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https://github.com/izzy2lost/UnrealEngineUWP.git
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296 lines
12 KiB
C#
296 lines
12 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.IO;
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using AutomationTool;
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using UnrealBuildTool;
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public class MacPlatform : Platform
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{
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public MacPlatform()
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: base(UnrealTargetPlatform.Mac)
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{
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}
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public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor)
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{
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const string NoEditorCookPlatform = "MacNoEditor";
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const string ServerCookPlatform = "MacServer";
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const string ClientCookPlatform = "MacClient";
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if (bDedicatedServer)
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{
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return ServerCookPlatform;
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}
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else if (bIsClientOnly)
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{
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return ClientCookPlatform;
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}
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else
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{
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return NoEditorCookPlatform;
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}
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}
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public override string GetEditorCookPlatform()
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{
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return "Mac";
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}
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private void StageAppBundle(DeploymentContext SC, StagedFileType InStageFileType, string InPath, string NewName)
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{
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SC.StageFiles(InStageFileType, InPath, "*", true, null, NewName, false, true, null);
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}
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public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
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{
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if (Params.StageNonMonolithic)
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{
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if (SC.DedicatedServer)
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{
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if (SC.StageTargetConfigurations.Contains(UnrealTargetConfiguration.Development))
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{
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, "UE4Server.app"));
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir), "UE4Server-" + SC.ShortProjectName + ".dylib");
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}
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if (SC.StageTargetConfigurations.Contains(UnrealTargetConfiguration.Test))
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{
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, "UE4Server-Mac-Test.app"));
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir), "UE4Server-" + SC.ShortProjectName + "-Mac-Test.dylib");
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}
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if (SC.StageTargetConfigurations.Contains(UnrealTargetConfiguration.Shipping))
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{
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, "UE4Server-Mac-Shipping.app"));
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir), "UE4Server-" + SC.ShortProjectName + "-Mac-Shipping.dylib");
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}
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Plugins"), "UE4Server-*.dylib", true);
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Plugins"), "UE4Server-*.dylib", true);
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}
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else
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{
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if (SC.StageTargetConfigurations.Contains(UnrealTargetConfiguration.Development))
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{
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, "UE4.app"));
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir), "UE4-" + SC.ShortProjectName + ".dylib");
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}
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if (SC.StageTargetConfigurations.Contains(UnrealTargetConfiguration.Test))
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{
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, "UE4-Mac-Test.app"));
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir), "UE4-" + SC.ShortProjectName + "-Mac-Test.dylib");
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}
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if (SC.StageTargetConfigurations.Contains(UnrealTargetConfiguration.Shipping))
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{
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, "UE4-Mac-Shipping.app"));
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir), "UE4-" + SC.ShortProjectName + "-Mac-Shipping.dylib");
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}
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Plugins"), "UE4-*.dylib", true);
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Plugins"), "UE4-*.dylib", true, null, null, true);
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}
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}
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else
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{
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// the first app is the "main" one, the rest are marked as debug files for exclusion from chunking/distribution
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StagedFileType WorkingFileType = StagedFileType.NonUFS;
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List<string> Exes = GetExecutableNames(SC);
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foreach (var Exe in Exes)
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{
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string AppBundlePath = "";
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if (Exe.StartsWith(CombinePaths(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir)))
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{
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AppBundlePath = CombinePaths(SC.ShortProjectName, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app");
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StageAppBundle(SC, WorkingFileType, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app"), AppBundlePath);
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}
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else if (Exe.StartsWith(CombinePaths(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir)))
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{
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AppBundlePath = CombinePaths("Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app");
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string AbsoluteBundlePath = CombinePaths (SC.LocalRoot, AppBundlePath);
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// ensure the ue4game binary exists, if applicable
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if (!SC.IsCodeBasedProject && !Directory.Exists(AbsoluteBundlePath) && !SC.bIsCombiningMultiplePlatforms)
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{
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Log("Failed to find app bundle " + AbsoluteBundlePath);
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AutomationTool.ErrorReporter.Error("Stage Failed.", (int)AutomationTool.ErrorCodes.Error_MissingExecutable);
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throw new AutomationException("Could not find app bundle {0}. You may need to build the UE4 project with your target configuration and platform.", AbsoluteBundlePath);
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}
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StageAppBundle(SC, WorkingFileType, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app"), AppBundlePath);
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}
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if (!string.IsNullOrEmpty(AppBundlePath))
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{
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SC.StageFiles(WorkingFileType, CombinePaths(SC.ProjectRoot, "Build/Mac"), "Application.icns", false, null, CombinePaths(AppBundlePath, "Contents/Resources"), true);
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if (Params.bUsesSteam)
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{
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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);
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}
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}
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// the first app is the "main" one, the rest are marked as debug files for exclusion from chunking/distribution
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WorkingFileType = StagedFileType.DebugNonUFS;
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}
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}
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// Copy the splash screen, Mac specific
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Content/Splash"), "Splash.bmp", false, null, null, true);
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// CEF3 files
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if(Params.bUsesCEF3)
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{
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SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries/ThirdParty/CEF3/Mac/"), "*", true, null, null, true);
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string UnrealCEFSubProcessPath = CombinePaths("Engine/Binaries", SC.PlatformDir, "UnrealCEFSubProcess.app");
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StageAppBundle(SC, StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, "UnrealCEFSubProcess.app"), UnrealCEFSubProcessPath);
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}
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}
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public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
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{
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// package up the program, potentially with an installer for Mac
