GitHub build workflows (#204)

This commit is contained in:
Blixibon
2022-10-21 12:49:33 -05:00
committed by GitHub
parent 03fffae585
commit 3f5807f1fd
14 changed files with 526 additions and 10 deletions

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#
# MAPBASE SOURCE 2013 CI
#
# This can be used to manually build the codebase.
#
# See mapbase_build-base.yml for more information on how this works.
name: Build Projects (Manual)
on:
workflow_dispatch:
inputs:
configuration:
description: 'Which configuration to build with'
default: 'Release'
required: true
type: choice
options:
- Release
- Debug
branch:
description: 'Which Source 2013 engine branch to compile for'
default: 'sp'
required: true
type: choice
options:
- sp
- mp
game:
description: 'Name of the game to build (if relevant)'
default: 'episodic'
required: false
type: choice
options:
- episodic
- hl2
project-group:
description: 'Which group of projects to compile'
required: true
type: choice
options:
- all
- game
- shaders
- maptools
solution-name:
description: 'Name of the solution/makefile'
required: true
type: choice
options:
- everything
- games
- shaders
- maptools
build-on-linux:
description: 'Build on Ubuntu/Linux?'
default: true
required: false
type: boolean
jobs:
build_manual:
uses: mapbase-source/source-sdk-2013/.github/workflows/mapbase_build-base.yml@feature/github-workflows
with:
configuration: '${{ github.event.inputs.configuration }}'
branch: '${{ github.event.inputs.branch }}'
project-group: '${{ github.event.inputs.project-group }}'
solution-name: '${{ github.event.inputs.solution-name }}'

