fix(actions): improve macOS build workflow with enhanced logging and application name updates

This commit is contained in:
Ozgur 2025-04-15 01:46:06 +02:00
parent c57938c995
commit b72753aaa5
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GPG Key ID: 66CDF27505A35546
5 changed files with 213 additions and 27 deletions

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@ -109,56 +109,127 @@ jobs:
# Build for macOS - use your own build script or create a test app if needed
- name: Build for macOS
id: build-app
continue-on-error: true # Continue even if build fails, to collect debug info
run: |
if [ -f "./scripts/mac_build.sh" ]; then
echo "🔨 Running mac_build.sh and capturing output to build_log.txt..."
chmod +x ./scripts/mac_build.sh
# Set CI environment variable explicitly before running
export CI=true
./scripts/mac_build.sh
# Run build script and capture all output to a log file
./scripts/mac_build.sh 2>&1 | tee build_log.txt
# Check if build succeeded based on exit code
if [ ${PIPESTATUS[0]} -ne 0 ]; then
echo "❌ Build script failed with exit code ${PIPESTATUS[0]}"
echo "See build_log.txt for details"
# Set output to indicate failure
echo "::set-output name=build_success::false"
else
echo "ERROR: Build script not found at ./scripts/mac_build.sh"
echo "✅ Build script completed successfully"
echo "::set-output name=build_success::true"
fi
else
echo "❌ ERROR: Build script not found at ./scripts/mac_build.sh"
echo "::set-output name=build_success::false"
exit 1
fi
shell: bash
# Find the app bundle
# Upload build logs regardless of success
- name: Upload Build Logs
uses: actions/upload-artifact@v3
with:
name: build-logs
path: |
build_log.txt
./Saved/Logs/*.log
retention-days: 7
if-no-files-found: warn
# Find the app bundle - this may fail if build failed
- name: Find app bundle
id: find-app
continue-on-error: ${{ steps.build-app.outputs.build_success != 'true' }} # Only stop if build succeeded but app not found
run: |
# Debug: Show directory structure to help diagnose issues
echo "📂 Current directory structure:"
ls -la ./
# Debug: Show if the build directory exists
echo "📂 Checking if Builds directory exists:"
ls -la ./ | grep Builds || echo "Builds directory not found!"
# Debug: Show if Saved directory exists
echo "📂 Checking if Saved directory exists:"
ls -la ./ | grep Saved || echo "Saved directory not found!"
# First check Saved/StagedBuilds directory - where Unreal often places built apps
echo "Checking Saved/StagedBuilds directory..."
echo "📂 Checking Saved/StagedBuilds directory..."
if [ -d "./Saved/StagedBuilds" ]; then
echo "Saved/StagedBuilds exists, checking content:"
ls -la ./Saved/StagedBuilds
APP_PATHS=$(find ./Saved/StagedBuilds -type d -name "*.app" 2>/dev/null)
else
echo "⚠️ Saved/StagedBuilds directory doesn't exist!"
APP_PATHS=""
fi
# If not found, check Saved directory
if [ -z "$APP_PATHS" ]; then
echo "📂 Checking Saved directory..."
if [ -d "./Saved" ]; then
echo "Saved exists, looking for app bundles:"
ls -la ./Saved
APP_PATHS=$(find ./Saved -type d -name "*.app" 2>/dev/null)
else
echo "⚠️ Saved directory doesn't exist!"
fi
fi
# If not found, check Builds directory
if [ -z "$APP_PATHS" ]; then
echo "Checking Builds directory..."
echo "📂 Checking Builds directory..."
if [ -d "./Builds" ]; then
echo "Builds exists, looking for app bundles:"
ls -la ./Builds
ls -la ./Builds/Mac 2>/dev/null || echo "No Builds/Mac directory found"
APP_PATHS=$(find ./Builds -type d -name "*.app" 2>/dev/null)
else
echo "⚠️ Builds directory doesn't exist!"
fi
fi
# If still not found, check the whole workspace
if [ -z "$APP_PATHS" ]; then
echo "Checking entire workspace..."
echo "📂 Checking entire workspace for .app bundles..."
APP_PATHS=$(find . -type d -name "*.app" -not -path "*/\.*" 2>/dev/null)
fi
if [ -z "$APP_PATHS" ]; then
echo "ERROR: Could not find any app bundles!"
echo "ERROR: Could not find any app bundles!"
echo "Listing all directories to help debug:"
find . -type d -maxdepth 3 | sort
echo "Build process likely failed. Checking mac_build.sh log:"
cat build_log.txt 2>/dev/null || echo "No build log found"
exit 1
fi
echo "Found potential app bundles:"
echo "📦 Found potential app bundles:"
echo "$APP_PATHS"
# Use the first app path found (preferably the main app, not a child app)
MAIN_APP_PATH=$(echo "$APP_PATHS" | grep -v "CrashReportClient" | head -1 || echo "$APP_PATHS" | head -1)
echo "Using app bundle: $MAIN_APP_PATH"
echo "🚀 Using app bundle: $MAIN_APP_PATH"
echo "APP_PATH=$MAIN_APP_PATH" >> "$GITHUB_ENV"
# Make sure app exists - using local variable
if [ ! -d "$MAIN_APP_PATH" ]; then
echo "ERROR: App bundle not found at $MAIN_APP_PATH!"
echo "ERROR: App bundle not found at $MAIN_APP_PATH!"
exit 1
fi
@ -179,6 +250,11 @@ jobs:
else
echo "Bundle ID is already correct: $BUNDLE_ID"
fi
# Set the application name to "LuckyWorld" instead of "LuckyWorld-Mac-Shipping"
echo "Setting application display name to LuckyWorld..."
/usr/libexec/PlistBuddy -c "Set :CFBundleName LuckyWorld" "$MAIN_APP_PATH/Contents/Info.plist"
echo "Updated app name: $(/usr/libexec/PlistBuddy -c "Print :CFBundleName" "$MAIN_APP_PATH/Contents/Info.plist")"
else
echo "WARNING: Could not find Info.plist in app bundle."
fi

