mirror of
https://github.com/godotengine/godot-build-scripts.git
synced 2025-12-31 05:48:35 +03:00
246 lines
7.9 KiB
Bash
Executable File
246 lines
7.9 KiB
Bash
Executable File
#!/bin/bash
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set -e
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# Log output to a file automatically.
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exec > >(tee -a "out/logs/publish-release") 2>&1
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# Config
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# For upload tools and signing/release keys.
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source ./config.sh
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godot_version=""
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latest_stable=0
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skip_stable=0
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draft_arg=""
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while getopts "h?v:lsd" opt; do
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case "$opt" in
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h|\?)
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echo "Usage: $0 [OPTIONS...]"
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echo
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echo " -v godot version (e.g: 3.2-stable) [mandatory]"
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echo " -l latest stable release (web editor, itch.io, EGS)"
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echo " -s don't run stable specific steps"
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echo " -d publish as draft release on GitHub"
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echo
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exit 1
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;;
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v)
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godot_version=$OPTARG
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;;
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l)
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latest_stable=1
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;;
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s)
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skip_stable=1
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;;
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d)
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draft_arg="-d"
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;;
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esac
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done
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if [ -z "${godot_version}" ]; then
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echo "Mandatory argument -v missing."
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exit 1
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fi
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basedir=$(pwd)
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reldir=${basedir}/releases/${godot_version}
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# Confirm
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IFS=- read version status <<< "${godot_version}"
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echo "Publishing Godot ${version} ${status}."
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read -p "Is this correct (y/n)? " choice
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case "$choice" in
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y|Y ) echo "yes";;
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n|N ) echo "No, aborting."; exit 0;;
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* ) echo "Invalid choice, aborting."; exit 1;;
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esac
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template_version=${version}.${status}
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# Config checks for stable releases.
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if [ "${status}" == "stable" -a "${skip_stable}" == "0" ]; then
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echo "Publishing a stable release. Checking that configuration is valid to perform stable release specific steps."
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read -p "Enter personal access token (GH_TOKEN) for godotengine/godot: " personal_gh_token
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if [[ "${personal_gh_token}" != "github_pat_"* ]]; then
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echo "Provided personal access token should start with 'github_pat', aborting."
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exit 1
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fi
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if ! gh api repos/godotengine/godot/git/refs/tags | grep -q ${godot_version}; then
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echo "The tag '${godot_version}' does not exist in godotengine/godot, aborting."
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echo "Push commits and create it manually before running this script."
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exit 1
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fi
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if [ ! -d "${UPLOAD_STEAM_PATH}" ]; then
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echo "Invalid config.sh: UPLOAD_STEAM_PATH is not a directory, aborting."
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exit 1
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fi
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if [ "${latest_stable}" == "1" ]; then
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if [ ! -d "${UPLOAD_EGS_PATH}" ]; then
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echo "Invalid config.sh: UPLOAD_EGS_PATH is not a directory, aborting."
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exit 1
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fi
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if [ ! -x "${UPLOAD_ITCH_BUTLER}" ]; then
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echo "Invalid config.sh: UPLOAD_ITCH_BUTLER does not point to an executable, aborting."
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exit 1
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fi
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fi
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fi
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# Upload to GitHub godot-builds
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echo "Uploading release to to godotengine/godot-builds repository."
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if [ -z "${GODOT_BUILDS_PATH}" ]; then
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echo "Missing path to godotengine/godot-builds clone in config.sh, necessary to upload releases. Aborting."
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exit 1
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fi
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${GODOT_BUILDS_PATH}/tools/upload-github.sh -v ${version} -f ${status} ${draft_arg}
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# Stable release only
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if [ "${status}" == "stable" -a "${skip_stable}" == "0" ]; then
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namever=Godot_v${godot_version}
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echo "Uploading stable release to main GitHub repository."
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export GH_TOKEN=${personal_gh_token}
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pushd git
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# Get release details from existing godot-builds release.
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release_info=$(gh release view ${godot_version} --repo godotengine/godot-builds --json name,body)
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release_title=$(echo "$release_info" | jq -r '.name')
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release_desc=$(echo "$release_info" | jq -r '.body')
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gh release create ${godot_version} --repo godotengine/godot --title "$release_title" --notes "$release_desc" ${draft_arg}
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gh release upload ${godot_version} ${reldir}/[Gg]* ${reldir}/mono/[Gg]*
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# Concatenate SHA sums.
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cp ${reldir}/SHA512-SUMS.txt .
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cat ${reldir}/mono/SHA512-SUMS.txt >> SHA512-SUMS.txt
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gh release upload ${godot_version} SHA512-SUMS.txt
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rm SHA512-SUMS.txt
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popd
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echo "Uploading stable release to Steam."
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pushd ${UPLOAD_STEAM_PATH}
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rm -rf content/bin/[Gg]*
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rm -rf content/editor_data/export_templates/*
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cp -f ${basedir}/git/*.{md,txt,png,svg} content/
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# Steam specific binaries prepared by build-release.sh
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cp -r ${basedir}/steam/[Gg]* content/bin/
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unzip ${reldir}/${namever}_export_templates.tpz -d content/editor_data/export_templates/
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mv content/editor_data/export_templates/{templates,${template_version}}
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steam_build/build.sh
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popd
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if [ "${latest_stable}" == "1" ]; then
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echo "Uploading stable release to EGS (latest only)."
