pindo 5.2.4 → 5.3.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (36) hide show
  1. checksums.yaml +4 -4
  2. data/lib/pindo/base/aeshelper.rb +23 -2
  3. data/lib/pindo/base/pindocontext.rb +259 -0
  4. data/lib/pindo/client/pgyer_feishu_oauth_cli.rb +343 -80
  5. data/lib/pindo/client/pgyerclient.rb +30 -20
  6. data/lib/pindo/command/android/autobuild.rb +52 -22
  7. data/lib/pindo/command/android/build.rb +27 -16
  8. data/lib/pindo/command/android/debug.rb +25 -15
  9. data/lib/pindo/command/dev/debug.rb +2 -51
  10. data/lib/pindo/command/dev/feishu.rb +19 -2
  11. data/lib/pindo/command/ios/adhoc.rb +2 -1
  12. data/lib/pindo/command/ios/autobuild.rb +35 -8
  13. data/lib/pindo/command/ios/debug.rb +2 -132
  14. data/lib/pindo/command/lib/lint.rb +24 -1
  15. data/lib/pindo/command/setup.rb +24 -4
  16. data/lib/pindo/command/unity/apk.rb +15 -0
  17. data/lib/pindo/command/unity/ipa.rb +16 -0
  18. data/lib/pindo/command.rb +13 -2
  19. data/lib/pindo/module/android/android_build_config_helper.rb +425 -0
  20. data/lib/pindo/module/android/apk_helper.rb +23 -25
  21. data/lib/pindo/module/android/base_helper.rb +572 -0
  22. data/lib/pindo/module/android/build_helper.rb +8 -318
  23. data/lib/pindo/module/android/gp_compliance_helper.rb +668 -0
  24. data/lib/pindo/module/android/gradle_helper.rb +746 -3
  25. data/lib/pindo/module/appselect.rb +18 -5
  26. data/lib/pindo/module/build/buildhelper.rb +120 -29
  27. data/lib/pindo/module/build/unityhelper.rb +675 -18
  28. data/lib/pindo/module/build/versionhelper.rb +146 -0
  29. data/lib/pindo/module/cert/certhelper.rb +33 -2
  30. data/lib/pindo/module/cert/xcodecerthelper.rb +3 -1
  31. data/lib/pindo/module/pgyer/pgyerhelper.rb +114 -31
  32. data/lib/pindo/module/xcode/xcodebuildconfig.rb +232 -0
  33. data/lib/pindo/module/xcode/xcodebuildhelper.rb +0 -1
  34. data/lib/pindo/version.rb +356 -86
  35. data/lib/pindo.rb +72 -3
  36. metadata +5 -1
@@ -2,6 +2,9 @@ require 'open3'
2
2
  require 'json'
3
3
  require 'singleton'
4
4
 
5
+ # 定义Informative异常类
6
+ class Informative < StandardError; end
7
+
5
8
  module Pindo
6
9
  module Client
7
10
  class UnityHelper
@@ -9,12 +12,14 @@ module Pindo
9
12
 
10
13
  UNITY_MAC_PATHS = [
11
14
  "/Applications/Unity/Unity.app/Contents/MacOS/Unity",
12
- "/Applications/Unity/Hub/Editor/*/Unity.app/Contents/MacOS/Unity"
15
+ "/Applications/Unity/Hub/Editor/*/Unity.app/Contents/MacOS/Unity",
16
+ "/Applications/Unity/*/Unity.app/Contents/MacOS/Unity"
13
17
  ]
14
18
 
15
19
  UNITY_WINDOWS_PATHS = [
16
20
  "C:/Program Files/Unity/Editor/Unity.exe",
17
- "C:/Program Files/Unity/Hub/Editor/*/Unity.exe"
21
+ "C:/Program Files/Unity/Hub/Editor/*/Unity.exe",
22
+ "C:/Program Files/Unity/*/Editor/Unity.exe"
18
23
  ]
19
24
 
20
25
  class << self
@@ -56,8 +61,8 @@ module Pindo
56
61
  end
57
62
  elsif File.exist?(path)
58
63
  version = extract_version_from_path(path)
59
- major_version = version.split('.')[0..1].join('.')
60
64
  if version
65
+ major_version = version.split('.')[0..1].join('.')
61
66
  unity_versions << {
62
67
  path: path,
63
68
  version: version,
@@ -68,7 +73,20 @@ module Pindo
68
73
  end
69
74
 
