Now the podman build script will check for the requred files at the end and will notify if something is missing.

This commit is contained in:
Relintai 2022-01-29 18:45:15 +01:00
parent b112a88381
commit 2c31f387b4

View File

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