feat(tools): build-game 构建流水线
版本校验 → 实体化 → 皮肤合成 → 构建 → build-info。任一校验不过 即中止且不触发构建。runBuild 为注入点, 除真构建外全流程可单测。 Cocos 可执行路径只从 COCOS_CREATOR 环境变量取, 缺失显式报错。 同时补入 check-skin.mjs 的 process.argv[1] 守卫,与仓库其余脚本一致。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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#!/usr/bin/env node
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import { join } from 'node:path';
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import { existsSync, rmSync, writeFileSync } from 'node:fs';
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import { execFileSync } from 'node:child_process';
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import { pathToFileURL } from 'node:url';
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import { HOST_PROJECT, GAMES_DIR, FRAMEWORK_SRC, BUILD_WORKSPACE, readCreatorVersion } from './lib/paths.mjs';
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import { materialize, composeSkin, SkinValidationError } from './lib/materialize.mjs';
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/** 生产用构建实现:调 Cocos CLI。路径只从环境变量取,缺失即显式报错(第二准则)。 */
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function runCocosBuild(projectDir, platform) {
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const exe = process.env.COCOS_CREATOR;
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if (!exe) {
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throw new Error(
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'未设置环境变量 COCOS_CREATOR(Cocos Creator 可执行文件路径)。' +
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'这是构建的唯一来源,请在环境中配置,不要在脚本里硬编码。',
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);
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}
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execFileSync(exe, ['--project', projectDir, '--build', `platform=${platform}`], { stdio: 'inherit' });
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}
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/**
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* 构建一款子游戏:版本校验 → 实体化 → 皮肤合成 → 构建 → 写 build-info。
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* opts 可注入路径与 runBuild 用于测试。
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*/
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export function buildGame(name, opts = {}) {
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const gamesDir = opts.gamesDir ?? GAMES_DIR;
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const frameworkSrc = opts.frameworkSrc ?? FRAMEWORK_SRC;
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const hostProject = opts.hostProject ?? HOST_PROJECT;
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const workspace = opts.workspace ?? BUILD_WORKSPACE;
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const targetPlatform = opts.platform ?? 'android';
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const runBuild = opts.runBuild ?? runCocosBuild;
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const gameDir = join(gamesDir, name);
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if (!existsSync(gameDir)) throw new Error(`找不到子游戏工程:${gameDir}`);
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// 1) 引擎版本一致性(junction 共享资源,版本分叉会损坏真源)
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const expected = readCreatorVersion(hostProject);
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const actual = readCreatorVersion(gameDir);
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if (actual !== expected) {
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throw new Error(`引擎版本不一致:${name} 为 ${actual},宿主为 ${expected}`);
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}
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// 2) 实体化到干净的工作区
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const workspaceDir = join(workspace, name);
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rmSync(workspaceDir, { recursive: true, force: true });
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materialize(gameDir, frameworkSrc, workspaceDir);
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// 3) 皮肤合成(校验不过会抛 SkinValidationError,构建不会被调用)
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const skin = composeSkin(workspaceDir);
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// 4) 构建
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runBuild(workspaceDir, targetPlatform);
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// 5) 产物追溯
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const buildInfo = {
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game: name,
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frameworkCommit: opts.frameworkCommit ?? readFrameworkCommit(),
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builtAt: opts.now ?? new Date().toISOString(),
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platform: targetPlatform,
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skin: { matched: skin.matched.length, frameworkTotal: skin.frameworkTotal },
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};
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writeFileSync(join(workspaceDir, 'build-info.json'), `${JSON.stringify(buildInfo, null, 2)}\n`);
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return { workspaceDir, skin: buildInfo.skin, buildInfo };
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}
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function readFrameworkCommit() {
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try {
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return execFileSync('git', ['rev-parse', '--short', 'HEAD'], { encoding: 'utf8' }).trim();
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} catch {
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return null; // 非 git 环境:如实记 null,不编造
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}
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}
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// CLI 入口(argv[1] 守卫与仓库其余脚本一致:无脚本名时不进 CLI 分支)
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if (process.argv[1] && import.meta.url === pathToFileURL(process.argv[1]).href) {
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const name = process.argv[2];
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if (!name) {
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console.error('用法: npm run build-game <game> [-- --platform android]');
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process.exit(1);
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}
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const pIdx = process.argv.indexOf('--platform');
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const targetPlatform = pIdx > -1 ? process.argv[pIdx + 1] : undefined;
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try {
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const r = buildGame(name, targetPlatform ? { platform: targetPlatform } : {});
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console.log(`皮肤命中 ${r.skin.matched} 处,框架可覆盖资源共 ${r.skin.frameworkTotal} 个`);
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console.log(`构建完成:${r.workspaceDir}`);
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} catch (e) {
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if (e instanceof SkinValidationError) {
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console.error(`\n${e.message}(子游戏 ${name}):`);
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for (const err of e.errors) console.error(` [${err.code}] ${err.path}\n ${err.message}`);
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} else {
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console.error(e.message);
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}
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process.exit(1);
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}
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}
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