Question - IDE Using Github with Source Control plugin and SSH keys

G

georges

Guest
Hey guys,

I have GMS2: Pro and I've set up the Git plugin as much as can figure out.

I created a Git repo on Github and initialized it empty. I did git init in the local GMS directory and added the remote origin and set the upstream branch to master. All fine.

I initially had my local repo / git config set up using SSH and my keys. I couldn't find a way for GMS to understand that. It always needed me to put in a source control identity.

Next, I switched the URL in the .git/config to the https URL because it looked like GMS maybe didn't understand how to handle the git protocol.

This still didn't work, even after I entered my Github username and password.

So, now I am stuck.

Questions:
  • Does the GMS git plugin work with Github while using SSH keys?
  • If not, why doesn't the https url with the credentials I put in the identity?

General comment: I really don't like putting my Github password into GMS. This is what SSH keys are FOR!
 

gnysek

Member
In fact, in case you didn't enter password into GMS2, and remote asks for it, GMS2 should display form with "password" field, pass it to script but not save anywhere if you don check "remember". That's how other applications work.
 

CedSharp

Member
I agree with OP. I'm using gitlab, which is a git source control.
I would normally use something like this: git@gitlab.com:CedSharp/myproject.git and because I already have saved the public key on my server, nothing else is required...
Sadly it's not that simple in gamemaker. I'm forced to create a public repository on github because like the OP I can't get authentification to work with GMS2. :(
 

zbox

Member
GMC Elder
You can generate special access passwords and use private repo's that way

Is there any reason to use the in-IDE source control? If its anything near what the last one was, just chuck the project folder in a repo and use some other tool to manage it (Github desktop ftw)
 

CedSharp

Member
You can generate special access passwords and use private repo's that way

Is there any reason to use the in-IDE source control? If its anything near what the last one was, just chuck the project folder in a repo and use some other tool to manage it (Github desktop ftw)
A github repo is a github repo. I can use Git directly in the gamemaker project directory, no problem.
The problem is that when you implement something in a software, you usually expect it to work, that is not the case with git integration in GMS2 :(
 
G

georges

Guest
The thing is, I sold git as a great solution to share assets with my artist and it's looking super unfriendly to him at this point. An IDE integrated solution would be great.

Ultimately, I think I'll just ignore the source control plugin in GMS for now and use the GH app, as @zbox mentioned.

IMO, GMS should just detect that there is a .git folder in the project directory, check the url protocol type, and then just run the commands in the right terminal context.
Perhaps it already is, but the requirement to put in a username/pass leads me to believe it is trying to some things on its own.
 

rwkay

YoYo Games Staff
YYG Staff
I got to the bottom of the SSH key problem and the root is that the C# library we are using does not support it, due to some semi-legal dodging about exporting from the US cryptography etc. etc.

But the good news is there appears to be a fork of the same library that has the SSH Key support (through OpenSSL) in it so we are looking to switch over to the fork.

I was not aware of the issue until last couple of days, we will get this resolved over next couple of weeks as SSH support is required.

Russell
 
G

georges

Guest
I got to the bottom of the SSH key problem and the root is that the C# library we are using does not support it, due to some semi-legal dodging about exporting from the US cryptography etc. etc.

But the good news is there appears to be a fork of the same library that has the SSH Key support (through OpenSSL) in it so we are looking to switch over to the fork.

I was not aware of the issue until last couple of days, we will get this resolved over next couple of weeks as SSH support is required.

Russell
Awesome! Thanks for the update, very appreciated.
 

zbox

Member
GMC Elder
It seems to be a common problem due to that license stuff... I had a lot of trouble setting up a linux production environment that auto-pulls new commits to the master branch a few weeks back (non-gm related). Couldn't use SSH keys at all end of story.
 
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