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1526 lines
57 KiB
C#
1526 lines
57 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Diagnostics;
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using System.Security.AccessControl;
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using System.Text;
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namespace UnrealBuildTool
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{
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class MacToolChain : RemoteToolChain
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{
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public override void RegisterToolChain()
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{
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RegisterRemoteToolChain(UnrealTargetPlatform.Mac, CPPTargetPlatform.Mac);
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}
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/***********************************************************************
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* NOTE:
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* Do NOT change the defaults to set your values, instead you should set the environment variables
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* properly in your system, as other tools make use of them to work properly!
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* The defaults are there simply for examples so you know what to put in your env vars...
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***********************************************************************
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/** Which version of the Mac OS SDK to target at build time */
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public static string MacOSSDKVersion = "latest";
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/** Which version of the Mac OS X to allow at run time */
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public static string MacOSVersion = "10.9";
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/** Minimum version of Mac OS X to actually run on, running on earlier versions will display the system minimum version error dialog & exit. */
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public static string MinMacOSVersion = "10.9.2";
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/** Which developer directory to root from */
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private static string XcodeDeveloperDir = "/Applications/Xcode.app/Contents/Developer/";
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/** Location of the SDKs */
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private static string BaseSDKDir;
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/** Which compiler frontend to use */
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private static string MacCompiler = "clang++";
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/** Which linker frontend to use */
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private static string MacLinker = "clang++";
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/** Which archiver to use */
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private static string MacArchiver = "libtool";
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/** Track which scripts need to be deleted before appending to */
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private bool bHasWipedCopyDylibScript = false;
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private bool bHasWipedFixDylibScript = false;
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private static List<FileItem> BundleDependencies = new List<FileItem>();
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public List<string> BuiltBinaries = new List<string>();
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public override void SetUpGlobalEnvironment()
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{
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base.SetUpGlobalEnvironment();
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BaseSDKDir = XcodeDeveloperDir + "Platforms/MacOSX.platform/Developer/SDKs";
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if (MacOSSDKVersion == "latest")
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{
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try
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{
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string[] SubDirs = null;
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if (Utils.IsRunningOnMono)
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{
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// on the Mac, we can just get the directory name
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SubDirs = System.IO.Directory.GetDirectories(BaseSDKDir);
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}
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else
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{
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Hashtable Results = RPCUtilHelper.Command("/", "ls", BaseSDKDir, null);
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if (Results != null)
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{
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string Result = (string)Results["CommandOutput"];
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SubDirs = Result.Split("\r\n".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
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}
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}
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// loop over the subdirs and parse out the version
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float MaxSDKVersion = 0.0f;
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string MaxSDKVersionString = null;
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foreach (string SubDir in SubDirs)
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{
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string SubDirName = Path.GetFileNameWithoutExtension(SubDir);
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if (SubDirName.StartsWith("MacOSX10."))
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{
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// get the SDK version from the directory name
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string SDKString = SubDirName.Replace("MacOSX10.", "");
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float SDKVersion = 0.0f;
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try
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{
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SDKVersion = float.Parse(SDKString, System.Globalization.CultureInfo.InvariantCulture);
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}
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catch (Exception)
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{
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// weirdly formatted SDKs
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continue;
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}
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// update largest SDK version number
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if (SDKVersion > MaxSDKVersion)
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{
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MaxSDKVersion = SDKVersion;
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MaxSDKVersionString = SDKString;
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}
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}
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}
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// convert back to a string with the exact format
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if (MaxSDKVersionString != null)
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{
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MacOSSDKVersion = "10." + MaxSDKVersionString;
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}
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}
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catch (Exception Ex)
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{
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// on any exception, just use the backup version
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Log.TraceInformation("Triggered an exception while looking for SDK directory in Xcode.app");
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Log.TraceInformation("{0}", Ex.ToString());
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}
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if (MacOSSDKVersion == "latest")
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{
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throw new BuildException("Unable to determine SDK version from Xcode, we cannot continue");
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}
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}
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if (!ProjectFileGenerator.bGenerateProjectFiles)
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{
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if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
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{
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Log.TraceInformation("Compiling with Mac SDK {0} on Mac {1}", MacOSSDKVersion, RemoteServerName);
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}
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else
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{
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Log.TraceInformation("Compiling with Mac SDK {0}", MacOSSDKVersion);
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}
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}
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}
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static string GetCompileArguments_Global(CPPEnvironment CompileEnvironment)
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{
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string Result = "";
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Result += " -fmessage-length=0";
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Result += " -pipe";
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Result += " -fpascal-strings";
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Result += " -fexceptions";
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Result += " -fasm-blocks";
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Result += " -Wall -Werror";
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Result += " -Wno-unused-variable";
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Result += " -Wno-unused-value";
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// This will hide the warnings about static functions in headers that aren't used in every single .cpp file
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Result += " -Wno-unused-function";
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// This hides the "enumeration value 'XXXXX' not handled in switch [-Wswitch]" warnings - we should maybe remove this at some point and add UE_LOG(, Fatal, ) to default cases
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Result += " -Wno-switch";
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// This hides the "warning : comparison of unsigned expression < 0 is always false" type warnings due to constant comparisons, which are possible with template arguments
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Result += " -Wno-tautological-compare";
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// This will prevent the issue of warnings for unused private variables.
