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Directory.Build.targets
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Directory.Build.targets
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<Project>
<PropertyGroup>
<!-- Assumes building projects in this repo (not submodules). i.e: src/Sentry.Unity -->
<UnitySampleProjectPath>$(MSBuildProjectDirectory)/../../samples/unity-of-bugs/</UnitySampleProjectPath>
<PlayerBuildPath>$(UnitySampleProjectPath)../artifacts/builds/</PlayerBuildPath>
<AndroidBuildMethod>Builder.BuildAndroidIl2CPPPlayer</AndroidBuildMethod>
<AndroidBuildPath>$(PlayerBuildPath)Android/IL2CPP_Player.apk</AndroidBuildPath>
<IOSBuildMethod>Builder.BuildIOSPlayer</IOSBuildMethod>
<IOSBuildPath>$(PlayerBuildPath)iOS/Xcode</IOSBuildPath>
<!-- Assumes running `dotnet` from the root of the repo: -->
<UnityTestPlayModeResultFilePath>../../artifacts/test/playmode/results.xml</UnityTestPlayModeResultFilePath>
<UnityTestEditModeResultFilePath>../../artifacts/test/editmode/results.xml</UnityTestEditModeResultFilePath>
<SentryArtifactsDestination>$(RepoRoot)package-dev/Plugins/</SentryArtifactsDestination>
<!-- Cocoa -->
<SentryCocoaCache>$(RepoRoot)modules/sentry-cocoa/</SentryCocoaCache>
<SentryiOSArtifactsDestination>$(SentryArtifactsDestination)iOS/Sentry.xcframework~/</SentryiOSArtifactsDestination>
<SentrymacOSArtifactsDestination>$(SentryArtifactsDestination)macOS/Sentry/</SentrymacOSArtifactsDestination>
<!-- Android -->
<SentryAndroidRoot>$(RepoRoot)modules/sentry-java/</SentryAndroidRoot>
<SentryAndroidArtifactsDestination>$(SentryArtifactsDestination)Android/Sentry~/</SentryAndroidArtifactsDestination>
<!-- Native -->
<SentryNativeRoot>$(RepoRoot)modules/sentry-native/</SentryNativeRoot>
<SentryLinuxArtifactsDestination>$(SentryArtifactsDestination)Linux/Sentry/</SentryLinuxArtifactsDestination>
<SentryWindowsArtifactsDestination>$(SentryArtifactsDestination)Windows/Sentry/</SentryWindowsArtifactsDestination>
</PropertyGroup>
<!-- Use the Unity Editor version set in the sample project of the repo -->
<Target Name="FindUnity">
<Message Text="Unity Version: $(UnityVersion)" Importance="Normal" />
<!-- Unity paths on Windows -->
<PropertyGroup Condition="$([MSBuild]::IsOSPlatform('Windows'))">
<UnityRoot Condition="Exists('C:\Program Files\Unity\Hub\Editor\$(UnityVersion)\Editor\Data\Managed\UnityEngine.dll')">C:\Program Files\Unity\Hub\Editor\$(UnityVersion)\Editor\</UnityRoot>
<!--If not using Unity Hub, tries to pick whatever Unity version is installed on the machine-->
<UnityRoot Condition="$(UnityRoot) == '' AND Exists('C:\Program Files\Unity\Editor\Data\Managed\UnityEngine.dll')">C:\Program Files\Unity\Editor</UnityRoot>
<UnityLibcache>$(UnityRoot)Data/Resources/PackageManager/ProjectTemplates/libcache/</UnityLibcache>
<UnityManagedPath>$(UnityRoot)\Data\Managed</UnityManagedPath>
<UnityExec>"$(UnityRoot)\Unity.exe"</UnityExec>
<StandaloneBuildMethod>Builder.BuildWindowsIl2CPPPlayer</StandaloneBuildMethod>
<StandaloneBuildPath>$(PlayerBuildPath)Windows/IL2CPP_Player.exe</StandaloneBuildPath>
<StandaloneExecutablePath>$(StandaloneBuildPath)</StandaloneExecutablePath>
<StandaloneDataPath>$(USERPROFILE)/AppData/LocalLow/DefaultCompany/unity-of-bugs/</StandaloneDataPath>
</PropertyGroup>
<Error Condition="!Exists('$(UnityRoot)') AND $([MSBuild]::IsOSPlatform('Windows'))" Text="UnityRoot not found. Ensure Unity is installed.
See the CONTRIBUTING.md.
