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fix spine-skeleton-instance.cpp 3.8.0 -> 3.8.1 missing code issue. #6352

fix spine-skeleton-instance.cpp 3.8.0 -> 3.8.1 missing code issue.

fix spine-skeleton-instance.cpp 3.8.0 -> 3.8.1 missing code issue. #6352

name: <Native> Compile
on:
pull_request:
paths:
- 'templates/**'
- 'native/**'
- '.github/workflows/native-compile-platforms.yml'
# github.head_ref is only defined on pull_request events
concurrency:
group: ${{ github.workflow }}-${{ github.actor }}-${{ github.head_ref || github.run_id }}
cancel-in-progress: true
jobs:
compile_windows:
name: "Windows"
if:
(! contains(github.event.pull_request.body, '[X] does not change any runtime related code or build configuration'))
runs-on: windows-2019
steps:
- uses: actions/checkout@v2
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`node ./.github/workflows/get-native-external-version.js`
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos/cocos-engine-external native/external
- name: Install deps
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.2.189.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Compile win64
shell: bash
env:
COCOS_ENGINE_DEV: 1
run: |
cd $GITHUB_WORKSPACE/templates/windows
echo "message(STATUS \"hook before \${CC_TARGET_NAME}\")" >> Pre-Sample.cmake
echo "message(STATUS \"hook after \${CC_TARGET_NAME}\")" >> Post-Sample.cmake
mkdir -p build-win64/proj
touch build-win64/proj/cfg.cmake
echo "set(CC_USE_GLES3 ON)" >> build-win64/proj/cfg.cmake
echo "set(CC_USE_VULKAN ON)" >> build-win64/proj/cfg.cmake
echo "set(CC_USE_GLES2 ON)" >> build-win64/proj/cfg.cmake
echo "set(USE_SPINE OFF)" >> build-win64/proj/cfg.cmake
echo "set(USE_DRAGONBONES OFF)" >> build-win64/proj/cfg.cmake
echo "set(USE_WEBSOCKET_SERVER ON)" >> build-win64/proj/cfg.cmake
echo "set(CMAKE_CXX_STANDARD_REQUIRED ON)" >> build-win64/proj/cfg.cmake
echo "set(CC_EXECUTABLE_NAME \"\")" >> build-win64/proj/cfg.cmake
mkdir build-win64/assets
cd build-win64
RES_DIR=${GITHUB_WORKSPACE//\\//}/templates/windows/build-win64
COCOS_X_PATH=${GITHUB_WORKSPACE//\\//}/native
cmake ../ -G"Visual Studio 16 2019" -DRES_DIR=$RES_DIR -DCOCOS_X_PATH=$COCOS_X_PATH -Ax64
cmake --build . --config Release
echo "Compile Win64 Release Done!"
compile_android_minimal:
name: "Android Minimal"
if:
(! contains(github.event.pull_request.body, '[X] does not change any runtime related code or build configuration'))
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`node ./.github/workflows/get-native-external-version.js`
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos/cocos-engine-external native/external
- uses: nttld/setup-ndk@v1
id: setup-ndk
with:
ndk-version: r21e
add-to-path: false
- uses: actions/setup-java@v3
id: setup-jdk
with:
distribution: 'zulu'
java-version: '17'
- name: Compile
env:
COCOS_ENGINE_DEV: 1
run: |
NATIVE_ROOT=$GITHUB_WORKSPACE/native
ANDORID_NDK=$ANDROID_NDK_LATEST_HOME
NATIVE_DIR=$GITHUB_WORKSPACE/templates/android-template
echo "Compiling Android ... "
cd $GITHUB_WORKSPACE/templates/
echo "message(STATUS \"hook before \${CC_TARGET_NAME}\")" >> android/template/Pre-Sample.cmake
echo "message(STATUS \"hook after \${CC_TARGET_NAME}\")" >> android/template/Post-Sample.cmake
if [ ! -d android-template ]; then
cp -r android/template android-template
fi
cd $GITHUB_WORKSPACE/templates/android/build
mkdir -p build-android/proj
touch build-android/proj/cfg.cmake
echo "set(CI_FORCE_MINIMAL_FEATURES ON)" >> build-android/proj/cfg.cmake
echo "set(COCOS_X_PATH $NATIVE_ROOT)" >> build-android/proj/cfg.cmake
echo "set(CC_EXECUTABLE_NAME \"\")" >> build-android/proj/cfg.cmake
mkdir -p build-android/proj/res/values
cat << EOF > build-android/proj/res/values/strings.xml
<resources>
<string name="app_name" translatable="false">CocosGame</string>
</resources>
EOF
mkdir -p build-android/assets
ASSET_DIR=$GITHUB_WORKSPACE/templates/android/build/build-android/
sed -i "s@^PROP_NDK_PATH.*@PROP_NDK_PATH=$ANDORID_NDK@g" gradle.properties
sed -i "s@^APPLICATION_ID.*@APPLICATION_ID=com.cocos.android@g" gradle.properties
sed -i "s@^RES_PATH.*@RES_PATH=$ASSET_DIR@g" gradle.properties
sed -i "s@^COCOS_ENGINE_PATH.*@COCOS_ENGINE_PATH=$NATIVE_ROOT@g" gradle.properties
sed -i "s@^NATIVE_DIR.*@NATIVE_DIR=$NATIVE_DIR@g" gradle.properties
# To speedup CI, compile arm64-v8a only
# sed -i "s@^PROP_APP_ABI.*@PROP_APP_ABI=armeabi-v7a:arm64-v8a:x86@g" gradle.properties
sed -i "s@^PROP_APP_ABI.*@PROP_APP_ABI=arm64-v8a@g" gradle.properties
echo "Compile Android - cmake ..."
