Compare commits

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Author SHA1 Message Date
admin 50d5281424 Harden Eagle weather shaders for URP 2026-06-12 19:10:28 -07:00
admin 87327fdfb4 Include URP runtime beast shaders in builds 2026-06-12 19:02:01 -07:00
adminandGitHub e32461361c Skip unchanged Windows Addressables deploy uploads (#7181) 2026-06-12 18:58:03 -07:00
adminandGitHub 537a18e6e8 Clean up Windows deploy artifacts (#7180) 2026-06-12 18:53:40 -07:00
adminandGitHub 73ad823a41 Avoid premature ready hero notifications (#7178) 2026-06-12 18:36:03 -07:00
adminandGitHub 3eaf1ebf0a Include Shardok foreground overlay shader in builds (#7179) 2026-06-12 18:28:27 -07:00
adminandGitHub 3ef689b7b4 Harden Eagle province map shaders for URP (#7177) 2026-06-12 18:20:33 -07:00
adminandGitHub 60b34e93a1 Allow Unity and Mac builds to run in parallel (#7176) 2026-06-12 13:58:24 -07:00
adminandGitHub b09b114aa4 Avoid reuploading unchanged Addressables bundles (#7175) 2026-06-12 13:57:58 -07:00
adminandGitHub 2dd89afd30 Check generated Bazel lockfiles on dependency PRs (#7174) 2026-06-12 12:51:46 -07:00
adminandGitHub 7f916d72ad Keep active game subscriber on stale unsubscribe (#7012) 2026-06-12 12:47:21 -07:00
adminandGitHub cdfb2b1902 Handle stale suggested Eagle province (#7172) 2026-06-12 12:47:03 -07:00
adminandGitHub 6676b808f1 Skip hosted Renovate Bazel artifact updates (#7173) 2026-06-12 12:46:27 -07:00
adminandGitHub 4685aff0b1 Remove scene-split debug error panel (#7171) 2026-06-12 12:37:24 -07:00
adminandGitHub 02ede68108 Handle replacement Eagle command tokens (#7169) 2026-06-12 12:08:08 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
5e1a5bb6de Lock file maintenance (#7170)
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
2026-06-12 11:23:47 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
06dec7b1fd Update ubuntu_24_04 Docker tag to v26 (#7167)
* Update ubuntu_24_04 Docker tag to v26

* Update generated dependency lockfiles

---------

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2026-06-12 10:09:41 -07:00
adminandGitHub 0a8991d828 Document remaining URP shader debt (#7168) 2026-06-12 10:01:04 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
0e080d0a20 Update eclipse_temurin_25_jre Docker tag to v26 (#7166)
* Update eclipse_temurin_25_jre Docker tag to v26

* Update generated dependency lockfiles

---------

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-06-12 09:56:53 -07:00
adminandGitHub bbde4eb00c Restore moving army hover popup (#7163) 2026-06-12 09:55:03 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
212ad4a72d Update actions/github-script action to v9 (#7164)
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
2026-06-12 09:39:41 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
4f1827e75b Update eclipse_temurin_25_jdk Docker tag to v26 (#7165)
* Update eclipse_temurin_25_jdk Docker tag to v26

* Update generated dependency lockfiles

---------

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-06-12 09:38:00 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
54f0b5442a Update go toolchain directive to v1.26.4 (#7157)
* Update go toolchain directive to v1.26.4

* Update generated Go artifacts

---------

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-06-12 09:24:57 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>admin
6bf9867be3 Update Rust crate rand to 0.10 (#7159)
* Update Rust crate rand to 0.10

* Fix map generator for rand 0.10

---------

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Co-authored-by: Dan Crosby <dan@danielcrosby.net>
2026-06-12 09:20:33 -07:00
adminandGitHub b8ac4d7515 Ensure Git LFS for Renovate Go artifacts (#7162) 2026-06-12 09:20:10 -07:00
adminandGitHub 12cc9682fd Clean up URP migration naming and docs (#7161) 2026-06-12 09:12:37 -07:00
adminandGitHub da49e18b36 Handle Renovate Go artifact updates in CI (#7160) 2026-06-12 09:08:52 -07:00
adminandGitHub 2522a42021 Enable URP with beast material compatibility (#7140)
* Configure disposable URP probe

* Add URP beast material probe compatibility

* Broaden URP beast material conversion

* Preserve humanoid beast textures in URP probe

* Bake Polytope beast palette textures for URP probe
2026-06-12 09:02:28 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
dc73fa12b0 Update Rust crate ndarray to 0.17 (#7158)
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
2026-06-12 09:00:38 -07:00
adminandGitHub af1057e7b0 Remove Bazel native C++ autoload shim (#7152) 2026-06-12 08:59:56 -07:00
adminandGitHub e80abb24d1 Summarize Bazel BEP timing in CI (#7155) 2026-06-12 08:59:21 -07:00
adminandGitHub 4e4704174e Fix pointer-enter tooltip handling (#7156) 2026-06-12 08:54:30 -07:00
adminandGitHub bd51acb6a2 Add Bazel platform toolchain error messages (#7154) 2026-06-12 08:51:17 -07:00
adminandGitHub a319460f01 Prefer prebuilt protoc toolchain (#7153) 2026-06-12 08:50:44 -07:00
adminandGitHub e9e7fd1d61 Fix Shardok one-shot effect layering (#7151) 2026-06-12 08:50:06 -07:00
adminandGitHub a600086709 Use Bazel repo contents cache in CI (#7150) 2026-06-12 08:44:12 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
176ec1b03c Update alpine_linux Docker tag to v3.24 (#7149)
* Update alpine_linux Docker tag to v3.24

* Update generated dependency lockfiles

---------

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-06-12 08:43:40 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
edf3d7596f Update guava monorepo to v33.6.0-jre (#7144)
* Update guava monorepo to v33.6.0-jre

* Update generated dependency lockfiles

---------

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-06-12 08:30:19 -07:00
adminandGitHub 593f515c46 Fix Renovate generated dependency locks (#7148) 2026-06-12 08:24:58 -07:00
adminandGitHub 3452f906c4 Fix Renovate lockfile workflow actor guard (#7147) 2026-06-12 08:16:25 -07:00
adminandGitHub a3c64a504e Update Bazel lockfile on Renovate PRs (#7146) 2026-06-12 08:13:21 -07:00
adminandGitHub 9487f83053 Update URP probe playbook for installed package (#7139) 2026-06-12 07:24:26 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>admin
689b7a166a Configure Renovate (#7141)
* Add renovate.json

* Tune Renovate configuration

---------

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Co-authored-by: Dan Crosby <dan@danielcrosby.net>
2026-06-12 07:23:21 -07:00
adminandGitHub ae3b3b2872 Update apple_support to 2.6.1 (#7135) 2026-06-12 07:16:29 -07:00
adminandGitHub 489ddd0723 Document current URP inventory findings (#7138) 2026-06-12 07:09:25 -07:00
adminandGitHub 65cda21c5f Remove routine scene startup logs (#7137) 2026-06-12 07:04:42 -07:00
adminandGitHub 8c5dddfacb Report production material references in URP inventory (#7136) 2026-06-12 07:00:45 -07:00
adminandGitHub 87e7a17035 Update rules_scala to 7.2.6 (#7134) 2026-06-12 06:52:04 -07:00
adminandGitHub d40835e9ff Add URP baseline screenshot capture helper (#7133) 2026-06-12 06:49:46 -07:00
adminandGitHub e4c04401e1 Update Go AWS indirect modules (#7132) 2026-06-12 06:44:39 -07:00
adminandGitHub 6f7fb78b07 Update Go genproto modules (#7131) 2026-06-12 06:40:37 -07:00
adminandGitHub fbfaf19c52 Write URP inventory reports under Temp (#7130) 2026-06-12 06:40:14 -07:00
adminandGitHub 7f9e46314d Update Rust map generator rand dependencies (#7129) 2026-06-12 06:39:40 -07:00
adminandGitHub 885fbab556 Install Git LFS before cache parity checkout (#7128) 2026-06-12 06:36:34 -07:00
adminandGitHub 1099afbbf9 Update Go gRPC module (#7127) 2026-06-12 06:34:53 -07:00
adminandGitHub 9607e1da0b Update Go AWS SDK modules (#7126) 2026-06-12 06:34:40 -07:00
adminandGitHub 9be23e7ab9 Fix Shardok bridge and fire render order (#7115) 2026-06-12 06:34:15 -07:00
adminandGitHub 4f4a23ecd3 Update ml-stable-diffusion Swift package (#7125) 2026-06-12 06:30:14 -07:00
adminandGitHub 8a918f7027 Document module lock in Bazel cache key (#7124) 2026-06-12 05:15:38 -07:00
adminandGitHub c5eb8df481 Trigger Bazel workflows on module lock changes (#7123) 2026-06-11 22:04:21 -07:00
adminandGitHub c10724de53 Remove obsolete bazel-deps update script (#7122) 2026-06-11 21:58:59 -07:00
adminandGitHub 1bbb50877d Use CI build scripts for cache parity (#7120) 2026-06-11 21:47:52 -07:00
adminandGitHub 3bd3965372 Narrow Bazel autoload compatibility shim (#7121) 2026-06-11 21:47:10 -07:00
adminandGitHub c39a20636c Update protobuf to 35.1 (#7119) 2026-06-11 20:57:32 -07:00
adminandGitHub 19c262e28b Update LLVM toolchain to 22.1.7 (#7118) 2026-06-11 19:27:17 -07:00
adminandGitHub a7d9ed77b1 Update Go x/net dependency to 0.56.0 (#7116) 2026-06-11 16:58:57 -07:00
adminandGitHub 9228e21762 Trigger server builds on Go dependency changes (#7117) 2026-06-11 16:55:19 -07:00
adminandGitHub 77fff06a1d Update Go x/text dependency to 0.38.0 (#7114) 2026-06-11 16:36:59 -07:00
adminandGitHub 4c04964e4d Update Go x/sys dependency to 0.46.0 (#7113) 2026-06-11 16:15:56 -07:00
adminandGitHub db81a280d5 Add URP foreground UI overlay shader pass (#7112) 2026-06-11 16:14:53 -07:00
adminandGitHub b6f3a536aa Update Go JWT dependency to 5.3.1 (#7111) 2026-06-11 16:12:20 -07:00
adminandGitHub 45565f9544 Update Go protobuf to 1.36.11 (#7110) 2026-06-11 16:11:42 -07:00
adminandGitHub 2d1135eb5a Update Sparkle to 2.9.3 (#7108) 2026-06-11 16:08:18 -07:00
adminandGitHub 8794e3c1b7 Add URP bridge cutout shader pass (#7109) 2026-06-11 16:08:00 -07:00
adminandGitHub 8d59800f37 Update Temurin 25 image digests (#7106) 2026-06-11 16:00:35 -07:00
adminandGitHub aa44a894bf Install URP package without enabling pipeline (#7107) 2026-06-11 16:00:18 -07:00
adminandGitHub c240e295ed Update Alpine base image to 3.23 (#7105) 2026-06-11 15:48:54 -07:00
adminandGitHub db1a105d78 Remove stale Postprocessing csproj references (#7104) 2026-06-11 15:48:15 -07:00
adminandGitHub 55b478702a Persist URP migration audit reports (#7103) 2026-06-11 15:39:21 -07:00
adminandGitHub f8ce8075e5 Update AWS SDK to 2.46.9 (#7102) 2026-06-11 15:38:54 -07:00
adminandGitHub 4aeb8a66f9 Scope grpc layering check workaround (#7101) 2026-06-11 15:29:10 -07:00
adminandGitHub 52aea8ab81 Disable layering check for Shardok ARM64 build (#7100) 2026-06-11 15:24:12 -07:00
adminandGitHub 004e5725ce Update rules_jvm_external to 7.0 (#7096) 2026-06-11 15:13:39 -07:00
adminandGitHub df790953f0 Add URP probe playbook (#7099) 2026-06-11 15:11:51 -07:00
adminandGitHub e3f99c9649 Update AWS SDK to 2.46.8 (#7098) 2026-06-11 15:10:36 -07:00
adminandGitHub f0ae726510 Update aspect_rules_js to 3.2.2 (#7097) 2026-06-11 15:10:15 -07:00
adminandGitHub 0e63e98d38 Document third-party URP asset risk (#7093) 2026-06-11 15:09:14 -07:00
adminandGitHub 815ab5ff0b Remove redundant proto toolchain flag (#7092) 2026-06-11 15:08:51 -07:00
adminandGitHub 0177030c42 Remove redundant bzlmod flag (#7094) 2026-06-11 14:10:06 -07:00
adminandGitHub 8d08bbb70f Update grpc module to 1.81.1 (#7095) 2026-06-11 14:09:48 -07:00
adminandGitHub 8996fdd62c Remove unused heat shimmer shader (#7090) 2026-06-11 13:54:10 -07:00
adminandGitHub e7cad6a498 Remove redundant sandbox reuse flag (#7091) 2026-06-11 13:08:38 -07:00
adminandGitHub 33e0054422 Trigger app workflows on bazelrc changes (#7089) 2026-06-11 12:59:44 -07:00
adminandGitHub 279ed07811 Add URP visual baseline checklist (#7088) 2026-06-11 12:55:48 -07:00
adminandGitHub 0756135fcd Remove unused Post Processing Stack dependency (#7086) 2026-06-11 12:52:28 -07:00
adminandGitHub 73cdc8d948 Add URP migration inventory tool (#7085) 2026-06-11 12:25:12 -07:00
adminandGitHub 0f03b77de4 Remove stale grpc module map workaround (#7083) 2026-06-11 12:24:24 -07:00
adminandGitHub 93b7301ee0 Align local Bazel hydration with CI builds (#7084) 2026-06-11 12:24:00 -07:00
adminandGitHub 63feec92f4 Refresh URP migration plan (#7082) 2026-06-11 11:40:14 -07:00
adminandGitHub b104038221 Fix snake beast animation states (#7063)
* Fix snake beast animation states

* Use dedicated map animation controller for snakes
2026-06-11 11:27:59 -07:00
adminandGitHub d0a6527446 Use target-specific LLVM cross toolchains (#7081) 2026-06-11 11:27:32 -07:00
adminandGitHub 7379208c91 Update LLVM toolchain to 21.1.8 (#7079) 2026-06-11 10:09:27 -07:00
adminandGitHub 7df3482798 Clean up Unity relaunch warnings (#7078) 2026-06-11 09:40:28 -07:00
adminandGitHub 1f73167221 Trim Bazel 9 compatibility flags (#7075) 2026-06-11 09:40:07 -07:00
adminandGitHub ccc6953cc2 Add Bazel remote cache parity check (#7077) 2026-06-11 08:52:22 -07:00
adminandGitHub 043486f890 Remove unused DungeonMonsters demo scenes (#7076) 2026-06-11 08:51:17 -07:00
adminandGitHub c9105b5eaf Update generated C# project input defines (#7074) 2026-06-11 08:46:22 -07:00
adminandGitHub 03c053372e Remove legacy Unity input backend (#7073) 2026-06-11 08:41:35 -07:00
adminandGitHub 37838350fa Use Input System UI module in shared scene (#7070) 2026-06-11 08:31:04 -07:00
adminandGitHub 0afc0754c1 Load JavaInfo explicitly for Bazel 9 (#7072) 2026-06-11 08:24:25 -07:00
adminandGitHub 4f92065e0f Upgrade Bazel to 9.1.1 (#7071) 2026-06-11 07:57:51 -07:00
adminandGitHub 71f0f47da2 Clean up C++ test warnings (#7065)
* Clean up C++ test warnings

* Keep player setup expected map size readable

* Declare direct Bazel module dependencies (#7069)

* Check Shardok map proto parse results

* Prepare Apple and protobuf module resolution

* Declare direct Bazel module dependencies
2026-06-11 07:39:57 -07:00
adminandGitHub 2c5512cd4a Scope Xcode Bazel env to Apple tools (#7068) 2026-06-11 07:26:38 -07:00
adminandGitHub 55691a0515 Document local Bazel cache hydration (#7064) 2026-06-11 06:48:16 -07:00
adminandGitHub c06a5a9533 Prepare Bazel build files for native load cleanup (#7062) 2026-06-11 06:45:47 -07:00
adminandGitHub c4ad4529d8 Update firstpass csproj for Input System (#7060) 2026-06-11 05:48:00 -07:00
adminandGitHub 44e87fbe49 Route remaining pointer input through GameInput (#7058) 2026-06-11 04:55:20 -07:00
adminandGitHub 4b5897210c Route touch input through GameInput (#7057) 2026-06-10 22:30:30 -07:00
adminandGitHub d1191cf494 Install dmgbuild in a workflow venv (#7056) 2026-06-10 22:21:18 -07:00
adminandGitHub f4250d2b82 Document writable temp file locations (#7055) 2026-06-10 22:18:14 -07:00
adminandGitHub 1a4656992c Route Shardok shortcut input through GameInput (#7054) 2026-06-10 22:17:48 -07:00
adminandGitHub 8b67adbe00 Align scala3 staging version (#7053) 2026-06-10 22:08:51 -07:00
adminandGitHub 6e8c683d9f Gate Shardok grid input until model is ready (#7051) 2026-06-10 22:04:02 -07:00
adminandGitHub fb5ed2365f Update protobuf module (#7052) 2026-06-10 17:50:56 -07:00
adminandGitHub 44ae2f36a7 Update ScalaPB core (#7050) 2026-06-10 17:28:16 -07:00
adminandGitHub 41407d4ad0 Render Shardok bridges below unit labels (#7040) 2026-06-10 16:25:03 -07:00
adminandGitHub 78d92fee37 Update Nimbus JOSE JWT (#7049) 2026-06-10 16:17:35 -07:00
adminandGitHub 4e32bd7c51 Update apple_support (#7047) 2026-06-10 15:50:48 -07:00
adminandGitHub 2227cce8a6 Update Guava (#7046) 2026-06-10 15:40:41 -07:00
adminandGitHub 3e618b1e6f Update OkHttp (#7048) 2026-06-10 15:34:05 -07:00
adminandGitHub c392895e12 Update Error Prone annotations (#7044) 2026-06-10 15:32:55 -07:00
adminandGitHub f86fb86870 Update Gson (#7045) 2026-06-10 15:19:30 -07:00
adminandGitHub 3cacfc5225 Update Scalamock (#7043) 2026-06-10 15:19:12 -07:00
adminandGitHub 6e94c82098 Update AWS Lambda Java libraries (#7042) 2026-06-10 15:14:03 -07:00
adminandGitHub 1a3d0a82a6 Update AWS SDK (#7041) 2026-06-10 15:13:38 -07:00
adminandGitHub ea083c8c6c Update Sentry SDK (#7039) 2026-06-10 15:06:28 -07:00
adminandGitHub dd4ba80a2b Route pointer reads through GameInput (#7030)
* Route pointer reads through GameInput

* Set clicked panel alpha

* Revert accidental scroll view alpha change
2026-06-10 14:56:42 -07:00
adminandGitHub aea5bc614b Update Scalafmt CLI (#7038) 2026-06-10 14:55:11 -07:00
adminandGitHub e006d9e5a0 Update SQLite JDBC driver (#7036) 2026-06-10 14:47:22 -07:00
adminandGitHub 2daf624538 Remove stale LFS hooks before non-LFS checkouts (#7037) 2026-06-10 14:46:50 -07:00
adminandGitHub 7d6d8f3606 Update PostgreSQL JDBC driver (#7034) 2026-06-10 12:52:29 -07:00
adminandGitHub 0bac3ab38f Scope non-LFS checkout config (#7035) 2026-06-10 12:01:13 -07:00
adminandGitHub 7486af58b8 Disable LFS filters before deploy checkouts (#7032) 2026-06-10 10:23:30 -07:00
adminandGitHub 475321a86e Ensure AWS CLI for Addressables upload (#7033) 2026-06-10 10:22:15 -07:00
adminandGitHub 690ae25c88 Document gh PR body-file usage (#7031) 2026-06-10 09:49:37 -07:00
adminandGitHub e1e714a818 Update SLF4J dependencies (#7029) 2026-06-10 09:46:41 -07:00
adminandGitHub 27cd673038 Brighten clicked province panel background (#7027) 2026-06-10 09:44:39 -07:00
adminandGitHub 1da9fe3405 Include Python user bin for Mac DMG deploy (#7028) 2026-06-10 09:44:26 -07:00
adminandGitHub 401fdd26cd Update Netty dependencies (#7026) 2026-06-10 09:39:23 -07:00
adminandGitHub ad142c6f65 Render clicked province panel above map (#7025) 2026-06-10 09:30:43 -07:00
adminandGitHub 96d6d64f77 Give sqlite history test more time (#7024) 2026-06-10 09:22:09 -07:00
adminandGitHub 5e80ef41d6 Add Input System facade for shortcuts (#7023) 2026-06-10 09:09:23 -07:00
adminandGitHub 58553a4de1 Update Clang toolchain patch version (#7021) 2026-06-10 09:05:26 -07:00
adminandGitHub dc237d6e8f Enable Input System compatibility mode (#7022) 2026-06-10 08:36:53 -07:00
adminandGitHub 42fa4831f0 Remove host-specific workflow runner labels (#7018) 2026-06-10 08:00:40 -07:00
adminandGitHub cdab19e920 Update LLVM Bazel toolchain (#7020)
* Update Go Bazel rules

* Update Rust Bazel rules

* Update LLVM Bazel toolchain
2026-06-10 08:00:08 -07:00
adminandGitHub 05de5fd007 Stop caching Shardok game state locally (#7015) 2026-06-10 07:47:32 -07:00
adminandGitHub f1429b9560 Update Rust Bazel rules (#7019)
* Update Go Bazel rules

* Update Rust Bazel rules
2026-06-10 07:27:59 -07:00
adminandGitHub d9452bd763 Update Go Bazel rules (#7017) 2026-06-10 07:19:01 -07:00
adminandGitHub 8f24ef1fa7 Fix Unity Mac module verification path (#7016) 2026-06-10 07:17:49 -07:00
adminandGitHub e9a9475deb Update low-risk Bazel module dependencies (#7014) 2026-06-10 07:01:29 -07:00
adminandGitHub 21b56b8098 Upgrade Unity editor to 6000.4.10f1 (#7013) 2026-06-10 06:49:54 -07:00
adminandGitHub de04afc47f Report Eagle cache load rejection reasons (#7011) 2026-06-09 16:53:44 -07:00
adminandGitHub 1573fc4a82 Log and persist Eagle cache resume counts (#7010) 2026-06-09 16:45:35 -07:00
adminandGitHub e4a6edf7d7 Only warn for Eagle settings references when Eagle is loaded (#7009) 2026-06-09 16:35:49 -07:00
adminandGitHub df781f5643 Cache active Shardok histories with Eagle state (#7008) 2026-06-09 16:05:08 -07:00
adminandGitHub 6401db7043 Cache Eagle game state locally (#7007) 2026-06-09 14:08:32 -07:00
adminandGitHub 9cb3a60501 Remove retired Gameplay scene assets (#7006) 2026-06-09 13:31:13 -07:00
adminandGitHub 0f8880353b Add scene split validation tests (#7004) 2026-06-09 11:32:00 -07:00
adminandGitHub f1b89de5b3 Batch Postgres history replay reads (#7005) 2026-06-09 11:31:26 -07:00
adminandGitHub d99d2f5a53 Bulk read text state during recovery (#7003) 2026-06-09 09:22:37 -07:00
adminandGitHub 72efdff6bc Filter cached client text in storage queries (#7002) 2026-06-09 08:42:20 -07:00
adminandGitHub 9e8a506601 Hide superseded backstory text from clients (#7001) 2026-06-09 08:07:37 -07:00
adminandGitHub 77e1dd41cc Cache completed client text locally (#7000)
* Cache completed client text locally

* Fix completed client text cache scoping

* Avoid Unity API in client text cache writes
2026-06-09 08:06:01 -07:00
adminandGitHub aeb89e265e Staticize TMP fallback font asset (#6998)
* Staticize TMP fallback font asset

