Comments (10)
more info here:
http://angelicgarbage.com/posts/how-to-deploy-a-godot-4-game-to-github-pages/
I will try first in my fork of the project, and I will try to see if we can keep some kind of history of the last 7 builds, or similar.
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There is also commented code in the export workflow, which may be helpful. If not, you can go ahead and remove it.:
Codename-Recon/.github/workflows/client-exports.yaml
Lines 97 to 104 in df383d6
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I did my fightings with cors and this stuff..
We can also try with cors, configuring the server that the domain of the client is a valid cors domain, it should work.
Maybe we can do a call and take a look
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FYI: https://github.com/JamesIves/github-pages-deploy-action
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Yes it is probably a CORS restriction by Nakama, there should definitely be a way for us to configure this. On first pass through the documentation, I don't see any config/restrictions for this. Will take a closer look later.
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yeah, publishing into pages usually is straight forward... The most complex part, is having the history.
Also, one more thing, the exports that you have are only for releases/new-versions, right? I think the export to pages will make sense to be the nightly build
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Currently, the files are stored as artifacts, making them resemble nightly builds for me. The release one, however, should be generated using tags. Do you think there's anything missing for nightly builds?
What do you mean by "history"? Are you referring to the change log?
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Based on this #22 (comment)
When hosting the web export on a local computer or on Itch.io, it appears that the game is unable to connect to Nakama.
I suspect the issue may be due to the same-origin policy:
https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy
It appears that we can resolve this by hosting Nakama and the page under the same domain. However, I am not completely certain. @Darkbladecr Do you know if this is indeed the case?
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Yes it is probably a CORS restriction by Nakama, there should definitely be a way for us to configure this. On first pass through the documentation, I don't see any config/restrictions for this. Will take a closer look later.
If I remember correctly, also different subdomain triger the cors, right? otherwise, we can use the custom domain of the github pages (I never worked with github pages before)
I also look for cors configuration in Nakama, and I didn't find it, but I think the easy will be to put an nginx in the front, Also, with that, we can handle to put nakama in a subpath of the same public domain of the game. (Nginx serving the game, and nakama for the same domain)
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fixed here: #28
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Related Issues (20)
- Automatically generate release notes from conventional commit messages when creating a new tag HOT 2
- Separation of Release and Artifact Versions for Game Exports on GitHub Pages
- Refactoring of Repetitive Steps in Workflows for Improved Readability and Maintenance
- Types: Errors in primary and secondary damage JSON files
- Implement Property Abstraction for Types
- Map file structure HOT 1
- Implement Dive / Hide Mechanic HOT 2
- Implement unit destruction mechanic when fuel reaches 0
- Implement fuel consumption system for units with turn_fuel or hidden_turn_fuel
- Implement visual indication of carrying status transport units (APCs, Lander, T-Copter...)
- Pipeline is not type checking the shaders
- Pipeline issue with type checking
- Tank has wrong "Getting Hit" animation HOT 1
- Shader doesn't apply some color variations (e.g. tank sprite) HOT 1
- The first time the client is edited in godot, it raises an error with the menu.tscn scene HOT 3
- Implement ability to preview movement range and firing range of all units.
- Allow Selection of Units to Unload from Lander
- Implement Communication Tower Mechanic for Attack Boost
- Implement Fog of War Mode
- Mech's ranged attack
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