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# Manual Windows prerelease (+ optional Linux / EditMode / smoke), plus nightly full cut.
# Default dispatch: Windows client → GitHub prerelease. Linux, EditMode, and smoke are opt-in.
# Nightly (05:00 UTC): Windows + Linux client + Linux dedicated server → floating develop-nightly.
# Prefers TomNAS when online; falls back to ubuntu-latest. Not triggered on every develop merge.
# See Documents/architecture/2026-07_ci-develop-release-pipeline.md.
name: Develop Release
on:
schedule:
# After multiplayer-smoke-test (04:00 UTC) so TomNAS Library stash is warm.
- cron: "0 5 * * *"
workflow_dispatch:
inputs:
build_linux:
description: Also build Linux dedicated server + client (~30–45 min; attach Linux zips to the prerelease)
type: boolean
default: false
run_editmode:
description: Run EditMode tests before player builds (default off — use editmodetestrunner.yml for cheap feedback)
type: boolean
default: false
run_smoke:
description: Run multiplayer smoke after Linux builds (requires build_linux; default off — use multiplayer-smoke-test.yml)
type: boolean
default: false
skip_release:
description: Skip Windows build and GitHub prerelease (Linux-only when build_linux is on)
type: boolean
default: false
tag_suffix:
description: Override tag suffix (default short SHA). Full tag is develop-<suffix>
type: string
default: ''
runner:
description: Runner preference (auto = TomNAS if online, else GitHub-hosted)
type: choice
options:
- auto
- tomnas
- github
default: auto
concurrency:
group: develop-release
cancel-in-progress: false
jobs:
prepare:
name: Prepare flags + runner
runs-on: ubuntu-latest
permissions:
# No `administration` — not a valid GITHUB_TOKEN permission key (workflow fails validation).
# Listing runners may 403; pick step already falls back to ubuntu-latest on API failure.
actions: read
contents: read
outputs:
runs_on: ${{ steps.pick.outputs.runs_on }}
self_hosted: ${{ steps.pick.outputs.self_hosted }}
build_linux: ${{ steps.flags.outputs.build_linux }}
skip_release: ${{ steps.flags.outputs.skip_release }}
run_editmode: ${{ steps.flags.outputs.run_editmode }}
run_smoke: ${{ steps.flags.outputs.run_smoke }}
tag_suffix: ${{ steps.flags.outputs.tag_suffix }}
steps:
- name: Resolve schedule vs dispatch flags
id: flags
run: |
set -euo pipefail
if [ "${{ github.event_name }}" = "schedule" ]; then
echo "build_linux=true" >> "$GITHUB_OUTPUT"
echo "skip_release=false" >> "$GITHUB_OUTPUT"
echo "run_editmode=false" >> "$GITHUB_OUTPUT"
echo "run_smoke=false" >> "$GITHUB_OUTPUT"
echo "tag_suffix=nightly" >> "$GITHUB_OUTPUT"
echo "Nightly schedule: full Windows + Linux client/server, tag develop-nightly"
exit 0
fi
bool() {
# workflow_dispatch booleans arrive as true/false strings.
case "$1" in
true|True) echo true ;;
*) echo false ;;
esac
}
echo "build_linux=$(bool '${{ inputs.build_linux }}')" >> "$GITHUB_OUTPUT"
echo "skip_release=$(bool '${{ inputs.skip_release }}')" >> "$GITHUB_OUTPUT"
echo "run_editmode=$(bool '${{ inputs.run_editmode }}')" >> "$GITHUB_OUTPUT"
echo "run_smoke=$(bool '${{ inputs.run_smoke }}')" >> "$GITHUB_OUTPUT"
echo "tag_suffix=${{ inputs.tag_suffix }}" >> "$GITHUB_OUTPUT"
- name: Prefer TomNAS when online
id: pick
env:
GH_TOKEN: ${{ github.token }}
RUNNER_PREF: ${{ github.event_name == 'workflow_dispatch' && inputs.runner || 'auto' }}
RUNNER_NAME: TomNAS-unity
run: |
set -euo pipefail
tomnas_json='["self-hosted","linux","x64","unity"]'
github_json='["ubuntu-latest"]'
pick_tomnas() {
echo "runs_on=${tomnas_json}" >> "$GITHUB_OUTPUT"
echo "self_hosted=true" >> "$GITHUB_OUTPUT"
echo "Selected TomNAS-unity (self-hosted)"
}
pick_github() {
echo "runs_on=${github_json}" >> "$GITHUB_OUTPUT"
echo "self_hosted=false" >> "$GITHUB_OUTPUT"
echo "Selected ubuntu-latest (GitHub-hosted fallback)"
}
case "$RUNNER_PREF" in
tomnas)
