Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Mac/MacPlatform.Automation.cs
Peter Knepley 41e1a47fec StageNonMonolithic going away in favor of build reciepts
Merging 2621823

//depot/UE4-UT/...

to //depot/UE4/...

#codereview James.Golding

[CL 2706506 by Peter Knepley in Main branch]
2015-09-25 14:24:14 -04:00

431 lines
17 KiB
C#

// Copyright 1998-2015 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 NoEditorCookPlatform = "MacNoEditor";
const string ServerCookPlatform = "MacServer";
const string ClientCookPlatform = "MacClient";
if (bDedicatedServer)
{
return ServerCookPlatform;
}
else if (bIsClientOnly)
{
return ClientCookPlatform;
}
else
{
return NoEditorCookPlatform;
}
}
public override string GetEditorCookPlatform()
{
return "Mac";
}
private void StageAppBundle(DeploymentContext SC, StagedFileType InStageFileType, string InPath, string NewName)
{
if (InStageFileType != StagedFileType.DebugNonUFS)
{
// Files with DebugFileExtensions should always be DebugNonUFS
List<string> DebugExtentionWildCards = new List<string>();
foreach(string DebugExtention in GetDebugFileExtentions())
{
string ExtensionWildcard = "*" + DebugExtention;
DebugExtentionWildCards.Add(ExtensionWildcard);
SC.StageFiles(StagedFileType.DebugNonUFS, InPath, ExtensionWildcard, true, null, NewName, true, true, null);
}
// Also stage the non-debug files, excluding the debug ones staged above
SC.StageFiles(InStageFileType, InPath, "*", true, DebugExtentionWildCards.ToArray(), NewName, false, true, null);
}
else
{
// We are already DebugNonUFS, no need to do any special-casing
SC.StageFiles(InStageFileType, InPath, "*", true, null, NewName, false, true, null);
}
}
public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
{
// the first app is the "main" one, the rest are marked as debug files for exclusion from chunking/distribution
StagedFileType WorkingFileType = StagedFileType.NonUFS;
List<string> Exes = GetExecutableNames(SC);
foreach (var Exe in Exes)
{
string AppBundlePath = "";
if (Exe.StartsWith(CombinePaths(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir)))
{
AppBundlePath = CombinePaths(SC.ShortProjectName, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app");
StageAppBundle(SC, WorkingFileType, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app"), AppBundlePath);
}
else if (Exe.StartsWith(CombinePaths(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir)))
{
AppBundlePath = CombinePaths("Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app");
string AbsoluteBundlePath = CombinePaths (SC.LocalRoot, AppBundlePath);
// ensure the ue4game binary exists, if applicable
if (!SC.IsCodeBasedProject && !Directory.Exists(AbsoluteBundlePath) && !SC.bIsCombiningMultiplePlatforms)
{
LogError("Failed to find app bundle " + AbsoluteBundlePath);
throw new AutomationException(ExitCode.Error_MissingExecutable, "Could not find app bundle {0}. You may need to build the UE4 project with your target configuration and platform.", AbsoluteBundlePath);
}
StageAppBundle(SC, WorkingFileType, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app"), AppBundlePath);
}
if (!string.IsNullOrEmpty(AppBundlePath))
{
SC.StageFiles(WorkingFileType, CombinePaths(SC.ProjectRoot, "Build/Mac"), "Application.icns", false, null, CombinePaths(AppBundlePath, "Contents/Resources"), true);
if (Params.bUsesSteam)
{
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Source/ThirdParty/Steamworks/Steamv132/sdk/redistributable_bin/osx32"), "libsteam_api.dylib", false, null, CombinePaths(AppBundlePath, "Contents/MacOS"), true);
}
}
// the first app is the "main" one, the rest are marked as debug files for exclusion from chunking/distribution
WorkingFileType = StagedFileType.DebugNonUFS;
}
if (SC.bStageCrashReporter)
{
string CrashReportClientPath = CombinePaths("Engine/Binaries", SC.PlatformDir, "CrashReportClient.app");
StageAppBundle(SC, StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, "CrashReportClient.app"), CrashReportClientPath);
}
// Copy the splash screen, Mac specific
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Content/Splash"), "Splash.bmp", false, null, null, true);
// CEF3 files
if(Params.bUsesCEF3)
{
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries/ThirdParty/CEF3/Mac/"), "*", true, null, null, true);
string UnrealCEFSubProcessPath = CombinePaths("Engine/Binaries", SC.PlatformDir, "UnrealCEFSubProcess.app");
