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fix static checks

fix static checks #18

Workflow file for this run

name: Continuous integration
on: [push, pull_request]
env:
# Only used for the cache key. Increment version to force clean build.
GODOT_BASE_BRANCH: master
concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}
cancel-in-progress: true
jobs:
build:
name: ${{ matrix.name }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- name: 🐧 Linux (GCC)
os: ubuntu-20.04
platform: linux
artifact-name: godot-cpp-linux-glibc2.27-x86_64-release
artifact-path: bin/libgodot-cpp.linux.template_release.x86_64.a
run-tests: true
cache-name: linux-x86_64
- name: 🐧 Linux (GCC, Double Precision)
os: ubuntu-20.04
platform: linux
artifact-name: godot-cpp-linux-glibc2.27-x86_64-double-release
artifact-path: bin/libgodot-cpp.linux.template_release.double.x86_64.a
flags: precision=double
run-tests: false
cache-name: linux-x86_64-f64
- name: 🏁 Windows (x86_64, MSVC)
os: windows-2019
platform: windows
artifact-name: godot-cpp-windows-msvc2019-x86_64-release
artifact-path: bin/libgodot-cpp.windows.template_release.x86_64.lib
run-tests: false
cache-name: windows-x86_64-msvc
- name: 🏁 Windows (x86_64, MinGW)
os: windows-2019
platform: windows
artifact-name: godot-cpp-linux-mingw-x86_64-release
artifact-path: bin/libgodot-cpp.windows.template_release.x86_64.a
flags: use_mingw=yes
run-tests: false
cache-name: windows-x86_64-mingw
- name: 🍎 macOS (universal)
os: macos-11
platform: macos
artifact-name: godot-cpp-macos-universal-release
artifact-path: bin/libgodot-cpp.macos.template_release.universal.a
flags: arch=universal
run-tests: false
cache-name: macos-universal
- name: 🤖 Android (arm64)
os: ubuntu-20.04
platform: android
artifact-name: godot-cpp-android-arm64-release
artifact-path: bin/libgodot-cpp.android.template_release.arm64.a
flags: ANDROID_NDK_ROOT=$ANDROID_NDK_LATEST_HOME arch=arm64
run-tests: false
cache-name: android-arm64
- name: 🍏 iOS (arm64)
os: macos-11
platform: ios
artifact-name: godot-cpp-ios-arm64-release
artifact-path: bin/libgodot-cpp.ios.template_release.arm64.a
flags: arch=arm64
run-tests: false
cache-name: ios-arm64
env:
SCONS_CACHE: ${{ github.workspace }}/.scons-cache/
steps:
- name: Checkout
uses: actions/checkout@v3
with:
submodules: recursive
- name: Setup Godot build cache
uses: ./.github/actions/godot-cache
with:
cache-name: ${{ matrix.cache-name }}
continue-on-error: true
- name: Set up Python (for SCons)
uses: actions/setup-python@v4
with:
python-version: '3.x'
- name: Linux dependencies
if: ${{ matrix.platform == 'linux' }}
run: |
sudo apt-get update -qq
sudo apt-get install -qqq build-essential pkg-config
- name: Install scons
run: |
python -m pip install scons==4.0.0
- name: Setup MinGW for Windows/MinGW build
if: ${{ matrix.platform == 'windows' && matrix.flags == 'use_mingw=yes' }}
uses: egor-tensin/setup-mingw@v2
- name: Generate godot-cpp sources only
run: |
scons platform=${{ matrix.platform }} build_library=no ${{ matrix.flags }}
scons -c
- name: Build godot-cpp (debug)
run: |
scons platform=${{ matrix.platform }} target=template_debug ${{ matrix.flags }}
- name: Build test without rebuilding godot-cpp (debug)
run: |
cd test
scons platform=${{ matrix.platform }} target=template_debug ${{ matrix.flags }} build_library=no
- name: Build test and godot-cpp (release)
run: |
cd test
scons platform=${{ matrix.platform }} target=template_release ${{ matrix.flags }}
- name: Download latest Godot artifacts
uses: dsnopek/action-download-artifact@1322f74e2dac9feed2ee76a32d9ae1ca3b4cf4e9
if: ${{ matrix.run-tests }}
with:
repo: godotengine/godot
branch: master
event: push
workflow: linux_builds.yml
workflow_conclusion: success
name: linux-editor-mono
search_artifacts: true
check_artifacts: true
ensure_latest: true
path: godot-artifacts
- name: Run tests
if: ${{ matrix.run-tests }}
run: |
chmod +x ./godot-artifacts/godot.linuxbsd.editor.x86_64.mono
./godot-artifacts/godot.linuxbsd.editor.x86_64.mono --headless --version
cd test
# Need to run the editor so .godot is generated... but it crashes! Ignore that :-)
(cd project && (../../godot-artifacts/godot.linuxbsd.editor.x86_64.mono --editor --headless --quit >/dev/null 2>&1 || true))
GODOT=../godot-artifacts/godot.linuxbsd.editor.x86_64.mono ./run-tests.sh
- name: Upload artifact
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.artifact-name }}
path: ${{ matrix.artifact-path }}
if-no-files-found: error
linux-cmake:
name: 🐧 Build (Linux, GCC, CMake)
runs-on: ubuntu-20.04
steps:
- name: Checkout
uses: actions/checkout@v3
with:
submodules: recursive
- name: Install dependencies
run: |
sudo apt-get update -qq
sudo apt-get install -qqq build-essential pkg-config cmake
- name: Build godot-cpp
run: |
cmake -DCMAKE_BUILD_TYPE=Release .
make -j $(nproc) VERBOSE=1
- name: Build test GDExtension library
run: |
cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." .
make -j $(nproc) VERBOSE=1
linux-cmake-ninja:
name: 🐧 Build (Linux, GCC, CMake Ninja)
runs-on: ubuntu-20.04
steps:
- name: Checkout
uses: actions/checkout@v3
with:
submodules: recursive
- name: Install dependencies
run: |
sudo apt-get update -qq
sudo apt-get install -qqq build-essential pkg-config cmake ninja-build
- name: Build godot-cpp
run: |
cmake -DCMAKE_BUILD_TYPE=Release -GNinja .
cmake --build . -j $(nproc) --verbose
- name: Build test GDExtension library
run: |
cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -GNinja .
cmake --build . -j $(nproc) --verbose
windows-msvc-cmake:
name: 🏁 Build (Windows, MSVC, CMake)
runs-on: windows-2019
steps:
- name: Checkout
uses: actions/checkout@v3
with:
submodules: recursive
- name: Build godot-cpp
run: |
cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 16 2019" .
cmake --build . --verbose
- name: Build test GDExtension library
run: |
cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -G"Visual Studio 16 2019" .
cmake --build . --verbose