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@ -338,3 +338,27 @@ NearClipPlane=0.100000
bFinalUsesRDO=True
FinalRDOLambda=100
[/Script/MacTargetPlatform.MacTargetSettings]
TargetedRHIs=SF_METAL_SM5
MetalLanguageVersion=5
MaxShaderLanguageVersion=4
MinimumOSVersion=11
BundleName=LuckyWorld
BundleDisplayName=LuckyWorld
bEnableMathOptimizations=True
UseFastIntrinsics=True
EnableMipGenOption=Default
FrameRateLock=PUFRL_None
AudioSampleRate=48000
AudioMaxChannels=32
bUseCustomIcon=False
bUseMiniUPnP=False
MetalDynamicLibraries=()
MetalRuntimeLibrary=1
OutputRealFPS=False
bBuildEmbeddedFrameworksForGame=False
EnableCodeCoverage=False
EnableCodeCoveragePath=(Path="")
ForwardShading=False
UseFastCopyToResolve=True

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@ -24,6 +24,8 @@ public class LuckyWorldTarget : TargetRules
{
// Force use the bundle ID from DefaultGame.ini
GlobalDefinitions.Add("APP_BUNDLE_IDENTIFIER=com.luckyrobots.luckyworld");
GlobalDefinitions.Add("APP_BUNDLE_NAME=LuckyWorld");
GlobalDefinitions.Add("APP_BUNDLE_DISPLAY_NAME=LuckyWorld");
}
}
}

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@ -24,6 +24,8 @@ public class LuckyWorld : ModuleRules
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicDefinitions.Add("APP_BUNDLE_IDENTIFIER=com.luckyrobots.luckyworld");
PublicDefinitions.Add("APP_BUNDLE_NAME=LuckyWorld");
PublicDefinitions.Add("APP_BUNDLE_DISPLAY_NAME=LuckyWorld");
}
}
}

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@ -67,16 +67,54 @@ rm -rf DerivedDataCache Intermediate Binaries Saved
# -nocompileeditor \
# -skipbuildeditor \
# enable these if you want to test build without pak and iostore (you're just testing the build)
# -skipiostore \
# -skippak \ (disable -pak and -iostore)
BUILD_EXIT_CODE=$?
echo ""
echo "🦾 Build completed. Application path:"
APP_PATH=$(find "$ARCHIVE_DIR" -name "*.app" -type d | head -n 1)
echo "$APP_PATH"
echo "🦾 Build process completed with exit code: $BUILD_EXIT_CODE"
# Debug check for where the app might be
echo "📂 Checking potential build output locations:"
echo "Saved directory contents (if exists):"
ls -la Saved 2>/dev/null || echo "Saved directory not found"
echo "Saved/StagedBuilds directory contents (if exists):"
ls -la Saved/StagedBuilds 2>/dev/null || echo "Saved/StagedBuilds directory not found"
echo "Builds directory contents:"
ls -la "$ARCHIVE_DIR" 2>/dev/null || echo "Builds directory not found"
echo "Builds/Mac directory contents (if exists):"
ls -la "$ARCHIVE_DIR/Mac" 2>/dev/null || echo "Builds/Mac directory not found"
# Find the app, regardless of build success
echo "🔍 Searching for .app bundles in Saved and Builds directories:"
APP_PATH=""
for search_dir in "$ARCHIVE_DIR" "$ARCHIVE_DIR/Mac" "Saved/StagedBuilds" "Saved/StagedBuilds/Mac" "Saved"; do
if [ -d "$search_dir" ]; then
echo "Searching in $search_dir"
APP_FOUND=$(find "$search_dir" -name "*.app" -type d | head -n 1)
if [ -n "$APP_FOUND" ]; then
APP_PATH="$APP_FOUND"
echo "Found app bundle at: $APP_PATH"
break
fi
fi
done
if [ -z "$APP_PATH" ]; then
echo "❌ No app bundle found. Build may have failed or output location is unexpected."
# Set a fake path for debug tests
if [ -n "$CI" ]; then
echo "This is a CI environment, continuing with error checks..."
else
echo "Exiting with error code from build"
exit $BUILD_EXIT_CODE
fi
else
echo "🦾 Build completed. Application path:"
echo "$APP_PATH"
if [ -n "$APP_PATH" ]; then
echo ""
echo "🔍 Binary files that will need signing:"
DYLIB_COUNT=$(find "$APP_PATH" -name "*.dylib" | wc -l)
@ -113,24 +151,62 @@ fi
# Post-build process - set bundle ID
echo ""
echo "🔧 Performing post-build fix for bundle ID..."
if [ -n "$APP_PATH" ]; then
# First verify that APP_PATH is defined and exists
if [ -z "$APP_PATH" ]; then
echo "⚠️ APP_PATH is not defined, trying to find the app bundle again..."
# Try to find the app bundle in common locations
for search_dir in "$ARCHIVE_DIR" "$ARCHIVE_DIR/Mac" "Saved/StagedBuilds" "Saved/StagedBuilds/Mac" "Saved"; do
if [ -d "$search_dir" ]; then
APP_FOUND=$(find "$search_dir" -name "*.app" -type d | head -n 1)
if [ -n "$APP_FOUND" ]; then
APP_PATH="$APP_FOUND"
echo "✅ Found app bundle at: $APP_PATH"
break
fi
fi
done
if [ -z "$APP_PATH" ]; then
echo "❌ ERROR: Could not find any app bundle. Skipping bundle ID fix."
# Don't exit, just skip this part
APP_PATH=""
fi
fi
if [ -n "$APP_PATH" ] && [ -d "$APP_PATH" ]; then
INFO_PLIST="$APP_PATH/Contents/Info.plist"
if [ -f "$INFO_PLIST" ]; then
CURRENT_BUNDLE_ID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$INFO_PLIST")
CURRENT_BUNDLE_ID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$INFO_PLIST" 2>/dev/null)
echo "Current bundle ID: $CURRENT_BUNDLE_ID"
if [ "$CURRENT_BUNDLE_ID" != "com.luckyrobots.luckyworld" ]; then
echo "Bundle ID mismatch - fixing it!"
if [ $? -ne 0 ] || [ "$CURRENT_BUNDLE_ID" != "com.luckyrobots.luckyworld" ]; then
echo "Bundle ID mismatch or not set - fixing it!"
echo "Setting bundle identifier to com.luckyrobots.luckyworld"
/usr/libexec/PlistBuddy -c "Set :CFBundleIdentifier com.luckyrobots.luckyworld" "$INFO_PLIST"
echo "Updated bundle ID: $(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$INFO_PLIST")"
UPDATED_ID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$INFO_PLIST" 2>/dev/null)
if [ $? -eq 0 ]; then
echo "Updated bundle ID: $UPDATED_ID"
else
echo "⚠️ Failed to update bundle ID"
fi
else
echo "Bundle ID is already correct: com.luckyrobots.luckyworld"
fi
# Set the application name to "LuckyWorld" instead of "LuckyWorld-Mac-Shipping"
echo "Setting application name to LuckyWorld..."
/usr/libexec/PlistBuddy -c "Set :CFBundleName LuckyWorld" "$INFO_PLIST"
UPDATED_NAME=$(/usr/libexec/PlistBuddy -c "Print :CFBundleName" "$INFO_PLIST" 2>/dev/null)
if [ $? -eq 0 ]; then
echo "Updated app name: $UPDATED_NAME"
else
echo "⚠️ Failed to update app name"
fi
# Find and repair nested app bundles as well (like CrashReportClient.app)
echo "Checking for nested app bundles..."
NESTED_APPS=$(find "$APP_PATH" -name "*.app" -type d)
NESTED_APPS=$(find "$APP_PATH" -name "*.app" -type d 2>/dev/null)
if [ -n "$NESTED_APPS" ]; then
echo "Found nested app bundles, fixing their bundle IDs:"
echo "$NESTED_APPS" | while read -r NESTED_APP; do
@ -141,8 +217,12 @@ if [ -n "$APP_PATH" ]; then
/usr/libexec/PlistBuddy -c "Set :CFBundleIdentifier $NESTED_BUNDLE_ID" "$NESTED_APP/Contents/Info.plist"
# Verify the change
UPDATED_ID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$NESTED_APP/Contents/Info.plist")
UPDATED_ID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$NESTED_APP/Contents/Info.plist" 2>/dev/null)
if [ $? -eq 0 ]; then
echo "Updated nested app bundle ID: $UPDATED_ID"
else
echo "⚠️ Failed to update nested app bundle ID for $NESTED_APP"
fi
fi
done
else
@ -151,4 +231,6 @@ if [ -n "$APP_PATH" ]; then
else
echo "⚠️ Info.plist not found at $INFO_PLIST"
fi
else
echo "⚠️ App bundle not found or APP_PATH is not valid. Skipping bundle ID fix."
fi