* Bake TMP fallback glyph coverage
2026-06-09 07:32:52 -07:00
adminandGitHub 9046e3d7ce Show JFR sidecar errors in admin (#6999) 2026-06-09 07:05:25 -07:00
adminandGitHub fc6b48793e Remove stale Gameplay scene references (#6997) 2026-06-09 06:32:24 -07:00
adminandGitHub 7d2050db5e Update scene split wording (#6996) 2026-06-09 05:11:22 -07:00
adminandGitHub 7e0d8360c4 Rename Eagle scene lighting setup (#6995) 2026-06-08 22:39:45 -07:00
adminandGitHub a0912bbc9e Close Postgres resources on unload (#6994) 2026-06-08 22:16:58 -07:00
adminandGitHub 987390b244 Remove connection readiness marker (#6993) 2026-06-08 22:12:08 -07:00
adminandGitHub e1c7036780 Ignore empty Postgres histories on load (#6992) 2026-06-08 22:07:27 -07:00
adminandGitHub da1a1a64c7 Add bulk SQLite to Postgres migration action (#6991) 2026-06-08 22:05:32 -07:00
adminandGitHub 138c0fcfa9 Remove stale Unity project script entries (#6990) 2026-06-08 22:03:37 -07:00
adminandGitHub 8e7acdfd97 Add admin SQLite to Postgres game migration (#6987) 2026-06-08 18:29:25 -07:00
adminandGitHub e1d8fd7031 Remove legacy Gameplay scene (#6988) 2026-06-08 18:29:00 -07:00
334 changed files with 26256 additions and 114642 deletions
+13 -18
View File
@@ -3,18 +3,9 @@
# for now: filter out annoying TASTY warnings
common --ui_event_filters=-INFO
common --enable_bzlmod
# Use pre-built protoc binary instead of compiling from source
common --incompatible_enable_proto_toolchain_resolution
common --@com_google_protobuf//bazel/toolchains:prefer_prebuilt_protoc=true
# Don't use toolchains_llvm for the swift app build
common:mactools --ignore_dev_dependency
# Try to speed up sandboxes
common --experimental_reuse_sandbox_directories
common --enable_platform_specific_config
common --strategy=Scalac=worker
@@ -25,10 +16,18 @@ common --jobs=64
common --cxxopt="--std=c++23"
common --cxxopt="-Wno-deprecated-non-prototype"
common --per_file_copt=src/test/cpp/.*@-Wno-character-conversion
common --per_file_copt=src/test/cpp/.*@-Wno-deprecated-enum-compare
common --per_file_copt=src/test/cpp/.*@-Wno-sign-compare
common --per_file_copt=src/test/cpp/.*@-Wno-unknown-warning-option
common --host_cxxopt="--std=c++23"
common --javacopt="-Xlint:-options"
# Prefer protobuf's prebuilt protoc toolchain instead of building protoc from
# source when compatible binaries are available.
common --@com_google_protobuf//bazel/toolchains:prefer_prebuilt_protoc
# std::filesystem and other modern C++ deps require macOS 10.15+.
common:macos --macos_minimum_os=10.15
common:macos --host_macos_minimum_os=10.15
@@ -37,13 +36,8 @@ common:macos --host_macos_minimum_os=10.15
# Use host_linkopt for macOS-specific flags to avoid passing them to Linux cross-compilation
common:macos --host_linkopt=-Wl,-no_warn_duplicate_libraries
# Workaround for grpc cf_event_engine build error on macOS with Bazel 7.x
# See: https://github.com/grpc/grpc/issues/37619
common:macos --features=-module_maps
# Pin DEVELOPER_DIR so Apple repo rules use full Xcode instead of Command Line
# Tools. The sync script writes .bazelrc.xcode with an Xcode build-version
# marker so in-place Xcode updates refresh Bazel's generated Apple toolchains.
# Pin default DEVELOPER_DIR so Apple repo rules use full Xcode instead of
# Command Line Tools when they are needed.
common:macos --repo_env=DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer
# Local machine or CI overrides. This lets Bazel-only runners use Command Line
@@ -51,8 +45,9 @@ common:macos --repo_env=DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer
# generated Xcode settings win when both files exist.
try-import %workspace%/.bazelrc.local
# Xcode config for macOS builds. Generated by scripts/sync_bazel_xcode.sh.
# Bakes the Xcode build version into action cache keys and sets DEVELOPER_DIR.
# Xcode config for Apple tool builds. Generated by scripts/sync_bazel_xcode.sh.
# Bakes the Xcode build version into mactools action cache keys without making
# ordinary macOS Bazel builds depend on the installed Xcode build number.
try-import %workspace%/.bazelrc.xcode
common --java_language_version=25
+1 -1
View File
@@ -1 +1 @@
8.5.1
9.1.1
+15 -1
View File
@@ -31,12 +31,26 @@ concurrency:
jobs:
build-auth:
runs-on: [self-hosted, bazel, halfdan]
runs-on: [self-hosted, bazel]
outputs:
image_tag: ${{ steps.push-auth.outputs.image_tag }}
steps:
- name: Prepare non-LFS checkout
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
run: |
git config --global --unset-all filter.lfs.process || true
git config --global filter.lfs.smudge "cat"
git config --global filter.lfs.clean "cat"
git config --global filter.lfs.required false
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- name: Checkout repository
uses: actions/checkout@v6
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
with:
persist-credentials: false
lfs: false
+1 -1
View File
@@ -10,7 +10,7 @@ on:
jobs:
cleanup:
runs-on: [self-hosted, bazel, halfdan]
runs-on: [self-hosted, bazel]
steps:
- name: Checkout
+93
View File
@@ -0,0 +1,93 @@
name: Bazel Cache Parity
on:
workflow_dispatch:
schedule:
- cron: '17 11 * * *'
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: false
permissions:
contents: read
jobs:
warm-cache:
runs-on: [self-hosted, bazel]
steps:
- name: Clean workspace
run: |
git sparse-checkout disable 2>/dev/null || true
git config --local core.sparseCheckout false 2>/dev/null || true
git config --local --unset extensions.worktreeConfig 2>/dev/null || true
rm -f .git/info/sparse-checkout .git/config.worktree 2>/dev/null || true
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS=(/opt/homebrew/bin /usr/local/bin)
for path in "${COMMON_PATHS[@]}"; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
export PATH="$path:$PATH"
fi
done
if command -v git-lfs >/dev/null 2>&1; then
git-lfs version
exit 0
fi
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
with:
persist-credentials: false
lfs: false
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Warm remote cache
run: ./scripts/check_bazel_remote_cache_parity.sh warm
verify-cache:
needs: warm-cache
runs-on: [self-hosted, bazel]
strategy:
fail-fast: false
matrix:
probe: [a, b]
steps:
- name: Clean workspace
run: |
git sparse-checkout disable 2>/dev/null || true
git config --local core.sparseCheckout false 2>/dev/null || true
git config --local --unset extensions.worktreeConfig 2>/dev/null || true
rm -f .git/info/sparse-checkout .git/config.worktree 2>/dev/null || true
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS=(/opt/homebrew/bin /usr/local/bin)
for path in "${COMMON_PATHS[@]}"; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
export PATH="$path:$PATH"
fi
done
if command -v git-lfs >/dev/null 2>&1; then
git-lfs version
exit 0
fi
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
with:
persist-credentials: false
lfs: false
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Verify remote cache parity
run: ./scripts/check_bazel_remote_cache_parity.sh verify
+7
View File
@@ -7,9 +7,11 @@ on:
- 'src/**'
- 'WORKSPACE'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'BUILD.bazel'
- '.bazelrc'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/summarize_bazel_bep.py'
- '.github/workflows/bazel_test.yml'
- '!src/main/csharp/**'
- '!src/test/csharp/**'
@@ -18,9 +20,11 @@ on:
- 'src/**'
- 'WORKSPACE'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'BUILD.bazel'
- '.bazelrc'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/summarize_bazel_bep.py'
- '.github/workflows/bazel_test.yml'
- '!src/main/csharp/**'
- '!src/test/csharp/**'
@@ -108,6 +112,9 @@ jobs:
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Run tests
run: bazel test --build_event_json_file=test.json //src/test/... //src/main/go/...
- name: Summarize Bazel build metrics
if: always()
run: python3 ci/github_actions/summarize_bazel_bep.py test.json
- name: Collect failed test logs
if: always()
run: |
+1 -1
View File
@@ -11,7 +11,7 @@ permissions:
jobs:
cleanup:
runs-on: [self-hosted, bazel, halfdan]
runs-on: [self-hosted, bazel]
steps:
- uses: actions/checkout@v6
+5 -4
View File
@@ -20,6 +20,7 @@ on:
- 'ci/BUILD.bazel'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- '.bazelrc'
- 'docker-compose.prod.yml'
- 'nginx/**'
@@ -48,7 +49,7 @@ jobs:
# This uses 1 runner slot instead of 4, and Bazel parallelizes internally
# NOTE: Must run on a runner with the bazel label to ensure consistent Bazel cache
build-all:
runs-on: [self-hosted, bazel, halfdan]
runs-on: [self-hosted, bazel]
outputs:
eagle_image_tag: ${{ steps.push-images.outputs.eagle_image_tag }}
admin_image_tag: ${{ steps.push-images.outputs.admin_image_tag }}
@@ -116,7 +117,7 @@ jobs:
bazel build \
--stamp \
--platforms=//:linux_x86_64 \
--extra_toolchains=@llvm_toolchain_linux//:all \
--extra_toolchains=@llvm_toolchain_linux//:cc-toolchain-x86_64-linux \
//ci:eagle_server_image \
//ci:admin_server_image \
//ci:jfr_sidecar_image \
@@ -227,7 +228,7 @@ jobs:
echo "=== All images pushed successfully ==="
deploy:
runs-on: [self-hosted, bazel, halfdan]
runs-on: [self-hosted, bazel]
needs: [build-all]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
@@ -319,7 +320,7 @@ jobs:
./ci/github_actions/ensure_bazel_installed.sh
bazel build \
--platforms=//:linux_x86_64 \
--extra_toolchains=@llvm_toolchain_linux//:all \
--extra_toolchains=@llvm_toolchain_linux//:cc-toolchain-x86_64-linux \
//ci:warmup_tar
mkdir -p scripts/bin
tar -xf bazel-bin/ci/warmup_tar.tar -C scripts/bin --strip-components=1
+6 -1
View File
@@ -7,11 +7,16 @@ on:
- 'src/main/scala/**'
- 'src/main/protobuf/net/eagle0/eagle/**'
- 'src/main/protobuf/net/eagle0/common/**'
- 'src/main/go/net/eagle0/build/**'
- 'go.mod'
- 'go.sum'
- 'WORKSPACE'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'BUILD.bazel'
- '.bazelrc'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'scripts/build_eagle_ci.sh'
- '.github/workflows/eagle_build.yml'
concurrency:
@@ -51,4 +56,4 @@ jobs:
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Build Eagle server
run: bazel build //src/main/scala/net/eagle0/eagle:eagle_server
run: ./scripts/build_eagle_ci.sh
+66
View File
@@ -0,0 +1,66 @@
name: Go Services Build
on:
pull_request:
paths:
- 'src/main/go/net/eagle0/admin_server/**'
- 'src/main/go/net/eagle0/authcli/**'
- 'src/main/go/net/eagle0/authservice/**'
- 'src/main/go/net/eagle0/common/**'
- 'src/main/go/net/eagle0/util/**'
- 'src/main/protobuf/net/eagle0/eagle/api/auth.proto'
- 'src/main/protobuf/net/eagle0/eagle/api/admin/**'
- 'src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto'
- 'src/main/resources/net/eagle0/attributions.json'
- 'ci/BUILD.bazel'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/fetch_lfs.sh'
- 'go.mod'
- 'go.sum'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- '.bazelrc'
- '.github/workflows/go_services_build.yml'
concurrency:
group: ${{ github.workflow }}-${{ github.head_ref || github.ref }}
cancel-in-progress: true
permissions:
contents: read
jobs:
build:
runs-on: [self-hosted, bazel]
steps:
- name: Prepare non-LFS checkout
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
run: |
git config --global --unset-all filter.lfs.process || true
git config --global filter.lfs.smudge "cat"
git config --global filter.lfs.clean "cat"
git config --global filter.lfs.required false
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- name: Checkout repository
uses: actions/checkout@v6
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
with:
persist-credentials: false
lfs: false
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Fetch LFS files needed for admin server
env:
GITHUB_TOKEN: ${{ github.token }}
run: ./ci/github_actions/fetch_lfs.sh --include="src/main/go/net/eagle0/admin_server/static/tiles/*"
- name: Build Go service Docker images
run: bazel build --stamp //ci:admin_server_image //ci:auth_server_image
+2
View File
@@ -6,11 +6,13 @@ on:
paths:
- ".github/workflows/installer_build.yml"
- "ci/github_actions/ensure_bazel_installed.sh"
- ".bazelrc"
- "src/main/go/net/eagle0/clients/win/installer/**"
pull_request:
paths:
- ".github/workflows/installer_build.yml"
- "ci/github_actions/ensure_bazel_installed.sh"
- ".bazelrc"
- "src/main/go/net/eagle0/clients/win/installer/**"
workflow_dispatch:
+4 -3
View File
@@ -31,7 +31,7 @@ jobs:
steps:
- name: Check for relevant changes since last successful run
id: check
uses: actions/github-script@v8
uses: actions/github-script@v9
with:
script: |
if (context.eventName === 'workflow_dispatch') {
@@ -74,6 +74,7 @@ jobs:
'ci/', // CI scripts & workflows
'.github/workflows/ios_testflight.yml',
'MODULE.bazel',
'MODULE.bazel.lock',
'.bazelrc',
];
@@ -108,7 +109,7 @@ jobs:
build-unity:
needs: check-changes
if: needs.check-changes.outputs.should_build == 'true'
runs-on: [self-hosted, macOS, testflight, halfdan]
runs-on: [self-hosted, macOS, testflight]
steps:
- name: Prune stale PR refs
@@ -209,7 +210,7 @@ jobs:
archive-and-upload:
needs: build-unity
runs-on: [self-hosted, macOS, testflight, halfdan]
runs-on: [self-hosted, macOS, testflight]
steps:
- name: Ensure Git LFS available for checkout
+163 -153
View File
@@ -24,6 +24,7 @@ on:
- "ci/github_actions/upload_addressables.sh"
- "ci/github_actions/ensure_unity_installed.sh"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt"
- ".bazelrc"
- "ci/mac/**"
pull_request:
# On PRs, only build Mac when Mac-specific files change. Shared C#/proto
@@ -41,6 +42,7 @@ on:
- "ci/github_actions/build_mac.sh"
- "ci/github_actions/build_unity_mac.sh"
- "ci/github_actions/ensure_bazel_installed.sh"
- ".bazelrc"
- "ci/mac/**"
workflow_dispatch:
inputs:
@@ -50,10 +52,6 @@ on:
default: 'false'
type: boolean
concurrency:
group: ${{ github.workflow }}-${{ github.head_ref || github.ref }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
permissions:
contents: read
actions: write # Required to delete artifacts after deploy
@@ -65,10 +63,12 @@ env:
KEYCHAIN_NAME: build-${{ github.run_id }}.keychain
jobs:
build-and-sign:
runs-on: [self-hosted, macOS, unity-mac, halfdan]
build-mac:
runs-on: [self-hosted, macOS, unity-mac]
concurrency:
group: ${{ github.workflow }}-build-${{ github.head_ref || github.run_id }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
outputs:
submission_id: ${{ steps.notarize-submit.outputs.submission_id }}
should_deploy: ${{ steps.check-deploy.outputs.should_deploy }}
steps:
@@ -151,21 +151,6 @@ jobs:
mkdir -p src/main/csharp/net/eagle0/clients/unity/eagle0/Library
git rev-parse HEAD > src/main/csharp/net/eagle0/clients/unity/eagle0/Library/.last_built_sha
- name: Upload Addressables to CDN
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: ./ci/github_actions/upload_addressables.sh StandaloneOSX
- name: Inject Sparkle Framework
if: success()
env:
SPARKLE_EDDSA_PUBLIC_KEY: ${{ secrets.SPARKLE_EDDSA_PUBLIC_KEY }}
run: |
chmod +x ./scripts/inject_sparkle.sh
./scripts/inject_sparkle.sh "${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC/eagle0.app"
- name: Check if should deploy
id: check-deploy
run: |
@@ -179,8 +164,137 @@ jobs:
echo "should_deploy=false" >> $GITHUB_OUTPUT
fi
- name: Import Code Signing Certificate
- name: Zip unsigned app for deploy
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
run: |
cd ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
ditto -c -k --keepParent eagle0.app eagle0.app.zip
- name: Upload unsigned app
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
uses: actions/upload-artifact@v7
with:
name: unsigned-mac-app-${{ github.run_id }}
path: ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC/eagle0.app.zip
retention-days: 1
- name: Upload Mac Addressables for deploy
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
uses: actions/upload-artifact@v7
with:
name: mac-addressables-${{ github.run_id }}
path: src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/StandaloneOSX
if-no-files-found: ignore
retention-days: 1
- name: Archive Build Log
if: success() || failure()
uses: actions/upload-artifact@v7
with:
name: editor_mac.log
path: ${{ env.EAGLE0_BUILD_DIR }}/editor_mac.log
retention-days: 3
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
deploy-mac:
needs: build-mac
if: needs.build-mac.outputs.should_deploy == 'true'
runs-on: [self-hosted, macOS, notarize]
outputs:
deployed_version: ${{ steps.deploy-mac.outputs.deployed_version }}
concurrency:
group: mac-deploy-${{ github.ref }}
cancel-in-progress: false
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS="/opt/homebrew/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
export PATH="${COMMON_PATHS}:${PATH}"
for path in /opt/homebrew/bin /usr/local/bin; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
fi
done
if ! command -v git-lfs >/dev/null 2>&1; then
brew install git-lfs
fi
git-lfs --version
- uses: actions/checkout@v6
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
persist-credentials: false
fetch-depth: 0 # For version numbering
- name: Check if run is still latest main
id: check-latest
run: |
if [[ "${{ github.event_name }}" == "push" && "${{ github.ref }}" == "refs/heads/main" ]]; then
LATEST_SHA=$(curl -fsSL \
-H "Authorization: Bearer ${{ github.token }}" \
-H "Accept: application/vnd.github+json" \
"https://api.github.com/repos/${{ github.repository }}/commits/main" \
| python3 -c 'import json, sys; print(json.load(sys.stdin)["sha"])')
if [[ "$LATEST_SHA" != "${{ github.sha }}" ]]; then
echo "Skipping deploy because ${{ github.sha }} is no longer latest main ($LATEST_SHA is latest)"
echo "should_deploy=false" >> "$GITHUB_OUTPUT"
exit 0
fi
fi
echo "should_deploy=true" >> "$GITHUB_OUTPUT"
- name: Clean download directory
if: steps.check-latest.outputs.should_deploy == 'true'
run: rm -rf ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
- name: Download unsigned app
if: steps.check-latest.outputs.should_deploy == 'true'
uses: actions/download-artifact@v8
with:
name: unsigned-mac-app-${{ github.run_id }}
path: ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
- name: Unzip unsigned app
if: steps.check-latest.outputs.should_deploy == 'true'
run: |
cd ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
ditto -x -k eagle0.app.zip .
rm eagle0.app.zip
ls -la ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC/eagle0.app/
- name: Clean Addressables directory
if: steps.check-latest.outputs.should_deploy == 'true'
run: rm -rf src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/StandaloneOSX
- name: Download Mac Addressables
if: steps.check-latest.outputs.should_deploy == 'true'
uses: actions/download-artifact@v8
continue-on-error: true
with:
name: mac-addressables-${{ github.run_id }}
path: src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/StandaloneOSX
- name: Upload Addressables to CDN
if: steps.check-latest.outputs.should_deploy == 'true'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: ./ci/github_actions/upload_addressables.sh StandaloneOSX
- name: Inject Sparkle Framework
if: steps.check-latest.outputs.should_deploy == 'true'
env:
SPARKLE_EDDSA_PUBLIC_KEY: ${{ secrets.SPARKLE_EDDSA_PUBLIC_KEY }}
run: |
chmod +x ./scripts/inject_sparkle.sh
./scripts/inject_sparkle.sh "${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC/eagle0.app"
- name: Import Code Signing Certificate
if: steps.check-latest.outputs.should_deploy == 'true'
env:
MACOS_CERTIFICATE: ${{ secrets.MACOS_CERTIFICATE }}
MACOS_CERTIFICATE_PWD: ${{ secrets.MACOS_CERTIFICATE_PWD }}
@@ -223,7 +337,7 @@ jobs:
rm certificate.p12
- name: Code Sign App
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
if: steps.check-latest.outputs.should_deploy == 'true'
env:
SIGNING_IDENTITY: ${{ secrets.SIGNING_IDENTITY }}
run: |
@@ -232,7 +346,7 @@ jobs:
- name: Submit for Notarization
id: notarize-submit
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
if: steps.check-latest.outputs.should_deploy == 'true'
env:
APPLE_ID: ${{ secrets.APPLE_ID }}
APP_SPECIFIC_PASSWORD: ${{ secrets.APP_SPECIFIC_PASSWORD }}
@@ -241,156 +355,47 @@ jobs:
chmod +x ./scripts/notarize_submit.sh
./scripts/notarize_submit.sh "${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC/eagle0.app" >> $GITHUB_OUTPUT
- name: Cleanup Keychain
if: always()
run: |
security delete-keychain "$KEYCHAIN_NAME" 2>/dev/null || true
- name: Zip signed app for artifact
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
run: |
cd ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
ditto -c -k --keepParent eagle0.app eagle0.app.zip
- name: Upload signed app
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
uses: actions/upload-artifact@v7
with:
name: signed-mac-app-${{ github.run_id }}
path: ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC/eagle0.app.zip
retention-days: 1
- name: Archive Build Log
if: success() || failure()
uses: actions/upload-artifact@v7
with:
name: editor_mac.log
path: ${{ env.EAGLE0_BUILD_DIR }}/editor_mac.log
retention-days: 3
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
wait-notarization:
needs: build-and-sign
if: needs.build-and-sign.outputs.should_deploy == 'true'
runs-on: [self-hosted, macOS, notarize, halfdan]
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS="/opt/homebrew/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
export PATH="${COMMON_PATHS}:${PATH}"
for path in /opt/homebrew/bin /usr/local/bin; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
fi
done
if ! command -v git-lfs >/dev/null 2>&1; then
brew install git-lfs
fi
git-lfs --version
- uses: actions/checkout@v6
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
persist-credentials: false
sparse-checkout: scripts
- name: Clean download directory
run: rm -rf ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
- name: Download signed app
uses: actions/download-artifact@v8
with:
name: signed-mac-app-${{ github.run_id }}
path: ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
- name: Unzip signed app
run: |
cd ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
ditto -x -k eagle0.app.zip .
rm eagle0.app.zip
ls -la ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC/eagle0.app/
- name: Wait for Notarization and Staple
if: steps.check-latest.outputs.should_deploy == 'true'
env:
APPLE_ID: ${{ secrets.APPLE_ID }}
APP_SPECIFIC_PASSWORD: ${{ secrets.APP_SPECIFIC_PASSWORD }}
TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
run: |
chmod +x ./scripts/notarize_wait.sh
./scripts/notarize_wait.sh "${{ needs.build-and-sign.outputs.submission_id }}" "${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC/eagle0.app"
./scripts/notarize_wait.sh "${{ steps.notarize-submit.outputs.submission_id }}" "${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC/eagle0.app"
- name: Cleanup Keychain
if: always()
run: |
security delete-keychain "$KEYCHAIN_NAME" 2>/dev/null || true
- name: Zip notarized app for artifact
if: steps.check-latest.outputs.should_deploy == 'true'
run: |
cd ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
rm -f eagle0.app.zip
ditto -c -k --keepParent eagle0.app eagle0.app.zip
- name: Upload notarized app
if: steps.check-latest.outputs.should_deploy == 'true'
uses: actions/upload-artifact@v7
with:
name: notarized-mac-app-${{ github.run_id }}
path: ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC/eagle0.app.zip
retention-days: 1
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
deploy:
needs: [build-and-sign, wait-notarization]
if: needs.build-and-sign.outputs.should_deploy == 'true'
runs-on: [self-hosted, macOS, notarize, halfdan]
outputs:
deployed_version: ${{ steps.deploy-mac.outputs.deployed_version }}
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS="/opt/homebrew/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
export PATH="${COMMON_PATHS}:${PATH}"
for path in /opt/homebrew/bin /usr/local/bin; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
fi
done
if ! command -v git-lfs >/dev/null 2>&1; then
brew install git-lfs
fi
git-lfs --version
- uses: actions/checkout@v6
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
persist-credentials: false
fetch-depth: 0 # For version numbering
- name: Clean download directory
run: rm -rf ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