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Result += " -Wno-unused-private-field";
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Result += " -Wno-invalid-offsetof"; // needed to suppress warnings about using offsetof on non-POD types.
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if (BuildConfiguration.bEnableShadowVariableWarning)
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{
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Result += " -Wshadow";
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}
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// @todo: Remove these two when the code is fixed and they're no longer needed
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Result += " -Wno-logical-op-parentheses";
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Result += " -Wno-unknown-pragmas";
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Result += " -c";
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Result += " -arch x86_64";
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Result += " -isysroot " + BaseSDKDir + "/MacOSX" + MacOSSDKVersion + ".sdk";
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Result += " -mmacosx-version-min=" + MacOSVersion;
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// Optimize non- debug builds.
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if (CompileEnvironment.Config.Target.Configuration != CPPTargetConfiguration.Debug)
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{
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if (UEBuildConfiguration.bCompileForSize)
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{
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Result += " -Oz";
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}
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else
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{
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Result += " -O3";
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}
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}
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else
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{
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Result += " -O0";
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}
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// Create DWARF format debug info if wanted,
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if (CompileEnvironment.Config.bCreateDebugInfo)
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{
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Result += " -gdwarf-2";
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}
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return Result;
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}
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static string GetCompileArguments_CPP()
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{
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string Result = "";
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Result += " -x objective-c++";
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Result += " -fobjc-abi-version=2";
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Result += " -fobjc-legacy-dispatch";
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Result += " -fno-rtti";
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Result += " -std=c++11";
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Result += " -stdlib=libc++";
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return Result;
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}
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static string GetCompileArguments_MM()
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{
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string Result = "";
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Result += " -x objective-c++";
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Result += " -fobjc-abi-version=2";
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Result += " -fobjc-legacy-dispatch";
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Result += " -fno-rtti";
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Result += " -std=c++11";
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Result += " -stdlib=libc++";
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return Result;
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}
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static string GetCompileArguments_M()
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{
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string Result = "";
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Result += " -x objective-c";
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Result += " -fobjc-abi-version=2";
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Result += " -fobjc-legacy-dispatch";
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Result += " -std=c++11";
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Result += " -stdlib=libc++";
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return Result;
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}
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static string GetCompileArguments_C()
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{
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string Result = "";
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Result += " -x c";
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return Result;
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}
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static string GetCompileArguments_PCH()
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{
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string Result = "";
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Result += " -x objective-c++-header";
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Result += " -fobjc-abi-version=2";
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Result += " -fobjc-legacy-dispatch";
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Result += " -fno-rtti";
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Result += " -std=c++11";
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Result += " -stdlib=libc++";
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return Result;
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}
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string AddFrameworkToLinkCommand(string FrameworkName, string Arg = "-framework")
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{
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string Result = "";
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if (FrameworkName.EndsWith(".framework"))
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{
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Result += " -F \"" + ConvertPath(Path.GetDirectoryName(Path.GetFullPath(FrameworkName))) + "\"";
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FrameworkName = Path.GetFileNameWithoutExtension(FrameworkName);
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}
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Result += " " + Arg + " \"" + FrameworkName + "\"";
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return Result;
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}
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string GetLinkArguments_Global(LinkEnvironment LinkEnvironment)
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{
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string Result = "";
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Result += " -arch x86_64";
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Result += " -isysroot " + BaseSDKDir + "/MacOSX" + MacOSSDKVersion + ".sdk";
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Result += " -mmacosx-version-min=" + MacOSVersion;
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Result += " -dead_strip";
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if (LinkEnvironment.Config.bIsBuildingDLL)
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{
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Result += " -dynamiclib";
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}
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// Needed to make sure install_name_tool will be able to update paths in Mach-O headers
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Result += " -headerpad_max_install_names";
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Result += " -lc++";
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return Result;
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}
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static string GetArchiveArguments_Global(LinkEnvironment LinkEnvironment)
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{
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string Result = "";
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Result += " -static";
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return Result;
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}
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public override CPPOutput CompileCPPFiles(UEBuildTarget Target, CPPEnvironment CompileEnvironment, List<FileItem> SourceFiles, string ModuleName)
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{
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var Arguments = new StringBuilder();
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var PCHArguments = new StringBuilder();
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Arguments.Append(GetCompileArguments_Global(CompileEnvironment));
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if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
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{
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// Add the precompiled header file's path to the include path so GCC can find it.
