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CI: Improve godot-cpp
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#97166
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Doesn't really affect anything but the godot-cpp build system doesn't have any cache limiting, so we'd have to see how this can be handled safely, but we do use the cache in godot-cpp so it shouldn't matter but just need to make sure it doesn't tax our CI too much by filling up our limits
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Note that just from this PR the cache upload size was 825 mb for a single run, that's a lot for the 10 gig cache limit, and might cause important other cache entries to be dropped and hurt general compile times
I think that, until we've implemented a cache limiting system in godot-cpp we should avoid using the cache here, especially since the build time is just 8 minutes at least in this build, compared to if we evict a linux build which is 30+ minutes without cache
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Hmm, fair point; haven't considered any cache limiting techniques used here. For now, I'll keep those sections commented out and add a
TODO
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I'll take a look at adding cache pruning to godot-cpp over the next few days and we can see how it works out