echo "ANDORID_NDK ${ANDROID_NDK} or ${ANDROID_NDK_HOME}"
# ./gradlew :CocosGame:assembleDebug --quiet
./gradlew :CocosGame:assembleRelease --quiet
echo "Compile Android Debug Done!"
compile_android:
name: "Android"
if:
(! contains(github.event.pull_request.body, '[X] does not change any runtime related code or build configuration'))
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`node ./.github/workflows/get-native-external-version.js`
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos/cocos-engine-external native/external
- uses: nttld/setup-ndk@v1
id: setup-ndk
with:
ndk-version: r21e
add-to-path: false
- uses: actions/setup-java@v3
id: setup-jdk
with:
distribution: 'zulu'
java-version: '17'
- name: Compile
env:
COCOS_ENGINE_DEV: 1
run: |
NATIVE_ROOT=$GITHUB_WORKSPACE/native
ANDORID_NDK=$ANDROID_NDK_LATEST_HOME
NATIVE_DIR=$GITHUB_WORKSPACE/templates/android-template
echo "Compiling Android ... "
cd $GITHUB_WORKSPACE/templates/
echo "message(STATUS \"hook before \${CC_TARGET_NAME}\")" >> android/template/Pre-Sample.cmake
echo "message(STATUS \"hook after \${CC_TARGET_NAME}\")" >> android/template/Post-Sample.cmake
if [ ! -d android-template ]; then
cp -r android/template android-template
fi
cd $GITHUB_WORKSPACE/templates/android/build
mkdir -p build-android/proj
touch build-android/proj/cfg.cmake
echo "set(CC_USE_GLES3 ON)" >> build-android/proj/cfg.cmake
echo "set(CC_USE_VULKAN ON)" >> build-android/proj/cfg.cmake
echo "set(CC_USE_GLES2 ON)" >> build-android/proj/cfg.cmake
echo "set(USE_WEBSOCKET_SERVER ON)" >> build-android/proj/cfg.cmake
echo "set(CMAKE_CXX_STANDARD_REQUIRED ON)" >> build-android/proj/cfg.cmake
echo "set(COCOS_X_PATH $NATIVE_ROOT)" >> build-android/proj/cfg.cmake
echo "set(CC_EXECUTABLE_NAME \"\")" >> build-android/proj/cfg.cmake
mkdir -p build-android/proj/res/values
cat << EOF > build-android/proj/res/values/strings.xml
<resources>
<string name="app_name" translatable="false">CocosGame</string>
</resources>
EOF
mkdir -p build-android/assets
ASSET_DIR=$GITHUB_WORKSPACE/templates/android/build/build-android/
sed -i "s@^PROP_NDK_PATH.*@PROP_NDK_PATH=$ANDORID_NDK@g" gradle.properties
sed -i "s@^APPLICATION_ID.*@APPLICATION_ID=com.cocos.android@g" gradle.properties
sed -i "s@^RES_PATH.*@RES_PATH=$ASSET_DIR@g" gradle.properties
sed -i "s@^COCOS_ENGINE_PATH.*@COCOS_ENGINE_PATH=$NATIVE_ROOT@g" gradle.properties
sed -i "s@^NATIVE_DIR.*@NATIVE_DIR=$NATIVE_DIR@g" gradle.properties
# To speedup CI, compile arm64-v8a only
# sed -i "s@^PROP_APP_ABI.*@PROP_APP_ABI=armeabi-v7a:arm64-v8a:x86@g" gradle.properties
sed -i "s@^PROP_APP_ABI.*@PROP_APP_ABI=armeabi-v7a:arm64-v8a@g" gradle.properties
echo "Compile Android - cmake ..."
