90 lines
3.8 KiB
Markdown
90 lines
3.8 KiB
Markdown
# bevy-tools
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CI/CD templates for [Bevy](https://bevyengine.org) (Rust) game
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projects, in the same spirit as
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[ebitengine-tools](../ebitengine-tools) and
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[godot-tools](../godot-tools).
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- `example-makefile.make` — project Makefile: local dev targets
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(`build`, `run`, `wasm`, `export`, `binaries`, `watch`, `clean`).
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- `example-woodpecker.yaml` — a one-line marker (`platform: bevy`): the
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full pipeline (version → build → binaries → upload → publish) is served by the update server's Woodpecker
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configuration extension — preview it with
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`curl "https://teletypegames.org/build/config?platform=bevy"`.
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- `builder.Dockerfile` — the CI builder image: `rust:1-bookworm`
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(glibc — bevy's native linux build needs alsa/udev, which does not
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build against musl) with the wasm + `x86_64-pc-windows-gnu`
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targets, mingw-w64, the wasm-bindgen CLI and make/zip/curl baked
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in.
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- `example-tasks.json` — VS Code `.vscode/tasks.json` with the common
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dev tasks: **Run** (`cargo run`, default build task, `Cmd+Shift+B`),
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**Build & Run**, **Build WASM** and **Make build**.
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- `web/index.html` — the HTML shell downloaded by `make export` and
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packaged next to the `wasm-bindgen` output (`game.js` +
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`game_bg.wasm`).
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## Usage in a game repo
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1. Copy `example-makefile.make` to `Makefile` and set `PROJECT`
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(must match the crate name in `Cargo.toml`; the native binary is
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built to `bin/$(PROJECT)`).
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2. Pin the `wasm-bindgen` crate in `Cargo.toml` to the exact version
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in `WASM_BINDGEN_VERSION`:
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```toml
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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wasm-bindgen = "=0.2.100"
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```
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The `wasm-bindgen` CLI and the crate **must be the same version**,
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otherwise the generated JS glue refuses to load. The builder image
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ships the CLI — when bumping the version, rebuild the image with
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the matching `--build-arg WASM_BINDGEN_VERSION`.
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3. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` (a one-line marker — the
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pipeline itself is served by the update server; add `name:` when the
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software name differs from the repo name) and add the
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`application_token` secret in Woodpecker (an ApplicationToken with
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the `update` + `upload` scopes, created in the admin).
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4. Copy `example-tasks.json` to `.vscode/tasks.json` and replace the
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binary name (`bevydemo`) with `$(PROJECT)`.
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Local WASM builds additionally need
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`rustup target add wasm32-unknown-unknown` and the `wasm-bindgen` CLI
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(`cargo install wasm-bindgen-cli --version 0.2.100`).
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The served pipeline uploads `$(PROJECT)-$(VERSION).html.zip` and the native
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binary zips (`-win-x64.zip`, `-linux-x64.zip`) via `/build/upload`, then
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triggers `/build/publish?platform=bevy&name=$(PROJECT)&version=$(VERSION)`.
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The API's `BinaryAttachment` concern picks up the
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`<name>-<version>-<slug>.zip` files automatically and registers them
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as `win_x64` / `linux_x64` release assets.
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## Native binaries
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`make binaries VERSION=x.y` builds:
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- **linux-x64** — a regular `cargo build --release` in the
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debian-based builder; the binary links against the builder's glibc
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and the usual desktop libs (alsa, udev).
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- **win-x64** — mingw-w64 cross-compile via the
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`x86_64-pc-windows-gnu` target; the linker is set from the
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Makefile (`CARGO_TARGET_X86_64_PC_WINDOWS_GNU_LINKER`), no
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per-repo `.cargo/config` needed.
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- **mac** — not built here: cgo-style native cross-compilation to
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darwin needs osxcross, the same (planned) toolchain as the
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ebitengine mac targets.
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If the project has an `assets/` directory it is packaged next to the
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binary — bevy loads it at runtime, it is not embedded.
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## Builder image
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```sh
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docker build --platform linux/amd64 -f builder.Dockerfile \
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--build-arg WASM_BINDGEN_VERSION=0.2.100 \
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-t git.teletypegames.org/internal/bevy-builder:latest .
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docker push git.teletypegames.org/internal/bevy-builder:latest
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```
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Detailed documentation lives on the wiki: `/development/bevy`.
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