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.github/workflows/mapbase_build-base.yml vendored Normal file
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#
# MAPBASE SOURCE 2013 CI
#
# This workflow script automatically builds the Source SDK 2013 codebase on Windows and Linux using GitHub Actions.
#
# This is useful in a number of ways:
#
# 1. It ensures pull requests compile correctly on multiple platforms and provides binaries that can be used to test them.
# 2. It can be used to compile code for releases without having to pull and prepare a local development environment.
# 3. It opens potential for scripts that can employ more principles of CI/CD. (e.g. automatically publishing a release)
#
# This is based on a workflow originally created by z33ky.
name: Build Projects
on:
workflow_call:
inputs:
configuration:
description: 'Which configuration to build with'
default: 'Release'
required: true
type: string
branch:
description: 'Which Source 2013 engine branch to compile for'
default: 'sp'
required: true
type: string
game:
description: 'The name of the game to build (if relevant)'
default: 'episodic'
required: false
type: string
project-group:
description: 'Which group of projects to compile'
required: true
type: string
solution-name:
description: 'The name of the solution/makefile'
required: true
type: string
build-on-linux:
description: 'Build on Ubuntu/Linux?'
default: true
required: false
type: boolean
jobs:
build_windows:
name: Windows (VS2022)
runs-on: windows-latest
steps:
- uses: actions/checkout@v3
- name: Add MSBuild to PATH
uses: microsoft/setup-msbuild@v1.1
- name: Enable VS2022
working-directory: '${{inputs.branch}}/src/vpc_scripts'
shell: bash
run: sed -i 's/^\($Conditional[ ]\+VS2022[ ]\+\).*/\1"1"/' newer_vs_toolsets.vpc
- name: Pick game
if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
working-directory: '${{inputs.branch}}/src'
shell: bash
run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects.bat
- name: Create project files
working-directory: '${{inputs.branch}}/src'
shell: cmd
# https://github.com/ValveSoftware/source-sdk-2013/issues/72
run: |
reg add "HKLM\SOFTWARE\WOW6432Node\Microsoft\VisualStudio\10.0\Projects\{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}" /v DefaultProjectExtension /t REG_SZ /d vcproj /f
create${{inputs.project-group}}projects.bat
# --------------------------------------------------------------------
# "I'm invoking msbuild for each project individually, which looks a bit odd considering there is a solution file which should be able to invoke the builds in their proper order automatically, but passing the solution to msbuild doesn't seem to work."
# https://github.com/mapbase-source/source-sdk-2013/pull/162
- name: Build mathlib
#if: steps.filter.outputs.game == 'true'
working-directory: '${{inputs.branch}}/src'
shell: cmd
run: |
msbuild -m -p:Configuration=${{inputs.configuration}} mathlib\mathlib.vcxproj
- name: Build Base Libraries
if: inputs.project-group == 'all' || inputs.project-group == 'game' || inputs.project-group == 'maptools'
working-directory: '${{inputs.branch}}/src'
shell: cmd
run: |
msbuild -m -p:Configuration=${{inputs.configuration}} raytrace\raytrace.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} tier1\tier1.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} vgui2\vgui_controls\vgui_controls.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} vscript\vscript.vcxproj
- name: Build Map Tools
if: inputs.project-group == 'all' || inputs.project-group == 'maptools'
working-directory: '${{inputs.branch}}/src'
shell: cmd
run: |
msbuild -m -p:Configuration=${{inputs.configuration}} fgdlib\fgdlib.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} utils\vbsp\vbsp.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} utils\vvis\vvis_dll.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} utils\vvis_launcher\vvis_launcher.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} utils\vrad\vrad_dll.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} utils\vrad_launcher\vrad_launcher.vcxproj
- name: Build Shaders
if: inputs.project-group == 'shaders'
working-directory: '${{inputs.branch}}/src'
shell: cmd
run: |
msbuild -m -p:Configuration=${{inputs.configuration}} materialsystem\stdshaders\game_shader_dx9_${{inputs.game}}.vcxproj
- name: Build Game
if: inputs.project-group == 'game'
working-directory: '${{inputs.branch}}/src'
shell: cmd
run: |
msbuild -m -p:Configuration=${{inputs.configuration}} responserules\runtime\responserules.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} game\client\client_${{inputs.game}}.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} game\server\server_${{inputs.game}}.vcxproj
# TODO: Hook to game naming?
- name: Build everything
if: inputs.project-group == 'all'
working-directory: '${{inputs.branch}}/src'
shell: cmd
run: |
msbuild -m -p:Configuration=${{inputs.configuration}} responserules\runtime\responserules.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} materialsystem\stdshaders\game_shader_dx9_episodic.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} materialsystem\stdshaders\game_shader_dx9_hl2.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} game\client\client_episodic.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} game\client\client_hl2.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} game\server\server_episodic.vcxproj
msbuild -m -p:Configuration=${{inputs.configuration}} game\server\server_hl2.vcxproj
# --------------------------------------------------------------------
- name: Publish Windows game DLLs
if: inputs.project-group == 'all' || inputs.project-group == 'game'
uses: actions/upload-artifact@v3
with:
name: 'Windows Game DLLs (server & client.dll) [${{ inputs.configuration }}]'
path: |
${{inputs.branch}}/game/mod_${{inputs.game}}/bin/client.dll
${{inputs.branch}}/game/mod_${{inputs.game}}/bin/server.dll
if-no-files-found: error
- name: Publish Windows shader DLL
if: inputs.project-group == 'shaders'
uses: actions/upload-artifact@v3
with:
name: 'Windows Shader DLL (game_shader_dx9.dll) [${{ inputs.configuration }}]'
path: |
${{inputs.branch}}/game/mod_${{inputs.game}}/bin/game_shader_dx9.dll
if-no-files-found: error
- name: Publish Windows map tools
if: inputs.project-group == 'maptools'
uses: actions/upload-artifact@v3
with:
name: 'Windows Map Tools [${{ inputs.configuration }}]'
path: |
${{inputs.branch}}/game/bin/vbsp.exe
${{inputs.branch}}/game/bin/vvis.exe
${{inputs.branch}}/game/bin/vvis_dll.dll
${{inputs.branch}}/game/bin/vrad.exe
${{inputs.branch}}/game/bin/vrad_dll.dll
if-no-files-found: error
- name: Publish everything (Windows)
if: inputs.project-group == 'all'
uses: actions/upload-artifact@v3
with:
name: 'Everything (Windows) [${{ inputs.configuration }}]'
path: |
${{inputs.branch}}/game/bin
${{inputs.branch}}/game/mod_*/bin
if-no-files-found: error
build_ubuntu:
if: inputs.build-on-linux == true && inputs.project-group != 'maptools' # No Linux map tools for now
name: Ubuntu (GCC/G++)
runs-on: ubuntu-latest
env:
config: ${{ inputs.configuration }}
steps:
- uses: actions/checkout@v3
- name: Install GCC/G++ multilib
run: sudo apt-get install gcc-multilib g++-multilib
- name: Pick game
if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
working-directory: '${{inputs.branch}}/src'
shell: bash
run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects
- name: Set configuration
working-directory: '${{inputs.branch}}/src'
shell: bash
run: |
config=${{inputs.configuration}}
export CFG=${config,,}
echo "config=${CFG}" >> $GITHUB_ENV
- name: Create project files
working-directory: '${{inputs.branch}}/src'
run: sudo ./create${{inputs.project-group}}projects
# --------------------------------------------------------------------
- name: Build
working-directory: '${{inputs.branch}}/src'
run: make CFG=${{env.config}} -f ${{inputs.solution-name}}.mak
# --------------------------------------------------------------------
- name: Publish Linux game SOs
if: inputs.project-group == 'game'
uses: actions/upload-artifact@v3
with:
name: 'Linux Game SOs (server & client.so) [${{ inputs.configuration }}]'
path: |
${{inputs.branch}}/game/mod_${{inputs.game}}/bin/client.so
${{inputs.branch}}/game/mod_${{inputs.game}}/bin/server.so
if-no-files-found: error
- name: Publish Linux shader SO
if: inputs.project-group == 'shaders'
uses: actions/upload-artifact@v3
with:
name: 'Linux Shader SO (game_shader_dx9.so) [${{ inputs.configuration }}]'
path: |
${{inputs.branch}}/game/mod_${{inputs.game}}/bin/game_shader_dx9.so
if-no-files-found: error
#- name: Publish Linux map tools
# if: inputs.project-group == 'maptools'
# uses: actions/upload-artifact@v3
# with:
# name: 'Linux Map Tools [${{ inputs.configuration }}]'
# path: |
# ${{inputs.branch}}/game/bin/vbsp
# ${{inputs.branch}}/game/bin/vvis
# ${{inputs.branch}}/game/bin/vvis_dll.so
# ${{inputs.branch}}/game/bin/vrad
# ${{inputs.branch}}/game/bin/vrad_dll.so
# if-no-files-found: error
- name: Publish everything (Linux)
if: inputs.project-group == 'all'
uses: actions/upload-artifact@v3
with:
name: 'Everything (Linux) [${{ inputs.configuration }}]'
path: |
${{inputs.branch}}/game/bin
${{inputs.branch}}/game/mod_*/bin
if-no-files-found: error

