Files
puzzle-quest/.gitea/workflows/build.yml
T
Vaillant Jeremy db2460b9ee
Build Puzzle Quest / Lint GDScript (push) Failing after 15s
Build Puzzle Quest / Lint GDScript (pull_request) Failing after 16s
Build Puzzle Quest / Validate GDScript (push) Successful in 47s
Build Puzzle Quest / Validate GDScript (pull_request) Successful in 50s
Build Puzzle Quest / Export Linux (push) Failing after 6m5s
Build Puzzle Quest / Export macOS (push) Failing after 7m5s
Build Puzzle Quest / Export Windows (push) Failing after 7m14s
Build Puzzle Quest / Export Android (push) Failing after 5m45s
Build Puzzle Quest / Export Linux (pull_request) Failing after 7m10s
Build Puzzle Quest / Export macOS (pull_request) Failing after 7m24s
Build Puzzle Quest / Export Windows (pull_request) Failing after 4m7s
Build Puzzle Quest / Export Android (pull_request) Failing after 3m3s
ci: drop container: for Godot jobs, install via composite action
The first Gitea Actions runs failed at actions/checkout@v4 because
barichello/godot-ci:4.6 ships without Node.js, which the JS-based
checkout action requires. Rather than chase a Godot CI image that
bundles Node, drop the container: blocks entirely: the default
catthehacker/ubuntu:act-latest runner image already has Node /
Python / git / JDK, and Godot is installed per-job from the
official GitHub release.

Pulled the install logic into a local composite action at
.gitea/actions/setup-godot/ to avoid duplicating 15 lines of wget +
unzip across the three Godot-using jobs. Inputs:
  - version  (default 4.6)
  - templates (default false — export jobs flip to true)

Other tweaks:
- export-android now puts $ANDROID_HOME under $GITHUB_WORKSPACE so
  no sudo is needed; editor_settings-4.tres interpolates that path.
- export-android writes the keystore under /tmp instead of /root
  (catthehacker runners don't run as root).

README updated: jobs table reflects the new "Tooling installed by the
job" column, prerequisites no longer mention the Docker image, and
known-issue #1 is closed out with the dated fix.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 18:30:57 +02:00

