579342810f
Implements exit codes into the engine so tests can return their statuses. Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically. Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header. This lowers the complexity of running the unit tests and even for physics should be possible to implement such a fix.
124 lines
4.5 KiB
YAML
124 lines
4.5 KiB
YAML
name: Windows Builds
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on: [push, pull_request]
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# Global Cache Settings
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# SCONS_CACHE for windows must be set in the build environment
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env:
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GODOT_BASE_BRANCH: master
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SCONS_CACHE_MSVC_CONFIG: true
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SCONS_CACHE_LIMIT: 4096
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jobs:
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windows-editor:
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# Windows 10 with latest image
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runs-on: "windows-latest"
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# Windows Editor - checkout with the plugin
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name: Editor (target=release_debug, tools=yes)
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steps:
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- uses: actions/checkout@v2
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# Upload cache on completion and check it out now
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# Editing this is pretty dangerous for Windows since it can break and needs to be properly tested with a fresh cache.
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- name: Load .scons_cache directory
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id: windows-editor-cache
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uses: RevoluPowered/cache@v2.1
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with:
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path: /.scons_cache/
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key: ${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
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restore-keys: |
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${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
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${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}
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${{github.job}}-${{env.GODOT_BASE_BRANCH}}
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# Use python 3.x release (works cross platform; best to keep self contained in it's own step)
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- name: Set up Python 3.x
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uses: actions/setup-python@v2
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with:
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# Semantic version range syntax or exact version of a Python version
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python-version: '3.x'
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# Optional - x64 or x86 architecture, defaults to x64
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architecture: 'x64'
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# Setup scons, print python version and scons version info, so if anything is broken it won't run the build.
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- name: Configuring Python packages
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run: |
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python -c "import sys; print(sys.version)"
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python -m pip install scons pywin32
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python --version
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scons --version
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# We should always be explicit with our flags usage here since it's gonna be sure to always set those flags
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- name: Compilation
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env:
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SCONS_CACHE: /.scons_cache/
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run: |
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scons -j2 verbose=yes warnings=all werror=yes platform=windows tools=yes target=release_debug
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# Execute unit tests for the editor
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- name: Unit Tests
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run: |
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./bin/godot.windows.opt.tools.64.exe --test
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# Build Product Upload (tested and working)
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# sorry this is disabled until github can give us some more space as we would hit our limit very quickly
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# tested this code and it works fine so just enable it to get them back
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# - name: publishing godot windows-editor
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# uses: actions/upload-artifact@v1
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# with:
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# name: windows-editor (x64)
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# path: bin/godot.windows.opt.tools.64.exe
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windows-template:
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runs-on: "windows-latest"
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name: Template (target=release, tools=no)
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steps:
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- uses: actions/checkout@v2
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# Upload cache on completion and check it out now
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# Editing this is pretty dangerous for Windows since it can break and needs to be properly tested with a fresh cache.
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- name: Load .scons_cache directory
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id: windows-template-cache
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uses: RevoluPowered/cache@v2.1
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with:
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path: /.scons_cache/
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key: ${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
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restore-keys: |
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${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
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${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}
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${{github.job}}-${{env.GODOT_BASE_BRANCH}}
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# Use python 3.x release (works cross platform)
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- name: Set up Python 3.x
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uses: actions/setup-python@v2
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with:
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# Semantic version range syntax or exact version of a Python version
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python-version: '3.x'
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# Optional - x64 or x86 architecture, defaults to x64
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architecture: 'x64'
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# You can test your matrix by printing the current Python version
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- name: Configuring Python packages
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run: |
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python -c "import sys; print(sys.version)"
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python -m pip install scons pywin32
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python --version
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scons --version
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- name: Compilation
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env:
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SCONS_CACHE: /.scons_cache/
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run: |
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scons -j2 verbose=yes warnings=all werror=yes platform=windows target=release tools=no
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# Build Product Upload (tested and working)
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# sorry this is disabled until github can give us some more space as we would hit our limit very quickly
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# tested this code and it works fine so just enable it to get them back
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# - name: publishing godot windows-template
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# uses: actions/upload-artifact@v1
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# with:
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# name: windows-template (x64)
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# path: bin/godot.windows.opt.64.exe
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