455 lines
19 KiB
Python
455 lines
19 KiB
Python
#!/usr/bin/env python
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# coding:utf-8
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# 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
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import datetime
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import json
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import os
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import shutil
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import sys
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import time
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import upload_firebase_storage
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import psd_convert.parse_psd as parse_psd
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import config_convert.gen_levels_db as config_gen
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curr_dir = os.path.split(os.path.abspath(__file__))[0]
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print("curr_dir = " + curr_dir)
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sys.path.append(os.path.join(curr_dir, "../"))
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sys.path.append(os.path.join(curr_dir, "../ipm"))
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sys.path.append(os.path.join(curr_dir, "../config_convert"))
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import config
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import utils as utils
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from config_convert.game_play_type import MainPlayType
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from optparse import OptionParser
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from ipm.wechat_alert import wechat_alert
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alert = wechat_alert()
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# input_old_hash = ''
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# input_new_hash = ''
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# if len(sys.argv) > 1:
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# input_old_hash = sys.argv[1]
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# if input_old_hash == 'none' or input_old_hash == '_':
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# input_old_hash = ''
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# if len(sys.argv) > 2:
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# input_new_hash = sys.argv[2]
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# if input_new_hash == 'none' or input_new_hash == '_':
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# input_new_hash = ''
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# 主机IP
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IP = ""
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# 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
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PROJECT_PATH = os.path.abspath(os.path.join(curr_dir, "../.."))
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# resource目录,最终要提交到CDN地文件
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RESOURCE_ROOT = os.path.abspath(os.path.join(curr_dir, "../../Bundles"))
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# cwd = os.getcwd()
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# print(cwd)
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if PROJECT_PATH == "":
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print("未指定 UNITY_PATH 和 PROJECT_PATH")
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exit()
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def check_dir(path):
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if not os.path.exists(path):
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os.makedirs(path)
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def isGitCommitFileExist():
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return os.path.exists(opts.git_commit_hash_file)
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def writeGitCommitLog(git_log_hash):
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# 写入git_commit.txt文件
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with open(opts.git_commit_hash_file, 'w') as f:
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f.write(git_log_hash)
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def recordNewGitHash(git_log_hash):
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# 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:
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f.write(git_log_hash + '\n')
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def isRecordGitHashFileExist():
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return os.path.exists(opts.git_hash_change_record_file)
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def getCurrentGitHash():
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current_commit_hash = ''
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if isGitCommitFileExist():
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with open(opts.git_commit_hash_file, 'r') as f:
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current_commit_hash = f.read()
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print(f"current hash:{current_commit_hash}")
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return current_commit_hash
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def getNewGitHash():
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sh1 = f"cd {opts.assets}"
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sh2 = f"git log -1 --pretty=format:\"%H\""
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f = os.popen(f"{sh1} && {sh2}")
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new_commit_hash = f.read()
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print(f"new hash:{new_commit_hash}")
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return new_commit_hash
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# endregion
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def getModifyPic(git_dir):
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pass
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if opts.old_hash != '' and opts.new_hash != '':
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current_commit_hash = opts.old_hash
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new_commit_hash = opts.new_hash
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else:
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current_commit_hash = getCurrentGitHash()
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new_commit_hash = getNewGitHash()
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if not isGitCommitFileExist():
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writeGitCommitLog(new_commit_hash)
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current_commit_hash = new_commit_hash
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if not isRecordGitHashFileExist():
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recordNewGitHash(new_commit_hash)
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if current_commit_hash == new_commit_hash:
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config.notification_helper.append_msg("当前commit hash与新commit hash相同,不需要构建")
