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authorMarcia Ramos <virtua.creative@gmail.com>2018-03-09 10:54:24 +0000
committerAchilleas Pipinellis <axil@gitlab.com>2018-03-09 10:54:24 +0000
commit46f3e541e15167b460c2d4865b885cb742ed3750 (patch)
tree3076c51343397d490da58c366be3c6d481331d1c
parent138ae5014b87010a0a51d35810674a503e8e1437 (diff)
downloadgitlab-ce-46f3e541e15167b460c2d4865b885cb742ed3750.tar.gz
Docs: new article devops + game dev with GitLab
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diff --git a/doc/ci/examples/README.md b/doc/ci/examples/README.md
index ffebe1618d3..f69729f602d 100644
--- a/doc/ci/examples/README.md
+++ b/doc/ci/examples/README.md
@@ -32,34 +32,38 @@ There's also a collection of repositories with [example projects](https://gitlab
- **Debian**: [Continuous Deployment with GitLab: how to build and deploy a Debian Package with GitLab CI](https://about.gitlab.com/2016/10/12/automated-debian-package-build-with-gitlab-ci/)
- **Maven**: [How to deploy Maven projects to Artifactory with GitLab CI/CD](artifactory_and_gitlab/index.md)
+### Game development
+
+- [DevOps and Game Dev with GitLab CI/CD](devops_and_game_dev_with_gitlab_ci_cd/index.md)
+
### Miscellaneous
- [Using `dpl` as deployment tool](deployment/README.md)
- [The `.gitlab-ci.yml` file for GitLab itself](https://gitlab.com/gitlab-org/gitlab-ce/blob/master/.gitlab-ci.yml)
-### Code quality analysis
+## Code quality analysis
[Analyze code quality with the Code Climate CLI](code_climate.md).
-### Static Application Security Testing (SAST)
+## Static Application Security Testing (SAST)
- **(Ultimate)** [Scan your code for vulnerabilities](https://docs.gitlab.com/ee/ci/examples/sast.html)
- [Scan your Docker images for vulnerabilities](sast_docker.md)
-### Dynamic Application Security Testing (DAST)
+## Dynamic Application Security Testing (DAST)
Scan your app for vulnerabilities with GitLab [Dynamic Application Security Testing (DAST)](dast.md).
-### Browser Performance Testing with Sitespeed.io
+## Browser Performance Testing with Sitespeed.io
Analyze your [browser performance with Sitespeed.io](browser_performance.md).
-### GitLab CI/CD for Review Apps
+## GitLab CI/CD for Review Apps
- [Example project](https://gitlab.com/gitlab-examples/review-apps-nginx/) that shows how to use GitLab CI/CD for [Review Apps](../review_apps/index.html).
- [Dockerizing GitLab Review Apps](https://about.gitlab.com/2017/07/11/dockerizing-review-apps/)
-### GitLab CI/CD for GitLab Pages
+## GitLab CI/CD for GitLab Pages
See the documentation on [GitLab Pages](../../user/project/pages/index.md) for a complete overview.
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@@ -0,0 +1,526 @@
+---
+author: Ryan Hall
+author_gitlab: blitzgren
+level: intermediary
+article_type: tutorial
+date: 2018-03-07
+---
+
+# DevOps and Game Dev with GitLab CI/CD
+
+With advances in WebGL and WebSockets, browsers are extremely viable as game development
+platforms without the use of plugins like Adobe Flash. Furthermore, by using GitLab and [AWS](https://aws.amazon.com/),
+single game developers, as well as game dev teams, can easily host browser-based games online.
+
+In this tutorial, we'll focus on DevOps, as well as testing and hosting games with Continuous
+Integration/Deployment methods. We assume you are familiar with GitLab, javascript,
+and the basics of game development.
+
+## The game
+
+Our [demo game](http://gitlab-game-demo.s3-website-us-east-1.amazonaws.com/) consists of a simple spaceship traveling in space that shoots by clicking the mouse in a given direction.
