Exemple #1
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def shipIOS(game):
    buildPath = game.getIOSBuildPath()
    setLocaleToUTF8()
    subprocess.call(utils.parList("fastlane fmcproduce"), cwd=buildPath)
    subprocess.call(utils.parList("fastlane fmcmatch"), cwd=buildPath)
    subprocess.call(utils.parList("fastlane fmctestflight"), cwd=buildPath)
    subprocess.call(utils.parList("fastlane fmcsettestinfo"), cwd=buildPath)
    subprocess.call(utils.parList("fastlane fmccreatetestgroup"),
                    cwd=buildPath)
    updateIOSTesters(game)
Exemple #2
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def updateIOSTesters(game):
    #for these commands, I currently cannot use a lane, because they are sub actions.
    print("Distributing build to testers: " + str(config.getTestersMails()))
    gameCgf = game.getConfig()
    subprocess.call(utils.parList(
        f"fastlane pilot add -u {config.getAppStoreMail()} -a {gameCgf.bundleId} -g fmctesters"
    ) + config.getTestersMails(),
                    cwd=game.gamePath)
    subprocess.call(utils.parList(
        f"fastlane pilot distribute --username {config.getAppStoreMail()} --app_identifier {gameCgf.bundleId} -g fmctesters --distribute_external true"
    ),
                    cwd=game.gamePath)
Exemple #3
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def checkIOSBuilds(game):
    gameCgf = game.getConfig()
    if gameCgf is None:
        print(game.internalGameName +
              " was not built on this machine. Unable to get config.")
    else:
        subprocess.call(utils.parList(
            f"fastlane pilot builds -u {config.getAppStoreMail()} -a {gameCgf.bundleId}"
        ),
                        cwd=game.gamePath)
Exemple #4
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def fillIOSTestInfo(game):
    gameBuildPath = game.getBuildFolderPath()

    if os.path.isdir(gameBuildPath):
        print("Found build folder", gameBuildPath)

        iOSBuildPath = game.getIOSBuildPath()
        if os.path.isdir(iOSBuildPath):
            initFastlane(game)
            subprocess.call(utils.parList("fastlane fmcfilltestinfo"),
                            cwd=iOSBuildPath)
Exemple #5
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	def runUnityMethod(self, methodName):
		unityExePath = config.getUnityExePath()

		try:
			pars = [unityExePath] + utils.parList('-quit -batchmode -executeMethod', methodName) + ['-projectPath', self.gamePath]
			subprocess.check_call(pars)
			print("SUCCESS")
		except subprocess.CalledProcessError: # handle errors in the called executable
			print("FAILED")
			errorsOccured = True
		except OSError: # executable not found
			errorsOccured = True
Exemple #6
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	def hasFilesToCommit(self, showWhich, showNothingToCommitMessage):
		statusOutput = subprocess.check_output(utils.parList("git status -s"), cwd=self.gamePath)
		out = statusOutput.decode('ascii').strip();
		hasFiles = len(out) > 0;
		if showWhich:
			if hasFiles:
				print(self.internalGameName + ":")
				out = "\n".join(("    ") + i.strip() for i in out.splitlines())
				print(out)
			elif showNothingToCommitMessage:
				print(self.internalGameName + " has nothing to commit")

		return hasFiles;
Exemple #7
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	def launchUnity(self, methodName, waitForExit):
		print("Launching " + self.internalGameName + "...")
		unityExePath = config.getUnityExePath()
		try:
			method = utils.parList('-executeMethod', methodName) if methodName is not None else []
			pars = [unityExePath] + method + ['-projectPath', self.gamePath]
			if waitForExit:
				subprocess.check_call(pars)
			else:
				subprocess.Popen(pars)
			print("SUCCESS")
		except subprocess.CalledProcessError: # handle errors in the called executable
			print("FAILED")
			errorsOccured = True
		except OSError: # executable not found
			errorsOccured = True
Exemple #8
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def sign(game):

	#These fields must not contain spaces! If you need them, modify utils.parList.
	password = config.getKeystorePassword()
	companyName = config.getCompanyName()
	keystoreName = "fmc.keystore"
	alias = "fmc"

	keystorePath = os.path.join(game.gamePath, keystoreName)
	if os.path.isfile(keystorePath):
		print("SKIPPING: A keystore already exist in: " + keystorePath)
	else:
		print("OK, SIGNING: ", game.gamePath)
		pars = (f'keytool -genkey -v -keystore {keystoreName} -sigalg SHA1withRSA -alias {alias} ' +
				f'-keyalg RSA -keysize 2048 -validity 30000 -keypass {password} ' +
				f'-storepass {password} -dname O={companyName}')
		subprocess.call(utils.parList(pars), cwd=game.gamePath)

