Files
godot-cpp/.github/workflows/ci.yml
Samuel Nicholas 07704f8f48 VSProj Configure type on build command - to resolve #1582
Visual Studio projects are multi-config projects like Ninja-MultiConfig which means you can't set the configuration at configure time as there are multiple, it always chooses the first one by default when not specified in the build command.

Instead of this:
cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 17 2022" .
cmake --build . --verbose

It should be this
cmake -G"Visual Studio 17 2022" .
cmake --build . --verbose --config Release

Update ci.yml

Because the current build system doesnt use generator expressions for multi config builds, both the CMAKE_BUILD_TYPE and the build --config options need to be set
2024-09-21 22:38:07 +09:30

273 lines
9.1 KiB
YAML

name: Continuous integration
on: [push, pull_request]
env:
# Only used for the cache key. Increment version to force clean build.
GODOT_BASE_BRANCH: master
# Used to select the version of Godot to run the tests with.
GODOT_TEST_VERSION: master
concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}
cancel-in-progress: true
jobs:
build:
name: ${{ matrix.name }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- name: 🐧 Linux (GCC)
os: ubuntu-20.04
platform: linux
artifact-name: godot-cpp-linux-glibc2.27-x86_64-release
artifact-path: bin/libgodot-cpp.linux.template_release.x86_64.a
run-tests: true
cache-name: linux-x86_64
- name: 🐧 Linux (GCC, Double Precision)
os: ubuntu-20.04
platform: linux
artifact-name: godot-cpp-linux-glibc2.27-x86_64-double-release
artifact-path: bin/libgodot-cpp.linux.template_release.double.x86_64.a
flags: precision=double
run-tests: false
cache-name: linux-x86_64-f64
- name: 🏁 Windows (x86_64, MSVC)
os: windows-2019
platform: windows
artifact-name: godot-cpp-windows-msvc2019-x86_64-release
artifact-path: bin/libgodot-cpp.windows.template_release.x86_64.lib
run-tests: false
cache-name: windows-x86_64-msvc
- name: 🏁 Windows (x86_64, MinGW)
os: windows-2019
platform: windows
artifact-name: godot-cpp-linux-mingw-x86_64-release
artifact-path: bin/libgodot-cpp.windows.template_release.x86_64.a
flags: use_mingw=yes
run-tests: false
cache-name: windows-x86_64-mingw
- name: 🍎 macOS (universal)
os: macos-latest
platform: macos
artifact-name: godot-cpp-macos-universal-release
artifact-path: bin/libgodot-cpp.macos.template_release.universal.a
flags: arch=universal
run-tests: false
cache-name: macos-universal
- name: 🤖 Android (arm64)
os: ubuntu-20.04
platform: android
artifact-name: godot-cpp-android-arm64-release
artifact-path: bin/libgodot-cpp.android.template_release.arm64.a
flags: arch=arm64
run-tests: false
cache-name: android-arm64
- name: 🍏 iOS (arm64)
os: macos-latest
platform: ios
artifact-name: godot-cpp-ios-arm64-release
artifact-path: bin/libgodot-cpp.ios.template_release.arm64.a
flags: arch=arm64
run-tests: false
cache-name: ios-arm64
- name: 🌐 Web (wasm32)
os: ubuntu-20.04
platform: web
artifact-name: godot-cpp-web-wasm32-release
artifact-path: bin/libgodot-cpp.web.template_release.wasm32.a
run-tests: false
cache-name: web-wasm32
env:
SCONS_CACHE: ${{ github.workspace }}/.scons-cache/
EM_VERSION: 3.1.39
EM_CACHE_FOLDER: "emsdk-cache"
steps:
- name: Checkout
uses: actions/checkout@v4
with:
submodules: recursive
- name: Restore Godot build cache
uses: ./.github/actions/godot-cache-restore
with:
cache-name: ${{ matrix.cache-name }}
continue-on-error: true
- name: Set up Python (for SCons)
uses: actions/setup-python@v5
with:
python-version: '3.x'
- name: Android dependencies
if: ${{ matrix.platform == 'android' }}
uses: nttld/setup-ndk@v1
with:
ndk-version: r23c
link-to-sdk: true
- name: Web dependencies
if: ${{ matrix.platform == 'web' }}
uses: mymindstorm/setup-emsdk@v14
with:
version: ${{env.EM_VERSION}}
actions-cache-folder: ${{env.EM_CACHE_FOLDER}}
- name: Setup MinGW for Windows/MinGW build
if: ${{ matrix.platform == 'windows' && matrix.flags == 'use_mingw=yes' }}