+
+Creating a strong CI/CD pipeline at the beginning of developing another game, [Dark Nova](http://darknova.io/about),
+was essential for the fast pace the team worked at. This tutorial will build upon my
+[previous introductory article](https://ryanhallcs.wordpress.com/2017/03/15/devops-and-game-dev/) and go through the following steps:
+
+1. Using code from the previous article to start with a barebones [Phaser](https://phaser.io) game built by a gulp file
+1. Adding and running unit tests
+1. Creating a `Weapon` class that can be triggered to spawn a `Bullet` in a given direction
+1. Adding a `Player` class that uses this weapon and moves around the screen
+1. Adding the sprites we will use for the `Player` and `Weapon`
+1. Testing and deploying with Continuous Integration and Continuous Deployment methods
+
+By the end, we'll have the core of a [playable game](http://gitlab-game-demo.s3-website-us-east-1.amazonaws.com/)
+that's tested and deployed on every push to the `master` branch of the [codebase](https://gitlab.com/blitzgren/gitlab-game-demo).
+This will also provide
+boilerplate code for starting a browser-based game with the following components:
+
+- Written in [Typescript](https://www.typescriptlang.org/) and [PhaserJs](https://phaser.io)
+- Building, running, and testing with [Gulp](http://gulpjs.com/)
+- Unit tests with [Chai](http://chaijs.com/) and [Mocha](https://mochajs.org/)
+- CI/CD with GitLab
+- Hosting the codebase on GitLab.com
+- Hosting the game on AWS
+- Deploying to AWS
+
+## Requirements and setup
+
+Please refer to my previous article [DevOps and Game Dev](https://ryanhallcs.wordpress.com/2017/03/15/devops-and-game-dev/) to learn the foundational
+development tools, running a Hello World-like game, and building this game using GitLab
+CI/CD from every new push to master. The `master` branch for this game's [repository](https://gitlab.com/blitzgren/gitlab-game-demo)
+contains a completed version with all configurations. If you would like to follow along
+with this article, you can clone and work from the `devops-article` branch:
+
+```sh
+git clone git@gitlab.com:blitzgren/gitlab-game-demo.git
+git checkout devops-article
+```
+
+Next, we'll create a small subset of tests that exemplify most of the states I expect
+this `Weapon` class to go through. To get started, create a folder called `lib/tests`
+and add the following code to a new file `weaponTests.ts`:
+
+```ts
+import { expect } from 'chai';
+import { Weapon, BulletFactory } from '../lib/weapon';
+
+describe('Weapon', () => {
+ var subject: Weapon;
+ var shotsFired: number = 0;
+ // Mocked bullet factory
+ var bulletFactory: BulletFactory = <BulletFactory>{
+ generate: function(px, py, vx, vy, rot) {
+ shotsFired++;
+ }
+ };
+ var parent: any = { x: 0, y: 0 };
+
+ beforeEach(() => {
+ shotsFired = 0;
+ subject = new Weapon(bulletFactory, parent, 0.25, 1);
+ });
+
+ it('should shoot if not in cooldown', () => {
+ subject.trigger(true);
+ subject.update(0.1);
+ expect(shotsFired).to.equal(1);
+ });
+
+ it('should not shoot during cooldown', () => {
+ subject.trigger(true);
+ subject.update(0.1);
+ subject.update(0.1);
+ expect(shotsFired).to.equal(1);
+ });
+
+ it('should shoot after cooldown ends', () => {
+ subject.trigger(true);
+ subject.update(0.1);
+ subject.update(0.3); // longer than timeout
+ expect(shotsFired).to.equal(2);
+ });
+
+ it('should not shoot if not triggered', () => {
+ subject.update(0.1);
+ subject.update(0.1);
+ expect(shotsFired).to.equal(0);
+ });
+});
+```
+
+To build and run these tests using gulp, let's also add the following gulp functions
+to the existing `gulpfile.js` file:
+
+```ts
+gulp.task('build-test', function () {
+ return gulp.src('src/tests/**/*.ts', { read: false })
+ .pipe(tap(function (file) {
+ // replace file contents with browserify's bundle stream
+ file.contents = browserify(file.path, { debug: true })
+ .plugin(tsify, { project: "./tsconfig.test.json" })
+ .bundle();
+ }))
+ .pipe(buffer())
+ .pipe(sourcemaps.init({loadMaps: true}) )
+ .pipe(gulp.dest('built/tests'));
+});
+
+gulp.task('run-test', function() {
+ gulp.src(['./built/tests/**/*.ts']).pipe(mocha());
+});
+```
+
+We will start implementing the first part of our game and get these `Weapon` tests to pass.
