=True
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@ -24,6 +24,8 @@ public class LuckyWorldTarget : TargetRules
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{
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// Force use the bundle ID from DefaultGame.ini
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GlobalDefinitions.Add("APP_BUNDLE_IDENTIFIER=com.luckyrobots.luckyworld");
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GlobalDefinitions.Add("APP_BUNDLE_NAME=LuckyWorld");
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GlobalDefinitions.Add("APP_BUNDLE_DISPLAY_NAME=LuckyWorld");
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}
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}
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}
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@ -24,6 +24,8 @@ public class LuckyWorld : ModuleRules
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if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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PublicDefinitions.Add("APP_BUNDLE_IDENTIFIER=com.luckyrobots.luckyworld");
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PublicDefinitions.Add("APP_BUNDLE_NAME=LuckyWorld");
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PublicDefinitions.Add("APP_BUNDLE_DISPLAY_NAME=LuckyWorld");
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}
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}
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}
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@ -67,16 +67,54 @@ rm -rf DerivedDataCache Intermediate Binaries Saved
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# -nocompileeditor \
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# -skipbuildeditor \
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# enable these if you want to test build without pak and iostore (you're just testing the build)
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# -skipiostore \
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# -skippak \ (disable -pak and -iostore)
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BUILD_EXIT_CODE=$?
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echo ""
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echo "🦾 Build process completed with exit code: $BUILD_EXIT_CODE"
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# Debug check for where the app might be
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echo "📂 Checking potential build output locations:"
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echo "Saved directory contents (if exists):"
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ls -la Saved 2>/dev/null || echo "Saved directory not found"
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echo "Saved/StagedBuilds directory contents (if exists):"
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ls -la Saved/StagedBuilds 2>/dev/null || echo "Saved/StagedBuilds directory not found"
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echo "Builds directory contents:"
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ls -la "$ARCHIVE_DIR" 2>/dev/null || echo "Builds directory not found"
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echo "Builds/Mac directory contents (if exists):"
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ls -la "$ARCHIVE_DIR/Mac" 2>/dev/null || echo "Builds/Mac directory not found"
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# Find the app, regardless of build success
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echo "🔍 Searching for .app bundles in Saved and Builds directories:"
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APP_PATH=""
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for search_dir in "$ARCHIVE_DIR" "$ARCHIVE_DIR/Mac" "Saved/StagedBuilds" "Saved/StagedBuilds/Mac" "Saved"; do
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if [ -d "$search_dir" ]; then
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echo "Searching in $search_dir"
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APP_FOUND=$(find "$search_dir" -name "*.app" -type d | head -n 1)
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if [ -n "$APP_FOUND" ]; then
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APP_PATH="$APP_FOUND"
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echo "Found app bundle at: $APP_PATH"
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break
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fi
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fi
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done
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if [ -z "$APP_PATH" ]; then
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echo "❌ No app bundle found. Build may have failed or output location is unexpected."
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# Set a fake path for debug tests
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if [ -n "$CI" ]; then
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echo "This is a CI environment, continuing with error checks..."
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else
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echo "Exiting with error code from build"
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exit $BUILD_EXIT_CODE
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fi
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else
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echo "🦾 Build completed. Application path:"
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APP_PATH=$(find "$ARCHIVE_DIR" -name "*.app" -type d | head -n 1)
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echo "$APP_PATH"
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if [ -n "$APP_PATH" ]; then
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echo ""
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echo "🔍 Binary files that will need signing:"
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DYLIB_COUNT=$(find "$APP_PATH" -name "*.dylib" | wc -l)
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@ -113,24 +151,62 @@ fi
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# Post-build process - set bundle ID
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echo ""
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echo "🔧 Performing post-build fix for bundle ID..."
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if [ -n "$APP_PATH" ]; then
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# First verify that APP_PATH is defined and exists
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if [ -z "$APP_PATH" ]; then
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echo "⚠️ APP_PATH is not defined, trying to find the app bundle again..."
