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tobspr_shapez.io/gulp/standalone.js

337 lines
14 KiB

require("colors");
4 years ago
const packager = require("electron-packager");
Achievements (#1087) * [WIP] Add boilerplate for achievement implementation * Add config.local.template.js and rm cached copy of config.local.js * [WIP] Implement painting, cutting, rotating achievements (to log only) * [WIP] Refactor achievements, jsdoc fixes, add npm script - Refactor achievements to make use of Signals - Move implemented achievement interfaces to appropriate platform folders (SteamAchievements in currently in use in browser wrapper for testing) - Fix invalid jsdocs - Add dev-standalone script to package.json scripts * Add steam/greenworks IPC calls and optional private-artifact dependency * Include private artifacts in standalone builds * Uncomment appid include * [WIP] Add steam overlay fix, add hash to artifact dependency * Update electron, greenworks. Add task to add local config if not present * Add more achievements, refactor achievement code * Add receiver flexibility and more achievements - Add check to see if necessary to create achievement and add receiver - Add remove receiver functionality when achievement is unlocked * Add achievements and accommodations for switching states - Fix startup code to avoid clobbering achievements on state switch - Add a few more achievements * Add achievements, ids. Update names, keys for consistency * Add play time achievements * [WIP] Add more achievements * Add more achievements. Add bulk achievement check signal * [WIP] Add achievements. Start savefile migration * Add achievements. Add savefile migration * Remove superfluous achievement stat * Update lock files, fix merge conflict
3 years ago
const pj = require("../electron/package.json");
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const path = require("path");
const { getVersion } = require("./buildutils");
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const fs = require("fs");
const fse = require("fs-extra");
const buildutils = require("./buildutils");
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const execSync = require("child_process").execSync;
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const electronNotarize = require("electron-notarize");
const { BUILD_VARIANTS } = require("./build_variants");
let signAsync;
try {
signAsync = require("tobspr-osx-sign").signAsync;
} catch (ex) {
console.warn("tobspr-osx-sign not installed, can not create osx builds");
}
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function gulptasksStandalone($, gulp) {
for (const variant in BUILD_VARIANTS) {
const variantData = BUILD_VARIANTS[variant];
if (!variantData.standalone) {
continue;
}
const tempDestDir = path.join(__dirname, "..", "build_output", variant);
const taskPrefix = "standalone." + variant;
const electronBaseDir = path.join(__dirname, "..", variantData.electronBaseDir || "electron");
const tempDestBuildDir = path.join(tempDestDir, "built");
gulp.task(taskPrefix + ".prepare.cleanup", () => {
return gulp.src(tempDestDir, { read: false, allowEmpty: true }).pipe($.clean({ force: true }));
});
gulp.task(taskPrefix + ".prepare.copyPrefab", () => {
const requiredFiles = [
path.join(electronBaseDir, "node_modules", "**", "*.*"),
path.join(electronBaseDir, "node_modules", "**", ".*"),
path.join(electronBaseDir, "wegame_sdk", "**", "*.*"),
path.join(electronBaseDir, "wegame_sdk", "**", ".*"),
path.join(electronBaseDir, "favicon*"),
];
return gulp.src(requiredFiles, { base: electronBaseDir }).pipe(gulp.dest(tempDestBuildDir));
});
gulp.task(taskPrefix + ".prepare.writeAppId", cb => {
if (variantData.steamAppId) {
fs.writeFileSync(
path.join(tempDestBuildDir, "steam_appid.txt"),
String(variantData.steamAppId)
);
}
cb();
});
gulp.task(taskPrefix + ".prepare.writePackageJson", cb => {
const packageJsonString = JSON.stringify(
{
scripts: {
start: pj.scripts.start,
},
devDependencies: pj.devDependencies,
dependencies: pj.dependencies,
optionalDependencies: pj.optionalDependencies,
