find-object-bundle-builder/FindObjectBundleBuilder/Tools/build_package/build_package.py

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#!/usr/bin/env python
# coding:utf-8
# python3 Tools/build_package/build_package.py -m Debug -p Android -u "/Applications/Unity/Hub/Editor/2020.3.48f1c1/Unity.app/Contents/MacOS/Unity" -a /Volumes/SeanSSD/gitea_ap_art_assets -r /Volumes/SeanSSD/unity_ap_bundle_resource/Bundles -l "test" -d false
import datetime
import json
import os
import shutil
import sys
import time
import upload_firebase_storage
import psd_convert.parse_psd as parse_psd
import config_convert.gen_levels_db as config_gen
curr_dir = os.path.split(os.path.abspath(__file__))[0]
print("curr_dir = " + curr_dir)
sys.path.append(os.path.join(curr_dir, "../"))
sys.path.append(os.path.join(curr_dir, "../ipm"))
sys.path.append(os.path.join(curr_dir, "../config_convert"))
import config
import utils as utils
from config_convert.game_play_type import MainPlayType
from optparse import OptionParser
from ipm.wechat_alert import wechat_alert
alert = wechat_alert()
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# input_old_hash = ''
# input_new_hash = ''
# if len(sys.argv) > 1:
# input_old_hash = sys.argv[1]
# if input_old_hash == 'none' or input_old_hash == '_':
# input_old_hash = ''
# if len(sys.argv) > 2:
# input_new_hash = sys.argv[2]
# if input_new_hash == 'none' or input_new_hash == '_':
# input_new_hash = ''
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# 主机IP
IP = ""
# Unity执行文件路径
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UNITY_PATH = "/Applications/Unity/Hub/Editor/2021.3.45f1/Unity.app/Contents/MacOS/Unity"
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# 项目路径
PROJECT_PATH = os.path.abspath(os.path.join(curr_dir, "../.."))
# resource目录最终要提交到CDN地文件
RESOURCE_ROOT = os.path.abspath(os.path.join(curr_dir, "../../Bundles"))
# cwd = os.getcwd()
# print(cwd)
if PROJECT_PATH == "":
print("未指定 UNITY_PATH 和 PROJECT_PATH")
exit()
def check_dir(path):
if not os.path.exists(path):
os.makedirs(path)
def isGitCommitFileExist():
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return os.path.exists(opts.git_commit_hash_file)
def writeGitCommitLog(git_log_hash):
# 写入git_commit.txt文件
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with open(opts.git_commit_hash_file, 'w') as f:
f.write(git_log_hash)
def recordNewGitHash(git_log_hash):
# 文件末尾新增一行记录新的git hash
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with open(opts.git_hash_change_record_file, 'a') as f:
f.write(git_log_hash + '\n')
def isRecordGitHashFileExist():
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return os.path.exists(opts.git_hash_change_record_file)
def getCurrentGitHash():
current_commit_hash = ''
if isGitCommitFileExist():
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with open(opts.git_commit_hash_file, 'r') as f:
current_commit_hash = f.read()
print(f"current hash:{current_commit_hash}")
return current_commit_hash
def getNewGitHash():
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sh1 = f"cd {opts.assets}"
sh2 = f"git log -1 --pretty=format:\"%H\""
f = os.popen(f"{sh1} && {sh2}")
new_commit_hash = f.read()
print(f"new hash:{new_commit_hash}")
return new_commit_hash
# endregion
def getModifyPic(git_dir):
pass
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if opts.old_hash != '' and opts.new_hash != '':
current_commit_hash = opts.old_hash
new_commit_hash = opts.new_hash
else:
current_commit_hash = getCurrentGitHash()
new_commit_hash = getNewGitHash()
if not isGitCommitFileExist():
writeGitCommitLog(new_commit_hash)
current_commit_hash = new_commit_hash
if not isRecordGitHashFileExist():
recordNewGitHash(new_commit_hash)
