mirror of
https://github.com/lihop/godot-xterm.git
synced 2024-11-24 10:20:24 +01:00
16d231fc63
- Enable tests for osx.universal platform. - Export HTML5 (but skip upload as .cast files aren't exported properly). - HACK: Use HTML5 export to generate .import directory for tests This way we don't get an error message even if using `continue-on-error` set to `true`.
395 lines
14 KiB
YAML
395 lines
14 KiB
YAML
name: 'Build and Test'
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on: [ push ]
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env:
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GODOT: Godot_v3.3.2-stable
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GODOT_VERSION: 3.3.2
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GODOT_RELEASE: stable
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# Caches should be automatically invalidated when versions change,
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# but invalidation can be forced by incrementing these numbers.
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EMSCRIPTEN_CACHE_VERSION: 1
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EXPORT_TEMPLATE_CACHE_VERSION: 1
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GODOT_CACHE_VERSION: 1
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GODOT_CPP_CACHE_VERSION: 1
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LIBUV_CACHE_VERSION: 1
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jobs:
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build:
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name: 'Build'
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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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platform: [ linux, javascript, osx, windows ]
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target: [ release, debug ]
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bits: [ 64, 32 ]
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include:
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- platform: linux
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os: ubuntu-latest
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- platform: javascript
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os: ubuntu-latest
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- platform: osx
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os: macos-latest
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- platform: windows
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os: windows-latest
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exclude:
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- platform: javascript
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bits: 64 # Currently only wasm32 is supported.
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- platform: osx
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bits: 32 # Only 64-bit supported on macOS.
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steps:
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- uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Get godot-cpp submodule commit hash
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shell: bash
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env:
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ACTIONS_ALLOW_UNSECURE_COMMANDS: true
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run: |
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echo ::set-env name=GODOT_CPP_COMMIT_HASH::$(git ls-tree HEAD addons/godot_xterm/native/thirdparty/godot-cpp -l | cut -d\ -f3)
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- name: Cache godot-cpp bindings
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uses: actions/cache@v2
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id: cache
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env:
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cache-name: cache-godot-cpp
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with:
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path: addons/godot_xterm/native/thirdparty/godot-cpp
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key: godot-cpp-${{ matrix.platform }}-${{ matrix.target }}-${{ matrix.bits }}-${{ env.GODOT_CPP_COMMIT_HASH }}-v${{ env.GODOT_CPP_CACHE_VERSION }}
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- name: Get libuv submodule commit hash
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shell: bash
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env:
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ACTIONS_ALLOW_UNSECURE_COMMANDS: true
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run: |
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echo ::set-env name=LIBUV_COMMIT_HASH::$(git ls-tree HEAD addons/godot_xterm/native/thirdparty/libuv -l | cut -d\ -f3)
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- name: Cache libuv
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uses: actions/cache@v2
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id: cache-libuv
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with:
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path: addons/godot_xterm/native/thirdparty/libuv
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key: libuv-cache-${{ matrix.platform }}-${{ matrix.target }}-${{ matrix.bits }}-${{ env.LIBUV_COMMIT_HASH }}-v${{ env.LIBUV_CACHE_VERSION }}
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- name: Cache emscripten
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if: ${{ matrix.platform == 'javascript' }}
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uses: actions/cache@v2
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env:
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cache-name: cache-emscripten
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with:
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path: addons/godot_xterm/native/.emcache
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key: emsdk-cache-${{ matrix.target }}-v${{ env.EMSCRIPTEN_CACHE_VERSION }}
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# Ubuntu-specific steps.
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- name: Install ubuntu build dependencies
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if: ${{ matrix.os == 'ubuntu-latest' }}
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run: sudo apt-get install -y scons gcc-multilib g++-multilib
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# JavaScript-specific steps.
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- name: Install javascript build dependencies
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if: ${{ matrix.platform == 'javascript' }}
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uses: mymindstorm/setup-emsdk@v9
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with:
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version: 2.0.10
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actions-cache-folder: emsdk-cache-${{ matrix.target }}
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# MacOS-specific steps.
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- name: Install additional macos build dependencies
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if: ${{ matrix.os == 'macos-latest' }}
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run: brew install scons
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# Windows-specific steps.
