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Notification Channels

When a run finishes (success or failure), Infinity CI pushes a message to every configured channel. Five channels are supported:

ChannelIntegration
WeComGroup robot webhook; success/failure use differently colored markdown cards
DingTalkGroup robot webhook (signing supported)
SlackIncoming webhook
Generic webhookPOST JSON to any URL — wire up your own systems
EmailSMTP (configure via environment variables in Docker deployments)

Per-channel event filters

Each channel independently chooses the events it cares about, for example:

  • Notify on failure only (keep success out of the group chat);
  • Notify on both success and failure;
  • Notify only for selected jobs.

Notification failures never affect the run itself — the notification subsystem is fully isolated.

Typical setup: Unity builds + WeCom

The combo most game teams use: a job bound to a Windows build agent, results pushed to a WeCom group as a colored card, and QA knows a new build is ready instantly:

┌ Infinity CI job notification ──────────┐
│ ✅ UnityCIGame #42 succeeded │
│ Branch: main · Duration: 14m 22s │
│ Artifact: Builds/Windows/UnityCIGame.exe│
└────────────────────────────────────────┘