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Create first version of release task [#508] #528
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stringFiles += filenames[i] + ' '; | ||
} | ||
} | ||
run('git add -f ' + stringFiles, 'Adding build files'); |
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the force option worries me slightly. Could this include files we have ignored?
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No. this only includes files from the filenames
array.
seems ok to me, but as i'm not an expert on this topic, I would rather transfer my "approval" to @parasyte , ahahah :):):) |
@parasyte we need your advice on this one too, as you are kind of the expert here :) |
@ellisonleao Ok, let me check it out real quick. :) |
'use strict'; | ||
var path = require('path'); | ||
var Q = require('q'); | ||
var shell = require('shelljs'); |
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q
and shelljs
need to be added to package.json devDependencies
.
@ellisonleao w00t! Done! The task is really really simple and concise. I like it a lot! I left a few comments for you to address. |
grunt.log.oklns('BUILD FILES'); | ||
var filenames = [ | ||
path.join(buildPath, 'melonjs-' + version + '.js'), | ||
path.join(buildPath, 'melonjs-' + version + '-min.js') |
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For these filenames, you should be able to use config.path.main
and config.path.min
.
wow, I would have never noticed all that :P |
Nice @parasyte ! I will make the changes and commit it. Thanks for the feedback. |
var splitted = symbolicRef.split('/'); | ||
// symbolic ref must contain 3 steps | ||
// e.g ref/heads/master | ||
if (splitted.length !== 3) { |
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It is possible (and recommended, in some cases!) to name branches with a forward slash. This check would be better like >= 3
Then the currBranch
assignment below would be like:
currBranch = splitted.slice(2).join("/");
@ellisonleao I have a few more items for you, here. :) Thanks for the ping. |
awesome, would be to sad to miss the 1.1.0 train on this one, as it's 99% complete :):):):) |
* upstream/master: (28 commits) [#553] small update for code consistency [#554] fixed circle/ellipse drawing in debug mode [#553] added a very simple pooling mechanism to the quadtree implementation [#552] fixed shape drawing in debug mode when additional shapes are being used Slight update to the #550 fix (Sorry Aaron!) Throw an exception if getContext is not supported Fix docs for Error classes Fix whitespace Update exceptions to use the new `me.Error` class closes #550 - adds own canvas to calculate ratio Clarified documentation for the `setCollisionMask` function small update too for the whack-a-mole example Small fix and tweaks to the platformer example [#441] Fix bad merge [#544] debugPanel : properly draw regions when debug mode is enabled for the QuadTree [#544] added a `insertContainer` function to the quadtTree (faster insertion) and added back recursion case with child containers directly refer to `api when accessing these properties, shorter and faster [#548] Fix default Body bounds when a collision shape is not explicitly defined. Create me.game.defaultCollisionMap with proper bounds Fix jshint:afterConcat task ...
Hey guys, thanks for the feedback, i just changed the task with @parasyte 's modifications but i am still having the problem of the task not finishing in the end. I've tried to concatenate the last git command to prevent possible race condition errors, but it remains. @parasyte , any thoughts? thanks for the feedback! Can't wait to end this one and start studying the new melonjs version. |
* upstream/master: fixed docs on animation sheet with tps [#560] fixed entity position when manually updating their position [#560] fixed body default initialization [#560] body is not relative to the entity object [#560] fixed shape drawing position (in debug mode) [#560] fixed the `updateBounds` function when the polyshape default position is offset updated stroke* functions to accept a linewidth param.
any update here ? |
* upstream/master: (22 commits) [#568] fix the onCollision handler, and use the last response API [#568] removed old properties from 1.1.0 (new API must be used now) [#568] ResponseObject hidden class changes - part 2 [#568] fixed ResponseObject hidden class changes [documentation] fixed the getShape function return type, as it can never return a me.Rect object [538] optimized code, added variable shortcut to avoid "retraversing" the response object again and again [#538] calculate residual velocity instead of nullifying it [#538] removed the previous tile collision implementation [#538] converted the second level, and tweaked the first one a bit [#538] clear the falling/jumping flag when required Simplified the slope shape [documentation] fixed the object scope [#538] First commit with world collision shape support changed drawImage to apply the arguments, supports all 3 calls of draw image and the broken URL ! fixed missing CR updated the support section removed the deprecated collision function from the previous 1.1.x version updated links in examples and added a 1.2.0 section in the Changelog bumped to 1.2.0 ! ...
Not yet @obiot , js is really pissing me off with this one. I've tried rollbacking and use the old code with Q and shelljs but the error remains. I was thinking maybe we can use the shell script inside a grunt task to get this done, until we don't have fully synchronous builtin support in nodejs. What do you think @parasyte ? |
The sad truth is we cannot use shelljs until they fix shelljs/shelljs#51 ref. shelljs/shelljs#66 So ... I'll leave it up to you, where you want to take it from here. |
Or rather, we must use async shelljs calls, which is going to complicate the task unnecessarily. 😢 |
the combination using |
@ellisonleao The only way to fix that hang is to run the commands async. See here: https://github.com/melonjs/melonJS/pull/528/files#diff-d95e7c916be2a81522fee0617e0d16a9R22 It needs to be rewritten to use the function run(cmd, msg) {
var deferred = Q.defer();
shell.exec(cmd, shellOpts, function (code, output) {
if (code === 0) {
grunt.log.ok(msg || cmd);
deferred.resolve();
}
else {
// fail and stop execution of further tasks
grunt.log.error("Error " + code + ": " + cmd);
grunt.verbose.writeln(output);
deferred.reject("Failed when executing '" + cmd + "' \n");
}
});
return deferred.promise;
}
function checkout() {
// ...
return run("git checkout --detach", "Detaching from current tree");
}
function rollback() {
// ...
return run("git reset --hard")
.then(run("git checkout " + backBranch, "Resetting staged changes and back to initial branch"));
} Also, notice |
nice approach. I will try this modifications and let you guys know. |
- Bug: shelljs/shelljs#51 - Workaround: #528 (comment)
No description provided.