ci: raise the conditional-compilation cap so checkout stops killing the job - #809
Merged
Merged
Conversation
…he job The job was cancelled MID-CHECKOUT three times on 2026-08-26, across two unrelated branches (PRs #808 and the arcade-launch-screen branch, twice). Every check step showed "skipped" -- the checker never ran a line -- so it surfaced as a red X that said nothing at all about the code. timeout-minutes: 5 was sized for the checks, which take seconds. In practice it bounds the CHECKOUT, which the job does not control: Assets/ is ~1.4 GB and almost none of it is in LFS (two filter=lfs rules in .gitattributes), so even at fetch-depth 1 this job pulls ~1.4 GB to read ~5 MB of .cs and shader sources. Usually that lands inside a minute -- healthy runs finish in 57-90s -- and when throughput dips it does not. Raising the ceiling does not make the job slower; it only stops a slow clone being reported as a failing check. At 20 minutes a run that actually reaches the cap is a real fault worth failing on. The narrower fix is to stop fetching what this job never reads (filter: blob:none + sparse-checkout for *.cs / *.shadergraph / *.shader / *.hlsl / Tools). Deliberately not done here: it needs its own validation pass. Verified in passing that it would at least fail SAFELY -- with a shader file absent the wiring checks raise FileNotFoundError rather than passing -- so a wrong pattern breaks CI visibly instead of going green on an unchecked tree. The root cause under both is that the binary assets are not in LFS, which slows every job here including the Unity build. Validated: the workflow still parses (all three jobs), conditional-compilation's steps are unchanged, and the functional diff is one line. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PsUBppM6FtPcfyiZSM9Eun
Soncub
pushed a commit
that referenced
this pull request
Aug 26, 2026
…stered) - QA-MAELSTROM-POOL PASS -> ARCHIVE (all seven modes present, clean load in/out, scoring ok) - scan 3bbe4f7 -> c719533 (PRs #583-#809), 221 commits / ~25 PRs - new P0: QA-SPARROW-SALVO-MODE (#790, new Sparrow party game 'Salvo') - new P1: QA-SPARROW-VISUAL-REWORK (#801/#794/#791/#787/#786/#784/#798), QA-UI-ABILITY-ICON-SYSTEM (#803/#804), QA-UI-THEME (#795), QA-ECOLOGY-TIME-BREEDING (#774), QA-SCARAB-BALL-FIXES (#807/#780/#773) - folded: prism-shield color/pop (#771/#778/#785), worm colony (#793), quadfish/AI/camera fixes, the QA workflow itself merged upstream (#800/#808), CI (#809) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01P3Nu7PRozvXnV4W41rEqNq
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
One functional line:
timeout-minutes: 5→20on theconditional-compilationjob. The rest of the diff is the comment explaining why.The failure
That job was cancelled mid-checkout three times on 2026-08-26, across two unrelated branches — #808 once,
claude/arcade-launch-screen-revamp-driystwice. Every check step showedskipped, so the checker never ran a line, and it surfaced as a red X that said nothing about the code:Why 5 was the wrong number
The cap was sized for the checks, which take seconds. In practice it bounds the checkout, which the job does not control:
Assets/.cs, 4.7 MB of.shadergraph/.shader/.hlsl.gitattributescarries only twofilter=lfsrules, so nearly all binary assets live in ordinary git andfetch-depth: 1still pulls the lot. Healthy runs finish in 57–90 s; when throughput dips they don't, and at 5 minutes the job gets killed before it starts working.Raising the ceiling does not make the job slower — it only stops a slow clone being reported as a failing check. At 20 minutes, a run that genuinely reaches the cap is a real fault worth failing on.
What this deliberately does not do
The narrower fix is to stop fetching what the job never reads:
filter: blob:noneplus asparse-checkoutof*.cs/*.shadergraph/*.shader/*.hlsl/Tools. Left for its own change, because it needs a validation pass rather than a guess.Verified in passing that it would at least fail safely: with a shader file absent, the wiring checks raise
FileNotFoundErrorrather than passing, so a wrong sparse pattern breaks CI visibly instead of going green on an unchecked tree. Worth knowing before anyone attempts it.The root cause beneath both is that the binary assets are not in LFS, which slows every job in this repo including the Unity build. That's a project-wide migration, not this PR.
Verification
resolve,conditional-compilation,unity) loadconditional-compilation's step list is unchangedunity's owntimeout-minutes: 240untouched — the 5 was a deliberate per-job choice, not a default, so this raises it rather than removing it- timeout-minutes: 5/+ timeout-minutes: 20This PR's own CI run is the test: it exercises the changed job.
🤖 Generated with Claude Code
Generated by Claude Code