mirror of
https://github.com/godotengine/godot-cpp.git
synced 2026-01-01 05:48:37 +03:00
Due to how caches are accessed this cache is almost useless, it only
matters if it is from the same branch or a base branch, and is identical
between branches, so caching it just clutters the build cache
(cherry picked from commit 1e3b24f658)
273 lines
9.0 KiB
YAML
273 lines
9.0 KiB
YAML
name: Continuous integration
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on:
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workflow_call:
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env:
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# Only used for the cache key. Increment version to force clean build.
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GODOT_BASE_BRANCH: master
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# Used to select the version of Godot to run the tests with.
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GODOT_TEST_VERSION: 4.2.2-stable
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concurrency:
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group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}
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cancel-in-progress: true
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jobs:
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build:
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name: ${{ matrix.name }}
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runs-on: ${{ matrix.os }}
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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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- name: 🐧 Linux (GCC)
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os: ubuntu-20.04
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platform: linux
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artifact-name: godot-cpp-linux-glibc2.27-x86_64-release
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artifact-path: bin/libgodot-cpp.linux.template_release.x86_64.a
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run-tests: true
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cache-name: linux-x86_64
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- name: 🐧 Linux (GCC, Double Precision)
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os: ubuntu-20.04
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platform: linux
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artifact-name: godot-cpp-linux-glibc2.27-x86_64-double-release
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artifact-path: bin/libgodot-cpp.linux.template_release.double.x86_64.a
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flags: precision=double
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run-tests: false
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cache-name: linux-x86_64-f64
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- name: 🏁 Windows (x86_64, MSVC)
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os: windows-2019
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platform: windows
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artifact-name: godot-cpp-windows-msvc2019-x86_64-release
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artifact-path: bin/libgodot-cpp.windows.template_release.x86_64.lib
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run-tests: false
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cache-name: windows-x86_64-msvc
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- name: 🏁 Windows (x86_64, MinGW)
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os: windows-2019
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platform: windows
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artifact-name: godot-cpp-linux-mingw-x86_64-release
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artifact-path: bin/libgodot-cpp.windows.template_release.x86_64.a
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flags: use_mingw=yes
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run-tests: false
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cache-name: windows-x86_64-mingw
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- name: 🍎 macOS (universal)
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os: macos-latest
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platform: macos
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artifact-name: godot-cpp-macos-universal-release
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artifact-path: bin/libgodot-cpp.macos.template_release.universal.a
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flags: arch=universal
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run-tests: false
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cache-name: macos-universal
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- name: 🤖 Android (arm64)
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os: ubuntu-20.04
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platform: android
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artifact-name: godot-cpp-android-arm64-release
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artifact-path: bin/libgodot-cpp.android.template_release.arm64.a
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flags: arch=arm64
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run-tests: false
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cache-name: android-arm64
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- name: 🍏 iOS (arm64)
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os: macos-latest
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platform: ios
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artifact-name: godot-cpp-ios-arm64-release
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artifact-path: bin/libgodot-cpp.ios.template_release.arm64.a
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flags: arch=arm64
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run-tests: false
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cache-name: ios-arm64
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- name: 🌐 Web (wasm32)
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os: ubuntu-20.04
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platform: web
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artifact-name: godot-cpp-web-wasm32-release
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artifact-path: bin/libgodot-cpp.web.template_release.wasm32.a
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run-tests: false
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cache-name: web-wasm32
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env:
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SCONS_CACHE: ${{ github.workspace }}/.scons-cache/
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EM_VERSION: 3.1.39
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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submodules: recursive
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- name: Restore Godot build cache
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uses: ./.github/actions/godot-cache-restore
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with:
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cache-name: ${{ matrix.cache-name }}
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continue-on-error: true
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- name: Set up Python (for SCons)
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uses: actions/setup-python@v5
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with:
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python-version: 3.x
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- name: Android dependencies
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if: matrix.platform == 'android'
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uses: nttld/setup-ndk@v1
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with:
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ndk-version: r23c
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link-to-sdk: true
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- name: Web dependencies
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if: matrix.platform == 'web'
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uses: mymindstorm/setup-emsdk@v14
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with:
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version: ${{ env.EM_VERSION }}
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no-cache: true
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- name: Setup MinGW for Windows/MinGW build
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if: matrix.platform == 'windows' && matrix.flags == 'use_mingw=yes'
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uses: egor-tensin/setup-mingw@v2
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with:
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version: 12.2.0
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- name: Install scons