UnityVersion: '$(UnityVersion)'
Resolved directory: '$(UnityRoot)'
Expected to exist:
* C:\Program Files\Unity\Hub\Editor\$(UnityVersion)\Editor\Data\Managed\UnityEngine.dll
or
* C:\Program Files\Unity\Editor\Data\Managed\UnityEngine.dll" />
<!-- Unity paths on macOS -->
<PropertyGroup Condition="$([MSBuild]::IsOSPlatform('OSX'))">
<UnityRoot Condition="Exists('/Applications/Unity/Hub/Editor/$(UnityVersion)/Unity.app/Contents/Managed/UnityEngine.dll')">/Applications/Unity/Hub/Editor/$(UnityVersion)/Unity.app/</UnityRoot>
<!--If not using Unity Hub, tries to pick whatever Unity version is installed on the machine-->
<UnityRoot Condition="$(UnityRoot) == '' AND Exists('/Applications/Unity/Unity.app/Contents/Managed/UnityEngine.dll')">/Applications/Unity/Unity.app/</UnityRoot>
<UnityLibcache>$(UnityRoot)Contents/Resources/PackageManager/ProjectTemplates/libcache/</UnityLibcache>
<UnityManagedPath>$(UnityRoot)Contents/Managed</UnityManagedPath>
<UnityExec>"$(UnityRoot)Contents/MacOS/Unity"</UnityExec>
<StandaloneBuildMethod>Builder.BuildMacIl2CPPPlayer</StandaloneBuildMethod>
<StandaloneBuildPath>$(PlayerBuildPath)MacOS/IL2CPP_Player.app</StandaloneBuildPath>
<StandaloneExecutablePath>$(StandaloneBuildPath)/Contents/MacOS/unity-of-bugs</StandaloneExecutablePath>
</PropertyGroup>
<Error Condition="!Exists('$(UnityRoot)') AND $([MSBuild]::IsOSPlatform('OSX'))" Text="UnityRoot not found. Ensure Unity is installed.
See the CONTRIBUTING.md.
UnityVersion: '$(UnityVersion)'
Resolved directory: '$(UnityRoot)'
Expected to exist:
* /Applications/Unity/Hub/Editor/$(UnityVersion)/Unity.app/Contents/Managed/UnityEngine.dll
or
* /Applications/Unity/Unity.app/Contents/Managed/UnityEngine.dll" />
<!-- Unity paths on Linux -->
<PropertyGroup Condition="$([MSBuild]::IsOSPlatform('Linux'))">
<UnityRoot Condition="Exists('$(Home)/Unity/Hub/Editor/$(UnityVersion)/Editor/Data/Managed/UnityEngine.dll')">$(Home)/Unity/Hub/Editor/$(UnityVersion)/Editor/</UnityRoot>
<UnityRoot Condition="$(UNITY_PATH) != ''">$(UNITY_PATH)/Editor/</UnityRoot>
<UnityLibcache>$(UnityRoot)Data/Resources/PackageManager/ProjectTemplates/libcache/</UnityLibcache>
<UnityManagedPath>$(UnityRoot)Data/Managed</UnityManagedPath>
<UnityExec>xvfb-run -ae /dev/stdout "$(UnityRoot)Unity"</UnityExec>
<StandaloneBuildMethod>Builder.BuildLinuxIl2CPPPlayer</StandaloneBuildMethod>
<StandaloneBuildPath>$(PlayerBuildPath)Linux/IL2CPP_Player</StandaloneBuildPath>
<StandaloneExecutablePath>$(StandaloneBuildPath)</StandaloneExecutablePath>
</PropertyGroup>
<Error Condition="!Exists('$(UnityRoot)') AND $([MSBuild]::IsOSPlatform('Linux'))" Text="UnityRoot not found. Ensure Unity is installed.
See the CONTRIBUTING.md.