pick_tomnas
exit 0
;;
github)
pick_github
exit 0
;;
esac
if ! status=$(gh api "repos/${{ github.repository }}/actions/runners" \
--jq ".runners[] | select(.name==\"${RUNNER_NAME}\") | .status" 2>/tmp/pick-runner.err); then
echo "::warning::Could not list runners (falling back to GitHub-hosted): $(cat /tmp/pick-runner.err)"
pick_github
exit 0
fi
if [ -z "$status" ]; then
echo "::warning::Runner ${RUNNER_NAME} not registered; falling back to GitHub-hosted"
pick_github
exit 0
fi
echo "TomNAS-unity status=${status}"
if [ "$status" = "online" ]; then
pick_tomnas
else
echo "::notice::TomNAS-unity is ${status}; falling back to GitHub-hosted"
pick_github
fi
editmode:
name: EditMode tests
needs: prepare
if: ${{ needs.prepare.outputs.run_editmode == 'true' }}
runs-on: ubuntu-latest
environment:
name: unity_tests
env:
FORCE_JAVASCRIPT_ACTIONS_TO_NODE24: true
steps:
- name: Checkout project code
uses: actions/checkout@v4
with:
lfs: true
- name: Validate Unity CI secrets
run: |
missing=0
if [ -z "${{ secrets.UNITY_LICENSE }}" ] && [ -z "${{ secrets.UNITY_SERIAL }}" ]; then
echo "::error::Neither UNITY_LICENSE nor UNITY_SERIAL is set in the unity_tests environment."
echo "Personal license: activate locally, then add UNITY_LICENSE to the unity_tests environment."
echo "Professional license: set UNITY_SERIAL, UNITY_EMAIL, and UNITY_PASSWORD on unity_tests."
echo "See https://game.ci/docs/github/activation"
missing=1
fi
if [ -n "${{ secrets.UNITY_SERIAL }}" ] && { [ -z "${{ secrets.UNITY_EMAIL }}" ] || [ -z "${{ secrets.UNITY_PASSWORD }}" ]; }; then
echo "::error::UNITY_SERIAL is set but UNITY_EMAIL or UNITY_PASSWORD is missing."
missing=1
fi
exit $missing
- name: Run tests
id: run-tests
uses: game-ci/unity-test-runner@v4
with:
testMode: editmode
unityVersion: 6000.3.16f1
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
- name: Produce summary output
uses: ./.github/actions/interpret-test-results
if: success() || failure()
with:
XML_PATH: artifacts/editmode-results.xml
- name: Upload test results
uses: actions/upload-artifact@v4
if: always()
with:
name: develop-release-editmode-results
path: artifacts
build-linux:
name: Build Linux client + server
needs: [prepare, editmode]
# EditMode skipped/green + build_linux. always() breaks skip-cascade from EditMode.
if: ${{ always() && (needs.editmode.result == 'success' || needs.editmode.result == 'skipped') && needs.prepare.outputs.build_linux == 'true' }}
runs-on: ${{ fromJSON(needs.prepare.outputs.runs_on) }}
environment:
name: unity_tests
env:
FORCE_JAVASCRIPT_ACTIONS_TO_NODE24: true
# Share smoke's warm build Library on TomNAS (same FS as runner workdir — mv is rename).
SS3D_UNITY_LIBRARY_STASH: /home/cu6e/.cache/ss3d/Library
SERVER_BUILD_DIR: ${{ github.workspace }}/build/GameServer/StandaloneLinux64
CLIENT_BUILD_DIR: ${{ github.workspace }}/build/Game/StandaloneLinux64
# Unity 6 Linux players no longer append .x86_64; game-ci -customBuildPath uses buildName as-is.
SERVER_BIN_NAME: SS3D-Server
CLIENT_BIN_NAME: SS3D-Client
steps:
- name: Checkout project code
uses: actions/checkout@v4
with:
lfs: true
- name: Restore Unity Library stash
if: needs.prepare.outputs.self_hosted == 'true'
run: |
set -euo pipefail
stash="${SS3D_UNITY_LIBRARY_STASH}"
workspace_lib="${GITHUB_WORKSPACE}/Library"
mkdir -p "$(dirname "$stash")"
if [[ -d "$workspace_lib" ]]; then
echo "Removing leftover workspace Library/ before restore"
rm -rf "$workspace_lib"
fi
if [[ -d "$stash" ]]; then
echo "Restoring warm Library stash from $stash"
du -sh "$stash" || true
mv "$stash" "$workspace_lib"
else
echo "No Library stash at $stash — cold import this run"
fi
- name: Validate Unity CI secrets
run: |
missing=0
if [ -z "${{ secrets.UNITY_LICENSE }}" ] && [ -z "${{ secrets.UNITY_SERIAL }}" ]; then
echo "::error::Neither UNITY_LICENSE nor UNITY_SERIAL is set in the unity_tests environment."