+The `Weapon` class will expose a method to trigger the generation of a bullet at a given
+direction and speed. Later we will implement a `Player` class that ties together the user input
+to trigger the weapon. In the `src/lib` folder create a `weapon.ts` file. We'll add two classes
+to it: `Weapon` and `BulletFactory` which will encapsulate Phaser's **sprite** and
+**group** objects, and the logic specific to our game.
+
+```ts
+export class Weapon {
+ private isTriggered: boolean = false;
+ private currentTimer: number = 0;
+
+ constructor(private bulletFactory: BulletFactory, private parent: Phaser.Sprite, private cooldown: number, private bulletSpeed: number) {
+ }
+
+ public trigger(on: boolean): void {
+ this.isTriggered = on;
+ }
+
+ public update(delta: number): void {
+ this.currentTimer -= delta;
+
+ if (this.isTriggered && this.currentTimer <= 0) {
+ this.shoot();
+ }
+ }
+
+ private shoot(): void {
+ // Reset timer
+ this.currentTimer = this.cooldown;
+
+ // Get velocity direction from player rotation
+ var parentRotation = this.parent.rotation + Math.PI / 2;
+ var velx = Math.cos(parentRotation);
+ var vely = Math.sin(parentRotation);
+
+ // Apply a small forward offset so bullet shoots from head of ship instead of the middle
+ var posx = this.parent.x - velx * 10
+ var posy = this.parent.y - vely * 10;
+
+ this.bulletFactory.generate(posx, posy, -velx * this.bulletSpeed, -vely * this.bulletSpeed, this.parent.rotation);
+ }
+}
+
+export class BulletFactory {
+
+ constructor(private bullets: Phaser.Group, private poolSize: number) {
+ // Set all the defaults for this BulletFactory's bullet object
+ this.bullets.enableBody = true;
+ this.bullets.physicsBodyType = Phaser.Physics.ARCADE;
+ this.bullets.createMultiple(30, 'bullet');
+ this.bullets.setAll('anchor.x', 0.5);
+ this.bullets.setAll('anchor.y', 0.5);
+ this.bullets.setAll('outOfBoundsKill', true);
+ this.bullets.setAll('checkWorldBounds', true);
+ }
+
+ public generate(posx: number, posy: number, velx: number, vely: number, rot: number): Phaser.Sprite {
+ // Pull a bullet from Phaser's Group pool
+ var bullet = this.bullets.getFirstExists(false);
+
+ // Set the few unique properties about this bullet: rotation, position, and velocity
+ if (bullet) {
+ bullet.reset(posx, posy);
+ bullet.rotation = rot;
+ bullet.body.velocity.x = velx;
+ bullet.body.velocity.y = vely;
+ }
+
+ return bullet;
+ }
+}
+```
+
+Lastly, we'll redo our entry point, `game.ts`, to tie together both `Player` and `Weapon` objects
+as well as add them to the update loop. Here is what the updated `game.ts` file looks like:
+
+```ts
+import { Player } from "./player";
+import { Weapon, BulletFactory } from "./weapon";
+
+window.onload = function() {
+ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'gameCanvas', { preload: preload, create: create, update: update });
+ var player: Player;
+ var weapon: Weapon;
+
+ // Import all assets prior to loading the game
+ function preload () {
+ game.load.image('player', 'assets/player.png');
+ game.load.image('bullet', 'assets/bullet.png');
+ }
+
+ // Create all entities in the game, after Phaser loads
+ function create () {
+ // Create and position the player
+ var playerSprite = game.add.sprite(400, 550, 'player');
+ playerSprite.anchor.setTo(0.5);
+ player = new Player(game.input, playerSprite, 150);
+
+ var bulletFactory = new BulletFactory(game.add.group(), 30);
+ weapon = new Weapon(bulletFactory, player.sprite, 0.25, 1000);
+
+ player.loadWeapon(weapon);
+ }
+
+ // This function is called once every tick, default is 60fps
+ function update() {
+ var deltaSeconds = game.time.elapsedMS / 1000; // convert to seconds
+ player.update(deltaSeconds);
+ weapon.update(deltaSeconds);
+ }
+}
+```
+
+Run `gulp serve` and you can run around and shoot. Wonderful! Let's update our CI
+pipeline to include running the tests along with the existing build job.