201 lines
7.2 KiB
YAML

name: Build Puzzle Quest
on:
push:
branches: [dev, main, feature/godot-migration]
pull_request:
branches: [dev, main]
workflow_dispatch:
env:
GODOT_VERSION: "4.6"
jobs:
# ---------------------------------------------------------------------------
# 1. GDScript validation — parse every script and fail on errors / warnings.
# ---------------------------------------------------------------------------
validate:
name: Validate GDScript
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: ./.gitea/actions/setup-godot
with:
version: ${{ env.GODOT_VERSION }}
- name: Import project (parses every .gd / .tscn)
run: |
godot --headless --import 2>&1 | tee /tmp/godot-import.log || true
- name: Fail on parse / script errors
run: |
if grep -qE "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log; then
echo "::error::GDScript errors detected during import"
grep -E "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log
exit 1
fi
- name: Upload import cache
uses: actions/upload-artifact@v3
with:
name: godot-import-cache
path: .godot
retention-days: 1
# ---------------------------------------------------------------------------
# 2. Static analysis — gdlint from Scony's gdtoolkit (Python, no Godot).
# Runs in parallel with `validate`. Exports do NOT depend on this job,
# so a lint failure does not block builds while the Godot-3 leftovers
# are still being cleaned up. Once the tree is clean, add this job to
# the `needs:` of the export jobs to make it a hard gate.
# ---------------------------------------------------------------------------
lint:
name: Lint GDScript
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Install gdtoolkit
run: |
python3 -m pip install --user "gdtoolkit==4.*"
echo "$HOME/.local/bin" >> "$GITHUB_PATH"
- name: Run gdlint
run: gdlint scripts db scenes
# ---------------------------------------------------------------------------
# 3. Desktop exports (Windows / Linux / macOS) — runs in parallel.
# macOS preset must be added in the Godot editor before this matrix entry
# can succeed (export_presets.cfg currently has none).
# ---------------------------------------------------------------------------
export-desktop:
name: Export ${{ matrix.platform }}
needs: validate
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
include:
- platform: Windows
preset: WindowsDebug
output: releases/windows/Puzzle-Quest.exe
artifact_path: releases/windows
- platform: Linux
preset: Linux/X11Debug
output: releases/linux/Puzzle-Quest.x86_64
artifact_path: releases/linux
- platform: macOS
preset: macOS
output: releases/macos/Puzzle-Quest.zip
artifact_path: releases/macos
steps:
- uses: actions/checkout@v4
- uses: ./.gitea/actions/setup-godot
with:
version: ${{ env.GODOT_VERSION }}
templates: "true"
- name: Restore import cache
uses: actions/download-artifact@v3
with:
name: godot-import-cache
path: .godot
- name: Prepare output dir
run: mkdir -p "${{ matrix.artifact_path }}"
- name: Export ${{ matrix.platform }}
run: godot --headless --export-debug "${{ matrix.preset }}" "${{ matrix.output }}"
- name: Upload artifact
uses: actions/upload-artifact@v3
with:
name: PuzzleQuest-${{ matrix.platform }}
path: ${{ matrix.artifact_path }}
if-no-files-found: error
retention-days: 14
# ---------------------------------------------------------------------------
# 4. Android export — Godot + JDK 17 + Android SDK installed in $HOME.
# Provide ANDROID_KEYSTORE_BASE64 as a Gitea secret for a stable signature;
# otherwise a fresh debug keystore is generated on each run.
# ---------------------------------------------------------------------------
export-android:
name: Export Android
needs: validate
runs-on: ubuntu-latest
env:
ANDROID_HOME: ${{ github.workspace }}/.android-sdk
steps:
- uses: actions/checkout@v4
- uses: ./.gitea/actions/setup-godot
with:
version: ${{ env.GODOT_VERSION }}
templates: "true"
- name: Install JDK 17
run: |
sudo apt-get update
sudo apt-get install -y --no-install-recommends openjdk-17-jdk
echo "JAVA_HOME=/usr/lib/jvm/java-17-openjdk-amd64" >> "$GITHUB_ENV"
- name: Install Android command-line tools + SDK
run: |
set -euo pipefail
mkdir -p "$ANDROID_HOME/cmdline-tools"
wget -q https://dl.google.com/android/repository/commandlinetools-linux-11076708_latest.zip -O /tmp/cmdline.zip
unzip -q /tmp/cmdline.zip -d "$ANDROID_HOME/cmdline-tools"
mv "$ANDROID_HOME/cmdline-tools/cmdline-tools" "$ANDROID_HOME/cmdline-tools/latest"
yes | "$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" --licenses >/dev/null
"$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" \
"platform-tools" "platforms;android-34" "build-tools;34.0.0" >/dev/null
- name: Provision debug keystore
env:
ANDROID_KEYSTORE_BASE64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
run: |
if [ -n "${ANDROID_KEYSTORE_BASE64:-}" ]; then
echo "$ANDROID_KEYSTORE_BASE64" | base64 -d > /tmp/debug.keystore
else
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android \
-keystore /tmp/debug.keystore -storepass android \
-dname "CN=Android Debug,O=Android,C=US" -validity 9999
fi
sed -i 's@keystore/debug=".*"@keystore/debug="/tmp/debug.keystore"@g' export_presets.cfg
- name: Write Godot editor settings (Android SDK / JDK paths)
run: |
mkdir -p ~/.config/godot
cat > ~/.config/godot/editor_settings-4.tres <<EOF
[gd_resource type="EditorSettings" format=3]
[resource]
export/android/android_sdk_path = "${ANDROID_HOME}"
export/android/java_sdk_path = "/usr/lib/jvm/java-17-openjdk-amd64"
export/android/debug_keystore = "/tmp/debug.keystore"
export/android/debug_keystore_user = "androiddebugkey"
export/android/debug_keystore_pass = "android"
EOF
- name: Restore import cache
uses: actions/download-artifact@v3
with:
name: godot-import-cache
path: .godot
- name: Prepare output dir
run: mkdir -p releases/android
- name: Export Android APK
run: godot --headless --export-debug "AndroidDebug" "releases/android/Puzzle-Quest.apk"
- name: Upload artifact
uses: actions/upload-artifact@v3
with:
name: PuzzleQuest-Android
path: releases/android
if-no-files-found: error
retention-days: 14