Replace the pipeline template with a marker: the config is served by the update server
This commit is contained in:
@@ -7,13 +7,11 @@ and [tic80-tools](../tic80-tools).
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- `example-makefile.make` — project Makefile: local dev targets
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- `example-makefile.make` — project Makefile: local dev targets
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(`build`, `run`, `web`, `export`, `watch`, `clean`), the desktop
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(`build`, `run`, `web`, `export`, `watch`, `clean`), the desktop
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binary targets (`binaries`, `binary-win-x86`, `binary-win-x64`,
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binary targets (`binaries`, `binary-win-x86`, `binary-win-x64`,
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`binary-linux-x64`, `binary-mac-universal`) plus the Woodpecker
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`binary-linux-x64`, `binary-mac-universal`).
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pipeline targets (`ci-version`, `ci-export`, `ci-binaries`,
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- `example-woodpecker.yaml` — a one-line marker (`platform: godot`): the
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`ci-upload`, `ci-publish`).
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full pipeline (version → build → upload → publish) is served by the update server's Woodpecker
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- `example-woodpecker.yaml` — Woodpecker pipeline: version → build
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configuration extension — preview it with
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(headless web export + desktop binaries in the `barichello/godot-ci`
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`curl "https://teletypegames.org/build/config?platform=godot"`.
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image) → upload (HTTP POST to `/build/upload`) → update (calls the
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teletypegames `/build/publish` endpoint with `platform=godot`).
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- `example-export_presets.cfg` — `export_presets.cfg` with the **Web**
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- `example-export_presets.cfg` — `export_presets.cfg` with the **Web**
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preset the Makefile exports plus the desktop presets (**Windows
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preset the Makefile exports plus the desktop presets (**Windows
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x86**, **Windows x64**, **Linux x64**, **Mac universal**). Web
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x86**, **Windows x64**, **Linux x64**, **Mac universal**). Web
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@@ -40,14 +38,17 @@ and [tic80-tools](../tic80-tools).
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textures/vram_compression/import_etc2_astc=true
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textures/vram_compression/import_etc2_astc=true
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```
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```
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3. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` and add the
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3. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` (a one-line marker — the
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`update_secret_key` secret in Woodpecker.
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pipeline itself is served by the update server; add `name:` when the
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Match the `godot-builder` image tag to the Godot version the
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software name differs from the repo name) and add the
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project is made with (e.g. `4.6`) — the underlying
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`application_token` secret in Woodpecker (an ApplicationToken with
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`barichello/godot-ci` image ships the matching export templates.
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the `update` + `upload` scopes, created in the admin).
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The `godot-builder` image tag (and with it the export-template
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version) is set server-side in the update server's `ci_platforms`
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config, not per repo.
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4. Copy `example-tasks.json` to `.vscode/tasks.json`.
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4. Copy `example-tasks.json` to `.vscode/tasks.json`.
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The pipeline uploads `$(PROJECT)-$(VERSION).html.zip` and the desktop
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The served pipeline uploads `$(PROJECT)-$(VERSION).html.zip` and the desktop
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binary zips (`$(PROJECT)-$(VERSION)-<target>.zip`, targets: `win-x86`,
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binary zips (`$(PROJECT)-$(VERSION)-<target>.zip`, targets: `win-x86`,
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`win-x64`, `linux-x64`, `mac-universal`) via `/build/upload`, then triggers
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`win-x64`, `linux-x64`, `mac-universal`) via `/build/upload`, then triggers
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`/build/publish?platform=godot&name=$(PROJECT)&version=$(VERSION)`, which
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`/build/publish?platform=godot&name=$(PROJECT)&version=$(VERSION)`, which
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+1
-40
@@ -11,8 +11,6 @@ DIST_DIR = dist
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WEB_DIR = $(DIST_DIR)/web
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WEB_DIR = $(DIST_DIR)/web
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OUTPUT_ZIP = $(PROJECT)-$(VERSION).html.zip
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OUTPUT_ZIP = $(PROJECT)-$(VERSION).html.zip
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VERSION_FILE = .version
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all: build
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all: build
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build:
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build:
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@@ -102,41 +100,4 @@ watch:
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clean:
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clean:
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rm -rf $(DIST_DIR) .godot
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rm -rf $(DIST_DIR) .godot
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ci-version:
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.PHONY: all build run web export watch clean binaries binary-win-x86 binary-win-x64 binary-linux-x64 binary-mac-universal binary-build binary-build-mac
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@if [ -f metadata.json ]; then \
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VERSION=$$(jq -r '.version' metadata.json); \
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else \
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VERSION=$$(git rev-parse --short HEAD); \
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fi; \
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BRANCH=$$(git rev-parse --abbrev-ref HEAD); \
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if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ]; then \
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VERSION="dev-$$VERSION-$$BRANCH"; \
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fi; \
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echo $$VERSION > $(VERSION_FILE)
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ci-export:
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@VERSION=$$(cat $(VERSION_FILE)); \
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$(MAKE) export VERSION=$$VERSION
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ci-binaries:
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@VERSION=$$(cat $(VERSION_FILE)); \
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$(MAKE) binaries VERSION=$$VERSION
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ci-upload:
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@VERSION=$$(cat $(VERSION_FILE)); \
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FILE="$(PROJECT)-$$VERSION.html.zip"; \
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META_SRC="metadata.json"; \
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META_DST="$(PROJECT)-$$VERSION.metadata.json"; \
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BINS=$$(ls $(PROJECT)-$$VERSION-*.zip 2>/dev/null || true); \
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cp $$META_SRC $$META_DST; \
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for f in $$FILE $$META_DST $$BINS; do \
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curl -fsS -H "X-Update-Secret: $(UPDATE_SECRET)" \
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-F "file=@$$f" \
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"$(UPDATE_SERVER)/build/upload?name=$(PROJECT)&version=$$VERSION" || exit 1; \
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done
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ci-publish:
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@VERSION=$$(cat $(VERSION_FILE)); \
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curl -fsS -X POST -H "X-Update-Secret: $(UPDATE_SECRET)" "$(UPDATE_SERVER)/build/publish?name=$(PROJECT)&platform=godot&version=$$VERSION"
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.PHONY: all build run web export watch clean binaries binary-win-x86 binary-win-x64 binary-linux-x64 binary-mac-universal binary-build binary-build-mac ci-version ci-export ci-binaries ci-upload ci-publish
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+5
-32
@@ -1,32 +1,5 @@
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steps:
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# One-line marker: the full pipeline is served by the update server's
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- name: version
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# Woodpecker configuration extension. Preview it with:
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image: alpine
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# curl "https://teletypegames.org/build/config?platform=godot"
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commands:
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platform: godot
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- apk add --no-cache git make jq
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# name: mygame # only when the software name differs from the repo name
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- make ci-version
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- name: build
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image: git.teletypegames.org/internal/godot-builder:4.6
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commands:
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- make ci-export
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- make ci-binaries
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- name: artifact
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image: alpine
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environment:
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UPDATE_SERVER: https://teletypegames.org
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UPDATE_SECRET:
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from_secret: update_secret_key
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commands:
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- apk add --no-cache make curl
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- make ci-upload
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- name: publish
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image: alpine
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environment:
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UPDATE_SERVER: https://teletypegames.org
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UPDATE_SECRET:
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from_secret: update_secret_key
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commands:
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- apk add --no-cache make curl
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- make ci-publish
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