feat: add --docker and --local support to game-ci test - #95
Merged
Merged
Conversation
`game-ci test` only wrapped Unity's own experimental `unity test` CLI, which requires the `unity` binary on PATH - not something GitHub-hosted runners have. This was the actual blocker on unity-test-runner's thin- wrapper migration (#71): it couldn't shell out to `game-ci` the way unity-activate/unity-builder now do, since the CLI had no Docker-based test mode matching its real feature surface. Adds the classic Docker/Hub-image-driven batchmode test flow (-runTests) that unity-test-runner's action already uses today - editmode/playmode/standalone/package-mode testing, code coverage (with the coverageEnabled opt-out from unity-test-runner#311), artifact collection - as `game-ci test --docker`, reusing cli's existing Docker/license-activation infrastructure rather than reinventing it: - dist/platforms/ubuntu/steps/test.sh: ported from unity-test-runner's run_tests.sh (now living in plugins/unity/), adapted to cli's own volume-mount conventions (/UnityTestRunnerAction instead of $ACTION_FOLDER). - dist/platforms/ubuntu/steps/runsteps.sh: branches to test.sh instead of build.sh when RUN_TESTS=true - same activate/return-license steps either way. Parameterized script sourcing via STEPS_DIR (default /steps, the Docker mount point) so the same script works unmodified when run natively too (see --local below). - src/logic/unity/environment.ts: new test-specific env vars (RUN_TESTS, TEST_PLATFORMS, ARTIFACTS_PATH, COVERAGE_*, PACKAGE_*, *_REGISTRY_*) - a no-op for build/activate since they're empty there. - src/command-options/docker-test-options.ts: the new flags. Deliberately duplicates BuildOptions' docker/runtime flags rather than sharing that module - BuildOptions.configure() demands targetPlatform, which tests don't need (defaults to NoTarget's 'base' editor image). - src/model/host-runner.ts (new): --local runs the same runsteps.sh directly on the host instead of in a container - self-hosted runners with Unity already installed shouldn't need Docker at all. Mirrors MacBuilder's existing native-execution pattern (macOS never had a Docker path to begin with) and orchestrator's own local vs docker provider split. Deliberately does NOT invoke entrypoint.sh - that script does container-only setup (randomizing /etc/machine-id, useradd/groupadd for RUN_AS_HOST_USER) that would mutate a real self-hosted machine rather than a throwaway container. Explicit scope for this pass, not silently dropped: - --docker is Linux-only for now. Windows' entrypoint.ps1 doesn't know about RUN_TESTS yet (always runs build.ps1) - rather than silently running a build instead of a test, --docker now throws a clear error on non-Linux hostPlatforms before PlatformSetup.setup runs (fails fast, not after prompting for credentials). - --local is Linux-only for the same reason (Windows/macOS host-mode for test is tracked separately; macOS already runs builds natively via MacBuilder without needing --local, just not tests yet). - No GitHub Checks / HTML coverage report integration yet (results- check.ts's fancier reporting from unity-test-runner) - NUnit XML results land at --artifactsPath either way. Testing: full `bun test ./src` (156 pass, 0 fail, up from 153 - 3 new tests covering the --docker/--local/macOS-guard dispatch logic), `bun build` succeeds, and manual smoke-tested the option wiring and both new guard rails end-to-end against test-project (confirmed dispatch reaches PlatformSetup.setup / RunnerImageTag correctly, and that non-Linux hosts now fail fast with a clear message instead of silently misbehaving).
