Retire the setup-host release model (CI wiped generated/ and shipped
emitters + sources + a wizard so every player regenerated and rebuilt the
title). Titles now commit generated/ and CI ships the compiled game.
- docs/ci/templates/game-release.yml replaces setup-release.yml: gate on
committed game C (tools/ci/check_generated.sh), emit the OpenBIOS backend
in CI (tools/ci/generate_openbios.sh), configure with
PSXRECOMP_REQUIRE_GAME_C=ON and assert the full path was taken, package
with tools/package_game_release.sh, verify the zip is a game not a kit.
- tools/package_game_release.sh: exe, assets, bundled OpenBIOS, configs, mod
catalog + overlay toolchain via release_stage.py, notices; refuses sources,
emitters, generated C, BIOS dumps. clear_generated.sh removed;
package_setup_host.sh marked retired.
- Scaffold: gitignore templates track generated/, package_release.sh.in
wrapper, setup_project.{sh,ps1} commit generated/ after Generate.
- Project Studio: audit flags ignored/untracked generated/, retail BIOS C
and setup-host workflows; merge_gitignore un-ignores generated/; ops emit
the bundled packager + workflow; generate_ci uses the new template.
- Docs: docs/ci/BUNDLED_RELEASES.md replaces HOST_ONLY_RELEASES.md.
- Tests: tools/tests/test_bundled_release_layout.py; fix pre-existing
false positives in the packager-surface and overlay-static tests.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
6.6 KiB
CI helpers for bundled releases
Shared scripts and GitHub Actions so every PSXRecomp title uses one
standardized release flow: CI builds the title's committed generated/
game C and ships the compiled game.
Start here: ../GAME_PROJECT_SETUP.md, then
BUNDLED_RELEASES.md for what ships and why.
Workflow template
New Project Layout (tools/new_project_layout/setup_project.{sh,ps1}) copies
this template into the title repo and replaces YOUR_* / yourgame-release
using --zip-prefix (or a derived acronym) plus the window title. It also
writes scripts/package_release.sh, README.md, and an optional
framework_pins.txt snapshot, and can opt in wizard/netplay via
--enable-wizard / --enable-netplay. Release CI pins via submodule gitlinks
and only logs SHAs with record_pins.sh (no verify_pins gate).
Existing titles: tools/generate_ci writes (and --checks) the filled
workflow; Project Studio (tools/new_project_layout/migrate_project.py apply /
gui) emits the same packager wrapper + release.yml and un-ignores
generated/.
Manual:
mkdir -p .github/workflows
cp psxrecomp/docs/ci/templates/game-release.yml .github/workflows/release.yml
# edit YOUR_* placeholders — or use fill_tokens.py --ci-placeholders
# Release name is YAML-quoted so titles with ':' (e.g. Marvel vs. Capcom: …) parse.
Template: templates/game-release.yml
Versioning: workflow_dispatch with an empty version auto-bumps the next
X.Y.Z from the latest v*.*.* git tag (bump: patch / minor / major; default
patch). Pass an explicit version to override. Shared helper:
tools/ci/normalize_version.sh --next [patch|minor|major].
Matrix: ubuntu-24.04 (linux-x64), windows-2022 (windows-x64),
macos-15 (macos-arm64), macos-15-intel (macos-x64).
Release builds always configure with Vulkan headers + glslc (MSYS2 /
apt / Homebrew packages), verify vulkan.h + glslc before configure, and
fail the job if CMake does not select PSX_HAVE_VULKAN. Runtime still loads
the ICD dynamically via SDL; CI only needs headers and the shader compiler.
