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Fix spine::Animation & spine::Timeline can not release normally #7312

Fix spine::Animation & spine::Timeline can not release normally

Fix spine::Animation & spine::Timeline can not release normally #7312

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@v4
- 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@v4
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`node ./.github/workflows/get-native-external-version.js`
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos/cocos-engine-external native/external
- uses: nttld/setup-ndk@v1
id: setup-ndk
with:
ndk-version: r21e
add-to-path: false
local-cache: true
- uses: actions/setup-java@v4
id: setup-jdk
with:
distribution: 'zulu'
java-version: '17'
- name: Compile
env:
COCOS_ENGINE_DEV: 1
run: |
NATIVE_ROOT=$GITHUB_WORKSPACE/native
ANDROID_NDK=${{ steps.setup-ndk.outputs.ndk-path }}
NATIVE_DIR=$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=$ANDROID_NDK@g" gradle.properties
sed -i "s@^APPLICATION_ID.*@APPLICATION_ID=com.cocos.android@g" gradle.properties
sed -i "s@^RES_PATH.*@RES_PATH=$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 x86 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=x86@g" gradle.properties
echo "Compile Android - cmake ..."
echo "ANDROID_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:
- name: Before free space
run: |
df -h
- name: Free Disk Space (Ubuntu)
uses: jlumbroso/free-disk-space@d5af243ce7bacb67384aa6c5b1fc5f169e30903e
with:
tool-cache: true
android: false
dotnet: true
haskell: true
large-packages: true
docker-images: true
swap-storage: true
- name: After free space
run: |
df -h
- uses: actions/checkout@v4
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`node ./.github/workflows/get-native-external-version.js`
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos/cocos-engine-external native/external
- uses: nttld/setup-ndk@v1
id: setup-ndk
with:
ndk-version: r21e
add-to-path: false
local-cache: true
- uses: actions/setup-java@v4
id: setup-jdk
with:
distribution: 'zulu'
java-version: '17'
- name: Compile
env:
COCOS_ENGINE_DEV: 1
run: |
NATIVE_ROOT=$GITHUB_WORKSPACE/native
ANDROID_NDK=${{ steps.setup-ndk.outputs.ndk-path }}
NATIVE_DIR=$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=$ANDROID_NDK@g" gradle.properties
sed -i "s@^APPLICATION_ID.*@APPLICATION_ID=com.cocos.android@g" gradle.properties
sed -i "s@^RES_PATH.*@RES_PATH=$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
df -h
sed -i "s@^PROP_APP_ABI.*@PROP_APP_ABI=arm64-v8a@g" gradle.properties
echo "Compile Android - cmake ..."
echo "ANDROID_NDK ${ANDROID_NDK} or ${ANDROID_NDK_HOME}"
./gradlew :CocosGame:assembleDebug --quiet
df -h
./gradlew clean
sed -i "s@^PROP_APP_ABI.*@PROP_APP_ABI=armeabi-v7a@g" gradle.properties
./gradlew :CocosGame:assembleDebug --quiet
df -h
echo "Compile Android Debug Done!"
compile_openharmony:
name: "Openharmony"
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@v4
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`node ./.github/workflows/get-native-external-version.js`
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos/cocos-engine-external native/external
- uses: actions/setup-java@v4
id: setup-jdk
with:
distribution: 'zulu'
java-version: '17'
- name: Get oh sdk cache directory path
id: oh-sdk-cache-dir-path
run: |
echo "cache dir: "
echo "dir=$HOME/openharmony" >> $GITHUB_OUTPUT
- name: Output cache dir
run: |
echo "Output cache dir: ${{ steps.oh-sdk-cache-dir-path.outputs.dir }}"
- name: Cache OH SDK
id: cache-oh-sdk
uses: actions/cache@v4
env:
cache-name: cache-oh-sdk-9
with:
path: ${{ steps.oh-sdk-cache-dir-path.outputs.dir }}
key: ${{ runner.os }}-build-${{ env.cache-name }}
- name: Add package.json
run: |
echo "{}" > package.json
echo "{\"name\": \"tests\",\"lockfileVersion\": 3,\"requires\": true,\"packages\": {}}" > package-lock.json
- uses: actions/setup-node@v4
with:
node-version: 14
cache: 'npm'
- if: ${{ steps.cache-oh-sdk.outputs.cache-hit != 'true' }}
name: No Cache found, install oh sdk
continue-on-error: false
run: |
if [ ! -d "$HOME/openharmony" ]; then
mkdir -p $HOME/openharmony
echo "Download commandline-tools-linux.zip ..."
