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name: CI
on:
push:
branches: [main]
pull_request:
workflow_dispatch:
env:
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: true
# The library writes one object file per project; a shared compiler server
# holds that file open across runs and the second build fails with CS2012.
UseSharedCompilation: false
jobs:
test:
name: build + test (${{ matrix.os }})
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
os: [windows-latest, ubuntu-latest]
steps:
- uses: actions/checkout@v4
- uses: actions/setup-dotnet@v4
with:
dotnet-version: '10.0.x'
- name: Restore
run: dotnet restore ShaderRipper.slnx
- name: Build
# The ANTLR parsers under src/ShaderRipper/Grammar are generated ahead of
# time and checked in, so no JVM (and no extra step) is needed here.
run: dotnet build ShaderRipper.slnx -c Release --no-restore
- name: Test
# The suite needs neither Unity nor game data; every fixture builds its
# own bytes.
run: dotnet test src/ShaderRipper.Tests/ShaderRipper.Tests.csproj -c Release --no-build
release:
name: release artifacts
# Packaging is only checked where the artifact is actually produced, and only
# when the commit is on the default branch or tagged -- a PR build does not
# need two 50 MB downloads.
if: >-
github.event_name == 'workflow_dispatch' ||
startsWith(github.ref, 'refs/tags/') ||
(github.event_name == 'push' && github.ref == 'refs/heads/main')
needs: test
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-dotnet@v4
with:
dotnet-version: '10.0.x'
- name: Package
run: pwsh -File tools/make-release.ps1 -Rid win-x64,linux-x64
- uses: actions/upload-artifact@v4
with:
name: release-zips
path: publish/*/*.zip
if-no-files-found: error