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# Engine build CI
name: Godot CI

on:
    # will build EVERY pull request
    pull_request:

    # will only build explicit branches
    push:
      branches: [ master, 3.2, 3.1, 3.0 ]

# Global Cache Settings
# SCONS_CACHE for windows must be set in the build environment
env:
  SCONS_CACHE_MSVC_CONFIG: true
  SCONS_CACHE_LIMIT: 8192
jobs:
  windows-editor:
    # Windows 10 with latest image
    runs-on: "windows-latest"

    # Windows Editor - checkout with the plugin
    name: Windows Editor (target=release_debug, tools=yes)

    steps:
    - uses: actions/checkout@v2

    # Upload cache on completion and check it out now
    # Editing this is pretty dangerous for windows since it can break and needs properly tested with a fresh cache.
    # Linux with this will work reliably, so not as bad to edit for Linux.
    - name: Load .scons_cache directory
      id: windows-editor-cache
      uses: RevoluPowered/cache@v2.1
      with:
        path: /.scons_cache/
        key: ${{runner.os}}-editor-${{github.sha}}
        restore-keys: |
          ${{runner.os}}-editor-${{github.sha}}
          ${{runner.os}}-editor
          ${{runner.os}}

    # Use python 3.x release (works cross platform; best to keep self contained in it's own step)
    - name: Set up Python 3.x
      uses: actions/setup-python@v2
      with:
        # Semantic version range syntax or exact version of a Python version
        python-version: '3.x' 
        # Optional - x64 or x86 architecture, defaults to x64
        architecture: 'x64' 

    # Setup scons, print python version and scons version info, so if anything is broken it won't run the build.
    - name: Configuring Python packages
      run: |
        python -c "import sys; print(sys.version)"
        python -m pip install scons pywin32
        python --version
        scons --version

    # We should always be explicit with our flags usage here since it's gonna be sure to always set those flags
    - name: Compilation
      env:
        SCONS_CACHE: /.scons_cache/
      run: |
        scons -j2 verbose=yes warnings=all werror=yes platform=windows tools=yes target=release_debug

# Build Product Upload (tested and working)
# sorry this is disabled until github can give us some more space as we would hit our limit very quickly
# tested this code and it works fine so just enable it to get them back
#    - name: publishing godot windows-editor
#      uses: actions/upload-artifact@v1
#      with:
#        name: windows-editor (x64)
#        path: bin/godot.windows.opt.tools.64.exe


  windows-template:
    runs-on: "windows-latest"
    name: Windows Template (target=release, tools=no)

    steps:
    - uses: actions/checkout@v2

    # Upload cache on completion and check it out now
    # Editing this is pretty dangerous for windows since it can break and needs properly tested with a fresh cache.
    # Linux with this will work reliably, so not as bad to edit for Linux.
    - name: Load .scons_cache directory
      id: windows-template-cache
      uses: RevoluPowered/cache@v2.1
      with:
        path: /.scons_cache/
        key: ${{runner.os}}-template-${{github.sha}}
        restore-keys: |
          ${{runner.os}}-template-${{github.sha}}
          ${{runner.os}}-template
          ${{runner.os}}

      # Use python 3.x release (works cross platform)
    - name: Set up Python 3.x
      uses: actions/setup-python@v2
      with:
        # Semantic version range syntax or exact version of a Python version
        python-version: '3.x' 
        # Optional - x64 or x86 architecture, defaults to x64
        architecture: 'x64' 

    # You can test your matrix by printing the current Python version
    - name: Configuring Python packages
      run: |
        python -c "import sys; print(sys.version)"
        python -m pip install scons pywin32
        python --version
        scons --version
    - name: Compilation
      env:
        SCONS_CACHE: /.scons_cache/
      run: |
        scons -j2 verbose=yes warnings=all werror=yes platform=windows target=release tools=no

# Build Product Upload (tested and working)
# sorry this is disabled until github can give us some more space as we would hit our limit very quickly
# tested this code and it works fine so just enable it to get them back
#    - name: publishing godot windows-template
#      uses: actions/upload-artifact@v1
#      with:
#        name: windows-template (x64)
#        path: bin/godot.windows.opt.64.exe