UnityVersion: '$(UnityVersion)'
Resolved directory: '$(UnityRoot)'
Expected to exist:
* $(Home)/Unity/Hub/Editor/$(UnityVersion)/Editor/Data/Managed/UnityEngine.dll" />
<LocateTestRunner UnityLibcache="$(UnityLibcache)">
<Output PropertyName="TestRunnerPath" TaskParameter="TestRunnerPath" />
</LocateTestRunner>
<PropertyGroup>
<UnityTemplateAssemblyPath>$(TestRunnerPath)</UnityTemplateAssemblyPath>
</PropertyGroup>
</Target>
<Target Name="CleanUnityTestResults" AfterTargets="Clean">
<Delete Files="$(UnityTestPlayModeResultFilePath)" />
<Delete Files="$(UnityTestEditModeResultFilePath)" />
<RemoveDir Directories="$(PlayerBuildPath)" />
</Target>
<Target Name="CleanCocoaSDK" AfterTargets="Clean" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<RemoveDir Directories="$(SentryCocoaCache)" ContinueOnError="true" />
<RemoveDir Directories="$(SentryiOSArtifactsDestination)" ContinueOnError="true" />
<Delete Files="$(SentrymacOSArtifactsDestination)Sentry.dylib" ContinueOnError="true" />
<Delete Files="$(SentrymacOSArtifactsDestination)Sentry.dylib.dSYM" ContinueOnError="true" />
</Target>
<Target Name="CleanAndroidSDK" AfterTargets="Clean" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<!-- The jar file is version appended and we copy by glob so to avoid duplicates: -->
<RemoveDir Directories="$(SentryAndroidRoot)sentry/build/libs/" ContinueOnError="true" />
<RemoveDir Directories="$(SentryAndroidArtifactsDestination)" ContinueOnError="true" />
</Target>
<Target Name="CleanLinuxSDK" AfterTargets="Clean" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<RemoveDir Directories="$(SentryNativeRoot)build/" ContinueOnError="true" />
<Delete Files="$(SentryLinuxArtifactsDestination)libsentry.so" ContinueOnError="true" />
<Delete Files="$(SentryLinuxArtifactsDestination)libsentry.dbg.so" ContinueOnError="true" />
</Target>
<Target Name="CleanWindowsSDK" AfterTargets="Clean" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<RemoveDir Directories="$(SentryNativeRoot)build/" ContinueOnError="true" />
<Delete Files="$(SentryWindowsArtifactsDestination)crashpad_handler.exe" ContinueOnError="true" />
<Delete Files="$(SentryWindowsArtifactsDestination)sentry.dll" ContinueOnError="true" />
<Delete Files="$(SentryWindowsArtifactsDestination)sentry.pdb" ContinueOnError="true" />
</Target>
<Target Name="DownloadCLI" BeforeTargets="BeforeBuild" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity' AND !Exists('$(RepoRoot)package-dev/Editor/sentry-cli')">
<Exec Command="pwsh "$(RepoRoot)scripts/download-sentry-cli.ps1""></Exec>
</Target>
<!-- Downloads and sets up the Cocoa SDK: dotnet msbuild /t:SetupCocoaSDK src/Sentry.Unity -->
<Target Name="SetupCocoaSDK"
Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'
And (!Exists('$(SentryiOSArtifactsDestination)') Or !Exists('$(SentrymacOSArtifactsDestination)Sentry.dylib'))"
BeforeTargets="BeforeBuild">
<PropertyGroup>
<PropertiesContent>$([System.IO.File]::ReadAllText("$(RepoRoot)modules/sentry-cocoa.properties"))</PropertiesContent>
<CocoaVersion>$([System.Text.RegularExpressions.Regex]::Match($(PropertiesContent), 'version\s*=\s*(\d+\.\d+\.\d+)').Groups[1].Value)</CocoaVersion>
</PropertyGroup>
<Message Importance="High" Text="Setting up the Cocoa SDK version '$(CocoaVersion)'." />
<!-- Clean cache if version does not exist to get rid of old versions -->
<RemoveDir
Condition="!Exists('$(SentryCocoaCache)Sentry-Dynamic-$(CocoaVersion).xcframework.zip')"
Directories="$(SentryCocoaCache)" />
<!-- Create cache directory -->
<MakeDir Condition="!Exists('$(SentryCocoaCache)')" Directories="$(SentryCocoaCache)" />
<!-- Download the Cocoa SDK as pre-built .xcframework -->
<Exec
Condition="!Exists('$(SentryCocoaCache)Sentry-Dynamic-$(CocoaVersion).xcframework.zip')"
Command="curl -L https://github.com/getsentry/sentry-cocoa/releases/download/$(CocoaVersion)/Sentry-Dynamic.xcframework.zip -o $(SentryCocoaCache)Sentry-Dynamic-$(CocoaVersion).xcframework.zip" />
