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README.md
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README.md
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# godot-ci
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Docker image to export Godot Engine games and deploy to GitLab/GitHub Pages and Itch.io using GitLab CI and GitHub Actions.
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<img src="https://i.imgur.com/3z4Sxhd.png" width=450>
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## Docker Hub
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https://hub.docker.com/r/barichello/godot-ci/
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## How To Use
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`.gitlab-ci.yml` and `.github/workflows/godot-ci.yml` are included in this project as reference.
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<br>For live projects, examples and tutorials using this template check the list below:<br>
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- [Video tutorial by Kyle Luce](https://www.youtube.com/watch?v=wbc1qut0vT4)
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- [Video tutorial series by David Snopek](https://www.youtube.com/watch?v=4oUs4IV_Mj4&list=PLCBLMvLIundAOAiCvluBNuEA0-ea7_EDp)
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- Repository examples: [test-project](https://github.com/aBARICHELLO/godot-ci/tree/master/test-project) | [game-off](https://gitlab.com/BARICHELLO/game-off).
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- Test deploys using this tool: [GitHub Pages](http://barichello.me/godot-ci/) | [GitLab Pages](https://barichello.gitlab.io/godot-ci/) | [Itch.io](https://barichello.itch.io/test-project).
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### Mono/C#
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To build a Godot project with Mono (C#) enabled, you must do two things for each job:
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1. Change the container's `image` tag from `barichello/godot-ci:VERSION` to `barichello/godot-ci:mono-VERSION` in `.gitlab-ci.yml` (Gitlab) or `godot-ci.yml` (Github). (e.g. `barichello/godot-ci:mono-3.2.1`).
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2. You will also need to change your "Setup" step's run commands (looks like `run: mv /root/.local ...`) from ending with `...${GODOT_VERSION}.stable` to ending with `...${GODOT_VERSION}.stable.mono`. You will need to do this for both directories in the command.
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```bash
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mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
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```
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becomes:
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```bash
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mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable.mono ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable.mono
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```
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### Android
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To build a debug release (debug.keystore), use the `android_debug` job example in the `gitlab-ci.yml` file.
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If you want to export for Android with your own keystore, you can do this with the following steps:
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1. Take your generated keystore and convert it to Base64:
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Linux & macOS: `base64 release.keystore -w 0`
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Windows: `certutil -encodehex -f release.keystore encoded.txt 0x40000001`
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2. Go to **GitLab Project > Settings > CI/CD > Variables** and copy the Base64-encoded keystore value in a new variable `SECRET_RELEASE_KEYSTORE_BASE64` as type variable.
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3. Create a second variable SECRET_RELEASE_KEYSTORE_USER as type variable with the alias of your keystore as value.
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4. Create a third variable SECRET_RELEASE_KEYSTORE_PASSWORD as type variable with the password of your keystore as value.
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5. Use the `android` job example in the `gitlab-ci.yml` file.
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### GDNative/C++
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See [this repository](https://github.com/2shady4u/godot-cpp-ci) for automating GDNative C++ compilation, which is based off this repository.
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### Modules
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You have to compile Godot with the modules included first. See [this excellent repository](https://gitlab.com/Calinou/godot-builds-ci) by Calinou for automating Godot builds.
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After that, you would use the custom build to export your project as usual. See [this guide](https://gitlab.com/greenfox/godot-build-automation/-/blob/master/advanced_topics.md#using-a-custom-build-of-godot) by Greenfox on how to use a custom Godot build for automated exports.
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### iOS
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Not available yet. Automating Xcode projects is doable but not trivial, and macOS runners only recently became available for GitHub actions, so it will happen eventually.
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## Platforms
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Here's a mapping between each supported CI service, the template jobs and a live example.
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|CI|Template|Example
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|GitLab CI|[Godot Exports](https://github.com/aBARICHELLO/godot-ci/blob/master/.gitlab-ci.yml#L16-L58) / [GitHub Pages](https://github.com/aBARICHELLO/godot-ci/blob/master/.gitlab-ci.yml#L60-L76) / [GitLab Pages](https://github.com/aBARICHELLO/godot-ci/blob/master/.gitlab-ci.yml#L78-L91) / [Itch.io](https://github.com/aBARICHELLO/godot-ci/blob/master/.gitlab-ci.yml#L147-L167)|[GitLab CI Pipelines](https://gitlab.com/BARICHELLO/godot-ci/pipelines)
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|GitHub Actions|[Godot Exports](https://github.com/aBARICHELLO/godot-ci/blob/master/.github/workflows/godot-ci.yml#L8-99) | [GitHub Actions running](https://github.com/aBARICHELLO/godot-ci/actions)
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## Environment configuration
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First you need to remove unused jobs/stages from the `.yml` file you are using as a template(`.gitlab-ci.yml` or `.github/workflows/godot-ci.yml`).<br>
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Then you have to add these environments to a configuration panel depending on the chosen CI and jobs:
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- **GitHub**: `https://github.com/<username>/<project-name>/settings/secrets`
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- **GitLab**: `https://gitlab.com/<username>/<repo-name>/settings/ci_cd`
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### GitHub Pages
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Secrets needed for a GitHub Pages deploy via GitLab CI:
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|Variable|Description|Example|
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|-|-|-|
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| REMOTE_URL | The `git remote` where the web export will be hosted (in this case GitHub), it should contain your [deploy/personal access token](https://github.com/settings/tokens)|`https://<github username>:<deploy token>@github.com/<username>/<repository>.git`
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| GIT_EMAIL | Git email of the account that will commit to the `gh-pages` branch. | `email@example.com`
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| GIT_USERNAME | Username of the account that will commit to the `gh-pages` branch. | `username`
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Others variables are set automatically by the `gitlab-runner`, see the documentation for [predefined variables](https://docs.gitlab.com/ee/ci/variables/predefined_variables.html).<br>
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### Itch.io
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Deployment to Itch.io is done via [Butler](https://itch.io/docs/butler/).<br>
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Secrets needed for a Itch.io deploy via GitLab CI:
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|Variable|Description|Example|
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|-|-|-|
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| ITCHIO_USERNAME | Your username on Itch.io, as in your personal page will be at `https://<username>.itch.io` |`username`
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| ITCHIO_GAME | the name of your game on Itchio, as in your game will be available at `https://<username>.itch.io/<game>` |`game`
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| BUTLER_API_KEY | An [Itch.io API key](https://itch.io/user/settings/api-keys) is necessary for Butler so that the CI can authenticate on Itch.io on your behalf. **Make that API key `Masked`(GitLab CI) to keep it secret** |`xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx`
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## Troubleshoot
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#### Problems while exporting
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- **Check that the export presets file (`export_presets.cfg`) is committed to version control.** In other words, `export_presets.cfg` must *not* be in `.gitignore`.
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- Make sure you don't accidentally commit Android release keystore or Windows codesigning credentials. These credentials cannot be revoked if they are leaked!
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- Check that the export names on `export_presets.cfg` match the ones used in your CI script **(case-sensitive)**. Export preset names that contain spaces must be written within quotes (single or double).
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- Check the paths used in your CI script. Some commands may be running in the wrong place if you are keeping the project in a folder (like the `test-project` template) or not.
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#### Authentication errors with Butler
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- If using GitLab, check that the 'protected' tag is disabled in the [CI/CD variables panel](https://github.com/aBARICHELLO/godot-ci#environment-configuration).
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Docker image to build godot docker image, based on https://github.com/abarichello/godot-ci
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