Files
questshock/.gitea/workflows/build.yml
T
ml d2dc58391b
build / build (push) Successful in 2m26s
Add controller input and a laser-pointer-driven menu quad
- xr_input.c/h: an OpenXR action set (aim pose, trigger/select click, a
  menu-toggle button) plus ray/quad hit-testing, and a visible
  laser-pointer line drawn from the controller toward the hit point.
- xr_menu.c/h + MenuOverlay.java: a second composition-layer quad,
  toggled by a controller button, showing an off-screen, never-attached
  Android View tree (one "Keyboard" button so far) driven by synthetic
  touch events computed from the laser ray's hit UV.
- Migrate gl4es from a prebuilt binary baked into the Docker build-image
  to a vendored source snapshot (android/gl4es-src/) compiled from
  source at APK build time via CMake add_subdirectory(), patched through
  a new android/gl4es-patches/ (mirrors the existing engine-patches/
  pattern). This was needed to track down and fix a bug hit while
  building the menu: gl4es's fixed-pipeline emulation (fpe.c) was
  unconditionally substituting its own shader onto the menu's draw call
  (fpe_ReleventState() always sets alphafunc to a nonzero sentinel, so
  its fpe_IsEmpty() check could never see the state as empty), making
  the menu quad show the game's own rendering instead of its own
  content. Fixed by routing the menu's blit through a real
  glBlitFramebuffer() call instead of a shader-based draw, which gl4es's
  fpe.c has nothing to intercept - documented in README.md's new
  "Debugging notes" section.
- Renumber android/engine-patches/ to close the gap left by removing an
  unrelated diagnostic-only patch, and strip investigation-journal
  comments and dead diagnostic code (temporary tracing, env-var probes)
  left over from finding the bug above.
- Restructure README.md into numbered sections, document every
  engine/gl4es patch, add Android Studio dev/testing-cycle instructions,
  and generalize Quest-specific wording to any OpenXR headset. Update
  NOTICE.txt to match (gl4es is now vendored/patched source, not a
  prebuilt binary; add the OpenXR-SDK loader).
2026-08-02 06:27:49 +02:00

99 lines
4.2 KiB
YAML

name: build
# Builds a versioned Linux release tarball (see `make package`) on every
# push/PR, plus on-demand via the Gitea "Run workflow" button. Runs
# inside the build-image (see ../../build-image/Dockerfile, built/pushed
# via ../../build-image.sh and ../../upload-image.sh), which bundles
# every dependency engine/ needs to compile - no network access needed
# at job runtime. Since the job's container already *is* the build-image
# (QUESTSHOCK_BUILD_IMAGE=1), `make package`'s `engine` prerequisite
# compiles directly instead of trying to docker-run it again, which
# wouldn't work here (no nested docker).
on:
push:
pull_request:
workflow_dispatch:
jobs:
build:
# Runner defaults `run:` steps to `sh`, which doesn't understand
# `set -o pipefail` used below - force bash explicitly.
defaults:
run:
shell: bash
# Must match a label your act_runner is registered with.
runs-on: ubuntu-latest
container:
image: cr.ladkau.de/questshock/builder:latest
credentials:
username: ${{ secrets.REGISTRY_USER }}
password: ${{ secrets.REGISTRY_PASSWORD }}
steps:
- uses: actions/checkout@v4
with:
# `make package`'s version comes from `git describe --tags` -
# needs full history/tags, not actions/checkout's default
# shallow single-commit clone.
fetch-depth: 0
- name: Preflight
run: |
set -euo pipefail
command -v cc >/dev/null 2>&1 || { echo "PREFLIGHT FAIL: no C compiler (cc) in PATH" >&2; exit 1; }
command -v cmake >/dev/null 2>&1 || { echo "PREFLIGHT FAIL: cmake not in PATH" >&2; exit 1; }
[ -n "${QUESTSHOCK_BUILD_IMAGE:-}" ] || { echo "PREFLIGHT FAIL: QUESTSHOCK_BUILD_IMAGE not set - not running inside the questshock build-image?" >&2; exit 1; }
[ -d /opt/prebuilt/built_sdl ] || { echo "PREFLIGHT FAIL: /opt/prebuilt/built_sdl missing" >&2; exit 1; }
# gl4es itself is no longer prebuilt here (compiled from source at
# APK-build time instead - see build-image/Dockerfile's gl4es
# comment) - openxr was added to this image in the same
# Android/Quest layer, so it's an equally good marker of that.
[ -d /opt/prebuilt/android/openxr ] || { echo "PREFLIGHT FAIL: /opt/prebuilt/android/openxr missing - runner is using a build-image older than the Android/Quest layer" >&2; exit 1; }
- name: Build package
run: make package
- name: Upload build artifact
# v4 uses the newer @actions/artifact backend, which this Gitea
# instance's artifact storage doesn't support (GHESNotSupportedError) - v3 works.
uses: actions/upload-artifact@v3
with:
name: shockolate
path: dist/shockolate-*-linux-*.tar.gz
- name: Build Quest APK
# QUESTSHOCK_BUILD_IMAGE is already set (see Preflight above), so
# this runs build-apk.sh directly instead of trying to docker-run
# the image again - same reasoning as `make package` above.
# Unlike the fully offline engine/package build, this needs
# network access for Gradle/AGP's own dependency resolution - a
# scoped, accepted exception (see build-image/Dockerfile).
run: make apk
- name: Upload APK artifact
uses: actions/upload-artifact@v3
with:
name: questshock-quest-apk
path: dist/questshock-*-android-*.apk
- name: Publish to dl.ladkau.de
# Uploads the tarball and APK over SFTP instead of using
# actions/upload-artifact (whose zip wrapping can't be disabled).
# Only runs on push so PR builds don't publish.
if: gitea.event_name == 'push'
run: |
set -euo pipefail
TARBALL="$(ls dist/shockolate-*-linux-*.tar.gz)"
APK="$(ls dist/questshock-*-android-*.apk)"
mkdir -p ~/.ssh
echo "${{ secrets.DL_SFTP_KEY }}" > ~/.ssh/dl_sftp_key
chmod 600 ~/.ssh/dl_sftp_key
sftp -i ~/.ssh/dl_sftp_key -P 2223 \
-o StrictHostKeyChecking=accept-new \
uploader@dl.ladkau.de <<EOF
-mkdir files/questshock
put $TARBALL files/questshock/$(basename "$TARBALL")
put $APK files/questshock/$(basename "$APK")
EOF