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- name: Install additional windows build dependencies
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if: ${{ matrix.os == 'windows-latest' }}
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run: python -m pip install scons
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- uses: ilammy/msvc-dev-cmd@v1.9.0
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if: ${{ matrix.os == 'windows-latest' }}
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with:
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arch: win${{ matrix.bits }}
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- name: Build godot-cpp bindings
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if: steps.cache.outputs.cache-hit != 'true'
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run: |
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cd addons/godot_xterm/native/thirdparty/godot-cpp
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scons platform=${{ matrix.platform }} target=${{ matrix.target }} bits=${{ matrix.bits }} generate_bindings=yes -j2
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- name: Setup cmake
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if: steps.cache-libuv.outputs.cache-hit != 'true'
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uses: jwlawson/actions-setup-cmake@v1.9
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with:
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cmake-version: '3.15.4'
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use-32bit: ${{ matrix.bits == 32 && matrix.os == 'windows-latest' }}
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- name: Build libuv
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if: steps.cache-libuv.outputs.cache-hit != 'true'
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shell: bash
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env:
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TARGET: ${{ matrix.target }}
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BITS: ${{ matrix.bits }}
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OS: ${{ matrix.os }}
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run: |
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cd addons/godot_xterm/native/thirdparty/libuv
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args="-DCMAKE_BUILD_TYPE=$TARGET -DBUILD_SHARED_LIBS=OFF -DCMAKE_POSITION_INDEPENDENT_CODE=TRUE"
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if [ "$TARGET" == "release" ]; then
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args="$args -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreadedDLL"
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else
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args="$args -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreadedDebugDLL"
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fi
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if [ "$BITS" -eq 32 -a "$OS" == "windows-latest" ]; then
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cmake -G "Visual Studio 16 2019" -A Win32 -S $(pwd) -B "build" $args
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else
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mkdir build || true
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cd build
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if [ "$BITS" -eq 32 ]; then args="$args -DCMAKE_SYSTEM_PROCESSOR=i686 -DCMAKE_C_FLAGS=-m32"; fi
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cmake .. $args
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cd ..
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fi
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cmake --build build --config $TARGET
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- name: Build libgodot-xterm
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run: |
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cd addons/godot_xterm/native
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scons platform=${{ matrix.platform }} target=${{ matrix.target }} bits=${{ matrix.bits }} -j2
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- name: Upload build artifacts
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uses: actions/upload-artifact@v2
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with:
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name: libgodot-xterm-${{ matrix.target }}
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path: |
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addons/godot_xterm/native/bin/*.so
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addons/godot_xterm/native/bin/*.wasm
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addons/godot_xterm/native/bin/*.dylib
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addons/godot_xterm/native/bin/*.dll
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# GDNative HTML5 export templates aren't provided so we must build them
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export_template:
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name: 'Export Template'
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runs-on: ubuntu-latest
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strategy:
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matrix:
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target: [ release, debug ]
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steps:
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- uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Get godot submodule commit hash
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shell: bash
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env:
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ACTIONS_ALLOW_UNSECURE_COMMANDS: true
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run: |
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echo ::set-env name=GODOT_COMMIT_HASH::$(git ls-tree HEAD misc/export_templates/godot -l | cut -d\ -f3)
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- name: Cache export template
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uses: actions/cache@v2
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id: cache-export-template
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env:
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cache-name: cache-export-template
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with:
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path: misc/export_templates/godot/bin
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key: godot-${{ env.GODOT_COMMIT_HASH }}-${{ matrix.target }}-v${{ env.EXPORT_TEMPLATE_CACHE_VERSION }}
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- name: Build template in docker container
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if: steps.cache-export-template.outputs.cache-hit != 'true'
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run: cd misc/export_templates && ./build.sh -t ${{ matrix.target }}
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- name: Upload export template
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uses: actions/upload-artifact@v2
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with:
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name: html5-gdnative-export-templates
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path: misc/export_templates/godot/bin/webassembly_gdnative_${{matrix.target}}.zip
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install_godot:
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name: 'Install Godot'
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runs-on: ${{ matrix.os }}
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strategy:
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matrix:
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platform: [ x11.64, linux_headless.64, osx.universal ] #, x11.32, win64.exe, win32.exe ]
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include:
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- platform: x11.64
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os: ubuntu-latest
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- platform: linux_headless.64
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os: ubuntu-latest
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- platform: osx.universal
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os: macos-latest
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# For Windows platform we need to install mesa-dist-win.
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# 32 bit X11 also needs special attention.
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# So disable both of them for now.
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#- platform: x11.32
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# os: ubuntu-latest
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#- platform: win64.exe
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# os: windows-latest
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#- platform: win32.exe
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# os: windows-latest
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steps:
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- uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Cache Godot executable
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uses: actions/cache@v2
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id: cache-godot
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env:
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cache-name: cache-godot
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with:
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path: godot_executable/
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key: godot-cache-${{ env.GODOT }}_${{ matrix.platform }}-v${{ env.GODOT_CACHE_VERSION }}
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- name: Download Godot
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uses: suisei-cn/actions-download-file@v1
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if: steps.cache-godot.outputs.cache-hit != 'true'
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with:
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url: https://downloads.tuxfamily.org/godotengine/${{ env.GODOT_VERSION }}/${{ env.GODOT }}_${{ matrix.platform }}.zip
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target: godot_executable/
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- name: Extract Godot
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shell: bash
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if: steps.cache-godot.outputs.cache-hit != 'true'
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run: |
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cd godot_executable
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unzip ${{ env.GODOT }}_${{ matrix.platform }}.zip
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- name: Symlink Godot
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if: steps.cache-godot.outputs.cache-hit != 'true' && matrix.platform == 'osx.universal'
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run: ln -s Godot.app/Contents/MacOS/Godot godot_executable/${{ env.GODOT }}_${{ matrix.platform }}
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test:
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name: 'Test'
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needs: [ install_godot, build, export_template ]
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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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platform: [ x11.64, osx.universal ] #, x11.32, win64.exe, win32.exe ]
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target: [ release, debug ]
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include:
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- platform: x11.64
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os: ubuntu-latest
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- platform: osx.universal
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os: macos-latest
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# For Windows platform we need to install mesa-dist-win.
