Files
puzzle-quest/.gitea/workflows/build.yml
T
Vaillant Jeremy fbc2b9247a
Build Puzzle Quest / Validate GDScript (push) Successful in 43s
Build Puzzle Quest / Lint GDScript (push) Successful in 32s
Build Puzzle Quest / Export Windows (pull_request) Has been skipped
Build Puzzle Quest / Export Linux (push) Failing after 0s
Build Puzzle Quest / Export Windows (push) Failing after 1s
Build Puzzle Quest / Export Android (push) Failing after 0s
Build Puzzle Quest / Validate GDScript (pull_request) Successful in 25s
Build Puzzle Quest / Lint GDScript (pull_request) Successful in 26s
Build Puzzle Quest / Export Linux (pull_request) Successful in 4m9s
Build Puzzle Quest / Export Android (pull_request) Failing after 5m2s
ci: comment macOS, empty Windows icon path, fix Android keystore preset
Three follow-ups from run #12:

- export-desktop: comment out the macOS matrix entry. The preset
  is still missing in export_presets.cfg; the entry can be
  uncommented once the macOS preset is added in the Godot editor.

- export Windows: `application/icon` referenced
  res://releases/windows/project.ico, which has never been in the
  repo (releases/windows/ holds only .keep). Godot rejected the
  export with "Invalid icon path". Cleared the field in both
  WindowsDebug and WindowsTesting presets — Godot falls back to
  its built-in icon.

- export-android: Godot validation requires all three of
  keystore/debug{,_user,_password} to be set together (or all
  empty). The keystore step only patched keystore/debug and left
  the other two empty, triggering
  "Either Debug Keystore, Debug User AND Debug Password must be
  configured OR none of them". Patch all three now.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 19:39:42 +02:00

196 lines
7.5 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: ${{ env.GODOT_VERSION }}
- name: Import project (parses every .gd / .tscn)
run: |
godot --headless --import 2>&1 | tee /tmp/godot-import.log || true
- name: Fail on parse / script errors
run: |
if grep -qE "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log; then
echo "::error::GDScript errors detected during import"
grep -E "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log
exit 1
fi
# ---------------------------------------------------------------------------
# 2. Static analysis — gdlint from Scony's gdtoolkit (Python, no Godot).
# Runs in parallel with `validate`. Exports do NOT depend on this job,
# so a lint failure does not block builds while the Godot-3 leftovers
# are still being cleaned up. Once the tree is clean, add this job to
# the `needs:` of the export jobs to make it a hard gate.
# ---------------------------------------------------------------------------
lint:
name: Lint GDScript
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Install gdtoolkit
run: |
python3 -m venv /tmp/gdlint-venv
/tmp/gdlint-venv/bin/pip install --quiet "gdtoolkit==4.*"
echo "/tmp/gdlint-venv/bin" >> "$GITHUB_PATH"
- name: Run gdlint
run: gdlint scripts db scenes
# ---------------------------------------------------------------------------
# 3. Desktop exports — runs in parallel.
# macOS is commented out until a preset is added in the Godot editor
# (export_presets.cfg has none today). Restore the entry once the preset
# exists; the matrix is otherwise ready to take it.
# ---------------------------------------------------------------------------
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: ${{ env.GODOT_VERSION }}
templates: "true"
- name: Import project
run: godot --headless --import || true
- name: Prepare output dir
run: mkdir -p "${{ 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 |` returns 141 (SIGPIPE) under `set -o pipefail` once sdkmanager
# closes its stdin — feed a finite stream of "y" answers instead.
printf 'y\n%.0s' {1..50} | "$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" --licenses >/dev/null
"$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 "$ANDROID_KEYSTORE_BASE64" | base64 -d > /tmp/debug.keystore
else
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android \
-keystore /tmp/debug.keystore -storepass android \
-dname "CN=Android Debug,O=Android,C=US" -validity 9999
fi
# Godot rejects exports unless all three keystore/debug{,_user,_password}
# are set together (or all three empty) — patch every one.
sed -i 's@keystore/debug=".*"@keystore/debug="/tmp/debug.keystore"@g' export_presets.cfg
sed -i 's@keystore/debug_user=".*"@keystore/debug_user="androiddebugkey"@g' export_presets.cfg
sed -i 's@keystore/debug_password=".*"@keystore/debug_password="android"@g' export_presets.cfg
- name: Write Godot editor settings (Android SDK / JDK paths)
run: |
mkdir -p ~/.config/godot
cat > ~/.config/godot/editor_settings-4.tres <<EOF
[gd_resource type="EditorSettings" format=3]
[resource]
export/android/android_sdk_path = "${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: Import project
run: godot --headless --import || true
- 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