uses: egor-tensin/setup-mingw@v2
with:
version: 12.2.0
- name: Install scons
run: |
python -m pip install scons==4.0.0
- name: Generate godot-cpp sources only
run: |
scons platform=${{ matrix.platform }} verbose=yes build_library=no ${{ matrix.flags }}
scons -c
- name: Build godot-cpp (debug)
run: |
scons platform=${{ matrix.platform }} verbose=yes target=template_debug ${{ matrix.flags }}
- name: Build test without rebuilding godot-cpp (debug)
run: |
cd test
scons platform=${{ matrix.platform }} verbose=yes target=template_debug ${{ matrix.flags }} build_library=no
- name: Build test and godot-cpp (release)
run: |
cd test
scons platform=${{ matrix.platform }} verbose=yes target=template_release ${{ matrix.flags }}
- name: Save Godot build cache
uses: ./.github/actions/godot-cache-save
with:
cache-name: ${{ matrix.cache-name }}
continue-on-error: true
- name: Download latest Godot artifacts
uses: dsnopek/action-download-artifact@1322f74e2dac9feed2ee76a32d9ae1ca3b4cf4e9
if: ${{ matrix.run-tests && env.GODOT_TEST_VERSION == 'master' }}
with:
repo: godotengine/godot
branch: master
event: push
workflow: linux_builds.yml
workflow_conclusion: success
name: linux-editor-mono
search_artifacts: true
check_artifacts: true
ensure_latest: true
path: godot-artifacts
- name: Prepare Godot artifacts for testing
if: ${{ matrix.run-tests && env.GODOT_TEST_VERSION == 'master' }}
run: |
chmod +x ./godot-artifacts/godot.linuxbsd.editor.x86_64.mono
echo "GODOT=$(pwd)/godot-artifacts/godot.linuxbsd.editor.x86_64.mono" >> $GITHUB_ENV
- name: Download requested Godot version for testing
if: ${{ matrix.run-tests && env.GODOT_TEST_VERSION != 'master' }}
run: |
wget "https://github.com/godotengine/godot-builds/releases/download/${GODOT_TEST_VERSION}/Godot_v${GODOT_TEST_VERSION}_linux.x86_64.zip" -O Godot.zip
unzip -a Godot.zip
chmod +x "Godot_v${GODOT_TEST_VERSION}_linux.x86_64"
echo "GODOT=$(pwd)/Godot_v${GODOT_TEST_VERSION}_linux.x86_64" >> $GITHUB_ENV
- name: Run tests
if: ${{ matrix.run-tests }}
run: |
$GODOT --headless --version
cd test
# Need to run the editor so .godot is generated... but it crashes! Ignore that :-)
(cd project && (timeout 30 $GODOT --import --headless >/dev/null 2>&1 || true))
./run-tests.sh
- name: Upload artifact
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.artifact-name }}
path: ${{ matrix.artifact-path }}
if-no-files-found: error
linux-cmake:
name: 🐧 Build (Linux, GCC, CMake)
runs-on: ubuntu-20.04
steps:
- name: Checkout
uses: actions/checkout@v4
with:
submodules: recursive
- name: Install dependencies
run: |
sudo apt-get update -qq
sudo apt-get install -qqq build-essential pkg-config cmake
- name: Build godot-cpp
run: |
cmake -DCMAKE_BUILD_TYPE=Release .
make -j $(nproc) VERBOSE=1
- name: Build test GDExtension library
run: |
cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." .
make -j $(nproc) VERBOSE=1
linux-cmake-ninja:
name: 🐧 Build (Linux, GCC, CMake Ninja)
runs-on: ubuntu-20.04
steps:
- name: Checkout
uses: actions/checkout@v4
with:
submodules: recursive
- name: Install dependencies
run: |
sudo apt-get update -qq
sudo apt-get install -qqq build-essential pkg-config cmake ninja-build
- name: Build godot-cpp
run: |
cmake -DCMAKE_BUILD_TYPE=Release -GNinja .
cmake --build . -j $(nproc) --verbose
- name: Build test GDExtension library
run: |
cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -GNinja .
cmake --build . -j $(nproc) --verbose
windows-msvc-cmake:
name: 🏁 Build (Windows, MSVC, CMake)
runs-on: windows-2019
steps:
- name: Checkout
uses: actions/checkout@v4
with:
submodules: recursive
- name: Build godot-cpp
run: |
cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 16 2019" .
cmake --build . --verbose --config Release
- name: Build test GDExtension library
run: |
cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -G"Visual Studio 16 2019" .
cmake --build . --verbose --config Release