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puzzle-quest/.gitea/workflows/README.md
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Vaillant Jeremy e883d662f2 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>
2026-05-17 14:48:13 +02:00

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# Gitea Actions CI
Workflow defined in [`build.yml`](./build.yml). Triggered on push / PR to
`dev` and `main`, or manually via `workflow_dispatch`.
## 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. |
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`).
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** — must support Docker containers (`act_runner` in
`docker` mode, or `host` mode with Docker installed). Check
`act_runner exec` access to Docker Hub.
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)).
## 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`.