+
+## Continuous Integration
+
+To ensure our changes don't break the build and all tests still pass, we utilize
+Continuous Integration (CI) to run these checks automatically for every push.
+Read through this article to understand [Continuous Integration, Continuous Delivery, and Continuous Deployment](https://about.gitlab.com/2016/08/05/continuous-integration-delivery-and-deployment-with-gitlab/),
+and how these methods are leveraged by GitLab.
+From the [last tutorial](https://ryanhallcs.wordpress.com/2017/03/15/devops-and-game-dev/) we already have a `gitlab-ci.yml` file set up for building our app from
+every push. We need to set up a new CI job for testing, which GitLab CI/CD will run after the build job using our generated artifacts from gulp.
+
+Please read through the [documentation on CI/CD configuration](../../../ci/yaml/README.md) file to explore its contents and adjust it to your needs.
+
+### Build your game with GitLab CI/CD
+
+We need to update our build job to ensure tests get run as well. Add `gulp build-test`
+to the end of the `script` array for the existing `build` job. Once these commands run,
+we know we will need to access everything in the `built` folder, given by GitLab CI/CD's `artifacts`.
+We'll also cache `node_modules` to avoid having to do a full re-pull of those dependencies:
+just pack them up in the cache. Here is the full `build` job:
+
+```yml
+build:
+ stage: build
+ script:
+ - npm i gulp -g
+ - npm i
+ - gulp
+ - gulp build-test
+ cache:
+ policy: push
+ paths:
+ - node_modules
+ artifacts:
+ paths:
+ - built
+```
+
+### Test your game with GitLab CI/CD
+
+For testing locally, we simply run `gulp run-tests`, which requires gulp to be installed
+globally like in the `build` job. We pull `node_modules` from the cache, so the `npm i`
+command won't have to do much. In preparation for deployment, we know we will still need
+the `built` folder in the artifacts, which will be brought over as default behavior from
+the previous job. Lastly, by convention, we let GitLab CI/CD know this needs to be run after
+the `build` job by giving it a `test` [stage](../../../ci/yaml/README.md#stages).
+Following the YAML structure, the `test` job should look like this:
+
+```yml
+test:
+ stage: test
+ script:
+ - npm i gulp -g
+ - npm i
+ - gulp run-test
+ cache:
+ policy: push
+ paths:
+ - node_modules/
+ artifacts:
+ paths:
+ - built/
+```
+
+We have added unit tests for a `Weapon` class that shoots on a specified interval.
+The `Player` class implements `Weapon` along with the ability to move around and shoot. Also,
+we've added test artifacts and a test stage to our GitLab CI/CD pipeline using `.gitlab-ci.yml`,
+allowing us to run our tests by every push.
+Our entire `.gitlab-ci.yml` file should now look like this:
+
+```yml
+image: node:6
+
+build:
+ stage: build
+ script:
+ - npm i gulp -g
+ - npm i
+ - gulp
+ - gulp build-test
+ cache:
+ policy: push
+ paths:
+ - node_modules/
+ artifacts:
+ paths:
+ - built/
+
+test:
+ stage: test
+ script:
+ - npm i gulp -g
+ - npm i
+ - gulp run-test
+ cache:
+ policy: pull
+ paths:
+ - node_modules/
+ artifacts:
+ paths:
+ - built/
+```
+
+### Run your CI/CD pipeline
+
+That's it! Add all your new files, commit, and push. For a reference of what our repo should
+look like at this point, please refer to the [final commit related to this article on my sample repository](https://gitlab.com/blitzgren/gitlab-game-demo/commit/8b36ef0ecebcf569aeb251be4ee13743337fcfe2).
+By applying both build and test stages, GitLab will run them sequentially at every push to
+our repository. If all goes well you'll end up with a green check mark on each job for the pipeline:
+
+![Passing Pipeline](img/test_pipeline_pass.png)
+
+You can confirm that the tests passed by clicking on the `test` job to enter the full build logs.
