Files
EVEngine/.github/scripts
西风逍遥游 639aa10471 ci(release): consumer simulation + cross-packaging + packaged-game run gates
sdk-release.yml now validates the whole consumer chain after the SDKs are
published, using only the real release artifacts:

- consumer-{win32,linux,macosx}: download the host SDK zip like an end user,
  eve get android, eve build android (APK content + EVEngineActivity launcher
  checks), eve package <host>, then actually run the packaged game headless
  and require the EVE_CI_GAME_OK startup marker (stdout is unbuffered).
- Cross-packaging per the promised matrix: linux -> win32, macosx ->
  win32 + linux. Unsupported combos are simply not in the matrix.
- run-win32-cross / run-linux-cross: packages built on foreign hosts are
  downloaded, extracted and run on the target platform (SwiftShader / Lavapipe)
  with the marker as a hard gate.
- run-android: installs the built APK on an arm64 emulator (macOS arm64
  runner), launches EVEngineActivity and greps logcat. Best-effort
  (continue-on-error) for now, per the agreed soft-gate policy.
- ios-sim: builds the game app for iphonesimulator from the release source,
  boots a simulator, installs/launches and greps the marker. Best-effort.

New Makefile target build/ios-sim-debug builds the game app for the
simulator (no signing); consumer-test.sh is the shared per-host flow.
The win32 SDK runtime-bundle script now also resolves the VS redist
edition/version layout and falls back to the system Vulkan loader.
2026-08-22 10:37:40 +08:00
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