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// This needs to be before the other include paths to ensure GCC uses it instead of the source header file.
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var PrecompiledFileExtension = UEBuildPlatform.BuildPlatformDictionary[UnrealTargetPlatform.Mac].GetBinaryExtension(UEBuildBinaryType.PrecompiledHeader);
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PCHArguments.Append(" -include \"");
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PCHArguments.Append(CompileEnvironment.PrecompiledHeaderFile.AbsolutePath.Replace(PrecompiledFileExtension, ""));
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PCHArguments.Append("\"");
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}
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// Add include paths to the argument list.
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HashSet<string> AllIncludes = new HashSet<string>(CompileEnvironment.Config.CPPIncludeInfo.IncludePaths);
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AllIncludes.UnionWith(CompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths);
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foreach (string IncludePath in AllIncludes)
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{
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Arguments.Append(" -I\"");
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if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
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{
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Arguments.Append(ConvertPath(Path.GetFullPath(IncludePath)));
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// sync any third party headers we may need
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if (IncludePath.Contains("ThirdParty"))
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{
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string[] FileList = Directory.GetFiles(IncludePath, "*.h", SearchOption.AllDirectories);
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foreach (string File in FileList)
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{
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FileItem ExternalDependency = FileItem.GetItemByPath(File);
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LocalToRemoteFileItem(ExternalDependency, true);
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}
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FileList = Directory.GetFiles(IncludePath, "*.cpp", SearchOption.AllDirectories);
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foreach (string File in FileList)
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{
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FileItem ExternalDependency = FileItem.GetItemByPath(File);
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LocalToRemoteFileItem(ExternalDependency, true);
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}
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}
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}
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else
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{
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Arguments.Append(IncludePath);
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}
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Arguments.Append("\"");
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}
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foreach (string Definition in CompileEnvironment.Config.Definitions)
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{
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Arguments.Append(" -D\"");
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Arguments.Append(Definition);
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Arguments.Append("\"");
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}
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var BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.Target.Platform);
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CPPOutput Result = new CPPOutput();
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// Create a compile action for each source file.
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foreach (FileItem SourceFile in SourceFiles)
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{
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Action CompileAction = new Action(ActionType.Compile);
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string FileArguments = "";
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string Extension = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant();
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if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
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{
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// Compile the file as a C++ PCH.
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FileArguments += GetCompileArguments_PCH();
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}
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else if (Extension == ".C")
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{
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// Compile the file as C code.
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FileArguments += GetCompileArguments_C();
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}
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else if (Extension == ".CC")
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{
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// Compile the file as C++ code.
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FileArguments += GetCompileArguments_CPP();
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}
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else if (Extension == ".MM")
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{
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// Compile the file as Objective-C++ code.
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FileArguments += GetCompileArguments_MM();
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}
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else if (Extension == ".M")
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{
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// Compile the file as Objective-C++ code.
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FileArguments += GetCompileArguments_M();
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}
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else
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{
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// Compile the file as C++ code.
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FileArguments += GetCompileArguments_CPP();
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// only use PCH for .cpp files
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FileArguments += PCHArguments.ToString();
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}
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// Add the C++ source file and its included files to the prerequisite item list.
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AddPrerequisiteSourceFile( Target, BuildPlatform, CompileEnvironment, SourceFile, CompileAction.PrerequisiteItems );
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if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
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{
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var PrecompiledHeaderExtension = UEBuildPlatform.BuildPlatformDictionary[UnrealTargetPlatform.Mac].GetBinaryExtension(UEBuildBinaryType.PrecompiledHeader);
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// Add the precompiled header file to the produced item list.