Achievements (#1087) * [WIP] Add boilerplate for achievement implementation * Add config.local.template.js and rm cached copy of config.local.js * [WIP] Implement painting, cutting, rotating achievements (to log only) * [WIP] Refactor achievements, jsdoc fixes, add npm script - Refactor achievements to make use of Signals - Move implemented achievement interfaces to appropriate platform folders (SteamAchievements in currently in use in browser wrapper for testing) - Fix invalid jsdocs - Add dev-standalone script to package.json scripts * Add steam/greenworks IPC calls and optional private-artifact dependency * Include private artifacts in standalone builds * Uncomment appid include * [WIP] Add steam overlay fix, add hash to artifact dependency * Update electron, greenworks. Add task to add local config if not present * Add more achievements, refactor achievement code * Add receiver flexibility and more achievements - Add check to see if necessary to create achievement and add receiver - Add remove receiver functionality when achievement is unlocked * Add achievements and accommodations for switching states - Fix startup code to avoid clobbering achievements on state switch - Add a few more achievements * Add achievements, ids. Update names, keys for consistency * Add play time achievements * [WIP] Add more achievements * Add more achievements. Add bulk achievement check signal * [WIP] Add achievements. Start savefile migration * Add achievements. Add savefile migration * Remove superfluous achievement stat * Update lock files, fix merge conflict
3 years ago
},
null,
4
);
Achievements (#1087) * [WIP] Add boilerplate for achievement implementation * Add config.local.template.js and rm cached copy of config.local.js * [WIP] Implement painting, cutting, rotating achievements (to log only) * [WIP] Refactor achievements, jsdoc fixes, add npm script - Refactor achievements to make use of Signals - Move implemented achievement interfaces to appropriate platform folders (SteamAchievements in currently in use in browser wrapper for testing) - Fix invalid jsdocs - Add dev-standalone script to package.json scripts * Add steam/greenworks IPC calls and optional private-artifact dependency * Include private artifacts in standalone builds * Uncomment appid include * [WIP] Add steam overlay fix, add hash to artifact dependency * Update electron, greenworks. Add task to add local config if not present * Add more achievements, refactor achievement code * Add receiver flexibility and more achievements - Add check to see if necessary to create achievement and add receiver - Add remove receiver functionality when achievement is unlocked * Add achievements and accommodations for switching states - Fix startup code to avoid clobbering achievements on state switch - Add a few more achievements * Add achievements, ids. Update names, keys for consistency * Add play time achievements * [WIP] Add more achievements * Add more achievements. Add bulk achievement check signal * [WIP] Add achievements. Start savefile migration * Add achievements. Add savefile migration * Remove superfluous achievement stat * Update lock files, fix merge conflict
3 years ago
fs.writeFileSync(path.join(tempDestBuildDir, "package.json"), packageJsonString);
cb();
});
gulp.task(taskPrefix + ".prepare.minifyCode", () => {
return gulp.src(path.join(electronBaseDir, "*.js")).pipe(gulp.dest(tempDestBuildDir));
});
gulp.task(taskPrefix + ".prepare.copyGamefiles", () => {
return gulp.src("../build/**/*.*", { base: "../build" }).pipe(gulp.dest(tempDestBuildDir));
});
gulp.task(taskPrefix + ".killRunningInstances", cb => {
try {
execSync("taskkill /F /IM shapezio.exe");
} catch (ex) {
console.warn("Failed to kill running instances, maybe none are up.");
}
cb();
});
gulp.task(
taskPrefix + ".prepare",
gulp.series(
taskPrefix + ".killRunningInstances",
taskPrefix + ".prepare.cleanup",
taskPrefix + ".prepare.copyPrefab",
taskPrefix + ".prepare.writePackageJson",
taskPrefix + ".prepare.minifyCode",
taskPrefix + ".prepare.copyGamefiles",
taskPrefix + ".prepare.writeAppId"
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)
);
/**
*
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* @param {'win32'|'linux'|'darwin'} platform
* @param {'x64'|'ia32'} arch
* @param {function():void} cb
*/
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function packageStandalone(platform, arch, cb, isRelease = true) {