+Scroll to the bottom and observe, in all its passing glory:
+
+```sh
+$ gulp run-test
+[18:37:24] Using gulpfile /builds/blitzgren/gitlab-game-demo/gulpfile.js
+[18:37:24] Starting 'run-test'...
+[18:37:24] Finished 'run-test' after 21 ms
+
+
+ Weapon
+ ✓ should shoot if not in cooldown
+ ✓ should not shoot during cooldown
+ ✓ should shoot after cooldown ends
+ ✓ should not shoot if not triggered
+
+
+ 4 passing (18ms)
+
+Uploading artifacts...
+built/: found 17 matching files
+Uploading artifacts to coordinator... ok id=17095874 responseStatus=201 Created token=aaaaaaaa Job succeeded
+```
+
+## Continuous Deployment
+
+We have our codebase built and tested on every push. To complete the full pipeline with Continuous Deployment,
+let's set up [free web hosting with AWS S3](https://aws.amazon.com/s/dm/optimization/server-side-test/free-tier/free_np/) and a job through which our build artifacts get
+deployed. GitLab also has a free static site hosting service we could use, [GitLab Pages](https://about.gitlab.com/features/pages/),
+however Dark Nova specifically uses other AWS tools that necessitates using `AWS S3`.
+Read through this article that describes [deploying to both S3 and GitLab Pages](https://about.gitlab.com/2016/08/26/ci-deployment-and-environments/)
+and further delves into the principles of GitLab CI/CD than discussed in this article.
+
+### Set up S3 Bucket
+
+1. Log into your AWS account and go to [S3](https://console.aws.amazon.com/s3/home)
+1. Click the **Create Bucket** link at the top
+1. Enter a name of your choosing and click next
+1. Keep the default **Properties** and click next
+1. Click the **Manage group permissions** and allow **Read** for the **Everyone** group, click next
+1. Create the bucket, and select it in your S3 bucket list
+1. On the right side, click **Properties** and enable the **Static website hosting** category
+1. Update the radio button to the **Use this bucket to host a website** selection. Fill in `index.html` and `error.html` respectively
+
+### Set up AWS Secrets
+
+We need to be able to deploy to AWS with our AWS account credentials, but we certainly
+don't want to put secrets into source code. Luckily GitLab provides a solution for this
+with [Secret Variables](../../../ci/variables/README.md). This can get complicated
+due to [IAM](https://aws.amazon.com/iam/) management. As a best practice, you shouldn't
+use root security credentials. Proper IAM credential management is beyond the scope of this
+article, but AWS will remind you that using root credentials is unadvised and against their
+best practices, as they should. Feel free to follow best practices and use a custom IAM user's
+credentials, which will be the same two credentials (Key ID and Secret). It's a good idea to
+fully understand [IAM Best Practices in AWS](http://docs.aws.amazon.com/IAM/latest/UserGuide/best-practices.html). We need to add these credentials to GitLab:
+
+1. Log into your AWS account and go to the [Security Credentials page](https://console.aws.amazon.com/iam/home#/security_credential)
+1. Click the **Access Keys** section and **Create New Access Key**. Create the key and keep the id and secret around, you'll need them later
+ ![AWS Access Key Config](img/aws_config_window.png)
+1. Go to your GitLab project, click **Settings > CI/CD** on the left sidebar
+1. Expand the **Secret Variables** section
+ ![GitLab Secret Config](img/gitlab_config.png)
+1. Add a key named `AWS_KEY_ID` and copy the key id from Step 2 into the **Value** textbox
+1. Add a key named `AWS_KEY_SECRET` and copy the key secret from Step 2 into the **Value** textbox
+
+### Deploy your game with GitLab CI/CD
+
+To deploy our build artifacts, we need to install the [AWS CLI](https://aws.amazon.com/cli/) on
+the Shared Runner. The Shared Runner also needs to be able to authenticate with your AWS
+account to deploy the artifacts. By convention, AWS CLI will look for `AWS_ACCESS_KEY_ID`
+and `AWS_SECRET_ACCESS_KEY`. GitLab's CI gives us a way to pass the secret variables we
+set up in the prior section using the `variables` portion of the `deploy` job. At the end,
+we add directives to ensure deployment `only` happens on pushes to `master`. This way, every
+single branch still runs through CI, and only merging (or committing directly) to master will
+trigger the `deploy` job of our pipeline. Put these together to get the following:
+
+```yml
+deploy:
+ stage: deploy
+ variables:
+ AWS_ACCESS_KEY_ID: "$AWS_KEY_ID"
+ AWS_SECRET_ACCESS_KEY: "$AWS_KEY_SECRET"
+ script:
+ - apt-get update
+ - apt-get install -y python3-dev python3-pip
+ - easy_install3 -U pip
+ - pip3 install --upgrade awscli
+ - aws s3 sync ./built s3://gitlab-game-demo --region "us-east-1" --grants read=uri=http://acs.amazonaws.com/groups/global/AllUsers --cache-control "no-cache, no-store, must-revalidate" --delete
+ only:
+ - master
+```
+
+Be sure to update the region and S3 URL in that last script command to fit your setup.