<Exec
Condition="!Exists('$(SentryCocoaCache)Sentry-Dynamic.xcframework')"
Command="unzip -o $(SentryCocoaCache)Sentry-Dynamic-$(CocoaVersion).xcframework.zip -d $(SentryCocoaCache)" />
<!-- Set up the iOS support -->
<ItemGroup>
<!-- Itemgroup for the output Sentry.framework so we have access to '%(RecursiveDir)' when copying -->
<xcframeworkdPath Include="$(SentryCocoaCache)/Sentry-Dynamic.xcframework/**/*" />
</ItemGroup>
<Copy SourceFiles="@(xcframeworkdPath)" DestinationFiles="@(xcframeworkdPath->'$(SentryiOSArtifactsDestination)%(RecursiveDir)%(Filename)%(Extension)')" />
<Error Condition="(!Exists('$(SentryiOSArtifactsDestination)'))" Text="Failed to set up the iOS SDK." />
<!-- Set up the macOS support -->
<Copy SourceFiles="$(SentryCocoaCache)Sentry-Dynamic.xcframework/macos-arm64_arm64e_x86_64/Sentry.framework/Sentry" DestinationFiles="$(SentrymacOSArtifactsDestination)Sentry.dylib" />
<Copy SourceFiles="$(SentryCocoaCache)Sentry-Dynamic.xcframework/macos-arm64_arm64e_x86_64/dSYMs/Sentry.framework.dSYM/Contents/Resources/DWARF/Sentry" DestinationFiles="$(SentrymacOSArtifactsDestination)Sentry.dylib.dSYM" />
<Error Condition="(!Exists('$(SentrymacOSArtifactsDestination)Sentry.dylib') Or !Exists('$(SentrymacOSArtifactsDestination)Sentry.dylib.dSYM'))" Text="Failed to set up the macOS SDK." />
</Target>
<!-- Build the Android SDK: dotnet msbuild /t:BuildAndroidSDK src/Sentry.Unity -->
<Target Name="BuildAndroidSDK" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'
And !Exists('$(SentryAndroidArtifactsDestination)')" BeforeTargets="BeforeBuild">
<Error Condition="!Exists('$(SentryAndroidRoot)')" Text="Couldn't find the Android root at $(SentryAndroidRoot)." />
<Message Importance="High" Text="Building Sentry Android SDK." />
<Exec WorkingDirectory="$(SentryAndroidRoot)" EnvironmentVariables="JAVA_HOME=$(JAVA_HOME_17_X64)" Command="./gradlew -PsentryAndroidSdkName=sentry.native.android.unity :sentry-android-core:assembleRelease :sentry-android-ndk:assembleRelease :sentry:jar --no-daemon --stacktrace --warning-mode none" />
<ItemGroup>
<AndroidSdkArtifacts Include="$(SentryAndroidRoot)sentry-android-ndk/build/outputs/aar/sentry-android-ndk-release.aar" />
<AndroidSdkArtifacts Include="$(SentryAndroidRoot)sentry-android-core/build/outputs/aar/sentry-android-core-release.aar" />
</ItemGroup>
<Copy SourceFiles="@(AndroidSdkArtifacts)" DestinationFiles="@(AndroidSdkArtifacts->'$(SentryAndroidArtifactsDestination)%(RecursiveDir)%(Filename)%(Extension)')" />
<Exec WorkingDirectory="$(SentryAndroidRoot)" Command="cp sentry/build/libs/sentry*.jar $(SentryAndroidArtifactsDestination)sentry.jar" />
<Error Condition="!Exists('$(SentryAndroidArtifactsDestination)')" Text="Failed to build the Android SDK." />
</Target>
<!-- Build the Sentry Native SDK for Windows: dotnet msbuild /t:BuildWindowsSDK src/Sentry.Unity -->
<Target Name="BuildWindowsSDK" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'
And $([MSBuild]::IsOsPlatform('Windows'))
And !Exists('$(SentryWindowsArtifactsDestination)sentry.dll')" BeforeTargets="BeforeBuild">
<Error Condition="!Exists('$(SentryNativeRoot)')" Text="Couldn't find the Native root at $(SentryNativeRoot)."></Error>
<Message Importance="High" Text="Building artifacts of Sentry Native SDK for Windows." />
<Exec WorkingDirectory="$(SentryNativeRoot)" Command="cmake -B build -D SENTRY_BACKEND=crashpad -D SENTRY_SDK_NAME=sentry.native.unity -S ."></Exec>
<Exec WorkingDirectory="$(SentryNativeRoot)" Command="cmake --build build --target sentry --config RelWithDebInfo --parallel"></Exec>
<Exec WorkingDirectory="$(SentryNativeRoot)" Command="cmake --build build --target crashpad_handler --config Release --parallel"></Exec>
<ItemGroup>
<NativeSdkArtifacts Include="$(SentryNativeRoot)build/crashpad_build/handler/Release/crashpad_handler.exe" />
<NativeSdkArtifacts Include="$(SentryNativeRoot)build/RelWithDebInfo/sentry.dll" />
