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Merge pull request #3 from shader-ls/test/basic
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test: Add basic CI test
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jcs090218 authored Sep 9, 2023
2 parents d824ebb + dd7264c commit 1f5a606
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7 changes: 7 additions & 0 deletions .github/dependabot.yml
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version: 2
updates:
# Maintain dependencies for GitHub Actions
- package-ecosystem: 'github-actions'
directory: '/'
schedule:
interval: 'daily'
97 changes: 12 additions & 85 deletions .github/workflows/test.yml
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# This workflow uses actions that are not certified by GitHub.
# They are provided by a third-party and are governed by
# separate terms of service, privacy policy, and support
# documentation.

# This workflow will build, test, sign and package a WPF or Windows Forms desktop application
# built on .NET Core.
# To learn how to migrate your existing application to .NET Core,
# refer to https://docs.microsoft.com/en-us/dotnet/desktop-wpf/migration/convert-project-from-net-framework
#
# To configure this workflow:
#
# 1. Configure environment variables
# GitHub sets default environment variables for every workflow run.
# Replace the variables relative to your project in the "env" section below.
#
# 2. Signing
# Generate a signing certificate in the Windows Application
# Packaging Project or add an existing signing certificate to the project.
# Next, use PowerShell to encode the .pfx file using Base64 encoding
# by running the following Powershell script to generate the output string:
#
# $pfx_cert = Get-Content '.\SigningCertificate.pfx' -Encoding Byte
# [System.Convert]::ToBase64String($pfx_cert) | Out-File 'SigningCertificate_Encoded.txt'
#
# Open the output file, SigningCertificate_Encoded.txt, and copy the
# string inside. Then, add the string to the repo as a GitHub secret
# and name it "Base64_Encoded_Pfx."
# For more information on how to configure your signing certificate for
# this workflow, refer to https://github.com/microsoft/github-actions-for-desktop-apps#signing
#
# Finally, add the signing certificate password to the repo as a secret and name it "Pfx_Key".
# See "Build the Windows Application Packaging project" below to see how the secret is used.
#
# For more information on GitHub Actions, refer to https://github.com/features/actions
# For a complete CI/CD sample to get started with GitHub Action workflows for Desktop Applications,
# refer to https://github.com/microsoft/github-actions-for-desktop-apps

name: .NET Core Desktop
name: Build

on:
push:
branches: [ "master" ]
pull_request:
branches: [ "master" ]
workflow_dispatch:

jobs:
env:
Solution_Name: shader-ls.sln

jobs:
build:

strategy:
fail-fast: false
matrix:
configuration: [Debug, Release]

runs-on: windows-latest # For a list of available runner types, refer to
# https://help.github.com/en/actions/reference/workflow-syntax-for-github-actions#jobsjob_idruns-on

env:
Solution_Name: your-solution-name # Replace with your solution name, i.e. MyWpfApp.sln.
Test_Project_Path: your-test-project-path # Replace with the path to your test project, i.e. MyWpfApp.Tests\MyWpfApp.Tests.csproj.
Wap_Project_Directory: your-wap-project-directory-name # Replace with the Wap project directory relative to the solution, i.e. MyWpfApp.Package.
Wap_Project_Path: your-wap-project-path # Replace with the path to your Wap project, i.e. MyWpf.App.Package\MyWpfApp.Package.wapproj.
runs-on: windows-latest

steps:
- name: Checkout
uses: actions/checkout@v3
with:
fetch-depth: 0
- uses: actions/checkout@v3

# Install the .NET Core workload
- name: Install .NET Core
uses: actions/setup-dotnet@v3
with:
dotnet-version: 6.0.x

# Add MSBuild to the PATH: https://github.com/microsoft/setup-msbuild
- name: Setup MSBuild.exe
uses: microsoft/setup-msbuild@v1.0.2

# Execute all unit tests in the solution
- name: Execute unit tests
working-directory: Server
run: dotnet test

# Restore the application to populate the obj folder with RuntimeIdentifiers
- name: Restore the application
run: msbuild $env:Solution_Name /t:Restore /p:Configuration=$env:Configuration
- name: Build the application
working-directory: Server
run: msbuild $env:Solution_Name /t:Rebuild /p:Configuration=$env:Configuration
env:
Configuration: ${{ matrix.configuration }}

# Decode the base 64 encoded pfx and save the Signing_Certificate
- name: Decode the pfx
run: |
$pfx_cert_byte = [System.Convert]::FromBase64String("${{ secrets.Base64_Encoded_Pfx }}")
$certificatePath = Join-Path -Path $env:Wap_Project_Directory -ChildPath GitHubActionsWorkflow.pfx
[IO.File]::WriteAllBytes("$certificatePath", $pfx_cert_byte)
# Create the app package by building and packaging the Windows Application Packaging project
- name: Create the app package
run: msbuild $env:Wap_Project_Path /p:Configuration=$env:Configuration /p:UapAppxPackageBuildMode=$env:Appx_Package_Build_Mode /p:AppxBundle=$env:Appx_Bundle /p:PackageCertificateKeyFile=GitHubActionsWorkflow.pfx /p:PackageCertificatePassword=${{ secrets.Pfx_Key }}
env:
Appx_Bundle: Always
Appx_Bundle_Platforms: x86|x64
Appx_Package_Build_Mode: StoreUpload
Configuration: ${{ matrix.configuration }}

