[Git] [Step 1] Update autobuild utility for git workflow #1819
Labels
No Label
Closed
Duplicate
Closed
Fixed
Closed
Invalid
Closed
Needs info
Closed
Won't fix
Closed
Works for me
Difficulty
Hard
Difficulty
Medium
Difficulty
Simple
Needs Info
Priority
1: Release Blocker
Priority
2: Must Have
Priority
3: Should Have
Priority
4: Nice To Have
Priority
5: If Time Permits
Theme
AI
Theme
Art & Animation
Theme
Atlas editor
Theme
Build & Packages
Theme
Core engine
Theme
Internationalization & Localization
Theme
Maps
Theme
Multiplayer Lobby
Theme
Music & Sound FX
Theme
Network
Theme
Non-game systems
Theme
Simulation
Theme
UI – Game setup
Theme
UI – In-game
Theme
UI – Miscellaneous
Theme
UI & Simulation
Theme/Website
Forum
Type
Defect
Type
Enhancement
Type
Task
No Milestone
No project
No Assignees
6 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: wfg/0ad#1819
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Currently the Windows autobuilder works with our SVN repository (see BuildServerSetup). As we're transitioning to git, we need it to work with a git repo instead.
See also #1814 and #1816.
How will we clean up old autobuild files, e.g. feature branches that have been merged into the development branch and removed?
If I'm correctly understanding the proposed design, it will be like this:
<http://foo.wildfiregames.com/autobuild/master/>
Then someone creates a def-lighting feature branch and autobuilds it:
<http://foo.wildfiregames.com/autobuild/def-lighting/>
We approve it and it gets merged into master, what happens to the def-lighting directory? Should the autobuilder itself be responsible for checking the branches and pruning old ones?
This is what I had in my head: The auto builder needs to know which branches it can build, so it needs to either maintain a git repo and get the branch list from that OR use the github API to get the branch list. Either way, for it to see that a branch is gone, we'd trigger an update of the autobuilder branch list. When it sees a branch is gone, it disappears from the list and removed the folder for that branch.
Update autobuild utility for git workflowto [Git] [Step 1] Update autobuild utility for git workflowSee also BuildAndDeploymentEnvironment#Futuredesign, I updated it to our current plans.
Why under master branch the "trunk" directory and not directly its subdirectories?
Replying to fabio:
Good question :) I corrected that and improved the formatting a bit.
Did you consider having two different repositories for the engine (pyrogenesis) and the game data (0ad)? This should possibly make things easier for who want to use the engine for a new game (at least can follow pyrogenesis git without getting all unrelated art assets). The generated packages should also be renamed from 0ad to pyrogenesis and from 0ad-data to 0ad.
I already suggested this here: (http://trac.wildfiregames.com/ticket/304#https://gitea.itms.ovh/wfg/0ad/issues/1819#issuecomment-225023)
Replying to fabio:
We want to try and keep the process as simple as possible for the main development team. Having to update two repos goes counter to this and will almost inevitably lead to someone wasting time because they forgot to update one and now hit an issue. A small amount of extra downloading for people wishing to use the engine isn't so bad. Also many mods will want to use our javascript which is part of the public mod anyway.
And anyway there's not a clear division between engine/mod/data currently, so until (if) we make that clearer, it's not worth worrying about separating them in different repos. As-is,
source/
wouldn't be usable withoutbinaries/data/
.Latest plan is to have "our" own autobuild server running Jenkins, as outlined here: JenkinsSetup
The autobuilt files will be stored in an SVN repo and retrieved by the update script according to whatever git branch the user has checked out. It would be nice if all dependencies also had MSVC projects that could be built automatically this way, instead of the current approach of building them individually with a mix of compilers, then forgetting how it's done. But that's not needed initially.
(Apart from git, we want to upgrade the autobuild compiler to VC++ 2010 or 2012, but Philip says it's as much work to do that with the current system as it would be to implement the new one.)
moved to backlog as no progress since ages
Patch removed.