name: 'Build and Test' on: [ push ] env: GODOT: Godot_v3.3.2-stable GODOT_VERSION: 3.3.2 GODOT_RELEASE: stable # Caches should be automatically invalidated when versions change, # but invalidation can be forced by incrementing these numbers. EMSCRIPTEN_CACHE_VERSION: 1 EXPORT_TEMPLATE_CACHE_VERSION: 1 GODOT_CACHE_VERSION: 1 GODOT_CPP_CACHE_VERSION: 1 LIBUV_CACHE_VERSION: 1 jobs: build: name: 'Build' runs-on: ${{ matrix.os }} strategy: fail-fast: false matrix: platform: [ linux, javascript, osx, windows ] target: [ release, debug ] bits: [ 64, 32 ] include: - platform: linux os: ubuntu-latest - platform: javascript os: ubuntu-latest - platform: osx os: macos-latest - platform: windows os: windows-latest exclude: - platform: javascript bits: 64 # Currently only wasm32 is supported. - platform: osx bits: 32 # Only 64-bit supported on macOS. steps: - uses: actions/checkout@v2 with: submodules: recursive - name: Get godot-cpp submodule commit hash shell: bash env: ACTIONS_ALLOW_UNSECURE_COMMANDS: true run: | echo ::set-env name=GODOT_CPP_COMMIT_HASH::$(git ls-tree HEAD addons/godot_xterm/native/thirdparty/godot-cpp -l | cut -d\ -f3) - name: Cache godot-cpp bindings uses: actions/cache@v2 id: cache env: cache-name: cache-godot-cpp with: path: addons/godot_xterm/native/thirdparty/godot-cpp key: godot-cpp-${{ matrix.platform }}-${{ matrix.target }}-${{ matrix.bits }}-${{ env.GODOT_CPP_COMMIT_HASH }}-v${{ env.GODOT_CPP_CACHE_VERSION }} - name: Get libuv submodule commit hash shell: bash env: ACTIONS_ALLOW_UNSECURE_COMMANDS: true run: | echo ::set-env name=LIBUV_COMMIT_HASH::$(git ls-tree HEAD addons/godot_xterm/native/thirdparty/libuv -l | cut -d\ -f3) - name: Cache libuv uses: actions/cache@v2 id: cache-libuv with: path: addons/godot_xterm/native/thirdparty/libuv key: libuv-cache-${{ matrix.platform }}-${{ matrix.target }}-${{ matrix.bits }}-${{ env.LIBUV_COMMIT_HASH }}-v${{ env.LIBUV_CACHE_VERSION }} - name: Cache emscripten if: ${{ matrix.platform == 'javascript' }} uses: actions/cache@v2 env: cache-name: cache-emscripten with: path: addons/godot_xterm/native/.emcache key: emsdk-cache-${{ matrix.target }}-v${{ env.EMSCRIPTEN_CACHE_VERSION }} # Ubuntu-specific steps. - name: Install ubuntu build dependencies if: ${{ matrix.os == 'ubuntu-latest' }} run: sudo apt-get install -y scons gcc-multilib g++-multilib # JavaScript-specific steps. - name: Install javascript build dependencies if: ${{ matrix.platform == 'javascript' }} uses: mymindstorm/setup-emsdk@v9 with: version: 2.0.10 actions-cache-folder: emsdk-cache-${{ matrix.target }} # MacOS-specific steps. - name: Install additional macos build dependencies if: ${{ matrix.os == 'macos-latest' }} run: brew install scons # Windows-specific steps. - name: Install additional windows build dependencies if: ${{ matrix.os == 'windows-latest' }} run: python -m pip install scons - uses: ilammy/msvc-dev-cmd@v1.9.0 if: ${{ matrix.os == 'windows-latest' }} with: arch: win${{ matrix.bits }} - name: Build godot-cpp bindings if: steps.cache.outputs.cache-hit != 'true' run: | cd addons/godot_xterm/native/thirdparty/godot-cpp scons platform=${{ matrix.platform }} target=${{ matrix.target }} bits=${{ matrix.bits }} generate_bindings=yes -j2 - name: Setup cmake if: steps.cache-libuv.outputs.cache-hit != 'true' uses: jwlawson/actions-setup-cmake@v1.9 with: cmake-version: '3.15.4' use-32bit: ${{ matrix.bits == 32 && matrix.os == 'windows-latest' }} - name: Build libuv if: steps.cache-libuv.outputs.cache-hit != 'true' shell: bash env: TARGET: ${{ matrix.target }} BITS: ${{ matrix.bits }} OS: ${{ matrix.os }} run: | cd addons/godot_xterm/native/thirdparty/libuv args="-DCMAKE_BUILD_TYPE=$TARGET -DBUILD_SHARED_LIBS=OFF -DCMAKE_POSITION_INDEPENDENT_CODE=TRUE" if [ "$TARGET" == "release" ]; then args="$args -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreadedDLL" else args="$args -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreadedDebugDLL" fi if [ "$BITS" -eq 32 -a "$OS" == "windows-latest" ]; then cmake -G "Visual Studio 16 2019" -A Win32 -S $(pwd) -B "build" $args else mkdir build || true cd build if [ "$BITS" -eq 32 ]; then args="$args -DCMAKE_SYSTEM_PROCESSOR=i686 -DCMAKE_C_FLAGS=-m32"; fi cmake .. $args cd .. fi cmake --build build --config $TARGET - name: Build libgodot-xterm run: | cd addons/godot_xterm/native scons platform=${{ matrix.platform }} target=${{ matrix.target }} bits=${{ matrix.bits }} -j2 - name: Upload build artifacts uses: actions/upload-artifact@v2 with: name: libgodot-xterm-${{ matrix.target }} path: | addons/godot_xterm/native/bin/*.so addons/godot_xterm/native/bin/*.wasm addons/godot_xterm/native/bin/*.dylib addons/godot_xterm/native/bin/*.dll # GDNative HTML5 export templates aren't provided so we must build them export_template: name: 'Export Template' runs-on: ubuntu-latest strategy: matrix: target: [ release, debug ] steps: - uses: actions/checkout@v2 with: submodules: recursive - name: Get godot submodule commit hash shell: bash env: ACTIONS_ALLOW_UNSECURE_COMMANDS: true run: | echo ::set-env name=GODOT_COMMIT_HASH::$(git ls-tree HEAD misc/export_templates/godot -l | cut -d\ -f3) - name: Cache export template uses: actions/cache@v2 id: cache-export-template env: cache-name: cache-export-template with: path: misc/export_templates/godot/bin key: godot-${{ env.GODOT_COMMIT_HASH }}-${{ matrix.target }}-v${{ env.EXPORT_TEMPLATE_CACHE_VERSION }} - name: Build template in docker container if: steps.cache-export-template.outputs.cache-hit != 'true' run: cd misc/export_templates && ./build.sh -t ${{ matrix.target }} - name: Upload export template uses: actions/upload-artifact@v2 with: name: html5-gdnative-export-templates path: misc/export_templates/godot/bin/webassembly_gdnative_${{matrix.target}}.zip install_godot: name: 'Install Godot' runs-on: ${{ matrix.os }} strategy: matrix: platform: [ x11.64, linux_headless.64, osx.universal ] #, x11.32, win64.exe, win32.exe ] include: - platform: x11.64 os: ubuntu-latest - platform: linux_headless.64 os: ubuntu-latest - platform: osx.universal os: macos-latest # For Windows platform we need to install mesa-dist-win. # 32 bit X11 also needs special attention. # So disable both of them for now. #- platform: x11.32 # os: ubuntu-latest #- platform: win64.exe # os: windows-latest #- platform: win32.exe # os: windows-latest steps: - uses: actions/checkout@v2 with: submodules: recursive - name: Cache Godot executable uses: actions/cache@v2 id: cache-godot env: cache-name: cache-godot with: path: godot_executable/ key: godot-cache-${{ env.GODOT }}_${{ matrix.platform }}-v${{ env.GODOT_CACHE_VERSION }} - name: Download Godot uses: suisei-cn/actions-download-file@v1 if: steps.cache-godot.outputs.cache-hit != 'true' with: url: https://downloads.tuxfamily.org/godotengine/${{ env.GODOT_VERSION }}/${{ env.GODOT }}_${{ matrix.platform }}.zip target: godot_executable/ - name: Extract Godot shell: bash if: steps.cache-godot.outputs.cache-hit != 'true' run: | cd godot_executable unzip ${{ env.GODOT }}_${{ matrix.platform }}.zip - name: Symlink Godot if: steps.cache-godot.outputs.cache-hit != 'true' && matrix.platform == 'osx.universal' run: ln -s Godot.app/Contents/MacOS/Godot godot_executable/${{ env.GODOT }}_${{ matrix.platform }} test: name: 'Test' needs: [ install_godot, build, export_template ] runs-on: ${{ matrix.os }} strategy: fail-fast: false matrix: platform: [ x11.64, osx.universal ] #, x11.32, win64.exe, win32.exe ] target: [ release, debug ] include: - platform: x11.64 os: ubuntu-latest - platform: osx.universal os: macos-latest # For Windows platform we need to install mesa-dist-win. # 32 bit X11 also needs special attention. # So disable both of them for now. #- platform: x11.32 # os: ubuntu-latest #- platform: win64.exe # os: windows-latest #- platform: win32.exe # os: windows-latest steps: - uses: actions/checkout@v2 with: submodules: recursive - name: Cache godot executable uses: actions/cache@v2 id: cache-godot env: cache-name: cache-godot with: path: godot_executable/ key: godot-cache-${{ env.GODOT }}_${{ matrix.platform }}-v${{ env.GODOT_CACHE_VERSION }} - name: Install Ubuntu dependencies if: ${{ matrix.os == 'ubuntu-latest' }} run: sudo apt-get install -y pulseaudio - name: Install binary build artifacts uses: actions/download-artifact@v2 with: name: libgodot-xterm-${{ matrix.target }} path: addons/godot_xterm/native/bin - name: Install plugins uses: GabrielBB/xvfb-action@v1 with: run: godot_executable/${{ env.GODOT }}_${{ matrix.platform }} --no-window -s plug.gd install # HACK: Use export to force re-import of files. # See the proposal to support command line import https://github.com/godotengine/godot-proposals/issues/1362 - name: Install html5 export templates uses: actions/download-artifact@v2 with: name: html5-gdnative-export-templates path: misc/export_templates/godot/bin - name: Create export directory run: mkdir -p docs/demo - name: Import files uses: GabrielBB/xvfb-action@v1 with: run: ./godot_executable/${{ env.GODOT }}_${{ matrix.platform }} --export HTML5 - name: Run tests uses: GabrielBB/xvfb-action@v1 with: run: ./godot_executable/${{ env.GODOT }}_${{ matrix.platform }} --no-window -s addons/gut/gut_cmdln.gd -gconfig=test/.gutconfig.ci.json - name: Run unix tests if: ${{ matrix.platform != 'win64.exe' && matrix.platform != 'win32.exe' }} uses: GabrielBB/xvfb-action@v1 with: run: ./godot_executable/${{ env.GODOT }}_${{ matrix.platform }} --no-window -s addons/gut/gut_cmdln.gd -gconfig=test/.gutconfig.unix.json html5_export: name: 'HTML5 Export' needs: [ install_godot, build, export_template ] runs-on: ubuntu-latest steps: - uses: actions/checkout@v2 with: submodules: recursive - name: Cache godot executable uses: actions/cache@v2 id: cache-godot env: cache-name: cache-godot with: path: godot_executable/ key: godot-cache-${{ env.GODOT }}_linux_headless.64-v${{ env.GODOT_CACHE_VERSION }} - name: Install binary build artifacts uses: actions/download-artifact@v2 with: name: libgodot-xterm-release path: addons/godot_xterm/native/bin - name: Install html5 export templates uses: actions/download-artifact@v2 with: name: html5-gdnative-export-templates path: misc/export_templates/godot/bin - name: Create export directory run: mkdir -p docs/demo - name: Export html5 run: ./godot_executable/${{ env.GODOT }}_linux_headless.64 --export HTML5 # FIXME: HTML5 Exports not properly exporting .cast files. # So skip upload for now. #- name: Upload export # uses: actions/upload-artifact@v2 # with: # name: html5-demo # path: docs/demo # Git archive should only include addons/godot_xterm directory. check-archive: name: 'Check Archive' runs-on: ubuntu-latest steps: - uses: actions/checkout@v2 with: submodules: recursive - name: Create git archive run: git archive -o archive.zip HEAD - name: Extract archive run: mkdir -p /tmp/unzipped && unzip archive.zip -d /tmp/unzipped - name: Check that archive only contains addons directory run: | shopt -s nullglob dotglob ls -lR /tmp/unzipped files=(/tmp/unzipped/*) if [ ${#files[@]} -ne 1 ]; then echo "Wrong number of files in archive (${#files[@]}) expected 1." exit 1 fi if [ ! -d "/tmp/unzipped/addons" ]; then echo "Expected directory (addons) not found." exit 1 fi files=(/tmp/unzipped/addons) if [ ${#files[@]} -ne 1 ]; then echo "Wrong number of files in addons directory (${#files[@]}) expected 1." exit 1 fi if [ ! -d "/tmp/unzipped/addons/godot_xterm" ]; then echo "Expected directory (addons/godot_xterm) not found." exit 1 fi