StageAppBundle(SC, StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, "UnrealCEFSubProcess.app"), UnrealCEFSubProcessPath);
}
// Stage the bootstrap executable
if(!Params.NoBootstrapExe)
{
foreach(StageTarget Target in SC.StageTargets)
{
BuildProduct Executable = Target.Receipt.BuildProducts.FirstOrDefault(x => x.Type == BuildProductType.Executable);
if(Executable != null)
{
// only create bootstraps for executables
if (SC.NonUFSStagingFiles.ContainsKey(Executable.Path) && Executable.Path.Replace("\\", "/").Contains("/" + TargetPlatformType.ToString() + "/"))
{
string BootstrapArguments = "";
if (!SC.IsCodeBasedProject && !ShouldStageCommandLine(Params, SC))
{
BootstrapArguments = String.Format("../../../{0}/{0}.uproject", SC.ShortProjectName);
}
string BootstrapExeName;
if(SC.StageTargetConfigurations.Count > 1)
{
BootstrapExeName = Path.GetFileName(Executable.Path) + ".app";
}
else if(Params.IsCodeBasedProject)
{
BootstrapExeName = Target.Receipt.TargetName + ".app";
}
else
{
BootstrapExeName = SC.ShortProjectName + ".app";
}
string AppPath = Executable.Path.Substring(0, Executable.Path.LastIndexOf(".app/") + 4);
object Dest = SC.NonUFSStagingFiles[Executable.Path];
foreach (var DestPath in SC.NonUFSStagingFiles[Executable.Path])
{
string AppRelativePath = DestPath.Substring(0, DestPath.LastIndexOf(".app/") + 4);
StageBootstrapExecutable(SC, BootstrapExeName, AppPath, AppRelativePath, BootstrapArguments);
}
}
}
}
}
// Copy the ShaderCache files, if they exist
SC.StageFiles(StagedFileType.UFS, CombinePaths(SC.ProjectRoot, "Content"), "ShaderCache.ushadercache", false, null, null, true);
SC.StageFiles(StagedFileType.UFS, CombinePaths(SC.ProjectRoot, "Content"), "ShaderCodeCache.ushadercode", false, null, null, true);
}
string GetValueFromInfoPlist(string InfoPlist, string Key, string DefaultValue = "")
{
string Value = DefaultValue;
string KeyString = "<key>" + Key + "</key>";
int KeyIndex = InfoPlist.IndexOf(KeyString);
if (KeyIndex > 0)
{
int ValueStartIndex = InfoPlist.IndexOf("<string>", KeyIndex + KeyString.Length) + "<string>".Length;
int ValueEndIndex = InfoPlist.IndexOf("</string>", ValueStartIndex);
if (ValueStartIndex > 0 && ValueEndIndex > ValueStartIndex)
{
Value = InfoPlist.Substring(ValueStartIndex, ValueEndIndex - ValueStartIndex);
}
}
return Value;
}
void StageBootstrapExecutable(DeploymentContext SC, string ExeName, string TargetFile, string StagedRelativeTargetPath, string StagedArguments)
{
string InputApp = CombinePaths(SC.LocalRoot, "Engine", "Binaries", SC.PlatformDir, "BootstrapPackagedGame.app");
if (InternalUtils.SafeDirectoryExists(InputApp))
{
// Create the new bootstrap program
string IntermediateDir = CombinePaths(SC.ProjectRoot, "Intermediate", "Staging");
InternalUtils.SafeCreateDirectory(IntermediateDir);
string IntermediateApp = CombinePaths(IntermediateDir, ExeName);
if (Directory.Exists(IntermediateApp))
{
Directory.Delete(IntermediateApp, true);
}
CloneDirectory(InputApp, IntermediateApp);
// Rename the executable
string GameName = Path.GetFileNameWithoutExtension(ExeName);
File.Move(CombinePaths(IntermediateApp, "Contents", "MacOS", "BootstrapPackagedGame"), CombinePaths(IntermediateApp, "Contents", "MacOS", GameName));
// Copy the icon
string SrcInfoPlistPath = CombinePaths(TargetFile, "Contents", "Info.plist");
string SrcInfoPlist = File.ReadAllText(SrcInfoPlistPath);
string IconName = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleIconFile");
if (!string.IsNullOrEmpty(IconName))
{
string IconPath = CombinePaths(TargetFile, "Contents", "Resources", IconName + ".icns");
InternalUtils.SafeCreateDirectory(CombinePaths(IntermediateApp, "Contents", "Resources"));
File.Copy(IconPath, CombinePaths(IntermediateApp, "Contents", "Resources", IconName + ".icns"));
}
// Update Info.plist contents
string DestInfoPlistPath = CombinePaths(IntermediateApp, "Contents", "Info.plist");
string DestInfoPlist = File.ReadAllText(DestInfoPlistPath);
string AppIdentifier = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleIdentifier");
if (AppIdentifier == "com.epicgames.UE4Game")
{
AppIdentifier = "";
}
string Copyright = GetValueFromInfoPlist(SrcInfoPlist, "NSHumanReadableCopyright");
string BundleVersion = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleVersion", "1");
string ShortVersion = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleShortVersionString", "1.0");
DestInfoPlist = DestInfoPlist.Replace("com.epicgames.BootstrapPackagedGame", string.IsNullOrEmpty(AppIdentifier) ? "com.epicgames." + GameName + "_bootstrap" : AppIdentifier + "_bootstrap");
