Actions Test
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This commit is contained in:
2025-07-07 07:24:59 -07:00
parent dc20726503
commit c4b8b692f2
14 changed files with 555 additions and 0 deletions

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# This is an edtied version of abarichello's automation script for gitea and godot mono
# https://github.com/abarichello/godot-ci/blob/master/.github/workflows/godot-ci.yml
name: "godot-ci export"
on: push
# NOTE: If your `project.godot` is at the repository root, set `PROJECT_PATH` below to ".".
env:
GODOT_VERSION: 4.4.1
EXPORT_NAME: videogame
PROJECT_PATH: "."
ACTIONS_RUNNER_DEBUG: true
ACTIONS_STEP_DEBUG: true
jobs:
prepare-build:
name: Prepare Build Assets
runs-on: ubuntu-22.04
steps:
# Ensure dl link is provided before starting build process
- name: Check Gitea Variables
run: |
if [ -z "${{ secrets.EXPORT_TEMPLATE_DOWNLOAD_LINK }}" ]; then
echo "No export template download link provided, cancelling build"
echo "Please set the EXPORT_TEMPLATE_DOWNLOAD_LINK secret in Gitea"
exit 1
fi
# By default ubuntu-22.04 has nodejs 12, but we need a more modern version for the actions/checkout@v4
# Should make my docker image for this step in the future
- name: Install Dependencies
run: |
apt-get update
apt-get install -y curl
curl -fsSL https://deb.nodesource.com/setup_18.x | bash -
apt-get install -y nodejs unzip git git-lfs
git lfs install
- name: Checkout
uses: https://gitea.com/actions/checkout@v4
with:
lfs: true
# Update the version_info.gd file with info about this build.
# If it isn't in the expected spot of game/scripts/version_info.gd skip it
- name: Populate Version Text
run: |
VERSION_FILE="${PROJECT_PATH}/game/scripts/version_info.gd"
if [ -f "$VERSION_FILE" ]; then
PROJECT_NAME="${EXPORT_NAME}"
COMMIT_NUMBER="${GITHUB_RUN_NUMBER}"
BRANCH_NAME="${GITHUB_REF_NAME}"
SHORT_SHA=$(echo $GITHUB_SHA | cut -c1-8)
sed -i "s/var project_name: String = \"X\"/var project_name: String = \"${PROJECT_NAME}\"/" "$VERSION_FILE"
sed -i "s/var commit_number: int = 0/var commit_number: int = ${COMMIT_NUMBER}/" "$VERSION_FILE"
sed -i "s/var branch_name: String = \"X\"/var branch_name: String = \"${BRANCH_NAME}\"/" "$VERSION_FILE"
sed -i "s/var short_sha: String = \"X\"/var short_sha: String = \"${SHORT_SHA}\"/" "$VERSION_FILE"
sed -i "s/var build_override: bool = false/var build_override: bool = true/" "$VERSION_FILE"
echo "Updated version_info.gd:"
cat "$VERSION_FILE"
else
echo "version_info.gd not found at $VERSION_FILE, skipping."
fi
# Download the exprot templates from the link provided in the secrets
# The expected format is a zip that contains windows and linux export and debug templates
- name: Download Export Templates
run: |
mkdir -p "$PROJECT_PATH/build/build_dependencies/export_templates"
curl -L "${{ secrets.EXPORT_TEMPLATE_DOWNLOAD_LINK }}" -o "$PROJECT_PATH/build/build_dependencies/export_templates/export_templates.zip"
unzip -o "$PROJECT_PATH/build/build_dependencies/export_templates/export_templates.zip" -d "$PROJECT_PATH/build/build_dependencies/export_templates/"
rm "$PROJECT_PATH/build/build_dependencies/export_templates/export_templates.zip"
# Debug to see if the export templates were downloaded correctly
echo "Export templates downloaded to $PROJECT_PATH/build/build_dependencies/export_templates/"
ls -la "$PROJECT_PATH/build/build_dependencies/export_templates/"
- name: Upload Prepared Assets
uses: https://gitea.com/actions/upload-artifact@v3
with:
name: prepared-assets
path: |
game/scripts/version_info.gd
build/build_dependencies/export_templates/
export-windows:
name: Windows Export
runs-on: ubuntu-22.04 # Use 22.04 with godot 4
needs: prepare-build
container:
image: barichello/godot-ci:mono-4.4.1 # change to mono
steps:
# Doing this becuase barichello/godot-ci:4.4 doesn't have nodejs installed, may need to make own docker image in the future
# By default ubuntu-22.04 has nodejs 12, but we need a more modern version for the actions/checkout@v4
- name: Install Node.js
run: |
apt-get update
apt-get install -y curl
curl -fsSL https://deb.nodesource.com/setup_18.x | bash -
apt-get install -y nodejs
- name: Checkout
uses: https://gitea.com/actions/checkout@v4
with:
lfs: true
- name: Download Prepared Assets
uses: https://gitea.com/actions/download-artifact@v3
with:
name: prepared-assets
path: .
- name: Windows Build
run: |
mkdir -v -p build/bin/windows
EXPORT_DIR="$(readlink -f build/bin)"
cd $PROJECT_PATH
godot --headless --verbose --export-release "Windows Desktop" "$EXPORT_DIR/windows/$EXPORT_NAME.exe"
- name: Upload Artifact
uses: https://gitea.com/actions/upload-artifact@v3 # using v3 ad v4 has issues wwith gitea
with:
name: windows
path: build/bin/windows
export-linux:
name: Linux Export
runs-on: ubuntu-22.04 # Use 22.04 with godot 4
needs: prepare-build
container:
image: barichello/godot-ci:mono-4.4.1 # change to mono
steps:
# Doing this becuase barichello/godot-ci:4.4 doesn't have nodejs installed, may need to make own docker image in the future
# By default ubuntu-22.04 has nodejs 12, but we need a more modern version for the actions/checkout@v4
- name: Install Node.js
