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Now the podman build script will check for the requred files at the end and will notify if something is missing.
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@ -77,3 +77,50 @@ $podman run -v ${project_root}:/root/project -w /root/project/tools/osx godot-os
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# $podman run -v ${project_root}:/root/project -i -w /root/project -t godot-windows:${img_version} scons bew -j4
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rm -f engine/modules/modules_enabled.gen.h
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# Check files
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cd ./engine/bin/
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files=(
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# Windows
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"godot.windows.opt.64.exe"
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"godot.windows.opt.debug.64.exe"
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"godot.windows.opt.tools.64.exe"
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# Linux
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"godot.x11.opt.64"
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"godot.x11.opt.debug.64"
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"godot.x11.opt.tools.64"
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# JS
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"godot.javascript.opt.tools.threads.zip"
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"godot.javascript.opt.zip"
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# Android
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"android_debug.apk"
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"android_release.apk"
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# OSX
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"godot.osx.opt.arm64"
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"godot.osx.opt.debug.arm64"
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"godot.osx.opt.debug.universal"
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"godot.osx.opt.debug.x86_64"
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"godot.osx.opt.tools.arm64"
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"godot.osx.opt.tools.universal"
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"godot.osx.opt.tools.x86_64"
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"godot.osx.opt.universal"
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"godot.osx.opt.x86_64"
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)
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error=0
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for f in ${files[*]}
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do
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if [ ! -e $f ]; then
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error=1
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echo "$f is not present!"
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fi
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done
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if [ $error -eq 0 ]; then
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echo "All files are present!"
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fi
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cd ../..
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