Files
godot/.gitea/workflows/build-engine.yaml
Olof Pettersson f3f03de589
Some checks failed
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-linux-editor, , Linux Editor, linuxbsd, yes, editor) (push) Failing after 35m4s
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-debug, Debug Template, no, template_debug) (push) Failing after 22m19s
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-editor, Editor, yes, editor) (push) Failing after 34m48s
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-release, Release Template, yes, template_release) (push) Failing after 23m34s
Scons patching and linux build
2025-12-01 23:15:17 +01:00

122 lines
4.0 KiB
YAML

name: Build Godot Engine
on:
push:
branches: ["customized-moa"]
create:
tags:
- "v*"
jobs:
build-windows:
name: Build Windows ${{ matrix.name }}
runs-on: ubuntu-latest
# Run the entire job inside your new builder container
container:
image: gitea.212.63.210.91.nip.io/${{ gitea.repository_owner }}/godot-builder:1b1355e7829467917b66c582268b26159d8ae21c
# Credentials are required to pull from your private registry
credentials:
username: ${{ gitea.actor }}
password: ${{ secrets.USER_PACKAGE_PASSWORD }}
# Note: If this fails to pull due to SSL, we may need to use a 'docker run' step approach instead.
strategy:
fail-fast: false
matrix:
include:
# Linux Editor Build (Easy Mode)
- name: Linux Editor
target: editor
# platform=linuxbsd is the key
platform: linuxbsd
production: yes
artifact_name: godot-linux-editor
# Linux builds don't use the .exe extension
ext: ""
# Windows Editor
- name: Editor
target: editor
production: yes
artifact_name: godot-windows-editor
# Windows Debug Template (For testing game logic)
- name: Debug Template
target: template_debug
production: no
artifact_name: godot-windows-debug
# Windows Release Template (For final export)
- name: Release Template
target: template_release
production: yes
artifact_name: godot-windows-release
steps:
- name: Checkout Source
uses: actions/checkout@v3
with:
submodules: recursive
# NEW STEP: Patch the build file to force linking HID
- name: Patch SCons for Fedora
run: |
# Find the line defining LIBS and inject 'hid' and 'setupapi'
# This ensures they come AFTER the object files
sed -i "s/env.Append(LIBS=\['mingw32'/env.Append(LIBS=\['mingw32', 'hid', 'setupapi'/" platform/windows/detect.py
# Optional: Verify the change
grep "env.Append(LIBS=" platform/windows/detect.py
- name: Compile with SCons
run: |
# --- SMART CORE DETECTION ---
# Default to hardware limit if no quota is found
REAL_CORES=$(nproc)
# Check Cgroup V2 (Fedora / Modern K8s)
if [ -f /sys/fs/cgroup/cpu.max ]; then
# Read quota and period (e.g., "700000 100000")
read QUOTA PERIOD < /sys/fs/cgroup/cpu.max
if [ "$QUOTA" != "max" ]; then
# Calculate limit: Quota / Period (e.g., 700000 / 100000 = 7)
REAL_CORES=$(( QUOTA / PERIOD ))
fi
# Check Cgroup V1 (Older K8s / Docker)
elif [ -f /sys/fs/cgroup/cpu/cpu.cfs_quota_us ]; then
QUOTA=$(cat /sys/fs/cgroup/cpu/cpu.cfs_quota_us)
PERIOD=$(cat /sys/fs/cgroup/cpu/cpu.cfs_period_us)
if [ "$QUOTA" -gt 0 ]; then
REAL_CORES=$(( QUOTA / PERIOD ))
fi
fi
# Safety: Ensure we use at least 1 core
if [ "$REAL_CORES" -lt 1 ]; then REAL_CORES=1; fi
echo "Hardware has $(nproc) cores. Container limit is ${REAL_CORES} cores."
# -----------------------------
echo "Compiling ${{ matrix.name }}..."
# Godot 4 SCons Command
nice -n 10 scons platform=windows \
target=${{ matrix.target }} \
d3d12=no \
arch=x86_64 \
precision=double \
production=${{ matrix.production }} \
LINKFLAGS="-lhid -lsetupapi" \
-j$REAL_CORES
- name: Verify Output
run: ls -l bin/
- name: Upload Artifacts
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.artifact_name }}
# Corrected from *.dll to *.exe (Godot templates are executables)
path: bin/*.exe