- name: Download notarized app
uses: actions/download-artifact@v8
with:
name: notarized-mac-app-${{ github.run_id }}
path: ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
- name: Unzip notarized app
run: |
cd ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC
ditto -x -k eagle0.app.zip .
rm eagle0.app.zip
- name: Ensure Bazel installed
if: steps.check-latest.outputs.should_deploy == 'true'
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Sync Bazel Xcode config
if: steps.check-latest.outputs.should_deploy == 'true'
run: ./scripts/sync_bazel_xcode.sh
- name: Deploy Mac Build
id: deploy-mac
if: steps.check-latest.outputs.should_deploy == 'true'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
@@ -401,8 +406,13 @@ jobs:
echo "$SPARKLE_EDDSA_PRIVATE_KEY" > "$SPARKLE_PRIVATE_KEY_PATH"
chmod 600 "$SPARKLE_PRIVATE_KEY_PATH"
# Install dmgbuild (creates .DS_Store programmatically, no AppleScript needed)
pip3 install dmgbuild
# Install dmgbuild in an isolated venv. Homebrew Python rejects system
# installs under PEP 668, and mac_build_handler shells out to dmgbuild.
DMGBUILD_VENV="${{ env.EAGLE0_BUILD_DIR }}/dmgbuild-venv"
python3 -m venv "$DMGBUILD_VENV"
"$DMGBUILD_VENV/bin/python" -m pip install --upgrade pip
"$DMGBUILD_VENV/bin/python" -m pip install dmgbuild
export PATH="$DMGBUILD_VENV/bin:$PATH"
# Background image for styled DMG
BACKGROUND_PATH="$(pwd)/ci/mac/dmg/background.png"
@@ -429,8 +439,8 @@ jobs:
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
notify-mac:
needs: deploy
if: needs.deploy.outputs.deployed_version != ''
needs: deploy-mac
if: needs.deploy-mac.outputs.deployed_version != ''
runs-on: ubuntu-latest
steps:
- name: Purge CDN cache and notify clients
@@ -445,13 +455,13 @@ jobs:
-d '{"files": ["mac/*", "addressables/StandaloneOSX/*"]}' \
--fail || echo "Warning: CDN purge failed (non-fatal)"
curl -X POST "https://admin.eagle0.net/notify-update?platform=mac&version=${{ needs.deploy.outputs.deployed_version }}&required=false" \
curl -X POST "https://admin.eagle0.net/notify-update?platform=mac&version=${{ needs.deploy-mac.outputs.deployed_version }}&required=false" \
-H "X-Notify-Secret: $NOTIFY_SECRET" \
--fail --silent --show-error || echo "Warning: Failed to notify clients (non-fatal)"
# Cleanup job runs regardless of success/failure to prevent artifact accumulation
cleanup:
needs: [build-and-sign, wait-notarization, deploy, notify-mac]
needs: [build-mac, deploy-mac, notify-mac]
if: always()
runs-on: ubuntu-latest
@@ -461,7 +471,7 @@ jobs:
GH_TOKEN: ${{ github.token }}
run: |
# Delete this run's artifacts (names include run ID to avoid conflicts)
for artifact_name in signed-mac-app-${{ github.run_id }} notarized-mac-app-${{ github.run_id }}; do
for artifact_name in unsigned-mac-app-${{ github.run_id }} notarized-mac-app-${{ github.run_id }} mac-addressables-${{ github.run_id }}; do
echo "Deleting artifact: $artifact_name"
artifact_id=$(gh api "repos/${{ github.repository }}/actions/runs/${{ github.run_id }}/artifacts" \
-q ".artifacts[] | select(.name == \"$artifact_name\") | .id")
@@ -0,0 +1,125 @@
name: Renovate Bazel Lockfile
on:
pull_request:
types: [opened, reopened, synchronize, ready_for_review]
paths:
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'maven_install.json'
- 'renovate.json'
- '.github/workflows/renovate_bazel_lockfile.yml'
pull_request_target:
types: [opened, reopened, synchronize, ready_for_review]
paths:
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'maven_install.json'
- 'renovate.json'
- '.github/workflows/renovate_bazel_lockfile.yml'
concurrency:
group: ${{ github.workflow }}-${{ github.event_name }}-${{ github.event.pull_request.head.ref }}
cancel-in-progress: true
permissions:
contents: write
pull-requests: read
jobs:
check-lockfile:
if: >-
github.event_name == 'pull_request' &&
github.event.pull_request.user.login != 'renovate[bot]'
runs-on: [self-hosted, bazel]
permissions:
contents: read
steps:
- name: Checkout PR
uses: actions/checkout@v6
with:
lfs: false
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Update Maven lockfile
env:
REPIN: "1"
run: bazel run @maven//:pin
- name: Refresh Bazel lockfile
run: bazel build --nobuild //src/main/scala/net/eagle0/eagle:eagle_server //src/main/cpp/net/eagle0/shardok:shardok-server
- name: Verify generated lockfiles are current
run: |
if git diff --quiet -- MODULE.bazel.lock maven_install.json; then
echo "Generated dependency lockfiles are current"
exit 0
fi
echo "Generated dependency lockfiles are stale. Run the lockfile update commands and commit the result:"
echo " REPIN=1 bazel run @maven//:pin"
echo " bazel build --nobuild //src/main/scala/net/eagle0/eagle:eagle_server //src/main/cpp/net/eagle0/shardok:shardok-server"
git diff -- MODULE.bazel.lock maven_install.json
exit 1
update-lockfile:
if: >-
github.event.pull_request.user.login == 'renovate[bot]' &&
github.event.pull_request.head.repo.full_name == github.repository &&
startsWith(github.event.pull_request.head.ref, 'renovate/')
runs-on: [self-hosted, bazel]
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS=(/opt/homebrew/bin /usr/local/bin)
for path in "${COMMON_PATHS[@]}"; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
export PATH="$path:$PATH"
fi
done
if command -v git-lfs >/dev/null 2>&1; then
git-lfs version
exit 0
fi
brew install git-lfs
git-lfs version
- name: Checkout Renovate branch
uses: actions/checkout@v6
with:
ref: ${{ github.event.pull_request.head.ref }}
repository: ${{ github.event.pull_request.head.repo.full_name }}
token: ${{ secrets.RENOVATE_LOCKFILE_TOKEN || github.token }}
lfs: false
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Update Maven lockfile
env:
REPIN: "1"
run: bazel run @maven//:pin
- name: Refresh Bazel lockfile
run: bazel build --nobuild //src/main/scala/net/eagle0/eagle:eagle_server //src/main/cpp/net/eagle0/shardok:shardok-server
- name: Commit generated lockfile updates
run: |
if git diff --quiet -- MODULE.bazel.lock maven_install.json; then
echo "Generated dependency lockfiles are already up to date"
exit 0
fi
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git add MODULE.bazel.lock maven_install.json
git commit -m "Update generated dependency lockfiles"
git push origin "HEAD:${{ github.event.pull_request.head.ref }}"
@@ -0,0 +1,75 @@
name: Renovate Go Artifacts
on:
pull_request_target:
types: [opened, reopened, synchronize, ready_for_review]
paths:
- 'go.mod'
- 'go.sum'
- 'renovate.json'
- '.github/workflows/renovate_go_artifacts.yml'
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.head.ref }}
cancel-in-progress: true
permissions:
contents: write
pull-requests: read
jobs:
update-go-artifacts:
if: >-
github.event.pull_request.user.login == 'renovate[bot]' &&
github.event.pull_request.head.repo.full_name == github.repository &&
startsWith(github.event.pull_request.head.ref, 'renovate/')
runs-on: [self-hosted, bazel]
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS=(/opt/homebrew/bin /usr/local/bin)
for path in "${COMMON_PATHS[@]}"; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
export PATH="$path:$PATH"
fi
done
if command -v git-lfs >/dev/null 2>&1; then
git-lfs version
exit 0
fi
brew install git-lfs
git-lfs version
- name: Checkout Renovate branch
uses: actions/checkout@v6
with:
ref: ${{ github.event.pull_request.head.ref }}
repository: ${{ github.event.pull_request.head.repo.full_name }}
token: ${{ secrets.RENOVATE_LOCKFILE_TOKEN || github.token }}
lfs: false
- name: Set up Go
uses: actions/setup-go@v6
with:
go-version-file: go.mod
cache: false
- name: Update Go module sums
run: go mod download all
- name: Commit generated Go artifact updates
run: |
if git diff --quiet -- go.sum; then
echo "Go artifacts are already up to date"
exit 0
fi
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git add go.sum
git commit -m "Update generated Go artifacts"
git push origin "HEAD:${{ github.event.pull_request.head.ref }}"
+1 -1
View File
@@ -11,7 +11,7 @@ permissions:
jobs:
cleanup:
runs-on: [self-hosted, bazel, halfdan]
runs-on: [self-hosted, bazel]
steps:
- name: Ensure AWS CLI is available
+23 -4
View File
@@ -7,10 +7,14 @@ on:
- 'src/main/cpp/**'
- 'src/main/protobuf/net/eagle0/shardok/**'
- 'src/main/protobuf/net/eagle0/common/**'
- 'src/main/go/net/eagle0/build/**'
- 'src/main/resources/net/eagle0/shardok/**'
- 'ci/BUILD.bazel'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'go.mod'
- 'go.sum'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- '.bazelrc'
- '.github/workflows/shardok_arm64_build.yml'
workflow_dispatch:
@@ -30,12 +34,26 @@ permissions:
jobs:
build-shardok-arm64:
runs-on: [self-hosted, bazel, halfdan]
runs-on: [self-hosted, bazel]
outputs:
image_tag: ${{ steps.push-shardok.outputs.image_tag }}
steps:
- name: Prepare non-LFS checkout
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
run: |
git config --global --unset-all filter.lfs.process || true
git config --global filter.lfs.smudge "cat"
git config --global filter.lfs.clean "cat"
git config --global filter.lfs.required false
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- name: Checkout repository
uses: actions/checkout@v6
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
with:
persist-credentials: false
lfs: false
@@ -50,7 +68,7 @@ jobs:
echo "=== Building shardok-server binary for linux-aarch64 ==="
bazel build \
--platforms=//:linux_arm64 \
--extra_toolchains=@llvm_toolchain_linux_arm64//:all \
--extra_toolchains=@llvm_toolchain_linux_arm64//:cc-toolchain-aarch64-linux \
//src/main/cpp/net/eagle0/shardok:shardok-server
LINUX_BIN="bazel-bin/src/main/cpp/net/eagle0/shardok/shardok-server"
@@ -91,9 +109,10 @@ jobs:
run: |
set -ex
# Keep this in sync with the standalone binary build above.
bazel build \
--platforms=//:linux_arm64 \
--extra_toolchains=@llvm_toolchain_linux_arm64//:all \
--extra_toolchains=@llvm_toolchain_linux_arm64//:cc-toolchain-aarch64-linux \
//ci:shardok_server_image_arm64
IMAGE_PATH=$(readlink -f bazel-bin/ci/shardok_server_image_arm64)
@@ -170,7 +189,7 @@ jobs:
echo "Also tagged as: registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
deploy-hetzner:
runs-on: [self-hosted, bazel, halfdan]
runs-on: [self-hosted, bazel]
needs: [build-shardok-arm64]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
+5 -1
View File
@@ -8,11 +8,15 @@ on:
- 'src/main/protobuf/net/eagle0/shardok/**'
- 'src/main/protobuf/net/eagle0/common/**'
- 'src/main/go/net/eagle0/build/**'
- 'go.mod'
- 'go.sum'
- 'WORKSPACE'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'BUILD.bazel'
- '.bazelrc'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'scripts/build_shardok_ci.sh'
- '.github/workflows/shardok_build.yml'
concurrency:
@@ -52,4 +56,4 @@ jobs:
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Build Shardok server
run: bazel build -c opt //src/main/cpp/net/eagle0/shardok:shardok-server
run: ./scripts/build_shardok_ci.sh
+229 -29
View File
@@ -21,6 +21,8 @@ on:
- "ci/github_actions/ensure_unity_installed.sh"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt"
- "MODULE.bazel"
- "MODULE.bazel.lock"
- ".bazelrc"
- "WORKSPACE"
workflow_dispatch:
pull_request:
@@ -42,13 +44,12 @@ on:
- "ci/github_actions/ensure_unity_installed.sh"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt"
- "MODULE.bazel"
- "MODULE.bazel.lock"
- ".bazelrc"
- "WORKSPACE"
concurrency:
group: ${{ github.workflow }}-${{ github.head_ref || github.ref }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
permissions:
actions: write
contents: read
env:
@@ -57,9 +58,12 @@ env:
jobs:
windows-unity:
runs-on: [self-hosted, macOS, unity-windows, halfdan]
runs-on: [self-hosted, macOS, unity-windows]
outputs:
deployed_version: ${{ steps.get-version.outputs.deployed_version }}
addressables_changed: ${{ steps.addressables.outputs.changed }}
concurrency:
group: ${{ github.workflow }}-build-${{ github.head_ref || github.run_id }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
steps:
- name: Prune stale PR refs
@@ -95,6 +99,7 @@ jobs:
persist-credentials: false
lfs: false # Fetch LFS after checkout to avoid stale ref issues
clean: false # Library/ persists between runs on self-hosted runners
fetch-depth: 2 # Keep the previous main commit available for Addressables change detection
- name: Clean stale files
run: |
@@ -156,21 +161,209 @@ jobs:
mkdir -p src/main/csharp/net/eagle0/clients/unity/eagle0/Library
grep "m_EditorVersion:" src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt | head -1 | sed 's/m_EditorVersion: //' > src/main/csharp/net/eagle0/clients/unity/eagle0/Library/.last_unity_version
- name: Upload Addressables to CDN
- name: Detect Addressables changes
id: addressables
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
shell: bash
run: |
set -euo pipefail
BASE_SHA="${{ github.event.before }}"
HEAD_SHA="${{ github.sha }}"
if [ -z "$BASE_SHA" ] || [[ "$BASE_SHA" =~ ^0+$ ]]; then
echo "No usable base SHA for this run; uploading Addressables as a safe default."
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if ! git cat-file -e "$BASE_SHA^{commit}"; then
echo "Base SHA $BASE_SHA is not available locally; uploading Addressables as a safe default."
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
UNITY_PROJECT="src/main/csharp/net/eagle0/clients/unity/eagle0"
ADDRESSABLE_PREFIXES=(
"$UNITY_PROJECT/Assets/AddressableAssetsData/"
"$UNITY_PROJECT/Assets/Eagle/Effects/"
"$UNITY_PROJECT/Assets/Hex Tiles/"
"$UNITY_PROJECT/Assets/TileableBridgePack/"
"$UNITY_PROJECT/Assets/Shardok/LargeFlames.prefab"
"$UNITY_PROJECT/Assets/Shardok/soundEffects/"
"$UNITY_PROJECT/Assets/Shardok/Sounds/"
"$UNITY_PROJECT/Assets/Medieval Combat Sounds/"
"$UNITY_PROJECT/Assets/Magic Spells Sound Effects LITE/"
"$UNITY_PROJECT/Assets/Fantasy Interface Sounds/"
"$UNITY_PROJECT/Assets/AustraliaAnimalsPackv1/"
"$UNITY_PROJECT/Assets/Editor/BuildScript.cs"
"ci/github_actions/upload_addressables.sh"
)
changed=false
while IFS= read -r file; do
for prefix in "${ADDRESSABLE_PREFIXES[@]}"; do
if [[ "$file" == "$prefix"* ]]; then
echo "Addressables-impacting change: $file"
changed=true
break
fi
done
if [ "$changed" = "true" ]; then
break
fi
done < <(git diff --name-only "$BASE_SHA" "$HEAD_SHA")
if [ "$changed" = "true" ]; then
echo "Uploading Addressables because their inputs changed."
else
echo "Skipping Addressables upload; no Addressables inputs changed."
fi
echo "changed=$changed" >> "$GITHUB_OUTPUT"
- name: Upload Windows player for deploy
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
uses: actions/upload-artifact@v7
with:
name: windows-unity-player-${{ github.run_id }}
path: ${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN
retention-days: 1
- name: Upload Windows Addressables for deploy
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request' && steps.addressables.outputs.changed == 'true'
uses: actions/upload-artifact@v7
with:
name: windows-addressables-${{ github.run_id }}
path: src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/StandaloneWindows64
if-no-files-found: ignore
retention-days: 1
- name: Archive build log
if: success() || failure()
uses: actions/upload-artifact@v7
with:
name: editor_win.log
path: ${{ env.EAGLE0_BUILD_DIR }}/editor_win.log
retention-days: 3
- name: Archive EditMode test artifacts
if: success() || failure()
uses: actions/upload-artifact@v7
with:
name: unity_editmode_tests
path: |
${{ env.EAGLE0_BUILD_DIR }}/editor_editmode_tests.log
${{ env.EAGLE0_BUILD_DIR }}/editmode-test-results.xml
retention-days: 3
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
deploy-windows:
needs: windows-unity
if: github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
runs-on: [self-hosted, macOS, bazel]
outputs:
deployed_version: ${{ steps.get-version.outputs.deployed_version }}
concurrency:
group: unity-windows-deploy-${{ github.ref }}
cancel-in-progress: false
steps:
- name: Prune stale PR refs
run: |
# Self-hosted runners persist .git between runs. When a PR is updated,
# old local refs (refs/remotes/pull/*/merge) may point to commits whose
# objects were never fetched or have been pruned. Remove these stale refs
# before checkout to prevent "missing object" errors.
if [ -d ".git" ]; then
echo "Pruning stale PR refs..."
git for-each-ref --format='%(refname)' refs/remotes/pull/ 2>/dev/null | \
xargs -r git update-ref -d 2>/dev/null || true
fi
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS="/opt/homebrew/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
export PATH="${COMMON_PATHS}:${PATH}"
for path in /opt/homebrew/bin /usr/local/bin; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
fi
done
if ! command -v git-lfs >/dev/null 2>&1; then
brew install git-lfs
fi
git-lfs --version
- uses: actions/checkout@v6
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
persist-credentials: false
lfs: false
clean: false
- name: Check if run is still latest main
id: check-latest
run: |
if [[ "${{ github.event_name }}" == "push" && "${{ github.ref }}" == "refs/heads/main" ]]; then
LATEST_SHA=$(curl -fsSL \
-H "Authorization: Bearer ${{ github.token }}" \
-H "Accept: application/vnd.github+json" \
"https://api.github.com/repos/${{ github.repository }}/commits/main" \
| python3 -c 'import json, sys; print(json.load(sys.stdin)["sha"])')
if [[ "$LATEST_SHA" != "${{ github.sha }}" ]]; then
echo "Skipping deploy because ${{ github.sha }} is no longer latest main ($LATEST_SHA is latest)"
echo "should_deploy=false" >> "$GITHUB_OUTPUT"
exit 0
fi
fi
echo "should_deploy=true" >> "$GITHUB_OUTPUT"
- name: Clean deploy directory
if: steps.check-latest.outputs.should_deploy == 'true'
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN"
- name: Download Windows player
if: steps.check-latest.outputs.should_deploy == 'true'
uses: actions/download-artifact@v8
with:
name: windows-unity-player-${{ github.run_id }}
path: ${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN
- name: Clean Addressables directory
if: steps.check-latest.outputs.should_deploy == 'true' && needs.windows-unity.outputs.addressables_changed == 'true'
run: rm -rf src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/StandaloneWindows64
- name: Download Windows Addressables
if: steps.check-latest.outputs.should_deploy == 'true' && needs.windows-unity.outputs.addressables_changed == 'true'
uses: actions/download-artifact@v8
continue-on-error: true
with:
name: windows-addressables-${{ github.run_id }}
path: src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/StandaloneWindows64
- name: Ensure Bazel installed
if: steps.check-latest.outputs.should_deploy == 'true'
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Upload Addressables to CDN
if: steps.check-latest.outputs.should_deploy == 'true' && needs.windows-unity.outputs.addressables_changed == 'true'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: ./ci/github_actions/upload_addressables.sh StandaloneWindows64
- name: Deploy Windows unity
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
if: steps.check-latest.outputs.should_deploy == 'true'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: bazel run //src/main/go/net/eagle0/build/unity3d_windows_build_handler:unity3d_windows_build_handler -- "${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN" "/tmp/unity_manifest.txt"
- name: Update unified manifest
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
if: steps.check-latest.outputs.should_deploy == 'true'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
@@ -195,40 +388,47 @@ jobs:
- name: Export deployed version
id: get-version
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
if: steps.check-latest.outputs.should_deploy == 'true'
run: |
VERSION=$(grep "^version=" /tmp/unity_manifest.txt | cut -d= -f2 || date +%Y.%m.%d)
echo "deployed_version=$VERSION" >> $GITHUB_OUTPUT
- name: Archive build log
if: success() || failure()
uses: actions/upload-artifact@v7
with:
name: editor_win.log
path: ${{ env.EAGLE0_BUILD_DIR }}/editor_win.log
retention-days: 3
- name: Archive EditMode test artifacts
if: success() || failure()
uses: actions/upload-artifact@v7
with:
name: unity_editmode_tests
path: |
${{ env.EAGLE0_BUILD_DIR }}/editor_editmode_tests.log
${{ env.EAGLE0_BUILD_DIR }}/editmode-test-results.xml
retention-days: 3
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
notify-windows:
needs: windows-unity
if: needs.windows-unity.outputs.deployed_version != ''
needs: deploy-windows
if: needs.deploy-windows.outputs.deployed_version != ''
runs-on: ubuntu-latest
steps:
- name: Notify clients of update
env:
NOTIFY_SECRET: ${{ secrets.EAGLE_NOTIFY_SECRET }}
run: |
curl -X POST "https://admin.eagle0.net/notify-update?platform=windows&version=${{ needs.windows-unity.outputs.deployed_version }}&required=false" \
curl -X POST "https://admin.eagle0.net/notify-update?platform=windows&version=${{ needs.deploy-windows.outputs.deployed_version }}&required=false" \
-H "X-Notify-Secret: $NOTIFY_SECRET" \
--fail --silent --show-error || echo "Warning: Failed to notify clients (non-fatal)"
# Cleanup job runs regardless of success/failure to prevent artifact accumulation
cleanup:
needs: [windows-unity, deploy-windows, notify-windows]
if: always() && github.event_name != 'pull_request'
runs-on: ubuntu-latest
steps:
- name: Delete this run's Windows deploy artifacts
env:
GH_TOKEN: ${{ github.token }}
run: |
# Delete this run's artifacts (names include run ID to avoid conflicts)
for artifact_name in windows-unity-player-${{ github.run_id }} windows-addressables-${{ github.run_id }}; do
echo "Deleting artifact: $artifact_name"
artifact_id=$(gh api "repos/${{ github.repository }}/actions/runs/${{ github.run_id }}/artifacts" \
-q ".artifacts[] | select(.name == \"$artifact_name\") | .id")
if [ -n "$artifact_id" ]; then
echo "Deleting artifact ID: $artifact_id"
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$artifact_id" || true
fi
done
echo "Cleanup complete"
+36 -8
View File
@@ -49,6 +49,21 @@ When code changes appear correct locally, create the PR promptly even if long-ru
Opening the PR starts CI on the build machines, uploads results to the Bazel remote cache, and can speed up subsequent
local validation. Continue monitoring any already-started local and CI validation after opening the PR.
For PRs expected to trigger substantial Bazel work in CI, run the relevant Bazel builds and tests locally too. This
workstation is fast, and local Bazel runs can help hydrate the remote cache for the CI builders while still giving
earlier signal on failures.
## GitHub CLI PR Bodies
When creating or editing PR descriptions with multiline bodies, write the body to a temporary markdown file and pass it
with `gh pr create --body-file <path>` or `gh pr edit <number> --body-file <path>`. Do not use multiline `$'...'`
shell quoting for PR bodies; Codex's permission matching may treat that as a complex shell command instead of a clean
`gh pr` invocation, causing unnecessary approval prompts.
Write these temporary body files, and any other scratch files needed for commands, under a known writable location such
as `/private/tmp`, `$TMPDIR`, or the current repository workspace. Do not use protected paths that require additional
user permission just to create or edit temporary files.
---
This file provides guidance to Codex (Codex.ai/code) when working with code in this repository.
@@ -90,14 +105,14 @@ Unity Client ↔ Eagle (gRPC streaming) ↔ Shardok (internal gRPC)
### Building
```bash
# Build Eagle server (Scala strategic layer)
bazel build //src/main/scala/net/eagle0/eagle:eagle_server_deploy.jar
# Build Eagle server using the same target as GitHub Actions
./scripts/build_eagle_ci.sh
# Build Shardok server (C++ tactical layer)
bazel build -c opt //src/main/cpp/net/eagle0/shardok:shardok-server
# Build Shardok server using the same target and flags as GitHub Actions
./scripts/build_shardok_ci.sh
# Shardok server includes both AI algorithms
bazel build //src/main/cpp/net/eagle0/shardok:shardok-server
# Warm the remote cache for the main GitHub Actions Bazel builds
./scripts/hydrate_bazel_remote_cache.sh
