Class: Fastlane::Actions::GodotExportAction
- Inherits:
-
Action
- Object
- Action
- Fastlane::Actions::GodotExportAction
- Defined in:
- lib/fastlane/plugin/godot/actions/godot_export_action.rb
Class Method Summary collapse
- .authors ⇒ Object
- .available_options ⇒ Object
- .description ⇒ Object
- .is_supported?(platform) ⇒ Boolean
- .output ⇒ Object
- .return_value ⇒ Object
- .run(params) ⇒ Object
Class Method Details
.authors ⇒ Object
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# File 'lib/fastlane/plugin/godot/actions/godot_export_action.rb', line 61 def self. ['Mad Science Software'] end |
.available_options ⇒ Object
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# File 'lib/fastlane/plugin/godot/actions/godot_export_action.rb', line 69 def self. [ FastlaneCore::ConfigItem.new(key: :preset, env_name: 'FL_GODOT_PRESET', description: 'Name of the export preset in export_presets.cfg', type: String), FastlaneCore::ConfigItem.new(key: :project_path, env_name: 'FL_GODOT_PROJECT_PATH', description: 'Directory containing project.godot', type: String, default_value: '.'), FastlaneCore::ConfigItem.new(key: :godot_binary, env_name: 'FL_GODOT_BINARY', description: 'Path to the Godot binary', type: String, default_value: 'godot'), FastlaneCore::ConfigItem.new(key: :output_path, env_name: 'FL_GODOT_OUTPUT_PATH', description: 'Where to write the exported artifact (defaults to the preset export_path), relative to the project', type: String, optional: true), FastlaneCore::ConfigItem.new(key: :debug, env_name: 'FL_GODOT_DEBUG', description: 'Export a debug build instead of a release build', type: Boolean, default_value: false), FastlaneCore::ConfigItem.new(key: :import_first, env_name: 'FL_GODOT_IMPORT_FIRST', description: 'Run a headless --import before exporting (a stale import cache aborts exports)', type: Boolean, default_value: true), FastlaneCore::ConfigItem.new(key: :verbose, env_name: 'FL_GODOT_VERBOSE', description: 'Pass --verbose to Godot', type: Boolean, default_value: false) ] end |
.description ⇒ Object
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# File 'lib/fastlane/plugin/godot/actions/godot_export_action.rb', line 53 def self.description 'Export a Godot project headlessly using an export preset' end |
.is_supported?(platform) ⇒ Boolean
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# File 'lib/fastlane/plugin/godot/actions/godot_export_action.rb', line 108 def self.is_supported?(platform) true end |
.output ⇒ Object
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# File 'lib/fastlane/plugin/godot/actions/godot_export_action.rb', line 65 def self.output [['GODOT_EXPORT_OUTPUT', 'Absolute path to the exported artifact']] end |
.return_value ⇒ Object
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# File 'lib/fastlane/plugin/godot/actions/godot_export_action.rb', line 57 def self.return_value 'Absolute path to the exported artifact (for iOS, the generated Xcode project)' end |
.run(params) ⇒ Object
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# File 'lib/fastlane/plugin/godot/actions/godot_export_action.rb', line 8 def self.run(params) godot = params[:godot_binary] project_path = File.(params[:project_path]) preset_name = params[:preset] UI.user_error!("No project.godot in #{project_path}") unless File.exist?(File.join(project_path, 'project.godot')) version = Helper::GodotHelper.godot_version(godot) UI.("Godot #{version}") cfg_path = File.join(project_path, 'export_presets.cfg') preset = Helper::GodotHelper.find_preset(cfg_path, preset_name) Helper::GodotHelper.verify_templates!(version, preset[:platform]) output_path = params[:output_path] || preset[:export_path] UI.user_error!("Preset '#{preset_name}' has no export_path and no output_path was given") if output_path.nil? || output_path.empty? absolute_output = File.(output_path, project_path) FileUtils.mkdir_p(File.dirname(absolute_output)) if params[:import_first] UI.('Importing project resources (stale import caches abort exports)…') Actions.sh("#{godot.shellescape} --headless --path #{project_path.shellescape} --import") end export_flag = params[:debug] ? '--export-debug' : '--export-release' command = [ godot.shellescape, '--headless', '--path', project_path.shellescape, export_flag, preset_name.shellescape, absolute_output.shellescape ] command << '--verbose' if params[:verbose] UI.("Exporting preset '#{preset_name}' (#{preset[:platform]}) -> #{absolute_output}") Actions.sh(command.join(' ')) # Godot has historically exited 0 on some export failures; trust the artifact, not the exit code. UI.user_error!("Export claimed success but produced nothing at #{absolute_output}") unless File.exist?(absolute_output) UI.success("Exported #{preset[:platform]} build: #{absolute_output}") Actions.lane_context[SharedValues::GODOT_EXPORT_OUTPUT] = absolute_output absolute_output end |