70
75
  if unity_versions.empty?
71
- raise Informative, "未找到任何Unity版本"
76
+ puts "调试信息: 搜索的Unity路径:"
77
+ paths.each do |path|
78
+ puts " - #{path}"
79
+ if path.include?("*")
80
+ Dir.glob(path).each do |expanded_path|
81
+ puts " 展开: #{expanded_path}"
82
+ end
83
+ elsif File.exist?(path)
84
+ puts " 存在: #{path}"
85
+ else
86
+ puts " 不存在: #{path}"
87
+ end
88
+ end
89
+ raise Informative, "未找到任何Unity版本,请检查Unity是否正确安装"
72
90
  end
73
91
 
74
92
 
@@ -81,10 +99,15 @@ module Pindo
81
99
  select_unity_versions = unity_versions.select { |v| v[:major_version] == unity_major_version } if unity_major_version
82
100
  if select_unity_versions.nil? || select_unity_versions.empty?
83
101
  if force_change_version
102
+ puts "强制使用最新版本: #{unity_versions.last[:version]}"
84
103
  return unity_versions.last[:path]
85
104
  else
86
- raise Informative, "未找到匹配的Unity版本"
87
- return nil
105
+ puts "调试信息: 项目Unity版本: #{project_unity_version}"
106
+ puts "调试信息: 可用的Unity版本:"
107
+ unity_versions.each do |v|
108
+ puts " - #{v[:version]} (#{v[:major_version]})"
109
+ end
110
+ raise Informative, "未找到匹配的Unity版本 #{project_unity_version},可用的版本: #{unity_versions.map { |v| v[:version] }.join(', ')}"
88
111
  end
89
112
  else
90
113
  return select_unity_versions.first[:path]
@@ -97,19 +120,47 @@ module Pindo
97
120
  def extract_version_from_path(path)
98
121
  # macOS路径格式: /Applications/Unity/Hub/Editor/2021.3.45f1/Unity.app/Contents/MacOS/Unity
99
122
  # macOS路径格式(变体): /Applications/Unity/Hub/Editor/2021.3.45f1c1/Unity.app/Contents/MacOS/Unity
123
+ # macOS路径格式(旧版): /Applications/Unity/Unity.app/Contents/MacOS/Unity
100
124
  # Windows路径格式: C:/Program Files/Unity/Hub/Editor/2021.3.45f1/Editor/Unity.exe
101
125
  # Windows路径格式(变体): C:/Program Files/Unity/Hub/Editor/2021.3.45f1c1/Editor/Unity.exe
126
+ # Windows路径格式(旧版): C:/Program Files/Unity/Editor/Unity.exe
102
127
 
103
- # 尝试匹配 macOS 路径格式
128
+ # 尝试匹配 macOS Hub 路径格式
104
129
  if match = path.match(/Editor\/([\d.]+[a-zA-Z]\d+(?:c\d+)?)\//)
105
130
  return match[1]
106
131
  end
107
132
 
108
- # 尝试匹配 Windows 路径格式
133
+ # 尝试匹配 Windows Hub 路径格式
109
134
  if match = path.match(/([\d.]+[a-zA-Z]\d+(?:c\d+)?)\/Editor\//)
110
135
  return match[1]
111
136
  end
112
137
 
138
+ # 尝试匹配 macOS 旧版路径格式 (从Info.plist提取版本)
139
+ if match = path.match(/Unity\.app\/Contents\/MacOS\/Unity$/)
140
+ info_plist_path = File.join(File.dirname(File.dirname(path)), "Info.plist")
141
+ if File.exist?(info_plist_path)
142
+ begin
143
+ content = File.read(info_plist_path)
144
+ if content =~ /<key>CFBundleVersion<\/key>\s*<string>([^<]+)<\/string>/
145
+ return $1.strip
146
+ elsif content =~ /<key>CFBundleShortVersionString<\/key>\s*<string>Unity version ([^<]+)<\/string>/
147
+ return $1.strip
148
+ end
149
+ rescue => e
150
+ puts "警告: 无法读取Info.plist文件: #{e.message}"
151
+ end
152
+ end
153
+ end
154
+
155
+ # 尝试匹配 Windows 旧版路径格式
156
+ if match = path.match(/Unity\.exe$/)
157
+ # 对于旧版Unity,尝试从父目录获取版本信息
158
+ parent_dir = File.dirname(path)
159
+ if File.basename(parent_dir) =~ /^([\d.]+[a-zA-Z]\d+(?:c\d+)?)$/
160
+ return $1
161
+ end
162
+ end
163
+
113
164
  nil
114
165
  end
115
166
 
@@ -120,6 +171,31 @@ module Pindo
120
171
  raise Informative, "Unity path not found!"
121
172
  end
122
173
 
