diff --git a/.github/workflows/linux_builds.yml b/.github/workflows/linux_builds.yml index 15a7be9c4fd0d..7b144e6e43836 100644 --- a/.github/workflows/linux_builds.yml +++ b/.github/workflows/linux_builds.yml @@ -76,9 +76,9 @@ jobs: path: bin/* retention-days: 14 - linux-editor-sanitizers-mono: + linux-editor-sanitizers: runs-on: "ubuntu-20.04" - name: Editor w/ Mono and sanitizers (target=debug, tools=yes, tests=yes, use_asan=yes, use_ubsan=yes) + name: Editor and sanitizers (target=debug, tools=yes, tests=yes, use_asan=yes, use_ubsan=yes) steps: - uses: actions/checkout@v2 @@ -94,7 +94,8 @@ jobs: - name: Configure dependencies run: | sudo apt-get install build-essential pkg-config libx11-dev libxcursor-dev \ - libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm + libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm \ + xvfb wget unzip # Upload cache on completion and check it out now - name: Load .scons_cache directory @@ -126,17 +127,47 @@ jobs: scons --version # We should always be explicit with our flags usage here since it's gonna be sure to always set those flags + # [Workaround] SwiftShader doesn't support tesselation, so we skip Godot check about it - name: Compilation env: SCONS_CACHE: ${{github.workspace}}/.scons_cache/ run: | - scons tools=yes tests=yes target=debug module_mono_enabled=yes mono_glue=no use_asan=yes use_ubsan=yes + sed -i "s|ERR_FAIL_COND_V(p_rasterization_state.patch_control_points|//ERR_FAIL_COND_V(p_rasterization_state.patch_control_points|" drivers/vulkan/rendering_device_vulkan.cpp + scons tools=yes tests=yes target=debug debug_symbols=no use_asan=yes use_ubsan=yes ls -l bin/ # Execute unit tests for the editor - name: Unit Tests run: | - ./bin/godot.linuxbsd.tools.64s.mono --test + ./bin/godot.linuxbsd.tools.64s --test + + # Download, unzip and setup SwiftShader library [d4550ab8d3f] + - name: Download SwiftShader + run: | + wget https://github.com/qarmin/gtk_library_store/releases/download/3.24.0/swiftshader.zip + unzip swiftshader.zip + rm swiftshader.zip + curr="$(pwd)/libvk_swiftshader.so" + sed -i "s|PATH_TO_CHANGE|$curr|" vk_swiftshader_icd.json + + # Download and extract zip archive with project, folder is renamed to be able to easy change used project + - name: Download test project + run: | + wget https://github.com/qarmin/RegressionTestProject/archive/4.0.zip + unzip 4.0.zip + mv "RegressionTestProject-4.0" "test_project" + + # Editor is quite complicated piece of software, so it is easy to introduce bug here + - name: Open and close editor + run: | + VK_ICD_FILENAMES=$(pwd)/vk_swiftshader_icd.json DRI_PRIME=0 xvfb-run bin/godot.linuxbsd.tools.64s --audio-driver Dummy -e -q --path test_project 2>&1 | tee sanitizers_log.txt || true + misc/scripts/check_ci_log.py sanitizers_log.txt + + # Run test project + - name: Run project + run: | + VK_ICD_FILENAMES=$(pwd)/vk_swiftshader_icd.json DRI_PRIME=0 xvfb-run bin/godot.linuxbsd.tools.64s 40 --audio-driver Dummy --path test_project 2>&1 | tee sanitizers_log.txt || true + misc/scripts/check_ci_log.py sanitizers_log.txt linux-template-mono: runs-on: "ubuntu-20.04" diff --git a/misc/scripts/check_ci_log.py b/misc/scripts/check_ci_log.py new file mode 100755 index 0000000000000..f2cdf95c7b2bb --- /dev/null +++ b/misc/scripts/check_ci_log.py @@ -0,0 +1,65 @@ +#!/usr/bin/env python +# -*- coding: utf-8 -*- + +import sys + +if len(sys.argv) < 2: + print("ERROR: You must run program with file name as argument.") + sys.exit(1) + +fname = sys.argv[1] + +fileread = open(fname.strip(), "r") +file_contents = fileread.read() + +# If find "ERROR: AddressSanitizer:", then happens invalid read or write +# This is critical bug, so we need to fix this as fast as possible + +if file_contents.find("ERROR: AddressSanitizer:") != -1: + print("FATAL ERROR: An incorrectly used memory was found.") + sys.exit(1) + +# There is also possible, that program crashed with or without backtrace. + +if ( + file_contents.find("Program crashed with signal") != -1 + or file_contents.find("Dumping the backtrace") != -1 + or file_contents.find("Segmentation fault (core dumped)") != -1 +): + print("FATAL ERROR: Godot has been crashed.") + sys.exit(1) + +# Finding memory leaks in Godot is quite difficult, because we need to take into +# account leaks also in external libraries. They are usually provided without +# debugging symbols, so the leak report from it usually has only 2/3 lines, +# so searching for 5 element - "#4 0x" - should correctly detect the vast +# majority of memory leaks + +if file_contents.find("ERROR: LeakSanitizer:") != -1: + if file_contents.find("#4 0x") != -1: + print("ERROR: Memory leak was found") + sys.exit(1) + +# It may happen that Godot detects leaking nodes/resources and removes them, so +# this possibility should also be handled as a potential error, even if +# LeakSanitizer doesn't report anything + +if file_contents.find("ObjectDB instances leaked at exit") != -1: + print("ERROR: Memory leak was found") + sys.exit(1) + +# In test project may be put several assert functions which will control if +# project is executed with right parameters etc. which normally will not stop +# execution of project + +if file_contents.find("Assertion failed") != -1: + print("ERROR: Assertion failed in project, check exectution log for more info") + sys.exit(1) + +# For now Godot leaks a lot of rendering stuff so for now we just show info +# about it and this needs to be reenabled after fixing this memory leaks. + +if file_contents.find("were leaked") != -1 or file_contents.find("were never freed") != -1: + print("WARNING: Memory leak was found") + +sys.exit(0)