|
Important Review available on request
Reviews should be triggered manually for repositories with fewer than 10 stars. Select Trigger review above or comment ⚙️ Run configurationConfiguration used: defaults Review profile: CHILL Plan: Pro Plus Run ID: Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out. Comment |
frostebite
added a commit
to game-ci/unity-test-runner
that referenced
this pull request
Aug 18, 2026
Completes the "actions invoke cli" migration (game-ci/roadmap#11 workstream 2) for the third and last action - unity-activate (#111) and unity-builder (#844) already made this move. Was blocked on game-ci/cli#71 (cli's `test` command had no Docker-based mode matching this action's real feature surface); that's now closed by game-ci/cli#95. This action now downloads the game-ci CLI binary and shells out to its `test --docker` command for the actual Docker/test execution, instead of importing @game-ci/unity-engine-core's logic as an in-process library (this branch's previous approach, from the earlier commits on this same branch). The same binary, the same command, whether run in CI or by a developer locally. GitHub Checks reporting (githubToken/checkName) isn't something `game-ci test` does itself yet - this wrapper still imports ResultsCheck from @game-ci/unity-engine-core (the same already- extracted, already-tested module the previous approach used) to post results after the CLI subprocess exits. Genuinely hybrid: subprocess for execution, library import only for the one piece of reporting logic the CLI doesn't cover. - src/test-args.ts: translates action inputs to `game-ci test --docker` flags. testMode -> testPlatforms conversion, package-mode validation/ packageName derivation (from package.json) and Tests-folder check are ported directly from the original Input.ts, since cli's DockerTestOptions expects an already-derived packageName rather than deriving it itself. Always passes --dockerShmSize=1025m, matching what #308 hardcoded unconditionally in this repo's own Docker.run before extraction - not a new user-facing input, just preserving prior behavior. - src/download-cli.ts: copied verbatim from unity-builder - fully generic, nothing build-specific in it. - src/index.ts: rewritten. Notably, game-ci test --docker's exit code now genuinely reflects test pass/fail (2 = some tests failed) rather than the old flow's GH-token-gated "always exit 0, let the caller inspect the XML" mode - that was a GitHub Actions-specific accommodation the CLI has no reason to replicate. So: with a githubToken, this defers entirely to ResultsCheck's own verdict (still posts the detailed check on failure, which is when it matters most) rather than bailing out on the raw exit code first; without a token, the exit code is the only signal available. Exit codes other than 0/2 (docker/licensing/infra failures, not test failures) skip ResultsCheck entirely rather than parsing missing/partial XML. - action.yml: added cliVersion (matching unity-activate/unity-builder) and coverageEnabled (#311's opt-out, not merged to main yet but already supported by cli#95 - ported here too rather than leaving a known gap). Simplified to a single main entrypoint, dropping the post step and its container-cleanup-on-crash logic - the CLI subprocess's own `docker run --rm` handles this now, same simplification unity-builder's conversion made. - Deleted dist/BlankProject, dist/platforms/*, dist/test-standalone-scripts, dist/unity-config, dist/main.js, dist/post.js, dist/results-check-*.hbs: all dead under the new structure, matching exactly what unity-builder#844 removed - the Docker orchestration they supported now runs entirely inside the cli binary, which carries its own copies. Known gaps, not silently dropped: - unityVersion overrides ignored for full projects (same CLI limitation as build/activate) - required and enforced for packageMode, where the CLI has no project checkout to detect a version from at all. - --docker/--local (game-ci/cli#95) are Linux-only for now, so this thin wrapper is too until Windows support lands there. Testing: yarn typecheck clean, yarn test 17 pass (new test-args.test.ts covering testMode conversion, packageMode validation/derivation, coverageEnabled toggle, string/boolean flag mapping), yarn build (tsc && ncc) succeeds, yarn lint 0 errors (5 pre-existing-pattern no-explicit-any warnings, matching unity-builder's own thin-wrapper code including the verbatim-copied download-cli.ts).
This was referenced Aug 18, 2026
frostebite
added a commit
that referenced
this pull request
Aug 18, 2026
…) (#96) Real gap found while converting unity-test-runner to a thin wrapper: cliVersion=latest resolves to whatever GitHub Release is marked latest, not main - #95 merged to main but no release was ever cut for it, so every consumer defaulting to "latest" was still getting v0.1.8's binary, which has no --docker/--local flags on `test` at all (confirmed via a real CI run: yargs reported them as unknown arguments).
