Files
godot-build-scripts/build-release.sh
Rémi Verschelde c996282abe .NET 6: Further update build scripts for 4.0, works for desktop releases
Does not attempt to build Android, iOS and Web since it's not supported
currently.
2022-09-08 15:45:39 +02:00

487 lines
18 KiB
Bash
Executable File

#!/bin/bash
set -e
# Config
# For signing keystore and password.
source ./config.sh
can_sign_windows=0
if [ ! -z "${SIGN_KEYSTORE}" ] && [ ! -z "${SIGN_PASSWORD}" ] && [[ $(type -P "osslsigncode") ]]; then
can_sign_windows=1
else
echo "Disabling Windows binary signing as config.sh does not define the required data (SIGN_KEYSTORE, SIGN_PASSWORD), or osslsigncode can't be found in PATH."
fi
sign_windows() {
if [ $can_sign_windows == 0 ]; then
return
fi
osslsigncode sign -pkcs12 ${SIGN_KEYSTORE} -pass "${SIGN_PASSWORD}" -n "${SIGN_NAME}" -i "${SIGN_URL}" -t http://timestamp.comodoca.com -in $1 -out $1-signed
mv $1-signed $1
}
sign_macos() {
if [ -z "${OSX_HOST}" ]; then
return
fi
_macos_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_reldir="$1"
_binname="$2"
_is_mono="$3"
if [[ "${_is_mono}" == "1" ]]; then
_appname="Godot_mono.app"
_sharpdir="${_appname}/Contents/Resources/GodotSharp"
else
_appname="Godot.app"
fi
scp "${_reldir}/${_binname}.zip" "${OSX_HOST}:${_macos_tmpdir}"
scp "${basedir}/git/misc/dist/macos/editor.entitlements" "${OSX_HOST}:${_macos_tmpdir}"
ssh "${OSX_HOST}" "
cd ${_macos_tmpdir} && \
unzip ${_binname}.zip && \
codesign --force --timestamp \
--options=runtime --entitlements editor.entitlements \
-s ${OSX_KEY_ID} -v ${_appname} && \
zip -r ${_binname}_signed.zip ${_appname}"
_request_uuid=$(ssh "${OSX_HOST}" "xcrun altool --notarize-app --primary-bundle-id \"${OSX_BUNDLE_ID}\" --username \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\" --file ${_macos_tmpdir}/${_binname}_signed.zip")
_request_uuid=$(echo ${_request_uuid} | sed -e 's/.*RequestUUID = //')
ssh "${OSX_HOST}" "while xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\" | grep -q Status:\ in\ progress; do echo Waiting on Apple notarization...; sleep 30s; done"
if ! ssh "${OSX_HOST}" "xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\" | grep -q Status:\ success"; then
echo "Notarization failed."
_notarization_log=$(ssh "${OSX_HOST}" "xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\"")
echo "${_notarization_log}"
ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}"
exit 1
else
ssh "${OSX_HOST}" "
cd ${_macos_tmpdir} && \
xcrun stapler staple ${_appname} && \
zip -r ${_binname}_stapled.zip ${_appname}"
scp "${OSX_HOST}:${_macos_tmpdir}/${_binname}_stapled.zip" "${_reldir}/${_binname}.zip"
ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}"
fi
}
sign_macos_template() {
if [ -z "${OSX_HOST}" ]; then
return
fi
_macos_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_reldir="$1"
_is_mono="$2"
scp "${_reldir}/macos.zip" "${OSX_HOST}:${_macos_tmpdir}"
ssh "${OSX_HOST}" "
cd ${_macos_tmpdir} && \
unzip macos.zip && \
codesign --force -s - \
--options=linker-signed \
-v macos_template.app/Contents/MacOS/* && \
zip -r macos_signed.zip macos_template.app"
scp "${OSX_HOST}:${_macos_tmpdir}/macos_signed.zip" "${_reldir}/macos.zip"
ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}"
}
godot_version=""
templates_version=""
build_classical=1
build_mono=1
while getopts "h?v:t:b:" opt; do
case "$opt" in
h|\?)
echo "Usage: $0 [OPTIONS...]"