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run: |
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python -m pip install scons==4.0.0
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- name: Generate godot-cpp sources only
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run: |
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scons platform=${{ matrix.platform }} verbose=yes build_library=no ${{ matrix.flags }}
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scons -c
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- name: Build godot-cpp (debug)
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run: |
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scons platform=${{ matrix.platform }} verbose=yes target=template_debug ${{ matrix.flags }}
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- name: Build test without rebuilding godot-cpp (debug)
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run: |
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cd test
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scons platform=${{ matrix.platform }} verbose=yes target=template_debug ${{ matrix.flags }} build_library=no
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- name: Build test and godot-cpp (release)
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run: |
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cd test
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scons platform=${{ matrix.platform }} verbose=yes target=template_release ${{ matrix.flags }}
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- name: Save Godot build cache
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uses: ./.github/actions/godot-cache-save
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with:
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cache-name: ${{ matrix.cache-name }}
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continue-on-error: true
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- name: Download latest Godot artifacts
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uses: dsnopek/action-download-artifact@1322f74e2dac9feed2ee76a32d9ae1ca3b4cf4e9
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if: matrix.run-tests && env.GODOT_TEST_VERSION == 'master'
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with:
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repo: godotengine/godot
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branch: master
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event: push
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workflow: linux_builds.yml
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workflow_conclusion: success
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name: linux-editor-mono
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search_artifacts: true
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check_artifacts: true
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ensure_latest: true
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path: godot-artifacts
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- name: Prepare Godot artifacts for testing
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if: matrix.run-tests && env.GODOT_TEST_VERSION == 'master'
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run: |
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chmod +x ./godot-artifacts/godot.linuxbsd.editor.x86_64.mono
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echo "GODOT=$(pwd)/godot-artifacts/godot.linuxbsd.editor.x86_64.mono" >> $GITHUB_ENV
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- name: Download requested Godot version for testing
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if: matrix.run-tests && env.GODOT_TEST_VERSION != 'master'
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run: |
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wget "https://github.com/godotengine/godot-builds/releases/download/${GODOT_TEST_VERSION}/Godot_v${GODOT_TEST_VERSION}_linux.x86_64.zip" -O Godot.zip
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unzip -a Godot.zip
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chmod +x "Godot_v${GODOT_TEST_VERSION}_linux.x86_64"
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echo "GODOT=$(pwd)/Godot_v${GODOT_TEST_VERSION}_linux.x86_64" >> $GITHUB_ENV
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- name: Run tests
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if: matrix.run-tests
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run: |
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$GODOT --headless --version
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cd test
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# Need to run the editor so .godot is generated... but it crashes! Ignore that :-)
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(cd project && (timeout 30 $GODOT --editor --headless --quit >/dev/null 2>&1 || true))
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./run-tests.sh
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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: ${{ matrix.artifact-name }}
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path: ${{ matrix.artifact-path }}
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if-no-files-found: error
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linux-cmake:
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name: 🐧 Build (Linux, GCC, CMake)
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runs-on: ubuntu-20.04
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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submodules: recursive
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- name: Install dependencies
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run: |
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sudo apt-get update -qq
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sudo apt-get install -qqq build-essential pkg-config cmake
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- name: Build godot-cpp
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run: |
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cmake -DCMAKE_BUILD_TYPE=Release .
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make -j $(nproc) VERBOSE=1
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- name: Build test GDExtension library
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run: |
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cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." .
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make -j $(nproc) VERBOSE=1
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linux-cmake-ninja:
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name: 🐧 Build (Linux, GCC, CMake Ninja)
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runs-on: ubuntu-20.04
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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submodules: recursive
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- name: Install dependencies
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run: |
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sudo apt-get update -qq
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sudo apt-get install -qqq build-essential pkg-config cmake ninja-build
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- name: Build godot-cpp
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run: |
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cmake -DCMAKE_BUILD_TYPE=Release -GNinja .
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cmake --build . -j $(nproc) --verbose
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- name: Build test GDExtension library
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run: |
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cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -GNinja .
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cmake --build . -j $(nproc) --verbose
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windows-msvc-cmake:
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name: 🏁 Build (Windows, MSVC, CMake)
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runs-on: windows-2019
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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submodules: recursive
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- name: Build godot-cpp
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run: |
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cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 16 2019" .
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cmake --build . --verbose --config Release
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- name: Build test GDExtension library
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run: |
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cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -G"Visual Studio 16 2019" .
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cmake --build . --verbose --config Release
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