<NativeSdkArtifacts Include="$(SentryNativeRoot)build/RelWithDebInfo/sentry.pdb" />
</ItemGroup>
<Copy SourceFiles="@(NativeSdkArtifacts)" DestinationFiles="@(NativeSdkArtifacts->'$(SentryWindowsArtifactsDestination)%(Filename)%(Extension)')" />
</Target>
<!-- Build the Sentry Native SDK for Linux: dotnet msbuild /t:BuildLinuxSDK src/Sentry.Unity -->
<Target Name="BuildLinuxSDK" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'
And $([MSBuild]::IsOsPlatform('Linux'))
And !Exists('$(SentryLinuxArtifactsDestination)libsentry.so')" BeforeTargets="BeforeBuild">
<Error Condition="!Exists('$(SentryNativeRoot)')" Text="Couldn't find the Native root at $(SentryNativeRoot)."></Error>
<Message Importance="High" Text="Building artifacts of Sentry Native SDK for Linux." />
<Exec WorkingDirectory="$(SentryNativeRoot)" Command="cmake -B build -D SENTRY_BACKEND=breakpad -D SENTRY_SDK_NAME=sentry.native.unity -D CMAKE_BUILD_TYPE=RelWithDebInfo -S ." />
<Exec WorkingDirectory="$(SentryNativeRoot)" Command="cmake --build build --target sentry --parallel" />
<MakeDir Directories="$(SentryLinuxArtifactsDestination)"/>
<!-- strip all, including exported symbols except those starting with 'sentry_', except for 'sentry__' -->
<Exec WorkingDirectory="$(SentryNativeRoot)" Command="strip -s build/libsentry.so -w -K sentry_[^_]* -o $(SentryLinuxArtifactsDestination)libsentry.so" />
<Exec WorkingDirectory="$(SentryNativeRoot)" Command="cp build/libsentry.so $(SentryLinuxArtifactsDestination)libsentry.dbg.so" />
<Exec WorkingDirectory="$(SentryLinuxArtifactsDestination)" Command="objcopy --add-gnu-debuglink=libsentry.dbg.so libsentry.so" />
</Target>
<!-- Even with a successful build, Unity will error on 'usbmuxd' or log out to std-error which breaks msbuild.
We need to run a unity build to restore the test packages and for that reason we'll ignore errors here and assume a later step will validate the build is actually working:
The offending error:
[usbmuxd] Stop listen thread
[usbmuxd] Error:
[usbmuxd] Listen thread exitingit -batchmode -nographics -logFile - -projectPath $(UnitySampleProjectPath) -$(StandalonePlayerName) $(ArtifactName)
For that reason, Exec tasks to unity all ignore error. That means that subsequent tasks must exist to validate the command (i.e: parse logs, etc).
Related: https://forum.unity.com/threads/6572-debugger-agent-unable-to-listen-on-27.500387/ -->
<!-- Setup Sentry options on Unity UI: dotnet msbuild /t:UnityConfigureSentryOptions src/Sentry.Unity -->
<Target Name="UnityConfigureSentryOptions" DependsOnTargets="FindUnity" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<Error Condition="$(UnityExec) == ''" Text="Couldn't find Unity." />
<Message Importance="High" Text="Configuring Sentry options."></Message>
<Exec Command="pwsh "$(RepoRoot)scripts/unity.ps1" $(UnityExec) -quit -batchmode -nographics -projectPath $(UnitySampleProjectPath) -executeMethod Sentry.Unity.Editor.ConfigurationWindow.SentryEditorWindowInstrumentation.ConfigureOptions -sentryOptions.Dsn $(TestDsn)" IgnoreStandardErrorWarningFormat="true">
<Output TaskParameter="ExitCode" PropertyName="UnityConfigureSentryOptionsExitCode"/>
</Exec>
<!-- Unity will return -1 or 0 on success. 1 Otherwise. -->
<Error Text="Sentry options setup failed with code $(UnityConfigureSentryOptionsExitCode)" Condition=" '$(UnityConfigureSentryOptionsExitCode)' != '0' AND '$(BuildExitCode)' != '-1'"/>
</Target>
<!-- Build a player with IL2CPP: dotnet msbuild /t:UnityBuildStandalonePlayerIL2CPP src/Sentry.Unity -->
<Target Name="UnityBuildStandalonePlayerIL2CPP" DependsOnTargets="FindUnity" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<Error Condition="$(UnityExec) == ''" Text="Couldn't find Unity." />
<Error Condition="$(StandaloneBuildMethod) == ''" Text="StandaloneBuildMethod build variable not defined. Did FindUnity target fail?"></Error>
<Message Importance="High" Text="Building Player with IL2CPP."></Message>