echo
echo " -v godot version (e.g: 3.2-stable) [mandatory]"
echo " -t templates version (e.g. 3.2.stable) [mandatory]"
echo " -b all|classical|mono (default: all)"
echo
exit 1
;;
v)
godot_version=$OPTARG
;;
t)
templates_version=$OPTARG
;;
b)
if [ "$OPTARG" == "classical" ]; then
build_mono=0
elif [ "$OPTARG" == "mono" ]; then
build_classical=0
fi
;;
esac
done
if [ -z "${godot_version}" -o -z "${templates_version}" ]; then
echo "Mandatory argument -v or -t missing."
exit 1
elif [[ "{$templates_version}" == *"-"* ]]; then
echo "Templates version (-t) shouldn't contain '-'. It should use a dot to separate version from status."
exit 1
fi
export basedir=$(pwd)
export webdir="${basedir}/web/${templates_version}"
export reldir="${basedir}/releases/${godot_version}"
export reldir_mono="${reldir}/mono"
export tmpdir="${basedir}/tmp"
export templatesdir="${tmpdir}/templates"
export templatesdir_mono="${tmpdir}/mono/templates"
export godot_basename="Godot_v${godot_version}"
# Cleanup and setup
rm -rf ${webdir}
rm -rf ${reldir}
rm -rf ${tmpdir}
mkdir -p ${webdir}
mkdir -p ${reldir}
mkdir -p ${reldir_mono}
mkdir -p ${templatesdir}
mkdir -p ${templatesdir_mono}
# Tarball
zcat godot-${godot_version}.tar.gz | xz -c > ${reldir}/godot-${godot_version}.tar.xz
pushd ${reldir}
sha256sum godot-${godot_version}.tar.xz > godot-${godot_version}.tar.xz.sha256
popd
# Classical
if [ "${build_classical}" == "1" ]; then
## Linux (Classical) ##
# Editor
binname="${godot_basename}_linux.x86_64"
cp out/linux/x86_64/tools/godot.linuxbsd.opt.tools.x86_64 ${binname}
strip ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
binname="${godot_basename}_linux.x86_32"
cp out/linux/x86_32/tools/godot.linuxbsd.opt.tools.x86_32 ${binname}
strip ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
# Templates
cp out/linux/x86_64/templates/godot.linuxbsd.opt.x86_64 ${templatesdir}/linux_release.x86_64
cp out/linux/x86_64/templates/godot.linuxbsd.opt.debug.x86_64 ${templatesdir}/linux_debug.x86_64
cp out/linux/x86_32/templates/godot.linuxbsd.opt.x86_32 ${templatesdir}/linux_release.x86_32
cp out/linux/x86_32/templates/godot.linuxbsd.opt.debug.x86_32 ${templatesdir}/linux_debug.x86_32
strip ${templatesdir}/linux*
## Windows (Classical) ##
# Editor
binname="${godot_basename}_win64.exe"
batname="${godot_basename}_win64_console.cmd"
cp out/windows/x86_64/tools/godot.windows.opt.tools.x86_64.exe ${binname}
strip ${binname}
sign_windows ${binname}
echo "@echo off" > ${batname}
echo ${binname} >> ${batname}
echo "pause > nul" >> ${batname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${batname}
rm ${binname} ${batname}
binname="${godot_basename}_win32.exe"
batname="${godot_basename}_win32_console.cmd"
cp out/windows/x86_32/tools/godot.windows.opt.tools.x86_32.exe ${binname}
strip ${binname}
sign_windows ${binname}
echo "@echo off" > ${batname}
echo ${binname} >> ${batname}
echo "pause > nul" >> ${batname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${batname}
rm ${binname} ${batname}
# Templates
cp out/windows/x86_64/templates/godot.windows.opt.x86_64.exe ${templatesdir}/windows_release_x86_64.exe
cp out/windows/x86_64/templates/godot.windows.opt.debug.x86_64.exe ${templatesdir}/windows_debug_x86_64.exe
cp out/windows/x86_32/templates/godot.windows.opt.x86_32.exe ${templatesdir}/windows_release_x86_32.exe
cp out/windows/x86_32/templates/godot.windows.opt.debug.x86_32.exe ${templatesdir}/windows_debug_x86_32.exe
strip ${templatesdir}/windows*.exe
## macOS (Classical) ##
# Editor
binname="${godot_basename}_macos.universal"
rm -rf Godot.app
cp -r git/misc/dist/macos_tools.app Godot.app
mkdir -p Godot.app/Contents/MacOS
cp out/macos/tools/godot.macos.opt.tools.universal Godot.app/Contents/MacOS/Godot
chmod +x Godot.app/Contents/MacOS/Godot
zip -q -9 -r "${reldir}/${binname}.zip" Godot.app
rm -rf Godot.app
sign_macos ${reldir} ${binname} 0
# Templates
rm -rf macos_template.app
cp -r git/misc/dist/macos_template.app .