run: |
apt-get update
apt-get install -y curl
curl -fsSL https://deb.nodesource.com/setup_18.x | bash -
apt-get install -y nodejs
- name: Checkout
uses: https://gitea.com/actions/checkout@v4
with:
lfs: true
- name: Download Prepared Assets
uses: https://gitea.com/actions/download-artifact@v3
with:
name: prepared-assets
path: .
- name: Linux Build
run: |
mkdir -v -p build/bin/linux
EXPORT_DIR="$(readlink -f build/bin)"
cd $PROJECT_PATH
godot --headless --verbose --export-release "Linux" "$EXPORT_DIR/linux/$EXPORT_NAME.x86_64"
- name: Upload Artifact
uses: https://gitea.com/actions/upload-artifact@v3 # using v3 ad v4 has issues wwith gitea
with:
name: linux
path: build/bin/linux
steam-publish:
name: Steam Publish
runs-on: ubuntu-22.04
needs: [export-windows, export-linux]
steps:
# Ensure steam info is provided
- name: Check Gitea Variables
run: |
if [ -z "${{ vars.STEAM_BUILD_USERNAME }}" ]; then
echo "No Steam Username variable, cancelling build"
echo "Please set the STEAM_BUILD_USERNAME variable in Gitea"
exit 1
fi
if [ -z "${{ secrets.STEAM_BUILD_PASSWORD }}" ]; then
echo "No Steam Password secret, cancelling build"
echo "Please set the STEAM_BUILD_PASSWORD secret in Gitea"
exit 1
fi
if [ -z "${{ secrets.STEAM_GUARD_CODE }}" ]; then
echo "No Steam Guard Code secret, cancelling build"
echo "Please set the STEAM_GUARD_CODE secret in Gitea"
exit 1
fi
# I can't use the c2msnetwork/steamcmd bc I need to instlal git and nodejs for the actions/checkout@v4 to work
# and I would need root access to install them, which root breaks saving the cache file
# So here we setup the dependencies for the missing steamcmd image, nodejs, and git manually
- name: Install Dependencies
run: |
sudo dpkg --add-architecture i386
sudo apt-get update
sudo apt-get install -y --no-install-recommends \
lib32gcc-s1 \
lib32stdc++6 \
curl \
nodejs \
git \
git-lfs
git lfs install
# Get the file from the link and put it in the required directory
- name: Setup SteamCMD
run: |
mkdir -p ~/steamcmd
curl -fsSL 'https://steamcdn-a.akamaihd.net/client/installer/steamcmd_linux.tar.gz' | tar xvzf - -C ~/steamcmd
# Run once to initialize
~/steamcmd/steamcmd.sh +quit
# Get all the files from the repo into the working directory
- name: Checkout
uses: https://gitea.com/actions/checkout@v4
with:
lfs: true
# Download artifacts, this isn't done automatially like it was in gitlab
- name: Download Windows Artifacts
uses: https://gitea.com/actions/download-artifact@v3
with:
name: windows
path: build/bin/windows
- name: Download Linux Artifacts
uses: https://gitea.com/actions/download-artifact@v3
with:
name: linux
path: build/bin/linux
# The normal actions/cache@v3 doesn't work here, so need to manully restore the cache in this step
# The only file we need is the config.vdf file for the steam gaurd code
# If the file doesn't exist, the steam upload will fail and request a new steam guard code.
# After a successful upload, the config.vdf file will be created and saved in the cache for future runs
- name: Restore Cache
uses: https://gitea.com/actions/cache/restore@v3
with:
path: |
~/Steam/config/config.vdf
./steam_build_output/
key: steam-cache-${{ runner.os }}-${{ github.ref_name }}
restore-keys: |
steam-cache-${{ runner.os }}
steam-cache
# Debug to see if cache file exists
- name: Debug Pre-Cache
run: |
echo "Checking for cached config file in :~/Steam/config/config.vdf"
if [ -f ~/Steam/config/config.vdf ]; then
echo "config.vdf exists!"
ls -la ~/Steam/config/config.vdf
else
echo "No cached config.vdf file."
fi
# Update the vdf with steam description from build info
- name: Update VDF
run: |
cd $PROJECT_PATH
SHORT_SHA=$(echo $GITHUB_SHA | cut -c1-8)
sed -i -e "s/STEAM_DESCRIPTION/${GITHUB_REF_NAME} - ${SHORT_SHA}/" build/build_dependencies/steam/app_build_2739610.vdf
# There is a chacne that if you fail enough uplaods, steam will rate limit you.
# But to get a new steamguard code, you need to fail at least once to get the emial with the code
# The ratelimit time isn't published, but I saw in a reddit commit that its 30 minutes, but if you fail in that 30 mintues, it resets the timer
# Waiting 30 mintues worked for me, idk if that supersition is real or not :)
- name: Publish to Steam
run: |
cd $PROJECT_PATH
~/steamcmd/steamcmd.sh +set_steam_guard_code "${{ secrets.STEAM_GUARD_CODE }}" +login "${{ vars.STEAM_BUILD_USERNAME }}" "${{ secrets.STEAM_BUILD_PASSWORD }}" +run_app_build "$PWD/build/build_dependencies/steam/app_build_2739610.vdf" +quit
# Sanity check make sure file exists
- name: Debug Post-Cache
run: |
echo "Checking for config file in :~/Steam/config/config.vdf"
if [ -f ~/Steam/config/config.vdf ]; then
echo "File exists!"
ls -la ~/Steam/config/config.vdf
else
echo "No file found."
fi
# Manually save the cache file, normal method doesn't work
- name: Save Cache
uses: https://gitea.com/actions/cache/save@v3
with:
path: |
~/Steam/config/config.vdf
./steam_build_output/
key: steam-cache-${{ runner.os }}-${{ github.ref_name }}