missing=1
fi
if [ -n "${{ secrets.UNITY_SERIAL }}" ] && { [ -z "${{ secrets.UNITY_EMAIL }}" ] || [ -z "${{ secrets.UNITY_PASSWORD }}" ]; }; then
echo "::error::UNITY_SERIAL is set but UNITY_EMAIL or UNITY_PASSWORD is missing."
missing=1
fi
exit $missing
# One Editor session — two sequential unity-builder steps race PackageCache on TomNAS.
- name: Build dedicated server and client
uses: game-ci/unity-builder@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
with:
buildName: SS3D-Client
buildsPath: build/Game
targetPlatform: StandaloneLinux64
buildMethod: SS3D.Editor.ClientAndServerBuildScript.BuildBothForCi
versioning: None
unityVersion: 6000.3.16f1
runAsHostUser: ${{ needs.prepare.outputs.self_hosted == 'true' }}
- name: Verify server and client binaries
run: |
set -euo pipefail
test -x "$SERVER_BUILD_DIR/$SERVER_BIN_NAME"
test -x "$CLIENT_BUILD_DIR/$CLIENT_BIN_NAME"
ls -la "$SERVER_BUILD_DIR/$SERVER_BIN_NAME" "$CLIENT_BUILD_DIR/$CLIENT_BIN_NAME"
- name: Save Unity Library stash
if: needs.prepare.outputs.self_hosted == 'true' && success()
run: |
set -euo pipefail
stash="${SS3D_UNITY_LIBRARY_STASH}"
workspace_lib="${GITHUB_WORKSPACE}/Library"
mkdir -p "$(dirname "$stash")"
if [[ -d "$workspace_lib" ]]; then
rm -rf "$stash"
mv "$workspace_lib" "$stash"
echo "Saved Library stash to $stash"
du -sh "$stash" || true
else
echo "No workspace Library/ to stash"
fi
- name: Discard Library after failed build
if: needs.prepare.outputs.self_hosted == 'true' && failure()
run: |
set -euo pipefail
rm -rf "${GITHUB_WORKSPACE}/Library"
echo "Discarded workspace Library/ after failure"
- name: Run multiplayer smoke tests
if: ${{ needs.prepare.outputs.run_smoke == 'true' }}
env:
SS3D_SERVER_BUILD_DIR: ${{ env.SERVER_BUILD_DIR }}
SS3D_CLIENT_BUILD_DIR: ${{ env.CLIENT_BUILD_DIR }}
SS3D_SERVER_BIN_NAME: ${{ env.SERVER_BIN_NAME }}
SS3D_CLIENT_BIN_NAME: ${{ env.CLIENT_BIN_NAME }}
run: |
chmod +x "$SERVER_BUILD_DIR/$SERVER_BIN_NAME" "$CLIENT_BUILD_DIR/$CLIENT_BIN_NAME"
chmod +x Testing/multiplayer/run_smoketest.sh
./Testing/multiplayer/run_smoketest.sh basic-round
./Testing/multiplayer/run_smoketest.sh late-join 2
./Testing/multiplayer/run_smoketest.sh reconnect
./Testing/multiplayer/run_smoketest.sh atmos-client-sync
- name: Upload harness logs
uses: actions/upload-artifact@v4
if: ${{ always() && needs.prepare.outputs.run_smoke == 'true' }}
with:
name: develop-release-smoke-logs
path: Testing/multiplayer/.runs
if-no-files-found: ignore
retention-days: 7
- name: Upload Linux player builds
if: success()
uses: actions/upload-artifact@v4
with:
name: develop-release-linux-builds
path: build
retention-days: 7
build-windows:
name: Build Windows client
needs: [prepare, editmode, build-linux]