mkdir -p macos_template.app/Contents/MacOS
cp out/macos/templates/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.universal
cp out/macos/templates/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal
chmod +x macos_template.app/Contents/MacOS/godot_macos*
zip -q -9 -r "${templatesdir}/macos.zip" macos_template.app
rm -rf macos_template.app
sign_macos_template ${templatesdir} 0
## Web (Classical) ##
# Editor
unzip out/web/tools/godot.web.opt.tools.wasm32.zip -d ${webdir}/
brotli --keep --force --quality=11 ${webdir}/*
binname="${godot_basename}_web_editor.zip"
cp out/web/tools/godot.web.opt.tools.wasm32.zip ${reldir}/${binname}
# Templates
cp out/web/templates/godot.web.opt.wasm32.zip ${templatesdir}/web_release.zip
cp out/web/templates/godot.web.opt.debug.wasm32.zip ${templatesdir}/web_debug.zip
cp out/web/templates/godot.web.opt.wasm32.dlink.zip ${templatesdir}/web_dlink_release.zip
cp out/web/templates/godot.web.opt.debug.wasm32.dlink.zip ${templatesdir}/web_dlink_debug.zip
## Android (Classical) ##
# Lib for direct download
cp out/android/templates/godot-lib.release.aar ${reldir}/godot-lib.${templates_version}.release.aar
# Editor
binname="${godot_basename}_android_editor.apk"
cp out/android/tools/android_editor.apk ${reldir}/${binname}
# Templates
cp out/android/templates/*.apk ${templatesdir}/
cp out/android/templates/android_source.zip ${templatesdir}/
## iOS (Classical) ##
rm -rf ios_xcode
cp -r git/misc/dist/ios_xcode ios_xcode
cp out/ios/templates/libgodot.ios.simulator.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates/libgodot.ios.debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates/libgodot.ios.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates/libgodot.ios.debug.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
cp -r deps/vulkansdk-macos/MoltenVK/MoltenVK.xcframework ios_xcode/
rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}*
cd ios_xcode
zip -q -9 -r "${templatesdir}/ios.zip" *
cd ..
rm -rf ios_xcode
# ## UWP (Classical) ##
#
# if [ ! -d "deps/angle" ]; then
# echo "Downloading ANGLE binaries from https://github.com/GodotBuilder/godot-builds/releases/tag/_tools"
# mkdir -p deps && cd deps
# curl -LO https://github.com/GodotBuilder/godot-builds/releases/download/_tools/angle.7z
# 7z x angle.7z && rm -f angle.7z
# cd ..
# fi
#
# rm -rf uwp_template_*
# for arch in ARM Win32 x64; do
# cp -r git/misc/dist/uwp_template uwp_template_${arch}
# cp deps/angle/winrt/10/src/Release_${arch}/libEGL.dll \
# deps/angle/winrt/10/src/Release_${arch}/libGLESv2.dll \
# uwp_template_${arch}/
# cp -r uwp_template_${arch} uwp_template_${arch}_debug
# done
#
# cp out/uwp/arm/godot.uwp.opt.32.arm.exe uwp_template_ARM/godot.uwp.exe
# cp out/uwp/arm/godot.uwp.opt.debug.32.arm.exe uwp_template_ARM_debug/godot.uwp.exe
# cd uwp_template_ARM && zip -q -9 -r "${templatesdir}/uwp_arm_release.zip" * && cd ..
# cd uwp_template_ARM_debug && zip -q -9 -r "${templatesdir}/uwp_arm_debug.zip" * && cd ..
# rm -rf uwp_template_ARM*
#
# cp out/uwp/x86/godot.uwp.opt.32.x86.exe uwp_template_Win32/godot.uwp.exe
# cp out/uwp/x86/godot.uwp.opt.debug.32.x86.exe uwp_template_Win32_debug/godot.uwp.exe
# cd uwp_template_Win32 && zip -q -9 -r "${templatesdir}/uwp_x86_release.zip" * && cd ..
# cd uwp_template_Win32_debug && zip -q -9 -r "${templatesdir}/uwp_x86_debug.zip" * && cd ..
# rm -rf uwp_template_Win32*
#
# cp out/uwp/x64/godot.uwp.opt.64.x64.exe uwp_template_x64/godot.uwp.exe
# cp out/uwp/x64/godot.uwp.opt.debug.64.x64.exe uwp_template_x64_debug/godot.uwp.exe
# cd uwp_template_x64 && zip -q -9 -r "${templatesdir}/uwp_x64_release.zip" * && cd ..
# cd uwp_template_x64_debug && zip -q -9 -r "${templatesdir}/uwp_x64_debug.zip" * && cd ..
# rm -rf uwp_template_x64*
## Templates TPZ (Classical) ##
echo "${templates_version}" > ${templatesdir}/version.txt
pushd ${templatesdir}/..
zip -q -9 -r -D "${reldir}/${godot_basename}_export_templates.tpz" templates/*
popd
## SHA-512 sums (Classical) ##
pushd ${reldir}
sha512sum [Gg]* > SHA512-SUMS.txt
mkdir -p ${basedir}/sha512sums/${godot_version}
cp SHA512-SUMS.txt ${basedir}/sha512sums/${godot_version}/
popd
fi
# Mono
if [ "${build_mono}" == "1" ]; then
## Linux (Mono) ##
# Editor
binbasename="${godot_basename}_mono_linux"
mkdir -p ${binbasename}_x86_64
cp out/linux/x86_64/tools-mono/godot.linuxbsd.opt.tools.x86_64.mono ${binbasename}_x86_64/${binbasename}.x86_64
strip ${binbasename}_x86_64/${binbasename}.x86_64
cp -rp out/linux/x86_64/tools-mono/GodotSharp ${binbasename}_x86_64/
zip -r -q -9 "${reldir_mono}/${binbasename}_x86_64.zip" ${binbasename}_x86_64
rm -rf ${binbasename}_x86_64
binbasename="${godot_basename}_mono_linux"
mkdir -p ${binbasename}_x86_32
cp out/linux/x86_32/tools-mono/godot.linuxbsd.opt.tools.x86_32.mono ${binbasename}_x86_32/${binbasename}.x86_32
strip ${binbasename}_x86_32/${binbasename}.x86_32
cp -rp out/linux/x86_32/tools-mono/GodotSharp/ ${binbasename}_x86_32/
zip -r -q -9 "${reldir_mono}/${binbasename}_x86_32.zip" ${binbasename}_x86_32
rm -rf ${binbasename}_x86_32
# Templates
cp out/linux/x86_64/templates-mono/godot.linuxbsd.opt.debug.x86_64.mono ${templatesdir_mono}/linux_debug.x86_64
cp out/linux/x86_64/templates-mono/godot.linuxbsd.opt.x86_64.mono ${templatesdir_mono}/linux_release.x86_64
cp out/linux/x86_32/templates-mono/godot.linuxbsd.opt.debug.x86_32.mono ${templatesdir_mono}/linux_debug.x86_32
cp out/linux/x86_32/templates-mono/godot.linuxbsd.opt.x86_32.mono ${templatesdir_mono}/linux_release.x86_32
strip ${templatesdir_mono}/linux*
## Windows (Mono) ##
# Editor
binname="${godot_basename}_mono_win64"
batname="${godot_basename}_mono_win64_console.cmd"
mkdir -p ${binname}
cp out/windows/x86_64/tools-mono/godot.windows.opt.tools.x86_64.mono.exe ${binname}/${binname}.exe
strip ${binname}/${binname}.exe
sign_windows ${binname}/${binname}.exe
cp -rp out/windows/x86_64/tools-mono/GodotSharp ${binname}/
echo "@echo off" > ${batname}
echo ${binname}.exe >> ${batname}