if current_commit_hash == new_commit_hash:
config.notification_helper.append_msg("当前commit hash与新commit hash相同不需要构建")
return None
sh1 = f"cd {git_dir}"
sh2 = f"git log {new_commit_hash}...{current_commit_hash} --name-status"
f = os.popen(f"{sh1} && {sh2}")
modify_content_lines = f.readlines()
return modify_content_lines
def getModifyIdList(modify_content_lines):
assetLevelIdList = []
# thumLevelIdList = []
if modify_content_lines is None:
return assetLevelIdList#, thumLevelIdList
for line in modify_content_lines:
levelId = None
if line.startswith('D'):
continue
if '.zip' not in line:
continue
if '\t' in line and '\n' in line:
levelId = line.split('\t')[-1].split('/')[-1].split('.')[0]
else:
levelId = line.split('/')[-1].split('.')[0]
if levelId is None:
continue
if '.zip' in line and levelId not in assetLevelIdList:
assetLevelIdList.append(levelId)
# if '.jpg' in line and levelId not in thumLevelIdList:
# thumLevelIdList.append(levelId)
return assetLevelIdList#, thumLevelIdList
def generateLevelIdListByGitLog():
pass
global _levelModifiedIdList_
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modify_content_lines = getModifyPic(opts.assets)
_levelModifiedIdList_ = getModifyIdList(modify_content_lines)
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if len(opts.special) > 0 and opts.special != '0':
manual_modify_level_list = opts.special.split(',')
for level_id in manual_modify_level_list:
if level_id not in _levelModifiedIdList_:
_levelModifiedIdList_.append(level_id)
print(f'资源修改列表:{str(_levelModifiedIdList_)}')
config.notification_helper.append_msg(f"构建资源列表: {str(_levelModifiedIdList_)}")
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def build_package(opts, modify_files):
"""
打资源包
:param opts: 打包参数
:param modify_files: 修改文件
:return:
"""
time_build_package_start = time.time()
params = "AppVersion=" + opts.appversion
now = datetime.datetime.now()
build_number = "{:2d}{:02d}{:02d}{:02d}{:02d}".format(int(now.year - 2000), int(now.month), int(now.day),
int(now.hour), int(now.minute))
params = params + " BuildVersion=" + build_number
params = params + " ResVersion=" + opts.resversion
params = params + " Platform=" + opts.platform
params = params + " BuildType=" + opts.buildtype
params = params + " Mode=" + opts.mode
params = params + " ModifyFiles=" + json.dumps(modify_files).replace(" ", "")
params = params + " ResourceRoot=" + RESOURCE_ROOT
print(params)
cmd = UNITY_PATH + " -quit " + " -batchmode " + " -projectPath " + PROJECT_PATH + " -executeMethod BuildBundlesHelper.BuildBundles " + params + " -logFile " + PROJECT_PATH + "/Logs/build_log.txt"
print(cmd)
# 调用Unity打包
os.system(cmd)
error = ''
is_build_success = False
# 热更Bundles文件输出文件夹Unity输出的源文件
output_dir = f"{RESOURCE_ROOT}/{opts.platform}"
bundle_file_path = output_dir + "/{}/" + build_number
if (opts.platform == "Android" or opts.platform == "iOS") and os.path.exists(output_dir):
for asset_id in modify_files:
asset_level_dir = bundle_file_path.format(asset_id)
asset_level_thum_dir = bundle_file_path.format(f"{asset_id}_thum")
isAppendNewLine = False
if not os.path.exists(asset_level_dir):
error = error + f"{asset_id}关卡资源打包失败 "
isAppendNewLine = True
if not os.path.exists(asset_level_thum_dir):
error = error + f"{asset_id}缩略图资源打包失败 "
isAppendNewLine = True
if isAppendNewLine:
error = error + "\n"
if error == '':
is_build_success = True
time_build_package_end = time.time()
if is_build_success:
config.notification_helper.append_msg(f"{opts.platform}平台 YooAsset资源构建成功, cost time:{(time_build_package_end - time_build_package_start):.0f}s")
else:
config.notification_helper.append_msg(f"{opts.platform}平台 YooAsset资源构建失败, error:{error}, 请前往Jenkins查看具体日志")