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return None
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sh1 = f"cd {git_dir}"
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sh2 = f"git log {new_commit_hash}...{current_commit_hash} --name-status"
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f = os.popen(f"{sh1} && {sh2}")
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modify_content_lines = f.readlines()
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return modify_content_lines
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def getModifyIdList(modify_content_lines):
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assetLevelIdList = []
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# thumLevelIdList = []
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if modify_content_lines is None:
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return assetLevelIdList#, thumLevelIdList
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for line in modify_content_lines:
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levelId = None
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if line.startswith('D'):
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continue
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if '.zip' not in line:
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continue
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if '\t' in line and '\n' in line:
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levelId = line.split('\t')[-1].split('/')[-1].split('.')[0]
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else:
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levelId = line.split('/')[-1].split('.')[0]
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if levelId is None:
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continue
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if '.zip' in line and levelId not in assetLevelIdList:
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assetLevelIdList.append(levelId)
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# if '.jpg' in line and levelId not in thumLevelIdList:
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# thumLevelIdList.append(levelId)
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return assetLevelIdList#, thumLevelIdList
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def generateLevelIdListByGitLog():
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pass
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global _levelModifiedIdList_
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modify_content_lines = getModifyPic(opts.assets)
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_levelModifiedIdList_ = getModifyIdList(modify_content_lines)
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if len(opts.special) > 0 and opts.special != '0':
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manual_modify_level_list = opts.special.split(',')
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for level_id in manual_modify_level_list:
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if level_id not in _levelModifiedIdList_:
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_levelModifiedIdList_.append(level_id)
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print(f'资源修改列表:{str(_levelModifiedIdList_)}')
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config.notification_helper.append_msg(f"构建资源列表: {str(_levelModifiedIdList_)}")
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def build_package(opts, modify_files):
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"""
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打资源包
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:param opts: 打包参数
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:param modify_files: 修改文件
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:return: 无
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"""
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time_build_package_start = time.time()
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params = "AppVersion=" + opts.appversion
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now = datetime.datetime.now()
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build_number = "{:2d}{:02d}{:02d}{:02d}{:02d}".format(int(now.year - 2000), int(now.month), int(now.day),
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int(now.hour), int(now.minute))
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params = params + " BuildVersion=" + build_number
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params = params + " ResVersion=" + opts.resversion
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params = params + " Platform=" + opts.platform
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params = params + " BuildType=" + opts.buildtype
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params = params + " Mode=" + opts.mode
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params = params + " ModifyFiles=" + json.dumps(modify_files).replace(" ", "")
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params = params + " ResourceRoot=" + RESOURCE_ROOT
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print(params)
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cmd = UNITY_PATH + " -quit " + " -batchmode " + " -projectPath " + PROJECT_PATH + " -executeMethod BuildBundlesHelper.BuildBundles " + params + " -logFile " + PROJECT_PATH + "/Logs/build_log.txt"
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print(cmd)
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# 调用Unity打包
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os.system(cmd)
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error = ''
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is_build_success = False
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# 热更Bundles文件输出文件夹(Unity输出的源文件)
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output_dir = f"{RESOURCE_ROOT}/{opts.platform}"
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bundle_file_path = output_dir + "/{}/" + build_number
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if (opts.platform == "Android" or opts.platform == "iOS") and os.path.exists(output_dir):
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for asset_id in modify_files:
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asset_level_dir = bundle_file_path.format(asset_id)
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asset_level_thum_dir = bundle_file_path.format(f"{asset_id}_thum")
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isAppendNewLine = False
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if not os.path.exists(asset_level_dir):
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error = error + f"{asset_id}关卡资源打包失败 "
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isAppendNewLine = True
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if not os.path.exists(asset_level_thum_dir):
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error = error + f"{asset_id}缩略图资源打包失败 "
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isAppendNewLine = True
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if isAppendNewLine:
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error = error + "\n"