# Build Unity/C# client
./scripts/build_protos.sh # Protocol buffer generation for Unity
@@ -150,6 +165,19 @@ bazel run gazelle # Update Go build files
The pre-commit hook runs gazelle but only checks if it succeeds - it does NOT verify the BUILD files are in canonical format. The `gazelle_test` will fail if deps are not alphabetically sorted. **Always run gazelle manually after BUILD file changes.**
### Bazel Cache Hydration
When making changes that will trigger GitHub Actions Bazel builds, run the matching CI script instead of hand-writing
`bazel build` commands. The scripts keep local cache hydration aligned with CI targets, compilation modes, and flags:
```bash
./scripts/build_eagle_ci.sh
./scripts/build_shardok_ci.sh
./scripts/hydrate_bazel_remote_cache.sh
```
Use direct `bazel build` commands only for targeted debugging where CI cache hydration is not the goal.
### Code Formatting
```bash
@@ -210,7 +238,7 @@ ShardokAIClient client(playerId, isDefender, hexMap, settings, AIAlgorithmType::
```bash
# Build the server (includes both AI algorithms)
bazel build //src/main/cpp/net/eagle0/shardok:shardok-server
./scripts/build_shardok_ci.sh
# Test both algorithms
bazel test //src/test/cpp/net/eagle0/shardok/ai:ai_iterative_deepening_test
@@ -253,7 +281,7 @@ to be used for different players or game situations within the same server proce
**C# (Unity Client):**
- Located in `/src/main/csharp/net/eagle0/clients/unity/eagle0/`
- Uses Unity 6 (6000.4.9f1) with comprehensive protobuf integration (100+ .proto files)
- Uses Unity 6 (6000.4.10f1) with comprehensive protobuf integration (100+ .proto files)
- Key components: `EagleConnection.cs` (gRPC client), `EagleGameController.cs` (main game logic)
- Real-time bidirectional streaming with server via `PersistentClientConnection.cs`
- Strategic map UI in `Assets/Eagle/`, tactical battle UI in `Assets/Shardok/`
+3
View File
@@ -1,5 +1,6 @@
load("@bazel_gazelle//:def.bzl", "gazelle")
load("@io_bazel_rules_go//go:def.bzl", "nogo")
load("@rules_shell//shell:sh_test.bzl", "sh_test")
package(default_visibility = ["//visibility:public"])
@@ -10,6 +11,7 @@ platform(
"@platforms//os:linux",
"@platforms//cpu:x86_64",
],
missing_toolchain_error = "No Linux x86_64 toolchain matched. Docker/Eagle image builds should pass --platforms=//:linux_x86_64 and --extra_toolchains=@llvm_toolchain_linux//:cc-toolchain-x86_64-linux when compiling C++ code.",
)
# Platform for cross-compiling to Linux ARM64
@@ -19,6 +21,7 @@ platform(
"@platforms//os:linux",
"@platforms//cpu:aarch64",
],
missing_toolchain_error = "No Linux ARM64 toolchain matched. Shardok ARM64 builds should pass --platforms=//:linux_arm64 and --extra_toolchains=@llvm_toolchain_linux_arm64//:cc-toolchain-aarch64-linux.",
)
gazelle(name = "gazelle")
+1 -1
View File
@@ -228,7 +228,7 @@ to be used for different players or game situations within the same server proce
**C# (Unity Client):**
- Located in `/src/main/csharp/net/eagle0/clients/unity/eagle0/`
- Uses Unity 6 (6000.4.9f1) with comprehensive protobuf integration (100+ .proto files)
- Uses Unity 6 (6000.4.10f1) with comprehensive protobuf integration (100+ .proto files)
- Key components: `EagleConnection.cs` (gRPC client), `EagleGameController.cs` (main game logic)
- Real-time bidirectional streaming with server via `PersistentClientConnection.cs`
- Strategic map UI in `Assets/Eagle/`, tactical battle UI in `Assets/Shardok/`
+102 -64
View File
@@ -3,25 +3,37 @@ module(name = "net_eagle0")
# Version constants
SCALA_VERSION = "3.7.4"
NETTY_VERSION = "4.1.127.Final"
NETTY_VERSION = "4.1.135.Final"
SCALAPB_VERSION = "1.0.0-alpha.1"
SCALAPB_VERSION = "1.0.0-alpha.5"
AWS_SDK_VERSION = "2.41.18"
SCALAPB_JSON4S_VERSION = "1.0.0-alpha.1"
AWS_SDK_VERSION = "2.46.9"
SLF4J_VERSION = "2.0.18"
#
# Core Build Tools
#
bazel_dep(name = "bazel_skylib", version = "1.9.0")
bazel_dep(name = "platforms", version = "1.0.0")
bazel_dep(name = "aspect_rules_esbuild", version = "0.26.0")
bazel_dep(name = "aspect_rules_js", version = "3.2.2")
bazel_dep(name = "bazel_jar_jar", version = "0.1.15", repo_name = "bazel_jar_jar")
bazel_dep(name = "platforms", version = "1.1.0")
bazel_dep(name = "rules_dotnet", version = "0.21.5")
bazel_dep(name = "rules_foreign_cc", version = "0.15.1")
bazel_dep(name = "rules_android", version = "0.7.3")
bazel_dep(name = "rules_nodejs", version = "6.7.4")
bazel_dep(name = "rules_pkg", version = "1.2.0")
bazel_dep(name = "rules_shell", version = "0.8.0")
#
# Language Support - Scala
#
bazel_dep(name = "rules_scala", version = "7.2.1")
bazel_dep(name = "rules_scala", version = "7.2.6")
scala_config = use_extension(
"@rules_scala//scala/extensions:config.bzl",
@@ -41,21 +53,31 @@ scala_deps.scala_proto()
# Language Support - C++
#
bazel_dep(name = "toolchains_llvm", version = "1.6.0")
bazel_dep(name = "toolchains_llvm", version = "1.7.0")
llvm = use_extension("@toolchains_llvm//toolchain/extensions:llvm.bzl", "llvm")
LLVM_VERSION = "22.1.7"
LLVM_DISTRIBUTIONS = {
"LLVM-22.1.7-Linux-ARM64.tar.xz": "118ca2d3ad9da34367e05735317854e7977db45dc4c02a32af58da64c23b8789",
"LLVM-22.1.7-Linux-X64.tar.xz": "edb0522b41e261819c06ea437d249f9b8acfa413d3805bc9920eec6fb76ff830",
"LLVM-22.1.7-macOS-ARM64.tar.xz": "4177245188b0a30a6539c96b361dea56f253485756bfd8927a6a59e7301e7806",
}
# Native toolchain (macOS -> macOS, Linux -> Linux)
llvm.toolchain(
name = "llvm_toolchain",
llvm_version = "20.1.4",
extra_llvm_distributions = LLVM_DISTRIBUTIONS,
llvm_version = LLVM_VERSION,
)
# Cross-compilation toolchain (macOS -> Linux x86_64)
# Uses the same LLVM distribution but with a Linux sysroot
llvm.toolchain(
name = "llvm_toolchain_linux",
llvm_version = "20.1.4",
extra_llvm_distributions = LLVM_DISTRIBUTIONS,
llvm_version = LLVM_VERSION,
)
# Linux x86_64 sysroot for cross-compilation
@@ -68,7 +90,8 @@ llvm.sysroot(
# Cross-compilation toolchain (macOS -> Linux ARM64)
llvm.toolchain(
name = "llvm_toolchain_linux_arm64",
llvm_version = "20.1.4",
extra_llvm_distributions = LLVM_DISTRIBUTIONS,
llvm_version = LLVM_VERSION,
)
# Linux ARM64 sysroot for cross-compilation
@@ -77,7 +100,6 @@ llvm.sysroot(
label = "@linux_sysroot_arm64//sysroot",
targets = ["linux-aarch64"],
)
use_repo(llvm, "llvm_toolchain", "llvm_toolchain_linux", "llvm_toolchain_linux_arm64")
# Download the Linux sysroots (Ubuntu 24.04 Noble for C++23 support)
@@ -103,11 +125,11 @@ sysroot(
# Language Support - Go
#
bazel_dep(name = "rules_go", version = "0.59.0", repo_name = "io_bazel_rules_go")
bazel_dep(name = "gazelle", version = "0.47.0", repo_name = "bazel_gazelle")
bazel_dep(name = "rules_go", version = "0.61.1", repo_name = "io_bazel_rules_go")
bazel_dep(name = "gazelle", version = "0.51.3", repo_name = "bazel_gazelle")
go_sdk = use_extension("@io_bazel_rules_go//go:extensions.bzl", "go_sdk")
go_sdk.download(version = "1.23.3")
go_sdk.download(version = "1.25.11")
use_repo(go_sdk, "go_default_sdk")
go_deps = use_extension("@bazel_gazelle//:extensions.bzl", "go_deps")
@@ -130,7 +152,7 @@ use_repo(
# Language Support - Rust
#
bazel_dep(name = "rules_rust", version = "0.68.1")
bazel_dep(name = "rules_rust", version = "0.70.0")
rust = use_extension("@rules_rust//rust:extensions.bzl", "rust")
rust.toolchain(edition = "2021")
@@ -150,8 +172,16 @@ use_repo(crate, "map_generator_crates")
# Platform Support - Apple/iOS
#
bazel_dep(name = "apple_support", version = "1.24.1", repo_name = "build_bazel_apple_support")
bazel_dep(name = "rules_apple", version = "4.3.3", repo_name = "build_bazel_rules_apple")
bazel_dep(name = "apple_support", version = "2.6.1", repo_name = "build_bazel_apple_support")
bazel_dep(name = "rules_apple", version = "4.5.3", repo_name = "build_bazel_rules_apple")
multiple_version_override(
module_name = "rules_swift",
versions = [
"2.1.1",
"3.5.0",
],
)
# Register Apple CC toolchain for Objective-C compilation
apple_cc_configure = use_extension(
@@ -164,11 +194,15 @@ use_repo(apple_cc_configure, "local_config_apple_cc", "local_config_apple_cc_too
# Protocol Buffers & RPC
#
bazel_dep(name = "protobuf", version = "33.5", repo_name = "com_google_protobuf")
bazel_dep(name = "protobuf", version = "35.1", repo_name = "com_google_protobuf")
single_version_override(
module_name = "protobuf",
version = "35.1",
)
# Use pre-built protoc binaries instead of compiling from source.
# See: https://protobuf.dev/reference/cpp/cpp-generated/#invocation
prebuilt_protoc = use_extension("@com_google_protobuf//bazel/private:prebuilt_protoc_extension.bzl", "protoc")
prebuilt_protoc = use_extension("@com_google_protobuf//bazel/private/oss/toolchains/prebuilt:protoc_extension.bzl", "protoc")
use_repo(
prebuilt_protoc,
"prebuilt_protoc.linux_aarch_64",
@@ -183,21 +217,18 @@ use_repo(
)
bazel_dep(name = "rules_proto", version = "7.1.0")
bazel_dep(name = "rules_cc", version = "0.2.14")
bazel_dep(name = "grpc", version = "1.78.0")
bazel_dep(name = "rules_cc", version = "0.2.19")
bazel_dep(name = "grpc", version = "1.81.1")
# Patch grpc 1.78.0 to fix rules_python incompatibility: grpc requests Python
# 3.14.0b2 toolchain but rules_python >= 1.6.0 removed it in favor of 3.14.
# Upstream fix: https://github.com/grpc/grpc/commit/459279b
# TODO: Remove this override once a fixed grpc version is published to BCR.
# gRPC 1.81.1's generated upb module map trips Clang's layering check in the
# Linux ARM64 cross-toolchain even though the normal Bazel deps are present.
single_version_override(
module_name = "grpc",
patch_strip = 1,
patches = ["//third_party/patches:grpc_fix_python_version.patch"],
version = "1.78.0",
patches = ["//third_party/grpc/patches:disable_xds_client_layering_check.patch"],
)
bazel_dep(name = "grpc-java", version = "1.78.0")
bazel_dep(name = "grpc-java", version = "1.78.0.bcr.1")
bazel_dep(name = "rules_proto_grpc_csharp", version = "5.8.0")
bazel_dep(name = "flatbuffers", version = "25.12.19")
@@ -205,13 +236,13 @@ bazel_dep(name = "flatbuffers", version = "25.12.19")
# Testing
#
bazel_dep(name = "googletest", version = "1.17.0")
bazel_dep(name = "googletest", version = "1.17.0.bcr.2")
#
# Container Images (OCI)
#
bazel_dep(name = "rules_oci", version = "2.2.7")
bazel_dep(name = "rules_oci", version = "2.3.0")
bazel_dep(name = "aspect_bazel_lib", version = "2.22.5")
oci = use_extension("@rules_oci//oci:extensions.bzl", "oci")
@@ -222,19 +253,19 @@ oci = use_extension("@rules_oci//oci:extensions.bzl", "oci")
# curl -s -H "Authorization: Bearer $TOKEN" -H "Accept: application/vnd.oci.image.index.v1+json,application/vnd.docker.distribution.manifest.list.v2+json" "https://registry-1.docker.io/v2/library/eclipse-temurin/manifests/25-jre" | python3 -c "import json,sys; m=json.load(sys.stdin); [print(p['digest']) for p in m.get('manifests',[]) if p['platform']['architecture']=='amd64']"
oci.pull(
name = "eclipse_temurin_25_jre",
digest = "sha256:98236ffdfb61cff3fc4f8e40e5b80460a5a4c35a0f56a5b4182a926844a7db49",
digest = "sha256:0beb258e10ad28d2bae0f74349a170bdfa67da0ef87c028cbf3d95c3e1170120",
image = "docker.io/library/eclipse-temurin",
platforms = ["linux/amd64"],
tag = "25-jre",
tag = "26-jre",
)
# Base image for JFR sidecar (Java 25 JDK - includes jcmd for JFR dumps)
oci.pull(
name = "eclipse_temurin_25_jdk",
digest = "sha256:bc2d562355813350f47bc472b9721b0b84761866671ad95d9a9f1151fa69da6e",
digest = "sha256:41c3a5b8a607d226c73e81538cd94d0e66f746f41f057561447eb47b40a91a65",
image = "docker.io/library/eclipse-temurin",
platforms = ["linux/amd64"],
tag = "25-jdk",
tag = "26-jdk",
)
# Base image for Shardok (Ubuntu 24.04 for C++ runtime)
@@ -245,15 +276,16 @@ oci.pull(
"linux/amd64",
"linux/arm64/v8",
],
tag = "24.04",
tag = "26.04",
)
# Base image for Admin Server (Alpine for lightweight Go binary)
oci.pull(
name = "alpine_linux",
digest = "sha256:a2d49ea686c2adfe3c992e47dc3b5e7fa6e6b5055609400dc2acaeb241c829f4",
image = "docker.io/library/alpine",
platforms = ["linux/amd64"],
tag = "3.21",
tag = "3.24",
)
use_repo(oci, "alpine_linux", "alpine_linux_linux_amd64", "eclipse_temurin_25_jdk", "eclipse_temurin_25_jdk_linux_amd64", "eclipse_temurin_25_jre", "eclipse_temurin_25_jre_linux_amd64", "ubuntu_24_04", "ubuntu_24_04_linux_amd64", "ubuntu_24_04_linux_arm64_v8")
@@ -261,8 +293,8 @@ use_repo(oci, "alpine_linux", "alpine_linux_linux_amd64", "eclipse_temurin_25_jd
# Java/Scala Dependencies
#
bazel_dep(name = "rules_java", version = "9.3.0")
bazel_dep(name = "rules_jvm_external", version = "6.10")
bazel_dep(name = "rules_java", version = "9.6.1")
bazel_dep(name = "rules_jvm_external", version = "7.0")
maven = use_extension("@rules_jvm_external//:extensions.bzl", "maven")
maven.install(
@@ -281,7 +313,7 @@ maven.install(
# ScalaPB
"com.thesamet.scalapb:lenses_3:%s" % SCALAPB_VERSION,
"com.thesamet.scalapb:scalapb-json4s_3:%s" % SCALAPB_VERSION,
"com.thesamet.scalapb:scalapb-json4s_3:%s" % SCALAPB_JSON4S_VERSION,
"com.thesamet.scalapb:scalapb-runtime_3:%s" % SCALAPB_VERSION,
"com.thesamet.scalapb:scalapb-runtime-grpc_3:%s" % SCALAPB_VERSION,
"com.thesamet.scalapb:compilerplugin_3:%s" % SCALAPB_VERSION,
@@ -293,10 +325,10 @@ maven.install(
"org.json4s:json4s-native_3:4.1.0-M8",
# Testing
"org.scalamock:scalamock_3:7.4.1",
"org.scalamock:scalamock_3:7.5.5",
# Developer tools
"org.scalameta:scalafmt-cli_2.13:3.9.9",
"org.scalameta:scalafmt-cli_2.13:3.11.1",
# AWS SDK
"software.amazon.awssdk:s3-transfer-manager:%s" % AWS_SDK_VERSION,
@@ -308,38 +340,42 @@ maven.install(
"software.amazon.awssdk:http-client-spi:%s" % AWS_SDK_VERSION,
# AWS Lambda
"com.amazonaws:aws-lambda-java-core:1.2.3",
"com.amazonaws:aws-lambda-java-events:3.13.0",
"com.amazonaws:aws-lambda-java-core:1.4.0",
"com.amazonaws:aws-lambda-java-events:3.16.1",
# Logging
"org.slf4j:slf4j-api:2.0.16",
"org.slf4j:slf4j-simple:2.0.16",
"org.slf4j:slf4j-api:%s" % SLF4J_VERSION,
"org.slf4j:slf4j-simple:%s" % SLF4J_VERSION,
# Other
"org.reactivestreams:reactive-streams:1.0.4",
"javax.xml.bind:jaxb-api:2.3.1",
# OkHttp (for SSE with read timeout support, OAuth HTTP calls)
"com.squareup.okhttp3:okhttp:4.12.0",
"com.squareup.okhttp3:okhttp-sse:4.12.0",
"com.squareup.okhttp3:okhttp-jvm:5.4.0",
"com.squareup.okhttp3:okhttp-sse:5.4.0",
# JWT (for OAuth token handling)
"com.nimbusds:nimbus-jose-jwt:9.37.3",
"com.nimbusds:nimbus-jose-jwt:10.9.1",
# Error tracking
"io.sentry:sentry:8.31.0",
"io.sentry:sentry:8.43.2",
# SQLite for client text storage
"org.xerial:sqlite-jdbc:3.46.1.0",
"org.xerial:sqlite-jdbc:3.53.2.0",
# Postgres for production history benchmarking and migration work
"org.postgresql:postgresql:42.7.4",
"org.postgresql:postgresql:42.7.11",
],
duplicate_version_warning = "error",
fail_if_repin_required = True,
known_contributing_modules = [
"grpc-java",
"protobuf",
],
lock_file = "//:maven_install.json",
repositories = [
"https://repo1.maven.org/maven2",
"https://repo.maven.apache.org/maven2",
],
)
@@ -349,7 +385,7 @@ maven.artifact(
artifact = "scala3-staging_3",
exclusions = ["org.scala-lang:scala3-compiler_3"],
group = "org.scala-lang",
version = "3.3.6",
version = SCALA_VERSION,
)
# Force specific versions for dependencies with conflicts between grpc-java and protobuf
@@ -357,21 +393,20 @@ maven.artifact(
artifact = "gson",
force_version = True,
group = "com.google.code.gson",
version = "2.11.0",
version = "2.14.0",
)
maven.artifact(
artifact = "error_prone_annotations",
force_version = True,
group = "com.google.errorprone",
version = "2.30.0",
version = "2.50.0",
)
maven.artifact(
artifact = "guava",
force_version = True,
group = "com.google.guava",
version = "33.3.1-android",
version = "33.6.0-jre",
)
use_repo(maven, "maven", "unpinned_maven")
#
@@ -379,6 +414,7 @@ use_repo(maven, "maven", "unpinned_maven")
#
http_archive = use_repo_rule("@bazel_tools//tools/build_defs/repo:http.bzl", "http_archive")
http_file = use_repo_rule("@bazel_tools//tools/build_defs/repo:http.bzl", "http_file")
# GTL (for parallel_hashmap)
@@ -389,6 +425,8 @@ GTL_SHA = "1969c45dd76eac0dd87e9e2b65cffe358617f4fe1bcd203f72f427742537913a"
http_archive(
name = "gtl",
build_file_content = """
load("@rules_cc//cc:defs.bzl", "cc_library")
cc_library(
name = "gtl",
hdrs = glob(["include/gtl/*.hpp"]),
@@ -416,12 +454,12 @@ http_archive(
)
# Sparkle framework for macOS auto-updates
SPARKLE_VERSION = "2.6.4"
SPARKLE_VERSION = "2.9.3"
http_archive(
name = "sparkle",
build_file = "//src/main/objc/net/eagle0/clients/unity/sparkle/external:BUILD.sparkle",
sha256 = "50612a06038abc931f16011d7903b8326a362c1074dabccb718404ce8e585f0b",
sha256 = "74a07da821f92b79310009954c0e15f350173374a3abe39095b4fc5096916be6",
strip_prefix = "",
url = "https://github.com/sparkle-project/Sparkle/releases/download/%s/Sparkle-%s.tar.xz" % (SPARKLE_VERSION, SPARKLE_VERSION),
)
@@ -431,24 +469,24 @@ http_archive(
# Fallback: busybox.net (can be unreliable/slow)
http_file(
name = "busybox_x86_64",
downloaded_file_path = "busybox",
executable = True,
sha256 = "6e123e7f3202a8c1e9b1f94d8941580a25135382b99e8d3e34fb858bba311348",
urls = [
"https://eagle0-sysroot.sfo3.digitaloceanspaces.com/busybox/busybox-1.35.0-x86_64-linux-musl",
"https://busybox.net/downloads/binaries/1.35.0-x86_64-linux-musl/busybox",
],
downloaded_file_path = "busybox",
executable = True,
)
http_file(
name = "busybox_aarch64",
downloaded_file_path = "busybox",
executable = True,
sha256 = "141adb1b625a6f44c4b114f76b4387b4ea4f7ab802b88eb40e0d2f6adcccb1c3",
urls = [
# TODO: Upload aarch64 binary to GitHub release when needed
"https://busybox.net/downloads/binaries/1.35.0-aarch64-linux-musl/busybox",
],
downloaded_file_path = "busybox",
executable = True,
)
# LLVM MinGW toolchain for Windows cross-compilation from macOS
@@ -522,7 +560,7 @@ register_toolchains("@local_config_apple_cc_toolchains//:all")
# Set dev_dependency so we can turn this off for swift MacOS builds
register_toolchains(
"@llvm_toolchain//:all",
"@llvm_toolchain_linux//:all",
"@llvm_toolchain_linux_arm64//:all",
"@llvm_toolchain_linux//:cc-toolchain-x86_64-linux",
"@llvm_toolchain_linux_arm64//:cc-toolchain-aarch64-linux",
dev_dependency = True,
)
+1916 -2456
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+1 -1
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@@ -214,7 +214,7 @@ oci_push(
#
# Shardok Server ARM64 Docker Image (for Hetzner on-demand compute)
#
# Build: bazel build //ci:shardok_server_image_arm64 --platforms=//:linux_arm64 --extra_toolchains=@llvm_toolchain_linux_arm64//:all
# Build: bazel build //ci:shardok_server_image_arm64 --platforms=//:linux_arm64 --extra_toolchains=@llvm_toolchain_linux_arm64//:cc-toolchain-aarch64-linux
# Load: bazel run //ci:shardok_server_load_arm64
# Push: bazel run //ci:shardok_server_push_arm64
#
+22 -2
View File
@@ -5,8 +5,26 @@ set -euo pipefail
COMMON_PATHS="/opt/homebrew/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
export PATH="${COMMON_PATHS}:${PATH}"
write_developer_dir_override() {
repo_contents_cache_dir() {
if [ "$(uname -s)" = "Darwin" ]; then
printf '%s\n' "${HOME}/Library/Caches/eagle0-bazel-repo-contents"
else
printf '%s\n' "${XDG_CACHE_HOME:-${HOME}/.cache}/eagle0-bazel-repo-contents"
fi
}
write_bazel_local_config() {
local repo_contents_cache
repo_contents_cache="$(repo_contents_cache_dir)"
if [ "$(uname -s)" != "Darwin" ]; then
if [ -n "${CI:-}" ]; then
mkdir -p "$repo_contents_cache"
{
echo "# Generated by ci/github_actions/ensure_bazel_installed.sh; do not edit."
printf 'common --repo_contents_cache=%s\n' "$repo_contents_cache"
} > .bazelrc.local
fi
return
fi
@@ -30,8 +48,10 @@ write_developer_dir_override() {
if [ -f .bazelrc.local ] && [ -z "${CI:-}" ]; then
echo "Keeping existing .bazelrc.local outside CI"
else
mkdir -p "$repo_contents_cache"
{
echo "# Generated by ci/github_actions/ensure_bazel_installed.sh; do not edit."
printf 'common --repo_contents_cache=%s\n' "$repo_contents_cache"
printf 'common:macos --repo_env=DEVELOPER_DIR=%s\n' "$developer_dir"
} > .bazelrc.local
fi
@@ -43,7 +63,7 @@ write_developer_dir_override() {
echo "Using Apple developer directory at $developer_dir"
}
write_developer_dir_override
write_bazel_local_config
if [ -n "${GITHUB_PATH:-}" ]; then
for path in /opt/homebrew/bin /usr/local/bin; do
+12 -7
View File
@@ -34,6 +34,7 @@ echo "Platform: ${PLATFORM}"
# Check if Unity is installed and has required modules
check_modules_installed() {
local unity_path="${UNITY_INSTALL_PATH}/${UNITY_VERSION}"
local unity_app_contents_path="${unity_path}/Unity.app/Contents"
if [ ! -d "$unity_path" ]; then
return 1
@@ -49,7 +50,8 @@ check_modules_installed() {
;;
mac)
# Mac IL2CPP module
if [ ! -d "${unity_path}/PlaybackEngines/MacStandaloneSupport/Variations/macos_development_il2cpp" ] && \
if [ ! -d "${unity_app_contents_path}/PlaybackEngines/MacStandaloneSupport/Source/Player/MacPlayer/GameAssembly.xcodeproj" ] && \
[ ! -d "${unity_path}/PlaybackEngines/MacStandaloneSupport/Variations/macos_development_il2cpp" ] && \
[ ! -d "${unity_path}/PlaybackEngines/MacStandaloneSupport" ]; then
echo "✗ Mac IL2CPP module not installed for Unity ${UNITY_VERSION}"
return 1
@@ -69,7 +71,8 @@ check_modules_installed() {
echo "✗ iOS module missing"
missing=1
fi
if [ ! -d "${unity_path}/PlaybackEngines/MacStandaloneSupport" ]; then
if [ ! -d "${unity_app_contents_path}/PlaybackEngines/MacStandaloneSupport/Source/Player/MacPlayer/GameAssembly.xcodeproj" ] && \
[ ! -d "${unity_path}/PlaybackEngines/MacStandaloneSupport" ]; then
echo "✗ Mac module missing"
missing=1
fi
@@ -191,8 +194,10 @@ echo "Running: ${INSTALL_CMD[*]}"
echo ""
# Capture output to check for "already installed" messages
OUTPUT=$("${INSTALL_CMD[@]}" 2>&1) || true
set +e
OUTPUT=$("${INSTALL_CMD[@]}" 2>&1)
EXIT_CODE=$?
set -e
echo "$OUTPUT"
# Check if modules are already installed (Unity Hub returns error but modules are present)
@@ -219,13 +224,13 @@ else
exit 1
fi
# Verify installation
# Verify installation and requested modules
echo ""
if [ -d "${UNITY_INSTALL_PATH}/${UNITY_VERSION}" ]; then
echo "✓ Verified: Unity ${UNITY_VERSION} is now installed"
if check_modules_installed; then
echo "✓ Verified: Unity ${UNITY_VERSION} is now installed with ${PLATFORM} support"
exit 0
else
echo "✗ Unity ${UNITY_VERSION} installation could not be verified"
echo "✗ Unity ${UNITY_VERSION} installation with ${PLATFORM} support could not be verified"
echo " Expected path: ${UNITY_INSTALL_PATH}/${UNITY_VERSION}"
echo ""
echo "The installation may still be in progress, or may require manual intervention."
+1 -1
View File
@@ -38,7 +38,7 @@ fi
echo "Using git-lfs at $(command -v git-lfs)"
git lfs version
git lfs install
git lfs install --force
echo "LFS objects before pull:"
git lfs ls-files | wc -l
+235
View File
@@ -0,0 +1,235 @@
#!/usr/bin/env python3
"""Print a compact timing summary from a Bazel build event JSON file."""
from __future__ import annotations
import json
import sys
from collections import Counter, defaultdict
from pathlib import Path
from typing import Any
def duration_to_ms(value: Any) -> float | None:
if value is None:
return None
if isinstance(value, (int, float)):
return float(value)
if isinstance(value, str):
if value.endswith("s"):
try:
return float(value[:-1]) * 1000
except ValueError:
return None
try:
return float(value)
except ValueError:
return None
if isinstance(value, dict):
seconds = value.get("seconds", 0)
nanos = value.get("nanos", 0)
try:
return float(seconds) * 1000 + float(nanos) / 1_000_000
except (TypeError, ValueError):
return None
return None
def format_ms(milliseconds: float | None) -> str | None:
if milliseconds is None:
return None
if milliseconds >= 1000:
return f"{milliseconds / 1000:.2f}s"
return f"{milliseconds:.0f}ms"
def nested_get(data: dict[str, Any], *keys: str) -> Any:
current: Any = data
for key in keys:
if not isinstance(current, dict):
return None
current = current.get(key)
return current
def read_events(path: Path) -> list[dict[str, Any]]:
events = []
with path.open() as file:
for line_number, line in enumerate(file, start=1):
stripped = line.strip()
if not stripped:
continue
try:
event = json.loads(stripped)
except json.JSONDecodeError as error:
print(f"Ignoring malformed BEP line {line_number}: {error}")
continue
if isinstance(event, dict):
events.append(event)
return events
def collect_metric_events(events: list[dict[str, Any]]) -> list[dict[str, Any]]:
metric_events = []
for event in events:
if isinstance(event.get("buildMetrics"), dict):
metric_events.append(event["buildMetrics"])
return metric_events
def first_present(data: dict[str, Any], keys: list[str]) -> Any:
for key in keys:
value = data.get(key)
if value is not None:
return value
return None
def summarize_timing(build_metrics: dict[str, Any]) -> list[str]:
timing = build_metrics.get("timingMetrics")
if not isinstance(timing, dict):
return []
labels = [
("Wall time", ["wallTimeInMs", "wallTime", "elapsedTime"]),
("Loading phase", ["loadingPhaseTimeInMs", "loadingPhaseTime"]),
("Analysis phase", ["analysisPhaseTimeInMs", "analysisPhaseTime"]),
("Execution phase", ["executionPhaseTimeInMs", "executionPhaseTime"]),
("Critical path", ["criticalPathTimeInMs", "criticalPathTime"]),
]
lines = []
for label, keys in labels:
value = format_ms(duration_to_ms(first_present(timing, keys)))
if value is not None:
lines.append(f" {label}: {value}")
return lines
def summarize_counts(build_metrics: dict[str, Any]) -> list[str]:
summaries: list[tuple[str, Any]] = []
action_summary = build_metrics.get("actionSummary")
if isinstance(action_summary, dict):
summaries.extend(
[
("Actions created", action_summary.get("actionsCreated")),
("Actions executed", action_summary.get("actionsExecuted")),
("Action cache hits", action_summary.get("actionCacheHits")),
("Remote cache hits", action_summary.get("remoteCacheHits")),
]
)
target_metrics = build_metrics.get("targetMetrics")
if isinstance(target_metrics, dict):
summaries.extend(
[
("Targets configured", target_metrics.get("targetsConfigured")),
("Targets loaded", target_metrics.get("targetsLoaded")),
]
)
package_metrics = build_metrics.get("packageMetrics")
if isinstance(package_metrics, dict):
summaries.extend(
[
("Packages loaded", package_metrics.get("packagesLoaded")),
("Packages successfully loaded", package_metrics.get("packagesSuccessfullyLoaded")),
]
)
return [f" {label}: {value}" for label, value in summaries if value is not None]
def worker_mnemonic(metric: dict[str, Any]) -> str:
for path in [
("mnemonic",),
("workerKey", "mnemonic"),
("workerKeyInfo", "mnemonic"),
]:
value = nested_get(metric, *path)
if value:
return str(value)
return "unknown"
def worker_actions(metric: dict[str, Any]) -> int | None:
for key in ["actionsExecuted", "executedActionCount", "actionCount", "actions"]:
value = metric.get(key)
if isinstance(value, int):
return value
if isinstance(value, str):
try:
return int(value)
except ValueError:
pass
return None
def summarize_workers(build_metrics: dict[str, Any]) -> list[str]:
worker_metrics = build_metrics.get("workerMetrics")
if not isinstance(worker_metrics, list) or not worker_metrics:
return []
counts = Counter()
actions_by_mnemonic: defaultdict[str, int] = defaultdict(int)
saw_action_counts = False
for metric in worker_metrics:
if not isinstance(metric, dict):
continue
mnemonic = worker_mnemonic(metric)
counts[mnemonic] += 1
actions = worker_actions(metric)
if actions is not None:
saw_action_counts = True
actions_by_mnemonic[mnemonic] += actions
if not counts:
return []
lines = [" Worker metric entries:"]
for mnemonic, count in counts.most_common():
suffix = ""
if saw_action_counts:
suffix = f", actions={actions_by_mnemonic[mnemonic]}"
lines.append(f" {mnemonic}: workers={count}{suffix}")
return lines
def main() -> int:
if len(sys.argv) != 2:
print("Usage: summarize_bazel_bep.py <build_event_json_file>")
return 0
path = Path(sys.argv[1])
if not path.exists():
print(f"Bazel BEP summary: {path} does not exist")
return 0
events = read_events(path)
metric_events = collect_metric_events(events)
if not metric_events:
print("Bazel BEP summary: no buildMetrics event found")
return 0
build_metrics = metric_events[-1]
sections = [
summarize_timing(build_metrics),
summarize_counts(build_metrics),
summarize_workers(build_metrics),
]
lines = [line for section in sections for line in section]
if not lines:
print("Bazel BEP summary: buildMetrics event had no recognized metrics")
return 0
print("Bazel BEP summary:")
for line in lines:
print(line)
return 0
if __name__ == "__main__":
sys.exit(main())
+28 -3
View File
@@ -19,6 +19,18 @@ SERVER_DATA="$UNITY_PROJECT/ServerData/$BUILD_TARGET"
DO_ENDPOINT="https://sfo3.digitaloceanspaces.com"
DO_BUCKET="eagle0-assets"
COMMON_PATHS="/opt/homebrew/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
export PATH="${COMMON_PATHS}:${PATH}"
if ! command -v aws >/dev/null 2>&1; then
if command -v brew >/dev/null 2>&1; then
brew install awscli
else
echo "ERROR: aws CLI is unavailable, and Homebrew is not on PATH"
exit 1
fi
fi
if [ ! -d "$SERVER_DATA" ]; then
echo "No Addressables bundles found at $SERVER_DATA"
echo "Skipping upload (this is expected if Addressables are bundled locally)"
@@ -32,13 +44,26 @@ echo "Target: s3://$DO_BUCKET/addressables/$BUILD_TARGET/"
export AWS_ACCESS_KEY_ID="$ACCESS_KEY_ID"
export AWS_SECRET_ACCESS_KEY="$SECRET_KEY"
# Sync bundles to Spaces
# --delete removes files in destination that don't exist in source
# --acl public-read makes files publicly accessible
# Sync bundles to Spaces. Addressable bundle filenames include content hashes, so a
# same-sized existing bundle is already the same content. Use --size-only to avoid
# re-uploading every rebuilt bundle just because Unity gave it a fresh local mtime.
# Metadata files keep stable names, so sync them again without --size-only below.
#
# --delete removes files in destination that don't exist in source.
# --acl public-read makes files publicly accessible.
aws s3 sync "$SERVER_DATA" "s3://$DO_BUCKET/addressables/$BUILD_TARGET/" \
--endpoint-url "$DO_ENDPOINT" \
--acl public-read \
--size-only \
--delete
aws s3 sync "$SERVER_DATA" "s3://$DO_BUCKET/addressables/$BUILD_TARGET/" \
--endpoint-url "$DO_ENDPOINT" \
--acl public-read \
--exclude "*" \
--include "*.bin" \
--include "*.hash" \
--include "*.json"
echo "Addressables upload complete"
echo "Files available at: https://assets.eagle0.net/addressables/$BUILD_TARGET/"
+2
View File
@@ -5,6 +5,8 @@ lower OCI layer and frequently-changing first-party jars in a small top layer,
so most pushes only re-upload the small layer.
"""
load("@rules_java//java/common:java_info.bzl", "JavaInfo")
def _unique_name(jar):
# short_path is unique per jar and stable across commits (it depends only on
# the jar's own package/coordinate, not on unrelated targets), so the deps
-2
View File
@@ -1,5 +1,3 @@
load("@bazel_tools//tools/build_defs/pkg:pkg.bzl", "pkg_tar")
#pkg_tar(
# name = "eagle_servers",
# strip_prefix = "/src/main/scala/net/eagle0",
+1 -1
View File
@@ -532,7 +532,7 @@ jobs:
uses: actions/cache@v3
with:
path: ~/.cache/bazel
key: bazel-linux-${{ hashFiles('MODULE.bazel', 'WORKSPACE') }}
key: bazel-linux-${{ hashFiles('MODULE.bazel', 'MODULE.bazel.lock', 'WORKSPACE') }}
- name: Build Shardok server
run: bazel build -c opt //src/main/cpp/net/eagle0/shardok:shardok-server
-198
View File
@@ -1,198 +0,0 @@
# Unity Scene Separation Plan
## Current State
The Unity client now starts from the split-scene setup. The legacy scene remains only as a
temporary reference snapshot.
- `Assets/Scenes/Main.unity` owns startup.
- `Assets/Scenes/Shared.unity`, `Connection.unity`, `Eagle.unity`, and `Shardok.unity` are loaded additively for their application modes.
- `ProjectSettings/EditorBuildSettings.asset` includes the split scenes only.
- `Assets/Gameplay.unity` is no longer in build settings, but is still kept in the repo until the split-scene flow has gone through broader build and TestFlight validation.
- Editor migration tooling that rebuilt split scenes from `Gameplay.unity` has been removed.
This means runtime no longer depends on the monolithic scene, but the legacy asset cleanup is
intentionally deferred.
## Recommendation
Finish the split-scene architecture. Keep one small bootstrap scene and load mode-specific UI scenes additively.
The target architecture should be:
- `Main`: startup/bootstrap only. Owns scene loading and truly persistent app services.
- `Shared`: shared UI and app-wide interaction infrastructure, such as the event system, error panels, confirmation modals, connection status overlays, settings, and update notifications.
- `Connection`: login, account selection, lobby, custom battle creation, and game-selection UI.
- `Eagle`: strategic map, strategic command panels, province/hero/battalion UI, notifications, and Eagle-specific effects.
- `Shardok`: tactical battle UI, hex grid, battle command UI, unit rows, tactical effects, and battle-only camera/input helpers.
Do not treat large prefabs as inherently bad. A large prefab is acceptable when it represents a coherent, reusable feature root. The problematic pattern is a large scene that owns unrelated application states and long-lived object references.
## Goals
- Reduce merge conflicts and accidental Unity serialization churn.
- Make login/lobby, Eagle, and Shardok changes independently editable.
- Make scene lifecycle explicit: load only the mode currently needed.
- Avoid cross-scene inspector references that are hard to reason about.
- Preserve `Gameplay.unity` as a reference snapshot until broader validation is complete.
## Non-Goals
- Do not refactor gameplay logic and scene structure in the same change.
- Do not delete `Gameplay.unity` until all migrated scenes are verified in Editor, local builds, and CI.
- Do not move large vendor asset packs as part of this work.
- Do not split every small widget into its own scene. Prefer prefabs for reusable UI components and scenes for application modes.
## Target Runtime Flow
```text
Main
Load Shared
Load Connection
Connection -> Eagle
Unload Connection
Ensure Shared remains loaded
Load Eagle
Eagle -> Shardok
Keep Eagle loaded unless the battle UI must exclusively own the viewport
Load Shardok additively
Shardok -> Eagle
Unload Shardok
Keep Eagle and Shared loaded
Eagle -> Connection
Unload Shardok if loaded
Unload Eagle
Load Connection
```
## Ownership Rules
Use these rules during migration to avoid ambiguous object lifetimes.
- `Main` owns `GameSceneManager`, app bootstrap, and any service object that must survive across login, lobby, Eagle, and Shardok.
- `Shared` owns exactly one active `EventSystem` and shared modal/overlay UI.
- `Connection` owns `ConnectionHandler` and connection/lobby panel instances.
- `Eagle` owns `EagleGameController` and strategic-mode scene roots.
- `Shardok` owns `ShardokGameController` and tactical-mode scene roots.
- Cross-mode communication should happen through model/controller APIs, not direct serialized references to objects in another loadable scene.
- If a scene needs an object from another scene, prefer resolving it during scene initialization and failing loudly when required dependencies are missing.
## Migration Plan
### Phase 1: Make Bootstrap Explicit
- Make `Main.unity` the intended startup scene.
- Update `BootstrapManager` so the split-scene path is the default in development builds.
- Ensure build settings order is intentional: `Main` first, then loadable scenes.
- Add logging that states which startup path was chosen.
Validation:
- Enter Play Mode from `Main.unity`.
- Confirm `Shared` and `Connection` load without duplicate `EventSystem` objects.
- Confirm split-scene startup fails loudly if required scene infrastructure is missing.
### Phase 2: Migrate Shared Infrastructure
- Move shared error UI, update UI, settings UI, connection status overlays, and global modal roots into `Shared.unity`.
- Keep only one event system active when additive scenes are loaded.
- Remove duplicated shared UI from `Gameplay.unity` only after migrated UI is validated.
Validation:
- Trigger an error modal from Connection, Eagle, and Shardok flows.
- Open/close settings from each mode that supports it.
- Verify no duplicate event-system warnings.
### Phase 3: Migrate Connection and Lobby
- Move `ConnectionCanvas`, login controls, account selector, lobby, custom battle UI, and game-selection rows into `Connection.unity`.
- Make `ConnectionHandler` initialize after the scene is loaded rather than assuming objects exist in `Gameplay.unity`.
- Replace show/hide transitions that activate large inactive subtrees with scene transitions where appropriate.
Validation:
- Start unauthenticated, authenticate, list available games, create/drop a custom battle, and enter a game.
- Return from an active game to the lobby.
- Test stored account flows.
### Phase 4: Migrate Eagle Strategic UI
- Move strategic map, command panel roots, hero/battalion/province UI, Eagle notifications, and strategic effects into `Eagle.unity`.
- Keep reusable row/panel widgets as prefabs under `Assets/Eagle/`.
- Remove direct dependencies on connection-scene objects.
Validation:
- Load a game from the lobby.
- Select provinces, heroes, battalions, command buttons, and notifications.
- Issue at least one representative command from each major command-panel family.
- Confirm generated/dynamic text listeners clean up when leaving the scene.
### Phase 5: Migrate Shardok Tactical UI
- Move Shardok canvas, hex grid, battle panels, tactical rows, battle effects, and battle-only input/camera roots into `Shardok.unity`.
- Decide whether Eagle remains visible/loaded under Shardok. Prefer keeping Eagle loaded if returning from battle must preserve strategic UI state.
- Ensure Shardok scene unload disposes generated text listeners, subscriptions, object pools, and pending animation state.
Validation:
- Enter battle from Eagle.
- Select units, issue movement/attack/fire/extinguish/end-turn commands.
- Resolve a battle and return to Eagle.
- Start a second battle in the same session to catch stale singleton/listener state.
### Phase 6: Remove Legacy Scene Dependency
- Keep `Gameplay.unity` out of normal startup and build settings.
- Keep `Gameplay.unity` in the repo temporarily as a reference snapshot if useful, then delete it in a separate cleanup PR.
- Remove transitional helpers whose only purpose was loading, rebuilding, or testing the legacy scene.
Validation:
- Local Editor smoke test through login, Eagle, Shardok, and return flows.
- Unity edit-mode test suite if available.
- CI Unity build.
- TestFlight build before deleting the legacy scene.
## Review Checklist For Each Migration PR
- The PR moves one coherent subsystem, not multiple unrelated UI areas.
- Scene files remain small enough to review.
- Prefab changes are limited to the migrated subsystem.
- No required Inspector field is hidden behind a defensive null check.
- No duplicate `EventSystem`, camera, global canvas, or singleton is active.
- Leaving and re-entering the migrated scene works in one app session.
- The old `Gameplay.unity` object is removed only after the new scene object is verified.
## Risks
- Serialized cross-scene references will break when objects move. Prefer runtime lookup/initialization through explicit scene controllers.
- Singletons may survive scene unload and hold stale references. Audit `OnDestroy`, `Dispose`, and listener cleanup for every moved controller.
- Additive scenes can accidentally create duplicate input/event/camera objects. Keep these centralized in `Shared` or `Main`.
- Loading Shardok additively over Eagle can expose hidden assumptions about active canvases, cameras, and selected input targets.
- Unity scene YAML changes are easy to corrupt manually. Prefer moving objects in the Unity Editor and reviewing diffs carefully.
## Open Decisions
- Whether Shardok should overlay Eagle additively or unload most Eagle UI while battle is active.
- Whether the primary persistent game connection object belongs in `Main` or should be recreated per selected game.
- Whether `Shared` should always load at startup or only after successful connection.
- How long to keep `Gameplay.unity` after the split scene flow is fully validated.
## Completed Startup Work
The initial startup and scene migration work is complete:
1. `Main.unity` is the startup scene in build settings.
2. The split-scene bootstrap path is explicit and logged.
3. `Shared` plus `Connection` load by default.
4. Eagle and Shardok scene transitions use the split scenes.
5. The legacy `Gameplay.unity` fallback has been removed.
6. Editor-only scene migration tooling has been removed.
That leaves broader build validation and eventual `Gameplay.unity` deletion as the remaining cleanup work.
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# URP Migration Plan
## Why
Last refreshed: 2026-06-12
Unity is removing Built-In Render Pipeline (BiRP) support after Unity 6.7. We're currently on Unity 6.4. Each Unity minor version ships roughly quarterly, giving us a few release cycles before BiRP is dropped. This document lays out the migration plan.
## Why This Matters
## Strategy: Long-Lived Feature Branch
Unity is steering projects away from the Built-in Render Pipeline (BiRP) toward the
Universal Render Pipeline (URP). Eagle0 now runs on URP:
All URP conversion work happens on a **long-lived `urp-migration` branch**. Main stays fully functional on BiRP throughout the migration.
- `ProjectSettings/GraphicsSettings.asset` points at
`Assets/Settings/URP/Eagle0URPPipeline.asset`.
- Every active quality level in `ProjectSettings/QualitySettings.asset` uses the
same URP pipeline asset.
- Legacy Post Processing Stack v2 has been removed from `Packages/manifest.json`;
keep verifying it stays out with the migration inventory.
- **Main branch**: Continues using BiRP. All gameplay, AI, and server development proceeds normally.
- **URP branch**: Accumulates rendering pipeline changes across all phases.
- **Regular rebasing**: Periodically rebase/merge `main` into the URP branch to stay current. Shader and material changes rarely conflict with gameplay code, so merge conflicts should be manageable.
- **Merge to main**: Only when everything renders correctly and visual QA passes.
The migration should stay visible as a compatibility project, not a cosmetic cleanup.
The remaining goal is to keep future rendering fixes small and well-baselined instead
of rediscovering URP-specific failures late in a Unity upgrade.
This avoids the "everything is pink" problem of switching the pipeline on main before shaders are converted.
## Current Recommendation
## Current State
Keep URP enabled on main. For follow-up rendering work, use the baseline checklist
and inventory tooling before changing shaders, materials, camera layering, or render
pipeline settings.
| Category | Count | Notes |
The next useful work is hardening:
1. Keep the visual baseline current for Connection, Eagle, Shardok, and Settings.
2. Refresh the shader/material inventory after meaningful asset or scene changes.
3. Remove or isolate unused rendering dependencies.
4. Keep third-party beast/effect material compatibility covered by focused tests.
5. Treat future pipeline experiments as separate branches with explicit findings.
This keeps normal gameplay work moving while making rendering regressions easier to
localize.
## What We Can Do Right Now
### 1. Create Visual Baselines
Capture a small set of known-good views before any follow-up change to URP settings,
custom shaders, render ordering, or third-party visual materials. These should be
reproducible enough that a human can compare screenshots after each rendering change.
Minimum baseline scenes and states:
| Area | Required View |
|---|---|
| Connection | Connect panel, stored account list, running games list |
| Eagle map | Normal province map with borders, faction highlights, selected province tooltip |
| Eagle weather | Drought/heat shimmer, flood, blizzard/rain overlays |
| Eagle beasts | Bird/animal/monster beast effects on map and notification panel |
| Eagle UI | Command panel, notifications, settings panel, generated text |
| Shardok | Terrain, grid lines, labels/icons, bridges, fires, overlays, command buttons |
| Scene transitions | Connection -> Eagle -> Shardok -> Eagle |
Immediate deliverable: keep the manual checklist and editor-only capture tool working
so each rendering PR can leave screenshots in an ignored directory.
Use `docs/URP_VISUAL_BASELINE_CHECKLIST.md` for the current manual baseline capture
set.
### 2. Refresh The Shader And Material Inventory
The inventory is useful because scene split, URP, and recent visual fixes changed the
project enough that we should regenerate it before significant rendering work.
Immediate deliverable: a report containing:
- all shaders under `Assets/`
- all materials and the shader each material uses
- all scenes/prefabs that reference custom shaders or Post Processing components
- all usages of Built-in-only shader features:
- `GrabPass`
- `#pragma surface`
- `UnityCG.cginc`
- `UnityUI.cginc`
- tessellation
This report can be generated by an editor script or a small external scanner. The
important bit is making it repeatable so we can measure progress during migration.
Run `Eagle0 > Rendering > Generate URP Migration Inventory` in the Unity editor to
generate the current report. The tool writes markdown and CSV files under Unity
`Temp/urp_migration/`, so running it should not dirty project assets.
The generated CSVs include both the full material list and production material
references, which helps separate game-path shader risk from unused package/demo
assets.
`docs/URP_SHADER_DEBT_INVENTORY.md` records the current production-vs-package
classification for remaining Built-in-style shader patterns.
Current inventory snapshot from June 12, 2026:
- Render pipeline settings are URP for both graphics default and active quality.
- Post Processing Stack reference hits are still zero.
- The all-material inventory is noisy: most material assets are `Standard`, and
many Built-in-only shader hits are in third-party or package/demo assets.
- The production material-reference report is the better starting point for the
probe. Current production shader references are concentrated in TextMeshPro,
Eagle custom map/effect shaders, Shardok grid/fire materials, and a small number
of standard-material beast assets.
- Highest production custom shader priorities remain `Eagle/ProvinceMap`,
`Eagle/ProvinceWeatherMap`, `Eagle/ProvinceParticle`,
`Eagle/ClipRectParticleUnlit`, `Shardok/Fire Overlay`, and the Shardok
hex/overlay materials.
### 3. Verify Legacy Post Processing Usage
The project no longer depends on `com.unity.postprocessing`. The old references were
limited to an unused Orc/Ogre sample scene profile and scene-template type metadata,
not production scenes.
Immediate deliverable: keep the project free of Post Processing Stack v2 references
and use the inventory report to catch regressions.
If references reappear:
- document the exact scene/camera/profile usage
- either remove the stale dependency or plan the equivalent URP Volume settings
This is a good small PR because it either deletes a risky dependency now or precisely
scopes the later migration work.
### 4. Keep Drought Effects URP-Friendly
The old `Eagle/HeatShimmer` shader used a Built-in-style `GrabPass`, but shimmer was
already disabled in `DroughtEffect` because it did not work well with the UI Canvas.
Drought now intentionally uses the animated sun overlay as its current visual signal.
Immediate deliverable: keep drought visuals free of `GrabPass` unless we intentionally
add a new URP-friendly effect.
If stronger drought visuals are needed later, prefer:
- an animated transparent texture overlay clipped like the existing province particles
- a small particle/sprite effect around the sun icon
- a URP renderer feature only if screen-space distortion is truly worth the complexity
### 5. Check Third-Party URP Paths
The riskiest third-party shader set is Polytope Studio. The plan should not assume
hand conversion until we know whether vendor URP variants exist or whether a current
package update has already solved part of this.