3
.gitignore vendored
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# Godot 4+ specific ignores
.godot/
/android/
build/bin/*
build/build_dependencies/export_templates/*

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build/.gdignore Normal file
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"AppBuild"
{
"AppID" "2739610"
"Desc" "STEAM_DESCRIPTION"
"Preview" "0"
"SetLive" "actions-demo "
"ContentRoot" "..\..\bin\"
"BuildOutput" "..\..\steam_build_output\"
"Depots"
{
"2739611" "depot_build_2739611.vdf"
"2739612" "depot_build_2739612.vdf"
}
}

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"DepotBuild"
{
"DepotID" "2739611"
"FileMapping"
{
// This can be a full path, or a path relative to ContentRoot
"LocalPath" "windows\*"
// This is a path relative to the install folder of your game
"DepotPath" "."
// If LocalPath contains wildcards, setting this means that all
// matching files within subdirectories of LocalPath will also
// be included.
"Recursive" "1"
}
}

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"DepotBuild"
{
"DepotID" "2739612"
"FileMapping"
{
// This can be a full path, or a path relative to ContentRoot
"LocalPath" "linux\*"
// This is a path relative to the install folder of your game
"DepotPath" "."
// If LocalPath contains wildcards, setting this means that all
// matching files within subdirectories of LocalPath will also
// be included.
"Recursive" "1"
}
}