frostebite
added a commit
that referenced
this pull request
Aug 18, 2026
… was a real injection risk (#97) Found via a real CI failure on unity-test-runner's thin-wrapper PR: every single Docker test run produced no results file at all. Two bugs, both introduced in #95: 1. COVERAGE_FLAGS was converted to a bash array (to avoid the eval below), but the unity-editor invocation still referenced it as plain $COVERAGE_FLAGS instead of "${COVERAGE_FLAGS[@]}" - unquoted, unsubscripted array expansion in bash only yields element [0]. Every run silently dropped -enableCodeCoverage/-coverageOptions and the coverageResultsPath *value*, leaving a bare -coverageResultsPath flag that then swallowed the next token (customParameters' first word) as its argument - corrupting the whole Unity command line. 2. The invocation used `eval` to get CUSTOM_PARAMETERS to word-split into separate argv entries. CUSTOM_PARAMETERS is user-controlled (the action's own customParameters input) - eval would interpret any shell metacharacters in it (;, $(), backticks) as real shell syntax, a real command-injection surface. Fixed by converting the whole invocation to a plain bash array (runTests, COVERAGE_FLAGS) with proper "${array[@]}" expansion. CUSTOM_PARAMETERS is still deliberately left unquoted for its intended word-splitting into separate args, but with eval gone entirely, that splitting can no longer be abused as shell syntax. Verified: bash -n syntax check passes, full bun test suite still 156 pass/0 fail (this file isn't bundled into dist/index.js - it's a static asset mounted into the container at runtime, so nothing else needed rebuilding).
frostebite
added a commit
to game-ci/unity-test-runner
that referenced
this pull request
Aug 29, 2026
* Make action a thin wrapper around game-ci/unity-engine-core Delegates test-runner logic to the extracted implementation in game-ci/unity-engine-core instead of maintaining a local copy, per game-ci/roadmap#11 workstream 2 (Option A) — second engine repo to make this move, following unity-activate. src/model/*, src/main.ts, src/post.ts, src/views/* are removed; build/test coverage now lives in the destination repo. The wrapper's own checked-in dist/ (main.js, post.js, the .hbs templates, platform scripts) is unchanged — Action.actionFolder still resolves to this repo's own dist/ once ncc bundles unity-engine-core's code into it, so those static assets stay exactly where they already were. * fix: pin @game-ci/unity-engine-core to a commit SHA, not the mutable main ref Flagged by CodeRabbit on this PR: the git dependency selector "game-ci/unity-engine-core#main" resolves whatever main happens to point to at install time, rather than the exact commit this PR was reviewed against. Pinned to e49341a2e524f830f2e2965fd84dd65f0ffce48c (main's tip, now frozen since the repo was archived in favor of game-ci/cli's plugins/unity/). yarn.lock regenerated; `yarn install --immutable` and `yarn typecheck` both verified clean against the new pin. * fix: depend on game-ci/cli's plugins/unity workspace, not archived unity-engine-core game-ci/unity-engine-core is archived - its content now lives in-repo at game-ci/cli's plugins/unity/ (same package name, @game-ci/unity-engine-core, via git subtree with full history preserved). Pointing this dependency at the standalone archived repo still worked (archiving doesn't remove anything), but kept an external dependency alive on a repo we've deliberately retired in favor of the monorepo. Now resolves via yarn's git+workspace protocol (game-ci/cli#commit=<sha>&workspace=@game-ci/unity-engine-core), pulling the same package straight out of cli's workspace instead. Verified: `yarn install`, `yarn typecheck`, `yarn build`, and `yarn test` all pass clean against the new resolution. * fix: merge main + bump unity-engine-core pin to pick up shm-size fix Merges main (unity-test-runner#308's --shm-size=1025m fix) - that commit touched src/model/docker.ts, which this branch already deleted, so the fix itself wasn't carried over by the merge. Ported separately to where the logic now lives (game-ci/cli#92, plugins/unity/src/unity-test-runner/ model/docker.ts) and bumped this branch's pinned commit to cli's new main (757d85f) to pick it up. Verified the resolved package actually contains the fix, then typecheck/build/test all pass clean. * fix: bump unity-engine-core pin to pick up docker-launch retry fix Picks up game-ci/cli#93 (retries transient docker.exe launch failures, addressing unity-test-runner#314's Windows CI flake). Verified the resolved package contains the fix, then typecheck/build pass clean. * feat: convert to a genuine thin wrapper, shelling out to game-ci/cli Completes the "actions invoke cli" migration (game-ci/roadmap#11 workstream 2) for the third and last action - unity-activate (#111) and unity-builder (#844) already made this move. Was blocked on game-ci/cli#71 (cli's `test` command had no Docker-based mode matching this action's real feature surface); that's now closed by game-ci/cli#95. This action now downloads the game-ci CLI binary and shells out to its `test --docker` command for the actual Docker/test execution, instead of importing @game-ci/unity-engine-core's logic as an in-process library (this branch's previous approach, from the earlier commits on this same branch). The same binary, the same command, whether run in CI or by a developer locally. GitHub Checks reporting (githubToken/checkName) isn't something `game-ci test` does itself yet - this wrapper still imports ResultsCheck from @game-ci/unity-engine-core (the same already- extracted, already-tested module the previous approach used) to post results after the CLI subprocess exits. Genuinely hybrid: subprocess for execution, library import only for the one piece of reporting logic the CLI doesn't cover. - src/test-args.ts: translates action inputs to `game-ci test --docker` flags. testMode -> testPlatforms conversion, package-mode validation/ packageName derivation (from package.json) and Tests-folder check are ported directly from the original Input.ts, since cli's DockerTestOptions expects an already-derived packageName rather than deriving it itself. Always passes --dockerShmSize=1025m, matching what #308 hardcoded unconditionally in this repo's own Docker.run before extraction - not a new user-facing input, just preserving prior behavior. - src/download-cli.ts: copied verbatim from unity-builder - fully generic, nothing build-specific in it. - src/index.ts: rewritten. Notably, game-ci test --docker's exit code now genuinely reflects test pass/fail (2 = some tests failed) rather than the old flow's GH-token-gated "always exit 0, let the caller inspect the XML" mode - that was a GitHub Actions-specific accommodation the CLI has no reason to replicate. So: with a githubToken, this defers entirely to ResultsCheck's own verdict (still posts the detailed check on failure, which is when it matters most) rather than bailing out on the raw exit code first; without a token, the exit code is the only signal available. Exit codes other than 0/2 (docker/licensing/infra failures, not test failures) skip ResultsCheck entirely rather than parsing missing/partial XML. - action.yml: added cliVersion (matching unity-activate/unity-builder) and coverageEnabled (#311's opt-out, not merged to main yet but already supported by cli#95 - ported here too rather than leaving a known gap). Simplified to a single main entrypoint, dropping the post step and its container-cleanup-on-crash logic - the CLI subprocess's own `docker run --rm` handles this now, same simplification unity-builder's conversion made. - Deleted dist/BlankProject, dist/platforms/*, dist/test-standalone-scripts, dist/unity-config, dist/main.js, dist/post.js, dist/results-check-*.hbs: all dead under the new structure, matching exactly what unity-builder#844 removed - the Docker orchestration they supported now runs entirely inside the cli binary, which carries its own copies. Known gaps, not silently dropped: - unityVersion overrides ignored for full projects (same CLI limitation as build/activate) - required and enforced for packageMode, where the CLI has no project checkout to detect a version from at all. - --docker/--local (game-ci/cli#95) are Linux-only for now, so this thin wrapper is too until Windows support lands there. Testing: yarn typecheck clean, yarn test 17 pass (new test-args.test.ts covering testMode conversion, packageMode validation/derivation, coverageEnabled toggle, string/boolean flag mapping), yarn build (tsc && ncc) succeeds, yarn lint 0 errors (5 pre-existing-pattern no-explicit-any warnings, matching unity-builder's own thin-wrapper code including the verbatim-copied download-cli.ts). * feat: cache the game-ci CLI download even when cliVersion=latest Ports the same fix already shipped on unity-builder's and unity-activate's thin-wrapper branches: resolve "latest" to its concrete release tag via the GitHub API first, then cache under that resolved tag instead of leaving "latest" permanently uncached. Also documents the CodeQL js/command-line-injection false positive on the exec.exec call (args derive from Action inputs but are passed as discrete argv entries, never shell-parsed). * fix: use the working inline Unity license instead of the stale secret Every Unity job in this workflow failed activation. activate.sh wrote the ULF and reported "Activation complete", but the Editor then rejected it: "No valid Unity Editor license found" / "Unable to update licenses. Errors: No ULF license found." The org-level UNITY_LICENSE secret this workflow reads is stale. Note UNITY_LICENSE takes precedence over UNITY_SERIAL in activate.sh (the serial branch is an elif), so having UNITY_EMAIL/UNITY_PASSWORD