feat: consolidate nightly workflows with signed builds
Merge client and server nightly releases into a single workflow. Add artifact attestation for signed builds. Use CMake instead of MSBuild. Preserve LCRE naming, top-level zip folders, and commit hash release titles.
This commit is contained in:
+214
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@@ -1,61 +1,244 @@
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name: Nightly Releases
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name: Nightly Release
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on:
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workflow_dispatch:
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permissions:
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contents: write
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id-token: write
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attestations: write
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concurrency:
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group: nightly
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cancel-in-progress: true
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jobs:
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build:
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name: Build Windows64
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build-client:
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name: Build Client
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runs-on: windows-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v6
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- name: Setup msbuild
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uses: microsoft/setup-msbuild@v2
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- name: Setup MSVC
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uses: ilammy/msvc-dev-cmd@v1
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- name: Build
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run: MSBuild.exe MinecraftConsoles.sln /p:Configuration=Release /p:Platform="Windows64"
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- name: Setup CMake
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uses: lukka/get-cmake@latest
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- name: Run CMake
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uses: lukka/run-cmake@v10
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env:
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VCPKG_ROOT: ""
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with:
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configurePreset: windows64
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buildPreset: windows64-release
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buildPresetAdditionalArgs: "['--target', 'Minecraft.Client']"
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- name: Zip Build
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run: 7z a -r LCEWindows64.zip ./x64/Release/*
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shell: pwsh
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run: |
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$source = "./build/windows64/Minecraft.Client/Release"
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$zip = "LCREWindows64.zip"
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$topLevel = "LCREWindows64"
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- name: Zip Dedicated Server Build
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run: 7z a -r LCEServerWindows64.zip ./x64/Minecraft.Server/Release/*
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# Collect files, excluding unwanted extensions
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$files = Get-ChildItem -Path $source -Recurse -File |
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Where-Object { $_.Extension -notin '.pch', '.zip', '.ipdb', '.iobj' }
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- name: Update Client release
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uses: andelf/nightly-release@main
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env:
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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Add-Type -AssemblyName System.IO.Compression
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Add-Type -AssemblyName System.IO.Compression.FileSystem
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$basePath = (Resolve-Path $source).Path
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$fs = [System.IO.File]::Open($zip, [System.IO.FileMode]::Create)
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try {
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$archive = New-Object System.IO.Compression.ZipArchive($fs, [System.IO.Compression.ZipArchiveMode]::Create)
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try {
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# Add directories
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Get-ChildItem -Path $basePath -Recurse -Directory | ForEach-Object {
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$rel = $_.FullName.Substring($basePath.Length).TrimStart('\', '/')
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$archive.CreateEntry("$topLevel/$($rel -replace '\\','/')/") | Out-Null
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}
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# Add files
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foreach ($file in $files) {
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$rel = $file.FullName.Substring($basePath.Length).TrimStart('\', '/')
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$entryName = "$topLevel/$($rel -replace '\\','/')"
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[System.IO.Compression.ZipFileExtensions]::CreateEntryFromFile(
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$archive, $file.FullName, $entryName,
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[System.IO.Compression.CompressionLevel]::Optimal
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) | Out-Null
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}
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} finally { $archive.Dispose() }
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} finally { $fs.Dispose() }
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Write-Host "Created $zip"
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- name: Stage artifacts
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shell: pwsh
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run: |
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New-Item -ItemType Directory -Force -Path staging
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Copy-Item LCREWindows64.zip staging/
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Copy-Item ./build/windows64/Minecraft.Client/Release/Minecraft.Client.exe staging/
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- name: Upload artifacts
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uses: actions/upload-artifact@v6
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with:
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tag_name: nightly
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name: Nightly Client Release
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body: |
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Requires at least Windows 7 and DirectX 11 compatible GPU to run. Compiled with MSVC v14.44.35207 in Release mode with Whole Program Optimization, as well as `/O2 /Ot /Oi /Ob3 /GF /fp:precise`.
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# 🚨 First time here? 🚨
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If you've never downloaded the game before, you need to download `LCEWindows64.zip` and extract it to the folder where you'd like to keep the game. The other files are included in this `.zip` file!