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cool_scene.tscn Normal file
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[gd_scene load_steps=6 format=3 uid="uid://8kyydcwkxs4s"]
[ext_resource type="Script" uid="uid://cdfrfskhgawix" path="res://game/scripts/version_label.gd" id="1_685la"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_685la"]
sky_top_color = Color(0.324095, 0.440682, 0.694255, 1)
sky_horizon_color = Color(0.627253, 0.656918, 0.737817, 1)
sky_curve = 0.0401915
ground_bottom_color = Color(0.165109, 0.167185, 0.237208, 1)
ground_horizon_color = Color(0.627253, 0.656918, 0.737817, 1)
ground_curve = 0.0061557
[sub_resource type="Sky" id="Sky_v64xd"]
sky_material = SubResource("ProceduralSkyMaterial_685la")
[sub_resource type="Environment" id="Environment_3yadi"]
background_mode = 2
sky = SubResource("Sky_v64xd")
tonemap_mode = 2
glow_enabled = true
[sub_resource type="CylinderMesh" id="CylinderMesh_v64xd"]
[node name="Node3D" type="Node3D"]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 0, 0)
shadow_enabled = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_3yadi")
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.43579)
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(0.241843, 0.293863, -0.13001, -0.050818, -0.125693, -0.378636, -0.317295, 0.244115, -0.0384518, 0, 0, 0)
mesh = SubResource("CylinderMesh_v64xd")
[node name="Control" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="Label" type="Label" parent="Control"]
layout_mode = 0
offset_right = 40.0
offset_bottom = 23.0
script = ExtResource("1_685la")

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export_presets.cfg Normal file
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[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
advanced_options=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug="build/build_dependencies/export_templates/windows_debug_x86_64.exe"
custom_template/release="build/build_dependencies/export_templates/windows_release_x86_64.exe"
debug/export_console_wrapper=1
binary_format/embed_pck=false
texture_format/s3tc_bptc=false
texture_format/etc2_astc=false
binary_format/architecture="x86_64"
codesign/enable=false
codesign/timestamp=true
codesign/timestamp_server_url=""
codesign/digest_algorithm=1
codesign/description=""
codesign/custom_options=PackedStringArray()
application/modify_resources=false
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
application/export_d3d12=0
application/d3d12_agility_sdk_multiarch=true
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script="Expand-Archive -LiteralPath '{temp_dir}\\{archive_name}' -DestinationPath '{temp_dir}'
$action = New-ScheduledTaskAction -Execute '{temp_dir}\\{exe_name}' -Argument '{cmd_args}'
$trigger = New-ScheduledTaskTrigger -Once -At 00:00
$settings = New-ScheduledTaskSettingsSet -AllowStartIfOnBatteries -DontStopIfGoingOnBatteries
$task = New-ScheduledTask -Action $action -Trigger $trigger -Settings $settings
Register-ScheduledTask godot_remote_debug -InputObject $task -Force:$true
Start-ScheduledTask -TaskName godot_remote_debug
while (Get-ScheduledTask -TaskName godot_remote_debug | ? State -eq running) { Start-Sleep -Milliseconds 100 }
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue"
ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue
Remove-Item -Recurse -Force '{temp_dir}'"
dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=false
[preset.1]
name="Linux"
platform="Linux"
runnable=true
advanced_options=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.1.options]
custom_template/debug="build/build_dependencies/export_templates/linux_debug.x86_64"
custom_template/release="build/build_dependencies/export_templates/linux_release.x86_64"
debug/export_console_wrapper=1
binary_format/embed_pck=false
texture_format/s3tc_bptc=true
texture_format/etc2_astc=false
binary_format/architecture="x86_64"
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script="#!/usr/bin/env bash
export DISPLAY=:0
unzip -o -q \"{temp_dir}/{archive_name}\" -d \"{temp_dir}\"
\"{temp_dir}/{exe_name}\" {cmd_args}"
ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash
kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
rm -rf \"{temp_dir}\""
dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=false

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class_name VersionInfo extends Label
var project_name: String = "X"
var commit_number: int = 0
var branch_name: String = "X"
var short_sha: String = "X"
var build_override: bool = false

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uid://b5kpbvxs7exl8

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extends VersionInfo
@export var show_label_in_editor: bool = true
@export_category("Label Settings")
@export var major_version: int = 0
@export var minor_version: int = 0
@export var patch: int = 0
@export var show_branch_name: bool = true
@export var show_sha: bool = true
func _ready() -> void:
# fill text
text = ("%s_%d.%d.%d-%03d" %[project_name, major_version, minor_version, patch, commit_number])
# extra details
if show_branch_name: text += "-%s" %branch_name
if show_sha: text += "-%s" %short_sha
# show text
if show_label_in_editor || build_override: show()
else: hide()

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uid://cdfrfskhgawix

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[application]
config/name="Actions Demo"
run/main_scene="uid://8kyydcwkxs4s"
config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="res://icon.svg"