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  • Jenkins + Github持续集成构建Docker容器,维基百科&人工自能(AI)模块

    本文分两部分,第一部分是手动计划任务的方式构建Github上的Docker程序,第二部分是用Github webhook Trigger一个自动构建任务。

    Jenkins采用2.5版本
    Docker采用1.7.1
    代码托管使用的Github官网
    系统为IBM Bluemix提供的Cent6.7,服务器地址在美国南加州
     
    1.1 创建一个Freestyle Project, let's say jenkins-docker
     
    1.2 Set workplace to /var/lib/jenkins/jobs/jenkins-docker/workplace
     
    1.3 Add Github address:Git@github.com:sangrealest/Jenkins_Docker_Ansible.git
     

    Dockerfile 很简单,就是拉取最新的Nginx,并将2048游戏添加到Nginx根目录

    FROM nginx:latest
    MAINTAINER Shanker shanker@yeah.net
    ADD 2048-master /usr/share/nginx/html
    ADD testfile /root/
    EXPOSE 80

     
    1.4 Under Build Triggers, set Poll SCM: H * * * *
     
    1.5 Under Build->Execute shell, use below shell script:
     
    #!/bin/sh                                                                                                                                                            
    echo '>>> Get old container id'
    CID=$(docker ps | grep "jenkins-docker" | awk '{print $1}')
    echo $CID
    sudo /usr/bin/docker build -t jenkins-docker /var/lib/jenkins/jobs/jenkins-docker/workspace | tee /var/lib/jenkins/jobs/jenkins-docker/workspace/Docker_build_result.log
    echo '>>> Stopping old container'
    if [ "$CID" != "" ];then
    sudo  /usr/bin/docker stop $CID
    fi
    echo '>>> Restarting docker'
    sudo service docker restart
    sleep 5
      
    echo '>>> Starting new container'
    sudo /usr/bin/docker run -p 3000:80 -d jenkins-docker

    1.6 配置jenkins用户
     
    因为jenkins service是用jenkins用户启动的,所有要执行docker相关命令需要将jenkins加入到docker group,赋予jenkins sudo without password

    sudo usermod -G docker jenkins
    visudo, add bellow 
    jenkins ALL=(ALL:ALL) NOPASSWD: ALL"

    然后Build Project, 如果成打开运行Jenkins机器的3000端口会看到2048游戏的界面:

    以上的构建是基于计划任务的,每小时的随机分钟内执行一次构建任务(SCM H * * * *),然后懒人还有懒人的做法,就是添加Github webhook功能,当push一个更新的时候自动trigger一次构建。
     
    2.1 在Github个人主页上安装Github Plugin并添加你的Jenkins server的webhook地址:比如我的Jenkins地址是mywebsite.com:8080,这里要写的地址就应该是http://mywebsite.com:8080/github-webhook
     

    2.2 返回jenkins-docker项目首页,点击 Configure, 添加Github的账号密码信息,因为我用的个人仓库,需要使用私钥认证,选择Certificate, 将放在jenkins home/.ssh 下的私钥路径填上:
     

    2.3 Build Triggers 勾上Build when a change is pushed to Github


     
    2.4 这时候可以更新一下Github Project下面的文件并且push一下,看看是否触发了jenkins的构建动作:
    如图,我刚push完成,jenkins这边就已经捕捉到并且开始构建新的任务:

    我们在Github项目地下echo 一句话到testfile,并且添加到容器的/root下时间是7:49:58,然后我的容器更新后并启动运行的时间是7:50:26,只用了28秒钟就构建成功了!

    有了这样的集成,后续我们就可以考虑将Ansible也加进来,做持续部署,当把jenkins pipeline, docker, ansible都集成到一起,就是CI/CD完全集成工作了,或者用Mesos+Marathon+Docker云数据中心的方式来做持续部署。
     
    欢迎补充!

