Scons patching and linux build
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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
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
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@ -1,16 +1,16 @@
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name: Build Godot Engine
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on:
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push:
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branches: [ "customized-moa" ]
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branches: ["customized-moa"]
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create:
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tags:
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- 'v*'
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- "v*"
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jobs:
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build-windows:
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name: Build Windows ${{ matrix.name }}
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runs-on: ubuntu-latest
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# Run the entire job inside your new builder container
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container:
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image: gitea.212.63.210.91.nip.io/${{ gitea.repository_owner }}/godot-builder:1b1355e7829467917b66c582268b26159d8ae21c
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@ -19,24 +19,34 @@ jobs:
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username: ${{ gitea.actor }}
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password: ${{ secrets.USER_PACKAGE_PASSWORD }}
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# Note: If this fails to pull due to SSL, we may need to use a 'docker run' step approach instead.
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strategy:
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fail-fast: false
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matrix:
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include:
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# 1. The Editor (The IDE)
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# Linux Editor Build (Easy Mode)
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- name: Linux Editor
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target: editor
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# platform=linuxbsd is the key
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platform: linuxbsd
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production: yes
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artifact_name: godot-linux-editor
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# Linux builds don't use the .exe extension
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ext: ""
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# Windows Editor
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- name: Editor
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target: editor
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production: yes
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artifact_name: godot-windows-editor
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# 2. Debug Template (For testing game logic)
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# Windows Debug Template (For testing game logic)
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- name: Debug Template
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target: template_debug
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production: no
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artifact_name: godot-windows-debug
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# 3. Release Template (For final export)
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# Windows Release Template (For final export)
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- name: Release Template
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target: template_release
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production: yes
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@ -48,12 +58,22 @@ jobs:
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with:
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submodules: recursive
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# NEW STEP: Patch the build file to force linking HID
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- name: Patch SCons for Fedora
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run: |
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# Find the line defining LIBS and inject 'hid' and 'setupapi'
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# This ensures they come AFTER the object files
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sed -i "s/env.Append(LIBS=\['mingw32'/env.Append(LIBS=\['mingw32', 'hid', 'setupapi'/" platform/windows/detect.py
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# Optional: Verify the change
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grep "env.Append(LIBS=" platform/windows/detect.py
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- name: Compile with SCons
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run: |
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# --- SMART CORE DETECTION ---
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# Default to hardware limit if no quota is found
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REAL_CORES=$(nproc)
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# Check Cgroup V2 (Fedora / Modern K8s)
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if [ -f /sys/fs/cgroup/cpu.max ]; then
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# Read quota and period (e.g., "700000 100000")
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@ -62,7 +82,7 @@ jobs:
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# Calculate limit: Quota / Period (e.g., 700000 / 100000 = 7)
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REAL_CORES=$(( QUOTA / PERIOD ))
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fi
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# Check Cgroup V1 (Older K8s / Docker)
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elif [ -f /sys/fs/cgroup/cpu/cpu.cfs_quota_us ]; then
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QUOTA=$(cat /sys/fs/cgroup/cpu/cpu.cfs_quota_us)
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@ -71,15 +91,15 @@ jobs:
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REAL_CORES=$(( QUOTA / PERIOD ))
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fi
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fi
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# Safety: Ensure we use at least 1 core
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if [ "$REAL_CORES" -lt 1 ]; then REAL_CORES=1; fi
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echo "Hardware has $(nproc) cores. Container limit is ${REAL_CORES} cores."
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# -----------------------------
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echo "Compiling ${{ matrix.name }}..."
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# Godot 4 SCons Command
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nice -n 10 scons platform=windows \
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target=${{ matrix.target }} \
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@ -98,4 +118,4 @@ jobs:
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with:
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name: ${{ matrix.artifact_name }}
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# Corrected from *.dll to *.exe (Godot templates are executables)
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path: bin/*.exe
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path: bin/*.exe
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