mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2024-12-27 23:35:30 +03:00
270 lines
11 KiB
YAML
270 lines
11 KiB
YAML
#
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# MAPBASE SOURCE 2013 CI
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#
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# This workflow script automatically builds the Source SDK 2013 codebase on Windows and Linux using GitHub Actions.
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#
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# This is useful in a number of ways:
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#
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# 1. It ensures pull requests compile correctly on multiple platforms and provides binaries that can be used to test them.
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# 2. It can be used to compile code for releases without having to pull and prepare a local development environment.
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# 3. It opens potential for scripts that can employ more principles of CI/CD. (e.g. automatically publishing a release)
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#
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# This is based on a workflow originally created by z33ky.
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name: Build Projects
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on:
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workflow_call:
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inputs:
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configuration:
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description: 'Which configuration to build with'
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default: 'Release'
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required: true
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type: string
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branch:
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description: 'Which Source 2013 engine branch to compile for'
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default: 'sp'
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required: true
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type: string
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game:
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description: 'The name of the game to build (if relevant)'
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default: 'episodic'
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required: false
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type: string
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project-group:
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description: 'Which group of projects to compile'
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required: true
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type: string
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solution-name:
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description: 'The name of the solution/makefile'
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required: true
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type: string
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build-on-linux:
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description: 'Build on Ubuntu/Linux?'
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default: true
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required: false
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type: boolean
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jobs:
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build_windows:
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name: Windows (VS2022)
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runs-on: windows-latest
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steps:
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- uses: actions/checkout@v3
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- name: Add MSBuild to PATH
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uses: microsoft/setup-msbuild@v1.1
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- name: Enable VS2022
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working-directory: '${{inputs.branch}}/src/vpc_scripts'
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shell: bash
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run: sed -i 's/^\($Conditional[ ]\+VS2022[ ]\+\).*/\1"1"/' newer_vs_toolsets.vpc
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- name: Pick game
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if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
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working-directory: '${{inputs.branch}}/src'
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shell: bash
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run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects.bat
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- name: Create project files
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working-directory: '${{inputs.branch}}/src'
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shell: cmd
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# https://github.com/ValveSoftware/source-sdk-2013/issues/72
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run: |
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reg add "HKLM\SOFTWARE\WOW6432Node\Microsoft\VisualStudio\10.0\Projects\{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}" /v DefaultProjectExtension /t REG_SZ /d vcproj /f
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create${{inputs.project-group}}projects.bat
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# --------------------------------------------------------------------
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# "I'm invoking msbuild for each project individually, which looks a bit odd considering there is a solution file which should be able to invoke the builds in their proper order automatically, but passing the solution to msbuild doesn't seem to work."
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# https://github.com/mapbase-source/source-sdk-2013/pull/162
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- name: Build mathlib
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#if: steps.filter.outputs.game == 'true'
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working-directory: '${{inputs.branch}}/src'
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shell: cmd
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run: |
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msbuild -m -p:Configuration=${{inputs.configuration}} mathlib\mathlib.vcxproj
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- name: Build Base Libraries
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if: inputs.project-group == 'all' || inputs.project-group == 'game' || inputs.project-group == 'maptools'
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working-directory: '${{inputs.branch}}/src'
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shell: cmd
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run: |
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msbuild -m -p:Configuration=${{inputs.configuration}} raytrace\raytrace.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} tier1\tier1.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} vgui2\vgui_controls\vgui_controls.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} vscript\vscript.vcxproj
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- name: Build Map Tools
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if: inputs.project-group == 'all' || inputs.project-group == 'maptools'
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working-directory: '${{inputs.branch}}/src'
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shell: cmd
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run: |
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msbuild -m -p:Configuration=${{inputs.configuration}} fgdlib\fgdlib.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} utils\vbsp\vbsp.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} utils\vvis\vvis_dll.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} utils\vvis_launcher\vvis_launcher.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} utils\vrad\vrad_dll.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} utils\vrad_launcher\vrad_launcher.vcxproj
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- name: Build Shaders
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if: inputs.project-group == 'shaders'
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working-directory: '${{inputs.branch}}/src'
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shell: cmd
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run: |
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msbuild -m -p:Configuration=${{inputs.configuration}} materialsystem\stdshaders\game_shader_dx9_${{inputs.game}}.vcxproj
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- name: Build Game
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if: inputs.project-group == 'game'
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working-directory: '${{inputs.branch}}/src'
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shell: cmd
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run: |
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msbuild -m -p:Configuration=${{inputs.configuration}} responserules\runtime\responserules.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} game\client\client_${{inputs.game}}.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} game\server\server_${{inputs.game}}.vcxproj
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# TODO: Hook to game naming?