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PrintRunTime();
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}
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public override void ProcessArchivedProject(ProjectParams Params, DeploymentContext SC)
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{
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string ExeName = SC.StageExecutables[0];
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string BundlePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName + ".app");
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if (SC.bIsCombiningMultiplePlatforms)
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{
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// when combining multiple platforms, don't merge the content into the .app, use the one in the Binaries directory
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BundlePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName, "Binaries", "Mac", ExeName + ".app");
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if (!Directory.Exists(BundlePath))
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{
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// if the .app wasn't there, just skip out (we don't require executables when combining)
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return;
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}
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}
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string TargetPath = CombinePaths(BundlePath, "Contents", "UE4");
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if (!SC.bIsCombiningMultiplePlatforms)
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{
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if (!Directory.Exists(BundlePath))
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{
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string SourceBundlePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName, "Binaries", "Mac", ExeName + ".app");
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if (!Directory.Exists(SourceBundlePath))
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{
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SourceBundlePath = CombinePaths(SC.ArchiveDirectory, "Engine", "Binaries", "Mac", ExeName + ".app");
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}
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Directory.Move(SourceBundlePath, BundlePath);
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}
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if (DirectoryExists(TargetPath))
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{
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Directory.Delete(TargetPath, true);
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}
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// First, move all files and folders inside he app bundle
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string[] StagedFiles = Directory.GetFiles(SC.ArchiveDirectory, "*", SearchOption.TopDirectoryOnly);
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foreach (string FilePath in StagedFiles)
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{
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string TargetFilePath = CombinePaths(TargetPath, Path.GetFileName(FilePath));
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Directory.CreateDirectory(Path.GetDirectoryName(TargetFilePath));
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File.Move(FilePath, TargetFilePath);
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}
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string[] StagedDirectories = Directory.GetDirectories(SC.ArchiveDirectory, "*", SearchOption.TopDirectoryOnly);
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foreach (string DirPath in StagedDirectories)
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{
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string DirName = Path.GetFileName(DirPath);
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if (!DirName.EndsWith(".app"))
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{
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string TargetDirPath = CombinePaths(TargetPath, DirName);
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Directory.CreateDirectory(Path.GetDirectoryName(TargetDirPath));
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Directory.Move(DirPath, TargetDirPath);
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}
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}
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}
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// Update executable name, icon and entry in Info.plist
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string UE4GamePath = CombinePaths(BundlePath, "Contents", "MacOS", ExeName);
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if (ExeName != SC.ShortProjectName && File.Exists(UE4GamePath))
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{
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string GameExePath = CombinePaths(BundlePath, "Contents", "MacOS", SC.ShortProjectName);
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File.Delete(GameExePath);
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File.Move(UE4GamePath, GameExePath);
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string DefaultIconPath = CombinePaths(BundlePath, "Contents", "Resources", "UE4.icns");
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string CustomIconSrcPath = CombinePaths(BundlePath, "Contents", "Resources", "Application.icns");
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string CustomIconDestPath = CombinePaths(BundlePath, "Contents", "Resources", SC.ShortProjectName + ".icns");
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if (File.Exists(CustomIconSrcPath))
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{
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File.Delete(DefaultIconPath);
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File.Move(CustomIconSrcPath, CustomIconDestPath);
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}
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else
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{
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File.Move(DefaultIconPath, CustomIconDestPath);
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}
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string InfoPlistPath = CombinePaths(BundlePath, "Contents", "Info.plist");
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string InfoPlistContents = File.ReadAllText(InfoPlistPath);
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InfoPlistContents = InfoPlistContents.Replace(ExeName, SC.ShortProjectName);
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InfoPlistContents = InfoPlistContents.Replace("<string>UE4</string>", "<string>" + SC.ShortProjectName + "</string>");
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File.Delete(InfoPlistPath);
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File.WriteAllText(InfoPlistPath, InfoPlistContents);
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}
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if (!SC.bIsCombiningMultiplePlatforms)
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{
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// creating this directory when the content isn't moved into the application causes it
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// to fail to load, and isn't needed
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Directory.CreateDirectory(CombinePaths(TargetPath, ExeName.StartsWith("UE4Game") ? "Engine" : SC.ShortProjectName, "Binaries", "Mac"));
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}
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}
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public override ProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
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{
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if (!File.Exists(ClientApp))
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{
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if (Directory.Exists(ClientApp + ".app"))
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{
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ClientApp += ".app/Contents/MacOS/" + Path.GetFileName(ClientApp);
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}
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else
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{
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Int32 BaseDirLen = Params.BaseStageDirectory.Length;
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string StageSubDir = ClientApp.Substring(BaseDirLen, ClientApp.IndexOf("/", BaseDirLen + 1) - BaseDirLen);
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ClientApp = CombinePaths(Params.BaseStageDirectory, StageSubDir, Params.ShortProjectName + ".app/Contents/MacOS/" + Params.ShortProjectName);
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}
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}
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PushDir(Path.GetDirectoryName(ClientApp));
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// Always start client process and don't wait for exit.
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ProcessResult ClientProcess = Run(ClientApp, ClientCmdLine, null, ClientRunFlags | ERunOptions.NoWaitForExit);
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PopDir();
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return ClientProcess;
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}
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public override bool IsSupported { get { return true; } }
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public override bool ShouldUseManifestForUBTBuilds(string AddArgs)
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{
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// 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
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bool bIsBuildingRemotely = UnrealBuildTool.BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac;
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bool bUseManifest = !bIsBuildingRemotely || AddArgs.IndexOf("-CopyAppBundleBackToDevice", StringComparison.InvariantCultureIgnoreCase) > 0;
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return bUseManifest;
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}
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public override List<string> GetDebugFileExtentions()
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{
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return new List<string> { ".dsym" };
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}
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public override bool CanHostPlatform(UnrealTargetPlatform Platform)
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{
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if (Platform == UnrealTargetPlatform.IOS || Platform == UnrealTargetPlatform.Mac)
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{
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return true;
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}
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return false;
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}
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}
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