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Add support for GHunit #7

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jkennedy1980 opened this issue Apr 6, 2011 · 9 comments
Open

Add support for GHunit #7

jkennedy1980 opened this issue Apr 6, 2011 · 9 comments
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@jkennedy1980
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Can you add options for GHUnit? There following 2 environment variables need to be set:

  • WRITE_JUNIT_XML=YES
  • GHUNIT_CLI=1

GHUnit will automatically output the JUnit XML which can be parsed by the JUnit publisher.

@bbiallowons
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I just added a pre 0.0.9 release, where i've implemented your request. You'll find it here, in Downloads section.

Could you try this release, to check if everything for GHUnit is working as expected? I got no projects using GHUnit, so another option would be, that you send me a sample project with GHUnit.

@cgriffin
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cgriffin commented May 5, 2011

I have a GHUnit project and have tried the build. Here is my configuration:
Platform: iOS Simulator
Build Targets: MyApp GHUnit
Unit Test: checked
Build Configurations: debug/clean before build

The problem is that no SDK is specified on the command line so it builds for the native target. I don't know if the Platform popup is not getting recognized or not, but I wanted to run the unit tests in the simulator.

@bbiallowons
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Hi, just try setting platform to iOS, the plugin will choose iOS Simulator as platform if you checked Unit Test.

Btw.: I currently working hard on a new release fixing a LOT of bugs and a LOT of new features (Xcode 4 support (workspaces and schemes) ...), but there're so many changes to the old one that i'd to start from scrach again. It'll take a bit of time, before i'm able to release.

@cgriffin
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cgriffin commented May 9, 2011

If you are talking about he Platform popup menu in your plugin I did have it set to "iOS Simulator" I'm using the 0.0.9 version of your code.

I'm excited to hear you are working on a new version with better Xcode 4 support. I'm really getting into this CI stuff. :) It will be nice to have automated testing set up. Keep up the good work!!

@bbiallowons
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Try selecting "iOS" in the platform popup menu, the plugin chooses the right platform for you (don't forget to set your target to "Unit Test")

@cgriffin
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cgriffin commented May 9, 2011

Now I'm getting this:

SICCI for Xcode: build environment check started
FATAL: SICCI for Xcode: keychain credentials not set
Finished: FAILURE

Yet I can build manually with Xcode using the version checked out in Jenkin's workspace directory.

@bbiallowons
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Check your Jenkins's global settings.

To build a iOS project, Xcode needs access to your code signing identity. The plugin tries to unlock your login.keychain (where it expects to find your identity (certificate and private key)), so you've to input your username and keychain password. More information about this, could be found in the help menu on Jenkins' global configuration page (SICCI Keychain Credentials).

@cgriffin
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Works great!! Thanks I never would have thought to look there.

@ghost ghost assigned bbiallowons May 11, 2011
@bknowles
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The problem is that the way Jenkins is installed on OS X doesn't have a normal user account. There is no valid user shell, and there is no login.keychain. You cannot log in as this user. In fact, by default, Jenkins is set up to start under the daemon userid, even though there is a minimal /Users/Shared/Jenkins/Home directory.

I can extract our code signing keys into a .mobileprovision file that I can point you at, but I don't have a login.keychain to give you.

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