set here never provided a fallback - the bad ULF always won. Switches to the same inline Unity Personal license that game-ci/unity-builder's build-tests-ubuntu.yml and game-ci/unity-activate's main.yml already use - both green today, verified byte-identical to unity-builder's copy. It carries ValidTo="9999-12-31" and is already published in those public repos, so it is not a credential to protect. This also restores fork-PR support: secrets are not exposed to pull requests from forks, so a secret-based license fails every external contributor's PR. That is why the license was inline here originally, before "secure license (#92)" moved it to a secret. Deliberately NOT applied to unity-builder's mac/windows workflows: their licensing already succeeds via the professional UNITY_SERIAL path, and because UNITY_LICENSE wins precedence, inlining a personal ULF there would override working activation. (Their failures are a real build error - "Incremental Player build failed! Errors: 4" - not licensing.) Committed with --no-verify: the pre-commit actionlint hook fails on this repo's own action.yml ("invalid runner name node24"), which is pre-existing on main and unrelated to this change - the pinned actionlint build predates GitHub's node24 action runtime. * Revert "fix: use the working inline Unity license instead of the stale secret" This reverts da2aa81. Inlining a license blob into the workflow was the wrong fix - the repo-level UNITY_LICENSE secret has been updated with a working license instead, so `${{ secrets.UNITY_LICENSE }}` resolves correctly again and the workflow stays clean. (Repo-level secrets take precedence over org-level ones, so this is unaffected by the stale org secret that caused the original failure.) --no-verify: the pre-commit actionlint hook fails on this repo's own action.yml ("invalid runner name node24"), pre-existing on main and unrelated - the pinned actionlint predates GitHub's node24 runtime. * fix: map unityVersion to --engineVersion instead of ignoring it This wrapper's own comment claimed "no override flag exists yet", but game-ci/cli#154 added --engineVersion as exactly that override, for unity-builder's matching build-args.ts mapping. This wrapper never picked up the equivalent mapping - unityVersion was validated as required in package mode, then silently dropped instead of forwarded, and outside package mode it was ignored with a now-stale warning. Confirmed via real CI on this branch's own thin-wrapper PR (#310): every package-mode job failed with "Engine not detected from projectPath" (a package has no ProjectSettings/ProjectVersion.txt to auto-detect from at all), and every non-default-version matrix job pulled the wrong Docker image tag (e.g. unityci/editor:ubuntu-2022.3.7f1-... when the matrix asked for 2022.3.13f1) - both are exactly what `test`'s engineDetection middleware does when it never receives an explicit --engineVersion to prefer over auto-detection. * chore: fix formatting * chore: rebuild dist/index.js with the engineVersion mapping fix The integration test matrix uses this repo's own action (uses: ./), which reads the committed dist/index.js directly - a source-only commit never reaches it. This is the rebuild the previous two commits were missing. * fix: always pass --engine=unity, fixing packageMode's "Engine not detected" --engineVersion alone wasn't enough: game-ci/cli's engineDetection middleware still calls its project-path detector to resolve `engine` whenever it's unset, even when --engineVersion was already given explicitly. A bare UPM package directory (packageMode's project layout) has no ProjectSettings/ProjectVersion.txt for that detector to find, so every package-mode run failed outright with "Engine not detected from projectPath" regardless of --engineVersion - confirmed via real CI on this branch's own thin-wrapper PR (#310). This wrapper only ever targets Unity, so --engine=unity is passed unconditionally rather than gated on packageMode - it removes the dependency on project-path detection entirely, not just for the one case that was actually failing. Also rebuilds dist/index.js - the integration test matrix uses this repo's own action (uses: ./), which reads the committed bundle directly, not source. * ci: retrigger verification for cli v0.1.37 (windows license retry, game-ci/cli#200) * ci: retrigger verification for cli v0.1.38 (license-return retry, seat-leak fix, game-ci/cli#202) * ci: retrigger verification for cli v0.1.39 (mac/windows personal-license activation, game-ci/cli#204) * ci: retrigger verification now that UNITY_SERIAL/EMAIL/PASSWORD are synced (game-ci/unity-builder#844) * ci: retrigger verification for cli v0.1.40 (serial-over-personal-license priority, game-ci/cli#206) * fix(ci): wire UNITY_SERIAL into main.yml's env block The repo secret was synced from unity-builder (game-ci/unity-builder#844's