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This commit is contained in:
28
.github/workflows/scripts/butler_push.sh
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28
.github/workflows/scripts/butler_push.sh
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@@ -0,0 +1,28 @@
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#! /bin/bash
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butler_channel=""
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butler_exe=""
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release_dir=""
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if [ "$BUILD_OS" = "ubuntu" ]; then
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butler_channel=linux-amd64
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butler_exe=butler
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release_dir="linux"
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elif [ "$BUILD_OS" = "windows" ]; then
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butler_channel=windows-amd64
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butler_exe=butler.exe
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release_dir="windows"
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elif [ "$BUILD_OS" = "macos" ]; then
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butler_channel=darwin-amd64
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butler_exe=butler
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release_dir="macos"
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fi
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# -L follows redirects
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# -O specifies output name
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curl -L -o butler.zip https://broth.itch.ovh/butler/${butler_channel}/LATEST/archive/default
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unzip butler.zip
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# GNU unzip tends to not set the executable bit even though it's set in the .zip
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chmod +x ${butler_exe}
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# just a sanity check run (and also helpful in case you're sharing CI logs)
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./${butler_exe} -V
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./${butler_exe} push "build/Blades of Exile/" nqn/blades-of-exile:${release_dir}
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@@ -3,7 +3,7 @@
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git clone --depth 1 -b 0.9 https://github.com/texus/TGUI.git
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cd TGUI
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export CLICOLOR_FORCE=1
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cmake -D TGUI_CXX_STANDARD=14 .
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SFML_DIR=../deps/lib/cmake/SFML cmake -D TGUI_CXX_STANDARD=14 -D SFML_DIR=../deps/lib/cmake/SFML .
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make
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cmake --install .
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cd .. # Probably not needed but...
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27
.github/workflows/scripts/mac/make-universal.sh
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27
.github/workflows/scripts/mac/make-universal.sh
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@@ -0,0 +1,27 @@
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#! /bin/bash
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if [ -z "$CONFIGURATION" ]; then
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CONFIGURATION=Release
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fi
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INTEL=cboe-macos-intel-$CONFIGURATION
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SILICON=cboe-macos-silicon-$CONFIGURATION
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combine() {
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mkdir -p "build/Blades of Exile/$1.app/Contents/MacOS"
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lipo -create "$SILICON/Blades of Exile/$1.app/Contents/MacOS/$1" "$INTEL/Blades of Exile/$1.app/Contents/MacOS/$1" -output "build/Blades of Exile/$1.app/Contents/MacOS/$1"
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cp -r "$SILICON/Blades of Exile/$1.app/Contents/Frameworks" "build/Blades of Exile/$1.app/Contents/"
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cp -r "$SILICON/Blades of Exile/$1.app/Contents/Resources" "build/Blades of Exile/$1.app/Contents/"
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cp "$SILICON/Blades of Exile/$1.app/Contents/Info.plist" "build/Blades of Exile/$1.app/Contents/"
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cp "$SILICON/Blades of Exile/$1.app/Contents/PkgInfo" "build/Blades of Exile/$1.app/Contents/"
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}
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combine "Blades of Exile"
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combine "BoE Scenario Editor"
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combine "BoE Character Editor"
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cp -r "$SILICON/Blades of Exile/Blades of Exile Base" "build/Blades of Exile/"
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cp -r "$SILICON/Blades of Exile/Blades of Exile Scenarios" "build/Blades of Exile/"
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cp -r "$SILICON/Blades of Exile/data" "build/Blades of Exile/"
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cp -r "$SILICON/Blades of Exile/docs" "build/Blades of Exile/"
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cp "$SILICON/Blades of Exile/.itch.toml" "build/Blades of Exile/"
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2
.github/workflows/scripts/mac/scons-build.sh
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2
.github/workflows/scripts/mac/scons-build.sh
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@@ -4,4 +4,4 @@ export CC="$(brew --prefix llvm)/bin/clang"
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export CXX="$(brew --prefix llvm)/bin/clang++"
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export SDKROOT="$(xcrun --show-sdk-path)"
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scons CXXFLAGS="-I/usr/local/opt/zlib/include" LINKFLAGS="-L/usr/local/opt/zlib/lib" $@
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scons CXXFLAGS="-I/usr/local/opt/zlib/include -arch $ARCH" LINKFLAGS="-L/usr/local/opt/zlib/lib" $@
