109 lines
3.8 KiB
YAML
109 lines
3.8 KiB
YAML
name: Build Game
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on:
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push:
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branches:
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- main
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- infra/export-chain
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workflow_dispatch:
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jobs:
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export-game:
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name: Export Game Client
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runs-on: ubuntu-latest
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steps:
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- name: Checkout Game
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uses: actions/checkout@v3
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- name: Prepare Build Environment
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env:
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# 1. CONFIGURATION
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# The Git SHA of the Engine Build you want to use
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ENGINE_HASH: "e40804a4aec8fad5d3215766045ff7ba21e59ac9"
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# The internal version string Godot expects for templates
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# CRITICAL: Run your custom editor, check "Help -> About" to find this exact string.
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# It is usually "4.3.stable.custom_build" unless you changed version.py
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GODOT_VERSION: "4.6.dev.double"
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# Registry details
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REGISTRY_URL: https://gitea.212.63.210.91.nip.io/api/packages/seedlingattempt/generic
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TOKEN: ${{ secrets.USER_PACKAGE_PASSWORD }}
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run: |
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echo "--- 1. FETCHING TOOLS ---"
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# Download Linux Editor (The Builder)
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echo "Downloading Editor..."
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wget "$REGISTRY_URL/godot-editor-linux/$ENGINE_HASH/godot-editor-linux.zip"
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# Download Templates (The Payload)
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echo "Downloading Templates..."
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wget "$REGISTRY_URL/godot-templates/$ENGINE_HASH/templates.tpz"
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echo "--- 2. INSTALLING ---"
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# Unzip Editor
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unzip -o godot-editor-linux.zip
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# Find the binary (it has no extension)
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EDITOR_BIN=$(find . -maxdepth 1 -type f -name "godot.linuxbsd.editor*" | head -n 1)
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chmod +x "$EDITOR_BIN"
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mv "$EDITOR_BIN" ./godot_headless
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echo "Editor ready: ./godot_headless"
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# Install Templates
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# Godot looks in ~/.local/share/godot/export_templates/{VERSION}/
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TEMPLATE_DIR="$HOME/.local/share/godot/export_templates/$GODOT_VERSION"
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mkdir -p "$TEMPLATE_DIR"
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echo "Extracting templates to $TEMPLATE_DIR..."
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unzip -o templates.tpz -d "$TEMPLATE_DIR"
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# Verify files are where Godot expects them
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ls -l "$TEMPLATE_DIR"
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- name: Export Windows Client
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run: |
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mkdir -p build/windows
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# "Windows Desktop" must match the name in your export_presets.cfg
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../godot_headless --headless --export-release "Windows Desktop" ../build/windows/game.exe
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- name: Export Linux Client
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run: |
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mkdir -p build/linux
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# "Linux" must match the name in your export_presets.cfg
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../godot_headless --headless --export-release "Linux" ../build/linux/game.x86_64
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- name: Upload Artifacts
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uses: actions/upload-artifact@v3
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with:
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name: game-clients
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path: build/
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- name: Publish Nightly Build
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env:
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# Config
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PACKAGE_NAME: moa-windows-nightly
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# We overwrite the 'nightly' version every time so the URL stays the same
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VERSION: nightly
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ZIP_NAME: moa-windows-nightly.zip
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# Auth
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API_URL: https://gitea.212.63.210.91.nip.io/api/packages/${{ gitea.repository_owner }}/generic
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TOKEN: ${{ secrets.USER_PACKAGE_PASSWORD }}
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run: |
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echo "Packaging Game..."
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cd build/windows
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# Zip everything (Executable + PCK + potential .dlls)
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zip -r ../../$ZIP_NAME .
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cd ../..
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echo "Uploading Nightly..."
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# PUT request replaces the file if it exists
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curl --fail --user "${{ gitea.actor }}:$TOKEN" \
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--upload-file "$ZIP_NAME" \
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"$API_URL/$PACKAGE_NAME/$VERSION/$ZIP_NAME"
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echo "✅ Nightly Build Available at:"
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echo "$API_URL/$PACKAGE_NAME/$VERSION/$ZIP_NAME" |