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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

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Markdown

# Gitea Actions CI
Workflow defined in [`build.yml`](./build.yml). Triggered on push / PR to
`dev` and `main`, or manually via `workflow_dispatch`.
## Jobs
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. **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
`xattr -dr com.apple.quarantine` to launch.
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**`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.
## Linting
`gdlint` (from Scony's `gdtoolkit`) runs in the `lint` job over `scripts/`,
`db/`, and `scenes/`. `addons/` (third-party LOD plugin) and `developers/`
(sandbox) are intentionally excluded.
The job is **non-blocking** today — the export jobs only depend on
`validate`, so a lint failure prints warnings but still produces binaries.
Once the codebase is clean, switch the export jobs' `needs: validate` to
`needs: [validate, lint]` to make lint a hard gate.
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
the Gitea UI.
- GDScript validation step before export (didn't exist).
- `.godot/` import cache shared between jobs (faster reruns).
- Keystore via Gitea secret instead of a public pCloud link.
- macOS target added (preset still to be created in Godot).
- `master` / empty `ReleaseVersion` pipeline → replaced by triggers on
`main` (release branch per `CLAUDE.md`).
## Future: itch.io deploy via Butler
Not wired. When you want it back, add a `deploy-itch` job gated on tag
push (`v*`) that downloads the artifacts and runs
`butler push <dir> dev-crea/ahog:<channel>` with `BUTLER_API_KEY` from
secrets. Channels used historically:
`windows`, `linux`, `android`, `mac`.