DestInfoPlist = DestInfoPlist.Replace("BootstrapPackagedGame", GameName);
DestInfoPlist = DestInfoPlist.Replace("__UE4_ICON_FILE__", IconName);
DestInfoPlist = DestInfoPlist.Replace("__UE4_APP_TO_LAUNCH__", StagedRelativeTargetPath);
DestInfoPlist = DestInfoPlist.Replace("__UE4_COMMANDLINE__", StagedArguments);
DestInfoPlist = DestInfoPlist.Replace("__UE4_COPYRIGHT__", Copyright);
DestInfoPlist = DestInfoPlist.Replace("__UE4_BUNDLE_VERSION__", BundleVersion);
DestInfoPlist = DestInfoPlist.Replace("__UE4_SHORT_VERSION__", ShortVersion);
File.WriteAllText(DestInfoPlistPath, DestInfoPlist);
StageAppBundle(SC, StagedFileType.NonUFS, IntermediateApp, ExeName);
}
}
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)
{
if (Params.CreateAppBundle)
{
string ExeName = SC.StageExecutables[0];
string BundlePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName + ".app");
if (SC.bIsCombiningMultiplePlatforms)
{
// when combining multiple platforms, don't merge the content into the .app, use the one in the Binaries directory
BundlePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName, "Binaries", "Mac", ExeName + ".app");
if (!Directory.Exists(BundlePath))
{
// if the .app wasn't there, just skip out (we don't require executables when combining)
return;
}
}
string TargetPath = CombinePaths(BundlePath, "Contents", "UE4");
if (!SC.bIsCombiningMultiplePlatforms)
{
if (Directory.Exists(BundlePath))
{
Directory.Delete(BundlePath, true);
}
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);
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, icon and entry in Info.plist
string UE4GamePath = CombinePaths(BundlePath, "Contents", "MacOS", ExeName);
if (ExeName != SC.ShortProjectName && File.Exists(UE4GamePath))
{
string GameExePath = CombinePaths(BundlePath, "Contents", "MacOS", SC.ShortProjectName);
File.Delete(GameExePath);
File.Move(UE4GamePath, GameExePath);
string DefaultIconPath = CombinePaths(BundlePath, "Contents", "Resources", "UE4Game.icns");
string CustomIconSrcPath = CombinePaths(BundlePath, "Contents", "Resources", "Application.icns");
string CustomIconDestPath = CombinePaths(BundlePath, "Contents", "Resources", SC.ShortProjectName + ".icns");
if (File.Exists(CustomIconSrcPath))
{
File.Delete(DefaultIconPath);
File.Move(CustomIconSrcPath, CustomIconDestPath);
}
else
{
File.Move(DefaultIconPath, CustomIconDestPath);
}
string InfoPlistPath = CombinePaths(BundlePath, "Contents", "Info.plist");
string InfoPlistContents = File.ReadAllText(InfoPlistPath);
InfoPlistContents = InfoPlistContents.Replace(ExeName, SC.ShortProjectName);
InfoPlistContents = InfoPlistContents.Replace("<string>UE4</string>", "<string>" + SC.ShortProjectName + "</string>");
File.Delete(InfoPlistPath);
File.WriteAllText(InfoPlistPath, InfoPlistContents);
}
if (!SC.bIsCombiningMultiplePlatforms)
{
// creating these directories when the content isn't moved into the application causes it
// to fail to load, and isn't needed
Directory.CreateDirectory(CombinePaths(TargetPath, "Engine", "Binaries", "Mac"));
Directory.CreateDirectory(CombinePaths(TargetPath, 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<string> GetDebugFileExtentions()
{
return new List<string> { ".dSYM" };
}
public override bool CanHostPlatform(UnrealTargetPlatform Platform)
{
if (Platform == UnrealTargetPlatform.IOS || Platform == UnrealTargetPlatform.Mac)
{
return true;
}
return false;
}
public override bool ShouldStageCommandLine(ProjectParams Params, DeploymentContext SC)
{
return false; // !String.IsNullOrEmpty(Params.StageCommandline) || !String.IsNullOrEmpty(Params.RunCommandline) || (!Params.IsCodeBasedProject && Params.NoBootstrapExe);
}
public override bool SignExecutables(DeploymentContext SC, ProjectParams Params)
{
if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
// Sign everything we built
List<string> FilesToSign = GetExecutableNames(SC);
foreach (var Exe in FilesToSign)
{
string AppBundlePath = "";
if (Exe.StartsWith(CombinePaths(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir)))
{
AppBundlePath = CombinePaths(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app");
}
else if (Exe.StartsWith(CombinePaths(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir)))
{
AppBundlePath = CombinePaths("Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app");
}
CodeSign.SignMacFileOrFolder(AppBundlePath);
}
}
return true;
}
}