+Our final configuration file `.gitlab-ci.yml` looks like:
+
+```yml
+image: node:6
+
+build:
+ stage: build
+ script:
+ - npm i gulp -g
+ - npm i
+ - gulp
+ - gulp build-test
+ cache:
+ policy: push
+ paths:
+ - node_modules/
+ artifacts:
+ paths:
+ - built/
+
+test:
+ stage: test
+ script:
+ - npm i gulp -g
+ - gulp run-test
+ cache:
+ policy: pull
+ paths:
+ - node_modules/
+ artifacts:
+ paths:
+ - built/
+
+deploy:
+ stage: deploy
+ variables:
+ AWS_ACCESS_KEY_ID: "$AWS_KEY_ID"
+ AWS_SECRET_ACCESS_KEY: "$AWS_KEY_SECRET"
+ script:
+ - apt-get update
+ - apt-get install -y python3-dev python3-pip
+ - easy_install3 -U pip
+ - pip3 install --upgrade awscli
+ - aws s3 sync ./built s3://gitlab-game-demo --region "us-east-1" --grants read=uri=http://acs.amazonaws.com/groups/global/AllUsers --cache-control "no-cache, no-store, must-revalidate" --delete
+ only:
+ - master
+```
+
+## Conclusion
+
+Within the [demo repository](https://gitlab.com/blitzgren/gitlab-game-demo) you can also find a handful of boilerplate code to get
+[Typescript](https://www.typescriptlang.org/), [Mocha](https://mochajs.org/), [Gulp](http://gulpjs.com/) and [Phaser](https://phaser.io) all playing
+together nicely with GitLab CI/CD, which is the result of lessons learned while making [Dark Nova](http://darknova.io/).
+Using a combination of free and open source software, we have a full CI/CD pipeline, a game foundation,
+and unit tests, all running and deployed at every push to master - with shockingly little code.
+Errors can be easily debugged through GitLab's build logs, and within minutes of a successful commit,
+you can see the changes live on your game.
+
+Setting up Continous Integration and Continuous Deployment from the start with Dark Nova enables
+rapid but stable development. We can easily test changes in a separate [environment](../../../ci/environments.md#introduction-to-environments-and-deployments),
+or multiple environments if needed. Balancing and updating a multiplayer game can be ongoing
+and tedious, but having faith in a stable deployment with GitLab CI/CD allows
+a lot of breathing room in quickly getting changes to players.
+
+## Further settings
+
+Here are some ideas to further investigate that can speed up or improve your pipeline:
+
+- [Yarn](https://yarnpkg.com) instead of npm
+- Setup a custom [Docker](../../../ci/docker/using_docker_images.md#define-image-and-services-from-gitlab-ci-yml) image that can preload dependencies and tools (like AWS CLI)
+- Forward a [custom domain](http://docs.aws.amazon.com/AmazonS3/latest/dev/website-hosting-custom-domain-walkthrough.html) to your game's S3 static website
+- Combine jobs if you find it unnecessary for a small project
+- Avoid the queues and set up your own [custom GitLab CI/CD runner](https://about.gitlab.com/2016/03/01/gitlab-runner-with-docker/)