<Exec Command="pwsh "$(RepoRoot)scripts/unity.ps1" $(UnityExec) -quit -batchmode -nographics -projectPath $(UnitySampleProjectPath) -executeMethod $(StandaloneBuildMethod) -buildPath $(StandaloneBuildPath)" IgnoreStandardErrorWarningFormat="true"></Exec>
</Target>
<!-- Run smoke test on player: dotnet msbuild /t:UnitySmokeTestStandalonePlayerIL2CPP src/Sentry.Unity -->
<Target Name="UnitySmokeTestStandalonePlayerIL2CPP" DependsOnTargets="FindUnity" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<Error Condition="$(UnityExec) == ''" Text="Couldn't find Unity." />
<Exec Command="pwsh "$(RepoRoot)test/Scripts.Integration.Test/integration-run-smoke-test.ps1" -Smoke -Crash "$(StandaloneExecutablePath)" -AppDataDir "$(StandaloneDataPath)"" />
</Target>
<!-- Build an Android player: dotnet msbuild /t:UnityBuildPlayerAndroid src/Sentry.Unity -->
<Target Name="UnityBuildPlayerAndroid" DependsOnTargets="FindUnity" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<Error Condition="$(UnityExec) == ''" Text="Couldn't find Unity." />
<Message Importance="High" Text="Building Android Player with IL2CPP."></Message>
<Exec Command="pwsh "$(RepoRoot)scripts/unity.ps1" $(UnityExec) -quit -batchmode -nographics -projectPath $(UnitySampleProjectPath) -executeMethod $(AndroidBuildMethod) -buildPath $(AndroidBuildPath)" IgnoreStandardErrorWarningFormat="true"></Exec>
<Error Condition="!Exists('$(AndroidBuildPath)')" Text="Android APK not found. Did something go wrong?"></Error>
</Target>
<!-- Build an iOS player: dotnet msbuild /t:UnityBuildPlayerIOS src/Sentry.Unity -->
<Target Name="UnityBuildPlayerIOS" DependsOnTargets="FindUnity" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<Error Condition="$(UnityExec) == ''" Text="Couldn't find Unity." />
<Message Importance="High" Text="Building iOS Xcode project."></Message>
<Exec Command="pwsh "$(RepoRoot)scripts/unity.ps1" $(UnityExec) -quit -batchmode -nographics -projectPath $(UnitySampleProjectPath) -executeMethod $(IOSBuildMethod) -buildPath $(IOSBuildPath)" IgnoreStandardErrorWarningFormat="true"></Exec>
<!-- <Error Condition="!Exists('$(IOSBuildPath)')" Text="iOS build not found. Did something go wrong?"></Error> -->
</Target>
<!-- Build a WebGL player: dotnet msbuild /t:UnityBuildPlayerWebGL src/Sentry.Unity -->
<Target Name="UnityBuildPlayerWebGL" DependsOnTargets="FindUnity" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<Error Condition="$(UnityExec) == ''" Text="Couldn't find Unity." />
<Message Importance="High" Text="Building the sample player for WebGL." />
<Exec Command="pwsh "$(RepoRoot)scripts/unity.ps1" $(UnityExec) -quit -batchmode -nographics -projectPath $(UnitySampleProjectPath) -executeMethod Builder.BuildWebGLPlayer -buildPath $(PlayerBuildPath)WebGL" IgnoreStandardErrorWarningFormat="true" />
</Target>
<!-- Run smoke test on the WebGL player: dotnet msbuild /t:UnitySmokeTestPlayerWebGL src/Sentry.Unity -->
<Target Name="UnitySmokeTestPlayerWebGL" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<Exec Command="python3 -X utf8 "$(RepoRoot)scripts/smoke-test-webgl.py"" IgnoreStandardErrorWarningFormat="true"/>
</Target>
<!-- Run PlayMode tests with dotnet msbuild /t:UnityPlayModeTest test/Sentry.Unity.Tests -->
<Target Name="UnityPlayModeTest" DependsOnTargets="FindUnity" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity.Tests'">
<Error Condition="$(UnityExec) == ''" Text="Couldn't find Unity." />
<Message Importance="High" Text="Running Unity PlayMode tests." />
<!-- Unity exits with a non-zero exit code when running tests. We ignore it and manually check the test results instead. -->
<Delete Files="$(UnityTestPlayModeResultFilePath)" />
<Exec EnvironmentVariables="IgnoreExitCode=true" Command="pwsh "$(RepoRoot)scripts/unity.ps1" $(UnityExec) -batchmode -nographics -runTests -testPlatform PlayMode -projectPath $(UnitySampleProjectPath) -testResults $(UnityTestPlayModeResultFilePath)" />
<UnityTestResults Path="$(UnityTestPlayModeResultFilePath)" />
</Target>