Immediate deliverable: for each paid/third-party visual package, record:
- current installed version
- whether a URP-compatible version exists
- whether upgrading is license/account-accessible
- whether the package is still used in production scenes
`docs/URP_THIRD_PARTY_ASSET_AUDIT.md` records the current production GUID-reference
scan. The important result is that production assets use Polytope character prefabs
for Eagle beast effects, but the Polytope environment/water assets that still contain
`GrabPass` were not found on the production path.
Prioritize:
- Polytope Studio lowpoly character/environment shaders
- GUI Pro Kit Fantasy RPG shaders
- Modern UI Pack
- RRFreelance Orc/Ogre shaders
- DungeonMonsters2D sprite/animation shaders
### 6. Keep Probe Guidance For Future Pipeline Experiments
The original disposable probe has served its main purpose: URP is enabled on main and
the biggest visual regressions were fixed in focused PRs. Keep the probe playbook as
a template for future risky pipeline experiments, not as current migration guidance.
Use `docs/URP_PROBE_PLAYBOOK.md` when we need to measure a future Unity or render
pipeline change cheaply before committing to a mergeable branch.
## Current Known Risks
| Risk | Why It Matters | Right-Now Action |
|---|---|---|
| Shaders | 47 | 7 custom Eagle, 1 hex mesh, 20 Polytope, 13 TextMesh Pro, 6 other third-party |
| Materials | 325 | Mix of Standard shader, custom, and third-party |
| ShaderGraph files | 4 | All TextMesh Pro (URP + HDRP variants already exist) |
| Scenes with baked lighting | 6 | Gameplay, Connection, Eagle, Shardok, Shared, Map Editor |
| Post-processing | 1 profile | PPP_Orc.asset (Post Processing Stack v2, FXAA/TAA, AO) |
| C# rendering scripts | 16 | Material/shader property manipulation only |
| Rendering path | Forward | Matches URP default |
| `ProvinceMapShader` | Core Eagle map rendering: province IDs, borders, ocean animation, faction highlighting, clipping | Audit inputs/properties and baseline screenshots |
| `UnityUI.cginc` usage | URP does not provide the same include path/semantics | Inventory exact shader uses; plan replacement clipping helpers |
| `GrabPass` | No direct URP equivalent | Drought shimmer is removed/deferred; Polytope water shaders are present but not currently production-referenced |
| Surface shaders | URP does not support Built-in surface shader generation | Inventory and convert or replace |
| Polytope Studio shaders | Human-type Eagle beast effects use Polytope character prefabs with Built-in surface shaders | Check vendor URP availability before hand conversion; prioritize character materials over unused environment shaders |
| Post Processing Stack v2 | Replaced by URP Volume system | Verify whether production scenes use it |
| Scene lighting | URP lighting/shadow settings differ from BiRP | Baseline and rebake only after shader work is stable |
| Render ordering | Recent Shardok fixes rely on careful labels/fire/bridge ordering | Include Shardok overlay cases in baseline |
### Positive Findings
## Follow-Up Strategy
- **No OnRenderImage, Graphics.Blit, CommandBuffer, or GL.\* usage** in C# code
- Forward rendering already in use (matches URP default)
- TextMesh Pro already has URP ShaderGraph variants in the project
- No custom render passes or ScriptableRenderFeatures
- Shader property manipulation (SetTexture, SetFloat, SetColor) is URP-compatible
Main now carries the URP switch. Future rendering work should be split by observable
behavior:
### Known Risk Areas
- **Compatibility fixes**: small PRs for specific pink/missing/dark assets.
- **Render ordering fixes**: small PRs for Shardok/Eagle layer order regressions.
- **Inventory/docs updates**: docs-only or editor-tool PRs that do not alter runtime
visuals.
- **Pipeline experiments**: isolated branches using the probe playbook, with findings
copied into a mergeable follow-up.
- **GrabPass shaders** (HeatShimmerShader, PT_Water_Shader) have no direct URP equivalent
- **ProvinceMapShader** is complex (province ID lookup, border rendering, ocean animation, faction highlighting, UI clipping)
- **Surface shaders** (`#pragma surface surf Standard`) must be rewritten as HLSL or ShaderGraph
- **Polytope Studio shaders** (20 shaders) have no vendor-provided URP variants
- **Post Processing Stack v2** must be replaced with URP's integrated Volume system
- **Tessellation** (PT_Water_Shader) is not natively supported in URP
This keeps the project from accumulating another broad, hard-to-revert rendering PR.
## Shader Inventory
## Long-Term Phases
### Custom Eagle Shaders (7) -- HIGH PRIORITY
### Phase 0: Preparation And Switch
| Shader | Complexity | Key Issues |
|---|---|---|
| ProvinceMapShader | High | Province ID texture lookup, border rendering, ocean animation, faction highlighting, `UnityUI.cginc` dependency, stencil/clipping |
| ProvinceWeatherMapShader | Medium | Weather overlay rendering |
| ProvinceWeatherShader | Medium | Province weather effects |
| ProvinceParticleShader | Low | Custom particle rendering |
| HeatShimmerShader | High | **GrabPass** for screen distortion, province masking |
| ClipRectParticleUnlit | Low | UI-clipped particle shader |
| maskShader | Low | UI masking |
- Visual baseline checklist/screenshots: complete, keep current
- Repeatable shader/material inventory: complete, keep current
- Post Processing Stack usage decision: complete, keep removed
- Drought visual decision: complete, use non-GrabPass visual signal
- Third-party URP availability check: documented
- Disposable URP probe findings: superseded by the merged URP switch
### Hex Mesh Shader (1) -- MODERATE PRIORITY
### Phase 1: Pipeline Setup
Uses `#pragma surface surf Standard` with GPU instancing. Straightforward conversion to URP Lit or ShaderGraph.
- Install/configure URP: complete
- Create URP Pipeline Asset and Renderer Asset: complete
- Configure forward rendering, shadows, HDR, and renderer features: complete enough
for current gameplay paths
- Run Unity's Render Pipeline Converter: complete for the merged switch
- Keep a record of every auto-converted material: use the inventory/audit tools
### Third-Party Shaders (39)
### Phase 2: Core Custom Shaders
| Source | Count | Complexity | Notes |
Highest priority:
- `ProvinceMapShader`
- `ProvinceWeatherMapShader`
- `ProvinceWeatherShader`
- `ProvinceParticleShader`
- `ClipRectParticleUnlit`
- `maskShader`
- `Hex Mesh Shader`
Conversion notes:
- Replace Built-in includes such as `UnityCG.cginc`.
- Replace `UnityUI.cginc` clipping with URP-compatible code.
- Preserve stencil operations, render queues, texture lookups, and property names.
- Test map interactions, not just static rendering.
### Phase 3: GrabPass And Special Effects
- Keep drought visuals on the current animated sun overlay unless a new URP-friendly
effect is intentionally added.
- Reimplement or replace the Polytope `PT_Water_Shader` GrabPass shaders if they are
ever become used by production assets.
- Avoid leaving screen-space effects until the end; they are likely to drive renderer
feature requirements.
### Phase 4: Third-Party Shaders
- Upgrade packages where vendor URP shaders exist.
- Convert remaining PBR/toon/vegetation shaders manually.
- Prefer replacement or deletion for unused demo-only assets.
### Phase 5: Materials, Lighting, And Post Processing
- Batch-update remaining materials.
- Replace Post Processing Stack v2 with URP Volumes if still needed.
- Rebake lighting for production scenes.
- Tune shadow and HDR settings.
### Phase 6: Validation
Required visual QA:
- Connection lobby
- Eagle map and command flows
- Eagle weather/beasts/notifications
- Shardok battle map overlays, unit text/icons, bridges, fires
- Scene transitions
- Mac and Windows builds
- Performance sanity check
## Rough Effort
| Work | Best Case | Realistic | Worst Case |
|---|---|---|---|
| Polytope Studio | 20 | Moderate-High | PBR, Toon, vegetation (custom lighting), water (**GrabPass + tessellation**). No vendor URP pack available. |
| TextMesh Pro | 13 | Low | URP ShaderGraph variants already exist in project |
| RRFreelance | 3 | Low | Standard surface shaders, direct conversion |
| Clown.fat | 2 | Moderate | Custom ToonRamp lighting model |
| GUI Pro Kit | 1 | Low | Hidden particle shader |
| Preparation/probe | 2-4 days | 1 week | 2 weeks |
| Core custom shaders | 1.5 weeks | 2-3 weeks | 4 weeks |
| GrabPass/special effects | 2-4 days | 1-2 weeks | 3 weeks |
| Third-party shaders/materials | 1.5 weeks | 2-3 weeks | 4 weeks |
| Lighting/post-processing | 3-5 days | 1-2 weeks | 2 weeks |
| QA/polish | 1 week | 2 weeks | 3 weeks |
| **Total** | **5-7 weeks** | **8-12 weeks** | **16+ weeks** |
### GrabPass Shaders (Require Special Handling)
GrabPass does not exist in URP. These must be reimplemented using `ScriptableRenderPass` + `Renderer Features` or Blit-based alternatives:
1. **HeatShimmerShader** -- Screen distortion effect (currently has a shimmer-disabled TODO, may be deprioritized)
2. **PT_Water_Shader** -- Water refraction/transparency (PT_Water_Shader_WebGl exists without GrabPass as a reference)
## Phased Approach
### Phase 1: Pipeline Setup + Auto-Conversion (Days 1-3)
- Install URP package
- Create URP Pipeline Asset and Renderer Asset
- Configure basic pipeline settings (forward rendering, shadow settings)
- Run Unity's **Render Pipeline Converter** (Edit > Rendering > Render Pipeline Converter)
- Auto-converts Standard shader materials and some built-in shaders
- Handles a significant portion of the 325 materials
- Will NOT touch custom shaders
- Create a test scene to validate basic rendering
- Migrate viewport clipping system (`RendererViewportClipper`, `ViewportClipper`, `PopupClipper`) to use URP-compatible global shader properties
### Phase 2: Custom Eagle Shaders (Weeks 1-3)
This is the critical path. Without these, the game is unplayable.
**Week 1-2: ProvinceMapShader**
- Convert from BiRP Cg/HLSL to URP HLSL
- Replace `UnityCG.cginc` includes with `Core.hlsl` / `Common.hlsl`
- Replace `UnityUI.cginc` with custom URP-compatible UI clipping
- Preserve province ID texture lookup, border rendering, ocean animation, faction highlighting
- Validate stencil operations and render queue ordering
**Week 2-3: Remaining Eagle shaders**
- ProvinceWeatherMapShader + ProvinceWeatherShader
- ProvinceParticleShader + ClipRectParticleUnlit
- maskShader
- Hex Mesh Shader (convert surface shader to URP Lit)
- HeatShimmerShader (reimplement without GrabPass, or defer if shimmer remains disabled)
### Phase 3: Third-Party Shaders (Weeks 4-6)
**Polytope Studio (20 shaders)**
- Convert PBR shaders (Armors, NPC, Weapons, Props, Rock) from surface shaders to URP Lit / ShaderGraph
- Convert Toon shaders to custom URP shader or ShaderGraph with custom lighting
- Convert vegetation shaders (custom `StandardCustom` lighting) to ShaderGraph
- PT_Water_Shader: Reimplement without GrabPass and tessellation (use PT_Water_Shader_WebGl as reference for non-GrabPass approach)
**Other third-party**
- Clown.fat ToonRamp shaders: Convert custom lighting model to ShaderGraph
- RRFreelance shaders: Direct Standard-to-URP-Lit conversion
- GUI Pro Kit particle shader: Convert to URP particle shader
### Phase 4: Materials, Lighting & Post-Processing (Weeks 7-8)
**Materials**
- Batch-update any remaining materials not handled by the auto-converter
- Verify all 325 materials render correctly
- Fix any visual differences from lighting model changes
**Lighting**
- Rebake lightmaps for all 6 scenes (Gameplay, Connection, Eagle, Shardok, Shared, Map Editor)
- Configure URP shadow cascade settings to match current quality levels
- Verify HDR rendering
**Post-Processing**
- Remove Post Processing Stack v2 dependency (`com.unity.postprocessing: 3.5.1`)
- Replace with URP integrated Volume system
- Recreate PPP_Orc effects (FXAA/TAA, Ambient Occlusion) using URP Volume overrides
### Phase 5: Testing & Validation (Weeks 9-11)
- Visual QA across all 6 scenes
- Verify beast/character rendering (vertex colors, animations)
- Verify weather effects (blizzard, drought, flood)
- Verify particle systems (fire & explosion effects, UI particles)
- Verify UI rendering (GUI Pro Kit, Modern UI Pack, TextMesh Pro)
- Performance profiling (URP has different performance characteristics)
- Test on target platforms
- Bug fixes and visual polish
## Effort Estimates
| Phase | Best Case | Realistic | Worst Case |
|---|---|---|---|
| 1. Pipeline Setup | 1-2 days | 2-3 days | 3-5 days |
| 2. Custom Eagle Shaders | 1.5 weeks | 2-3 weeks | 3-4 weeks |
| 3. Third-Party Shaders | 1.5 weeks | 2-3 weeks | 3-4 weeks |
| 4. Materials & Lighting | 3-5 days | 1-1.5 weeks | 2 weeks |
| 5. Testing & Validation | 1 week | 1.5-2 weeks | 2-3 weeks |
| **Total** | **6-8 weeks** | **8-12 weeks** | **12-16 weeks** |
The biggest variable is Polytope Studio shader conversion. If vendor URP packs become available, Phase 3 shrinks significantly.
The biggest variable is still third-party shader conversion. Vendor URP packages or
asset deletion can shrink this significantly.
## Key Reminders
- **Don't leave GrabPass rewrites and ProvinceMapShader for the end** -- they're the riskiest pieces and should be tackled early.
- The migration window (~1 year) is comfortable. Spreading the work across this window is fine, but front-load the hard shader work.
- C# code changes should be minimal -- the codebase avoids direct rendering API usage.
- `UnityUI.cginc` has no direct URP equivalent. Custom implementation will be needed for UI clipping in shaders.
- Do not switch main to URP as a first step.
- Do not leave `ProvinceMapShader`, `UnityUI.cginc`, or `GrabPass` work until the end.
- Keep C# changes minimal; current rendering scripts mostly set material properties.
- Preserve recent Shardok render-order behavior while changing pipelines.
- Treat screenshots as migration tests; compilation alone is not meaningful here.
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# URP Probe Playbook
Last refreshed: 2026-06-12
This playbook is historical reference for the disposable URP probe described in
`docs/URP_MIGRATION_PLAN.md`. URP is now enabled on main; keep this as a template
for future risky render-pipeline experiments. A probe branch is not a production
branch and should not be merged as-is.
## Goals
- Use the already-installed URP package in an isolated branch.
- Create the minimum URP pipeline/renderer assets needed to enter Play Mode.
- Run Unity's Render Pipeline Converter.
- Record compile errors, pink materials, broken shaders, and visual regressions.
- Preserve findings in docs, then discard or reset the probe branch.
## Branch Shape
Use two branches:
| Branch | Purpose | Mergeable |
|---|---|---|
| `codex/urp-probe` | Disposable package/settings/material conversion experiment | No |
| `codex/urp-probe-findings` | Small docs-only summary copied from the probe | Yes |
Do not open a PR from `codex/urp-probe` unless it is clearly marked draft and
experimental. Prefer opening the PR from `codex/urp-probe-findings`.
## Before Starting
1. Confirm `origin/main` is fresh.
2. Confirm the worktree is clean.
3. Capture or review the baseline checklist in
`docs/URP_VISUAL_BASELINE_CHECKLIST.md`.
4. Generate a current inventory with
`Eagle0 > Rendering > Generate URP Migration Inventory`.
5. Keep the inventory output under Unity `Temp/urp_migration/`; do not commit
generated reports unless they are intentionally summarized.
## Probe Steps
1. Create `codex/urp-probe` from `origin/main`.
2. Confirm `com.unity.render-pipelines.universal` is installed in
`Packages/manifest.json`.
3. If testing new pipeline settings, create alternate URP Pipeline/Renderer assets
under a clearly named temporary folder.
4. Assign the alternate URP pipeline asset in:
- `ProjectSettings/GraphicsSettings.asset`
- `ProjectSettings/QualitySettings.asset`
5. Run Unity's Render Pipeline Converter only if the experiment intentionally tests
material conversion.
6. Enter Play Mode from `Assets/Scenes/Main.unity`.
7. Exercise the baseline views:
- Connection lobby
- Eagle map
- Eagle weather and beast effects
- Shardok terrain, grid, labels, bridges, fires, overlays
- Connection -> Eagle -> Shardok -> Eagle transitions
8. Record the exact failure mode for every broken visual:
- compile error
- pink material
- invisible mesh or sprite
- wrong render order
- lighting/shadow difference
- input or scene-load regression
## Expected High-Risk Areas
- Eagle province map shaders:
- `ProvinceMapShader`
- `ProvinceWeatherMapShader`
- `ProvinceWeatherShader`
- `ProvinceParticleShader`
- Shardok map and overlay shaders:
- `Hex Mesh Shader`
- `maskShader`
- `ClipRectParticleUnlit`
- Third-party 3D materials:
- Polytope Studio character prefabs used by Eagle human-type beast effects
- RRFreelance Orc/Ogre materials used by `OgreEffect`
- Render ordering in Shardok:
- unit text/icons versus fires
- unit text/icons versus bridges
- selection/command overlays versus labels
## Findings Template
Copy this template into the mergeable findings branch after the probe:
```markdown
# URP Probe Findings
Date:
Unity version:
URP package version:
Probe branch commit:
## Summary
- Entered Play Mode:
- Connection usable:
- Eagle usable:
- Shardok usable:
- Build attempted:
## Converter Results
- Materials converted:
- Materials left pink:
- Shader compile errors:
## Visual Regressions
| Area | Expected | Actual | Likely Cause | Next Action |
|---|---|---|---|---|
## Required Migration PRs
1.
2.
3.
## Notes
-
```
## After The Probe
1. Copy findings into a docs-only branch.
2. Delete or abandon `codex/urp-probe`.
3. Do not merge probe-generated package/settings/material churn into main until the
findings have been reviewed and broken visuals have owner PRs.
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# URP Shader Debt Inventory
Last refreshed: 2026-06-12
This inventory classifies remaining Built-in Render Pipeline shader patterns after
the URP switch. The project is running URP, but some shader source files still use
Built-in-era helpers or features. That is shader debt, not evidence that the old
pipeline is active.
## Scan Method
The scan looked for these patterns in Unity shader-like assets:
- `GrabPass`
- `#pragma surface`
- `UnityCG.cginc`
- `UnityUI.cginc`
- `UNITY_MATRIX_`
- `sampler2D _GrabTexture`
- `tessell`
- `Tessellation`
It then mapped every matching shader asset to its Unity GUID and scanned production
serialized assets under:
- `Assets/Scenes/`
- `Assets/Eagle/`
- `Assets/Shardok/`
- `Assets/ConnectionHandler/`
- `Assets/UI/`
- `Assets/common/`
- `Assets/Tutorial/`
- `Assets/Resources/`
- `Assets/Materials/`
This catches serialized production references. It does not prove runtime code never
loads an asset by path, but it separates game-path shader debt from package/demo
noise well enough to prioritize follow-up PRs.
## Summary
| Bucket | Shader Assets With Built-in Patterns | Serialized Production References |
|---|---:|---:|
| Project-owned production shaders | 9 | 7 referenced |
| TextMeshPro package shaders | 17 | 1 referenced |
| Third-party/package shaders | 25 | 0 referenced |
## Highest Priority: Referenced Project-Owned Shaders
These are the URP hardening targets that are actually referenced by production
assets.
| Shader | Patterns | Production References | Recommended Action |
|---|---|---|---|
| `Assets/Eagle/Shaders/ProvinceMapShader.shader` | `UnityCG.cginc`, `UnityUI.cginc` | `Assets/Eagle/Materials/ProvinceMapMaterial.mat` | Convert includes/clipping to URP-compatible code, then baseline Eagle province colors, borders, ocean, faction highlights, and selected province state. |
| `Assets/Eagle/Shaders/ProvinceWeatherMapShader.shader` | `UnityCG.cginc`, `UnityUI.cginc` | `Assets/Eagle/Materials/ProvinceWeatherMapMaterial.mat` | Convert with province map shader; baseline weather map overlay alignment and clipping. |
| `Assets/Eagle/Shaders/ProvinceWeatherShader.shader` | `UnityCG.cginc`, `UnityUI.cginc` | `Assets/Eagle/Weather/BlizzardEffect.mat`, `Assets/Eagle/Weather/DroughtEffect.mat`, `Assets/Eagle/Weather/FloodEffect.mat` | Convert weather effect shader; baseline drought, flood, and blizzard/rain overlays. |
| `Assets/Eagle/Shaders/ProvinceParticleShader.shader` | `UnityCG.cginc` | `Assets/Eagle/Effects/ProvinceParticleMaterial.mat` | Convert after map/weather shaders; baseline province particles and popup clipping. |
| `Assets/Eagle/Shaders/ClipRectParticleUnlit.shader` | `UnityCG.cginc` | `Assets/Eagle/Effects/Fireworks.prefab`, `Assets/Eagle/Effects/ParticleAlphaBlendMaterial.mat`, `Assets/Eagle/Effects/ParticleStandardUnlitMaterial.mat` | Convert particle helper shader; baseline Eagle one-shot effects and popup clipping. |
| `Assets/Eagle/maskShader.shader` | `UnityCG.cginc`, `UnityUI.cginc` | `Assets/Eagle/Materials/map_color_nolabels.mat`, `Assets/Eagle/Materials/map_color_whitened.mat` | Confirm whether these materials are still used at runtime; convert or delete stale material path. |
| `Assets/Shardok/ShardokFireOverlay.shader` | `UnityCG.cginc` | `Assets/Shardok/ShardokFireOverlay.mat` | Convert separately from Eagle; baseline terrain < bridge < fire < grid < labels/icons < animations ordering. |
## Referenced Package Shader
| Shader | Patterns | Production References | Recommended Action |
|---|---|---|---|
| `Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader` | `UnityCG.cginc`, `UnityUI.cginc`, `UNITY_MATRIX_` | 16 tutorial sprite assets under `Assets/Tutorial/Sprite Assets/` | Leave alone unless Unity/URP surfaces a visible TextMeshPro sprite regression. Prefer package/vendor updates over hand-editing TMP package shaders. |
## Project-Owned Hits Without Serialized Production References
| Shader | Patterns | Recommended Action |
|---|---|---|
| `Assets/Hex Mesh Shader.shader` | `#pragma surface` | Candidate for deletion or archival if no runtime path uses it. Current Shardok scene uses the newer layered render stack, not this serialized shader path. |
| `Assets/Shardok/Shaders/ForegroundUIOverlay.shader` | `UnityCG.cginc`, `UnityUI.cginc` | Confirm whether runtime code loads it by path; if not, delete or leave as low-priority debt. |
## Third-Party And Package Hits Without Serialized Production References
These files still contain Built-in-only shader patterns, but the current GUID scan
did not find serialized production references. Treat them as package/demo cleanup,
not as urgent game-path blockers.
| Package Area | Examples | Patterns | Recommended Action |
|---|---|---|---|
| Polytope Studio characters/weapons/props | Modular NPC, armor, weapons, props shaders | `#pragma surface`, `UnityCG.cginc` | Keep runtime beast material compatibility in place; only import/replace vendor URP materials if we intentionally remove the compatibility shim. |
| Polytope Studio environment/water | Water, vegetation, rock shaders | `GrabPass`, `#pragma surface`, `UnityCG.cginc`, tessellation | Ignore unless production starts referencing these assets. Water shaders are the only remaining `GrabPass` hits. |
| RRFreelance Orc/Ogre | Ogre, armor, weapon shaders | `#pragma surface`, `UnityCG.cginc` | Current production references are handled by compatibility/material fixes; do not hand-convert unless a visible ogre regression returns. |
| TextMeshPro package shaders | TMP SDF/bitmap/surface shaders | `UnityCG.cginc`, `UnityUI.cginc`, `UNITY_MATRIX_`, surface shader variants | Prefer package updates. Avoid editing package shaders unless a concrete TMP visual regression exists. |
| Clown.fat and TileableBridgePack | Toony shaders, bridge cutout shader | `#pragma surface`, `UnityCG.cginc`, `UNITY_MATRIX_` | Leave as low priority unless a production reference appears. |
## Suggested Follow-Up PR Order
1. Convert `ProvinceMapShader` and `ProvinceWeatherMapShader` together. They share
map/clipping concerns and should be tested with the same Eagle map baselines.
2. Convert `ProvinceWeatherShader`. Test drought, flood, blizzard/rain, and popup
clipping.
3. Convert Eagle particle shaders: `ProvinceParticleShader` and
`ClipRectParticleUnlit`.
4. Investigate `maskShader` usage. Delete stale materials if unused; convert only
if still on the runtime path.
5. Convert `ShardokFireOverlay.shader` in its own PR with Shardok layering
screenshots.
6. Leave unreferenced third-party/package shaders alone until they have a visible
regression or production reference.
Each conversion PR should use `docs/URP_VISUAL_BASELINE_CHECKLIST.md` and include
the affected screenshots in an ignored local directory, not in git.
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# URP Third-Party Asset Audit
Last refreshed: 2026-06-11
This audit scopes third-party visual packages for the URP migration. It is based on
a GUID reference scan from production Unity assets under:
- `Assets/Scenes`
- `Assets/Eagle`
- `Assets/Shardok`
- `Assets/ConnectionHandler`
- `Assets/UI`
- `Assets/common`
- `Assets/Tutorial`
- `Assets/Resources`
- `Assets/Materials`
The scan maps GUIDs from each package folder, then finds production scenes,
prefabs, materials, controllers, assets, and scripts that reference those GUIDs.
It does not prove runtime code never loads assets by path, but it catches the
serialized references that matter most for a render-pipeline migration.
## Summary
| Package | Production Use | URP Risk | Notes |
|---|---:|---|---|
| Polytope Studio | 20 refs / 18 assets | High | Used by Eagle human-type beast effects. Production refs are character prefabs, not environment/water assets. |
| GUI Pro Kit Fantasy RPG | 138 refs / 58 assets | Low | Production use is UI sprites/icons. No package shader dependency found in production refs. |
| Modern UI Pack v4.2.0 | 23 refs / 6 assets | Low | Production use is UI textures/icons. |
| RRFreelance Orc/Ogre | 2 refs / 2 assets | High | Ogre effect uses custom Built-in surface shaders. |
| DungeonMonsters2D | 12 refs / 12 assets | Medium | 2D monster prefabs for Eagle beast effects. Expected to be mostly SpriteRenderer/Animator; keep covered in beast-effect visual checks. |
| Animal pack deluxe v2 | 7 refs / 7 assets | Medium | Elephant effect and controller refs. Verify lit-material conversion. |
| Animal pack deluxe | 24 refs / 24 assets | Medium | Multiple Eagle animal beast effects. Verify lit-material conversion. |
| AfricaAnimalsPackLowPoly V2 | 10 refs / 10 assets | Medium | Eagle beast effects and controllers. Verify lit-material conversion. |
| AfricaAnimalsPackv1 | 8 refs / 8 assets | Medium | Eagle beast effects and controllers. Verify lit-material conversion. |
| AustraliaAnimalsPackv1 | 6 refs / 6 assets | Medium | Eagle beast effects and controllers. Verify lit-material conversion. |
| DinoPackLowPolyV1 | 3 refs / 3 assets | Medium | Velociraptor effect and controller. Verify lit-material conversion. |
| HEROIC FANTASY CREATURES FULL PACK Vol 2 | 12 refs / 12 assets | Medium | Hippogryph effect and controller. Verify lit-material conversion. |
| TileableBridgePack | 0 refs | Low | No production serialized refs found. Shardok bridge visuals appear to use project-owned/runtime assets instead. |
| Stylize Water Texture | 1 ref / 1 asset | Low | Eagle province map material uses one water texture, not a shader. |
| Terrain Hexes | 2 refs / 1 asset | Low | Shardok scene/container use one rock texture. |
| Hex Tiles | 0 refs | Low | No production serialized refs found. |
| 4000_Fantasy_Icons | 273 refs / 117 assets | Low | Sprite/icon assets only. |
| StrategyGameIcons | 21 refs / 12 assets | Low | Sprite/icon assets only. |
| Clown.fat | 14 refs / 10 assets | Medium | Clown effects and animation clips; also retargeted by Polytope human effects. |
| Dragon | 2 refs / 1 asset | Medium | Dragon effect mesh/animation. Verify material conversion. |
| HoneyBadger | 2 refs / 1 asset | Medium | Honey badger effect mesh/animation. Verify material conversion. |
| Raccoon | 2 refs / 1 asset | Medium | Raccoon effect mesh/animation. Verify material conversion. |
## Highest-Risk Findings
### Polytope Studio
Production assets reference Polytope character prefabs for Eagle map effects:
- `Assets/Eagle/Effects/ArcherEffect.prefab`
- `Assets/Eagle/Effects/GiantEffect.prefab`
- `Assets/Eagle/Effects/KnightEffect.prefab`
- `Assets/Eagle/Effects/MilitiaEffect.prefab`
- `Assets/Eagle/Effects/PeasantEffect.prefab`
- `Assets/Eagle/Effects/SoldierEffect.prefab`
These prefabs ultimately use `PT_NPC_Mat`, which references
`Polytope Studio/Lowpoly_Characters/Sources/Modular_NPC/Shaders/PT_Modular_NPC_Shader_PBR.shader`.
That shader uses Built-in surface shader generation and is not URP-ready as-is.
Polytope environment and water shaders still exist in the project and include
Built-in-only features such as `GrabPass`, `UnityCG.cginc`, surface shaders, and
tessellation. However, this scan found no production serialized references to the
Polytope environment or water assets. Treat them as demo/package risk, not current
runtime risk, unless a later inventory run finds production references.
### RRFreelance Orc/Ogre
Production assets reference the Orc/Ogre package from:
- `Assets/Eagle/Effects/OgreEffect.prefab`
- `Assets/Eagle/Effects/OgreMapAnims.controller`
The custom materials reference package shaders that use Built-in surface shader
generation:
- `RRFreelance-Characters/Orc-Ogre/Shaders/OgreShader.shader`
- `RRFreelance-Characters/Orc-Ogre/Shaders/ArmorShader2sided.shader`
- `RRFreelance-Characters/Orc-Ogre/Shaders/WeaponShader.shader`
This should be converted, replaced with URP/Lit-compatible materials, or swapped
for standard materials during the URP migration.
## Recommended URP Order
1. Keep the runtime beast-effect compatibility path covered by visual checks before
replacing it with vendor URP materials.
2. If the converter leaves them pink or visually broken, replace the affected
materials with URP/Lit materials before touching unused demo-only shader packs.
3. Leave Polytope water/vegetation/environment conversion until a production
reference appears. They are noisy in the shader inventory but not currently on
the game path.
4. Include Eagle beast effects in the visual baseline. They cover most third-party
3D package risk in one place.
5. Treat UI sprite packs as low pipeline risk. Their risk is texture import/render
ordering, not shader conversion.
## Vendor Version / Access Notes
Known versions from existing repo docs:
- Modern UI Pack: `v4.2.0`
Most other package versions are not recorded in repo-local metadata. Before hand
converting large third-party shader sets, check the Unity Asset Store or vendor
account for URP-compatible updates. This especially matters for Polytope Studio,
because the package contains many Built-in surface shaders even though only a
small character subset is currently used by production assets.
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# URP Visual Baseline Checklist
Use this checklist before any URP follow-up branch changes render-pipeline settings,
custom shaders, materials, lighting, camera layering, or render order. The goal is
not exhaustive gameplay QA; it is a stable set of visual states that can be compared
by eye after rendering changes.
Save screenshots under:
`src/main/csharp/net/eagle0/clients/unity/eagle0/Temp/urp-baselines/`
That directory is ignored by git.
Use `Eagle0 > Rendering > Capture URP Baseline Screenshot` in the Unity editor to
write a timestamped Game view capture to that directory.
## Capture Setup
- Use the same Unity version as the branch under test.
- Start from `Assets/Scenes/Main.unity`.
- Use the same Game view resolution for every capture in a comparison set.
- Capture the full Game view, not cropped panels.
- Name files with a stable prefix and short state name, for example
`main_01_connection_accounts.png` and `branch_01_connection_accounts.png`.
- If a view depends on server data or an account, write a short note next to the
screenshot naming the game/account/state used.
## Required Captures
| ID | Area | State | Must Verify |
|---|---|---|---|
| 01 | Connection | Connect panel with stored accounts visible | Background color, panel layout, text contrast, profession icons |
| 02 | Connection | Running games list visible | Row icons, timestamps, buttons, selected/hover states if practical |
| 03 | Eagle map | Normal province map after joining a game | Province colors, borders, ocean animation frame, faction highlights |
| 04 | Eagle map | Province hovered/selected | On-map province tooltip, selected outline, side-panel readability |
| 05 | Eagle weather | Drought province | Heat shimmer/drought signal remains visible and does not obscure UI |
| 06 | Eagle weather | Flood/rain or blizzard province | Weather overlay color, particle ordering, map readability |
| 07 | Eagle beasts | Beast effect on map | Beast animation visible in Game view and positioned over province |
| 08 | Eagle beasts | Beast notification open | Animated beast visible in notification and not hidden behind panel art |
| 09 | Eagle UI | Command panel with generated text | Text glyphs, fallback glyphs, panel clipping, button states |
| 10 | Eagle UI | Settings panel open | Top-right settings button, Escape behavior, modal layering |
| 11 | Shardok setup | Initial placement | Terrain tiles, grid lines, unit labels/icons, placement overlays |
| 12 | Shardok battle | Unit selected with destination overlays | Overlay labels/icons draw above terrain, bridges, fires, and highlights |
| 13 | Shardok battle | Bridge and fire visible near units | Bridge/fire render order does not cover unit labels/icons |
| 14 | Shardok battle | Command buttons visible | Right-side UX, disabled/enabled button states, tooltip readability |
| 15 | Scene transition | Eagle to Shardok to Eagle | No black/blank frame persists, returning Eagle map is visually intact |
## Acceptance Notes
For each URP rendering follow-up, record:
- Unity version and branch name.
- Screenshot directory.
- Any pink/missing materials.
- Any invisible UI, labels, particle effects, bridges, fires, or weather effects.
- Any render-order differences, especially Shardok overlays and Eagle beast effects.
- Whether the difference is acceptable, needs shader work, or needs asset/material work.
Do not merge a URP rendering branch until the affected Connection, Eagle, Shardok,
or Settings baseline captures are visually acceptable.
+29 -25
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@@ -1,36 +1,40 @@
module github.com/nolen777/eagle0
go 1.23.0
go 1.25.0
toolchain go1.23.3
toolchain go1.26.4
require (
github.com/aws/aws-sdk-go-v2 v1.32.8
github.com/aws/aws-sdk-go-v2/config v1.28.10
github.com/aws/aws-sdk-go-v2/credentials v1.17.51
github.com/aws/aws-sdk-go-v2/service/s3 v1.72.2
github.com/golang-jwt/jwt/v5 v5.2.1
github.com/aws/aws-sdk-go-v2 v1.42.0
github.com/aws/aws-sdk-go-v2/config v1.32.25
github.com/aws/aws-sdk-go-v2/credentials v1.19.24
github.com/aws/aws-sdk-go-v2/service/s3 v1.103.3
github.com/golang-jwt/jwt/v5 v5.3.1
github.com/google/uuid v1.6.0
github.com/webview/webview_go v0.0.0-20240831120633-6173450d4dd6
golang.org/x/sys v0.30.0
google.golang.org/grpc v1.68.0
google.golang.org/protobuf v1.36.3
golang.org/x/sys v0.46.0
google.golang.org/grpc v1.81.1
google.golang.org/protobuf v1.36.11
)
require (
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.6.7 // indirect
github.com/aws/aws-sdk-go-v2/feature/ec2/imds v1.16.23 // indirect
github.com/aws/aws-sdk-go-v2/internal/configsources v1.3.27 // indirect
github.com/aws/aws-sdk-go-v2/internal/endpoints/v2 v2.6.27 // indirect
github.com/aws/aws-sdk-go-v2/internal/ini v1.8.1 // indirect
github.com/aws/aws-sdk-go-v2/internal/v4a v1.3.27 // indirect
github.com/aws/aws-sdk-go-v2/service/internal/accept-encoding v1.12.1 // indirect
github.com/aws/aws-sdk-go-v2/service/internal/checksum v1.4.8 // indirect
github.com/aws/aws-sdk-go-v2/service/internal/presigned-url v1.12.8 // indirect
github.com/aws/aws-sdk-go-v2/service/internal/s3shared v1.18.8 // indirect
github.com/aws/aws-sdk-go-v2/service/sso v1.24.9 // indirect
github.com/aws/aws-sdk-go-v2/service/ssooidc v1.28.8 // indirect
github.com/aws/aws-sdk-go-v2/service/sts v1.33.6 // indirect
github.com/aws/smithy-go v1.22.1 // indirect
golang.org/x/text v0.25.0 // indirect
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.7.13 // indirect
github.com/aws/aws-sdk-go-v2/feature/ec2/imds v1.18.29 // indirect
github.com/aws/aws-sdk-go-v2/internal/configsources v1.4.29 // indirect
github.com/aws/aws-sdk-go-v2/internal/endpoints/v2 v2.7.29 // indirect
github.com/aws/aws-sdk-go-v2/internal/ini v1.8.6 // indirect
github.com/aws/aws-sdk-go-v2/internal/v4a v1.4.30 // indirect
github.com/aws/aws-sdk-go-v2/service/internal/accept-encoding v1.13.12 // indirect
github.com/aws/aws-sdk-go-v2/service/internal/checksum v1.9.22 // indirect
github.com/aws/aws-sdk-go-v2/service/internal/presigned-url v1.13.29 // indirect
github.com/aws/aws-sdk-go-v2/service/internal/s3shared v1.19.29 // indirect
github.com/aws/aws-sdk-go-v2/service/signin v1.2.0 // indirect
github.com/aws/aws-sdk-go-v2/service/sso v1.31.3 // indirect
github.com/aws/aws-sdk-go-v2/service/ssooidc v1.36.6 // indirect
github.com/aws/aws-sdk-go-v2/service/sts v1.43.3 // indirect
github.com/aws/smithy-go v1.27.2 // indirect
golang.org/x/net v0.56.0 // indirect
golang.org/x/text v0.38.0 // indirect
google.golang.org/genproto/googleapis/api v0.0.0-20260610212136-7ab31c22f7ad // indirect
google.golang.org/genproto/googleapis/rpc v0.0.0-20260610212136-7ab31c22f7ad // indirect
)
+128
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@@ -1,56 +1,184 @@
cel.dev/expr v0.25.1 h1:1KrZg61W6TWSxuNZ37Xy49ps13NUovb66QLprthtwi4=
cel.dev/expr v0.25.1/go.mod h1:hrXvqGP6G6gyx8UAHSHJ5RGk//1Oj5nXQ2NI02Nrsg4=
cloud.google.com/go/compute/metadata v0.9.0 h1:pDUj4QMoPejqq20dK0Pg2N4yG9zIkYGdBtwLoEkH9Zs=
cloud.google.com/go/compute/metadata v0.9.0/go.mod h1:E0bWwX5wTnLPedCKqk3pJmVgCBSM6qQI1yTBdEb3C10=
github.com/GoogleCloudPlatform/opentelemetry-operations-go/detectors/gcp v1.31.0 h1:DHa2U07rk8syqvCge0QIGMCE1WxGj9njT44GH7zNJLQ=
github.com/GoogleCloudPlatform/opentelemetry-operations-go/detectors/gcp v1.31.0/go.mod h1:P4WPRUkOhJC13W//jWpyfJNDAIpvRbAUIYLX/4jtlE0=
github.com/aws/aws-sdk-go-v2 v1.32.8 h1:cZV+NUS/eGxKXMtmyhtYPJ7Z4YLoI/V8bkTdRZfYhGo=
github.com/aws/aws-sdk-go-v2 v1.32.8/go.mod h1:P5WJBrYqqbWVaOxgH0X/FYYD47/nooaPOZPlQdmiN2U=
github.com/aws/aws-sdk-go-v2 v1.42.0 h1:XvXMJTkFQtpBKIWZnmr9ZEOc2InWM2yldjXEJ/bymhA=
github.com/aws/aws-sdk-go-v2 v1.42.0/go.mod h1:27+ACypSLljLAEKsCYOmrjKh83vuTRkuAe9Uv/3A4bg=
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.6.7 h1:lL7IfaFzngfx0ZwUGOZdsFFnQ5uLvR0hWqqhyE7Q9M8=
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.6.7/go.mod h1:QraP0UcVlQJsmHfioCrveWOC1nbiWUl3ej08h4mXWoc=
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.7.13 h1:p1BBrg/Hhp6uK7zpejeI8QFXHJeC/mynzi04Sl03k9g=
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.7.13/go.mod h1:8cIfkE9MDhkRZGpQ22aV6/lkYeYSozpz16Smrs5x4Ls=
github.com/aws/aws-sdk-go-v2/config v1.28.10 h1:fKODZHfqQu06pCzR69KJ3GuttraRJkhlC8g80RZ0Dfg=
github.com/aws/aws-sdk-go-v2/config v1.28.10/go.mod h1:PvdxRYZ5Um9QMq9PQ0zHHNdtKK+he2NHtFCUFMXWXeg=
github.com/aws/aws-sdk-go-v2/config v1.32.25 h1:ACCejvStYoilgwrfegSt5ZntCbPrk52qfwyNcnl3omM=
github.com/aws/aws-sdk-go-v2/config v1.32.25/go.mod h1:LJyU8sDRbXUxFn8xMJIGP+v9QYYwveNLI8a/giAOiAs=
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golang.org/x/sys v0.30.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
golang.org/x/sys v0.33.0 h1:q3i8TbbEz+JRD9ywIRlyRAQbM0qF7hu24q3teo2hbuw=
golang.org/x/sys v0.33.0/go.mod h1:BJP2sWEmIv4KK5OTEluFJCKSidICx8ciO85XgH3Ak8k=
golang.org/x/sys v0.46.0 h1:noSf2Fq6F8DBgS+LysIkx7rIExoNHJsxOAtPp4rthXw=
golang.org/x/sys v0.46.0/go.mod h1:4GL1E5IUh+htKOUEOaiffhrAeqysfVGipDYzABqnCmw=
golang.org/x/term v0.44.0 h1:0rLvDRCtNj0gZkyIXhCyOb2OAzEhLVqc4B+hrsBhrmc=
golang.org/x/term v0.44.0/go.mod h1:7ze4MdzUzLXpSAoFP1H0bOI9aXDqveSvatT5vKcFh2Y=
golang.org/x/text v0.25.0 h1:qVyWApTSYLk/drJRO5mDlNYskwQznZmkpV2c8q9zls4=
golang.org/x/text v0.25.0/go.mod h1:WEdwpYrmk1qmdHvhkSTNPm3app7v4rsT8F2UD6+VHIA=
golang.org/x/text v0.38.0 h1:sXmwo9DwP3OK9EZ7PqAdaooSGozfl/3a6/xJcbzPRhE=
golang.org/x/text v0.38.0/go.mod h1:YXZt3QhHUKYT53r2lLKFIVi6Ao1jdzrTR/KQ09qyxF4=
golang.org/x/tools v0.45.0 h1:18qN3FAooORvApf5XjCXgsuayZOEtXf6JK18I3+ONa8=
golang.org/x/tools v0.45.0/go.mod h1:LuUGqqaXcXMEFEruIVJVm5mgDD8vww/z/SR1gQ4uE/0=
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
gonum.org/v1/gonum v0.17.0 h1:VbpOemQlsSMrYmn7T2OUvQ4dqxQXU+ouZFQsZOx50z4=
gonum.org/v1/gonum v0.17.0/go.mod h1:El3tOrEuMpv2UdMrbNlKEh9vd86bmQ6vqIcDwxEOc1E=
google.golang.org/genproto/googleapis/api v0.0.0-20260610212136-7ab31c22f7ad h1:3iLyITS/sySRwbUKoC7ogfj2Yr1Cjs0pfaRKj5U5HEw=
google.golang.org/genproto/googleapis/api v0.0.0-20260610212136-7ab31c22f7ad/go.mod h1:KdNqO+rCIWgFumrNBSEDlDNrkrQnpkax7Tv1WxNY8V4=
google.golang.org/genproto/googleapis/rpc v0.0.0-20250115164207-1a7da9e5054f h1:OxYkA3wjPsZyBylwymxSHa7ViiW1Sml4ToBrncvFehI=
google.golang.org/genproto/googleapis/rpc v0.0.0-20250115164207-1a7da9e5054f/go.mod h1:+2Yz8+CLJbIfL9z73EW45avw8Lmge3xVElCP9zEKi50=
google.golang.org/genproto/googleapis/rpc v0.0.0-20260226221140-a57be14db171 h1:ggcbiqK8WWh6l1dnltU4BgWGIGo+EVYxCaAPih/zQXQ=
google.golang.org/genproto/googleapis/rpc v0.0.0-20260226221140-a57be14db171/go.mod h1:4Hqkh8ycfw05ld/3BWL7rJOSfebL2Q+DVDeRgYgxUU8=
google.golang.org/genproto/googleapis/rpc v0.0.0-20260610212136-7ab31c22f7ad h1:45WmJvIV6C2+O/jjLkPUH+F3aOj/1miDoU2DD0+NWbg=
google.golang.org/genproto/googleapis/rpc v0.0.0-20260610212136-7ab31c22f7ad/go.mod h1:4Hqkh8ycfw05ld/3BWL7rJOSfebL2Q+DVDeRgYgxUU8=
google.golang.org/grpc v1.68.0 h1:aHQeeJbo8zAkAa3pRzrVjZlbz6uSfeOXlJNQM0RAbz0=
google.golang.org/grpc v1.68.0/go.mod h1:fmSPC5AsjSBCK54MyHRx48kpOti1/jRfOlwEWywNjWA=
google.golang.org/grpc v1.71.0 h1:kF77BGdPTQ4/JZWMlb9VpJ5pa25aqvVqogsxNHHdeBg=
google.golang.org/grpc v1.71.0/go.mod h1:H0GRtasmQOh9LkFoCPDu3ZrwUtD1YGE+b2vYBYd/8Ec=
google.golang.org/grpc v1.81.1 h1:VnnIIZ88UzOOKLukQi+ImGz8O1Wdp8nAGGnvOfEIWQQ=
google.golang.org/grpc v1.81.1/go.mod h1:xGH9GfzOyMTGIOXBJmXt+BX/V0kcdQbdcuwQ/zNw42I=
google.golang.org/protobuf v1.26.0-rc.1 h1:7QnIQpGRHE5RnLKnESfDoxm2dTapTZua5a0kS0A+VXQ=
google.golang.org/protobuf v1.26.0-rc.1/go.mod h1:jlhhOSvTdKEhbULTjvd4ARK9grFBp09yW+WbY/TyQbw=
google.golang.org/protobuf v1.36.3 h1:82DV7MYdb8anAVi3qge1wSnMDrnKK7ebr+I0hHRN1BU=
google.golang.org/protobuf v1.36.3/go.mod h1:9fA7Ob0pmnwhb644+1+CVWFRbNajQ6iRojtC/QF5bRE=
google.golang.org/protobuf v1.36.10 h1:AYd7cD/uASjIL6Q9LiTjz8JLcrh/88q5UObnmY3aOOE=
google.golang.org/protobuf v1.36.10/go.mod h1:HTf+CrKn2C3g5S8VImy6tdcUvCska2kB7j23XfzDpco=
google.golang.org/protobuf v1.36.11 h1:fV6ZwhNocDyBLK0dj+fg8ektcVegBBuEolpbTQyBNVE=
google.golang.org/protobuf v1.36.11/go.mod h1:HTf+CrKn2C3g5S8VImy6tdcUvCska2kB7j23XfzDpco=
+1254 -704
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File diff suppressed because it is too large Load Diff
+47
View File
@@ -0,0 +1,47 @@
{
"$schema": "https://docs.renovatebot.com/renovate-schema.json",
"extends": [
"config:recommended"
],
"dependencyDashboard": true,
"enabledManagers": [
"bazel-module",
"cargo",
"github-actions",
"gomod",
"swift"
],
"labels": [
"dependencies"
],
"packageRules": [
{
"description": "Bazel module artifact updates run in GitHub Actions so hosted Renovate does not need unsafe bazel mod deps execution",
"matchManagers": [
"bazel-module"
],
"skipArtifactsUpdate": true
},
{
"description": "Go packages import Bazel-generated protobuf packages, so Renovate's generic Go artifact updater cannot run ./...",
"matchManagers": [
"gomod"
],
"skipArtifactsUpdate": true
}
],
"lockFileMaintenance": {
"enabled": true,
"schedule": [
"before 6am on monday"
]
},
"prConcurrentLimit": 3,
"prHourlyLimit": 1,
"rebaseWhen": "behind-base-branch",
"schedule": [
"before 6am on monday"
],
"separateMajorMinor": true,
"timezone": "America/Los_Angeles"
}
+13
View File
@@ -0,0 +1,13 @@
#!/usr/bin/env bash
set -euo pipefail
bazel_cmd=(bazel)
if [ -n "${BAZEL_OUTPUT_USER_ROOT:-}" ]; then
bazel_cmd+=("--output_user_root=${BAZEL_OUTPUT_USER_ROOT}")
fi
if [ -n "${BAZEL_OUTPUT_BASE:-}" ]; then
bazel_cmd+=("--output_base=${BAZEL_OUTPUT_BASE}")
fi
"${bazel_cmd[@]}" build "$@" //src/main/scala/net/eagle0/eagle:eagle_server
+13
View File
@@ -0,0 +1,13 @@
#!/usr/bin/env bash
set -euo pipefail
bazel_cmd=(bazel)
if [ -n "${BAZEL_OUTPUT_USER_ROOT:-}" ]; then
bazel_cmd+=("--output_user_root=${BAZEL_OUTPUT_USER_ROOT}")
fi
if [ -n "${BAZEL_OUTPUT_BASE:-}" ]; then
bazel_cmd+=("--output_base=${BAZEL_OUTPUT_BASE}")
fi
"${bazel_cmd[@]}" build -c opt "$@" //src/main/cpp/net/eagle0/shardok:shardok-server
+87
View File
@@ -0,0 +1,87 @@
#!/usr/bin/env bash
set -euo pipefail
usage() {
echo "Usage: $0 <warm|verify> [bazel targets...]"
echo
echo "warm: build targets normally so local results can upload to the remote cache"
echo "verify: require all target actions to be available from remote cache"
}
if [ "$#" -lt 1 ]; then
usage
exit 2
fi
mode="$1"
shift
case "$mode" in
warm | verify)
;;
*)
usage
exit 2
;;
esac
tmp_root="${RUNNER_TEMP:-/private/tmp}"
run_id="${GITHUB_RUN_ID:-local}-$$"
output_user_root="${tmp_root%/}/eagle0-bazel-user-root-${run_id}"
output_base="${tmp_root%/}/eagle0-cache-parity-${mode}-${run_id}"
echo "Mode: $mode"
echo "Output user root: $output_user_root"
echo "Output base: $output_base"
run_ci_build_script() {
local script="$1"
shift
echo "Build script: $script"
echo "Build args:"
printf ' %s\n' "$@"
BAZEL_OUTPUT_USER_ROOT="$output_user_root" BAZEL_OUTPUT_BASE="$output_base" "$script" "$@"
}
cache_check_args() {
local bazel_args=(
"--remote_download_all"
)
if [ "$mode" = "verify" ]; then
bazel_args+=(
"--remote_upload_local_results=false"
"--experimental_remote_require_cached"
"--disk_cache="
)
fi
printf '%s\n' "${bazel_args[@]}"
}
run_bazel_targets() {
bazel_args=()
while IFS= read -r arg; do
bazel_args+=("$arg")
done < <(cache_check_args)
echo "Bazel args:"
printf ' %s\n' "${bazel_args[@]}" "$@"
bazel "--output_user_root=$output_user_root" "--output_base=$output_base" build "${bazel_args[@]}" "$@"
}
if [ "$#" -gt 0 ]; then
run_bazel_targets "$@"
exit 0
fi
bazel_args=()
while IFS= read -r arg; do
bazel_args+=("$arg")
done < <(cache_check_args)
run_ci_build_script scripts/build_eagle_ci.sh "${bazel_args[@]}"
run_ci_build_script scripts/build_shardok_ci.sh "${bazel_args[@]}"
+6
View File
@@ -0,0 +1,6 @@
#!/usr/bin/env bash
set -euo pipefail
scripts/build_eagle_ci.sh
scripts/build_shardok_ci.sh
+2 -2
View File
@@ -8,12 +8,12 @@
#
# Optional environment variables:
# SPARKLE_FEED_URL - Appcast URL (default: https://assets.eagle0.net/mac/appcast.xml)
# SPARKLE_VERSION - Sparkle version to use (default: 2.6.4)
# SPARKLE_VERSION - Sparkle version to use (default: 2.9.3)
set -euxo pipefail
APP_PATH="$1"
SPARKLE_VERSION="${SPARKLE_VERSION:-2.6.4}"
SPARKLE_VERSION="${SPARKLE_VERSION:-2.9.3}"
SPARKLE_FEED_URL="${SPARKLE_FEED_URL:-https://assets.eagle0.net/mac/appcast.xml}"
SPARKLE_CACHE_DIR="/tmp/sparkle-cache"
+9 -9
View File
@@ -6,9 +6,9 @@
# Xcode version. If Xcode is upgraded in place, the DEVELOPER_DIR path stays the
# same, so Bazel can otherwise keep using stale Xcode metadata.
#
# 1. Writes .bazelrc.xcode with macOS-scoped flags:
# - action_env for remote cache key invalidation
# - DEVELOPER_DIR pointing to the active Xcode
# 1. Writes .bazelrc.xcode with mactools-scoped flags:
# - action_env for Apple build remote cache key invalidation
# - DEVELOPER_DIR pointing to the active Xcode for Apple builds
#
# 2. Runs `bazel clean --expunge` when the version actually changes, because
# local_config_apple_cc (a cached repository rule) bakes in the old version
@@ -35,7 +35,7 @@ if [ -z "$XCODE_BUILD_VERSION" ]; then
fi
BAZELRC_XCODE=".bazelrc.xcode"
EXPECTED_LINE="common:macos --action_env=XCODE_BUILD_VERSION=${XCODE_BUILD_VERSION}"
EXPECTED_LINE="common:mactools --action_env=XCODE_BUILD_VERSION=${XCODE_BUILD_VERSION}"