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pushd ${UPLOAD_EGS_PATH}
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rm -rf buildroot-*/*
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unzip ${reldir}/${namever}_win64.exe.zip -d buildroot-win64/
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unzip ${reldir}/${namever}_win32.exe.zip -d buildroot-win32/
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unzip ${reldir}/${namever}_macos.universal.zip -d buildroot-macos/
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./upload.sh -v ${godot_version}
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popd
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echo "Uploading stable release to itch.io (latest only)."
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${UPLOAD_ITCH_BUTLER} push ${reldir}/${namever}_linux.x86_64.zip godotengine/godot:linux-64-stable --userversion ${godot_version}
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${UPLOAD_ITCH_BUTLER} push ${reldir}/${namever}_linux.x86_32.zip godotengine/godot:linux-32-stable --userversion ${godot_version}
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${UPLOAD_ITCH_BUTLER} push ${reldir}/${namever}_win64.exe.zip godotengine/godot:windows-64-stable --userversion ${godot_version}
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${UPLOAD_ITCH_BUTLER} push ${reldir}/${namever}_win32.exe.zip godotengine/godot:windows-32-stable --userversion ${godot_version}
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${UPLOAD_ITCH_BUTLER} push ${reldir}/${namever}_macos.universal.zip godotengine/godot:osx-64-stable --userversion ${godot_version}
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fi
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echo "All stable release upload steps done."
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fi
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# NuGet packages
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publish_nuget_packages() {
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for pkg in "$@"; do
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dotnet nuget push $pkg --source "${NUGET_SOURCE}" --api-key "${NUGET_API_KEY}" --skip-duplicate
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done
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}
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if [ ! -z "${NUGET_SOURCE}" ] && [ ! -z "${NUGET_API_KEY}" ] && [[ $(type -P "dotnet") ]]; then
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echo "Publishing NuGet packages..."
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publish_nuget_packages out/linux/x86_64/tools-mono/GodotSharp/Tools/nupkgs/*.nupkg
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else
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echo "Disabling NuGet package publishing as config.sh does not define the required data (NUGET_SOURCE, NUGET_API_KEY), or dotnet can't be found in PATH."
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fi
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# Godot Android Editor
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if [ -e "${GODOT_ANDROID_UPLOAD_JSON_KEY}" ]; then
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echo "Publishing Android Editor to Play Store..."
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sh build-android/upload-playstore.sh ${godot_version}
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else
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echo "Disabling Android Editor publishing on the Play Store as no valid Play Store JSON key was found."
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fi
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if [ ! -z "${GODOT_ANDROID_HORIZON_APP_ID}" ] && [ ! -z "${GODOT_ANDROID_HORIZON_APP_SECRET}" ]; then
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echo "Publishing Android Editor to Horizon Store..."
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./build-android/upload-horizon.sh ${godot_version} ${latest_stable}
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else
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echo "Disabling Android Editor publishing on the Horizon Store as config.sh does not define the required data (GODOT_ANDROID_HORIZON_APP_ID, GODOT_ANDROID_HORIZON_SECRET)."
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fi
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# Godot Android library
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if [ -d "deps/keystore" ]; then
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echo "Publishing Android library to MavenCentral..."
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sh build-android/upload-mavencentral.sh
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else
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echo "Disabling Android library publishing as deps/keystore doesn't exist."
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fi
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# Web editor
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echo "Uploading web editor... (with retry logic as it can be flaky)"
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MAX_RETRIES=5
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delay=5
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retry_command() {
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local attempt=1
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local cmd=$1
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while [ ${attempt} -le ${MAX_RETRIES} ]; do
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echo "Attempt ${attempt}: Running command..."
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eval "${cmd}" && return 0 # Success
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echo "Command failed. Retrying in ${delay} seconds..."
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sleep ${delay}
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((attempt++))
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delay=$((delay * 2)) # Exponential backoff
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done
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echo "❌ Command failed after ${MAX_RETRIES} attempts."
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return 1
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}
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command="sudo mv /home/akien/web_editor/${template_version} /var/www/editor.godotengine.org/public/releases/"
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command="${command}; cd /var/www/editor.godotengine.org; sudo chown -R www-data:www-data public/releases/${template_version}"
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command="${command}; sudo ./create-symlinks.sh -v ${template_version}"
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if [ "${latest_stable}" == "1" ]; then
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echo "Marking web editor build as 'latest'."
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command="${command} -l"
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fi
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retry_command "scp -P 22 -r web/${template_version} ${WEB_EDITOR_HOSTNAME}:/home/akien/web_editor/"
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sleep 2
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retry_command "ssh -p 22 ${WEB_EDITOR_HOSTNAME} '${command}'"
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echo "All publishing steps done. Check out/logs/publish-release to double check that all steps succeeded."
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