Achievements (#1087) * [WIP] Add boilerplate for achievement implementation * Add config.local.template.js and rm cached copy of config.local.js * [WIP] Implement painting, cutting, rotating achievements (to log only) * [WIP] Refactor achievements, jsdoc fixes, add npm script - Refactor achievements to make use of Signals - Move implemented achievement interfaces to appropriate platform folders (SteamAchievements in currently in use in browser wrapper for testing) - Fix invalid jsdocs - Add dev-standalone script to package.json scripts * Add steam/greenworks IPC calls and optional private-artifact dependency * Include private artifacts in standalone builds * Uncomment appid include * [WIP] Add steam overlay fix, add hash to artifact dependency * Update electron, greenworks. Add task to add local config if not present * Add more achievements, refactor achievement code * Add receiver flexibility and more achievements - Add check to see if necessary to create achievement and add receiver - Add remove receiver functionality when achievement is unlocked * Add achievements and accommodations for switching states - Fix startup code to avoid clobbering achievements on state switch - Add a few more achievements * Add achievements, ids. Update names, keys for consistency * Add play time achievements * [WIP] Add more achievements * Add more achievements. Add bulk achievement check signal * [WIP] Add achievements. Start savefile migration * Add achievements. Add savefile migration * Remove superfluous achievement stat * Update lock files, fix merge conflict
3 years ago
const privateArtifactsPath = "node_modules/shapez.io-private-artifacts";
// Only use asar on steam builds (not supported by wegame)
let asar = Boolean(variantData.steamAppId);
// Unpack private artifacts though
if (asar && fs.existsSync(path.join(tempDestBuildDir, privateArtifactsPath))) {
// @ts-expect-error
Achievements (#1087) * [WIP] Add boilerplate for achievement implementation * Add config.local.template.js and rm cached copy of config.local.js * [WIP] Implement painting, cutting, rotating achievements (to log only) * [WIP] Refactor achievements, jsdoc fixes, add npm script - Refactor achievements to make use of Signals - Move implemented achievement interfaces to appropriate platform folders (SteamAchievements in currently in use in browser wrapper for testing) - Fix invalid jsdocs - Add dev-standalone script to package.json scripts * Add steam/greenworks IPC calls and optional private-artifact dependency * Include private artifacts in standalone builds * Uncomment appid include * [WIP] Add steam overlay fix, add hash to artifact dependency * Update electron, greenworks. Add task to add local config if not present * Add more achievements, refactor achievement code * Add receiver flexibility and more achievements - Add check to see if necessary to create achievement and add receiver - Add remove receiver functionality when achievement is unlocked * Add achievements and accommodations for switching states - Fix startup code to avoid clobbering achievements on state switch - Add a few more achievements * Add achievements, ids. Update names, keys for consistency * Add play time achievements * [WIP] Add more achievements * Add more achievements. Add bulk achievement check signal * [WIP] Add achievements. Start savefile migration * Add achievements. Add savefile migration * Remove superfluous achievement stat * Update lock files, fix merge conflict
3 years ago
asar = { unpackDir: privateArtifactsPath };
}
packager({
dir: tempDestBuildDir,
Mod Support - 1.5.0 Update (#1361) * initial modloader draft * modloader features * Refactor mods to use signals * Add support for modifying and registering new transltions * Minor adjustments * Support for string building ids for mods * Initial support for adding new buildings * Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading * Lazy Load mods to make sure all dependencies are loaded * Expose all exported members automatically to mods * Fix duplicate exports * Allow loading mods from standalone * update changelog * Fix mods folder incorrect path * Fix modloading in standalone * Fix sprites not getting replaced, update demo mod * Load dev mod via raw loader * Improve mod developing so mods are directly ready to be deployed, load mods from local file server * Proper mods ui * Allow mods to register game systems and draw stuff * Change mods path * Fix sprites not loading * Minor adjustments, closes #1333 * Add support for loading atlases via mods * Add support for loading mods from external sources in DEV * Add confirmation when loading mods * Fix circular dependency * Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods * Add some mod signals * refactor game loading states * Make shapez exports global * Start to make mods safer * Refactor file system electron event handling * Properly isolate electron renderer process * Update to latest electron * Show errors when loading mods * Update confirm dialgo * Minor restructure, start to add mod examples * Allow adding custom themesw * Add more examples and allow defining custom item processor operations * Add interface to register new buildings * Fixed typescript type errors (#1335) * Refactor building registry, make it easier for mods to add new buildings * Allow overriding existing methods * Add more examples and more features * More mod examples * Make mod loading simpler * Add example how to add custom drawings * Remove unused code * Minor modloader adjustments * Support for rotation variants in mods (was broken previously) * Allow mods to replace builtin sub shapes * Add helper methods to extend classes * Fix menu bar on mac os * Remember window state * Add support for paste signals * Add example how to add custom components and systems * Support for mod settings * Add example for adding a new item type * Update class extensions * Minor adjustments * Fix typo * Add notification blocks mod example * Add small tutorial * Update readme * Add better instructions * Update JSDoc for Replacing Methods (#1336) * upgraded types for overriding methods * updated comments Co-authored-by: Edward Badel <you@example.com> * Direction lock now indicates when there is a building inbetween * Fix mod examples * Fix linter error * Game state register (#1341) * Added a gamestate register helper Added a gamestate register helper * Update mod_interface.js * export build options * Fix runBeforeMethod and runAfterMethod * Minor game system code cleanup * Belt path drawing optimization * Fix belt path optimization * Belt drawing improvements, again * Do not render belts in statics disabled view * Allow external URL to load more than one mod (#1337) * Allow external URL to load more than one mod Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though. * Update modloader.js * Prettier fixes * Added link to create-shapezio-mod npm page (#1339) Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod * allow command line switch to load more than one mod (#1342) * Fixed class handle type (#1345) * Fixed class handle type * Fixed import game state * Minor adjustments * Refactor item acceptor to allow only single direction slots * Allow specifying minimumGameVersion * Add sandbox example * Replaced concatenated strings with template literals (#1347) * Mod improvements * Make wired pins component optional on the storage * Fix mod examples * Bind `this` for method overriding JSDoc (#1352) * fix entity debugger reaching HTML elements (#1353) * Store mods in savegame and show warning when it differs * Closes #1357 * Fix All Shapez Exports Being Const (#1358) * Allowed setting of variables inside webpack modules * remove console log * Fix stringification of things inside of eval Co-authored-by: Edward Badel <you@example.com> * Fix building placer intersection warning * Add example for storing data in the savegame * Fix double painter bug (#1349) * Add example on how to extend builtin buildings * update readme * Disable steam achievements when playing with mods * Update translations Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com> Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com> Co-authored-by: Edward Badel <you@example.com> Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com> Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2 years ago
appCopyright: "tobspr Games",
appVersion: getVersion(),
buildVersion: "1.0.0",
arch,
platform,
