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Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
181 lines
5.0 KiB
Markdown
181 lines
5.0 KiB
Markdown
# /test-setup — Phase 4: Create CI/CD Workflow
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> Part of `/test-setup`. `SKILL.md` names when to read this file; the settings it
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> resolved and the rules under its later headings still apply here.
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## Phase 4: Create CI/CD Workflow
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**In this file:**
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- Godot 4
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- Unity
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- Unreal Engine
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### Godot 4
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Create `.github/workflows/tests.yml`:
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```yaml
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name: Automated Tests
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on:
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push:
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branches: [main]
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pull_request:
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branches: [main]
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jobs:
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test:
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name: Run GdUnit4 Tests
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runs-on: ubuntu-latest
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# The action publishes its results as a check run. A new repository's
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# token is read-only, and without checks: write the job fails even when
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# every test passes. If you protect main, require the `Run GdUnit4 Tests` job
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# check, not `test-results`: that check run concludes success even when a
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# test fails.
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permissions:
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contents: read
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checks: write
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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lfs: true
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# godot-version must be a full release such as 4.6.1 (`godot --version`
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# shows it); VERSION.md's "4.6" is not one. version: installed runs the
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# gdUnit4 committed in addons/ -- without it the action deletes that
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# copy and installs the latest release, which may not match your tests.
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- name: Run GdUnit4 Tests
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uses: godot-gdunit-labs/gdUnit4-action@v1
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with:
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godot-version: '[FULL GODOT VERSION, e.g. 4.6.1]'
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version: 'installed'
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paths: |
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tests/unit
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tests/integration
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report-name: test-results
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- name: Upload Test Results
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if: always()
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uses: actions/upload-artifact@v4
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with:
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name: test-results
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path: reports/
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```
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### Unity
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Create `.github/workflows/tests.yml`:
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```yaml
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name: Automated Tests
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on:
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push:
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branches: [main]
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pull_request:
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branches: [main]
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jobs:
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test:
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name: Run Unity Tests
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runs-on: ubuntu-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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lfs: true
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- name: Run Edit Mode Tests
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uses: game-ci/unity-test-runner@v4
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env:
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UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
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with:
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testMode: editmode
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artifactsPath: test-results/editmode
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- name: Run Play Mode Tests
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uses: game-ci/unity-test-runner@v4
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env:
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UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
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with:
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testMode: playmode
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artifactsPath: test-results/playmode
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- name: Upload Test Results
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if: always()
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uses: actions/upload-artifact@v4
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with:
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name: test-results
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path: test-results/
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```
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Note: Unity CI requires a `UNITY_LICENSE` secret. Add to GitHub repository
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secrets before the first CI run.
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### Unreal Engine
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Create `.github/workflows/tests.yml`:
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```yaml
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name: Automated Tests
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on:
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push:
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branches: [main]
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pull_request:
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branches: [main]
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jobs:
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test:
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name: Run UE Automation Tests
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runs-on: [self-hosted, windows] # UE requires a local runner with the editor installed
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# The quoted "{0}" in each `shell:` below: the Windows runner passes bash
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# its script path unquoted, so with plain `shell: bash` every step fails
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# ("No such file or directory") when the runner's folder has a space.
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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lfs: true
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# Binaries/ is gitignored, so a fresh checkout has no compiled game
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# module: without this step the editor stops with "The game module could
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# not be found" before running any test. UnrealBuildTool.exe, not
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# Build.bat -- from bash, Build.bat fails on an engine path with spaces.
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- name: Build Editor Target
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run: |
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"$UE_ROOT/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe" [ProjectName]Editor Win64 Development \
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-Project="${{ github.workspace }}/[ProjectName].uproject"
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shell: bash --noprofile --norc -eo pipefail "{0}"
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# -stdout -FullStdOutLogOutput: without them the editor prints nothing
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# here, and the results are only in Saved/Logs/.
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- name: Run Automation Tests
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run: |
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"$UE_ROOT/Engine/Binaries/Win64/UnrealEditor-Cmd.exe" "${{ github.workspace }}/[ProjectName].uproject" \
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-nullrhi -nosound \
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-ExecCmds="Automation RunTests [ProjectName].; Quit" \
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-unattended -stdout -FullStdOutLogOutput
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shell: bash --noprofile --norc -eo pipefail "{0}"
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- name: Upload Logs
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if: always()
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uses: actions/upload-artifact@v4
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with:
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name: test-logs
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path: Saved/Logs/
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```
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Note: UE CI requires a self-hosted Windows runner with Unreal Editor installed.
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The `windows` label keeps the job off any Linux self-hosted runner the
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repository also has. Set the `UE_ROOT` environment variable on the runner to the engine folder
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(e.g. `C:/Program Files/Epic Games/UE_5.7`). `[ProjectName]Editor` is the
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editor target in `Source/[ProjectName]Editor.Target.cs`.
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---
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