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config.notification_helper.append_at_people(config.at_zhouzhuo)
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return is_build_success, bundle_file_path
def check_params(opts):
print(opts)
msg = ''
build_types = ['BuildIn_All', 'Builtin_Hotupdate', 'BuildBundle', 'BuildPackage']
if opts.buildtype not in build_types:
msg = msg + '打包类型设置错误\n'
return msg
if __name__ == '__main__':
# region 创建打包的命令参数
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parser = OptionParser()
# parser.add_option("-v", "--appversion", dest="appversion", help=('app版本, 显示在app详情内的'))
# parser.add_option("-r", "--resversion", dest="resversion", help=('资源版本版本'))
# parser.add_option("-b", "--buildtype", dest="buildtype", help=('打包类型, 选项: buildin/buildplayer/buildbundle'))
# parser.add_option("-g", "--aab", dest="aab", help=('是否为上传Google Play的aab包'))
parser.add_option("-m", "--mode", dest="mode", help=('打包模式, 选项: Release/Debug'))
parser.add_option("-p", "--platform", dest="platform", help=('打包平台 选项: android/ios/webgl'))
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# parser.add_option("-u", "--unityexe", dest="unityexe", help=('Unity可执行文件'))
# parser.add_option("-a", "--assets", dest="assets", help=('美术资源路径'))
# parser.add_option("-r", "--resources", dest="resources", help=('导出资源路径'))
# parser.add_option("-l", "--log", dest="log", help=('美术资源最新的git log'))
# parser.add_option("-d", "--upload", dest="upload", help=('是否上传'))
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parser.add_option("-s", "--special", dest="special", help=('指定构建的资源'))
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parser.add_option("-n", "--new-hash", dest="new_hash", help=('最新的hash'))
parser.add_option("-o", "--old-hash", dest="old_hash", help=('老的hash'))
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(opts, args) = parser.parse_args()
opts.appversion = "1.0.0"
opts.resversion = "1"
opts.buildtype = "BuildBundle"
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opts.unityexe = "/Applications/Unity/Hub/Editor/2021.3.45f1/Unity.app/Contents/MacOS/Unity"
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opts.upload = "true"
opts.log = "log/build.log"
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opts.assets = "/Volumes/Predator/find-object/find-object-art"
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opts.resources = "/Volumes/Predator/find-object/find-object-bundle-resource"
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opts.workspace_path = config.machine_env_config.CD_MAC_STUDIO.value['workspace_path']
opts.git_commit_hash_file = os.path.join(opts.workspace_path, 'find_object_git_commit_hash.txt')
opts.git_hash_change_record_file = os.path.join(opts.workspace_path, 'find_object_git_hash_change_record.txt')
if opts.new_hash is None or opts.new_hash == 'none' or opts.new_hash == '_':
opts.new_hash = ''
if opts.old_hash is None or opts.old_hash == 'none' or opts.old_hash == '_':
opts.old_hash = ''
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# 本地自测适用
# opts.aab = "false"
# opts.mode = "Debug"
# opts.platform = "Android"
# opts.assets = "/Users/a0729/gogs.git/find-object-art"
# opts.resources = "/Users/a0729/gogs.git/find-object-bundle-resource"
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# opts.unityexe = "/Applications/Unity/Hub/Editor/2021.3.45f1/Unity.app/Contents/MacOS/Unity"
# opts.log = "log/build.log"
# opts.upload = "false"
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# opts.special = "main_30point_ws20250422_1"
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# opts.special = "0"
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#
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print(f'test-- {opts}')