echo "ANDORID_NDK ${ANDROID_NDK} or ${ANDROID_NDK_HOME}"
./gradlew :CocosGame:assembleDebug --quiet
echo "Compile Android Debug Done!"
compile_mac_x86_64:
name: "MacOS x86_64"
if:
(! contains(github.event.pull_request.body, '[X] does not change any runtime related code or build configuration'))
runs-on: macos-latest
steps:
- uses: actions/checkout@v2
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`node ./.github/workflows/get-native-external-version.js`
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos/cocos-engine-external native/external
- name: Compile
env:
COCOS_ENGINE_DEV: 1
run: |
NUM_OF_CORES=`getconf _NPROCESSORS_ONLN`
NATIVE_ROOT=$GITHUB_WORKSPACE/native
echo "Compiling MacOSX ... "
cd $GITHUB_WORKSPACE/templates/mac
echo "message(STATUS \"hook before \${CC_TARGET_NAME}\")" >> Pre-Sample.cmake
echo "message(STATUS \"hook after \${CC_TARGET_NAME}\")" >> Post-Sample.cmake
mkdir -p build-mac/proj
touch build-mac/proj/cfg.cmake
echo "set(CC_USE_VULKAN OFF)" >> build-mac/proj/cfg.cmake
echo "set(CC_USE_GLES2 OFF)" >> build-mac/proj/cfg.cmake
echo "set(CC_USE_GLES3 OFF)" >> build-mac/proj/cfg.cmake
echo "set(CC_USE_METAL ON)" >> build-mac/proj/cfg.cmake
echo "set(USE_WEBSOCKET_SERVER OFF)" >> build-mac/proj/cfg.cmake
echo "set(CMAKE_CXX_STANDARD_REQUIRED ON)" >> build-mac/proj/cfg.cmake
echo "set(CC_EXECUTABLE_NAME \"\")" >> build-mac/proj/cfg.cmake
mkdir build-mac/assets
RES_DIR=$GITHUB_WORKSPACE/templates/mac/build-mac
cd build-mac
cmake ../ -GXcode -DCMAKE_OSX_ARCHITECTURES=x86_64 -DRES_DIR=$RES_DIR -DCOCOS_X_PATH=$NATIVE_ROOT
set +e
cmake --build . --config Release -- -quiet -jobs $NUM_OF_CORES -arch x86_64
retcode=$?
set -e
if [ $retcode -ne 0 ]; then
echo "-----------------------------------------------------------------------------------------------"
echo "------------------------------------ recompile without `-quiet` -------------------------------"
echo "-----------------------------------------------------------------------------------------------"
cmake --build . --config Release -- -jobs $NUM_OF_CORES -arch x86_64
fi
echo "Compile MacOSX x86_64 Release Done!"
compile_mac_arm64:
name: "MacOS arm64"
if:
(! contains(github.event.pull_request.body, '[X] does not change any runtime related code or build configuration'))
runs-on: macos-latest
steps:
- uses: actions/checkout@v2
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`node ./.github/workflows/get-native-external-version.js`
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos/cocos-engine-external native/external
- name: Compile
env:
COCOS_ENGINE_DEV: 1
run: |
NUM_OF_CORES=`getconf _NPROCESSORS_ONLN`
NATIVE_ROOT=$GITHUB_WORKSPACE/native
echo "Compiling MacOSX ... "
cd $GITHUB_WORKSPACE/templates/mac
mkdir -p build-mac/proj
touch build-mac/proj/cfg.cmake
echo "set(CC_USE_VULKAN OFF)" >> build-mac/proj/cfg.cmake
echo "set(CC_USE_GLES2 OFF)" >> build-mac/proj/cfg.cmake
echo "set(CC_USE_GLES3 OFF)" >> build-mac/proj/cfg.cmake
echo "set(CC_USE_METAL ON)" >> build-mac/proj/cfg.cmake
echo "set(USE_WEBSOCKET_SERVER OFF)" >> build-mac/proj/cfg.cmake
echo "set(CMAKE_CXX_STANDARD_REQUIRED ON)" >> build-mac/proj/cfg.cmake
echo "set(CC_EXECUTABLE_NAME \"\")" >> build-mac/proj/cfg.cmake
mkdir build-mac/assets
RES_DIR=$GITHUB_WORKSPACE/templates/mac/build-mac
cd build-mac
cmake ../ -GXcode -DCMAKE_OSX_ARCHITECTURES=arm64 -DRES_DIR=$RES_DIR -DCOCOS_X_PATH=$NATIVE_ROOT
set +e
cmake --build . --config Release -- -quiet -jobs $NUM_OF_CORES -arch arm64
retcode=$?
