gsh build list --json outputs unparsable JSON
Using --version 1.0.0
[
{
"BuildName": "XXXXXX",
"BuildId": XXXXX,
"OsFamily": "LINUX",
"Updated": "2023-08-23T16:43:44Z",
"BuildConfigurations": 0,
"SyncStatus": "PENDING",
"Ccd": {
"BucketId": "XXXXXX",, "ReleaseId": "00000000-0000-0000-0000-000000000000"
},
"Container": null,
"S3": null
}
]
see
"BucketId": "XXXXXX",, "Re
empty field.
Context; I've created a build (with file-upload as the type) from the command line, not added any versions yet.
Thanks for reporting, we're looking into it 🙂
To help us replicate the problem, please provide the following information:
- Full command used (excluding sensitive information)
- Operating System the command was ran on
That's weird, we're not doing anything fancy for json serialization...
Just to confirm my understanding, are we saying that the JSON is malformed?
Pretty sure after logging in, it was
ugs-macos-x64 gsh build list --json
Tested on macos, don't think I ever ran this command on my server (github runner)
That's weird, we're not doing anything fancy for
jsonserialization... Just to confirm my understanding, are we saying that the JSON is malformed?
Yeah :)
I use it in here, but I guess I don't use the json coming out now (I still use this action, but haven't touched it since I wrote it & this bug) https://github.com/condensereality/UnityGameHostingAction
Were you having this problem consistently or did it happen only once?
Were you having this problem consistently or did it happen only once?
- Every time, on multiple builds
- manually uploaded builds
- builds from cli
- never used buckets
I asked the GSH team to take a look and they could not repo, but they asked to check what logs come out of this line: https://github.com/condensereality/UnityGameHostingAction/blob/main/UnityGameServiceClient.js#L70
Out of curiosity, do you have the same behavior when you're not redirecting I/O? I'm curious if either there's some race-condition going on on either side of the code, either in our I/O or the tools reading of the IO.
Had the same output when just used in terminal.
If you're curious about the action, check its readme, you can always run it locally & try it yourself, but the exe was the problem. The c# itself looked fine, but i couldn't build & debug it to try.