Achievements (#1087) * [WIP] Add boilerplate for achievement implementation * Add config.local.template.js and rm cached copy of config.local.js * [WIP] Implement painting, cutting, rotating achievements (to log only) * [WIP] Refactor achievements, jsdoc fixes, add npm script - Refactor achievements to make use of Signals - Move implemented achievement interfaces to appropriate platform folders (SteamAchievements in currently in use in browser wrapper for testing) - Fix invalid jsdocs - Add dev-standalone script to package.json scripts * Add steam/greenworks IPC calls and optional private-artifact dependency * Include private artifacts in standalone builds * Uncomment appid include * [WIP] Add steam overlay fix, add hash to artifact dependency * Update electron, greenworks. Add task to add local config if not present * Add more achievements, refactor achievement code * Add receiver flexibility and more achievements - Add check to see if necessary to create achievement and add receiver - Add remove receiver functionality when achievement is unlocked * Add achievements and accommodations for switching states - Fix startup code to avoid clobbering achievements on state switch - Add a few more achievements * Add achievements, ids. Update names, keys for consistency * Add play time achievements * [WIP] Add more achievements * Add more achievements. Add bulk achievement check signal * [WIP] Add achievements. Start savefile migration * Add achievements. Add savefile migration * Remove superfluous achievement stat * Update lock files, fix merge conflict
3 years ago
asar: asar,
executableName: "shapezio",
icon: path.join(electronBaseDir, "favicon"),
name: "shapez",
out: tempDestDir,
overwrite: true,
appBundleId: "tobspr.shapezio." + variant,
appCategoryType: "public.app-category.games",
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...(isRelease &&
platform === "darwin" && {
osxSign: {
"identity": process.env.SHAPEZ_CLI_APPLE_CERT_NAME,
"hardenedRuntime": true,
"entitlements": "entitlements.plist",
"entitlements-inherit": "entitlements.plist",
// @ts-ignore
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"signatureFlags": ["library"],
"version": "16.0.7",
},
osxNotarize: {
appleId: process.env.SHAPEZ_CLI_APPLE_ID,
appleIdPassword: process.env.SHAPEZ_CLI_APPLE_APP_PW,
},
}),
}).then(
appPaths => {
console.log("Packages created:", appPaths);
appPaths.forEach(appPath => {
if (!fs.existsSync(appPath)) {
console.error("Bad app path:", appPath);
return;
}
if (variantData.steamAppId) {
fs.writeFileSync(
path.join(appPath, "LICENSE"),
fs.readFileSync(path.join(__dirname, "..", "LICENSE"))
);
fs.writeFileSync(
path.join(appPath, "steam_appid.txt"),
String(variantData.steamAppId)
);
Achievements (#1087) * [WIP] Add boilerplate for achievement implementation * Add config.local.template.js and rm cached copy of config.local.js * [WIP] Implement painting, cutting, rotating achievements (to log only) * [WIP] Refactor achievements, jsdoc fixes, add npm script - Refactor achievements to make use of Signals - Move implemented achievement interfaces to appropriate platform folders (SteamAchievements in currently in use in browser wrapper for testing) - Fix invalid jsdocs - Add dev-standalone script to package.json scripts * Add steam/greenworks IPC calls and optional private-artifact dependency * Include private artifacts in standalone builds * Uncomment appid include * [WIP] Add steam overlay fix, add hash to artifact dependency * Update electron, greenworks. Add task to add local config if not present * Add more achievements, refactor achievement code * Add receiver flexibility and more achievements - Add check to see if necessary to create achievement and add receiver - Add remove receiver functionality when achievement is unlocked * Add achievements and accommodations for switching states - Fix startup code to avoid clobbering achievements on state switch - Add a few more achievements * Add achievements, ids. Update names, keys for consistency * Add play time achievements * [WIP] Add more achievements * Add more achievements. Add bulk achievement check signal * [WIP] Add achievements. Start savefile migration * Add achievements. Add savefile migration * Remove superfluous achievement stat * Update lock files, fix merge conflict
3 years ago
if (platform === "linux") {
// Write launcher script
fs.writeFileSync(
path.join(appPath, "play.sh"),
'#!/usr/bin/env bash\n./shapezio --no-sandbox "$@"\n'
);
fs.chmodSync(path.join(appPath, "play.sh"), 0o775);
}
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if (platform === "darwin") {
