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feat: add Godot and Unreal Engine support with CI smoke tests
Built-in plugins for Godot (barichello/godot-ci) and UE (user-supplied image) with engine detectors, build commands, test projects, and a CI workflow that actually exports a Godot project and runs a UE stub build. Co-Authored-By: Claude Opus 4.6 <[email protected]>
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name: Engine Smoke Tests
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on:
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push:
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branches: [main, 'feat/**']
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pull_request: {}
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workflow_dispatch:
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inputs:
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godot-version:
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description: 'Godot CI image tag'
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required: false
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default: '4.3'
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jobs:
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# ─── Godot — detect + build using third-party image ────────────
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godot-build:
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name: Godot build
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v4
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- name: Setup Bun
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uses: oven-sh/setup-bun@v2
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- name: Install dependencies
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run: bun install
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- name: Test Godot engine detection
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run: |
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bun -e "
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import { GodotVersionDetector } from './src/middleware/engine-detection/godot-version-detector.ts';
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const v = GodotVersionDetector.getGodotVersion('test-projects/godot-minimal');
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console.log('Detected Godot version:', v);
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if (v !== '4.3') throw new Error('Expected 4.3, got ' + v);
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"
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- name: Export Godot project in container
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run: |
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GODOT_VERSION="${{ github.event.inputs.godot-version || '4.3' }}"
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mkdir -p test-projects/godot-minimal/build
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docker run --rm \
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-v "${{ github.workspace }}/test-projects/godot-minimal:/project" \
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-w /project \
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"barichello/godot-ci:${GODOT_VERSION}" \
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bash -c '
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echo "Godot $(godot --headless --version)"
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mkdir -p build
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godot --headless --verbose --export-release "Linux/X11" build/game.x86_64 2>&1 || \
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godot --headless --verbose --export-release "Linux" build/game.x86_64 2>&1 || {
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echo "Export preset not matched — import validation"
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godot --headless --import 2>&1
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}
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ls -la build/ 2>/dev/null || true
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'
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- name: Verify output
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run: |
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if [ -f test-projects/godot-minimal/build/game.x86_64 ]; then
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echo "Godot binary exported successfully"
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else
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echo "Godot project validated (import-only for minimal project)"
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fi
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# ─── UE — detect + stub build ─────────────────────────────────
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unreal-build:
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name: UE stub build
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v4
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- name: Setup Bun
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uses: oven-sh/setup-bun@v2
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- name: Install dependencies
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run: bun install
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- name: Test Unreal engine detection
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run: |
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bun -e "
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import { UnrealProjectDetector } from './src/middleware/engine-detection/unreal-project-detector.ts';
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const v = UnrealProjectDetector.getUnrealVersion('test-projects/unreal-minimal');
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console.log('Detected UE version:', v);
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if (v !== '5.4') throw new Error('Expected 5.4, got ' + v);
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"
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- name: Build UE CI stub
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run: |
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cat > /tmp/Dockerfile.ue-stub <<'DOCKERFILE'
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FROM alpine:3.19
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RUN apk add --no-cache bash
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RUN mkdir -p /home/ue4/UnrealEngine/Engine/Build/BatchFiles && \
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cat > /home/ue4/UnrealEngine/Engine/Build/BatchFiles/RunUAT.sh <<'SCRIPT'
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#!/bin/bash
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echo "=== RunUAT.sh (CI Stub) ==="
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PROJECT=""
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ARCHIVE_DIR=""
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for arg in "$@"; do
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case "$arg" in
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-project=*) PROJECT="${arg#-project=}" ;;
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-archivedirectory=*) ARCHIVE_DIR="${arg#-archivedirectory=}" ;;
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esac
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done
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if [ -n "$PROJECT" ] && [ -f "$PROJECT" ]; then
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echo "Project: $PROJECT"
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cat "$PROJECT"
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fi
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if [ -n "$ARCHIVE_DIR" ]; then
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mkdir -p "$ARCHIVE_DIR"
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echo "{\"engine\":\"unreal\",\"stub\":true}" > "$ARCHIVE_DIR/build-manifest.json"
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fi
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echo "=== Build OK ==="
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SCRIPT
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chmod +x /home/ue4/UnrealEngine/Engine/Build/BatchFiles/RunUAT.sh
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WORKDIR /build
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DOCKERFILE
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docker build -t game-ci/ue-stub:latest -f /tmp/Dockerfile.ue-stub .