174
+ # 调试级别:通过环境变量或参数控制
175
+ debug_level = ENV['UNITY_BUILD_DEBUG'] || additional_args[:debug_level] || 'normal'
176
+ # debug_level: 'quiet' - 只显示错误
177
+ # 'normal' - 显示错误、警告和关键进度
178
+ # 'verbose' - 显示所有输出
179
+
180
+ # 检查项目路径是否存在
181
+ unless File.directory?(project_path)
182
+ raise Informative, "Unity项目路径不存在: #{project_path}"
183
+ end
184
+
185
+ # 检查项目是否是Unity项目
186
+ project_settings = File.join(project_path, "ProjectSettings")
187
+ unless File.directory?(project_settings)
188
+ raise Informative, "项目路径不是Unity项目: #{project_path}"
189
+ end
190
+
191
+ # 如果是 Android 平台,检查 Java 版本
192
+ platform = additional_args[:platform]
193
+ if platform == 'Android'
194
+ unless ensure_java_version_for_android
195
+ raise Informative, "Java 版本不符合要求,无法继续构建 Android 项目"
196
+ end
197
+ end
198
+
123
199
  cmd_args = [
124
200
  unity_exe_full_path,
125
201
  "-batchmode",
@@ -137,39 +213,607 @@ module Pindo
137
213
  end
138
214
 
139
215
  puts "Unity command: #{cmd_args.join(' ')}"
140
- stdout, stderr, status = Open3.capture3(*cmd_args)
216
+ puts ""
217
+ puts "\e[33m正在执行 Unity 构建,这可能需要几分钟时间,请耐心等待...\e[0m"
218
+
219
+ # 根据平台显示不同的构建步骤
220
+ platform = additional_args[:platform]
221
+ if platform == 'Android'
222
+ puts "\e[36m提示: Unity 正在后台处理项目,包括以下步骤:\e[0m"
223
+ puts "\e[36m • 编译 C# 脚本\e[0m"
224
+ puts "\e[36m • 处理资源文件\e[0m"
225
+ puts "\e[36m • 生成 Android 项目\e[0m"
226
+ puts "\e[36m • 构建 AAB 文件\e[0m"
227
+ elsif platform == 'iOS'
228
+ puts "\e[36m提示: Unity 正在后台处理项目,包括以下步骤:\e[0m"
229
+ puts "\e[36m • 编译 C# 脚本\e[0m"
230
+ puts "\e[36m • 处理资源文件\e[0m"
231
+ puts "\e[36m • 生成 iOS 项目\e[0m"
232
+ puts "\e[36m • 构建 Xcode 项目\e[0m"
233
+ elsif platform == 'WebGL'
234
+ puts "\e[36m提示: Unity 正在后台处理项目,包括以下步骤:\e[0m"
235
+ puts "\e[36m • 编译 C# 脚本\e[0m"
236
+ puts "\e[36m • 处理资源文件\e[0m"
237
+ puts "\e[36m • 生成 WebGL 项目\e[0m"
238
+ puts "\e[36m • 构建 Web 资源\e[0m"
239
+ else
240
+ puts "\e[36m提示: Unity 正在后台处理项目,包括以下步骤:\e[0m"
241
+ puts "\e[36m • 编译 C# 脚本\e[0m"
242
+ puts "\e[36m • 处理资源文件\e[0m"
243
+ puts "\e[36m • 生成项目文件\e[0m"
244
+ end
245
+
246
+ puts "\e[36m如果长时间无响应(Unity 进程可能已卡死),请完全终止当前终端后重试\e[0m"
247
+ puts "\e[36m或者,打开 Unity Editor 通过构建工具执行一次项目导出后,关闭 Unity Editor 再执行此命令\e[0m"
248
+ puts ""
249
+
250
+ # 使用更智能的进度检测机制
251
+ progress_thread = nil
252
+ start_time = Time.now
253
+ last_output_time = Time.now
254
+
255
+ begin
256
+ # 使用 Open3.popen3 来实时监控输出
257
+ Open3.popen3(*cmd_args) do |stdin, stdout, stderr, wait_thr|
258
+ stdin.close
259
+
260
+ # 启动进度显示线程
261
+ progress_thread = Thread.new do
262
+ dots = 0
263
+ while wait_thr.alive?
264
+ sleep(2)
265
+ dots = (dots + 1) % 4
266
+ elapsed = (Time.now - start_time).to_i
267
+ print "\r\e[33mUnity 构建中#{'.' * dots}#{' ' * (3 - dots)} (已用时: #{elapsed}秒)\e[0m"
268
+ $stdout.flush
269
+ end
270
+ end
271
+
272
+ # 实时读取输出
273
+ stdout_buffer = ""
274
+ stderr_buffer = ""
275
+
276
+ # 定义错误关键词模式(优化正则,避免重复)
277
+ error_pattern = /error|exception|failed|Build completed with a result of 'Failed'/i
278
+ warning_pattern = /warning|warn/i
279
+ success_pattern = /Build completed successfully|Exiting batchmode successfully/i
280
+
281
+ # 使用非阻塞方式读取输出
282
+ while wait_thr.alive?
283
+ # 检查是否有输出可读
284
+ ready_streams = IO.select([stdout, stderr], nil, nil, 1)
285
+
286
+ if ready_streams
287
+ ready_streams[0].each do |stream|
288
+ if line = stream.gets
289
+ # 记录输出
290
+ if stream == stdout
291
+ stdout_buffer += line
292
+ else
293
+ stderr_buffer += line
294
+ end
295
+ last_output_time = Time.now
296
+
297
+ # 根据调试级别和内容类型显示输出
298
+ case debug_level
299
+ when 'verbose'
300
+ # 详细模式:显示所有输出
301
+ puts line
302
+ when 'quiet'
303
+ # 安静模式:只显示错误
304
+ if line.match?(error_pattern)
305
+ puts "\e[31m[错误] #{line.strip}\e[0m"
306
+ end
307
+ else # 'normal'
308
+ # 正常模式:显示错误、警告和关键进度
309
+ if line.match?(error_pattern)
310
+ puts "\n\e[31m[错误] #{line.strip}\e[0m"
311
+ elsif line.match?(warning_pattern)
312
+ puts "\n\e[33m[警告] #{line.strip}\e[0m"
313
+ elsif line.match?(success_pattern)
314
+ puts "\n\e[32m[成功] #{line.strip}\e[0m"
315
+ elsif line.match?(/\d+%/) || line.match?(/Building|Compiling|Processing/i)
316
+ # 显示进度相关信息
317
+ print "\r\e[36m[进度] #{line.strip}\e[0m"
318
+ $stdout.flush
319
+ end
320
+ end
321
+ end
322
+ end
323
+ end
141
324
 
142
- {
143
- success: status.success?,
144
- stdout: stdout,
145
- stderr: stderr,
146
- exit_status: status.exitstatus
147
- }
325
+ # 检查是否长时间无输出(可能卡死)
326
+ if Time.now - last_output_time > 300 # 5分钟无输出
327
+ puts "\n\e[33m⚠️ Unity 构建已超过5分钟无输出,可能遇到问题\e[0m"
328
+ puts "\e[33m建议:\e[0m"
329
+ puts "\e[33m 1. 检查 Unity Editor 是否有弹窗需要确认\e[0m"
330
+ puts "\e[33m 2. 查看 Unity 日志文件\e[0m"
331
+ puts "\e[33m 3. 如确认卡死,可按 Ctrl+C 终止构建\e[0m"
332
+ last_output_time = Time.now # 重置计时器
333
+ end
334
+ end
335
+
336
+ # 读取剩余输出
337
+ stdout_buffer += stdout.read
338
+ stderr_buffer += stderr.read
339
+
340
+ # 停止进度显示线程
341
+ progress_thread.kill if progress_thread
342
+
343
+ # 检查构建是否真的成功
344
+ build_success = wait_thr.value.success?
345
+
346
+ # 检查是否有构建错误的关键词
347
+ if stdout_buffer.match?(/Build completed with a result of 'Failed'|Build completed with a result of 'Cancelled'|BuildPlayerWindow\+BuildMethod\+Invoke|error|Error|ERROR|exception|Exception|EXCEPTION|failed|Failed|FAILED/)
348
+ build_success = false
349
+ puts "\n\e[31m检测到构建错误信息,构建可能失败\e[0m"
350
+ end
351
+
352
+ if build_success
353
+ print "\r\e[32mUnity 构建完成!\e[0m\n"
354
+ # 构建完成后检查并清理可能的 Unity 进程残留
355
+ cleanup_unity_processes_after_build(unity_exe_full_path: unity_exe_full_path, project_path: project_path)
356
+ else
357
+ print "\r\e[31mUnity 构建失败!\e[0m\n"
358
+ puts "\e[31m构建输出:\e[0m"
359
+ puts stdout_buffer if !stdout_buffer.empty?
360
+ puts "\e[31m错误输出:\e[0m"
361
+ puts stderr_buffer if !stderr_buffer.empty?
362
+ # 构建失败时也清理可能的进程残留
363
+ cleanup_unity_processes_after_build(unity_exe_full_path: unity_exe_full_path, project_path: project_path)
364
+ end
365
+
366
+ # 返回结果
367
+ {
368
+ success: build_success,
369
+ stdout: stdout_buffer,
370
+ stderr: stderr_buffer,
371
+ exit_status: wait_thr.value.exitstatus,
372
+ unity_version: extract_version_from_path(unity_exe_full_path)
373
+ }
374
+ end
375
+ rescue => e
376
+ # 停止进度显示线程
377
+ progress_thread.kill if progress_thread
378
+ print "\r\e[31mUnity 构建失败!\e[0m\n"
379
+ raise e
380
+ end
148
381
  end
149
382
 