# always() required so skipped EditMode / skipped Linux (default manual) do not cascade-skip Windows.
if: ${{ always() && (needs.editmode.result == 'success' || needs.editmode.result == 'skipped') && (needs.build-linux.result == 'success' || needs.build-linux.result == 'skipped') && needs.prepare.outputs.skip_release != 'true' }}
runs-on: ${{ fromJSON(needs.prepare.outputs.runs_on) }}
environment:
name: unity_tests
env:
FORCE_JAVASCRIPT_ACTIONS_TO_NODE24: true
SS3D_UNITY_LIBRARY_STASH: /home/cu6e/.cache/ss3d/Library
steps:
- name: Checkout project code
uses: actions/checkout@v4
with:
lfs: true
- name: Restore Unity Library stash
if: needs.prepare.outputs.self_hosted == 'true'
run: |
set -euo pipefail
stash="${SS3D_UNITY_LIBRARY_STASH}"
workspace_lib="${GITHUB_WORKSPACE}/Library"
mkdir -p "$(dirname "$stash")"
if [[ -d "$workspace_lib" ]]; then
echo "Removing leftover workspace Library/ before restore"
rm -rf "$workspace_lib"
fi
if [[ -d "$stash" ]]; then
echo "Restoring warm Library stash from $stash"
du -sh "$stash" || true
mv "$stash" "$workspace_lib"
else
echo "No Library stash at $stash — cold import this run"
fi
- name: Validate Unity CI secrets
run: |
missing=0
if [ -z "${{ secrets.UNITY_LICENSE }}" ] && [ -z "${{ secrets.UNITY_SERIAL }}" ]; then
echo "::error::Neither UNITY_LICENSE nor UNITY_SERIAL is set in the unity_tests environment."
missing=1
fi
if [ -n "${{ secrets.UNITY_SERIAL }}" ] && { [ -z "${{ secrets.UNITY_EMAIL }}" ] || [ -z "${{ secrets.UNITY_PASSWORD }}" ]; }; then
echo "::error::UNITY_SERIAL is set but UNITY_EMAIL or UNITY_PASSWORD is missing."
missing=1
fi
exit $missing
# Default game-ci builder (not ClientBuildScript — that hardcodes StandaloneLinux64).
- name: Build Windows client
uses: game-ci/unity-builder@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
with:
buildName: SS3D
buildsPath: build/Game
targetPlatform: StandaloneWindows64
versioning: None
unityVersion: 6000.3.16f1
runAsHostUser: ${{ needs.prepare.outputs.self_hosted == 'true' }}
- name: Save Unity Library stash
if: needs.prepare.outputs.self_hosted == 'true' && success()
run: |
set -euo pipefail
stash="${SS3D_UNITY_LIBRARY_STASH}"
workspace_lib="${GITHUB_WORKSPACE}/Library"
mkdir -p "$(dirname "$stash")"
if [[ -d "$workspace_lib" ]]; then
rm -rf "$stash"
mv "$workspace_lib" "$stash"
echo "Saved Library stash to $stash"
du -sh "$stash" || true
else
echo "No workspace Library/ to stash"
fi
- name: Discard Library after failed build
if: needs.prepare.outputs.self_hosted == 'true' && failure()
run: |
set -euo pipefail
rm -rf "${GITHUB_WORKSPACE}/Library"
echo "Discarded workspace Library/ after failure"
- name: Upload Windows player build
if: success()
uses: actions/upload-artifact@v4
with:
name: develop-release-windows-builds
path: build/Game/StandaloneWindows64
retention-days: 7
release:
name: GitHub prerelease
needs: [prepare, build-linux, build-windows]
# Same skip-cascade override; Linux may be skipped when build_linux is off.
if: ${{ always() && needs.build-windows.result == 'success' && (needs.build-linux.result == 'success' || needs.build-linux.result == 'skipped') && needs.prepare.outputs.skip_release != 'true' }}
runs-on: ubuntu-latest
permissions:
contents: write
env:
FORCE_JAVASCRIPT_ACTIONS_TO_NODE24: true
steps:
- name: Checkout launch scripts
uses: actions/checkout@v4
with:
lfs: false
sparse-checkout: Builds
sparse-checkout-cone-mode: true
- name: Resolve release tag
id: tag
run: |
suffix="${{ needs.prepare.outputs.tag_suffix }}"
if [ -z "$suffix" ]; then
suffix="${GITHUB_SHA:0:7}"
fi
echo "tag_name=develop-${suffix}" >> "$GITHUB_OUTPUT"
echo "short_sha=${GITHUB_SHA:0:7}" >> "$GITHUB_OUTPUT"
if [ "${{ github.event_name }}" = "schedule" ]; then
echo "is_nightly=true" >> "$GITHUB_OUTPUT"
echo "kind_line=**Nightly build** (floating develop-nightly tag — overwritten each night)." >> "$GITHUB_OUTPUT"
else
echo "is_nightly=false" >> "$GITHUB_OUTPUT"
echo "kind_line=Manual dispatch." >> "$GITHUB_OUTPUT"
fi
- name: Download Linux player builds
if: ${{ needs.prepare.outputs.build_linux == 'true' }}
uses: actions/download-artifact@v4
with:
name: develop-release-linux-builds
path: build-linux
- name: Download Windows player build
uses: actions/download-artifact@v4
with:
name: develop-release-windows-builds
path: build-windows
- name: Stage and zip artifacts
id: stage
run: |
set -euo pipefail
TAG="${{ steps.tag.outputs.tag_name }}"