    域网内利用GitLab+Jenkins自动生成GitBook并发布(Nginx)  http://www.linuxidc.com/Linux/2016-05/131136.htm

    Linux+Git+Maven+Jenkins+Neuxs自动化编译环境搭建 http://www.linuxidc.com/Linux/2016-02/128652.htm

    CentOS 7上安装Jenkins  http://www.linuxidc.com/Linux/2016-11/137548.htm

    CentOS6安装Jenkins  http://www.linuxidc.com/Linux/2016-05/131365.htm

    使用Jenkins配置Git+Maven的自动化构建 http://www.linuxidc.com/Linux/2016-02/128641.htm

    Jenkins+Maven+Git搭建持续集成和自动化部署的配置手记 http://www.linuxidc.com/Linux/2015-06/118606.htm

    Jenkins的分布式构建及部署——节点  http://www.linuxidc.com/Linux/2015-05/116903.htm

    CentOS7下Jenkins 服务器的安装  http://www.linuxidc.com/Linux/2017-02/141119.htm

    Jenkins+Gitlab+Sonar代码检查平台搭建  http://www.linuxidc.com/Linux/2017-01/139900.htm

    Fedora 21上搭建Jenkins+SonarQube的Maven项目自动化测试平台  http://www.linuxidc.com/Linux/2017-02/140780.htm

    Jenkins 的详细介绍请点这里
    Jenkins 的下载地址请点这里

    本文永久更新链接地址http://www.linuxidc.com/Linux/2017-03/141642.htm

    linux

    Touhou Community Reliant Automatic Patcher

    Join the chat at http://discord.thpatch.net

    Description

    Basically, this is an almost-generic, easily expandable and customizable framework to patch Windows applications in memory, specifically tailored towards the translation of Japanese games.

    It is mainly developed to facilitate self-updating, multilingual translation of the Touhou Project games on Touhou Patch Center, but can theoretically be used for just about any other patch for these games, without going through that site.

    Main features of the base engine

    • Easy DLL injection of the main engine and plug-ins into the target process.

    • Full propagation to child processes. This allows the usage of other third-party patches which also use DLL injection, together with thcrap. (Yes, this was developed mainly for vpatch.)

    • Uses JSON for all patch configuration data, making the patches themselves open-source by design. By recursively merging JSON objects, this gives us...

    • Patch stacking - apply any number of patches at the same time, sorted by a priority list. Supports wildcard-based blacklisting of files in certain patches through the run configuration.

    • Automatically adds transparent Unicode filename support via Win32 API wrappers to target processes using the Win32 ANSI functions, without the need for programs like AppLocale.

    • Patches can support multiple builds and versions of a single program, identified by a combination of SHA-256 hashes and .EXE file sizes.

    • Binary hacks for arbitrary in-memory modifications of the original program (mostly used for custom assembly).

    • Breakpoints to call custom DLL functions at any instruction of the original code. These functions can read and modify the current CPU register state.

    • Multiple sets of sequentially applied binary hacks and breakpoints, for working around EXE packers and DRM schemes.

    • File breakpoints to replace data files in memory with replacements from patches.

    • Wildcard-based file format patching hooks called on file replacements - can apply patches to data files according to a (stackable!) JSON description.

    • Optional Steam integration for games that are available through Steam, but don't come with Steam integration themselves. Can be disabled by deleting steam_api.dll.

    • ... and all that without any significant impact on performance. ☺

    Modules included

    • win32_utf8: A UTF-8 wrapper library around the Win32 API calls we require. This is a stand-alone project and can (and should) be freely used in other applications, too.
    • thcrap: The main patch engine.
    • thcrap_loader: A command-line loader to call the injection functions of thcrap on a newly created process.
    • thcrap_configure: A rather cheap command-line patch configuration utility. Will eventually be replaced with a GUI tool.
    • thcrap_tsa: A thcrap plug-in containing patch hooks for games using the STG engine by Team Shanghai Alice.
    • thcrap_update: A thcrap plug-in containing updating functionality for patches as well as digitally signed automatic updates of thcrap itself.

    Building

    A ready-made Visual Studio build configuration, covering all modules and their dependencies, is provided as part of this repository. To set up the build:

    • Install Visual Studio Community 2013.

