Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Gauntlet/Platform/Mac/Gauntlet.TargetDeviceMac.cs
jerome delattre 996d262734 Fix log output not being human readable
+ Handle setting up the default command line arguments through TargetDeviceDesktopCommon
+ Align log settings across configs

#jira UE-203448
#rnx

#rb brendan.lienau, sebastian.lewicki

[CL 30684372 by jerome delattre in ue5-main branch]
2024-01-18 10:38:15 -05:00

267 lines
9.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using AutomationTool;
using UnrealBuildTool;
using System.Text.RegularExpressions;
using EpicGames.Core;
using UnrealBuildBase;
using static AutomationTool.ProcessResult;
namespace Gauntlet
{
public class TargetDeviceMac : TargetDeviceDesktopCommon
{
public TargetDeviceMac(string InName, string InCachePath)
: base(InName, InCachePath)
{
Platform = UnrealTargetPlatform.Mac;
RunOptions = CommandUtils.ERunOptions.NoWaitForExit;
}
public override IAppInstall InstallApplication(UnrealAppConfig AppConfig)
{
switch (AppConfig.Build)
{
case NativeStagedBuild:
return InstallNativeStagedBuild(AppConfig, AppConfig.Build as NativeStagedBuild);
case StagedBuild:
return InstallStagedBuild(AppConfig, AppConfig.Build as StagedBuild);
case MacPackagedBuild:
return InstallPackagedBuild(AppConfig, AppConfig.Build as MacPackagedBuild);
case EditorBuild:
return InstallEditorBuild(AppConfig, AppConfig.Build as EditorBuild);
default:
throw new AutomationException("{0} is an invalid build type!", AppConfig.Build.ToString());
}
}
public override IAppInstance Run(IAppInstall App)
{
MacAppInstall MacInstall = App as MacAppInstall;
if (MacInstall == null)
{
throw new AutomationException("Invalid install type!");
}
IProcessResult Result = null;
lock (Globals.MainLock)
{
string OldWD = Environment.CurrentDirectory;
Environment.CurrentDirectory = MacInstall.WorkingDirectory;
Log.Info("Launching {0} on {1}", App.Name, ToString());
Log.Verbose("\t{0}", MacInstall.CommandArguments);
bool bAllowSpew = MacInstall.RunOptions.HasFlag(CommandUtils.ERunOptions.AllowSpew);
Result = CommandUtils.Run(GetExecutableIfBundle(MacInstall.ExecutablePath), MacInstall.CommandArguments, Options: MacInstall.RunOptions, SpewFilterCallback: new SpewFilterCallbackType(delegate (string M) { return bAllowSpew ? M : null; }) /* make sure stderr does not spew in the stdout */);
if (Result.HasExited && Result.ExitCode != 0)
{
throw new AutomationException("Failed to launch {0}. Error {1}", MacInstall.ExecutablePath, Result.ExitCode);
}
Environment.CurrentDirectory = OldWD;
}
return new MacAppInstance(MacInstall, Result, MacInstall.LogFile);
}
protected override IAppInstall InstallNativeStagedBuild(UnrealAppConfig AppConfig, NativeStagedBuild InBuild)
{
MacAppInstall MacApp = new MacAppInstall(AppConfig.Name, AppConfig.ProjectName, this);
MacApp.SetDefaultCommandLineArguments(AppConfig, RunOptions, InBuild.BuildPath);
MacApp.WorkingDirectory = InBuild.BuildPath;
MacApp.ExecutablePath = Path.Combine(InBuild.BuildPath, InBuild.ExecutablePath);
CopyAdditionalFiles(AppConfig.FilesToCopy);
return MacApp;
}
protected override IAppInstall InstallEditorBuild(UnrealAppConfig AppConfig, EditorBuild Build)
{
MacAppInstall MacApp = new MacAppInstall(AppConfig.Name, AppConfig.ProjectName, this);
MacApp.SetDefaultCommandLineArguments(AppConfig, RunOptions, Build.ExecutablePath);
MacApp.WorkingDirectory = Path.GetFullPath(Build.ExecutablePath);
MacApp.ExecutablePath = GetExecutableIfBundle(Build.ExecutablePath);
if (LocalDirectoryMappings.Count == 0)
{
PopulateDirectoryMappings(AppConfig.ProjectFile.Directory.FullName);
}
CopyAdditionalFiles(AppConfig.FilesToCopy);
return MacApp;
}
protected override IAppInstall InstallStagedBuild(UnrealAppConfig AppConfig, StagedBuild Build)
{
string BuildPath = CopyBuildIfNecessary(AppConfig, Build.BuildPath);
string BundlePath = Path.Combine(BuildPath, Build.ExecutablePath);
return InstallBuild(AppConfig, BuildPath, BundlePath);
}
protected IAppInstall InstallPackagedBuild(UnrealAppConfig AppConfig, MacPackagedBuild Build)
{
string BuildPath = CopyBuildIfNecessary(AppConfig, Build.BuildPath);
return InstallBuild(AppConfig, BuildPath, BuildPath);
}
protected IAppInstall InstallBuild(UnrealAppConfig AppConfig, string BuildPath, string BundlePath)
{
MacAppInstall MacApp = new MacAppInstall(AppConfig.Name, AppConfig.ProjectName, this);
MacApp.SetDefaultCommandLineArguments(AppConfig, RunOptions, BuildPath);
MacApp.WorkingDirectory = BuildPath;
