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update imports for p4harmonize's new home
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.github/workflows/release.yaml

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project_path: "./cmd/p4harmonize"
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extra_files: LICENSE.txt README.md
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ldflags:
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'-X "github.com/proletariatgames/p4harmonize/internal/buildvar.Version=${{ github.event.release.tag_name }}"
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-X "github.com/proletariatgames/p4harmonize/internal/buildvar.BuildTime=${{ github.event.release.created_at
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}}" -X "github.com/proletariatgames/p4harmonize/internal/buildvar.ReleaseURL=${{
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'-X "github.com/danbrakeley/p4harmonize/internal/buildvar.Version=${{ github.event.release.tag_name }}"
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-X "github.com/danbrakeley/p4harmonize/internal/buildvar.BuildTime=${{ github.event.release.created_at
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}}" -X "github.com/danbrakeley/p4harmonize/internal/buildvar.ReleaseURL=${{
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github.event.release.html_url }}"'

LICENSE.txt

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MIT License
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Copyright © 2021 Proletariat, Inc.
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Copyright © 2023 Dan Brakeley
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Copyright © 2021-2023 Proletariat, Inc.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal

README.md

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## Important Updates
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- As of 2023-05-16, this depot has been transferred from `proletariatgames/p4harmonize` to `danbrakeley/p4harmonize`.
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- As of v0.5.0, bash will no longer be required to run p4harmonize on Windows.
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- Also, the output now uses colors to much better effect (see example image below).
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## Overview
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`p4harmonize` is a tool for mirroring a stream's head revision from one perforce server to another. This includes reconciling files, fixing differences in file name/path capitalization, fixing the file type, and fixing improperly checked in %AppleDouble files.
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`p4harmonize` was built with Unreal Engine source in mind, where the Epic licensee perforce server is used as the source, and a dedicated stream on a project's perforce server is used as the destination. It is intended to be used with a setup similar to [the one recommended by Epic](https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/DownloadingSourceCode/UpdatingSourceCode/#integrating,merging,andbranching). At Proletariat, we have different names, but the purposes are the same:
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`p4harmonize` was built with Unreal Engine source in mind, where the Epic licensee perforce server is used as the source, and a dedicated stream on a project's perforce server is used as the destination. It is intended to be used with a setup similar to [the one recommended by Epic](https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/DownloadingSourceCode/UpdatingSourceCode/#integrating,merging,andbranching). For example, a recent Unreal project I worked on had the following setup:
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name | description
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--- | ---
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## Install
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You can download the latest Windows executable from the [releases page](https://github.com/proletariatgames/p4harmonize/releases), or you can build it yourself.
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You can download the latest Windows executable from the [releases page](https://github.com/danbrakeley/p4harmonize/releases), or you can build it yourself.
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To build your own, see the [Developement Setup](#development-setup) section below.
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- On Linux you'll want [Docker Server](https://docs.docker.com/engine/install/#server).
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- Clone the github repo:
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```text
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git clone https://github.com/proletariatgames/p4harmonize.git
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git clone https://github.com/danbrakeley/p4harmonize.git
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```
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- Open a bash session (works with git-bash on Windows) in the `p4harmonize` folder that git created in the previous step and run `scripts/setup.sh`
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- This ensures Go is installed and ready

cmd/longtest/main.go

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"github.com/danbrakeley/bsh"
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"github.com/danbrakeley/frog"
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"github.com/proletariatgames/p4harmonize/internal/config"
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"github.com/proletariatgames/p4harmonize/internal/p4"
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"github.com/danbrakeley/p4harmonize/internal/config"
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"github.com/danbrakeley/p4harmonize/internal/p4"
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)
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var Servers = []Server{

cmd/longtest/setup.go

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"path/filepath"
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"github.com/danbrakeley/bsh"
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"github.com/proletariatgames/p4harmonize/internal/p4"
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"github.com/danbrakeley/p4harmonize/internal/p4"
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)
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func setupCommon(pf *p4.P4, srv Server) (cl int64, err error) {

cmd/p4harmonize/main.go

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"time"
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"github.com/danbrakeley/frog"
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"github.com/proletariatgames/p4harmonize/internal/buildvar"
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"github.com/proletariatgames/p4harmonize/internal/config"
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"github.com/danbrakeley/p4harmonize/internal/buildvar"
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"github.com/danbrakeley/p4harmonize/internal/config"
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)
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func PrintUsage() {
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if len(buildvar.BuildTime) > 0 {
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buildTime = buildvar.BuildTime
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}
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url := "https://github.com/proletariatgames/p4harmonize"
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url := "https://github.com/danbrakeley/p4harmonize"
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if len(buildvar.ReleaseURL) > 0 {
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url = buildvar.ReleaseURL
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}

cmd/p4harmonize/update.go

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"strings"
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"github.com/danbrakeley/bsh"
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"github.com/proletariatgames/p4harmonize/internal/config"
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"github.com/proletariatgames/p4harmonize/internal/p4"
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"github.com/danbrakeley/p4harmonize/internal/config"
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"github.com/danbrakeley/p4harmonize/internal/p4"
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)
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type srcThreadResults struct {

cmd/p4harmonize/update_test.go

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"strings"
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"testing"
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"github.com/proletariatgames/p4harmonize/internal/p4"
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"github.com/danbrakeley/p4harmonize/internal/p4"
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)
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type Expected struct {

go.mod

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module github.com/proletariatgames/p4harmonize
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module github.com/danbrakeley/p4harmonize
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go 1.16
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internal/buildvar/buildvar.go

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package buildvar
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// -ldflags '-X "github.com/proletariatgames/p4harmonize/internal/buildvar.Version=${{ github.event.release.tag_name }}"'
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// -ldflags '-X "github.com/danbrakeley/p4harmonize/internal/buildvar.Version=${{ github.event.release.tag_name }}"'
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var Version string
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// -ldflags '-X "github.com/proletariatgames/p4harmonize/internal/buildvar.BuildTime=${{ github.event.release.created_at }}"'
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// -ldflags '-X "github.com/danbrakeley/p4harmonize/internal/buildvar.BuildTime=${{ github.event.release.created_at }}"'
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var BuildTime string
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// -ldflags '-X "github.com/proletariatgames/p4harmonize/internal/buildvar.ReleaseURL=${{ github.event.release.html_url }}"'
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// -ldflags '-X "github.com/danbrakeley/p4harmonize/internal/buildvar.ReleaseURL=${{ github.event.release.html_url }}"'
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var ReleaseURL string

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