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Buildbot: support building releases, make non-releases more consistent
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Authored by Brecht Van Lommel (brecht) on Aug 31 2019, 7:34 PM.

Details

Summary
  • Auto detect rc and release version cycle in BKE_blender_version.h.
  • On Windows, generate zip and installer if a release is detected.
  • On macOS, always generate a dmg instead of zip.
  • Use standard package names without hash if a release is detected.
  • Buildbot package names now match platform names in releases.

Ref T67056

This needs buildbot server side modifications, and has not been tested on Windows.

Diff Detail

Repository
rB Blender

Event Timeline

Brecht Van Lommel (brecht) planned changes to this revision.Aug 31 2019, 7:34 PM
Brecht Van Lommel (brecht) created this revision.

Included too much in previous diff.

I can't actually test any of this, but it seems fine

we should probably add codesign for windows in this process as well, things we need to sign before packaging are

blender.exe
blenthumb.dll

and once we have the .msi we need to sign that as well.

We can probably generate the windows store package at the same time we make the .zip, although cpack does not support this package format, from some manual testing it
seems that it's just unpacking the .zip, adding a few files (manifest and some bitmaps for UI) and pointing the microsoft packager at the folder, then signing the resulting package.

I have tested this locally with a self signed CA, but never tested it with the store since @Francesco Siddi (fsiddi) kinda went awol on this

I'm unsure what is needed for steam packaging wise.

Seems LGTM. Just when you put all signing keys and account info to mac keychain, you could add those also into slave_pack.py

From reading the change can't spot issues.

As for signing: we should either use dedicated workers for release builds or have signing done as a separate step on a different machine (especially, if there is a plan to compile upcoming differencial revisions).
Either way seems to be just an extra step after this change.

This revision is now accepted and ready to land.Sep 1 2019, 10:59 AM

I can't actually test any of this, but it seems fine
we should probably add codesign for windows in this process as well, things we need to sign before packaging are

blender.exe
blenthumb.dll

and once we have the .msi we need to sign that as well.
We can probably generate the windows store package at the same time we make the .zip, although cpack does not support this package format, from some manual testing it
seems that it's just unpacking the .zip, adding a few files (manifest and some bitmaps for UI) and pointing the microsoft packager at the folder, then signing the resulting package.
I have tested this locally with a self signed CA, but never tested it with the store since @Francesco Siddi (fsiddi) kinda went awol on this
I'm unsure what is needed for steam packaging wise.

Will look into the requirements regarding signing and centennialization with @Brecht Van Lommel (brecht) next week.