150
383
 
151
384
  def build_project(unity_exe_full_path:nil, project_path:nil, platform: nil, isLibrary: false)
152
385
 
386
+ # 检查是否有Unity进程在运行,传入Unity路径和项目路径以精确匹配
387
+ check_unity_processes(unity_exe_full_path: unity_exe_full_path, project_path: project_path)
388
+
153
389
  additional_args = {}
154
390
  additional_args[:platform] = platform if platform
155
391
  additional_args[:buildtype] = 'library' if isLibrary
392
+
393
+ # 首先尝试使用GoodUnityBuild.BuildManager.BatchBuild
156
394
  result = execute_unity_command(unity_exe_full_path, project_path, additional_args)
157
395
 
158
396
  if result[:success]
159
397
  puts "Unity build completed successfully"
160
398
  puts "Using Unity version: #{result[:unity_version]}"
161
- puts result[:stdout]
399
+ if !result[:stdout].empty?
400
+ puts "Unity输出:"
401
+ puts result[:stdout]
402
+ end
162
403
  else
163
404
  puts "Unity build failed"
164
405
  puts "Unity version: #{result[:unity_version]}"
165
- puts result[:stderr]
166
- raise "Unity build failed with status: #{result[:exit_status]}"
406
+ puts "Exit status: #{result[:exit_status]}"
407
+
408
+ if !result[:stdout].empty?
409
+ puts "Unity标准输出:"
410
+ puts result[:stdout]
411
+ end
412
+
413
+ if !result[:stderr].empty?
414
+ puts "Unity错误输出:"
415
+ puts result[:stderr]
416
+ else
417
+ puts "Unity没有输出错误信息"
418
+ end
419
+
420
+ # 提供更详细的错误信息
421
+ error_msg = "Unity构建失败 (退出码: #{result[:exit_status]})"
422
+
423
+ # 检查是否是Unity实例冲突错误
424
+ if !result[:stdout].empty? && result[:stdout].include?("Multiple Unity instances cannot open the same project")
425
+ error_msg = "Unity实例冲突错误:\n"
426
+ error_msg += "检测到另一个Unity实例正在运行并打开了同一个项目。\n"
427
+ error_msg += "请关闭所有Unity实例后重试。\n"
428
+ error_msg += "可以使用以下命令检查Unity进程:\n"
429
+ error_msg += " ps aux | grep -i unity\n"
430
+ error_msg += "然后使用以下命令关闭Unity进程:\n"
431
+ error_msg += " kill <进程ID>"
432
+ # 检查是否是Android SDK下载问题
433
+ elsif !result[:stdout].empty? && (result[:stdout].include?("Failed to download package") || result[:stdout].include?("Install Android SDK Platform"))
434
+ error_msg = "Android SDK下载问题:\n"
435
+ error_msg += "Unity在下载Android SDK组件时遇到网络问题。\n"
436
+ error_msg += "解决方案:\n"
437
+ error_msg += "1. 检查网络连接\n"
438
+ error_msg += "2. 使用VPN或代理\n"
439
+ error_msg += "3. 在Unity Editor中手动配置Android SDK路径\n"
440
+ error_msg += "4. 清理Unity缓存: rm -rf Library/BuildCache\n"
441
+ error_msg += "5. 重新运行构建命令"
442
+ elsif !result[:stderr].empty?
443
+ error_msg += "\n错误详情: #{result[:stderr].lines.first.strip}"
444
+ elsif !result[:stdout].empty?
445
+ error_msg += "\nUnity输出: #{result[:stdout].lines.first.strip}"
446
+ end
447
+
448
+ raise error_msg
167
449
  end
168
450
 
169
451
  result
170
452
  end
171
453
 
172
454
 
455
+
456
+ def check_unity_processes(unity_exe_full_path: nil, project_path: nil)
457
+ # 如果没有提供路径参数,直接跳过Unity进程检查
458
+ if unity_exe_full_path.nil? && project_path.nil?
459
+ return
460
+ end
461
+
462
+ # 检查是否有Unity进程在运行
463
+ unity_processes = `ps aux | grep -i unity | grep -v grep`.strip
464
+
465
+ if !unity_processes.empty?
466
+ # 解析Unity进程信息,传入Unity路径和项目路径进行精确匹配
467
+ unity_pids = parse_unity_processes(unity_processes, unity_exe_full_path: unity_exe_full_path, project_path: project_path)
468
+
469
+ # 过滤掉僵尸进程和无效进程
470
+ unity_pids = filter_valid_unity_processes(unity_pids)
471
+
472
+ if unity_pids.any?
473
+ puts "⚠️ 检测到与当前项目相关的 Unity 进程正在运行:"
474
+ # 只显示真正的Unity进程,不显示 pindo 相关进程
475
+ unity_pids.each_with_index do |process_info, index|
476
+ puts " #{index + 1}. PID: #{process_info[:pid]}, 命令: #{process_info[:command]}"
477
+ end
478
+ puts ""
479
+
480
+ # 询问用户是否要自动关闭Unity进程
481
+ loop do
482
+ puts "批处理模式需要关闭这些 Unity 进程以避免冲突"
483
+ puts " [y] 是, 自动关闭所有 Unity 进程"
484
+ puts " [s] 跳过, 我已经手动关闭 Unity 进程,继续构建(可能导致冲突)"
485
+ puts " [e] 退出编译"
486
+ print "请输入选择 (y/s/e): "
487
+
488
+ input = STDIN.gets
489
+ choice = input ? input.chomp.strip.downcase : ""
490
+
491
+ case choice
492
+ when 'y', 'yes', '1'
493
+ puts "\n正在关闭 Unity 相关进程..."
494
+ success_count = 0
495
+ unity_pids.each do |process_info|
496
+ if kill_unity_process(process_info[:pid])
497
+ puts "✅ 成功关闭进程 #{process_info[:pid]}"
498
+ success_count += 1
499
+ else
500
+ puts "❌ 关闭进程 #{process_info[:pid]} 失败"
501
+ end
502
+ end
503
+
504
+ if success_count > 0
505
+ puts "\n✅ 已关闭 #{success_count} 个 Unity 相关进程"
506
+ puts "等待3秒后继续编译..."
507
+ sleep(3)
508
+ else
509
+ puts "\n❌ 无法关闭 Unity 相关进程,请手动关闭后重试"
510
+ raise "Unity进程冲突:无法自动关闭 Unity 相关进程,请手动关闭后重试"
511
+ end
512
+ break # 退出循环
513
+
514
+ when 's', 'skip', '2'
515
+ puts "\n✅ 跳过检查,继续编译..."
516
+ puts "假设Unity Editor已经手动关闭,如果仍在运行可能导致编译失败"
517
+ sleep(1)
518
+ break # 退出循环
519
+
520
+ when 'e', 'exit', '3'
521
+ puts "\n⚠️ 用户选择退出编译"
522
+ puts "退出Unity编译流程"
523
+ exit 0
524
+
525
+ else
526
+ puts "\n⚠️ 无效选择: '#{choice}'"
527
+ puts "请输入 y (是), s (跳过), 或 e (退出)\n\n"
528
+ # 继续循环,让用户重新输入
529
+ end
530
+ end
531
+ else
532
+ # 没有检测到与当前项目相关的Unity进程,静默继续
533
+ end
534
+ end
535
+ end
536
+
537
+ # 解析Unity进程信息
538
+ def parse_unity_processes(processes_output, unity_exe_full_path: nil, project_path: nil)
539
+ processes = []
540
+ current_pid = Process.pid.to_s
541
+
542
+ processes_output.lines.each do |line|
543
+ # 解析 ps aux 输出格式
544
+ parts = line.strip.split(/\s+/)
545
+ if parts.length >= 11
546
+ pid = parts[1]
547
+ command = parts[10..-1].join(' ')
548
+
549
+ # 过滤掉grep进程本身、pindo进程和当前进程
550
+ unless command.include?('grep') || command.include?('pindo') || pid == current_pid
551
+ # 精确匹配Unity进程
552
+ is_relevant_unity_process = false
553
+ match_reasons = []
554
+
555
+ # 1. 必须是Unity Editor主进程(排除VS Code等其他进程)
556
+ is_unity_editor = command.match?(/Unity\.app.*\/Unity/i) || command.match?(/Unity\.exe$/i)
557
+
558
+ if is_unity_editor
559
+ # 2. 检查是否是打开了指定项目的Unity进程
560
+ # Unity 使用 -projectpath 参数指定项目路径
561
+ if project_path
562
+ # 标准化路径以确保匹配
563
+ normalized_project_path = File.expand_path(project_path)
564