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#
# MAPBASE SOURCE 2013 CI
#
# Builds game projects every time a pull request which modifies the game code is opened.
# If you're using a fork of Mapbase, feel free to configure this to meet your repository's needs.
#
# See mapbase_build-base.yml for more information on how this works.
name: Build Game Projects #(SP Release)
on:
pull_request:
branches:
- develop
paths:
- '.github/workflows/mapbase_build-sp-rel-games.yml'
- 'sp/src/vpc_scripts/**'
- 'sp/src/game/**'
- 'sp/src/mathlib/**'
- 'sp/src/responserules/runtime/**'
- 'sp/src/tier1/**'
- 'sp/src/vgui2/vgui_controls/**'
- 'sp/src/vscript/**'
jobs:
games:
strategy:
matrix:
configuration: [Release, Debug]
uses: ./.github/workflows/mapbase_build-base.yml
with:
configuration: ${{ matrix.configuration }}
branch: 'sp'
game: 'episodic' # Change this if your mod is not using HL2/Episodic game projects
project-group: 'game'
solution-name: 'games'
build-on-linux: true # Disable this if you don't want to compile for Linux

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#
# MAPBASE SOURCE 2013 CI
#
# Builds map tool projects every time a pull request which modifies the map tool code is opened.
# If you're using a fork of Mapbase, feel free to configure this to meet your repository's needs.
#
# See mapbase_build-base.yml for more information on how this works.
name: Build Map Tool Projects #(SP Release)
on:
pull_request:
branches:
- develop
paths:
- '.github/workflows/mapbase_build-sp-rel-maptools.yml'
- 'sp/src/vpc_scripts/**'
- 'sp/src/utils/vbsp/**'
- 'sp/src/utils/vvis/**'
- 'sp/src/utils/vvis_launcher/**'
- 'sp/src/utils/vrad/**'
- 'sp/src/utils/vrad_launcher/**'
- 'sp/src/mathlib/**'
- 'sp/src/tier1/**'
- 'sp/src/vgui2/vgui_controls/**'
- 'sp/src/vscript/**'
jobs:
maptools:
strategy:
matrix:
configuration: [Release, Debug]
uses: ./.github/workflows/mapbase_build-base.yml
with:
configuration: ${{ matrix.configuration }}
branch: 'sp'
project-group: 'maptools'
solution-name: 'maptools'

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#
# MAPBASE SOURCE 2013 CI
#
# Builds shader projects every time a pull request which modifies the shader code is opened.
# If you're using a fork of Mapbase, feel free to configure this to meet your repository's needs.
#
# See mapbase_build-base.yml for more information on how this works.
name: Build Shader Projects #(SP Release)
on:
pull_request:
branches:
- develop
paths:
- '.github/workflows/mapbase_build-sp-rel-shaders.yml'
- 'sp/src/vpc_scripts/**'
- 'sp/src/materialsystem/**'
- 'sp/src/mathlib/**'
jobs:
shaders:
strategy:
matrix:
configuration: [Release, Debug]
uses: ./.github/workflows/mapbase_build-base.yml
with:
configuration: ${{ matrix.configuration }}
branch: 'sp'
game: 'episodic' # Change this if your mod is not using HL2/Episodic game projects
project-group: 'shaders'
solution-name: 'shaders'
build-on-linux: true # Disable this if you don't want to compile for Linux

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#
# MAPBASE REPO AUTOMATION
#
# Automatically labels pull requests according to changed file paths.
# See mapbase_triage-pr.yml for more information.
#
# https://github.com/actions/labeler
name: Pull Request Automation
on: [pull_request]
jobs:
label:
runs-on: ubuntu-latest
permissions:
contents: read
pull-requests: write
steps:
- uses: actions/labeler@v4
with:
repo-token: "${{ secrets.GITHUB_TOKEN }}"