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Author SHA1 Message Date
Vaillant Jeremy db2460b9ee ci: drop container: for Godot jobs, install via composite action
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
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
Vaillant Jeremy 734b5931e9 docs(ci): record first-run failures + URL prefix fix
Adds a "Known issues from first runs" section to the workflow
README capturing what broke on 2026-05-17:

- Container jobs (validate, export-*) fail at actions/checkout@v4
  with `node: not found` because barichello/godot-ci:4.6 has no Node.
  Workflow fix pending.
- The earlier `actions/checkout` URL-prefix problem (Gitea behind
  YunoHost at /gitea/) is now resolved server-side by moving Gitea
  to the root; the note records this for future reference.
- Default-branch mismatch (Gitea = main, CLAUDE.md says dev).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 18:22:16 +02:00
3 changed files with 132 additions and 30 deletions
+43
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@@ -0,0 +1,43 @@
name: Setup Godot
description: Download a Godot headless Linux binary and (optionally) export templates.
inputs:
version:
description: Godot version (e.g. 4.6). Templates land under <version>.stable.
required: false
default: "4.6"
templates:
description: Install export templates too. "true" / "false".
required: false
default: "false"
runs:
using: composite
steps:
- name: Install Godot ${{ inputs.version }}
shell: bash
run: |
set -euo pipefail
VER="${{ inputs.version }}"
URL="https://github.com/godotengine/godot/releases/download/${VER}-stable/Godot_v${VER}-stable_linux.x86_64.zip"
wget -q "$URL" -O /tmp/godot.zip
mkdir -p "$HOME/bin"
unzip -q /tmp/godot.zip -d /tmp
mv "/tmp/Godot_v${VER}-stable_linux.x86_64" "$HOME/bin/godot"
chmod +x "$HOME/bin/godot"
echo "$HOME/bin" >> "$GITHUB_PATH"
"$HOME/bin/godot" --version
- name: Install export templates
if: inputs.templates == 'true'
shell: bash
run: |
set -euo pipefail
VER="${{ inputs.version }}"
URL="https://github.com/godotengine/godot/releases/download/${VER}-stable/Godot_v${VER}-stable_export_templates.tpz"
wget -q "$URL" -O /tmp/templates.tpz
DEST="$HOME/.local/share/godot/export_templates/${VER}.stable"
mkdir -p "$DEST"
unzip -q /tmp/templates.tpz -d /tmp/templates_extracted
mv /tmp/templates_extracted/templates/* "$DEST/"
ls "$DEST" | head
+62 -11
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@@ -5,19 +5,26 @@ Workflow defined in [`build.yml`](./build.yml). Triggered on push / PR to
## Jobs
| Job | Image | Role |
|----------------------|-----------------------------|------------------------------------------------------------------------------------------|
| `validate` | `barichello/godot-ci:4.6` | `godot --headless --import` then grep for `SCRIPT ERROR` / `Parse Error`. Uploads `.godot/` cache. |
| `lint` | `ubuntu-latest` (Python) | `gdlint scripts db scenes` via `gdtoolkit==4.*` (Scony). Parallel to `validate`; does not gate exports yet. |
| `export-desktop` | `barichello/godot-ci:4.6` | Matrix: Windows / Linux / macOS. Reuses the import cache, uploads each binary as artifact. |
| `export-android` | `barichello/godot-ci:4.6` + JDK 17 + Android SDK installed at runtime | Provisions keystore, writes `editor_settings-4.tres` with SDK / JDK paths, exports APK. |
All jobs run on the default `ubuntu-latest` runner image (which already
ships Node, Python, git, wget, unzip, etc.). Godot is installed per-job
via the local composite action [`.gitea/actions/setup-godot`](../actions/setup-godot/action.yml),
which downloads the official Linux binary from the godotengine GitHub
release and (optionally) export templates into `$HOME`.