curl -o commandline-tools-linux.zip "https://contentcenter-vali-drcn.dbankcdn.cn/pvt_2/DeveloperAlliance_package_901_9/b1/v3/E6zhv5UFQ2-inIwNJhTN6Q/commandline-tools-linux-2.0.0.2.zip?HW-CC-KV=V1&HW-CC-Date=20230621T074401Z&HW-CC-Expire=315360000&HW-CC-Sign=621224257B02079B1E76C0A56FDF21483400B1E3556213F88DC79BC9BE7D595D"
echo "Unzip commandline-tools-linux.zip ..."
unzip commandline-tools-linux.zip -d $HOME/openharmony > /dev/null
cd $HOME/openharmony
ls -l
cd command-line-tools
echo "=============== PATCHING sdkmanager/bin/sdkmgr file ==============="
sed -i "[email protected][email protected]=UTF-8 -Duser.country=CN@g" ./sdkmanager/bin/sdkmgr
cd bin
./sdkmgr list
echo "=============== INSTALL HOS toolchains:9 ==============="
./sdkmgr install toolchains:9 --accept-license > /dev/null
echo "=============== INSTALL OH SDK ets:9 ==============="
./sdkmgr install OpenHarmony/ets:9 --accept-license > /dev/null
echo "=============== INSTALL OH SDK js:9 ==============="
./sdkmgr install OpenHarmony/js:9 --accept-license > /dev/null
echo "=============== INSTALL OH SDK native:9 ==============="
./sdkmgr install OpenHarmony/native:9 --accept-license > /dev/null
echo "=============== INSTALL OH SDK toolchains:9 ==============="
./sdkmgr install OpenHarmony/toolchains:9 --accept-license > /dev/null
echo "=============== INSTALL OH SDK DONE ==============="
./sdkmgr list
fi
- name: Compile for Openharmony
run: |
which node
which npm
which java
node -v
npm -v
java --version
echo "=============== list files in oh sdk ($HOME/openharmony) ==============="
pushd $HOME/openharmony
ls -l
popd
NATIVE_ROOT=$GITHUB_WORKSPACE/native
echo "Compiling Openharmony ... "
cd $GITHUB_WORKSPACE/templates/openharmony
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-oh/proj
touch build-oh/proj/cfg.cmake
echo "set(CC_USE_GLES3 ON)" >> build-oh/proj/cfg.cmake
echo "set(CC_USE_VULKAN OFF)" >> build-oh/proj/cfg.cmake
echo "set(CC_USE_GLES2 ON)" >> build-oh/proj/cfg.cmake
echo "set(USE_WEBSOCKET_SERVER OFF)" >> build-oh/proj/cfg.cmake
echo "set(CMAKE_CXX_STANDARD_REQUIRED ON)" >> build-oh/proj/cfg.cmake
echo "set(COCOS_X_PATH $NATIVE_ROOT)" >> build-oh/proj/cfg.cmake
echo "set(CC_EXECUTABLE_NAME \"\")" >> build-oh/proj/cfg.cmake
echo "set(USE_SE_V8 OFF)" >> build-oh/proj/cfg.cmake
echo "set(USE_SE_NAPI ON)" >> build-oh/proj/cfg.cmake
echo "=============== cat build-oh/proj/cfg.cmake ==============="
cat build-oh/proj/cfg.cmake
mkdir -p build-oh/assets
ASSET_DIR=$GITHUB_WORKSPACE/templates/openharmony/build-oh
echo "=============== HACK ./entry/build-profile.json5 ==============="
sed -i "s@[^-]DRES_DIR[^=]@$ASSET_DIR@g" ./entry/build-profile.json5
