The literal thing nothing on this dev machine can verify: whether the build actually runs on Windows at all. Solved by having real CI do it — ubuntu-latest and windows-latest both build the native Box3D/miniaudio shims from source via CMake, build and test the full .NET solution, stage a shippable configuration (engine.windowing/assets/render/input/physics/ audio + physics-demo-game — engine.editor deliberately excluded, that's M4's actual "done when"), and then run it headless against samples/ PhysicsDemo for 200 frames, asserting DemoBox settled at y≈1.0 in the resulting dump. Real physics, real scene load, real plugin loading, proven on both platforms, not just built. Required restructuring the native Content items into per-OS ItemGroups (native/linux-x64/ vs native/win-x64/, selected via $([MSBuild]::IsOSPlatform(...))): linux-x64's .so is committed (built and verified here); win-x64's .dll is never committed — nothing here can build or run one to verify — and only ever exists as something the Windows job produces fresh, in-place, right before `dotnet build`. Caught one real bug dry-running this exact staging locally before trusting it to a workflow run: PluginHost.Load calls Assembly. LoadFromAssemblyPath, which throws on a relative path — the verification step's `--plugins ../../plugins` failed immediately with "is not an absolute path." Every manual verification earlier this session happened to always pass an absolute --plugins path, which is exactly why this never surfaced before. Fixed by resolving to an absolute path before invoking Engine.Host. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
124 lines
5.2 KiB
YAML
124 lines
5.2 KiB
YAML
name: Build
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# M4's "done when": the build runs on both platforms with no editor
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# plugins in the shipped binary. Neither half of that is verifiable from
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# a single Linux dev machine — this workflow is what actually proves it,
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# real builds on real ubuntu-latest and windows-latest runners, not just
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# a cross-platform-looking csproj and hope.
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on:
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push:
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branches: [master]
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pull_request:
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workflow_dispatch:
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jobs:
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build:
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strategy:
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fail-fast: false
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matrix:
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include:
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- os: ubuntu-latest
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rid: linux-x64
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- os: windows-latest
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rid: win-x64
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runs-on: ${{ matrix.os }}
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steps:
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- uses: actions/checkout@v4
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- uses: actions/setup-dotnet@v4
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with:
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dotnet-version: 9.0.x
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- name: Build native physics shim (Box3D, pinned commit — see native/physics-native/CMakeLists.txt)
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shell: bash
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run: |
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cmake -S native/physics-native -B native/physics-native/build -DCMAKE_BUILD_TYPE=Release
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cmake --build native/physics-native/build --config Release
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- name: Build native audio shim (miniaudio)
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shell: bash
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run: |
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cmake -S native/audio-native -B native/audio-native/build -DCMAKE_BUILD_TYPE=Release
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cmake --build native/audio-native/build --config Release
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# linux-x64's .so is committed (built and verified on the dev
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# machine); win-x64's .dll can only ever be produced here, since
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# nothing else in this project can build or run one to check it —
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# landing it at exactly the path Engine.Physics.csproj/Engine.Audio.
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# csproj's win-x64 Content item expects.
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- name: Place win-x64 native libraries
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if: matrix.rid == 'win-x64'
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shell: bash
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run: |
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mkdir -p plugins/engine.physics/Engine.Physics/native/win-x64
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mkdir -p plugins/engine.audio/Engine.Audio/native/win-x64
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find native/physics-native/build -iname "lingua_physics.dll" -exec cp {} plugins/engine.physics/Engine.Physics/native/win-x64/lingua_physics.dll \;
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find native/audio-native/build -iname "lingua_audio.dll" -exec cp {} plugins/engine.audio/Engine.Audio/native/win-x64/lingua_audio.dll \;
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test -f plugins/engine.physics/Engine.Physics/native/win-x64/lingua_physics.dll
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test -f plugins/engine.audio/Engine.Audio/native/win-x64/lingua_audio.dll
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- name: Build
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run: dotnet build LinguaEngine.sln -c Release
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# Nothing in the suite opens a real GL window or a real audio device
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# (Engine.Audio.Tests forces miniaudio's null backend specifically so
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# this works) — the whole thing runs headless on both runners.
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- name: Test
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run: dotnet test LinguaEngine.sln -c Release --no-build
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- name: Stage the shippable build (engine.editor deliberately excluded)
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shell: bash
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run: |
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set -euo pipefail
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DIST="dist/${{ matrix.rid }}"
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STAGE="$DIST/plugins"
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mkdir -p "$STAGE"
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for id in engine.windowing engine.assets engine.render engine.input engine.physics engine.audio; do
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impl="$(awk -F. '{for(i=1;i<=NF;i++){$i=toupper(substr($i,1,1)) substr($i,2)}}1' OFS=. <<<"$id")"
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src="plugins/$id/$impl/bin/Release/net9.0"
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mkdir -p "$STAGE/$id"
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cp -r "$src/." "$STAGE/$id/"
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cp "plugins/$id/plugin.json" "$STAGE/$id/"
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done
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mkdir -p "$DIST/engine"
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cp -r src/Engine.Host/bin/Release/net9.0/. "$DIST/engine/"
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GAME_DST="$DIST/samples/PhysicsDemo/GamePlugins/physics-demo-game"
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mkdir -p "$GAME_DST"
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cp -r samples/PhysicsDemo/GamePlugins/physics-demo-game/bin/Release/net9.0/. "$GAME_DST/"
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cp samples/PhysicsDemo/GamePlugins/physics-demo-game/plugin.json "$GAME_DST/"
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cp -r samples/PhysicsDemo/assets "$DIST/samples/PhysicsDemo/assets"
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cp samples/PhysicsDemo/project.json samples/PhysicsDemo/scene.json "$DIST/samples/PhysicsDemo/"
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- name: Verify the shippable build actually runs (headless, real physics + real scene load)
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shell: bash
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run: |
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set -euo pipefail
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# Absolute paths only: Assembly.LoadFromAssemblyPath (which
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# PluginHost.Load uses) throws on a relative one — found by
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# hand running this exact staging locally before trusting it to
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# a workflow run at all.
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DIST="$(pwd)/dist/${{ matrix.rid }}"
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cd "$DIST/samples/PhysicsDemo"
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dotnet "$DIST/engine/Engine.Host.dll" run --headless \
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--plugins "$DIST/plugins" --project project.json --scene scene.json \
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--frames 200 --dump dump.json
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cat dump.json
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python3 -c "
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import json
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data = json.load(open('dump.json'))
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box = next(o for o in data if o['name'] == 'DemoBox')
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y = box['transform']['position'][1]
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assert 0.9 < y < 1.1, f'DemoBox should have settled near y=1.0, got y={y}'
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print(f'DemoBox settled at y={y:.4f} — physics ran for real on ${{ matrix.rid }}')
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"
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- uses: actions/upload-artifact@v4
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with:
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name: lingua-engine-${{ matrix.rid }}
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path: dist/${{ matrix.rid }}
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