neon-sprawl/.github/workflows/gdscript.yml

121 lines
4.8 KiB
YAML

# Lint, format-check, and unit-test GDScript (Godot 4.6). gdtoolkit: https://github.com/Scony/godot-gdscript-toolkit
# GDUnit4 v6.1.2 under client/addons/gdUnit4; tests in client/test/
#
# PRs: workflow always runs so "GDScript / lint_and_test" can be a required check. Path-sensitive
# work uses step-level `if` — skipped steps still leave the job successful (unlike a workflow
# skipped via `on.paths`, which leaves the required check missing/pending).
# push: path filter on `on` avoids redundant runs on unrelated commits to main.
name: GDScript
on:
push:
branches: [main]
paths:
- "client/scripts/**"
- "client/test/**"
- "client/addons/**"
- "client/project.godot"
- ".github/workflows/gdscript.yml"
pull_request:
branches: [main]
# dorny/paths-filter reads the PR file list from the GitHub API; needs pull-requests:read.
permissions:
contents: read
pull-requests: read
jobs:
lint_and_test:
runs-on: ubuntu-latest
# Folder is addons/gdUnit4 (capital U). Lowercase gdunit4 fails on Linux (case-sensitive res://).
env:
GDUNIT_CMDTOOL: res://addons/gdUnit4/bin/GdUnitCmdTool.gd
steps:
- uses: actions/checkout@v4
- name: Detect GDScript-relevant changes (PR only)
id: paths
if: github.event_name == 'pull_request'
uses: dorny/paths-filter@v3
with:
filters: |
gdscript:
- "client/scripts/**"
- "client/test/**"
- "client/addons/**"
- "client/project.godot"
- ".github/workflows/gdscript.yml"
- name: Skip GDScript lint and tests (no client GDScript paths in this PR)
if: github.event_name == 'pull_request' && steps.paths.outputs.gdscript != 'true'
run: echo "Skipping gdlint, gdformat, and GDUnit4."
- uses: actions/setup-python@v5
if: github.event_name == 'push' || steps.paths.outputs.gdscript == 'true'
with:
python-version: "3.x"
- name: Install gdtoolkit
if: github.event_name == 'push' || steps.paths.outputs.gdscript == 'true'
run: pip install "gdtoolkit==4.5.0"
- name: gdlint
if: github.event_name == 'push' || steps.paths.outputs.gdscript == 'true'
run: gdlint client/scripts client/test
- name: gdformat (check only)
if: github.event_name == 'push' || steps.paths.outputs.gdscript == 'true'
run: gdformat --check client/scripts client/test
- name: Cache Godot 4.6
if: github.event_name == 'push' || steps.paths.outputs.gdscript == 'true'
uses: actions/cache@v4
id: godot-cache
with:
path: ~/godot/Godot_v4.6-stable_linux.x86_64
key: godot-4.6-stable-linux-x86_64
- name: Download Godot 4.6
if: (github.event_name == 'push' || steps.paths.outputs.gdscript == 'true') && steps.godot-cache.outputs.cache-hit != 'true'
run: |
mkdir -p ~/godot
wget -q "https://github.com/godotengine/godot/releases/download/4.6-stable/Godot_v4.6-stable_linux.x86_64.zip" -O /tmp/godot.zip
unzip -q /tmp/godot.zip -d ~/godot
chmod +x ~/godot/Godot_v4.6-stable_linux.x86_64
- name: Import project (.godot)
if: github.event_name == 'push' || steps.paths.outputs.gdscript == 'true'
working-directory: client
run: ~/godot/Godot_v4.6-stable_linux.x86_64 --headless --import --path . --quit-after 10
- name: Verify GDUnit path (Linux res:// is case-sensitive)
if: github.event_name == 'push' || steps.paths.outputs.gdscript == 'true'
working-directory: client
run: |
test -f addons/gdUnit4/bin/GdUnitCmdTool.gd || {
echo "::error::Missing GdUnit CLI script. Use addons/gdUnit4 (capital U), not gdunit4."
ls -la addons/ || true
exit 1
}
# GdUnit returns 0 if *executed* tests pass, even when Godot logs SCRIPT ERROR during suite
# discovery (broken test files are skipped). Fail the job if those errors appear in output.
- name: GDUnit4 (headless)
if: github.event_name == 'push' || steps.paths.outputs.gdscript == 'true'
working-directory: client
shell: bash
run: |
set -euo pipefail
LOG="$(mktemp)"
trap 'rm -f "$LOG"' EXIT
~/godot/Godot_v4.6-stable_linux.x86_64 --headless --path . -s "$GDUNIT_CMDTOOL" --ignoreHeadlessMode -a res://test 2>&1 | tee "$LOG"
godot_ec="${PIPESTATUS[0]}"
if [[ "$godot_ec" -ne 0 ]]; then
echo "::error::Godot/GdUnit exited with code ${godot_ec}"
exit "$godot_ec"
fi
if grep -E 'SCRIPT ERROR:|ERROR: Failed to load script' "$LOG"; then
echo "::error::Godot reported script parse/load errors (suites may have been skipped). Fix the test scripts."
exit 1
fi