<!-- Run EditMode tests with dotnet msbuild /t:UnityEditModeTest test/Sentry.Unity.Editor.Tests -->
<Target Name="UnityEditModeTest" DependsOnTargets="FindUnity" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity.Editor.Tests'">
<Error Condition="$(UnityExec) == ''" Text="Couldn't find Unity." />
<Message Importance="High" Text="Running Unity EditMode tests." />
<!-- Unity exits with a non-zero exit code when running tests. We ignore it and manually check the test results instead. -->
<!-- IgnoreStandardErrorWarningFormat="true" because of the intentional compilation error printed in GenerateOptions_NewSentryOptionsGarbageAppended_FailsToCompile(). -->
<Delete Files="$(UnityTestEditModeResultFilePath)" />
<Exec EnvironmentVariables="IgnoreExitCode=true" IgnoreStandardErrorWarningFormat="true" Command="pwsh "$(RepoRoot)scripts/unity.ps1" $(UnityExec) -batchmode -nographics -runTests -testPlatform EditMode -projectPath $(UnitySampleProjectPath) -testResults $(UnityTestEditModeResultFilePath)"/>
<UnityTestResults Path="$(UnityTestEditModeResultFilePath)" />
</Target>
<!-- Locate the TestRunner.dlls by filling the wildcard with the template version number. 3d is the default template -->
<!-- Unity 6 introduced an additional 3d template: template.3d-high-end & template.3d-cross-platform -->
<UsingTask TaskName="LocateTestRunner" TaskFactory="RoslynCodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.Core.dll">
<ParameterGroup>
<UnityLibcache ParameterType="System.String" Required="true" />
<TestRunnerPath ParameterType="System.String" Output="true" />
</ParameterGroup>
<Task>
<Using Namespace="System.IO" />
<Using Namespace="System.Linq" />
<Code Type="Fragment" Language="cs">
<![CDATA[
var directories = Directory.GetDirectories(UnityLibcache, "com.unity.template.3d-*");
if (directories.Length >= 1)
{
TestRunnerPath = Path.Combine(directories[0], "ScriptAssemblies");
Log.LogMessage("Found TestRunner path at: " + TestRunnerPath);
return true;
}
Log.LogError("Failed to resolve 'com.unity.template.3d-*' for TestRunner at: " + UnityLibcache);
]]>
</Code>
</Task>
</UsingTask>
<!-- Exclude package from manifest -->
<UsingTask TaskName="ExcludePackage" TaskFactory="RoslynCodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.Core.dll">
<ParameterGroup>
<PackageManifestFile ParameterType="System.String" Required="true" />
<PackageToRemove ParameterType="System.String" Required="true" />
</ParameterGroup>
<Task>
<Using Namespace="System.IO" />
<Using Namespace="System.Linq" />
<Code Type="Fragment" Language="cs">
<![CDATA[
if (!File.Exists(PackageManifestFile))
{
Log.LogError("No manifest file at " + PackageManifestFile);
return false;
}
var lines = File.ReadLines(PackageManifestFile).Where(l => !l.Contains($"\"{PackageToRemove}\"")).ToArray();
File.WriteAllLines(PackageManifestFile, lines);
]]>
</Code>
</Task>
</UsingTask>
<!-- Parse test results -->
<UsingTask TaskName="UnityTestResults" TaskFactory="RoslynCodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.Core.dll">
<ParameterGroup>
<Path ParameterType="System.String" Required="true" />
</ParameterGroup>
<Task>
<Using Namespace="System" />
<Using Namespace="System.IO" />
<Using Namespace="System.Linq" />
<Using Namespace="System.Xml.Linq" />
<Code Type="Fragment" Language="cs">
<![CDATA[
if (!File.Exists(Path))
{
Log.LogError("Test results file not found at " + Path);
return false;
}
var document = XDocument.Load(Path);
var testRun = document.Descendants("test-run").First();
var total = testRun.Attribute("total").Value;
if (total == "0")
{
Log.LogError("Unity test results is empty.");
return false;
}
var result = testRun.Attribute("result").Value;
Log.LogCriticalMessage("UnityTestResults", null, null, null, 0, 0, 0, 0, "{0} in {1}s", result.Replace("(Child)", ""), testRun.Attribute("duration").Value);
Log.LogCriticalMessage("UnityTestResults", null, null, null, 0, 0, 0, 0, " Passed: {0,3}", testRun.Attribute("passed").Value);