		game.gitPull()
		game.gitAdd(keystoreName)
		game.gitCommit("Added keystore file")
		game.gitPush()
	utils.printWhiteLines(1)
Exemple #9
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	def gitSubtreePush(self):
		subprocess.call(utils.parList("git subtree push --prefix", config.gitSubtreePrefix, config.getFMCRepoURL(), "master"), cwd=self.gamePath)
Exemple #10
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	def gitPush(self):
		subprocess.call(utils.parList("git push"), cwd=self.gamePath)
Exemple #11
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	def gitCommit(self, message):
		subprocess.call(utils.parList('git commit -m') + [message], cwd=self.gamePath)
Exemple #12
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	def gitAdd(self, filePath):
		subprocess.call(utils.parList("git add " + filePath), cwd=self.gamePath)
Exemple #13
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	def gitResetHard(self):
		subprocess.call(utils.parList("git reset --hard"), cwd=self.gamePath)
Exemple #14
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def shipAndroid(buildPath):
    setLocaleToUTF8()
    subprocess.call(utils.parList("fastlane fmcsupply"), cwd=buildPath)
Exemple #15
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def createNewProject(gameName):
    unityExePath = config.getUnityExePath()
    unityExeFolderPath = os.path.abspath(os.path.join(unityExePath, os.pardir))
    gamesFolderPath = config.getFMCGamesFolderPath()
    nguiFolderPath = config.getNGUIFolderPath()
    parentRemoteURL = config.getParentRemoteURL()
    fmcRepoURL = config.getFMCRepoURL()

    #asking for project name
    gamePath = os.path.join(gamesFolderPath, gameName)
    ok = isGameNameValid(gamePath, gameName)
    if not ok:
        printIntro()
        while not ok:
            gameName = input(
                'Enter the internal game name (no spaces, all lowercase! - e.g. stopthefall): '
            )
            gamePath = os.path.join(gamesFolderPath, gameName)
            ok = isGameNameValid(gamePath, gameName)

    repoUrl = parentRemoteURL + gameName

    #we have a valid game path and git repo. Ask for confirm...
    utils.printWhiteLines(2)
    utils.openPar("\nProject root: " + gamePath + "\nRemote repo:  " +
                  repoUrl + "\nInternal name:" + gameName)
    utils.waitForEnterKey()

    #creating Unity project...
    print('Creating Unity project. This will take some time...')
    pars = [unityExePath] + utils.parList(
        '-quit -batchmode -nographics -createproject') + [gamePath]
    subprocess.call(pars)
    print('Unity project created!')
    time.sleep(1)

    game = Game(gamePath)

    #init local git repo...
    subprocess.call(utils.parList("git init"), cwd=gamePath)
    subprocess.call(utils.parList("git remote add origin", repoUrl),
                    cwd=gamePath)

    #adding .gitignore...
    shutil.copy(config.unityGitignorePath,
                os.path.join(gamePath, ".gitignore"))
    game.gitAdd(".gitignore")
    game.gitCommit("Added .gitignore")

    #creating remote repo...
    remoteURL = parentRemoteURL + gameName + ".git"
    subprocess.call(utils.parList("git push --set-upstream", remoteURL,
                                  "master"),
                    cwd=gamePath)

    #first commit...
    game.gitAdd(".")
    game.gitCommit("Initial commit")

    #adding subtree...
    subprocess.call(utils.parList("git pull -u origin master"), cwd=gamePath)
    subprocess.call(utils.parList("git subtree add --prefix",
                                  config.gitSubtreePrefix, fmcRepoURL,
                                  "master --squash"),
                    cwd=gamePath)
    subprocess.call(utils.parList("git push -u origin master"), cwd=gamePath)

    #adding NGUI...
    shutil.copytree(nguiFolderPath, os.path.join(gamePath, "Assets", "NGUI"))
    game.gitAdd(".")
    game.gitCommit("Added NGUI")

    #creating _content folders...
    utils.createFolder(os.path.join(gamePath, config.fmcContentFolder))
    utils.createFolder(
        os.path.join(gamePath, config.fmcContentFolder, "Images"))
    utils.createFolder(
        os.path.join(gamePath, config.fmcContentFolder, "Prefabs"))
    utils.createFolder(
        os.path.join(gamePath, config.fmcContentFolder, "Scripts"))

    #Launching project and creating game settings
    print("Opening the game and creating settings...")
    game.runUnityMethod(config.unityUpdateSettingsMethodName)
    game.gitAdd(".")
    game.gitCommit("Added game settings")
    game.gitPush()

    webbrowser.open(remoteURL)
    os.startfile(os.path.realpath(gamePath))

    game.launchUnity(config.unityFirstProjectLaunchMethodName, False)

    utils.closePar("FINISHED")
Exemple #16
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def reactToCommand(command):
	commandList = utils.parList(command)
	targetedGame = config.getTargetGame()
	games = config.getFMCGames()

	firstCommand = commandList[0];
	secondCommand = None
	if len(commandList) > 1:
		secondCommand = commandList[1];