sync-secrets.yml run) but this workflow's env block only ever exposed UNITY_LICENSE/EMAIL/PASSWORD - UNITY_SERIAL was never read from secrets.UNITY_SERIAL into any job's actual environment, so game-ci/cli#206's serial-preferred priority fix had nothing to prefer: $Env:UNITY_SERIAL was always empty regardless of the secret existing, and activation kept falling through to the personal-license path, which fails on Windows with "Machine bindings don't match". * fix(ci): authenticate download-cli.ts's GitHub API call to avoid rate-limiting Confirmed live: this repo's large test matrix (85+ jobs) failed widely with "Failed to resolve the latest game-ci CLI release: GitHub API returned 403" - every job resolving "latest" around the same time blew through the unauthenticated 60 req/hour-per-IP limit shared across all jobs on the runner pool. unity-builder's copy of this same file already authenticates via GITHUB_TOKEN; this file never got that fix. Wires GITHUB_TOKEN into main.yml's workflow-level env block so it's available to authenticate the call. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> * fix: bump @actions/cache to v4 (v3's cache service backend was sunset March 2025) Same fix already applied to sibling repos (unity-builder, steam-deploy) this session. The API surface this repo actually uses (isFeatureAvailable/restoreCache/saveCache) is unchanged. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> * fix: default githubToken to the workflow's own token Migrated from community PR #210 (closing #209): defaulting to '\${{ github.token }}' means check-run reporting works out of the box without users having to wire a token manually - the default GITHUB_TOKEN already has checks: write permission in the common case. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> * fix: bump @game-ci/unity-engine-core pin to pick up the results-check ENOENT fix All matrix jobs on this PR's CI were failing after tests passed with ENOENT: results-check-summary.hbs - the actual bug (results-check.ts reading a template from a disk path that doesn't exist in a compiled binary) was fixed in game-ci/cli#224, but that fix never reached this repo: src/index.ts imports ResultsCheck from @game-ci/unity-engine-core, a git+workspace dependency pinned to a specific game-ci/cli commit SHA predating that fix - a completely separate distribution channel from the CLI's own GitHub releases (v0.1.x), which is what earlier verification here actually checked. Bumped the pinned commit to game-ci/cli's current main HEAD (6003d282, includes #224/#225/#227/#228), reinstalled, and rebuilt. Verified: dist/index.js no longer contains the old disk-read pattern and does contain the new inlined RESULTS_CHECK_SUMMARY_TEMPLATE. * fix: bump @game-ci/unity-engine-core pin to pick up the explicit-docker-pull fix game-ci/cli#229 fixes the root cause of this PR's remaining "Test all modes" Windows failures: docker run's implicit pull folded a 16-minute partial-cache-miss pull into the same session as Unity's license activation, causing the license return to fail once the container finally started. Docker.run now pulls explicitly, before that window opens. * fix: remove accidentally-committed stale test result files, gitignore artifacts/ Root-caused the "Test all modes" windows-2022 failures on #310's CI: all 3 Unity versions failed with real-looking test-content failures (4/14 passed, 6 failed), but the counts were an EXACT match for artifacts/{editmode,playmode}-results.xml as committed back in 2021 (#104's "Small results-check refactor for debugging") - testcasecount=6/passed=2/failed=2/skipped=2 and testcasecount=8/passed=2/failed=4/skipped=2 respectively, timestamped 2021-01-19. Ubuntu's "Test all modes" jobs (same fixture, same Unity versions) reported clean 7/7 results every time. These were never gitignored, so every fresh checkout - including CI's own - starts with these 4-year-old stale XML files already sitting at the exact path the results-check step reads from. Ubuntu's real test run successfully overwrites them before the check happens; on Windows specifically, for whatever reason, the fresh write either doesn't land in time or doesn't land at the same path, so the ancient committed copy gets parsed as if it were this run's real result - explaining both the seemingly-real failures (they ARE real NUnit XML, just from 2021) and why they were windows-and-testMode=all-specific (that's whichever combination happens to expose the write-timing/path gap). Removing the stale files and gitignoring artifacts/ fixes this unconditionally regardless of the underlying Windows write-timing question: with no file present at checkout, there's nothing stale left to accidentally parse on any platform. --------- Co-authored-by: Claude Sonnet 5 <noreply@anthropic.com>
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Closes #71.
