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How to run the tests to pass a gitlab pipeline?
Hello,
I'm trying to make a pipeline work in gitlab, to run the tests in godot, but I'm not getting it to work.
Seems that I get it working adding the folder ".godot" but this folder contains a lot of files that every time I start godot get modifyied, which I don't wish to have in the git, when I remove the folder or part of it, simply crashes with lots of "Failed loading resource..."
Any Idea What I can do to have this fixed? Can you add some documentation in the wiki of gut about how to run it on pipelines?
[edit]
Seems that only adding this file into git, works godot/.godot/global_script_class_cache.cfg
and with a cache imported files
[/edit]
Thanks!
I remember seeing something similar to this awhile ago, but I don't remember the solution. I think someone had to run the game once before kicking off tests.
I don't have any experience setting up GUT pipelines (I'm a single dev and haven't needed one yet). I'm dedicated to implementing features to allow pipelines to work, but don't have any time to dedicate to developing them. I did just add a "ci/cd pipeline" label which I'm going to try and apply to old and new issues to make info a little easier to find.
Googling "godot gut ci" got me some results. Sorry I can't provide any more help on this, it's just out of scope for me (as might be evident by the fact that it took me 3 weeks to get back to you, heh).
yeah, thanks , I get it working, keeping some of the files internal of .godot, I tried to run the godot --exit (I think is called) to run it and exit, but was not enough to rebuild all the stuff... Currently I've got the gut working in the pipeline, but now it's been days since I touched that for the last time.
Seems related to this issue https://github.com/godotengine/godot/issues/77478 On my own pipeline it prevents GUT from working on the CI, the only workaround is the .godot/global_script_class_cache.cfg indeed to remove from the gitignore. I have reproduce it locally too if it's the first launch of godot.
the best is to run the godot head-less, and ask to quit after more than 50 cicles, here https://github.com/Codename-Recon/Codename-Recon/blob/master/.github/workflows/client-exports.yaml#L38 we put 200, and is working fine (this will allow godot to regenerate the file)