sed -i "s@[^-]DCOMMON_DIR[^=]@$GITHUB_WORKSPACE/templates/common@g" ./entry/build-profile.json5
# To speedup CI, compile arm64-v8a only
sed -i "s@\"armeabi-v7a\",@@g" ./entry/build-profile.json5
echo "entry/build-profile.json5: "
cat ./entry/build-profile.json5
echo "=============== HACK ./hvigor/hvigor-wrapper.js ==============="
sed -i "s@HVIGOR_WRAPPER_PNPM_SCRIPT_PATH,\[\"install\"\]@HVIGOR_WRAPPER_PNPM_SCRIPT_PATH,\[\"install\", \"--lockfile=false\"\]@g" ./hvigor/hvigor-wrapper.js
echo "=============== SET NPM OH REGISTRY ==============="
echo "@ohos:registry=https://repo.harmonyos.com/npm/" >> ~/.npmrc
npm config get @ohos:registry
npm config get registry
echo "=============== UPDATE local.properties ==============="
echo "nodejs.dir=/usr/bin" >> local.properties
echo "hwsdk.dir=$HOME/openharmony/hwsdk" >> local.properties
echo "=============== UPDATE ./hvigor/hvigor-config.json5 ==============="
echo "{\"hvigorVersion\":\"3.0.2\",\"dependencies\":{\"@ohos/hvigor-ohos-plugin\":\"3.0.2\"}}" > ./hvigor/hvigor-config.json5
echo "=============== Do not import game.ts for cocos_worker.ts ==============="
sed -i '/<% if(!useV8) { %>/,/<% } %>/d' ./entry/src/main/ets/workers/cocos_worker.ts
echo "=============== EXECUTE hvigorw ==============="
./hvigorw clean -i
./hvigorw --stop-daemon -i
./hvigorw assembleHap -p debuggable=true --no-daemon -d
#./hvigorw default@ProcessLibs -p debuggable=true --no-daemon -d
echo "=============== EXECUTE hvigorw 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@v4
- 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@v4
- 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-latest
steps:
- uses: actions/checkout@v4
- 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 $GITHUB_WORKSPACE/templates/ios
echo "message(STATUS \"hook before \${CC_TARGET_NAME}\")" >> Pre-Sample.cmake
echo "message(STATUS \"hook after \${CC_TARGET_NAME}\")" >> Post-Sample.cmake
mkdir -p build-ios/proj
touch build-ios/proj/cfg.cmake
echo "set(CC_USE_GLES3 OFF)" >> build-ios/proj/cfg.cmake
echo "set(CC_USE_VULKAN OFF)" >> build-ios/proj/cfg.cmake
echo "set(CC_USE_GLES2 OFF)" >> build-ios/proj/cfg.cmake
echo "set(CC_USE_METAL ON)" >> build-ios/proj/cfg.cmake
echo "set(TARGET_IOS_VERSION 12.0)" >> build-ios/proj/cfg.cmake
echo "set(USE_WEBSOCKET_SERVER OFF)" >> build-ios/proj/cfg.cmake
echo "set(USE_DRAGONBONES OFF)" >> build-ios/proj/cfg.cmake
echo "set(CMAKE_CXX_STANDARD_REQUIRED OFF)" >> build-ios/proj/cfg.cmake
echo "set(MACOSX_BUNDLE_GUI_IDENTIFIER com.cocos.demo.ios)" >> build-ios/proj/cfg.cmake
echo "set(CC_EXECUTABLE_NAME \"\")" >> build-ios/proj/cfg.cmake
mkdir build-ios/assets
cd build-ios
RES_DIR=$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!"