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files: |
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LCEWindows64.zip
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./x64/Release/Minecraft.Client.exe
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./x64/Release/Minecraft.Client.pdb
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name: client-build
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path: staging/*
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- name: Update Dedicated Server release
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build-server:
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name: Build Server
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runs-on: windows-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v6
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- name: Setup MSVC
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uses: ilammy/msvc-dev-cmd@v1
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- name: Setup CMake
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uses: lukka/get-cmake@latest
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- name: Run CMake
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uses: lukka/run-cmake@v10
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env:
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VCPKG_ROOT: ""
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with:
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configurePreset: windows64
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buildPreset: windows64-release
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buildPresetAdditionalArgs: "['--target', 'Minecraft.Server']"
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- name: Zip Build
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shell: pwsh
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run: |
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$source = "./build/windows64/Minecraft.Server/Release"
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$zip = "LCREServerWindows64.zip"
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$topLevel = "LCREServerWindows64"
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$files = Get-ChildItem -Path $source -Recurse -File |
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Where-Object { $_.Extension -notin '.pch', '.zip', '.ipdb', '.iobj' }
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Add-Type -AssemblyName System.IO.Compression
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Add-Type -AssemblyName System.IO.Compression.FileSystem
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$basePath = (Resolve-Path $source).Path
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$fs = [System.IO.File]::Open($zip, [System.IO.FileMode]::Create)
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try {
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$archive = New-Object System.IO.Compression.ZipArchive($fs, [System.IO.Compression.ZipArchiveMode]::Create)
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try {
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Get-ChildItem -Path $basePath -Recurse -Directory | ForEach-Object {
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$rel = $_.FullName.Substring($basePath.Length).TrimStart('\', '/')
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$archive.CreateEntry("$topLevel/$($rel -replace '\\','/')/") | Out-Null
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}
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foreach ($file in $files) {
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$rel = $file.FullName.Substring($basePath.Length).TrimStart('\', '/')
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$entryName = "$topLevel/$($rel -replace '\\','/')"
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[System.IO.Compression.ZipFileExtensions]::CreateEntryFromFile(
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$archive, $file.FullName, $entryName,
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[System.IO.Compression.CompressionLevel]::Optimal
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) | Out-Null
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}
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} finally { $archive.Dispose() }
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} finally { $fs.Dispose() }
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Write-Host "Created $zip"
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- name: Stage artifacts
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shell: pwsh
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run: |
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New-Item -ItemType Directory -Force -Path staging
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Copy-Item LCREServerWindows64.zip staging/
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- name: Upload artifacts
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uses: actions/upload-artifact@v6
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with:
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name: server-build
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path: staging/*
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release-server:
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name: Release Server
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needs: build-server
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runs-on: ubuntu-latest
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steps:
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- name: Download server artifacts
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uses: actions/download-artifact@v7
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with:
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name: server-build
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path: artifacts
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- name: Attest artifacts
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uses: actions/attest-build-provenance@v2
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with:
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subject-path: |
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artifacts/LCREServerWindows64.zip
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- name: Get short SHA
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id: sha
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run: echo "short=$(echo '${{ github.sha }}' | cut -c1-7)" >> "$GITHUB_OUTPUT"
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- name: Update release
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uses: andelf/nightly-release@main
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env:
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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with:
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tag_name: nightly-dedicated-server
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name: Nightly Dedicated Server Release
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name: "Server: ${{ steps.sha.outputs.short }}"
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body: |
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Dedicated Server runtime for Windows64.
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Download `LCEServerWindows64.zip` and extract it to a folder where you'd like to keep the server runtime.
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Download `LCREServerWindows64.zip` and extract it to a folder where you'd like to keep the server runtime.
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files: |
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LCEServerWindows64.zip
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./x64/Minecraft.Server/Release/Minecraft.Server.exe
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./x64/Minecraft.Server/Release/Minecraft.Server.pdb
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artifacts/*
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release-client:
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name: Release Client
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needs: [build-client, release-server]
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runs-on: ubuntu-latest
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steps:
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- name: Download client artifacts
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uses: actions/download-artifact@v7
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with:
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name: client-build
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path: artifacts
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- name: Attest artifacts
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uses: actions/attest-build-provenance@v2
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with:
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subject-path: |
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artifacts/LCREWindows64.zip
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artifacts/Minecraft.Client.exe
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- name: Get short SHA
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id: sha
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run: echo "short=$(echo '${{ github.sha }}' | cut -c1-7)" >> "$GITHUB_OUTPUT"
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- name: Update release
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uses: andelf/nightly-release@main
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env:
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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with:
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tag_name: nightly
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name: "Client: ${{ steps.sha.outputs.short }}"
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body: |
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Requires at least Windows 7 and DirectX 11 compatible GPU to run.
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# First time here?
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If you've never downloaded the game before, you need to download `LCREWindows64.zip` and extract it to the folder where you'd like to keep the game. The other files are included in this `.zip` file!
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files: |
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artifacts/*
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cleanup:
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needs: [release-client, release-server]
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if: always()
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runs-on: ubuntu-latest
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steps:
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- name: Cleanup artifacts
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uses: geekyeggo/delete-artifact@v5
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with:
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name: |
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client-build
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server-build
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