set -e
if [ $retcode -ne 0 ]; then
echo "-----------------------------------------------------------------------------------------------"
echo "------------------------------------ recompile without `-quiet` -------------------------------"
echo "-----------------------------------------------------------------------------------------------"
cmake --build . --config Release -- -jobs $NUM_OF_CORES -arch arm64
fi
echo "Compile MacOSX ARM64 Release Done!"
compile_iOS:
name: "iOS"
if:
(! contains(github.event.pull_request.body, '[X] does not change any runtime related code or build configuration'))
runs-on: macos-11
steps:
- uses: maxim-lobanov/setup-xcode@v1
with:
xcode-version: 12.4
- uses: actions/checkout@v2
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`node ./.github/workflows/get-native-external-version.js`
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos/cocos-engine-external native/external
- name: Compile
env:
COCOS_ENGINE_DEV: 1
run: |
set -x
NUM_OF_CORES=`getconf _NPROCESSORS_ONLN`
NATIVE_ROOT=$GITHUB_WORKSPACE/native
echo "Compiling iOS ... "
cd $GITHUB_WORKSPACE/templates/ios
echo "message(STATUS \"hook before \${CC_TARGET_NAME}\")" >> Pre-Sample.cmake
echo "message(STATUS \"hook after \${CC_TARGET_NAME}\")" >> Post-Sample.cmake
mkdir -p build-ios/proj
touch build-ios/proj/cfg.cmake
echo "set(CC_USE_GLES3 OFF)" >> build-ios/proj/cfg.cmake
echo "set(CC_USE_VULKAN OFF)" >> build-ios/proj/cfg.cmake
echo "set(CC_USE_GLES2 OFF)" >> build-ios/proj/cfg.cmake
echo "set(CC_USE_METAL ON)" >> build-ios/proj/cfg.cmake
echo "set(TARGET_IOS_VERSION 11.0)" >> build-ios/proj/cfg.cmake
echo "set(USE_WEBSOCKET_SERVER OFF)" >> build-ios/proj/cfg.cmake
echo "set(USE_DRAGONBONES OFF)" >> build-ios/proj/cfg.cmake
echo "set(CMAKE_CXX_STANDARD_REQUIRED OFF)" >> build-ios/proj/cfg.cmake
echo "set(MACOSX_BUNDLE_GUI_IDENTIFIER com.cocos.demo.ios)" >> build-ios/proj/cfg.cmake
echo "set(CC_EXECUTABLE_NAME \"\")" >> build-ios/proj/cfg.cmake
mkdir build-ios/assets
cd build-ios
RES_DIR=$GITHUB_WORKSPACE/templates/ios/build-ios
cmake ../ -GXcode -DCMAKE_SYSTEM_NAME=iOS \
-DCMAKE_OSX_SYSROOT=iphoneos \
-DCMAKE_OSX_ARCHITECTURES=arm64 \
-DRES_DIR=$RES_DIR \
-DCOCOS_X_PATH=$NATIVE_ROOT
set +e
#cmake --build . --config Debug -- -quiet -jobs $NUM_OF_CORES -allowProvisioningUpdates CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
cmake --build . --config Debug -- -quiet -jobs $NUM_OF_CORES CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
retcode=$?
set -e
if [ $retcode -ne 0 ]; then
echo "-----------------------------------------------------------------------------------------------"
echo "------------------------------------ recompile without `-quiet` -------------------------------"
echo "-----------------------------------------------------------------------------------------------"
cmake --build . --config Debug -- -jobs $NUM_OF_CORES CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
fi
echo "Compile iOS Done!"
compile_wgpu_mac:
name: "Emscripten"
runs-on: macos-latest
if: contains( github.event.pull_request.title, 'WGPU_CI_ON' )
steps:
- uses: actions/checkout@v2
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`node ./.github/workflows/get-native-external-version.js`
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos/cocos-engine-external native/external
- name: Setup Emscripten
run: |
NATIVE_ROOT=$GITHUB_WORKSPACE/native
git clone https://github.com/emscripten-core/emsdk.git NATIVE_ROOT/../../emsdk
cd NATIVE_ROOT/../../emsdk
./emsdk install 3.1.17
./emsdk activate 3.1.17
source ./emsdk_env.sh
emcc -v
- name: Compile
env:
COCOS_ENGINE_DEV: 1
run: |
NATIVE_ROOT=$GITHUB_WORKSPACE/native
cd $NATIVE_ROOT/cocos/renderer/gfx-wgpu
$NATIVE_ROOT/../../emsdk/upstream/emscripten/emcmake cmake .
$NATIVE_ROOT/../../emsdk/upstream/emscripten/emmake make
echo "Compile WGPU by ems on MacOS Done!"