# Remove the pfx
- name: Remove the pfx
run: Remove-Item -path $env:Wap_Project_Directory\GitHubActionsWorkflow.pfx

# Upload the MSIX package: https://github.com/marketplace/actions/upload-a-build-artifact
- name: Upload build artifacts
uses: actions/upload-artifact@v3
with:
name: MSIX Package
path: ${{ env.Wap_Project_Directory }}\AppPackages
2 changes: 2 additions & 0 deletions README.md
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# shader-language-server
> Language server implementation for ShaderLab
[![Build](https://github.com/shader-ls/shader-language-server/actions/workflows/test.yml/badge.svg)](https://github.com/shader-ls/shader-language-server/actions/workflows/test.yml)

## 🚧 Status

Still in development.
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5 changes: 1 addition & 4 deletions Server/Handlers/SignatureHelpHandler.cs
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using System.Linq;
using System.Security.Cryptography.Xml;
using System.Text.RegularExpressions;
using System.Text.RegularExpressions;
using Microsoft.Extensions.Logging;
using OmniSharp.Extensions.LanguageServer.Protocol.Client.Capabilities;
using OmniSharp.Extensions.LanguageServer.Protocol.Document;
using OmniSharp.Extensions.LanguageServer.Protocol.Models;
using OmniSharp.Extensions.LanguageServer.Protocol.Server;
using ShaderlabVS.Data;
using ShaderLS.Management;
using static System.Net.Mime.MediaTypeNames;

namespace ShaderLS.Handlers
{
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4 changes: 1 addition & 3 deletions Server/ShaderlabVS.Data/Attributes.cs
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using System;

namespace ShaderlabVS.Data
namespace ShaderlabVS.Data
{
[AttributeUsage(AttributeTargets.Property, Inherited = false, AllowMultiple = false)]
sealed class DefinationKeyAttribute : Attribute
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5 changes: 1 addition & 4 deletions Server/ShaderlabVS.Data/DefinationDataProvider.cs
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@@ -1,7 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Reflection;

namespace ShaderlabVS.Data
{
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4 changes: 1 addition & 3 deletions Server/ShaderlabVS.Data/DefinationReader.cs
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@@ -1,6 +1,4 @@
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Text;
using System.Text.RegularExpressions;

namespace ShaderlabVS.Data
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6 changes: 1 addition & 5 deletions Server/ShaderlabVS.Data/Models.cs
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using System;
using System.Collections.Generic;
using System.Linq;

namespace ShaderlabVS.Data
namespace ShaderlabVS.Data
{
#region Common
public class ModelBase
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25 changes: 10 additions & 15 deletions Server/ShaderlabVS.Data/ShaderlabDataManager.cs
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using System;
using System.Collections.Generic;
using System.Diagnostics.Eventing.Reader;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Reflection;

namespace ShaderlabVS.Data
{
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public class ShaderlabDataManager
{
#region Constants
public static string HLSL_CG_DATATYPE_DEFINATIONFILE = "Data" + Path.DirectorySeparatorChar.ToString() + "HLSL_CG_datatype.def";
public static string HLSL_CG_FUNCTION_DEFINATIONFILE = "Data" + Path.DirectorySeparatorChar.ToString() + "HLSL_CG_functions.def";
public static string HLSL_CG_KEYWORD_DEFINATIONFILE = "Data" + Path.DirectorySeparatorChar.ToString() + "HLSL_CG_Keywords.def";

public static string UNITY3D_DATATYPE_DEFINATIONFILE = "Data" + Path.DirectorySeparatorChar.ToString() + "Unity3D_datatype.def";
public static string UNITY3D_FUNCTION_DEFINATIONFILE = "Data" + Path.DirectorySeparatorChar.ToString() + "Unity3D_functions.def";
public static string UNITY3D_KEYWORD_DEFINATIONFILE = "Data" + Path.DirectorySeparatorChar.ToString() + "Unity3D_keywords.def";
public static string UNITY3D_MACROS_DEFINATIONFILE = "Data" + Path.DirectorySeparatorChar.ToString() + "Unity3D_macros.def";
public static string UNITY3D_VALUES_DEFINATIONFILE = "Data" + Path.DirectorySeparatorChar.ToString() + "Unity3D_values.def";
public static string HLSL_CG_DATATYPE_DEFINATIONFILE = Path.Combine("Data", "HLSL_CG_datatype.def");
public static string HLSL_CG_FUNCTION_DEFINATIONFILE = Path.Combine("Data", "HLSL_CG_functions.def");
public static string HLSL_CG_KEYWORD_DEFINATIONFILE = Path.Combine("Data", "HLSL_CG_Keywords.def");

public static string UNITY3D_DATATYPE_DEFINATIONFILE = Path.Combine("Data", "Unity3D_datatype.def");
public static string UNITY3D_FUNCTION_DEFINATIONFILE = Path.Combine("Data", "Unity3D_functions.def");
public static string UNITY3D_KEYWORD_DEFINATIONFILE = Path.Combine("Data", "Unity3D_keywords.def");
public static string UNITY3D_MACROS_DEFINATIONFILE = Path.Combine("Data", "Unity3D_macros.def");
public static string UNITY3D_VALUES_DEFINATIONFILE = Path.Combine("Data", "Unity3D_values.def");
#endregion

#region Properties
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4 changes: 1 addition & 3 deletions Server/ShaderlabVS/Utilities.cs
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using System;

namespace ShaderlabVS
namespace ShaderlabVS
{
internal class Utilities
{
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