Tools under psxrecomp/tools/
| Script | Role |
|---|---|
ci/normalize_version.sh |
Normalize / write VERSION + TAG; --next auto-bumps from latest tag |
ci/check_boot_exe.sh |
The three copies of the boot-EXE name agree |
ci/check_generated.sh |
Committed game C present + tracked; no retail BIOS C; no BIOS dump |
ci/generate_openbios.sh |
Emit the OpenBIOS backend C in CI from the bundled MIT image |
ci/record_pins.sh |
Log psxrecomp / recomp-ui / recomp-net SHAs (CI + scaffold) |
ci/verify_pins.sh |
Optional local check vs framework_pins.txt (not used by release CI) |
ci/build_emitters.sh |
Build psxrecomp-game + psxrecomp-bios |
ci/sign_windows.sh |
Authenticode-sign the staged Windows binaries (no-op without a certificate) |
fetch_toolchain.sh |
Download/unpack cmake-clang-v1 (Windows emitter builds on the CI machine only) |
package_game_release.sh |
Bundled zip: compiled game + runtime data + OpenBIOS + mods + overlay toolchain |
release_stage.py |
Shared staging surface (mod catalog, overlay toolchain, overlay cache tag/shards) |
bundle_mingw_dlls.sh |
Copy imported non-system DLLs next to Windows PEs |
templates/game.gitignore |
Suggested gitignore for title repos (generated/ tracked) |
package_setup_host.sh / stage_setup_sdk.sh are the retired setup-host
packagers; they are not part of the release flow.
Composite actions
- uses: ./psxrecomp/.github/actions/build-emitters
- uses: ./psxrecomp/.github/actions/fetch-toolchain # Windows emitter build only
Title responsibilities
Keep only this in the game repo:
generated/committed, regenerated (and re-committed) whenever seeds, codegen settings, or the framework pin change- CMake via
psxrecomp_add_game_runtimewithGEN_MARKER/GEN_FULL_GLOBnaming the committed C, and the wizard on (first-run disc picker) - Thin
codegen_setup.c/.hwithpsx_game_codegen_forward_if_built(scaffold:tools/new_project_layout/templates/codegen_setup.c.in) —main.cppalways calls it; in a full build it is a no-op - For netplay titles:
PSX_NETPLAY ONbeforeinclude(runtime.cmake)(ENABLE_NETPLAY_IF_PRESENTalone is too late), plus-DPSX_NETPLAY=ONin the release workflow configure step - Thin
scripts/package_release.shwrappingpackage_game_release.sh - Zip prefix / display name / disc hint in that wrapper
- Release notes / GitHub Release job naming
Release CI configures with -DPSXRECOMP_REQUIRE_GAME_C=ON after
check_generated.sh and generate_openbios.sh, and asserts from the configure
log that the generated game C and the OpenBIOS backend were linked.
Windows code signing
Windows 11 Smart App Control (on by default on new installs) allows an executable only if it carries a valid Authenticode signature or its exact hash already has reputation. Every CI build is a new hash, so an unsigned release is blocked outright, with no "run anyway".
package_game_release.sh therefore runs tools/ci/sign_windows.sh over the
staged tree before zipping. It signs the game exe and every DLL (the
overlay_toolchain/ bundle is left alone) with SHA-256 and an RFC 3161
timestamp, then verifies each file.
| Secret / variable | Meaning |
|---|---|
WINDOWS_SIGN_PFX_BASE64 |
the PKCS#12 certificate, base64 (base64 -w0 cert.pfx) |
WINDOWS_SIGN_PFX_PASSWORD |
its password (omit for a passwordless .pfx) |
WINDOWS_SIGN_TIMESTAMP_URL |
optional; default http://timestamp.digicert.com |
WINDOWS_SIGN_DESCRIPTION |
optional; text shown in the file's properties / UAC |
No certificate = no signing, and the build still succeeds (a notice is printed). A certificate that is present but fails to sign is fatal. The workflow template passes the two secrets to the Package game zip step; forks without them package unsigned exactly as before.
Certificate choice: an OV certificate satisfies Smart App Control at once, while SmartScreen reputation still builds over downloads. An EV certificate or Azure Trusted Signing is trusted by both immediately. Trusted Signing does not hand out a .pfx; wiring it means a different signing step, not this script.
Because the shipped executable is the game, the signature now covers what the player runs. The setup-host model could not offer that: the binary players ran was built on their own machine after Generate and carried no signature.