echo "pause > nul" >> ${batname}
mv ${batname} ${binname}/
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
binname="${godot_basename}_mono_win32"
batname="${godot_basename}_mono_win32_console.cmd"
mkdir -p ${binname}
cp out/windows/x86_32/tools-mono/godot.windows.opt.tools.x86_32.mono.exe ${binname}/${binname}.exe
strip ${binname}/${binname}.exe
sign_windows ${binname}/${binname}.exe
cp -rp out/windows/x86_32/tools-mono/GodotSharp ${binname}/
echo "@echo off" > ${batname}
echo ${binname}.exe >> ${batname}
echo "pause > nul" >> ${batname}
mv ${batname} ${binname}/
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
# Templates
cp out/windows/x86_64/templates-mono/godot.windows.opt.debug.x86_64.mono.exe ${templatesdir_mono}/windows_debug_x86_64.exe
cp out/windows/x86_64/templates-mono/godot.windows.opt.x86_64.mono.exe ${templatesdir_mono}/windows_release_x86_64.exe
cp out/windows/x86_32/templates-mono/godot.windows.opt.debug.x86_32.mono.exe ${templatesdir_mono}/windows_debug_x86_32.exe
cp out/windows/x86_32/templates-mono/godot.windows.opt.x86_32.mono.exe ${templatesdir_mono}/windows_release_x86_32.exe
strip ${templatesdir_mono}/windows*.exe
## macOS (Mono) ##
# Editor
binname="${godot_basename}_mono_macos.universal"
rm -rf Godot_mono.app
cp -r git/misc/dist/macos_tools.app Godot_mono.app
mkdir -p Godot_mono.app/Contents/{MacOS,Resources}
cp out/macos/tools-mono/godot.macos.opt.tools.universal.mono Godot_mono.app/Contents/MacOS/Godot
cp -rp out/macos/tools-mono/GodotSharp Godot_mono.app/Contents/Resources/GodotSharp
chmod +x Godot_mono.app/Contents/MacOS/Godot
zip -q -9 -r "${reldir_mono}/${binname}.zip" Godot_mono.app
rm -rf Godot_mono.app
sign_macos ${reldir_mono} ${binname} 1
# Templates
rm -rf macos_template.app
cp -r git/misc/dist/macos_template.app .
mkdir -p macos_template.app/Contents/{MacOS,Resources}
cp out/macos/templates-mono/godot.macos.opt.debug.universal.mono macos_template.app/Contents/MacOS/godot_macos_debug.universal
cp out/macos/templates-mono/godot.macos.opt.universal.mono macos_template.app/Contents/MacOS/godot_macos_release.universal
chmod +x macos_template.app/Contents/MacOS/godot_macos*
zip -q -9 -r "${templatesdir_mono}/macos.zip" macos_template.app
rm -rf macos_template.app
sign_macos_template ${templatesdir_mono} 1
# No .NET support for those platforms yet.
if false; then
## Web (Mono) ##
# Templates
cp out/web/templates-mono/godot.web.opt.debug.wasm32.mono.zip ${templatesdir_mono}/web_debug.zip
cp out/web/templates-mono/godot.web.opt.wasm32.mono.zip ${templatesdir_mono}/web_release.zip
## Android (Mono) ##
# Lib for direct download
cp out/android/templates-mono/godot-lib.release.aar ${reldir_mono}/godot-lib.${templates_version}.mono.release.aar
# Templates
cp out/android/templates-mono/*.apk ${templatesdir_mono}/
cp out/android/templates-mono/android_source.zip ${templatesdir_mono}/
## iOS (Mono) ##
rm -rf ios_xcode
cp -r git/misc/dist/ios_xcode ios_xcode
cp out/ios/templates-mono/libgodot.ios.simulator.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.ios.debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.ios.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates-mono/libgodot.ios.debug.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
cp -r deps/vulkansdk-macos/MoltenVK/MoltenVK.xcframework ios_xcode/
rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}*
cd ios_xcode
zip -q -9 -r "${templatesdir_mono}/ios.zip" *
cd ..
rm -rf ios_xcode
fi
## Templates TPZ (Mono) ##
echo "${templates_version}.mono" > ${templatesdir_mono}/version.txt
pushd ${templatesdir_mono}/..
zip -q -9 -r -D "${reldir_mono}/${godot_basename}_mono_export_templates.tpz" templates/*
popd
## SHA-512 sums (Mono) ##
pushd ${reldir_mono}
sha512sum [Gg]* >> SHA512-SUMS.txt
mkdir -p ${basedir}/sha512sums/${godot_version}/mono
cp SHA512-SUMS.txt ${basedir}/sha512sums/${godot_version}/mono/
popd
fi
echo "All editor binaries and templates prepared successfully for release"