| Job | Tooling installed by the job | Role |
|------------------|---------------------------------------------------------------------------|------------------------------------------------------------------------------------------|
| `validate` | Godot binary (no templates) | `godot --headless --import` then grep for `SCRIPT ERROR` / `Parse Error`. Uploads `.godot/` cache. |
| `lint` | `gdtoolkit==4.*` via `pip` | `gdlint scripts db scenes`. Parallel to `validate`; does not gate exports yet. |
| `export-desktop` | Godot binary + export templates | Matrix: Windows / Linux / macOS. Reuses the import cache, uploads each binary as artifact. |
| `export-android` | Godot binary + export templates + JDK 17 + Android SDK (under `$GITHUB_WORKSPACE/.android-sdk`) | Provisions keystore, writes `editor_settings-4.tres` with SDK / JDK paths, exports APK. |
Artifacts are kept 14 days, accessible from the Gitea run page.
## Prerequisites before the first successful run
1. **Docker image tag** — verify `barichello/godot-ci:4.6` exists on Docker
Hub. Otherwise adjust `GODOT_IMAGE` (common alternatives: `4.3`, `4.4`).
1. **Godot version**`GODOT_VERSION` is set at the top of the workflow
(currently `4.6`). The setup action expects a stable release on the
godotengine GitHub releases page; bump in lockstep with the project.
2. **macOS preset missing** — add it in Godot Editor → Project → Export →
Add → macOS, name it exactly `macOS` (or change the matrix entry). The
`.zip` will be unsigned; on Mac it needs
@@ -25,9 +32,11 @@ Artifacts are kept 14 days, accessible from the Gitea run page.
3. **`Linux/X11Debug` preset** — Godot-3-era name. Reopen the project in
Godot 4 once and re-save the preset (the editor may rename it). Update
the matrix `preset:` field accordingly if it does.
4. **Gitea runner**must support Docker containers (`act_runner` in
`docker` mode, or `host` mode with Docker installed). Check
`act_runner exec` access to Docker Hub.
4. **Gitea runner**`act_runner` with the default
`catthehacker/ubuntu:act-latest` image is enough; no Docker-in-Docker
needed now that no job uses `container:`. The runner must reach
`github.com` (for actions + Godot release downloads) and
`dl.google.com` (for the Android SDK).
5. **Optional secret** `ANDROID_KEYSTORE_BASE64``base64 -w0 debug.keystore`,
stored as a Gitea repo secret. Without it, a throwaway keystore is
generated per run, so the APK signature changes every build.
@@ -47,6 +56,48 @@ Suppress specific rules per-line with `# gdlint: disable=<rule>` or
project-wide with a `gdlintrc` file at the repo root (see
[gdtoolkit docs](https://github.com/Scony/godot-gdscript-toolkit/wiki)).
## Known issues from first runs
Captured from the first triggered runs on `feature/godot-migration`
(2026-05-17). Both must be resolved before the workflow can pass.
### 1. Container jobs failed with `node: not found` (resolved 2026-05-17)
The first runs used `container: barichello/godot-ci:4.6` for the Godot
jobs. That image does not ship Node.js, so `actions/checkout@v4` (a JS
action) crashed at startup with
`OCI runtime exec failed: exec: "node": executable file not found`.
Resolved by removing every `container:` block. The runner's default
`catthehacker/ubuntu:act-latest` image already has Node / Python / git /
JDK, and Godot is now installed at the start of each job via the local
composite action `.gitea/actions/setup-godot/`.
### 2. `actions/checkout` clones the wrong URL (resolved 2026-05-17)
The first runs failed at clone time because the runner asked for
`https://dev.stilobique.com/darknight/puzzle-quest/info/refs` while
Gitea was mounted under `/gitea/` behind YunoHost — the request was
intercepted by the YunoHost SSO at the root and redirected before
reaching Gitea.
Resolved by relocating Gitea to the root: it now serves at
`https://dev.stilobique.com/` directly (API at `/api/v1/...`,
`clone_url` at `/<owner>/<repo>.git`). The runner-injected
`GITHUB_SERVER_URL` and the actual Gitea base URL now agree.