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# Try to find the app bundle in common locations
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for search_dir in "$ARCHIVE_DIR" "$ARCHIVE_DIR/Mac" "Saved/StagedBuilds" "Saved/StagedBuilds/Mac" "Saved"; do
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if [ -d "$search_dir" ]; then
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APP_FOUND=$(find "$search_dir" -name "*.app" -type d | head -n 1)
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if [ -n "$APP_FOUND" ]; then
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APP_PATH="$APP_FOUND"
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echo "✅ Found app bundle at: $APP_PATH"
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break
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fi
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fi
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done
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if [ -z "$APP_PATH" ]; then
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echo "❌ ERROR: Could not find any app bundle. Skipping bundle ID fix."
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# Don't exit, just skip this part
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APP_PATH=""
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fi
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fi
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if [ -n "$APP_PATH" ] && [ -d "$APP_PATH" ]; then
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INFO_PLIST="$APP_PATH/Contents/Info.plist"
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if [ -f "$INFO_PLIST" ]; then
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CURRENT_BUNDLE_ID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$INFO_PLIST")
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CURRENT_BUNDLE_ID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$INFO_PLIST" 2>/dev/null)
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echo "Current bundle ID: $CURRENT_BUNDLE_ID"
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if [ "$CURRENT_BUNDLE_ID" != "com.luckyrobots.luckyworld" ]; then
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echo "Bundle ID mismatch - fixing it!"
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if [ $? -ne 0 ] || [ "$CURRENT_BUNDLE_ID" != "com.luckyrobots.luckyworld" ]; then
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echo "Bundle ID mismatch or not set - fixing it!"
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echo "Setting bundle identifier to com.luckyrobots.luckyworld"
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/usr/libexec/PlistBuddy -c "Set :CFBundleIdentifier com.luckyrobots.luckyworld" "$INFO_PLIST"
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echo "Updated bundle ID: $(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$INFO_PLIST")"
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UPDATED_ID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$INFO_PLIST" 2>/dev/null)
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if [ $? -eq 0 ]; then
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echo "Updated bundle ID: $UPDATED_ID"
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else
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echo "⚠️ Failed to update bundle ID"
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fi
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else
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echo "Bundle ID is already correct: com.luckyrobots.luckyworld"
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fi
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# Set the application name to "LuckyWorld" instead of "LuckyWorld-Mac-Shipping"
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echo "Setting application name to LuckyWorld..."
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/usr/libexec/PlistBuddy -c "Set :CFBundleName LuckyWorld" "$INFO_PLIST"
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UPDATED_NAME=$(/usr/libexec/PlistBuddy -c "Print :CFBundleName" "$INFO_PLIST" 2>/dev/null)
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if [ $? -eq 0 ]; then
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echo "Updated app name: $UPDATED_NAME"
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else
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echo "⚠️ Failed to update app name"
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fi
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# Find and repair nested app bundles as well (like CrashReportClient.app)
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echo "Checking for nested app bundles..."
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NESTED_APPS=$(find "$APP_PATH" -name "*.app" -type d)
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NESTED_APPS=$(find "$APP_PATH" -name "*.app" -type d 2>/dev/null)
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if [ -n "$NESTED_APPS" ]; then
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echo "Found nested app bundles, fixing their bundle IDs:"
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echo "$NESTED_APPS" | while read -r NESTED_APP; do
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@ -141,8 +217,12 @@ if [ -n "$APP_PATH" ]; then
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/usr/libexec/PlistBuddy -c "Set :CFBundleIdentifier $NESTED_BUNDLE_ID" "$NESTED_APP/Contents/Info.plist"
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# Verify the change
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UPDATED_ID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$NESTED_APP/Contents/Info.plist")
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UPDATED_ID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$NESTED_APP/Contents/Info.plist" 2>/dev/null)
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if [ $? -eq 0 ]; then
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echo "Updated nested app bundle ID: $UPDATED_ID"
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else
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echo "⚠️ Failed to update nested app bundle ID for $NESTED_APP"
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fi
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fi
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done
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else
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@ -151,4 +231,6 @@ if [ -n "$APP_PATH" ]; then
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else
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echo "⚠️ Info.plist not found at $INFO_PLIST"
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fi
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else
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echo "⚠️ App bundle not found or APP_PATH is not valid. Skipping bundle ID fix."
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fi
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