Add gdlint job + gdlintrc to Gitea CI
Lints scripts/, db/, scenes/ via gdtoolkit==4.* on ubuntu-latest (Python, no Godot needed), in parallel with the validate job. addons/ (third-party LOD plugin) and developers/ (sandbox) are left out. Non-blocking for now: the export jobs still only need validate, so a lint regression won't break builds while the Godot-3 leftover code is being cleaned up. gdlintrc bumps max-line-length from 100 to 140 because Godot $-style node paths and typed signatures routinely push past 100 without that being a real readability problem. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -8,6 +8,7 @@ Workflow defined in [`build.yml`](./build.yml). Triggered on push / PR to
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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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| `lint` | `ubuntu-latest` (Python) | `gdlint scripts db scenes` via `gdtoolkit==4.*` (Scony). Parallel to `validate`; does not gate exports yet. |
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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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@@ -31,6 +32,21 @@ Artifacts are kept 14 days, accessible from the Gitea run page.
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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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## Linting
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`gdlint` (from Scony's `gdtoolkit`) runs in the `lint` job over `scripts/`,
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`db/`, and `scenes/`. `addons/` (third-party LOD plugin) and `developers/`
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(sandbox) are intentionally excluded.
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The job is **non-blocking** today — the export jobs only depend on
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`validate`, so a lint failure prints warnings but still produces binaries.
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Once the codebase is clean, switch the export jobs' `needs: validate` to
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`needs: [validate, lint]` to make lint a hard gate.
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Suppress specific rules per-line with `# gdlint: disable=<rule>` or
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project-wide with a `gdlintrc` file at the repo root (see
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[gdtoolkit docs](https://github.com/Scony/godot-gdscript-toolkit/wiki)).
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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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@@ -43,7 +43,28 @@ jobs:
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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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# 2. Static analysis — gdlint from Scony's gdtoolkit (Python, no Godot).
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# Runs in parallel with `validate`. Exports do NOT depend on this job,
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# so a lint failure does not block builds while the Godot-3 leftovers
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# are still being cleaned up. Once the tree is clean, add this job to
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# the `needs:` of the export jobs to make it a hard gate.
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# ---------------------------------------------------------------------------
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lint:
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name: Lint GDScript
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v4
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- name: Install gdtoolkit
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run: |
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python3 -m pip install --user "gdtoolkit==4.*"
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echo "$HOME/.local/bin" >> "$GITHUB_PATH"
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- name: Run gdlint
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run: gdlint scripts db scenes
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# ---------------------------------------------------------------------------
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# 3. 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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@@ -93,7 +114,7 @@ jobs:
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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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# 4. 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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@@ -0,0 +1,7 @@
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# gdtoolkit / gdlint config
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# https://github.com/Scony/godot-gdscript-toolkit/wiki
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# Godot $-paths and typed signatures push lines well past 100 cols routinely;
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# 140 keeps the rule as a "no absurdly long line" safety net without forcing
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# constant manual wrapping of node paths.
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max-line-length: 140
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