Log.LogCriticalMessage("UnityTestResults", null, null, null, 0, 0, 0, 0, " Failed: {0,3}", testRun.Attribute("failed").Value);
Log.LogCriticalMessage("UnityTestResults", null, null, null, 0, 0, 0, 0, " Skipped: {0,3}", testRun.Attribute("skipped").Value);
Log.LogCriticalMessage("UnityTestResults", null, null, null, 0, 0, 0, 0, " Inconclusive: {0,3}", testRun.Attribute("inconclusive").Value);
if (result == "Passed")
{
return true;
}
PrintFailedTests(testRun);
var failed = testRun.Attribute("failed").Value;
var errorMessage = $"Test run completed with {failed} failing test{(int.Parse(failed) > 1 ? "s" : "")}.";
Log.LogError(errorMessage);
Success = false;
void PrintFailedTests(XElement element)
{
foreach (var descendant in element.Descendants())
{
if (descendant.Name != "test-case"
|| descendant.Attribute("result")?.Value != "Failed")
{
continue;
}
if (descendant.Descendants().Any(d => d.Name == "test-case"))
{
PrintFailedTests(descendant);
}
else
{
var sb = new StringBuilder()
.Append("Test ")
.Append(descendant.Attribute("id")?.Value)
.Append(": ")
.AppendLine(descendant.Attribute("name")?.Value);
var failure = descendant.Descendants("failure")
.Descendants("message")
.FirstOrDefault()
?.Value;
var stack = descendant.Descendants("failure")
.Descendants("stack-trace")
.FirstOrDefault()
?.Value;
sb.AppendLine(failure)
.Append("Test StackTrace: ")
.AppendLine(stack);
// MSBuild is breaking each line as if it was an error per line and not a single error.
// So Log.LogError got replaced by Console.WriteLine for now.
Console.WriteLine(sb.ToString());
}
}
}
]]>
</Code>
</Task>
</UsingTask>
<!-- Checks if the environment variable 'SENTRY_AUTH_TOKEN' has been set and creates the SentryCliOptions.asset for the sample project
This is meant for developers - so they don't have to configure the CLI options after each clean checkout (or git clean).
Gets automatically run after 'DownloadNativeSDKs'
dotnet msbuild /t:SetupSampleSentryCliOptions src/Sentry.Unity -->
<Target Name="SetupSampleSentryCliOptions" AfterTargets="DownloadNativeSDKs" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity' AND '$(SENTRY_AUTH_TOKEN)' != ''">
<Message Importance="High" Text="Found environment variable 'SENTRY_AUTH_TOKEN'. Creating Sentry CLI options for sample project. " />
<Exec Command="pwsh "$(RepoRoot)scripts/create-sentry-cli-options.ps1""/>
</Target>
<!-- Downloads native SDKs from the latest successful GitHub Actions workflow run.
This is meant for developers - so that they don't have to compile the native SDK after each clean checkout (or git clean).
Depends on your a GH CLI installation - https://cli.github.com/
dotnet msbuild /t:DownloadNativeSDKs src/Sentry.Unity -->
<Target Name="DownloadNativeSDKs" Condition="'$(MSBuildProjectName)' == 'Sentry.Unity'">
<Message Importance="High" Text="Downloading pre-compiled native SDKs from GitHub Actions artifacts." />
<Exec ConsoleToMSBuild="true" Command="gh run list --branch main --workflow CI --json "conclusion,databaseId" --jq "first(.[] | select(.conclusion == \"success\") | .databaseId)"">
<Output TaskParameter="ConsoleOutput" PropertyName="LastSuccessfulRunId" />
</Exec>
<Error Condition="!('$(LastSuccessfulRunId)' > 0)" Text="Failed to find a successful run" />
<ItemGroup>
<SDK Include="Windows"/>
<SDK Include="Android"/>
<SDK Include="Linux"/>
</ItemGroup>
<Message Importance="High" Text="Replacing $(SentryArtifactsDestination)%(SDK.Identity)" />
<RemoveDir Directories="$(SentryArtifactsDestination)%(SDK.Identity)" />
<Exec Command="gh run download $(LastSuccessfulRunId) -n "%(SDK.Identity)-sdk" -D "$(SentryArtifactsDestination)%(SDK.Identity)"" />
<!-- Download overwrites some files that then show up as changed in the IDE, even though there are no changes, e.g. only whitespace -->
<Message Importance="High" Text="Restoring package-dev/Plugins to the latest git commit" />
<Exec WorkingDirectory="$(RepoRoot)" Command="git restore package-dev/Plugins" />
</Target>
</Project>