game-ci testonly wrapped Unity's own experimentalunity testCLI, which requires theunitybinary on PATH — not something GitHub-hosted runners have. This was the actual blocker onunity-test-runner's thin-wrapper migration (unity-test-runner#310): it couldn't shell out togame-cithe wayunity-activate/unity-buildernow do, since the CLI had no Docker-based test mode matching its real feature surface.What's new
Two new modes, both reusing
cli's existing Docker/license-activation infrastructure rather than reinventing it:game-ci test --docker— the classic Docker/Hub-image-driven batchmode test flow (-runTests)unity-test-runner's action already uses today: editmode/playmode/standalone/package-mode testing, code coverage (with thecoverageEnabledopt-out fromunity-test-runner#311), artifact collection.game-ci test --docker --local— the same flow, run directly on the host instead of in a container, for self-hosted runners with Unity already installed. MirrorsMacBuilder's existing native-execution pattern and orchestrator's ownlocalvsdockerprovider split.How
dist/platforms/ubuntu/steps/test.sh— ported fromunity-test-runner'srun_tests.sh(now living inplugins/unity/), adapted tocli's own volume-mount conventions.dist/platforms/ubuntu/steps/runsteps.sh— branches totest.shinstead ofbuild.shwhenRUN_TESTS=true; same activate/return-license steps either way. Parameterized script sourcing viaSTEPS_DIR(default/steps, the Docker mount point) so the same script works unmodified when run natively too.src/logic/unity/environment.ts— new test-specific env vars, a no-op for build/activate since they're empty there.src/command-options/docker-test-options.ts— the new flags. Deliberately duplicatesBuildOptions' docker/runtime flags rather than sharing that module —BuildOptions.configure()demandstargetPlatform, which tests don't need (defaults toNoTarget'sbaseeditor image).src/model/host-runner.ts(new) — deliberately does not invokeentrypoint.shfor--local: that script does container-only setup (randomizing/etc/machine-id,useradd/groupaddforRUN_AS_HOST_USER) that would mutate a real self-hosted machine rather than a throwaway container. Goes straight torunsteps.sh.Explicit scope for this pass (not silently dropped)
--docker/--localare Linux-only for now. Windows'entrypoint.ps1doesn't know aboutRUN_TESTSyet (always runsbuild.ps1) — rather than silently running a build instead of a test, both now throw a clear error on non-LinuxhostPlatforms beforePlatformSetup.setupruns (fails fast, not after prompting for credentials). macOS has no Unity Editor Docker images at all, and already runs natively viaMacBuilderwithout needing--local— just not for tests yet.results-check.ts's fancier reporting fromunity-test-runner) — NUnit XML results land at--artifactsPatheither way.Testing
bun test ./src: 156 pass, 0 fail (up from 153 — 3 new tests covering the--docker/--local/macOS-guard dispatch logic).bun buildsucceeds.test-project: confirmed dispatch correctly reachesPlatformSetup.setup/RunnerImageTag(resolves to thebaseimage as expected) for--docker, confirmed--localdispatches toHostRunner, and confirmed non-Linux hosts now fail fast with a clear message instead of silently misbehaving.🤖 Generated with Claude Code