name: build on: pull_request: # release.yml calls this workflow, which is how master, tags and manual runs # build. Keeping the release jobs out of here keeps them off the pull request # check list, where they would only ever show up as skipped. workflow_call: jobs: workflow_setup: runs-on: ubuntu-latest steps: - name: Checkout source uses: actions/checkout@v7 with: path: source filter: 'tree:0' fetch-depth: 0 - name: Clone gamedir metadata run: | set -eux GAMEDIR_REPOSITORY=1dot13/gamedir GAMEDIR_LANGUAGES_REPOSITORY=1dot13/gamedir-languages # filter tree is what makes this fast git clone --config transfer.fsckobjects=false --no-checkout --filter=tree:0 \ https://github.com/$GAMEDIR_REPOSITORY \ gamedir git clone --config transfer.fsckobjects=false --no-checkout --filter=tree:0 \ https://github.com/$GAMEDIR_LANGUAGES_REPOSITORY \ gamedir-languages mkdir dist/ echo -n " GAMEDIR_REPOSITORY=$GAMEDIR_REPOSITORY GAMEDIR_LANGUAGES_REPOSITORY=$GAMEDIR_LANGUAGES_REPOSITORY " > dist/versions.env - name: Generate source version information working-directory: source run: | set -eux SOURCE_COMMIT_DATETIME=$(TZ=UTC0 git log -1 --date=iso-strict-local --format=%cd $GITHUB_SHA) SOURCE_COMMIT_DATE=$(TZ=UTC0 git log -1 --date=short-local --format=%cd $GITHUB_SHA) # GAME_VERSION is the release's name: it labels the dist archives and leads # the in-game version line. Outdated save games are detected with GIT_SHA # below, which is what czVersionString holds. if [[ "$GITHUB_REF_TYPE" == 'tag' ]] then # if we build for a specific tag, use that as the game version # examples: # - v1.13.1 # - v1.13.2-rc2 GAME_VERSION="$GITHUB_REF_NAME" else # uses `git describe`, which tries to find a tag in the commit hierarchy. or fall back to a v1.13 version # example five (5) commits after v1.13: # - v1.13-5-7g7ffa GAME_VERSION="$(git describe --tags --match='v[0-9]*' $GITHUB_SHA || echo v0-$(git rev-list --skip 1 --count $GITHUB_SHA)-g${GITHUB_SHA:0:8})" fi # keeps archive names bounded; nothing binary depends on this any more GAME_VERSION="${GAME_VERSION:0:15}" # the version line shown in game. It leads with GAME_VERSION because # czVersionString is no longer displayed beside it: this is the only # place a player can read which release they are running. GAME_BUILD_INFORMATION="$GAME_VERSION $SOURCE_COMMIT_DATE GitHub $GITHUB_REPOSITORY" # in case of a branch or if the tag is truncated if [[ "$GAME_VERSION" != *"$GITHUB_REF_NAME"* ]] then GAME_BUILD_INFORMATION="$GAME_BUILD_INFORMATION $GITHUB_REF_TYPE $GITHUB_REF_NAME" fi # max 255 CHAR16 GAME_BUILD_INFORMATION="${GAME_BUILD_INFORMATION:0:255}" # the machine-readable build identity stamped into czVersionString, which # is both the savegame compatibility key and the crash-report key. Pinned # here rather than derived per job, so the parallel builds cannot disagree, # and left unsuffixed: this names a commit whose tree we really built. # See Ja2/CMakeLists.txt for why it is 9 hex and nothing else. GIT_SHA="${GITHUB_SHA:0:9}" echo -n " SOURCE_COMMIT_DATETIME=$SOURCE_COMMIT_DATETIME GAME_VERSION=$GAME_VERSION GAME_BUILD_INFORMATION=$GAME_BUILD_INFORMATION GIT_SHA=$GIT_SHA " >> ../dist/versions.env # due to building everything in parallel, versions should be pinned at the start so everything builds based on the same versions - name: Generate gamedir version information working-directory: gamedir run: | set -eux GAMEDIR_COMMIT_SHA=$(git rev-parse HEAD) GAMEDIR_COMMIT_DATETIME=$(TZ=UTC0 git log -1 --date=iso-strict-local --format=%cd $GAMEDIR_COMMIT_SHA) echo -n " GAMEDIR_COMMIT_SHA=$GAMEDIR_COMMIT_SHA GAMEDIR_COMMIT_DATETIME=$GAMEDIR_COMMIT_DATETIME " >> ../dist/versions.env # due to building everything in parallel, versions should be pinned at the start so everything builds based on the same versions - name: Generate gamedir-languages version information working-directory: gamedir-languages run: | set -eux GAMEDIR_LANGUAGES_COMMIT_SHA=$(git rev-parse HEAD) GAMEDIR_LANGUAGES_COMMIT_DATETIME=$(TZ=UTC0 git log -1 --date=iso-strict-local --format=%cd $GAMEDIR_LANGUAGES_COMMIT_SHA) echo -n " GAMEDIR_LANGUAGES_COMMIT_SHA=$GAMEDIR_LANGUAGES_COMMIT_SHA GAMEDIR_LANGUAGES_COMMIT_DATETIME=$GAMEDIR_LANGUAGES_COMMIT_DATETIME " >> ../dist/versions.env - name: Show version information summary run: | set -eux cat dist/versions.env - name: Upload uses: actions/upload-artifact@v7 with: name: versions.env path: dist/ # every executable contains all languages and picks one at runtime, so one build serves every package compile: needs: [ workflow_setup ] runs-on: windows-latest # required for the MSVC toolchain strategy: fail-fast: false matrix: application: [ja2, ja2mapeditor, ja2ub, ja2ubmapeditor] env: # store the compiler cache in the GitHub Actions cache SCCACHE_GHA_ENABLED: 'true' steps: - name: Checkout source uses: actions/checkout@v7 - name: Download versions.env uses: actions/download-artifact@v8 with: name: versions.env path: artifacts - name: Restore versions.env shell: bash run: cat artifacts/versions.env >> $GITHUB_ENV - name: Prepare build properties shell: bash run: | set -eux touch CMakePresets.json JA2Application=$(echo '${{ matrix.application }}' | tr '[:lower:]' '[:upper:]') echo " JA2Application=$JA2Application " >> $GITHUB_ENV - uses: egor-tensin/vs-shell@v2 with: arch: x86 - uses: mozilla-actions/sccache-action@v0.0.10 - name: Prepare build run: | # sccache can only cache MSVC objects when the debug information is embedded # in them (/Z7) instead of collected in a shared PDB (/Zi, the CMake default) # # The build identity comes from versions.env, pinned once for the whole # workflow. Handing it over is what makes this a packaged build rather # than a local one; CMake never asks git who we are. cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=RelWithDebInfo -DApplications="$Env:JA2Application" -DGAME_BUILD_INFORMATION="$Env:GAME_BUILD_INFORMATION" -DGIT_SHA="$Env:GIT_SHA" - name: Build run: | cmake --build build/ -- -v - name: List build artifacts shell: bash run: | find build/ sccache --show-stats - name: Upload uses: actions/upload-artifact@v7 with: name: ${{ matrix.application }} path: build/*.exe