Replace Drone CI with Gitea Actions workflow
Drone server is gone; CI now lives in .gitea/workflows/build.yml. Three jobs: GDScript validation (godot --headless --import + error grep), desktop matrix (Windows / Linux / macOS), and Android (JDK 17 + SDK installed at runtime, keystore from ANDROID_KEYSTORE_BASE64 secret or generated). Build only — Butler / itch.io deploy not wired. Notes in .gitea/workflows/README.md cover the Godot-4 pre-reqs (macOS preset to add, Linux/X11Debug likely renamed on first 4.x save, Docker image tag) and how to plug Butler back in later. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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# Gitea Actions CI
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Workflow defined in [`build.yml`](./build.yml). Triggered on push / PR to
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`dev` and `main`, or manually via `workflow_dispatch`.
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## Jobs
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| Job | Image | Role |
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|----------------------|-----------------------------|------------------------------------------------------------------------------------------|
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| `validate` | `barichello/godot-ci:4.6` | `godot --headless --import` then grep for `SCRIPT ERROR` / `Parse Error`. Uploads `.godot/` cache. |
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| `export-desktop` | `barichello/godot-ci:4.6` | Matrix: Windows / Linux / macOS. Reuses the import cache, uploads each binary as artifact. |
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| `export-android` | `barichello/godot-ci:4.6` + JDK 17 + Android SDK installed at runtime | Provisions keystore, writes `editor_settings-4.tres` with SDK / JDK paths, exports APK. |
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Artifacts are kept 14 days, accessible from the Gitea run page.
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## Prerequisites before the first successful run
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1. **Docker image tag** — verify `barichello/godot-ci:4.6` exists on Docker
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Hub. Otherwise adjust `GODOT_IMAGE` (common alternatives: `4.3`, `4.4`).
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2. **macOS preset missing** — add it in Godot Editor → Project → Export →
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Add → macOS, name it exactly `macOS` (or change the matrix entry). The
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`.zip` will be unsigned; on Mac it needs
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`xattr -dr com.apple.quarantine` to launch.
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3. **`Linux/X11Debug` preset** — Godot-3-era name. Reopen the project in
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Godot 4 once and re-save the preset (the editor may rename it). Update
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the matrix `preset:` field accordingly if it does.
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4. **Gitea runner** — must support Docker containers (`act_runner` in
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`docker` mode, or `host` mode with Docker installed). Check
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`act_runner exec` access to Docker Hub.
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5. **Optional secret** `ANDROID_KEYSTORE_BASE64` — `base64 -w0 debug.keystore`,
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stored as a Gitea repo secret. Without it, a throwaway keystore is
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generated per run, so the APK signature changes every build.
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## Differences from the old `.drone.yml`
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- No more Drone, no more Butler — build only, artifacts downloadable from
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the Gitea UI.
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- GDScript validation step before export (didn't exist).
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- `.godot/` import cache shared between jobs (faster reruns).
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- Keystore via Gitea secret instead of a public pCloud link.
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- macOS target added (preset still to be created in Godot).
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- `master` / empty `ReleaseVersion` pipeline → replaced by triggers on
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`main` (release branch per `CLAUDE.md`).
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## Future: itch.io deploy via Butler
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Not wired. When you want it back, add a `deploy-itch` job gated on tag
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push (`v*`) that downloads the artifacts and runs
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`butler push <dir> dev-crea/ahog:<channel>` with `BUTLER_API_KEY` from
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secrets. Channels used historically:
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`windows`, `linux`, `android`, `mac`.
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name: Build Puzzle Quest
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on:
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push:
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branches: [dev, main]
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pull_request:
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branches: [dev, main]
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workflow_dispatch:
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env:
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GODOT_VERSION: "4.6"
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GODOT_IMAGE: "barichello/godot-ci:4.6"
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jobs:
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# ---------------------------------------------------------------------------
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# 1. GDScript validation — parse every script and fail on errors / warnings.
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# ---------------------------------------------------------------------------
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validate:
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name: Validate GDScript
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runs-on: ubuntu-latest
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container:
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image: barichello/godot-ci:4.6
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steps:
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- uses: actions/checkout@v4
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- name: Import project (parses every .gd / .tscn)
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run: |
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godot --headless --import 2>&1 | tee /tmp/godot-import.log || true
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- name: Fail on parse / script errors
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run: |
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if grep -qE "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log; then
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echo "::error::GDScript errors detected during import"
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grep -E "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log
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exit 1
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fi
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- name: Upload import cache
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uses: actions/upload-artifact@v3
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with:
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name: godot-import-cache
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path: .godot
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retention-days: 1
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# ---------------------------------------------------------------------------
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# 2. Desktop exports (Windows / Linux / macOS) — runs in parallel.