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if error == '':
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is_build_success = True
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time_build_package_end = time.time()
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if is_build_success:
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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")
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else:
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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
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def check_params(opts):
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print(opts)
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msg = ''
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build_types = ['BuildIn_All', 'Builtin_Hotupdate', 'BuildBundle', 'BuildPackage']
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if opts.buildtype not in build_types:
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msg = msg + '打包类型设置错误\n'
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return msg
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if __name__ == '__main__':
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# region 创建打包的命令参数
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parser = OptionParser()
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# parser.add_option("-v", "--appversion", dest="appversion", help=('app版本, 显示在app详情内的'))
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# parser.add_option("-r", "--resversion", dest="resversion", help=('资源版本版本'))
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# parser.add_option("-b", "--buildtype", dest="buildtype", help=('打包类型, 选项: buildin/buildplayer/buildbundle'))
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# parser.add_option("-g", "--aab", dest="aab", help=('是否为上传Google Play的aab包'))
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parser.add_option("-m", "--mode", dest="mode", help=('打包模式, 选项: Release/Debug'))
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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'))
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# parser.add_option("-a", "--assets", dest="assets", help=('美术资源路径'))
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# parser.add_option("-r", "--resources", dest="resources", help=('导出资源路径'))
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# parser.add_option("-l", "--log", dest="log", help=('美术资源最新的git log'))
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# 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'))
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parser.add_option("-o", "--old-hash", dest="old_hash", help=('老的hash'))
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(opts, args) = parser.parse_args()
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opts.appversion = "1.0.0"
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opts.resversion = "1"
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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"
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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']
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opts.git_commit_hash_file = os.path.join(opts.workspace_path, 'find_object_git_commit_hash.txt')
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opts.git_hash_change_record_file = os.path.join(opts.workspace_path, 'find_object_git_hash_change_record.txt')
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if opts.new_hash is None or opts.new_hash == 'none' or opts.new_hash == '_':
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opts.new_hash = ''
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if opts.old_hash is None or opts.old_hash == 'none' or opts.old_hash == '_':
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opts.old_hash = ''
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# 本地自测适用
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# opts.aab = "false"
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# opts.mode = "Debug"
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# opts.platform = "Android"
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# opts.assets = "/Users/a0729/gogs.git/find-object-art"
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# 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"
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# opts.log = "log/build.log"
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# 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
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check_msg = check_params(opts)
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if check_msg != "":
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check_msg = check_msg + '请使用 python Tools/BuildPackage/build_package.py -h 查看使用规则'
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print(check_msg)
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time_str = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
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title = '客户端构建失败'
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content = time_str + '\n\n > ' + check_msg
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print(content)
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exit()
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if opts.unityexe != "":
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UNITY_PATH = opts.unityexe
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RESOURCE_ROOT = os.path.abspath(os.path.join(curr_dir, "../../Bundles"))
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# endregion
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mainPlayType = MainPlayType()
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# region 清空各玩法软链接资源列表
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try:
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for gameplay in mainPlayType.all_main_play_type_list:
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for root, dirs, files in os.walk(os.path.join(PROJECT_PATH, "Assets/AssetRaw/UIRaw/Raw/Level/{}".format(gameplay))):
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for dir in dirs:
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os.unlink(os.path.join(root, dir))
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except Exception as e:
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print(e)
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for gameplay in mainPlayType.all_main_play_type_list:
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for root, dirs, files in os.walk(os.path.join(PROJECT_PATH, "Assets/AssetRaw/UIRaw/Raw/Level/{}".format(gameplay))):
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for file in files:
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os.remove(os.path.join(root, file))
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try:
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for gameplay in mainPlayType.all_main_play_type_list:
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for root, dirs, files in os.walk(os.path.join(PROJECT_PATH, "Assets/AssetRaw/UIRaw/Raw/Thum/{}".format(gameplay))):