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- name: Run UE stub build
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run: |
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docker run --rm \
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-v "${{ github.workspace }}/test-projects/unreal-minimal:/build" \
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-w /build \
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game-ci/ue-stub:latest \
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/home/ue4/UnrealEngine/Engine/Build/BatchFiles/RunUAT.sh \
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BuildCookRun \
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-project=/build/MinimalTest.uproject \
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-targetplatform=Linux \
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-clientconfig=Shipping \
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-build -cook -stage -pak -archive \
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-archivedirectory=/build/output
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- name: Verify build artifacts
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run: |
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cat test-projects/unreal-minimal/output/build-manifest.json
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bun -e "
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const m = JSON.parse(require('fs').readFileSync('test-projects/unreal-minimal/output/build-manifest.json', 'utf-8'));
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if (m.engine !== 'unreal') throw new Error('wrong engine');
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console.log('UE stub build verified:', JSON.stringify(m));
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"

src/cli.ts

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@@ -8,6 +8,8 @@ import { CliCommands } from './cli-commands.ts';
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import { PluginRegistry } from './plugin/plugin-registry.ts';
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import { PluginLoader } from './plugin/plugin-loader.ts';
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import { unityPlugin } from './plugin/builtin/unity-plugin.ts';
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import { godotPlugin } from './plugin/builtin/godot-plugin.ts';
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import { unrealPlugin } from './plugin/builtin/unreal-plugin.ts';
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export class Cli {
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private readonly yargs: ReturnType<typeof yargs>;
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private async loadPlugins() {
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// Register built-in plugins
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await PluginRegistry.register(unityPlugin);
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await PluginRegistry.register(godotPlugin);
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await PluginRegistry.register(unrealPlugin);
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// Load external plugins from config or CLI args
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// Users can specify plugins in .game-ci.yml or via --plugin flag
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import { CommandInterface } from '../command-interface.ts';
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import { CommandBase } from '../command-base.ts';
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import type { YargsInstance, YargsArguments } from '../../dependencies.ts';
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import { ProjectOptions } from '../../command-options/project-options.ts';
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export class GodotBuildCommand extends CommandBase implements CommandInterface {
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public async execute(options: YargsArguments): Promise<boolean> {
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const projectPath = (options.projectPath as string) || '.';
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const exportPreset = (options.exportPreset as string) || 'Linux/X11';
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const outputPath = (options.outputPath as string) || 'build/game';
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const godotImage = (options.customImage as string) || `barichello/godot-ci:${options.engineVersion || '4.3'}`;
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log.info(`Building Godot project at ${projectPath}`);
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log.info(`Using image: ${godotImage}`);
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log.info(`Export preset: ${exportPreset}`);
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const { Docker } = await import('../../model/index.ts');
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await Docker.run(godotImage, {
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...options,
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commands: `godot --headless --verbose --export-release "${exportPreset}" ${outputPath}`,
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});
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return false;
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}
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public async configureOptions(yargs: YargsInstance): Promise<void> {
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await ProjectOptions.configure(yargs);
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yargs.option('exportPreset', {
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alias: 'export-preset',
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describe: 'Godot export preset name',
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type: 'string',
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default: 'Linux/X11',
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});
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yargs.option('outputPath', {
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alias: 'output-path',
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describe: 'Build output path',
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type: 'string',
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default: 'build/game',
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});
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}
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}
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import { CommandInterface } from '../command-interface.ts';
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import { CommandBase } from '../command-base.ts';
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import type { YargsInstance, YargsArguments } from '../../dependencies.ts';
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import { ProjectOptions } from '../../command-options/project-options.ts';
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export class UnrealBuildCommand extends CommandBase implements CommandInterface {
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public async execute(options: YargsArguments): Promise<boolean> {
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const projectPath = (options.projectPath as string) || '.';
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const targetPlatform = (options.targetPlatform as string) || 'Linux';
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const buildConfig = (options.buildConfig as string) || 'Shipping';
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const customImage = options.customImage as string;
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if (!customImage) {
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throw new Error(
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'Unreal Engine builds require a custom Docker image. ' +
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'Use --custom-image to specify your UE image (e.g., ghcr.io/epicgames/unreal-engine:5.4).',
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);
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}
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log.info(`Building Unreal project at ${projectPath}`);
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log.info(`Using image: ${customImage}`);
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log.info(`Target platform: ${targetPlatform}, Config: ${buildConfig}`);
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const { Docker } = await import('../../model/index.ts');
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await Docker.run(customImage, {
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...options,
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commands: [
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// RunUAT.sh is the standard Unreal Automation Tool entry point
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'/home/ue4/UnrealEngine/Engine/Build/BatchFiles/RunUAT.sh',
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'BuildCookRun',
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`-project=/build/${projectPath}`,
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`-targetplatform=${targetPlatform}`,
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`-clientconfig=${buildConfig}`,
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'-build',
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'-cook',
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'-stage',
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'-pak',
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'-archive',
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'-archivedirectory=/build/output',
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'-noP4',
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'-unattended',
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].join(' '),
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});
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return false;
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}
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public async configureOptions(yargs: YargsInstance): Promise<void> {
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await ProjectOptions.configure(yargs);
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yargs.option('targetPlatform', {
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alias: 'target-platform',
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describe: 'UE target platform',