# Check if the file already has the right version (first line is the version marker)
if [ -f "$BAZELRC_XCODE" ]; then
@@ -45,19 +45,19 @@ if [ -f "$BAZELRC_XCODE" ]; then
fi
fi
# Xcode version changed (or first run) — expunge local cache to clear
# Xcode Bazel config changed (or first run) — expunge local cache to clear
# stale local_config_apple_cc, then write the new config
OLD_VERSION="unknown"
OLD_CONFIG="missing"
if [ -f "$BAZELRC_XCODE" ]; then
OLD_VERSION=$(sed -n 's/.*XCODE_BUILD_VERSION=//p' "$BAZELRC_XCODE" | head -1)
OLD_CONFIG=$(head -1 "$BAZELRC_XCODE")
fi
echo "Xcode build version changed: ${OLD_VERSION} -> ${XCODE_BUILD_VERSION}"
echo "Xcode Bazel config changed: ${OLD_CONFIG} -> ${EXPECTED_LINE}"
echo "Running bazel clean --expunge to clear stale toolchain config..."
bazel clean --expunge 2>/dev/null || true
cat > "$BAZELRC_XCODE" << EOF
${EXPECTED_LINE}
common:macos --repo_env=DEVELOPER_DIR=${DEVELOPER_DIR}
common:mactools --repo_env=DEVELOPER_DIR=${DEVELOPER_DIR}
EOF
if [ -n "${GITHUB_ENV:-}" ]; then
-67
View File
@@ -1,67 +0,0 @@
#!/usr/bin/env bash
echo -ne "\033[0;32m"
echo 'Updating bazel dependencies. This will take about five minutes.'
echo -ne "\033[0m"
set -e
if [ "$(uname -s)" == "Linux" ]; then
BAZEL_DEPS_URL=https://github.com/johnynek/bazel-deps/releases/download/v0.1-9/bazel-deps-linux
BAZEL_DEPS_SHA256=034ce4d8674a200d73d97aa60774786a3771c0f3871197858bf55fd930677b15
elif [ "$(uname -s)" == "Darwin" ]; then
BAZEL_DEPS_URL=https://github.com/johnynek/bazel-deps/releases/download/v0.1-9/bazel-deps-macos
BAZEL_DEPS_SHA256=97e1b932cccc60e30475fc0ef56a538c6b8a732adbdf0eaec1988f0b4f1dc5dc
else
echo "Your platform '$(uname -s)' is unsupported, sorry"
exit 1
fi
# This is some bash snippet designed to find the location of the script.
# we operate under the presumption this script is checked into the repo being operated on
# so we goto the script location, then use git to find the repo root.
SCRIPT_LOCATION="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
cd $SCRIPT_LOCATION
REPO_ROOT=$(git rev-parse --show-toplevel)
BAZEL_DEPS_DIR="$HOME/.bazel-deps-cache"
BAZEL_DEPS_PATH="${BAZEL_DEPS_DIR}/v0.1-9"
if [ ! -f ${BAZEL_DEPS_PATH} ]; then
( # Opens a subshell
set -e
echo "Fetching bazel deps."
curl -L -o /tmp/bazel-deps-bin $BAZEL_DEPS_URL
GENERATED_SHA_256=$(shasum -a 256 /tmp/bazel-deps-bin | awk '{print $1}')
if [ "$GENERATED_SHA_256" != "$BAZEL_DEPS_SHA256" ]; then
echo "Sha 256 does not match, expected: $BAZEL_DEPS_SHA256"
echo "But found $GENERATED_SHA_256"
echo "You may need to update the sha in this script, or the download was corrupted."
exit 1
fi
chmod +x /tmp/bazel-deps-bin
mkdir -p ${BAZEL_DEPS_DIR}
mv /tmp/bazel-deps-bin ${BAZEL_DEPS_PATH}
)
fi
cd $REPO_ROOT
set +e
$BAZEL_DEPS_PATH generate -r $REPO_ROOT -s 3rdparty/workspace.bzl -d dependencies.yaml --target-file 3rdparty/target_file.bzl --disable-3rdparty-in-repo
RET_CODE=$?
set -e
if [ $RET_CODE == 0 ]; then
echo "Success, going to format files"
else
echo "Failure, checking out 3rdparty/jvm"
cd $REPO_ROOT
git checkout 3rdparty/jvm 3rdparty/workspace.bzl
exit $RET_CODE
fi
$BAZEL_DEPS_PATH format-deps -d $REPO_ROOT/dependencies.yaml -o
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -11,7 +11,8 @@
#define SUPPRESS_PROTOBUF_WARNINGS \
_Pragma("GCC diagnostic ignored \"-Wpragmas\"") \
_Pragma("GCC diagnostic ignored \"-Wsign-conversion\"") \
_Pragma("GCC diagnostic ignored \"-Wdeprecated-declarations\"") _Pragma( \
"GCC diagnostic ignored \"-Wsign-conversion\"") \
_Pragma("GCC diagnostic ignored \"-Wunused-parameter\"") _Pragma( \
"GCC diagnostic ignored \"-Wdocumentation-deprecated-sync\"") \
_Pragma("GCC diagnostic ignored \"-Wdocumentation\"") _Pragma( \
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_binary", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
# Abstract base class for score calculators
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_binary", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_binary", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_binary(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_binary", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -392,7 +392,6 @@ void EagleInterfaceImpl::PopulateGameStatusResponse(
controller->ResolvedPlayerInfos(),
controller->EndGameUnits(),
response->mutable_game_over_response());
auto status = controller->GameOverStatus();
// player resolution infos
// response->mutable_game_over_response()->mutable_user_infos() ...
}
@@ -650,7 +649,9 @@ auto EagleInterfaceImpl::SubscribeToGame(
// Deserialize and restart the game from the original request
NewGameRequest newGameRequest;
newGameRequest.ParseFromString(savedRequest);
if (!newGameRequest.ParseFromString(savedRequest)) {
return Status(StatusCode::INTERNAL, "Failed to parse saved tutorial battle request");
}
StartGame(newGameRequest);
controller = gamesManager->GetController(gameId);
@@ -1,3 +1,4 @@
load("@rules_cc//cc:defs.bzl", "cc_library")
load("//tools:copts.bzl", "COPTS")
cc_library(
@@ -4,6 +4,8 @@
#include "MapLoader.hpp"
#include <stdexcept>
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
const std::string kShardokMapExtension = ".e0m";
@@ -14,14 +16,18 @@ auto LoadMap(const string& mapName) -> HexMapProto {
const byte_vector mapProtoBytes = byte_vector::FromPath(mapPath);
net::eagle0::shardok::common::HexMap mapProto{};
mapProto.ParseFromArray(mapProtoBytes.data(), (int)mapProtoBytes.size());
if (!mapProto.ParseFromArray(mapProtoBytes.data(), static_cast<int>(mapProtoBytes.size()))) {
throw std::runtime_error("Failed to parse map proto from " + mapPath);
}
return mapProto;
}
auto LoadMapFromBytes(const string& mapBytes) -> HexMapProto {
net::eagle0::shardok::common::HexMap mapProto{};
mapProto.ParseFromString(mapBytes);
if (!mapProto.ParseFromString(mapBytes)) {
throw std::runtime_error("Failed to parse map proto from bytes");
}
return mapProto;
}
File diff suppressed because it is too large Load Diff
@@ -24,34 +24,35 @@ public class MoveCamera : MonoBehaviour {
void Update() {
// Get the left mouse button
if (Input.GetMouseButtonDown(0)) {
if (GameInput.PrimaryPointerPressedThisFrame()) {
// Get mouse origin
mouseOrigin = Input.mousePosition;
mouseOrigin = GameInput.PointerPosition();
isRotating = true;
}
// Get the right mouse button
if (Input.GetMouseButtonDown(1)) {
if (GameInput.SecondaryPointerPressedThisFrame()) {
// Get mouse origin
mouseOrigin = Input.mousePosition;
mouseOrigin = GameInput.PointerPosition();
isPanning = true;
}
// Get the middle mouse button
if (Input.GetMouseButtonDown(2)) {
if (GameInput.MiddlePointerPressedThisFrame()) {
// Get mouse origin
mouseOrigin = Input.mousePosition;
mouseOrigin = GameInput.PointerPosition();
isZooming = true;
}
// Disable movements on button release
if (!Input.GetMouseButton(0)) isRotating = false;
if (!Input.GetMouseButton(1)) isPanning = false;
if (!Input.GetMouseButton(2)) isZooming = false;
if (!GameInput.PrimaryPointerPressed()) isRotating = false;
if (!GameInput.SecondaryPointerPressed()) isPanning = false;
if (!GameInput.MiddlePointerPressed()) isZooming = false;
// Rotate camera along X and Y axis
if (isRotating) {
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 pos = Camera.main.ScreenToViewportPoint(
(Vector3)GameInput.PointerPosition() - mouseOrigin);
transform.RotateAround(transform.position, transform.right, -pos.y * turnSpeed);
transform.RotateAround(transform.position, Vector3.up, pos.x * turnSpeed);
@@ -59,7 +60,8 @@ public class MoveCamera : MonoBehaviour {
// Move the camera on it's XY plane
if (isPanning) {
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 pos = Camera.main.ScreenToViewportPoint(
(Vector3)GameInput.PointerPosition() - mouseOrigin);
Vector3 move = new Vector3(pos.x * panSpeed, pos.y * panSpeed, 0);
transform.Translate(move, Space.Self);
@@ -67,10 +69,11 @@ public class MoveCamera : MonoBehaviour {
// Move the camera linearly along Z axis
if (isZooming) {
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 pos = Camera.main.ScreenToViewportPoint(
(Vector3)GameInput.PointerPosition() - mouseOrigin);
Vector3 move = pos.y * zoomSpeed * transform.forward;
transform.Translate(move, Space.World);
}
}
}
}
@@ -0,0 +1,15 @@
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m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3}
m_Name: DefaultVolumeProfile
m_EditorClassIdentifier: Unity.RenderPipelines.Core.Runtime::UnityEngine.Rendering.VolumeProfile
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@@ -133,6 +133,7 @@ namespace eagle {
foreach (var renderer in instance.GetComponentsInChildren<Renderer>()) {
renderer.sortingLayerName = BeastSortingLayerName;
renderer.sortingOrder = BeastCreatureSortingOrder;
BeastMaterialCompatibility.ConfigureRenderer(renderer);
}
foreach (var smr in instance.GetComponentsInChildren<SkinnedMeshRenderer>()) {
smr.updateWhenOffscreen = true;
@@ -0,0 +1,290 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace eagle {
internal static class BeastMaterialCompatibility {
private const string UniversalLitShaderName = "Universal Render Pipeline/Lit";
private const string UniversalParticleUnlitShaderName =
"Universal Render Pipeline/Particles/Unlit";
private const string BuiltInParticleStandardUnlitShaderName = "Particles/Standard Unlit";
private static readonly string[] BaseTexturePropertyNames =
{ "_MainTex", "_BaseMap", "_Albedo", "_TextureSample0" };
private static readonly Dictionary<Material, Texture2D> BakedPaletteTextures = new();
private static readonly PaletteEntry[] PolytopePaletteEntries = {
new(new Color(0.4980392f, 1f, 1f), "_FEATHERS2COLOR", "_FEATHERS2COLOR1"),
new(new Color(0.4980392f, 1f, 0.4980392f), "_FEATHERS1COLOR", "_FEATHERS1COLOR1"),
new(new Color(0f, 0f, 1f), "_CLOTH4COLOR", "_CLOTH4COLOR1"),
new(new Color(0f, 1f, 1f), "_CLOTH3COLOR", "_CLOTH3COLOR1"),
new(new Color(0f, 1f, 0f), "_CLOTH2COLOR", "_CLOTH2COLOR1"),
new(new Color(0f, 0.4980392f, 0f), "_CLOTH1COLOR", "_CLOTH1COLOR1"),
new(new Color(1f, 0.4980392f, 0.4980392f), "_LEATHER4COLOR", "_LEATHER4COLOR1"),
new(new Color(1f, 1f, 0.4980392f), "_LEATHER3COLOR", "_LEATHER3COLOR1"),
new(new Color(1f, 0f, 1f), "_LEATHER2COLOR", "_LEATHER2COLOR1"),
new(new Color(1f, 0.4980392f, 1f), "_LEATHER1COLOR", "_LEATHER1COLOR1"),
new(new Color(0.4980392f, 0.4980392f, 1f), "_METAL4COLOR", "_METAL4COLOR1"),
new(new Color(0f, 0.4980392f, 0.4980392f), "_METAL3COLOR", "_METAL3COLOR1"),
new(new Color(0f, 0f, 0.4980392f), "_METAL2COLOR", "_METAL2COLOR1"),
new(new Color(0.4980392f, 0f, 0.4980392f), "_METAL1COLOR", "_METAL1COLOR1"),
new(new Color(1f, 1f, 0f), "_OTHERCOLOR", "_OTHERCOLOR1"),
new(new Color(0.4980392f, 0.4980392f, 0f), "_LIPSCOLOR", "_LIPSCOLOR1"),
new(new Color(0.4980392f, 0.4980392f, 0.4980392f), "_SCLERACOLOR", "_SCLERACOLOR1"),
new(new Color(1f, 0f, 0f), "_EYESCOLOR", "_EYESCOLOR1"),
new(new Color(1f, 0.4980392f, 0f), "_HAIRCOLOR", "_HAIRCOLOR1"),
new(new Color(0.4980392f, 0f, 0f), "_SKINCOLOR", "_SKINCOLOR1")
};
public static void ConfigureRenderer(Renderer renderer) {
if (!IsUniversalRenderPipelineActive()) { return; }
var sourceMaterials = renderer.sharedMaterials;
var materials = renderer.materials;
var changed = false;
for (var i = 0; i < materials.Length; i++) {
if (!ShouldReplaceMaterial(materials[i])) { continue; }
var sourceMaterial = i < sourceMaterials.Length ? sourceMaterials[i] : materials[i];
materials[i] = CreateUniversalLitMaterial(sourceMaterial);
changed = true;
}
if (changed) { renderer.materials = materials; }
}
public static Material CreateParticleMaterial(Material source, Texture texture) {
if (!IsUniversalRenderPipelineActive()) {
var builtInMaterial =
source != null ? new Material(source)
: CreateMaterial(BuiltInParticleStandardUnlitShaderName);
if (builtInMaterial != null && texture != null) {
builtInMaterial.mainTexture = texture;
}
return builtInMaterial;
}
var material = CreateMaterial(UniversalParticleUnlitShaderName) ??
CreateMaterial("Universal Render Pipeline/Unlit");
if (material == null) { return source != null ? new Material(source) : null; }
CopyBaseTextureAndColor(source, material, texture);
material.SetFloat("_Surface", 1f);
material.SetFloat("_Blend", 0f);
material.SetInt("_SrcBlend", (int)BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.renderQueue = (int)RenderQueue.Transparent;
return material;
}
private static bool ShouldReplaceMaterial(Material material) {
if (material == null || material.shader == null) { return false; }
var shaderName = material.shader.name;
if (shaderName.StartsWith("Universal Render Pipeline/") ||
shaderName.StartsWith("Sprites/")) {
return false;
}
return true;
}
private static Material CreateUniversalLitMaterial(Material source) {
var shader = Shader.Find(UniversalLitShaderName);
if (shader == null) { return new Material(source); }
var material = new Material(shader);
if (TryCreatePolytopePaletteTexture(source, out var paletteTexture)) {
CopyBaseTextureAndColor(source, material, paletteTexture);
} else {
CopyBaseTextureAndColor(source, material, null);
}
return material;
}
private static Material CreateMaterial(string shaderName) {
var shader = Shader.Find(shaderName);
return shader != null ? new Material(shader) : null;
}
private static void
CopyBaseTextureAndColor(Material source, Material target, Texture overrideTexture) {
var texture = overrideTexture;
if (texture == null && source != null) {
texture = FindFirstTexture(source, BaseTexturePropertyNames);
}
if (texture != null) {
if (target.HasProperty("_BaseMap")) { target.SetTexture("_BaseMap", texture); }
if (target.HasProperty("_MainTex")) { target.SetTexture("_MainTex", texture); }
}
var color = Color.white;
if (source != null) {
if (source.HasProperty("_Color")) {
color = source.GetColor("_Color");
} else if (source.HasProperty("_BaseColor")) {
color = source.GetColor("_BaseColor");
}
}
if (target.HasProperty("_BaseColor")) { target.SetColor("_BaseColor", color); }
if (target.HasProperty("_Color")) { target.SetColor("_Color", color); }
}
private static Texture FindFirstTexture(Material source, string[] propertyNames) {
foreach (var propertyName in propertyNames) {
if (!source.HasProperty(propertyName)) { continue; }
var texture = source.GetTexture(propertyName);
if (texture != null) { return texture; }
}
return null;
}
private static bool TryCreatePolytopePaletteTexture(
Material source,
out Texture2D texture) {
texture = null;
if (source == null || !HasAnyProperty(source, "_SKINCOLOR", "_SKINCOLOR1")) {
return false;
}
var maskTexture =
GetTexture(source, "_TextureSample0") ?? GetTexture(source, "_TextureSample1");
var shadeTexture =
GetTexture(source, "_TextureSample2") ?? GetTexture(source, "_TextureSample3");
if (maskTexture == null || shadeTexture == null) { return false; }
if (BakedPaletteTextures.TryGetValue(source, out texture)) { return true; }
var maskPixels = ReadTexturePixels(maskTexture);
var shadePixels = ReadTexturePixels(shadeTexture);
var width = Mathf.Min(maskPixels.width, shadePixels.width);
var height = Mathf.Min(maskPixels.height, shadePixels.height);
texture = new Texture2D(width, height, TextureFormat.RGBA32, true);
texture.name = $"{source.name}_URP_BakedPalette";
texture.wrapMode = maskTexture.wrapMode;
texture.filterMode = maskTexture.filterMode;
for (var y = 0; y < height; y++) {
for (var x = 0; x < width; x++) {
var maskColor = maskPixels.texture.GetPixel(x, y);
var shadeColor = shadePixels.texture.GetPixel(x, y);
var paletteColor = ResolvePolytopePaletteColor(source, maskColor);
texture.SetPixel(x, y, Multiply(shadeColor, paletteColor));
}
}
texture.Apply(updateMipmaps: true, makeNoLongerReadable: false);
BakedPaletteTextures[source] = texture;
DestroyIfTemporary(maskPixels.texture, maskTexture);
DestroyIfTemporary(shadePixels.texture, shadeTexture);
return true;
}
private static Color ResolvePolytopePaletteColor(Material source, Color maskColor) {
var bestDistance = float.MaxValue;
var bestColor = Color.white;
foreach (var entry in PolytopePaletteEntries) {
var distance = ColorDistance(maskColor, entry.MaskColor);
if (distance >= bestDistance) { continue; }
bestDistance = distance;
bestColor = GetColor(source, entry.PropertyName, entry.AlternatePropertyName);
}
return bestDistance <= 0.12f ? bestColor : Color.white;
}
private static Color
GetColor(Material source, string propertyName, string alternatePropertyName) {
if (source.HasProperty(propertyName)) { return source.GetColor(propertyName); }
if (source.HasProperty(alternatePropertyName)) {
return source.GetColor(alternatePropertyName);
}
return Color.white;
}
private static Texture GetTexture(Material source, string propertyName) {
return source.HasProperty(propertyName) ? source.GetTexture(propertyName) : null;
}
private static bool HasAnyProperty(Material source, params string[] propertyNames) {
foreach (var propertyName in propertyNames) {
if (source.HasProperty(propertyName)) { return true; }
}
return false;
}
private static TexturePixels ReadTexturePixels(Texture source) {
var renderTexture = RenderTexture.GetTemporary(
source.width,
source.height,
0,
RenderTextureFormat.ARGB32,
RenderTextureReadWrite.Default);
var previous = RenderTexture.active;
Graphics.Blit(source, renderTexture);
RenderTexture.active = renderTexture;
var texture = new Texture2D(source.width, source.height, TextureFormat.RGBA32, false);
texture.ReadPixels(new Rect(0, 0, source.width, source.height), 0, 0);
texture.Apply();
RenderTexture.active = previous;
RenderTexture.ReleaseTemporary(renderTexture);
return new TexturePixels(texture);
}
private static Color Multiply(Color a, Color b) {
return new Color(a.r * b.r, a.g * b.g, a.b * b.b, a.a);
}
private static float ColorDistance(Color a, Color b) {
var r = a.r - b.r;
var g = a.g - b.g;
var blue = a.b - b.b;
return Mathf.Sqrt(r * r + g * g + blue * blue);
}
private static void DestroyIfTemporary(Texture2D texture, Texture original) {
if (texture != original) { Object.Destroy(texture); }
}
private static bool IsUniversalRenderPipelineActive() {
var pipeline = GraphicsSettings.currentRenderPipeline;
return pipeline != null && pipeline.GetType().Name.Contains("UniversalRenderPipeline");
}
private readonly struct PaletteEntry {
public readonly Color MaskColor;
public readonly string PropertyName;
public readonly string AlternatePropertyName;
public PaletteEntry(
Color maskColor,
string propertyName,
string alternatePropertyName) {
MaskColor = maskColor;
PropertyName = propertyName;
AlternatePropertyName = alternatePropertyName;
}
}
private readonly struct TexturePixels {
public readonly Texture2D texture;
public readonly int width;
public readonly int height;
public TexturePixels(Texture2D texture) {
this.texture = texture;
width = texture.width;
height = texture.height;
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 29170b447ee24e68818c3554d0feeb32
@@ -119,28 +119,15 @@ namespace eagle {
// Use provided material if available (ensures shader is in build)
if (birdMaterial != null) {
_materialInstance = new Material(birdMaterial);
if (birdTexture != null) { _materialInstance.mainTexture = birdTexture; }
_materialInstance = BeastMaterialCompatibility.CreateParticleMaterial(
birdMaterial,
birdTexture);
renderer.material = _materialInstance;
} else {
// Fallback for editor testing
var particleShader = Shader.Find("Particles/Standard Unlit");
if (particleShader != null) {
_materialInstance = new Material(particleShader);
_materialInstance.SetFloat("_ColorMode", 1);
_materialInstance.SetFloat("_Surface", 1);
_materialInstance.SetFloat("_Blend", 0);
_materialInstance.SetInt(
"_SrcBlend",
(int)UnityEngine.Rendering.BlendMode.SrcAlpha);
_materialInstance.SetInt(
"_DstBlend",
(int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
_materialInstance.EnableKeyword("_ALPHABLEND_ON");
_materialInstance.renderQueue = 3000;
if (birdTexture != null) { _materialInstance.mainTexture = birdTexture; }
renderer.material = _materialInstance;
}
_materialInstance =
BeastMaterialCompatibility.CreateParticleMaterial(null, birdTexture);
if (_materialInstance != null) { renderer.material = _materialInstance; }
}
renderer.sortingLayerName = BeastSortingLayerName;
renderer.sortingOrder = BeastBirdSortingOrder;
@@ -0,0 +1,144 @@
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace eagle {
public static class ClientTextDiskCache {
private const int MaxDirtyEntriesBeforeFlush = 50;
private static readonly TimeSpan MaxTimeBetweenFlushes = TimeSpan.FromSeconds(1);
[Serializable]
private class CacheEntry {
public string llmId;
public string text;
}
[Serializable]
private class CacheFile {
public List<CacheEntry> entries = new();
}
private class GameCache {
public Dictionary<string, string> entries = new();
public int dirtyEntries;
public DateTime lastFlushUtc = DateTime.MinValue;
public bool loaded;
}
private static readonly object Lock = new();
private static readonly Dictionary<long, GameCache> Caches = new();
private static string _cacheDirectory;
public static Dictionary<string, string> LoadCompletedTexts(long gameId) {
EnsureCacheDirectoryInitialized();
lock (Lock) {
var cache = CacheFor(gameId);
EnsureLoaded(gameId, cache);
return new Dictionary<string, string>(cache.entries);
}
}
public static void SaveCompletedText(long gameId, string llmId, string text) {
if (String.IsNullOrEmpty(llmId)) { return; }
lock (Lock) {
if (_cacheDirectory == null) {
Debug.LogWarning(
"Cannot save client text cache before the cache directory has " +
"been initialized on the main thread.");
return;
}
var cache = CacheFor(gameId);
EnsureLoaded(gameId, cache);
var normalizedText = text ?? "";
if (cache.entries.TryGetValue(llmId, out var existing) &&
existing == normalizedText) {
return;
}
cache.entries[llmId] = normalizedText;
cache.dirtyEntries++;
if (ShouldFlush(cache)) { FlushLocked(gameId, cache); }
}
}
private static void FlushAll() {
lock (Lock) {
if (_cacheDirectory == null) { return; }
foreach (var (gameId, cache) in Caches) {
if (cache.dirtyEntries > 0) { FlushLocked(gameId, cache); }
}
}
}
private static GameCache CacheFor(long gameId) {
if (!Caches.TryGetValue(gameId, out var cache)) {
cache = new GameCache();
Caches[gameId] = cache;
}
return cache;
}
private static void EnsureLoaded(long gameId, GameCache gameCache) {
if (gameCache.loaded) { return; }
gameCache.loaded = true;
var path = CachePath(gameId);
if (!File.Exists(path)) { return; }
try {
var cache = JsonUtility.FromJson<CacheFile>(File.ReadAllText(path));
if (cache?.entries == null) { return; }
foreach (var entry in cache.entries) {
if (!String.IsNullOrEmpty(entry.llmId)) {
gameCache.entries[entry.llmId] = entry.text ?? "";
}
}
} catch (Exception e) {
Debug.LogWarning($"Failed to load client text cache for game {gameId}: {e}");
gameCache.entries.Clear();
}
}
private static void EnsureCacheDirectoryInitialized() {
if (_cacheDirectory != null) { return; }
_cacheDirectory = Path.Combine(Application.persistentDataPath, "eagle0", "client_text");
Application.quitting -= FlushAll;
Application.quitting += FlushAll;
}
private static bool ShouldFlush(GameCache cache) => cache.dirtyEntries
>= MaxDirtyEntriesBeforeFlush
|| DateTime.UtcNow - cache.lastFlushUtc
>= MaxTimeBetweenFlushes;
private static void FlushLocked(long gameId, GameCache gameCache) {
try {
Directory.CreateDirectory(CacheDirectory);
var cache = new CacheFile();
foreach (var (id, cachedText) in gameCache.entries) {
cache.entries.Add(new CacheEntry { llmId = id, text = cachedText });
}
File.WriteAllText(CachePath(gameId), JsonUtility.ToJson(cache));
gameCache.dirtyEntries = 0;
gameCache.lastFlushUtc = DateTime.UtcNow;
} catch (Exception e) {
Debug.LogWarning($"Failed to save client text cache for game {gameId}: {e}");
}
}
private static string CacheDirectory => _cacheDirectory;
private static string CachePath(long gameId) =>
Path.Combine(CacheDirectory, $"{gameId:X}.json");
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 5f2c53e67d8043d492e8d3277c6e5794
guid: 3a7621b5f8514e8d8b2d4d8cbb8ee5d2
MonoImporter:
externalObjects: {}
serializedVersion: 2

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