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is_upload = True if opts.upload == "true" else False
check_msg = check_params(opts)
if check_msg != "":
check_msg = check_msg + '请使用 python Tools/BuildPackage/build_package.py -h 查看使用规则'
print(check_msg)
time_str = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
title = '客户端构建失败'
content = time_str + '\n\n > ' + check_msg
print(content)
exit()
if opts.unityexe != "":
UNITY_PATH = opts.unityexe
RESOURCE_ROOT = os.path.abspath(os.path.join(curr_dir, "../../Bundles"))
# endregion
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mainPlayType = MainPlayType()
# region 清空各玩法软链接资源列表
try:
for gameplay in mainPlayType.all_main_play_type_list:
for root, dirs, files in os.walk(os.path.join(PROJECT_PATH, "Assets/AssetRaw/UIRaw/Raw/Level/{}".format(gameplay))):
for dir in dirs:
os.unlink(os.path.join(root, dir))
except Exception as e:
print(e)
for gameplay in mainPlayType.all_main_play_type_list:
for root, dirs, files in os.walk(os.path.join(PROJECT_PATH, "Assets/AssetRaw/UIRaw/Raw/Level/{}".format(gameplay))):
for file in files:
os.remove(os.path.join(root, file))
try:
for gameplay in mainPlayType.all_main_play_type_list:
for root, dirs, files in os.walk(os.path.join(PROJECT_PATH, "Assets/AssetRaw/UIRaw/Raw/Thum/{}".format(gameplay))):
for file in files:
os.unlink(os.path.join(root, file))
except Exception as e:
print(e)
for gameplay in mainPlayType.all_main_play_type_list:
for root, dirs, files in os.walk(os.path.join(PROJECT_PATH, "Assets/AssetRaw/UIRaw/Raw/Thum/{}".format(gameplay))):
for file in files:
os.remove(os.path.join(root, file))
# endregion
# region 检索需要需要打包的关卡
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modify_files = []
# if opts.special != "0":
# modify_files = opts.special.split(",")
# else:
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#暂时不用这个方案
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# 获取最近6小时内的提交记录用于解析psd
# platform = "android" if opts.platform == "Android" else "ios"
# with open(os.path.join(opts.assets, f"git_{platform}_commit_change_files.txt"), "r") as f:
# lines = f.readlines()
# for aline in lines:
# aline = aline.replace("\"", "").replace("\n", "").replace("\r", "")
# if aline.endswith(".zip"):
# base_dir = aline.split("/")[0]
# file_name = os.path.basename(aline)
# asset_id = file_name.split(".")[0]
# if asset_id not in modify_files:
# modify_files.append(asset_id)
#获取git 提交来得到修改的关卡
generateLevelIdListByGitLog()
if len(_levelModifiedIdList_) <= 0:
config.notification_helper.append_msg('没有需要构建的资源')
else:
modify_files = _levelModifiedIdList_
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print(f"modify_files = {modify_files}")
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# alert.alert(f"构建资源列表:{str(modify_files)}")
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tmstp1 = time.time()
# 解析psd => Unity工程
for gameplay in mainPlayType.all_main_play_type_list:
gameplay_modify_file_list = [s for s in modify_files if gameplay in s]
if len(gameplay_modify_file_list) > 0:
gameplay_all_parsed_assets = parse_psd.parse_psd(f"{opts.assets}/Level/{gameplay}", opts.resources,
gameplay_modify_file_list, opts.platform)
tmstp2 = time.time()
print(f"{len(modify_files)}个资源, 解析psd耗时{tmstp2 - tmstp1}")
config.notification_helper.append_msg(f"解析{len(modify_files)}个psd资源耗时{(tmstp2 - tmstp1):.0f}s")
# endregion
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# region 建立需要打包的资源软连接
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metas = []
for asset_id in modify_files:
asset_gameplay = None
for gameplay in mainPlayType.all_main_play_type_list:
if gameplay in asset_id:
asset_gameplay = gameplay
break
if asset_gameplay is not None:
src = os.path.join(opts.resources, f"Raw/Level/{asset_gameplay}/{asset_id}")
dest = os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/Raw/Level/{asset_gameplay}/{asset_id}")
utils.mkdirs(os.path.dirname(dest))
if os.path.exists(src):
os.symlink(src, dest)
src = os.path.join(opts.resources, f"Raw/Level/{asset_gameplay}/{asset_id}.meta")
dest = os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/Raw/Level/{asset_gameplay}/{asset_id}.meta")
if os.path.exists(src):
os.symlink(src, dest)
else:
metas.append(["Level/{}".format(asset_gameplay), dest])
src = os.path.join(opts.resources, f"Raw/Thum/{asset_gameplay}/{asset_id}_thum.png")
dest = os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/Raw/Thum/{asset_gameplay}/{asset_id}_thum.png")
utils.mkdirs(os.path.dirname(dest))
if os.path.exists(src):
os.symlink(src, dest)
src = os.path.join(opts.resources, f"Raw/Thum/{asset_gameplay}/{asset_id}_thum.png.meta")
dest = os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/Raw/Thum/{asset_gameplay}/{asset_id}_thum.png.meta")
if os.path.exists(src):
os.symlink(src, dest)
else:
metas.append(["Thum/{}".format(asset_gameplay), dest])
print(f"{asset_gameplay}玩法,{asset_id}资源建立软链接")
# endregion
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# region 获取资源不同点个数
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asset_find_num_dict = {}
for asset_id in modify_files:
asset_gameplay = None
for gameplay in mainPlayType.all_main_play_type_list:
if gameplay in asset_id:
asset_gameplay = gameplay
break
if asset_gameplay is not None:
src = os.path.join(opts.resources, f"Raw/Level/{asset_gameplay}/{asset_id}/titem")
find_num = 0
if os.path.exists(src):
for file in os.listdir(src):
if ".meta" in file:
continue
if f"{asset_id}_titem" in file:
find_num = find_num + 1
else:
print(f"关卡资源ID asset_gameplay:{asset_gameplay},asset_id={asset_id} 不存在titem目录")
asset_find_num_dict[asset_id] = find_num
print(f"关卡资源ID asset_id = {asset_id}, 寻找物品个数find_num = {find_num}")
# endregion
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# region 开始打包 以及上传资源
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tmBuildPackage1 = time.time()
is_build_success, ab_path = build_package(opts, modify_files)
tmBuildPackage2 = time.time()
print(f"{len(modify_files)}个资源, unity打包耗时{tmBuildPackage2 - tmBuildPackage1}")
if is_build_success and is_upload:
print(f"开始上传ab包到firebase")
storage_path = "Bundles/{}".format(opts.platform)
# 上传ab包到firebase
tmUploadPackage1 = time.time()
upload_firebase_storage.upload_package_assets(ab_path, modify_files, storage_path, asset_find_num_dict,
{config.meta_encryption: "stream", config.meta_spriteatlas: "1"})
tmUploadPackage2 = time.time()
print(f"{len(modify_files)}个资源, firebase上传耗时{tmUploadPackage2 - tmUploadPackage1}")
config.notification_helper.append_msg(f"上传{len(modify_files)}个资源到firebase耗时{(tmUploadPackage2 - tmUploadPackage1):.0f}s")
# 遍历ab包生成所有关卡表
tmUpdateSheet1 = time.time()
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config_gen.update_all_levels_google_sheet(opts.platform)
tmUpdateSheet2 = time.time()
config.notification_helper.append_msg(f"{opts.platform}平台所有资源表更新完成!")
print(f"{len(modify_files)}个资源, 更新文档耗时:{tmUpdateSheet2 - tmUpdateSheet1}")
# endregion
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# region 打包完成后将meta文件保存到opts.resources
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for meta in metas:
print(f"meta = {meta}")
print(f"copy {meta[1]} to {os.path.join(opts.resources, 'Raw', meta[0])}")
shutil.copy(meta[1], os.path.join(opts.resources, 'Raw', meta[0]))
# endregion
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config.notification_helper.append_end_msg()
alert.alert(config.notification_helper.get_msg(), config.notification_helper.get_people_list())