If Gitea is ever moved back under a sub-path, the fix is `ROOT_URL` in
`app.ini` (`[server] ROOT_URL = https://<host>/<prefix>/`) or
re-registering `act_runner` with the full instance URL.
### 3. Default-branch mismatch
The Gitea API reports `default_branch: main` for the repo, but
`CLAUDE.md` describes `dev` as the default. The workflow listens to both,
so jobs trigger correctly either way, but the "Workflows" sidebar in the
Gitea UI reads from whatever the actual default branch is. If you intend
`dev` to be the default, update it under repo Settings → Branches.
## Differences from the old `.drone.yml`
- No more Drone, no more Butler — build only, artifacts downloadable from
+27 -19
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@@ -9,7 +9,6 @@ on:
env:
GODOT_VERSION: "4.6"
GODOT_IMAGE: "barichello/godot-ci:4.6"
jobs:
# ---------------------------------------------------------------------------
@@ -18,11 +17,13 @@ jobs:
validate:
name: Validate GDScript
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.6
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
@@ -72,8 +73,6 @@ jobs:
name: Export ${{ matrix.platform }}
needs: validate
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.6
strategy:
fail-fast: false
matrix:
@@ -93,6 +92,11 @@ jobs:
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:
@@ -114,7 +118,7 @@ jobs:
retention-days: 14
# ---------------------------------------------------------------------------
# 4. Android export — needs JDK + Android SDK on top of the Godot image.
# 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.
# ---------------------------------------------------------------------------
@@ -122,21 +126,25 @@ jobs:
name: Export Android
needs: validate
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.6
env:
ANDROID_HOME: /opt/android-sdk
JAVA_HOME: /usr/lib/jvm/java-17-openjdk-amd64
ANDROID_HOME: ${{ github.workspace }}/.android-sdk
steps:
- uses: actions/checkout@v4
- name: Install JDK 17 + unzip
- uses: ./.gitea/actions/setup-godot
with:
version: ${{ env.GODOT_VERSION }}
templates: "true"
- name: Install JDK 17
run: |
apt-get update
apt-get install -y --no-install-recommends openjdk-17-jdk wget unzip
sudo apt-get update
sudo apt-get install -y --no-install-recommends openjdk-17-jdk
echo "JAVA_HOME=/usr/lib/jvm/java-17-openjdk-amd64" >> "$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"
@@ -149,14 +157,14 @@ jobs:
env:
ANDROID_KEYSTORE_BASE64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
run: |
if [ -n "$ANDROID_KEYSTORE_BASE64" ]; then
echo "$ANDROID_KEYSTORE_BASE64" | base64 -d > /root/debug.keystore
if [ -n "${ANDROID_KEYSTORE_BASE64:-}" ]; then
echo "$ANDROID_KEYSTORE_BASE64" | base64 -d > /tmp/debug.keystore
else
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android \
-keystore /root/debug.keystore -storepass android \
-keystore /tmp/debug.keystore -storepass android \
-dname "CN=Android Debug,O=Android,C=US" -validity 9999
fi
sed -i 's@keystore/debug=".*"@keystore/debug="/root/debug.keystore"@g' export_presets.cfg
sed -i 's@keystore/debug=".*"@keystore/debug="/tmp/debug.keystore"@g' export_presets.cfg
- name: Write Godot editor settings (Android SDK / JDK paths)
run: |
@@ -164,9 +172,9 @@ jobs:
cat > ~/.config/godot/editor_settings-4.tres <<EOF
[gd_resource type="EditorSettings" format=3]
[resource]
export/android/android_sdk_path = "/opt/android-sdk"
export/android/android_sdk_path = "${ANDROID_HOME}"
export/android/java_sdk_path = "/usr/lib/jvm/java-17-openjdk-amd64"
export/android/debug_keystore = "/root/debug.keystore"
export/android/debug_keystore = "/tmp/debug.keystore"
export/android/debug_keystore_user = "androiddebugkey"
export/android/debug_keystore_pass = "android"
EOF