MacApp.ExecutablePath = GetExecutableIfBundle(BundlePath);
PopulateDirectoryMappings(BuildPath);
CopyAdditionalFiles(AppConfig.FilesToCopy);
// check for a local newer executable
if (Globals.Params.ParseParam("dev")
&& AppConfig.ProcessType.UsesEditor() == false
&& AppConfig.ProjectFile != null)
{
// Get project properties
ProjectProperties Props = ProjectUtils.GetProjectProperties(AppConfig.ProjectFile,
new List<UnrealTargetPlatform>(new[] { AppConfig.Platform.Value }),
new List<UnrealTargetConfiguration>(new[] { AppConfig.Configuration }));
// Would this executable be built under Engine or a Project?
DirectoryReference WorkingDir = Props.bIsCodeBasedProject ? AppConfig.ProjectFile.Directory : Unreal.EngineDirectory;
// The bundlepath may be under Binaries/Mac for a staged build, or it could be in any folder for a packaged build so just use the name and
// build the path ourselves
string LocalProjectBundle = FileReference.Combine(WorkingDir, "Binaries", "Mac", Path.GetFileName(BundlePath)).FullName;
string LocalProjectBinary = GetExecutableIfBundle(LocalProjectBundle);
bool LocalFileExists = File.Exists(LocalProjectBinary);
bool LocalFileNewer = LocalFileExists && File.GetLastWriteTime(LocalProjectBinary) > File.GetLastWriteTime(MacApp.ExecutablePath);
Log.Verbose("Checking for newer binary at {0}", LocalProjectBinary);
Log.Verbose("LocalFile exists: {0}. Newer: {1}", LocalFileExists, LocalFileNewer);
if (LocalFileExists && LocalFileNewer)
{
// need to -basedir to have our exe load content from the path that the bundle sits in
MacApp.CommandArguments += string.Format(" -basedir={0}", Path.GetDirectoryName(BundlePath));
MacApp.ExecutablePath = LocalProjectBinary;
}
}
return MacApp;
}
protected string GetVolumeName(string InPath)
{
Match M = Regex.Match(InPath, @"/Volumes/(.+?)/");
if (M.Success)
{
return M.Groups[1].ToString();
}
return "";
}
/// <summary>
/// If the path is to Foo.app this returns the actual executable to use (e.g. Foo.app/Contents/MacOS/Foo).
/// </summary>
/// <param name="InBundlePath"></param>
/// <returns></returns>
protected string GetExecutableIfBundle(string InBundlePath)
{
if (Path.GetExtension(InBundlePath).Equals(".app", StringComparison.OrdinalIgnoreCase))
{
// Technically we should look at the plist, but for now...
string BaseName = Path.GetFileNameWithoutExtension(InBundlePath);
return Path.Combine(InBundlePath, "Contents", "MacOS", BaseName);
}
return InBundlePath;
}
/// <summary>
/// Copies a build folder (either a package.app or a folder with a staged built) to a local path if necessary.
/// Necessary is defined as not being on locally attached storage
/// </summary>
/// <param name="AppConfig"></param>
/// <param name="InBuildPath"></param>
/// <returns></returns>
protected string CopyBuildIfNecessary(UnrealAppConfig AppConfig, string InBuildPath)
{
string BuildDir = InBuildPath;
string BuildVolume = GetVolumeName(BuildDir);
string LocalRoot = GetVolumeName(Environment.CurrentDirectory);
// Must be on our volume to run
if (BuildVolume.Equals(LocalRoot, StringComparison.OrdinalIgnoreCase) == false)
{
string SubDir = string.IsNullOrEmpty(AppConfig.Sandbox) ? AppConfig.ProjectName : AppConfig.Sandbox;
string InstallDir = Path.Combine(InstallRoot, SubDir, AppConfig.ProcessType.ToString());
if (!AppConfig.SkipInstall)
{
Utils.SystemHelpers.CopyDirectory(BuildDir, InstallDir, Utils.SystemHelpers.CopyOptions.Mirror);
}
else
{
Log.Info("Skipping install of {0} (-SkipInstall)", BuildDir);
}
BuildDir = InstallDir;
Utils.SystemHelpers.MarkDirectoryForCleanup(InstallDir);
}
return BuildDir;
}
}
public class MacAppInstall : DesktopCommonAppInstall<TargetDeviceMac>
{
[Obsolete("Will be removed in a future release. Use WorkingDirectory instead.")]
public string LocalPath
{
get => WorkingDirectory;
set { } // intentional nop
}
public MacAppInstall(string InName, string InProjectName, TargetDeviceMac InDevice)
: base(InName, InProjectName, InDevice)
{ }
}
public class MacAppInstance : DesktopCommonAppInstance<MacAppInstall, TargetDeviceMac>
{
public MacAppInstance(MacAppInstall InInstall, IProcessResult InProcess, string ProcessLogFile = null)
: base(InInstall, InProcess, ProcessLogFile)
{ }
}
public class MacDeviceFactory : IDeviceFactory
{
public bool CanSupportPlatform(UnrealTargetPlatform? Platform)
{
return Platform == UnrealTargetPlatform.Mac;
}
public ITargetDevice CreateDevice(string InRef, string InCachePath, string InParam = null)
{
return new TargetDeviceMac(InRef, InCachePath);
}
}
}