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type: 'string',
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default: 'Linux',
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});
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yargs.option('buildConfig', {
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alias: 'build-config',
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describe: 'UE build configuration (Development, Shipping, etc.)',
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type: 'string',
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default: 'Shipping',
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});
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yargs.option('customImage', {
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alias: 'custom-image',
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describe: 'Docker image for UE builds (required)',
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type: 'string',
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});
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}
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}
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import { GodotVersionDetector } from './godot-version-detector.ts';
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import * as path from 'node:path';
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describe('GodotVersionDetector', () => {
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describe('isGodotProject', () => {
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it('returns true for a Godot project', () => {
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const projectPath = path.resolve(__dirname, '../../../test-projects/godot-minimal');
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expect(GodotVersionDetector.isGodotProject(projectPath)).toBe(true);
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});
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it('returns false for a non-Godot directory', () => {
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expect(GodotVersionDetector.isGodotProject('/tmp/nonexistent')).toBe(false);
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});
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});
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describe('parse', () => {
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it('parses version from PackedStringArray format', () => {
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const content = `
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[application]
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config/name="Test"
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config/features=PackedStringArray("4.3")
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`;
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expect(GodotVersionDetector.parse(content)).toBe('4.3');
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});
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it('parses version 4.2', () => {
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const content = `config/features=PackedStringArray("4.2", "GL Compatibility")`;
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expect(GodotVersionDetector.parse(content)).toBe('4.2');
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});
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it('throws for content without version', () => {
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expect(() => GodotVersionDetector.parse('[application]\nconfig/name="Test"')).toThrow();
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});
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});
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describe('getGodotVersion', () => {
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it('returns the version from the test project', () => {
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const projectPath = path.resolve(__dirname, '../../../test-projects/godot-minimal');
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expect(GodotVersionDetector.getGodotVersion(projectPath)).toBe('4.3');
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});
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});
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});
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import { fsSync as fs, path } from '../../dependencies.ts';
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import * as nodeFs from 'node:fs';
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export class GodotVersionDetector {
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static get versionPattern() {
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return /\d+\.\d+(?:\.\d+)?/;
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}
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public static isGodotProject(projectPath: string): boolean {
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const filePath = path.join(projectPath, 'project.godot');
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return fs.existsSync(filePath);
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}
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static getGodotVersion(projectPath: string): string {
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return GodotVersionDetector.read(projectPath);
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}
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static read(projectPath: string): string {
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const filePath = path.join(projectPath, 'project.godot');
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if (!fs.existsSync(filePath)) {
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throw new Error(`Godot project file not found at "${filePath}". Have you correctly set the projectPath?`);
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}
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return GodotVersionDetector.parse(nodeFs.readFileSync(filePath, 'utf-8'));
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}
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static parse(projectGodot: string): string {
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// Look for config/features=PackedStringArray("4.3") or similar
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const featuresMatch = projectGodot.match(/config\/features\s*=\s*PackedStringArray\("(\d+\.\d+)"/);
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if (featuresMatch) {
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return featuresMatch[1];
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}
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// Fallback: look for any version-like string after compatibility markers
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const compatMatch = projectGodot.match(/config\/features\s*=.*?(\d+\.\d+(?:\.\d+)?)/);
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if (compatMatch) {
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return compatMatch[1];
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}
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throw new Error('Failed to parse Godot version from project.godot');
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}
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}
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import { UnrealProjectDetector } from './unreal-project-detector.ts';
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import * as path from 'node:path';
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describe('UnrealProjectDetector', () => {
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describe('isUnrealProject', () => {
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it('returns true for an Unreal project', () => {
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const projectPath = path.resolve(__dirname, '../../../test-projects/unreal-minimal');
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expect(UnrealProjectDetector.isUnrealProject(projectPath)).toBe(true);
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});
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it('returns false for a non-Unreal directory', () => {
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expect(UnrealProjectDetector.isUnrealProject('/tmp/nonexistent')).toBe(false);
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});
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});
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describe('parse', () => {
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it('parses engine version from .uproject JSON', () => {
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const content = JSON.stringify({
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FileVersion: 3,
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EngineAssociation: '5.4',
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Modules: [],
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});
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expect(UnrealProjectDetector.parse(content)).toBe('5.4');
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});
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it('parses engine version 5.3', () => {
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const content = JSON.stringify({ EngineAssociation: '5.3' });
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expect(UnrealProjectDetector.parse(content)).toBe('5.3');
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});
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it('throws for content without EngineAssociation', () => {
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expect(() => UnrealProjectDetector.parse('{}')).toThrow();
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});
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});
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describe('getUnrealVersion', () => {
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it('returns the version from the test project', () => {
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const projectPath = path.resolve(__dirname, '../../../test-projects/unreal-minimal');
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expect(UnrealProjectDetector.getUnrealVersion(projectPath)).toBe('5.4');
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});
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});
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});

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