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# 32 bit X11 also needs special attention.
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# So disable both of them for now.
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#- platform: x11.32
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# os: ubuntu-latest
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#- platform: win64.exe
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# os: windows-latest
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#- platform: win32.exe
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# os: windows-latest
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steps:
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- uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Cache godot executable
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uses: actions/cache@v2
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id: cache-godot
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env:
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cache-name: cache-godot
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with:
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path: godot_executable/
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key: godot-cache-${{ env.GODOT }}_${{ matrix.platform }}-v${{ env.GODOT_CACHE_VERSION }}
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- name: Install Ubuntu dependencies
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if: ${{ matrix.os == 'ubuntu-latest' }}
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run: sudo apt-get install -y pulseaudio
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- name: Install binary build artifacts
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uses: actions/download-artifact@v2
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with:
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name: libgodot-xterm-${{ matrix.target }}
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path: addons/godot_xterm/native/bin
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- name: Install plugins
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uses: GabrielBB/xvfb-action@v1
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with:
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run: godot_executable/${{ env.GODOT }}_${{ matrix.platform }} --no-window -s plug.gd install
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# HACK: Use export to force re-import of files.
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# See the proposal to support command line import https://github.com/godotengine/godot-proposals/issues/1362
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- name: Install html5 export templates
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uses: actions/download-artifact@v2
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with:
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name: html5-gdnative-export-templates
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path: misc/export_templates/godot/bin
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- name: Create export directory
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run: mkdir -p docs/demo
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- name: Import files
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uses: GabrielBB/xvfb-action@v1
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with:
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run: ./godot_executable/${{ env.GODOT }}_${{ matrix.platform }} --export HTML5
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- name: Run tests
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uses: GabrielBB/xvfb-action@v1
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with:
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run: ./godot_executable/${{ env.GODOT }}_${{ matrix.platform }} --no-window -s addons/gut/gut_cmdln.gd -gconfig=test/.gutconfig.ci.json
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- name: Run unix tests
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if: ${{ matrix.platform != 'win64.exe' && matrix.platform != 'win32.exe' }}
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uses: GabrielBB/xvfb-action@v1
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with:
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run: ./godot_executable/${{ env.GODOT }}_${{ matrix.platform }} --no-window -s addons/gut/gut_cmdln.gd -gconfig=test/.gutconfig.unix.json
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html5_export:
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name: 'HTML5 Export'
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needs: [ install_godot, build, export_template ]
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Cache godot executable
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uses: actions/cache@v2
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id: cache-godot
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env:
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cache-name: cache-godot
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with:
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path: godot_executable/
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key: godot-cache-${{ env.GODOT }}_linux_headless.64-v${{ env.GODOT_CACHE_VERSION }}
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- name: Install binary build artifacts
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uses: actions/download-artifact@v2
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with:
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name: libgodot-xterm-release
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path: addons/godot_xterm/native/bin
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- name: Install html5 export templates
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uses: actions/download-artifact@v2
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with:
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name: html5-gdnative-export-templates
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path: misc/export_templates/godot/bin
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- name: Create export directory
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run: mkdir -p docs/demo
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- name: Export html5
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run: ./godot_executable/${{ env.GODOT }}_linux_headless.64 --export HTML5
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# FIXME: HTML5 Exports not properly exporting .cast files.
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# So skip upload for now.
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#- name: Upload export
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# uses: actions/upload-artifact@v2
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# with:
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# name: html5-demo
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# path: docs/demo
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# Git archive should only include addons/godot_xterm directory.
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check-archive:
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name: 'Check Archive'
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Create git archive
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run: git archive -o archive.zip HEAD
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- name: Extract archive
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run: mkdir -p /tmp/unzipped && unzip archive.zip -d /tmp/unzipped
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- name: Check that archive only contains addons directory
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run: |
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shopt -s nullglob dotglob
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ls -lR /tmp/unzipped
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files=(/tmp/unzipped/*)
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if [ ${#files[@]} -ne 1 ]; then
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echo "Wrong number of files in archive (${#files[@]}) expected 1."
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exit 1
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fi
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if [ ! -d "/tmp/unzipped/addons" ]; then
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echo "Expected directory (addons) not found."
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exit 1
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fi
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files=(/tmp/unzipped/addons)
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if [ ${#files[@]} -ne 1 ]; then
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echo "Wrong number of files in addons directory (${#files[@]}) expected 1."
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exit 1
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fi
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if [ ! -d "/tmp/unzipped/addons/godot_xterm" ]; then
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echo "Expected directory (addons/godot_xterm) not found."
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exit 1
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fi
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