    • Make sure that you've pulled all Git submodules together with this repo:

      git clone --recursive https://github.com/thpatch/thcrap.git
    • (Optional) If your thcrap build should be able to automatically update itself, you need to create a code signing certificate. To do this, run the following commands on the Visual Studio command prompt (vcvarsall.bat) in the root directory of this repo (the one with thcrap.sln):

      makecert -n "CN=Your Name,E=yourmail@provider.net" -$ individual -a sha256 -len 4096 -r -cy authority -sky signature -pe -sv cert.pvk cert.cer pvk2pfx -pvk cert.pvk -spc cert.cer -pfx cert.pfx

      cert.pfx is used to sign the binaries as part of the build, so don't change the file name.

    Then, open thcrap.sln, choose Debug or Release from the drop-down menu in the toolbar (or the Configuration Manager) and run Build → Build Solution from the main menu.

    You can also build from the command line by running the Visual Studio tool environment batch file (vcvarsall.bat), then run

    msbuild /m /p:Configuration=Debug

    or

    msbuild /m /p:Configuration=Release

    in the thcrap directory. The binaries will end up in the bin/ subdirectory.

    Signing a release archive for automatic updates

    First, convert cert.pvk to a .pem file using OpenSSL, then use this file together with scripts/release_sign.py:

    openssl rsa -inform pvk -in cert.pvk -outform pem -out cert.pempython release_sign.py -k cert.pem thcrap.zip

    Using different compilers

    Visual Studio Community 2013 is recommended for building, and the build configuration references the Visual Studio 2013 platform toolset with Windows XP targeting support by default. However, the project should generally build under every version since Visual C++ 2010 Express after changing the <PlatformToolset> value in Base.props. For a list of all platform toolsets available on your system, open the Properties dialog for any included project and refer to the drop-down menu at Configuration Properties → General → Platform Toolset.

    Compilation with MinGW is currently not supported. This is not likely to change in the foreseeable future as we don't see much value in it.

    Dependencies

    All required third-party libraries for the C code are included as Git submodules. These are:

    • Jansson, required for every module apart from win32_utf8.

    • libpng (>= 1.6.0), required by thcrap_tsa for image patching.

    • zlib, required by thcrap_update for CRC32 verification. It's required by libpng anyway, though.

    The scripts in the scripts directory are written in Python 3. Some of them require further third-party libraries not included in this repository:

    • PyCrypto is required by release_sign.py.

    License

    The Touhou Community Reliant Patcher and all accompanying modules are released to the Public Domain, unless stated otherwise. This means you can do whatever you want with this code without so much as crediting us.

    That said, we do appreciate attribution. ☺

    Last updated at 2017-03-29 05:41:44

    reimu_portrait_1.png

    Reimu Hakurei

    Reimu Hakurei is a playable character in Fantasy Crescendo.

    General Information

    Home Stage: Hakurei Shrine 
    Height: 1.5 m 
    Weight: 1 weight unit 
    Walk Speed: 5 m/s 
    Run Speed: 10 m/s 

    Attacks

    Work in Progress This section is a work in progress. A lot of what is presented here is subject to potential future change.

    Attack

    Description

    Damage

    Knockback

    Ground Attacks

    Neutral Combo

    TODO

    N/A

    N/A

    Strong Attacks

    Forward Tilt

    TODO

    N/A

    N/A

    Up Tilt

    TODO

    N/A

    N/A

    Down Tilt

    TODO

    N/A

    N/A

    Smash Attacks

    Forward Smash

    TODO

    N/A

    N/A

    Up Smash

    TODO

    N/A

    N/A

    Down Smash

    TODO

    N/A

    N/A

    Aerial Attacks

    Neutral Aerial

    TODO

    N/A

    N/A

    Up Aerial

    TODO

    N/A

    N/A

    Forward Aerial

    TODO

    N/A

    N/A

    Back Aerial

    TODO

    N/A

    N/A

    Special Attacks

    Neutral Special

    TODO

    N/A

    N/A

    Up Special

    TODO

    N/A

    N/A

    Side Special

    TODO

    N/A

    N/A

    Down Special

    TODO

    N/A

    N/A

    Images

    reimu_portrait_1.png reimu_portrait_2.png reimu_portrait_3.png reimu_portrait_4.png

    Trivia

    External Links


    CategoryCharacters

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  • 原文地址:https://www.cnblogs.com/totoo/p/GitHub.html
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