Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Issue with Linux builds #1

Closed
WolfgangSenff opened this issue Dec 6, 2023 · 6 comments
Closed

Issue with Linux builds #1

WolfgangSenff opened this issue Dec 6, 2023 · 6 comments
Assignees

Comments

@WolfgangSenff
Copy link

Hi. Through a random series of events, I was attempting to use this action for my own purposes and found that my project will not export on Linux. There's a known issue right now (several of them) where Linux and Mac do not properly export - here's just one example: godotengine/godot#77007

Would it be possible to get an update for this so it supports Windows builds? I noticed the caching mechanism, at least, seems to break when not using Linux, which is weird, but true for me.

@dulvui dulvui self-assigned this Dec 6, 2023
@dulvui
Copy link
Owner

dulvui commented Dec 6, 2023

Hello! I could surely add the Windows runner support, but all steps would be different, since Windows has a different executable that needs to be downloaded and extracted to the correct folders etc. So in my view it would make even more sense to create a complete new action for windows. Or also a simple if ${{ runner.os }} == Windows and ${{ runner.os }} == Linux would do the job, so it would work for both OS in the same action here.
The only problem is, that I don't have any Windows machine, so I don't know Godot's configuration folder structure on Windows. If you can provide me the needed details for Windows I could try directly with the Github's Windows runners.
I actually think the export templates location on Windows should be enough.

@WolfgangSenff
Copy link
Author

This is generally where the export templates end up going:
C:/Users/USER_NAME/AppData/Roaming/Godot/export_templates/4.2.stable

Obviously, USER_NAME is specific to the machine. Is that helpful?

@dulvui
Copy link
Owner

dulvui commented Dec 6, 2023

Yes this helps, thank you!

@dulvui
Copy link
Owner

dulvui commented Dec 6, 2023

I actually didn't have to create a new repository, some dynamic env variables where enough. It is not complete yet, since I have to fix some windows/unix paths issues, but currently it works with version 0.0.2.
It doesn't work correctly yet, but I'll fix the last issues tomorrow.

Here you can see that the Godot initialization worked, only the export has then errors, but that might be because of problems with my game.
https://github.com/dulvui/futsal-manager/actions/runs/7120625055/job/19389372245

@WolfgangSenff
Copy link
Author

Those are the exact errors that I got as well, but they prevent it from running on my machine - so it's possible that this isn't limited to Linux/Mac. That is annoying.

@dulvui
Copy link
Owner

dulvui commented Aug 12, 2024

I removed Windows runners support, since it's quite complicated to maintain everything for different operating systems. Config files, export templates, download links etc.. have different values for each OS, so making one dedicated action for every OS makes more sense to me.
Now only Linux runners are supported.

In case if needed I could setup a separate action dedicated for windows.

@dulvui dulvui closed this as completed Aug 12, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants