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Build_Game.py

Lines changed: 31 additions & 21 deletions
Original file line numberDiff line numberDiff line change
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import Environment
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import subprocess
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# Build the Game
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# *Original from TexMech - C28
@@ -15,37 +16,46 @@
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uproject_file = Environment.GetEnvVariable( section, "uproject_file" )
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builds_dir = Environment.GetEnvVariable( section, "builds_dir" )
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build_maps = Environment.GetEnvVariable( section, "build_maps" )
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ue4_batchfiles_dir = Environment.GetEnvVariable( section, "ue4_batchfiles_dir" )
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ue4_binaries_dir = Environment.GetEnvVariable( section, "ue4_binaries_dir" )
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print( base_dir )
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print( project_dir )
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print( uproject_file )
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print( builds_dir )
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print( build_maps )
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if __name__ == '__main__':
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print(subprocess.run( [ ue4_batchfiles_dir + 'RunUAT.bat', "BuildCookRun", "-project=" + uproject_file, "-noP4", "-nocompile", "-nocompileeditor", "-installed", "-cook", "-stage", "-archive", "-archivedirectory=" + builds_dir, "-package", "-clientconfig=Development", "-ue4exe=" + ue4_binaries_dir + "UE4Editor-Cmd.exe", "-pak", "-prereqs", "-nodebuginfo", "-targetplatform=Win64", "-build", "-CrashReporter", "-utf8output" ] ))
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#call "C:\Program Files\Epic Games\UE_4.23\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project=%uproject_file% -noP4 -nocompile -nocompileeditor -installed -cook -stage -archive -archivedirectory=%builds_dir% -package -clientconfig=Development -ue4exe="C:\Program Files\Epic Games\UE_4.23\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
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# call "C:\Program Files\Epic Games\UE_4.23\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project=%uproject_file% -noP4 -clientconfig=Development -serverconfig=Development -ue4exe=UE4Editor-Cmd.exe -utf8output -installed -platform=Win64 -build -cook -map=%build_maps% -unversionedcookedcontent -pak -SkipCookingEditorContent -compressed -prereqs -stage -package -stagingdirectory=%builds_dir% -archive -archivedirectory=%builds_dir%
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# call "C:\Program Files\Epic Games\UE_4.23\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project=%uproject_file% -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -build -cook -map=%build_maps% -unversionedcookedcontent -encryptinifiles -pak -createreleaseversion= -SkipCookingEditorContent -compressed -prereqs -stage -package -stagingdirectory=%builds_dir% -archive -archivedirectory=%builds_dir%
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# call "C:\Program Files\Epic Games\UE_4.22\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project=%uproject_file% -noP4 -platform=Win64 -clientconfig=Shipping -serverconfig=Shipping -cook -maps=%build_maps% -build -stage -pak -archive -archivedirectory=%builds_dir%
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#subprocess.call([r"C:\Program Files\Epic Games\UE_4.23\Engine\Build\BatchFiles\RunUAT.bat"] BuildCookRun -project=%uproject_file% -noP4 -nocompile -nocompileeditor -installed -cook -stage -archive -archivedirectory=%builds_dir% -package -clientconfig=Development -ue4exe="C:\Program Files\Epic Games\UE_4.23\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
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# subprocess.call("%unreal_batchfiles_dir%'RunUAT.bat', BuildCookRun -project=%uproject_file% -noP4 -nocompile -nocompileeditor -installed -cook -stage -archive -archivedirectory=%builds_dir% -package -clientconfig=Development -ue4exe=%ue4_binaries_dir%'UE4Editor-Cmd.exe' -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output" )
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# p = Popen([ ], stdout=PIPE, stderr=PIPE)
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# output, errors = p.communicate()
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# p.wait() # wait for process to terminate
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# call "C:\Program Files\Epic Games\UE_4.23\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project=%uproject_file% -noP4 -clientconfig=Development -serverconfig=Development -ue4exe=UE4Editor-Cmd.exe -utf8output -installed -platform=Win64 -build -cook -map=%build_maps% -unversionedcookedcontent -pak -SkipCookingEditorContent -compressed -prereqs -stage -package -stagingdirectory=%builds_dir% -archive -archivedirectory=%builds_dir%
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# call "C:\Program Files\Epic Games\UE_4.23\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project=%uproject_file% -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -build -cook -map=%build_maps% -unversionedcookedcontent -encryptinifiles -pak -createreleaseversion= -SkipCookingEditorContent -compressed -prereqs -stage -package -stagingdirectory=%builds_dir% -archive -archivedirectory=%builds_dir%
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# call "C:\Program Files\Epic Games\UE_4.22\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project=%uproject_file% -noP4 -platform=Win64 -clientconfig=Shipping -serverconfig=Shipping -cook -maps=%build_maps% -build -stage -pak -archive -archivedirectory=%builds_dir%
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# Here I do a check to ensure the build was successful
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# With these programs, they return 0 on success, so if non-zero return code, just go to fail case below and DON'T make an installer
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# Otherwise it will create an installer with the last working build.
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# IF %ERRORLEVEL% NEQ 0 (
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# echo ----------BUILD FAILED - HALTING BATCH PROCESS----------
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# echo PUSHING A TXT FILE TO DELETED NIGHTLY TO SIGNAL BAD BUILD
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# net use F: "%network_dir%" gKv52w!* /USER:smu\dummy /PERSISTENT:NO
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# echo. 2>%network_dir%/BUILD_BROKEN.txt
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# net use F: /d
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# echo. 2>%builds_dir%/BUILD_BROKEN.txt
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# )
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# Here I do a check to ensure the build was successful
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# With these programs, they return 0 on success, so if non-zero return code, just go to fail case below and DON'T make an installer
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# Otherwise it will create an installer with the last working build.
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# IF %ERRORLEVEL% NEQ 0 (
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# echo ----------BUILD FAILED - HALTING BATCH PROCESS----------
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# echo PUSHING A TXT FILE TO DELETED NIGHTLY TO SIGNAL BAD BUILD
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# net use F: "%network_dir%" gKv52w!* /USER:smu\dummy /PERSISTENT:NO
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# echo. 2>%network_dir%/BUILD_BROKEN.txt
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# net use F: /d
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# echo. 2>%builds_dir%/BUILD_BROKEN.txt
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# )
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# Adding the steam file to the made build and writing our steam app ID
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# SteamAppID > PathToCreateTextFileAt
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# echo ----------------------------------------------------------------------
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# echo Step 2.5: Adding steam file to build
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# echo ----------------------------------------------------------------------
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# echo 934840 > C:\AutomatedBuilds\C27\Capstone\ThinkArcade\Build_Dir\WindowsNoEditor\FrostRunner\Binaries\Win64\steam_appid.txt
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# Adding the steam file to the made build and writing our steam app ID
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# SteamAppID > PathToCreateTextFileAt
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# echo ----------------------------------------------------------------------
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# echo Step 2.5: Adding steam file to build
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# echo ----------------------------------------------------------------------
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# echo 934840 > C:\AutomatedBuilds\C27\Capstone\ThinkArcade\Build_Dir\WindowsNoEditor\FrostRunner\Binaries\Win64\steam_appid.txt

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