	#Since platforms are useful for more commands, let's check them here
	targetAndroid = False
	targetIOS = False
	if "android" in commandList:
		targetAndroid = True
	if "ios" in commandList:
		targetIOS = True
	if not (targetAndroid or targetIOS):
		targetAndroid = True
		targetIOS = True

	if command == "info":
		printInfo()

	elif firstCommand == "create":
		gameName = ""
		if secondCommand is not None:
			gameName = secondCommand
		creator.createNewProject(gameName)

	elif firstCommand == "untarget":
		targeter.untarget()

	else: #if here, we are working on existing games		
		#trying to find the targeted game
		toTarget = targetedGame
		if secondCommand is not None:
			if secondCommand != "" and secondCommand != "all" and not Game.isValidGame(secondCommand):
				for g in games:
					if g.internalGameName.startswith(secondCommand) and utils.readYesNo("Did you mean " + g.internalGameName + "?", True):
						secondCommand = g.internalGameName
						break
			if Game.isValidGame(secondCommand):
				toTarget = Game.fromInternalName(secondCommand)

		if firstCommand == "target":
			if toTarget is not None:
				targeter.target(secondCommand)
			else:
				targeter.target(None)

		elif firstCommand == "unity":
			if "all" in commandList:
				Game.launchUnityForAllGames("ask" in commandList)
			else:
				if toTarget is None: toTarget = Game.pick(True, "All")
				if toTarget is None: Game.launchUnityForAllGames("ask" in commandList) #The user selected "All"
				else: toTarget.launchUnity(None, False)

		elif firstCommand == "status":
			if toTarget is not None and secondCommand != "all":
				toTarget.hasFilesToCommit(True,True)
			else:
				gamesWithFilesToCommit = Game.getGamesWithFilesToCommit(True,False)
				if len(gamesWithFilesToCommit) <= 0:
					print("CLEAN - All games have no files to commit!")

		elif firstCommand == "pull":
			if "all" in commandList:
				puller.pullAll()
			else:
				if toTarget is None: toTarget = Game.pick(True, "All")
				if toTarget is None: puller.pullAll() #The user selected "All"
				else: puller.pull(toTarget, True)

		elif firstCommand == "push":
			#By default uses targeted game. If overridden, use the given one  
			if toTarget is None: toTarget = Game.pick(False)
			pusher.push(toTarget) #if targeted game is None, a picker will appear

		elif firstCommand == "sign":
			if "all" in commandList:
				signer.signAll()
			else:
				if toTarget is None: toTarget = Game.pick(True, "All")
				if toTarget is None: signer.signall() #The user selected "All"
				else: signer.sign(toTarget)

		elif firstCommand == "build":
			if "all" in commandList:
				builder.buildAll(targetAndroid, targetIOS)
			else:
				if toTarget is None: toTarget = Game.pick(True, "All")
				if toTarget is None: builder.buildAll(targetAndroid, targetIOS) #The user selected "All"
				else: builder.build(toTarget, targetAndroid, targetIOS)

		elif firstCommand == "ship":
			if "all" in commandList:
				shipper.shipAll(targetAndroid, targetIOS)
			else:
				if toTarget is None: toTarget = Game.pick(True, "All")
				if toTarget is None: shipper.shipAll(targetAndroid, targetIOS) #The user selected "All"
				else: shipper.ship(toTarget, targetAndroid, targetIOS)

		elif firstCommand == "test":
			if "all" in commandList:
				shipper.updateAllIOSTesters()
			else:
				if toTarget is None: toTarget = Game.pick(True, "All")
				if toTarget is None: shipper.updateAllIOSTesters() #The user selected "All"
				else: shipper.updateIOSTesters(toTarget)
		
		elif firstCommand == "check":
			if "all" in commandList:
				shipper.checkAllIOS()
			else:
				if toTarget is None: toTarget = Game.pick(True, "All")
				if toTarget is None: shipper.checkAllIOS(targetAndroid, targetIOS) #The user selected "All"
				else: 
					shipper.checkIOS(toTarget)

		elif firstCommand == "fill":
			if "all" in commandList:
				shipper.fillAllIOSTestInfo()
			else:
				if toTarget is None: toTarget = Game.pick(True, "All")
				if toTarget is None: shipper.fillAllIOSTestInfo() #The user selected "All"
				else: 
					shipper.fillIOSTestInfo(toTarget)

		else:
			if command != "":
				print("invalid command. Use 'info' to get a list of available commands.")