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- name: Build everything
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if: inputs.project-group == 'all'
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working-directory: '${{inputs.branch}}/src'
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shell: cmd
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run: |
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msbuild -m -p:Configuration=${{inputs.configuration}} responserules\runtime\responserules.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} materialsystem\stdshaders\game_shader_dx9_episodic.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} materialsystem\stdshaders\game_shader_dx9_hl2.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} game\client\client_episodic.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} game\client\client_hl2.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} game\server\server_episodic.vcxproj
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msbuild -m -p:Configuration=${{inputs.configuration}} game\server\server_hl2.vcxproj
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# --------------------------------------------------------------------
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- name: Publish Windows game DLLs
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if: inputs.project-group == 'game'
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uses: actions/upload-artifact@v3
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with:
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name: 'Windows Game DLLs (server & client.dll) [${{ inputs.configuration }}]'
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path: |
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${{inputs.branch}}/game/mod_${{inputs.game}}/bin/client.dll
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${{inputs.branch}}/game/mod_${{inputs.game}}/bin/server.dll
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if-no-files-found: error
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- name: Publish Windows shader DLL
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if: inputs.project-group == 'shaders'
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uses: actions/upload-artifact@v3
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with:
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name: 'Windows Shader DLL (game_shader_dx9.dll) [${{ inputs.configuration }}]'
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path: |
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${{inputs.branch}}/game/mod_${{inputs.game}}/bin/game_shader_dx9.dll
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if-no-files-found: error
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- name: Publish Windows map tools
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if: inputs.project-group == 'maptools'
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uses: actions/upload-artifact@v3
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with:
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name: 'Windows Map Tools [${{ inputs.configuration }}]'
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path: |
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${{inputs.branch}}/game/bin/vbsp.exe
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${{inputs.branch}}/game/bin/vvis.exe
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${{inputs.branch}}/game/bin/vvis_dll.dll
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${{inputs.branch}}/game/bin/vrad.exe
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${{inputs.branch}}/game/bin/vrad_dll.dll
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if-no-files-found: error
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- name: Publish everything (Windows)
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if: inputs.project-group == 'all'
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uses: actions/upload-artifact@v3
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with:
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name: 'Everything (Windows) [${{ inputs.configuration }}]'
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path: |
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${{inputs.branch}}/game/bin
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${{inputs.branch}}/game/mod_*/bin
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if-no-files-found: error
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build_ubuntu:
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if: inputs.build-on-linux == true && inputs.project-group != 'maptools' # No Linux map tools for now
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name: Ubuntu (GCC/G++)
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runs-on: ubuntu-latest
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env:
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config: ${{ inputs.configuration }}
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steps:
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- uses: actions/checkout@v3
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- name: Install GCC/G++ multilib
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run: sudo apt-get install gcc-multilib g++-multilib
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- name: Pick game
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if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
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working-directory: '${{inputs.branch}}/src'
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shell: bash
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run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects
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- name: Set configuration
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working-directory: '${{inputs.branch}}/src'
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shell: bash
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run: |
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config=${{inputs.configuration}}
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export CFG=${config,,}
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echo "config=${CFG}" >> $GITHUB_ENV
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- name: Create project files
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working-directory: '${{inputs.branch}}/src'
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run: ./create${{inputs.project-group}}projects
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# --------------------------------------------------------------------
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- name: Build
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working-directory: '${{inputs.branch}}/src'
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run: make CFG=${{env.config}} -f ${{inputs.solution-name}}.mak
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# --------------------------------------------------------------------
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- name: Publish Linux game SOs
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if: inputs.project-group == 'game'
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uses: actions/upload-artifact@v3
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with:
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name: 'Linux Game SOs (server & client.so) [${{ inputs.configuration }}]'
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path: |
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${{inputs.branch}}/game/mod_${{inputs.game}}/bin/client.so
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${{inputs.branch}}/game/mod_${{inputs.game}}/bin/server.so
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if-no-files-found: error
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- name: Publish Linux shader SO
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if: inputs.project-group == 'shaders'
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uses: actions/upload-artifact@v3
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with:
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name: 'Linux Shader SO (game_shader_dx9.so) [${{ inputs.configuration }}]'
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path: |
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${{inputs.branch}}/game/mod_${{inputs.game}}/bin/game_shader_dx9.so
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if-no-files-found: error
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#- name: Publish Linux map tools
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# if: inputs.project-group == 'maptools'
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# uses: actions/upload-artifact@v3
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# with:
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# name: 'Linux Map Tools [${{ inputs.configuration }}]'
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# path: |
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# ${{inputs.branch}}/game/bin/vbsp
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# ${{inputs.branch}}/game/bin/vvis
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# ${{inputs.branch}}/game/bin/vvis_dll.so
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# ${{inputs.branch}}/game/bin/vrad
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# ${{inputs.branch}}/game/bin/vrad_dll.so
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# if-no-files-found: error
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# For now, don't publish the .dbg files even though we publish .pdb files on Windows
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# (they're too big)
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- name: Publish everything (Linux)
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if: inputs.project-group == 'all'
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uses: actions/upload-artifact@v3
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with:
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name: 'Everything (Linux) [${{ inputs.configuration }}]'
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path: |
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${{inputs.branch}}/game/bin/*.so
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!${{inputs.branch}}/game/bin/*_srv.so
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${{inputs.branch}}/game/mod_*/bin/*.so
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!${{inputs.branch}}/game/mod_*/bin/*_srv.so
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if-no-files-found: error
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