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for file in files:
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os.unlink(os.path.join(root, file))
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except Exception as e:
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print(e)
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for gameplay in mainPlayType.all_main_play_type_list:
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for root, dirs, files in os.walk(os.path.join(PROJECT_PATH, "Assets/AssetRaw/UIRaw/Raw/Thum/{}".format(gameplay))):
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for file in files:
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os.remove(os.path.join(root, file))
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# endregion
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# region 检索需要需要打包的关卡
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modify_files = []
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# if opts.special != "0":
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# modify_files = opts.special.split(",")
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# 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
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# platform = "android" if opts.platform == "Android" else "ios"
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# with open(os.path.join(opts.assets, f"git_{platform}_commit_change_files.txt"), "r") as f:
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# lines = f.readlines()
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# for aline in lines:
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# aline = aline.replace("\"", "").replace("\n", "").replace("\r", "")
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# if aline.endswith(".zip"):
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# base_dir = aline.split("/")[0]
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# file_name = os.path.basename(aline)
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# asset_id = file_name.split(".")[0]
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# if asset_id not in modify_files:
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# modify_files.append(asset_id)
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#获取git 提交来得到修改的关卡
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generateLevelIdListByGitLog()
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if len(_levelModifiedIdList_) <= 0:
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config.notification_helper.append_msg('没有需要构建的资源')
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else:
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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()
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# 解析psd => Unity工程
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for gameplay in mainPlayType.all_main_play_type_list:
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gameplay_modify_file_list = [s for s in modify_files if gameplay in s]
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if len(gameplay_modify_file_list) > 0:
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gameplay_all_parsed_assets = parse_psd.parse_psd(f"{opts.assets}/Level/{gameplay}", opts.resources,
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gameplay_modify_file_list, opts.platform)
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tmstp2 = time.time()
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print(f"{len(modify_files)}个资源, 解析psd耗时:{tmstp2 - tmstp1}")
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config.notification_helper.append_msg(f"解析{len(modify_files)}个psd资源耗时:{(tmstp2 - tmstp1):.0f}s")
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# endregion
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# region 建立需要打包的资源软连接
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metas = []
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for asset_id in modify_files:
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asset_gameplay = None
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for gameplay in mainPlayType.all_main_play_type_list:
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if gameplay in asset_id:
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asset_gameplay = gameplay
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break
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if asset_gameplay is not None:
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src = os.path.join(opts.resources, f"Raw/Level/{asset_gameplay}/{asset_id}")
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dest = os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/Raw/Level/{asset_gameplay}/{asset_id}")
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utils.mkdirs(os.path.dirname(dest))
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if os.path.exists(src):
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os.symlink(src, dest)
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src = os.path.join(opts.resources, f"Raw/Level/{asset_gameplay}/{asset_id}.meta")
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dest = os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/Raw/Level/{asset_gameplay}/{asset_id}.meta")
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if os.path.exists(src):
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os.symlink(src, dest)
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else:
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metas.append(["Level/{}".format(asset_gameplay), dest])
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src = os.path.join(opts.resources, f"Raw/Thum/{asset_gameplay}/{asset_id}_thum.png")
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dest = os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/Raw/Thum/{asset_gameplay}/{asset_id}_thum.png")
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utils.mkdirs(os.path.dirname(dest))
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if os.path.exists(src):
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os.symlink(src, dest)
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src = os.path.join(opts.resources, f"Raw/Thum/{asset_gameplay}/{asset_id}_thum.png.meta")
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dest = os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/Raw/Thum/{asset_gameplay}/{asset_id}_thum.png.meta")
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if os.path.exists(src):
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os.symlink(src, dest)
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else:
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metas.append(["Thum/{}".format(asset_gameplay), dest])
|
||
print(f"{asset_gameplay}玩法,{asset_id}资源建立软链接")
|
||
# endregion
|
||
|
||
# region 获取资源不同点个数
|
||
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
|
||
|
||
# region 开始打包 以及上传资源
|
||
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()
|
||
|
||
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
|
||
|
||
# region 打包完成后,将meta文件保存到opts.resources
|
||
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
|
||
|
||
config.notification_helper.append_end_msg()
|
||
alert.alert(config.notification_helper.get_msg(), config.notification_helper.get_people_list())
|