410c135870
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>
172 lines
6.1 KiB
YAML
172 lines
6.1 KiB
YAML
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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