+ # 精确匹配项目路径(必须完全匹配,不能只是包含)
565
+ if command.match?(/-projectpath\s+#{Regexp.escape(normalized_project_path)}(\s|$)/i)
566
+ # 只有当项目路径完全匹配时才认为是相关进程
567
+ is_relevant_unity_process = true
568
+ match_reasons << "Unity Editor打开了当前项目"
569
+
570
+ # 如果还指定了Unity路径,也要验证
571
+ if unity_exe_full_path
572
+ if command.include?(unity_exe_full_path)
573
+ match_reasons << "使用指定的Unity版本"
574
+ else
575
+ # Unity路径不匹配,不是我们要的进程
576
+ is_relevant_unity_process = false
577
+ match_reasons.clear
578
+ end
579
+ end
580
+ end
581
+ elsif unity_exe_full_path && command.include?(unity_exe_full_path)
582
+ # 只提供了Unity路径,没有项目路径时才匹配
583
+ # 这种情况下匹配所有使用该Unity版本的进程
584
+ is_relevant_unity_process = true
585
+ match_reasons << "使用指定的Unity版本"
586
+ end
587
+ end
588
+
589
+ # 3. 如果没有提供路径参数,不匹配任何进程(由上层函数处理)
590
+
591
+ if is_relevant_unity_process
592
+ processes << { pid: pid, command: command }
593
+ end
594
+ end
595
+ end
596
+ end
597
+ processes
598
+ end
599
+
600
+ # 过滤掉僵尸进程和无效进程
601
+ def filter_valid_unity_processes(processes)
602
+ valid_processes = []
603
+
604
+ processes.each do |process_info|
605
+ # PID 可能是字符串,确保正确处理
606
+ pid = process_info[:pid]
607
+ pid_int = pid.to_i
608
+
609
+ # 检查进程是否真的存在且活跃
610
+ if process_exists_and_active?(pid_int)
611
+ valid_processes << process_info
612
+ end
613
+ end
614
+
615
+ valid_processes
616
+ end
617
+
618
+ # 检查进程是否真的存在且活跃
619
+ def process_exists_and_active?(pid)
620
+ begin
621
+ # 使用更简单可靠的方式检查进程
622
+ # 尝试发送信号0来检查进程是否存在
623
+ Process.kill(0, pid)
624
+
625
+ # 如果需要检查进程状态,使用不同的命令格式
626
+ # -o pid=,stat= 去掉标题行
627
+ process_info = `ps -p #{pid} -o pid=,stat= 2>/dev/null`.strip
628
+
629
+ if process_info.empty?
630
+ return false
631
+ end
632
+
633
+ # 解析进程状态
634
+ parts = process_info.split(/\s+/)
635
+ if parts.length >= 2
636
+ stat = parts[1]
637
+ # Z = 僵尸进程, T = 停止进程
638
+ # 只过滤僵尸进程,不过滤停止进程(T可能是正常的暂停状态)
639
+ if stat.include?('Z')
640
+ puts " 进程 #{pid} 是僵尸进程,过滤掉"
641
+ return false
642
+ end
643
+ end
644
+
645
+ true
646
+ rescue Errno::ESRCH
647
+ # 进程不存在
648
+ false
649
+ rescue Errno::EPERM
650
+ # 权限不足,但进程存在
651
+ true
652
+ rescue => e
653
+ puts "检查进程 #{pid} 时出错: #{e.message}"
654
+ # 如果出错,假设进程存在(保守处理)
655
+ true
656
+ end
657
+ end
658
+
659
+ # 关闭Unity进程
660
+ def kill_unity_process(pid)
661
+ begin
662
+ pid_int = pid.to_i
663
+
664
+ # 安全检查:确保不是当前进程
665
+ if pid_int == Process.pid
666
+ puts "⚠️ 跳过当前进程 #{pid}"
667
+ return true
668
+ end
669
+
670
+ # 检查进程是否存在
671
+ unless process_exists?(pid_int)
672
+ puts "进程 #{pid} 已不存在"
673
+ return true
674
+ end
675
+
676
+ # 获取进程信息进行额外验证
677
+ process_info = get_process_info(pid_int)
678
+ if process_info && !process_info.include?('Unity')
679
+ puts "⚠️ 跳过非Unity进程 #{pid}: #{process_info}"
680
+ return true
681
+ end
682
+
683
+ puts "正在关闭Unity进程 #{pid}..."
684
+
685
+ # 先尝试优雅关闭
686
+ begin
687
+ Process.kill('TERM', pid_int)
688
+ puts "已发送TERM信号给进程 #{pid}"
689
+ rescue Errno::EPERM
690
+ puts "❌ 没有权限关闭进程 #{pid},尝试使用sudo"
691
+ return kill_unity_process_with_sudo(pid)
692
+ rescue Errno::ESRCH
693
+ puts "进程 #{pid} 已不存在"
694
+ return true
695
+ end
696
+
697
+ # 等待进程优雅退出
698
+ sleep(3)
699
+
700
+ # 检查进程是否还存在
701
+ if process_exists?(pid_int)
702
+ puts "进程 #{pid} 未响应TERM信号,尝试强制关闭..."
703