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# macOS preset must be added in the Godot editor before this matrix entry
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# can succeed (export_presets.cfg currently has none).
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# ---------------------------------------------------------------------------
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export-desktop:
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name: Export ${{ matrix.platform }}
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needs: validate
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runs-on: ubuntu-latest
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container:
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image: barichello/godot-ci:4.6
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strategy:
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fail-fast: false
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matrix:
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include:
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- platform: Windows
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preset: WindowsDebug
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output: releases/windows/Puzzle-Quest.exe
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artifact_path: releases/windows
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- platform: Linux
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preset: Linux/X11Debug
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output: releases/linux/Puzzle-Quest.x86_64
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artifact_path: releases/linux
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- platform: macOS
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preset: macOS
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output: releases/macos/Puzzle-Quest.zip
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artifact_path: releases/macos
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steps:
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- uses: actions/checkout@v4
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- name: Restore import cache
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uses: actions/download-artifact@v3
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with:
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name: godot-import-cache
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path: .godot
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- name: Prepare output dir
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run: mkdir -p "${{ matrix.artifact_path }}"
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- name: Export ${{ matrix.platform }}
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run: godot --headless --export-debug "${{ matrix.preset }}" "${{ matrix.output }}"
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- name: Upload artifact
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uses: actions/upload-artifact@v3
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with:
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name: PuzzleQuest-${{ matrix.platform }}
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path: ${{ matrix.artifact_path }}
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if-no-files-found: error
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retention-days: 14
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# ---------------------------------------------------------------------------
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# 3. Android export — needs JDK + Android SDK on top of the Godot image.
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# Provide ANDROID_KEYSTORE_BASE64 as a Gitea secret for a stable signature;
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# otherwise a fresh debug keystore is generated on each run.
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# ---------------------------------------------------------------------------
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export-android:
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name: Export Android
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needs: validate
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runs-on: ubuntu-latest
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container:
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image: barichello/godot-ci:4.6
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env:
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ANDROID_HOME: /opt/android-sdk
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JAVA_HOME: /usr/lib/jvm/java-17-openjdk-amd64
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steps:
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- uses: actions/checkout@v4
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- name: Install JDK 17 + unzip
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run: |
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apt-get update
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apt-get install -y --no-install-recommends openjdk-17-jdk wget unzip
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- name: Install Android command-line tools + SDK
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run: |
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mkdir -p "$ANDROID_HOME/cmdline-tools"
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wget -q https://dl.google.com/android/repository/commandlinetools-linux-11076708_latest.zip -O /tmp/cmdline.zip
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unzip -q /tmp/cmdline.zip -d "$ANDROID_HOME/cmdline-tools"
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mv "$ANDROID_HOME/cmdline-tools/cmdline-tools" "$ANDROID_HOME/cmdline-tools/latest"
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yes | "$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" --licenses >/dev/null
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"$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" \
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"platform-tools" "platforms;android-34" "build-tools;34.0.0" >/dev/null
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- name: Provision debug keystore
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env:
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ANDROID_KEYSTORE_BASE64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
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run: |
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if [ -n "$ANDROID_KEYSTORE_BASE64" ]; then
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echo "$ANDROID_KEYSTORE_BASE64" | base64 -d > /root/debug.keystore
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else
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keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android \
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-keystore /root/debug.keystore -storepass android \
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-dname "CN=Android Debug,O=Android,C=US" -validity 9999
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fi
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sed -i 's@keystore/debug=".*"@keystore/debug="/root/debug.keystore"@g' export_presets.cfg
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- name: Write Godot editor settings (Android SDK / JDK paths)
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run: |
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mkdir -p ~/.config/godot
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cat > ~/.config/godot/editor_settings-4.tres <<EOF
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[gd_resource type="EditorSettings" format=3]
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[resource]
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export/android/android_sdk_path = "/opt/android-sdk"
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export/android/java_sdk_path = "/usr/lib/jvm/java-17-openjdk-amd64"
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export/android/debug_keystore = "/root/debug.keystore"
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export/android/debug_keystore_user = "androiddebugkey"
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export/android/debug_keystore_pass = "android"
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EOF
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- name: Restore import cache
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uses: actions/download-artifact@v3
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with:
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name: godot-import-cache
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path: .godot
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- name: Prepare output dir
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run: mkdir -p releases/android
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- name: Export Android APK
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run: godot --headless --export-debug "AndroidDebug" "releases/android/Puzzle-Quest.apk"
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- name: Upload artifact
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uses: actions/upload-artifact@v3
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with:
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name: PuzzleQuest-Android
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path: releases/android
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if-no-files-found: error
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retention-days: 14
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@@ -149,10 +149,12 @@ re-author it with Godot 4's built-in `theme_override_constants/outline_size`
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## CI
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Build pipeline is in `releases/.drone.yml`. The Docker images still pin
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`barichello/godot-ci:3.3.2` and a custom `devcrea/godot-ci:3.3.2-android`
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— **bump these to a 4.x image** before relying on CI builds again. Butler
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push targets `dev-crea/ahog:windows|android|linux|mac` on itch.io.