mkdir -p dist
# Paths.cs resolves Config/ and Data/ from process CWD (bats/scripts cd next to the
# binary). Unity player builds do not include those trees — seed the git-tracked
# fixtures from Builds/Game. Never copy Data/ServerMeta (runtime state).
seed_cwd_data() {
local dest="$1"
test -f Builds/Game/Config/permissions.txt
test -f Builds/Game/Config/network.json
test -d Builds/Game/Data/Tilemaps
mkdir -p "${dest}/Config" "${dest}/Data/Tilemaps"
cp -a Builds/Game/Config/. "${dest}/Config/"
cp -a Builds/Game/Data/Tilemaps/. "${dest}/Data/Tilemaps/"
}
# --- Primary: Windows client + launch bats ---
WIN_ROOT="staging/SS3D-Windows-${TAG}"
mkdir -p "${WIN_ROOT}/Game"
# Artifact is the StandaloneWindows64 tree (SS3D.exe + *_Data, etc.).
test -f build-windows/SS3D.exe
cp -a build-windows/. "${WIN_ROOT}/Game/"
seed_cwd_data "${WIN_ROOT}/Game"
cp Builds/Start_SS3D_*.bat "${WIN_ROOT}/"
cp Builds/README.txt "${WIN_ROOT}/"
(cd staging && zip -qq -r "../dist/SS3D-Windows-${TAG}.zip" "SS3D-Windows-${TAG}")
FILES="dist/SS3D-Windows-${TAG}.zip"
NOTES_LINUX="_(not built for this dispatch — enable build_linux to attach Linux zips)_"
if [ "${{ needs.prepare.outputs.build_linux }}" = "true" ]; then
test -d build-linux/GameServer/StandaloneLinux64
test -d build-linux/Game/StandaloneLinux64
seed_cwd_data build-linux/GameServer/StandaloneLinux64
seed_cwd_data build-linux/Game/StandaloneLinux64
zip -qq -r "dist/SS3D-Linux-Server-${TAG}.zip" build-linux/GameServer
zip -qq -r "dist/SS3D-Linux-Client-${TAG}.zip" build-linux/Game
FILES="$(printf '%s\n%s\n%s' "$FILES" "dist/SS3D-Linux-Server-${TAG}.zip" "dist/SS3D-Linux-Client-${TAG}.zip")"
NOTES_LINUX="$(printf -- '- `%s`\n- `%s`' "SS3D-Linux-Server-${TAG}.zip" "SS3D-Linux-Client-${TAG}.zip")"
fi
ls -lh dist
{
echo "files<<EOF"
echo "$FILES"
echo "EOF"
echo "linux_notes<<EOF"
echo "$NOTES_LINUX"
echo "EOF"
} >> "$GITHUB_OUTPUT"
- name: Create prerelease
uses: softprops/action-gh-release@v2
with:
tag_name: ${{ steps.tag.outputs.tag_name }}
name: Develop ${{ steps.tag.outputs.tag_name }}
prerelease: true
generate_release_notes: true
body: |
Fork-internal prerelease from `${{ github.sha }}` (short `${{ steps.tag.outputs.short_sha }}`).
${{ steps.tag.outputs.kind_line }}
Not an official RE:SS3D build. Windows player built from this commit.
Linux client + dedicated server are included when this was a nightly run or when
`build_linux` was enabled. EditMode / multiplayer smoke only when opted in on
dispatch (see the Actions run). Windows is not smoke-tested.
**Player download (Windows):** `SS3D-Windows-${{ steps.tag.outputs.tag_name }}.zip`
— unzip, run `Start_SS3D_Host.bat`, then a `Start_SS3D_Client_*.bat`.
Secondary (ops / Linux binaries):
${{ steps.stage.outputs.linux_notes }}
files: ${{ steps.stage.outputs.files }}
env:
GITHUB_TOKEN: ${{ github.token }}