+ begin
704
+ Process.kill('KILL', pid_int)
705
+ puts "已发送KILL信号给进程 #{pid}"
706
+ sleep(2)
707
+ rescue Errno::EPERM
708
+ puts "❌ 没有权限强制关闭进程 #{pid}"
709
+ return false
710
+ rescue Errno::ESRCH
711
+ puts "进程 #{pid} 已不存在"
712
+ return true
713
+ end
714
+ end
715
+
716
+ # 最终检查
717
+ if process_exists?(pid_int)
718
+ puts "❌ 无法关闭进程 #{pid}"
719
+ false
720
+ else
721
+ puts "✅ 成功关闭进程 #{pid}"
722
+ true
723
+ end
724
+
725
+ rescue => e
726
+ puts "❌ 关闭进程 #{pid} 时出错: #{e.message}"
727
+ puts "错误类型: #{e.class}"
728
+ false
729
+ end
730
+ end
731
+
732
+ # 使用sudo关闭进程
733
+ def kill_unity_process_with_sudo(pid)
734
+ begin
735
+ puts "尝试使用sudo关闭进程 #{pid}..."
736
+ result = system("sudo kill -TERM #{pid}")
737
+ if result
738
+ sleep(3)
739
+ if process_exists?(pid.to_i)
740
+ puts "TERM信号无效,尝试KILL信号..."
741
+ system("sudo kill -KILL #{pid}")
742
+ sleep(2)
743
+ end
744
+ !process_exists?(pid.to_i)
745
+ else
746
+ puts "❌ sudo命令执行失败"
747
+ false
748
+ end
749
+ rescue => e
750
+ puts "❌ sudo关闭进程时出错: #{e.message}"
751
+ false
752
+ end
753
+ end
754
+
755
+ # 获取进程信息
756
+ def get_process_info(pid)
757
+ begin
758
+ `ps -p #{pid} -o comm=`.strip
759
+ rescue => e
760
+ nil
761
+ end
762
+ end
763
+
764
+ # 检查进程是否存在
765
+ def process_exists?(pid)
766
+ begin
767
+ Process.kill(0, pid)
768
+ true
769
+ rescue Errno::ESRCH
770
+ false
771
+ rescue Errno::EPERM
772
+ # 权限不足,但进程存在
773
+ true
774
+ end
775
+ end
776
+
777
+ # 构建完成后清理 Unity 进程残留
778
+ def cleanup_unity_processes_after_build(unity_exe_full_path: nil, project_path: nil)
779
+ begin
780
+ # 等待一小段时间让 Unity 进程自然退出
781
+ sleep(2)
782
+
783
+ # 如果没有提供路径参数,不清理进程
784
+ if unity_exe_full_path.nil? && project_path.nil?
785
+ return
786
+ end
787
+
788
+ # 检查是否还有 Unity 进程在运行
789
+ unity_processes = `ps aux | grep -i unity | grep -v grep`.strip
790
+
791
+ if !unity_processes.empty?
792
+ # 解析进程信息,传入Unity路径和项目路径进行精确匹配
793
+ unity_pids = parse_unity_processes(unity_processes, unity_exe_full_path: unity_exe_full_path, project_path: project_path)
794
+
795
+ if unity_pids.any?
796
+ puts "\e[33m检测到构建后仍有项目相关的 Unity 进程残留,正在清理...\e[0m"
797
+ # 自动清理残留的 Unity 进程
798
+ cleaned_count = 0
799
+ unity_pids.each do |process_info|
800
+ if kill_unity_process(process_info[:pid])
801
+ cleaned_count += 1
802
+ end
803
+ end
804
+
805
+ if cleaned_count > 0
806
+ puts "\e[32m✅ 已清理 #{cleaned_count} 个 Unity 相关进程残留\e[0m"
807
+ end
808
+ end
809
+ end
810
+ rescue => e
811
+ # 清理失败不影响主流程
812
+ # 静默处理,不输出错误信息
813
+ end
814
+ end
815
+
816
+
173
817
  def get_unity_version(project_path)
174
818
  version_path = File.join(project_path, "ProjectSettings", "ProjectVersion.txt")
175
819
  if File.exist?(version_path)
@@ -197,6 +841,19 @@ module Pindo
197
841
  File.directory?(packages_path) &&
198
842
  File.exist?(File.join(project_settings_path, "ProjectSettings.asset"))
199
843
  end
844
+
845
+ # 确保 Android 构建所需的 Java 版本
846
+ def ensure_java_version_for_android
847
+ # 动态加载 BaseAndroidHelper 模块
848
+ require_relative '../android/base_helper'
849
+
850
+ # 创建一个临时对象来调用方法
851
+ helper = Object.new
852
+ helper.extend(Pindo::BaseAndroidHelper)
853
+
854
+ # 调用 Java 版本检测方法
855
+ helper.ensure_java_version_compliance
856
+ end
200
857
  end
201
858
  end
202
859
  end