// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using AutomationTool; using UnrealBuildTool; public class MacPlatform : Platform { public MacPlatform() : base(UnrealTargetPlatform.Mac) { } public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor) { const string ClientCookPlatform = "MacNoEditor"; const string ServerCookPlatform = "MacServer"; return bDedicatedServer ? ServerCookPlatform : ClientCookPlatform; } public override string GetEditorCookPlatform() { return "Mac"; } private void StageAppBundle(DeploymentContext SC, string InPath, string NewName) { SC.StageFiles(StagedFileType.NonUFS, InPath, "*", true, null, NewName, false, true, null); } public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC) { List Exes = GetExecutableNames(SC); foreach (var Exe in Exes) { if (Exe.StartsWith(CombinePaths(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir))) { StageAppBundle(SC, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app"), CombinePaths(SC.ShortProjectName, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app")); } else if (Exe.StartsWith(CombinePaths(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir))) { StageAppBundle(SC, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app"), CombinePaths("Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app")); } } // Copy the splash screen, Mac specific SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Content/Splash"), "Splash.bmp", false, null, null, true); SC.StageFiles(StagedFileType.UFS, CombinePaths(SC.LocalRoot, "Engine/Content/Localization/ICU"), "*", true, null, null, false, !Params.UsePak(SC.StageTargetPlatform)); } public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL) { // package up the program, potentially with an installer for Mac PrintRunTime(); } public override void ProcessArchivedProject(ProjectParams Params, DeploymentContext SC) { string ExeName = SC.StageExecutables[0]; string BundlePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName + ".app"); if (!Directory.Exists(BundlePath)) { string SourceBundlePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName, "Binaries", "Mac", ExeName + ".app"); if (!Directory.Exists(SourceBundlePath)) { SourceBundlePath = CombinePaths(SC.ArchiveDirectory, "Engine", "Binaries", "Mac", ExeName + ".app"); } Directory.Move(SourceBundlePath, BundlePath); } string TargetPath = CombinePaths(BundlePath, "Contents", "UE4"); if (DirectoryExists(TargetPath)) { Directory.Delete(TargetPath, true); } // First, move all files and folders inside he app bundle string[] StagedFiles = Directory.GetFiles(SC.ArchiveDirectory, "*", SearchOption.TopDirectoryOnly); foreach (string FilePath in StagedFiles) { string TargetFilePath = CombinePaths(TargetPath, Path.GetFileName(FilePath)); Directory.CreateDirectory(Path.GetDirectoryName(TargetFilePath)); File.Move(FilePath, TargetFilePath); } string[] StagedDirectories = Directory.GetDirectories(SC.ArchiveDirectory, "*", SearchOption.TopDirectoryOnly); foreach (string DirPath in StagedDirectories) { string DirName = Path.GetFileName(DirPath); if (!DirName.EndsWith(".app")) { string TargetDirPath = CombinePaths(TargetPath, DirName); Directory.CreateDirectory(Path.GetDirectoryName(TargetDirPath)); Directory.Move(DirPath, TargetDirPath); } } // Update executable name and entry in Info.plist string UE4GamePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName + ".app", "Contents", "MacOS", ExeName); if (ExeName != SC.ShortProjectName && File.Exists(UE4GamePath)) { string GameExePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName + ".app", "Contents", "MacOS", SC.ShortProjectName); File.Delete(GameExePath); File.Move(UE4GamePath, GameExePath); string InfoPlistPath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName + ".app", "Contents", "Info.plist"); string InfoPlistContents = File.ReadAllText(InfoPlistPath); InfoPlistContents = InfoPlistContents.Replace(ExeName, SC.ShortProjectName); File.Delete(InfoPlistPath); File.WriteAllText(InfoPlistPath, InfoPlistContents); } Directory.CreateDirectory(CombinePaths(TargetPath, ExeName.StartsWith("UE4Game") ? "Engine" : SC.ShortProjectName, "Binaries", "Mac")); } public override ProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params) { if (!File.Exists(ClientApp)) { if (Directory.Exists(ClientApp + ".app")) { ClientApp += ".app/Contents/MacOS/" + Path.GetFileName(ClientApp); } else { Int32 BaseDirLen = Params.BaseStageDirectory.Length; string StageSubDir = ClientApp.Substring(BaseDirLen, ClientApp.IndexOf("/", BaseDirLen + 1) - BaseDirLen); ClientApp = CombinePaths(Params.BaseStageDirectory, StageSubDir, Params.ShortProjectName + ".app/Contents/MacOS/" + Params.ShortProjectName); } } PushDir(Path.GetDirectoryName(ClientApp)); // Always start client process and don't wait for exit. ProcessResult ClientProcess = Run(ClientApp, ClientCmdLine, null, ClientRunFlags | ERunOptions.NoWaitForExit); PopDir(); return ClientProcess; } public override bool IsSupported { get { return true; } } public override bool ShouldUseManifestForUBTBuilds(string AddArgs) { // don't use the manifest to set up build products if we are compiling Mac under Windows and we aren't going to copy anything back to the PC bool bIsBuildingRemotely = UnrealBuildTool.BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac; bool bUseManifest = !bIsBuildingRemotely || AddArgs.IndexOf("-CopyAppBundleBackToDevice", StringComparison.InvariantCultureIgnoreCase) > 0; return bUseManifest; } public override List GetDebugFileExtentions() { return new List { ".dsym" }; } public override bool CanHostPlatform(UnrealTargetPlatform Platform) { if (Platform == UnrealTargetPlatform.IOS || Platform == UnrealTargetPlatform.Mac) { return true; } return false; } }