All Projects → Insality → defold-deployer

Insality / defold-deployer

Licence: MIT license
Universal build && deploy script for Defold projects

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GitHub release (latest by date)

Defold Deployer

Universal build && deploy script for Defold projects (Android, iOS, HTML5, Linux, MacOS, Windows) Deployer is configurable via settings_deployer file. It's allow use single deployer script for different projects

Features

  • Single deployment script on all Defold projects (Android, iOS, HTML5, Linux, MacOS, Windows)
  • One command to build, deploy and read logs from the mobile
  • Global and custom settings on project (provisions, bob version, etc)
  • Useful build output
  • Save your time on preparing debug && release builds
  • Nice naming builds to save history of product versions
  • Auto bob.jar downloading. Flag use_latest_bob for using always last version of Defold
  • Select Bob channel (stable/beta/alpha) and Defold build server via settings file
  • Headless build && run for your unit-tests on CI here example
  • Add additional info to game.project: project.commit_sha and project.build time
  • Android Instant build in one command (deployer abr --instant)
  • Redownload dependencies, if they are corrupted
  • [Optional] Build stats history with build size, build time and other info
  • [Optional] Local build cache and separate build folder to prevent cache reset
  • [Optional] Use incremental value for last number in version and android.version_code (enable via enable incremental version, enable_incremental_android_version_code)
  • [Optional] Pre and post build hooks

Install

For bob build tool you need to install java JDK: https://openjdk.java.net/projects/jdk/11/

For ios deploy by cable you need to install:

For android deploy and read logs you need to install:

For running bob.jar you need to install:

For HTML5 builds you need to install:

  • Deployer use zip command to pack HTML5 build into zip file
  • Deployer use python 2 to run HTTP Server for deploy

For building Android Instant you need to make prepare:

Setup

Run deployer.sh inside your game.project folder.

To create your settings file, just copy setting_deployer.template with name settings_deployer and place it in right place:

  • Global settings - settings_deployer file nearby deployer.sh script
  • Custom project settings - settings_deployer file nearby game.project file

Custom projects settings will override your global settings

Recommendation

Make link to deployer.sh file in your system path with name deployer (via ln -s deployer.sh deployer)

Add execution mode to it via chmod +x

Place your global settings file nearby new deployer file link

Call it in your project folder like: deployer abd

Usage

bash deployer.sh [a][i][h][w][l][m][r][b][d] [--fast] [--resolve] [--instant] [--settings {filename}] [--headless]

  • a - add target platform Android
  • i - add target platform iOS
  • h - add target platform HTML5
  • w - add target platform Windows
  • l- add target platform Linux
  • m - add target platform MacOS
  • r - set build mode to Release
  • b - build project (game bundle will be in ./dist/bundle/ folder)
  • d - deploy bundle && run to connected device. Auto start logging from connected device
  • --settings {filename} - add settings file to build params. Can be used several times
  • --fast - build only one Android platform (for faster builds)
  • --headless - set mode to headless. Override release mode
  • --resolve - build with dependency resolve
  • --instant - it preparing bundle for Android Instant Apps. Always in release mode

Bundle files will be located at ./dist/bundle/{Version}/

If no version found in game.project, it will be 0.0.0 as default

Deployer need to run on root of your Defold project

Filename will be name {ProjectName}_{Version}_{BuildMode}.[apk|ipa]

Examples

# Build, deploy and run Android bundle
deployer.sh abd
# Deploy and run iOS release bundle
deployer.sh ird
# Build Android and iOS release bundles
deployer.sh aibr
# Build and run HTML5 debug build
deployer.sh hdb
# Build and preparing Android Instant Apps bundle
deployer.sh ab --instant
# Build, deploy and run Android bundle in fast mode (useful for testing)
deployer.sh abd --fast
# You can pass params in any order you want, for example:
# Same behaviour as aibr
deployer.sh riba
# Build MacOS debug build and run it
deployer.sh mbd
# Build linux headless build with unit_test.txt settings and run it
deployer.sh lbd --settings unit_test.txt --headless 
# Build Windows release build
deployer.sh wbr

Deployer parameters

  • Global settings setup by settings_deployer file nearby with deployer script
  • Custom project settings setup by settings_deployer file nearby your game.project file on root of your project:

Copy settings_deployer.template with name settings_deployer and change it for your needs

Deployer parameters:

# Path to bob folder. It will find and save new bob.jar files inside
bob_folder={path_to_bob_folder}

# Path to android keystore for debug
android_keystore_dev={path_to_keystore.jks}

# Path to android keystore for release
android_keystore_dist={path_to_keystore.jks}

# Path to android keystore password for debug. This file should contains keystore password
android_keystore_password_dev="{path_to_keystore_password.txt}"

# Path to android keystore password for release. This file should contains keystore password
android_keystore_password_dist="{path_to_keystore_password.txt}"

# Name of alias from provided keystore to use for android development build
android_keystore_alias_dev="keystore_alias"

# Name of alias from provided keystore to use for android release build
android_keystore_alias_dist="keystore_alias"

# ID of your ios development identity
ios_identity_dev="AAXBBYY"

# ID of your iod distribution identity
ios_identity_dist="YYBBXXAA"

# Path to ios development mobileprovision
ios_prov_dev={path_to_ios_dev.mobileprovision}

# Path to ios distribution mobileprovision
ios_prov_dist={path_to_ios_dist.mobileprovision}

# You can point bob version for project in format "filename:sha"
bob_sha="184:1f5712609c345f870b691a85d611d4825d22a718"

# Select Defold channel. Values: stable, beta, alpha
bob_channel="stable"

# If true, it will check and download latest bob version. It will ignore bob_sha param
use_latest_bob=false

# Select Defold build server
build_server="https://build.defold.com"

# Pre-build hook bash script path. The path relative from game project folder
pre_build_script=false

# Post-build hook bash script path. The path relative from game project folder
post_build_script=false

# Set patch (last value after dot) game version value as total git commits count (1.2.0 -> 1.2.{commits_count})
# You allow to get SHA commit from version via: git rev-list --all --reverse | sed -n {N}p
enable_incremental_version=false

# Use git commits count as android.version_code on build
enable_incremental_android_version_code=false

# Local resource cache folder for deployer script. This folder will be added to gitignore if exists
resource_cache_local=".cache_deployer"

# If true, add `-l yes` build param for publish live content
is_live_content=false

# Set to true, if you do not need to strip executables
no_strip_executable=false

# Is need to build html report
is_build_html_report=false

# Enable to start record build stats of every deployer build in csv format
build_stats_report_file="./deployer_build_stats.csv"

# Android instant app settings.ini path to override
# (Usually, you need it to override AndroidManifest.xml)
# See instruction here: https://forum.defold.com/t/instruction-android-instant-app-creation/48471
android_instant_app_settings={path_to_android_settings_ini}

# SDK path to build Android Instant app
sdk_path={path_to_android_sdk}

# Path to android signature key for release (Since Defold 174 only using for Android Instant games)
android_key_dist={path_to_key.pk8}

# Path to android signature certificate for release (Since Defold 174 only using for Android Instant games)
android_cer_dist={path_to_certificate.pem}

Author

Maxim Tuprikov, Insality MIT License

Issues and suggestions

If you have any issues, questions or suggestions please create an issue or contact me: [email protected]

Note that the project description data, including the texts, logos, images, and/or trademarks, for each open source project belongs to its rightful owner. If you wish to add or remove any projects, please contact us at [email protected].