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use proper paths in game's colorscheme-scraping build script, so things work on windows. should fix #33. try re-enabling windows build to confirm. [rebuild]
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.github/workflows/main.yml
vendored
30
.github/workflows/main.yml
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@ -1,21 +1,21 @@
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name: Build
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on: [push]
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jobs:
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# TODO The build.rs in game fails for Windows. My guess is the $OUT_DIR env var isn't there.
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# build-windows:
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# runs-on: windows-latest
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# steps:
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# - uses: actions/checkout@master
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# - uses: hecrj/setup-rust-action@v1
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# with:
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# rust-version: 1.40.0
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# - name: Run build
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# run: cargo build --release --bin game
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# - name: Upload binary
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# uses: actions/upload-artifact@v1
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# with:
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# name: game_windows.exe
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# path: target/release/game.exe
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build-windows:
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runs-on: windows-latest
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if: "contains(github.event.head_commit.message, '[rebuild]')"
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steps:
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- uses: actions/checkout@master
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- uses: hecrj/setup-rust-action@v1
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with:
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rust-version: 1.40.0
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- name: Run build
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run: cargo build --release --bin game
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- name: Upload binary
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uses: actions/upload-artifact@v1
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with:
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name: game_windows.exe
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path: target/release/game.exe
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build-macos:
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runs-on: macos-latest
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if: "contains(github.event.head_commit.message, '[rebuild]')"
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@ -1,16 +1,18 @@
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use std::collections::BTreeMap;
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use std::env;
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use std::ffi::OsStr;
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use std::fs::File;
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use std::io::{Read, Write};
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use std::path::PathBuf;
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use walkdir::WalkDir;
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// TODO See https://github.com/dtolnay/inventory for an alternate approach.
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fn main() {
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let mut mapping: BTreeMap<String, String> = BTreeMap::new();
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for entry in WalkDir::new("src") {
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let path = format!("{}", entry.unwrap().into_path().display());
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if path.ends_with(".rs") && path != "src/helpers.rs" {
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for (k, v) in read_file(&path) {
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let path = entry.unwrap().into_path();
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if path.extension() == Some(OsStr::new("rs")) && path != PathBuf::from("src/helpers.rs") {
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for (k, v) in read_file(&format!("{}", path.display())) {
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if mapping.contains_key(&k) {
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panic!("Color {} defined twice", k);
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}
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