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mod as artifact CI #60

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mod as artifact CI #60

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Dreia
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@Dreia Dreia commented May 16, 2022

I tried to make a workflow for the mod. I'm trying to produce a downloadable Island.zip file from the Mod directory. I am not sure if this is what you had in mind for this CI. Can we do this even though we gitignored the .import files?

Fixes related issue #61

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I tried to make a workflow for the mod. I'm trying to produce a downloadable Island.zip file from the Mod directory. I am not sure if this is what you had in mind for this CI. Can we do this even though we gitignored the .import files?
@Dreia Dreia added the help wanted Extra attention is needed label May 16, 2022
@Dreia Dreia added this to the Emulator milestone May 16, 2022
@Dreia Dreia self-assigned this May 16, 2022
@platisd
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platisd commented May 16, 2022

Well, to begin with the workflow has to be a yaml file.
Secondly, I guess you need to generate some files, then upload them and make them part of some release?
@RuthgerD may know more and probably he's the one you have discussed this with.

@AeroStun
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@Dreia
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Dreia commented May 16, 2022

" Secondly, I guess you need to generate some files, then upload them and make them part of some release?"
@platisd Thanks for the quick reply, I looked at different documentations for different actions and some work like you say but the upload-artifact@v3 apparently supports just taking a folder making it an artifact that then downloads it as a .zip file

@Dreia
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Dreia commented May 16, 2022

See godotengine/godot-proposals#1362

It looks like a controversial issue, maybe there is some other workflow that we can have for the mod that is more safe ?

@AeroStun
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That's not a workflow. There's just useful info in the comments in there to possibly regenerate your imports on CI.
There are plenty of Godot export workflows floating around the marketplace, but I suspect they all require a pre-imported project.

@Dreia
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Dreia commented May 16, 2022

That's not a workflow. There's just useful info in the comments in there to possibly regenerate your imports on CI.
There are plenty of Godot export workflows floating around the marketplace, but I suspect they all require a pre-imported project.

I see, not planning to upload the whole project to the repo. But I could zip the file on my computer and make the .zip file an artifact that can be downloaded separately. That could be useful.

@AeroStun
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AeroStun commented May 16, 2022

I see, not planning to upload the whole project to the repo.

Sounds closed source to me 😢

@Dreia
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Dreia commented May 16, 2022

I see, not planning to upload the whole project to the repo.

Sounds closed source to me 😢

I'll try. Thanks.

@RuthgerD
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RuthgerD commented May 16, 2022

What you can do is call godot --export-pack {preset} {output} on your ci;
only a linux runner is needed and it should regenerate the resource files before export.

Zipping the project folder only works when the editor did that job already so it won't work here (:

@platisd
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platisd commented May 16, 2022

What you can do is call godot --export-pack {preset} {output} on your ci; only a linux runner is needed and it should regenerate the resource files before export.

Zipping the project folder only works when the editor did that job already so it won't work here (:

That however means that they will be building their mod on CI, which is great, but may not be necessarily as trivial as they expected, right?

@RuthgerD
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but may not be necessarily as trivial as they expected

There are godot docker images available on the internet, and otherwise smce-gd downloads godot from the binary release and sets it up on the PATH.

If this is considered hard or trivial is up to the reader.

@RuthgerD
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Also actually.. if you have a recent version of godot you can just hack it by doing:

timeout 10s godot . --editor --no-window

which hopefully opens the editor to generate the resources, then closes after 10 seconds (after which you can use the zip method), open question is if that still needs opengl drivers :P

This workflow runs on command (workflow dispatch) and creates an Island.zip file in the build/mods folder ( if successful)
Closes related issues: #61, #27
@Dreia Dreia removed the help wanted Extra attention is needed label May 18, 2022
@Dreia Dreia requested review from AeroStun and removed request for platisd May 18, 2022 10:15
@Dreia
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Dreia commented May 18, 2022

@RuthgerD , @AeroStun I have followed your instructions and came up with this. It doesn't look like there is any way to check if it works before merging though. Should I upload it to the branch it is supposed to work on and make another pull request ?

@Dreia Dreia added the help wanted Extra attention is needed label May 18, 2022
@AeroStun
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Well it sure won't work because the file is misplaced

@AeroStun
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Once the workflow is placed at the right location, it should be triggered already, so you'll get to see if it does what you intend

@Dreia
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Dreia commented May 18, 2022

Thanks, I was not sure. I will move to the other branch then and close this pull request

@Dreia Dreia closed this May 18, 2022
Dreia added a commit that referenced this pull request May 18, 2022
Revert "Build godot project on CI"Fixes related issue: #60
@Dreia Dreia deleted the Mod-CI branch May 18, 2022 17:09
@Dreia Dreia mentioned this pull request May 18, 2022
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Dreia referenced this pull request May 18, 2022
Build godot project on CI. Fixes related issue: #61
This was linked to issues May 29, 2022
@faisal1201 faisal1201 removed a link to an issue May 29, 2022
@faisal1201 faisal1201 removed this from the Emulator milestone May 29, 2022
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