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Gitea Actions workflow at `.gitea/workflows/build.yml`, documented in
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`.gitea/workflows/README.md`. Three jobs: GDScript validation
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(`godot --headless --import` + error grep), desktop matrix
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(Windows / Linux / macOS), and Android. Build only — no Butler / itch.io
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deploy currently wired (channels used historically were
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`dev-crea/ahog:windows|android|linux|mac`). Drone pipeline removed.
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Branches: default `dev`, releases from `main`. Long-running migration work
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on `feature/godot-migration`.
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@@ -1,5 +1,3 @@
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[](https://drone.dev-crea.com/Athena/game-source)
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- Hidden Object
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- Tips
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- Log on Android
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@@ -1,134 +0,0 @@
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---
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# Windows Development version
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kind: pipeline
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type: docker
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name: WindowsDebugVersion
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platform:
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os: linux
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arch: amd64
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clone:
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depth: 1
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steps:
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- name: WindowsDebug
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image: barichello/godot-ci:3.3.2
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volumes:
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- name: binary
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path: releases/windows
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commands:
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- godot --export "WindowsDebug" "releases/windows/Puzzle Quest.exe"
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- name: WindowsDeploy
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image: barichello/godot-ci:3.3.2
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volumes:
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- name: binary
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path: releases/windows
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environment:
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BUTLER_API_KEY:
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from_secret: BUTLER_API_KEY
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commands:
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- butler push --if-changed --ignore '.keep' "releases/windows" "dev-crea/ahog:windows"
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trigger:
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branch:
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- dev
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---
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# Android Development version
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kind: pipeline
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type: docker
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name: AndroidDebugVersion
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platform:
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os: linux
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arch: amd64
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clone:
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depth: 1
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steps:
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- name: AndroidDebug
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image: devcrea/godot-ci:3.3.2-android
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volumes:
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- name: binary
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path: releases/android
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commands:
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- apt-get update
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- apt-get install -y wget
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- wget -O /root/debug.keystore https://u.pcloud.link/publink/show?code=XZD8dxXZSdXUyze6UHXxhssGJXHfUBI730Gk
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- sed 's@keystore/debug=".*"@keystore/debug="'/root/debug.keystore'"@g' -i export_presets.cfg
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# - sed 's@keystore/release_user=".*"@keystore/release_user="'$SECRET_RELEASE_KEYSTORE_USER'"@g' -i export_presets.cfg
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# - sed 's@keystore/release_password=".*"@keystore/release_password="'$SECRET_RELEASE_KEYSTORE_PASSWORD'"@g' -i export_presets.cfg
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- godot --export "AndroidDebug" "releases/android/Puzzle Quest.apk"
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- name: AndroidDeploy
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image: barichello/godot-ci:3.3.2
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volumes:
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- name: binary
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path: releases/android
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environment:
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BUTLER_API_KEY:
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from_secret: BUTLER_API_KEY
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commands:
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- butler push --if-changed --ignore '.keep' "releases/android" "dev-crea/ahog:android"
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trigger:
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branch:
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- dev
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---
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# Linux Development version
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kind: pipeline
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type: docker
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name: LinuxDebugVersion
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platform:
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os: linux
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arch: amd64
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clone:
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depth: 1
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steps:
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- name: LinuxDebug
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image: barichello/godot-ci:3.3.2
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volumes:
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- name: binary
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path: releases/linux
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commands:
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- godot --export "Linux/X11Debug" "releases/linux/Puzzle Quest.x86_64"
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- name: LinuxDeploy
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image: barichello/godot-ci:3.3.2
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volumes:
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- name: binary
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path: releases/linux
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environment:
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BUTLER_API_KEY:
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from_secret: BUTLER_API_KEY
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commands:
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- butler push --if-changed --ignore '.keep' "releases/linux" "dev-crea/ahog:linux"
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trigger:
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branch:
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- dev
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---
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# For Production version
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kind: pipeline
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type: docker
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name: ReleaseVersion
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platform:
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os: linux
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arch: amd64
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clone:
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depth: 1
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trigger:
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branch:
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- master
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Reference in New Issue
Block a user