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79
.github/workflows/scripts/mac/sign-apps.sh
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.github/workflows/scripts/mac/sign-apps.sh
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#! /bin/bash
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# CODE-SIGNING STEP
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# Original Source: https://federicoterzi.com/blog/automatic-code-signing-and-notarization-for-macos-apps-using-github-actions/
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# Modified by NQNStudios
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# Turn our base64-encoded certificate back to a regular .p12 file
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echo $PROD_MACOS_CERTIFICATE | base64 --decode > certificate.p12
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# We need to create a new keychain, otherwise using the certificate will prompt
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# with a UI dialog asking for the certificate password, which we can't
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# use in a headless CI environment
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security create-keychain -p "$PROD_MACOS_CI_KEYCHAIN_PWD" build.keychain
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security default-keychain -s build.keychain
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security unlock-keychain -p "$PROD_MACOS_CI_KEYCHAIN_PWD" build.keychain
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security import certificate.p12 -k build.keychain -P "$PROD_MACOS_CERTIFICATE_PWD" -T /usr/bin/codesign
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security set-key-partition-list -S apple-tool:,apple:,codesign: -s -k "$PROD_MACOS_CI_KEYCHAIN_PWD" build.keychain
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sign() {
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if [ "$SIGN" = "no" ];
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then
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return
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fi
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APP_PATH="build/Blades of Exile/$1.app"
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# We finally codesign our app bundle, specifying the Hardened runtime option
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/usr/bin/codesign --force -s "$PROD_MACOS_CERTIFICATE_NAME" --options runtime "$APP_PATH"/Contents/Frameworks/*.dylib -v
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(cd "$APP_PATH" && frameworks=Contents/Frameworks/*.framework/Versions/A/* && \
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for framework in $frameworks; do
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if [ -f "$framework" ]; then
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/usr/bin/codesign --force -s "$PROD_MACOS_CERTIFICATE_NAME" --options runtime "$framework" -v
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fi
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done)
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/usr/bin/codesign --force -s "$PROD_MACOS_CERTIFICATE_NAME" --options runtime "$APP_PATH"/Contents/Frameworks/*.framework/Versions/A/Resources/Info.plist -v
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/usr/bin/codesign --force -s "$PROD_MACOS_CERTIFICATE_NAME" --options runtime "$APP_PATH/Contents/Info.plist" -v
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/usr/bin/codesign --force -s "$PROD_MACOS_CERTIFICATE_NAME" --options runtime "$APP_PATH" -v
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# NOTARIZATION STEP
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if [ "$NOTARIZE" = "no" ];
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then
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return
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fi
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# (same source)
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# Store the notarization credentials so that we can prevent a UI password dialog
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# from blocking the CI
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echo "Create keychain profile"
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xcrun notarytool store-credentials "notarytool-profile" --apple-id "$PROD_MACOS_NOTARIZATION_APPLE_ID" --team-id "$PROD_MACOS_NOTARIZATION_TEAM_ID" --password "$PROD_MACOS_NOTARIZATION_PWD"
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# We can't notarize an app bundle directly, but we need to compress it as an archive.
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# Therefore, we create a zip file containing our app bundle, so that we can send it to the
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# notarization service
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echo "Creating temp notarization archive"
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ditto -c -k --keepParent "$APP_PATH" "notarization.zip"
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# Here we send the notarization request to the Apple's Notarization service, waiting for the result.
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# This typically takes a few seconds inside a CI environment, but it might take more depending on the App
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# characteristics. Visit the Notarization docs for more information and strategies on how to optimize it if
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# you're curious
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echo "Notarize app"
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xcrun notarytool submit "notarization.zip" --keychain-profile "notarytool-profile" --wait
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# Finally, we need to "attach the staple" to our executable, which will allow our app to be
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# validated by macOS even when an internet connection is not available.
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echo "Attach staple"
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xcrun stapler staple "$APP_PATH" || exit 1
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}
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sign "Blades of Exile"
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sign "BoE Scenario Editor"
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sign "BoE Character Editor"
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