if (!isRelease) {
// Needs special location
fs.writeFileSync(
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path.join(
appPath,
"shapez.app",
"Contents",
"MacOS",
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"steam_appid.txt"
),
String(variantData.steamAppId)
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);
}
}
}
});
cb();
},
err => {
console.error("Packaging error:", err);
cb();
}
);
}
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// Manual signing with patched @electron/osx-sign (we need --no-strict)
gulp.task(taskPrefix + ".package.darwin64", cb =>
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packageStandalone(
"darwin",
"x64",
() => {
const appFile = path.join(tempDestDir, "shapez-darwin-x64");
const appFileInner = path.join(appFile, "shapez.app");
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const appIdDest = path.join(
path.join(appFileInner, "Contents", "MacOS"),
"steam_appid.txt"
);
// console.warn("++ Preparing ++");
// fse.copySync(path.join(tempDestBuildDir, "steam_appid.txt"), appIdDest);
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console.warn("++ Signing ++");
console.warn("Signing steam_appid.txt");
execSync(
`codesign --force --verbose --options runtime --timestamp --no-strict --sign "${
process.env.SHAPEZ_CLI_APPLE_CERT_NAME
}" --entitlements "${path.join(__dirname, "entitlements.plist")}" ${appIdDest}`,
{
cwd: appFile,
}
);
console.warn("Base dir:", appFile);
signAsync({
app: appFileInner,
hardenedRuntime: true,
identity: process.env.SHAPEZ_CLI_APPLE_CERT_NAME,
strictVerify: false,
version: "16.0.7",
type: "distribution",
optionsForFile: f => {
return {
entitlements: path.join(__dirname, "entitlements.plist"),
hardenedRuntime: true,
signatureFlags: ["runtime"],
};
},
}).then(() => {
execSync(`codesign --verify --verbose ${path.join(appFile, "shapez.app")}`, {
cwd: appFile,
});
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console.warn("++ Notarizing ++");
electronNotarize
.notarize({
appPath: path.join(appFile, "shapez.app"),
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tool: "legacy",
appBundleId: "tobspr.shapezio.standalone",
appleId: process.env.SHAPEZ_CLI_APPLE_ID,
appleIdPassword: process.env.SHAPEZ_CLI_APPLE_APP_PW,
teamId: process.env.SHAPEZ_CLI_APPLE_TEAM_ID,
})
.then(() => {
console.warn("-> Notarized!");
cb();
});
});
},
false
)
);
gulp.task(taskPrefix + ".package.win64", cb => packageStandalone("win32", "x64", cb));
gulp.task(taskPrefix + ".package.linux64", cb => packageStandalone("linux", "x64", cb));
gulp.task(
taskPrefix + ".build-from-windows",
gulp.series(
taskPrefix + ".prepare",
gulp.parallel(taskPrefix + ".package.win64", taskPrefix + ".package.linux64")
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)
);
gulp.task(
taskPrefix + ".build-from-darwin",
gulp.series(taskPrefix + ".prepare", gulp.parallel(taskPrefix + ".package.darwin64"))
);
}
// Steam helpers
gulp.task("standalone.prepareVDF", cb => {
const hash = buildutils.getRevision();
const version = buildutils.getVersion();
// for (const platform of ["steampipe", "steampipe-darwin"]) {
const templatesSource = path.join(__dirname, "steampipe", "templates");
const templatesDest = path.join(__dirname, "steampipe", "built_vdfs");
const variables = {
PROJECT_DIR: path.resolve(path.join(__dirname, "..")).replace(/\\/g, "/"),
BUNDLE_DIR: path.resolve(path.join(__dirname, "..", "build_output")).replace(/\\/g, "/"),
TMP_DIR: path.resolve(path.join(__dirname, "steampipe", "tmp")).replace(/\\/g, "/"),
// BUILD_DESC: "v" + version + " @ " + hash,
VDF_DIR: path.resolve(path.join(__dirname, "steampipe", "built_vdfs")).replace(/\\/g, "/"),
};
const files = fs.readdirSync(templatesSource);
for (const file of files) {
if (!file.endsWith(".vdf")) {
continue;
}
variables.BUILD_DESC = file.replace(".vdf", "") + " - v" + version + " @ " + hash;
let content = fs.readFileSync(path.join(templatesSource, file)).toString("utf-8");
content = content.replace(/\$([^$]+)\$/gi, (_, variable) => {
if (!variables[variable]) {
throw new Error("Unknown variable " + variable + " in " + file);
}
return variables[variable];
});
fs.writeFileSync(path.join(templatesDest, file), content, { encoding: "utf8" });
}
cb();
});
4 years ago
}
module.exports = { gulptasksStandalone };