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FileItem PrecompiledHeaderFile = FileItem.GetItemByPath(
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Path.Combine(
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CompileEnvironment.Config.OutputDirectory,
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Path.GetFileName(SourceFile.AbsolutePath) + PrecompiledHeaderExtension
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)
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);
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FileItem RemotePrecompiledHeaderFile = LocalToRemoteFileItem(PrecompiledHeaderFile, false);
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CompileAction.ProducedItems.Add(RemotePrecompiledHeaderFile);
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Result.PrecompiledHeaderFile = RemotePrecompiledHeaderFile;
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// Add the parameters needed to compile the precompiled header file to the command-line.
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FileArguments += string.Format(" -o \"{0}\"", RemotePrecompiledHeaderFile.AbsolutePath, false);
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}
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else
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{
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if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
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{
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CompileAction.bIsUsingPCH = true;
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CompileAction.PrerequisiteItems.Add(CompileEnvironment.PrecompiledHeaderFile);
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}
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var ObjectFileExtension = UEBuildPlatform.BuildPlatformDictionary[UnrealTargetPlatform.Mac].GetBinaryExtension(UEBuildBinaryType.Object);
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// Add the object file to the produced item list.
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FileItem ObjectFile = FileItem.GetItemByPath(
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Path.Combine(
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CompileEnvironment.Config.OutputDirectory,
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Path.GetFileName(SourceFile.AbsolutePath) + ObjectFileExtension
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)
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);
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FileItem RemoteObjectFile = LocalToRemoteFileItem(ObjectFile, false);
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CompileAction.ProducedItems.Add(RemoteObjectFile);
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Result.ObjectFiles.Add(RemoteObjectFile);
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FileArguments += string.Format(" -o \"{0}\"", RemoteObjectFile.AbsolutePath, false);
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}
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// Add the source file path to the command-line.
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FileArguments += string.Format(" \"{0}\"", ConvertPath(SourceFile.AbsolutePath), false);
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if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
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{
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CompileAction.ActionHandler = new Action.BlockingActionHandler(RPCUtilHelper.RPCActionHandler);
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}
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CompileAction.WorkingDirectory = GetMacDevSrcRoot();
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CompileAction.CommandPath = "xcrun";
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CompileAction.CommandArguments = MacCompiler + Arguments + FileArguments + CompileEnvironment.Config.AdditionalArguments;
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CompileAction.CommandDescription = "Compile";
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CompileAction.StatusDescription = Path.GetFileName(SourceFile.AbsolutePath);
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CompileAction.bIsGCCCompiler = true;
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// We're already distributing the command by execution on Mac.
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CompileAction.bCanExecuteRemotely = false;
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CompileAction.OutputEventHandler = new DataReceivedEventHandler(RemoteOutputReceivedEventHandler);
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}
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return Result;
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}
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private void AppendMacLine(StreamWriter Writer, string Format, params object[] Arg)
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{
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string PreLine = String.Format(Format, Arg);
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Writer.Write(PreLine + "\n");
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}
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private int LoadEngineCL()
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{
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string[] VersionHeader = Utils.ReadAllText("../Source/Runtime/Launch/Resources/Version.h").Replace("\r\n", "\n").Replace("\t", " ").Split('\n');
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foreach (string Line in VersionHeader)
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{
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if (Line.StartsWith("#define ENGINE_VERSION "))
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{
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return int.Parse(Line.Split(' ')[2]);
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}
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}
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return 0;
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}
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private string LoadEngineDisplayVersion(bool bIgnorePatchVersion = false)
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{
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string[] VersionHeader = Utils.ReadAllText("../Source/Runtime/Launch/Resources/Version.h").Replace("\r\n", "\n").Replace("\t", " ").Split('\n');
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string EngineVersionMajor = "4";
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string EngineVersionMinor = "0";
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string EngineVersionPatch = "0";
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foreach (string Line in VersionHeader)
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{
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if (Line.StartsWith("#define ENGINE_MAJOR_VERSION "))
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{
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EngineVersionMajor = Line.Split(' ')[2];
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}
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else if (Line.StartsWith("#define ENGINE_MINOR_VERSION "))
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{
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EngineVersionMinor = Line.Split(' ')[2];
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}
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else if (Line.StartsWith("#define ENGINE_PATCH_VERSION ") && !bIgnorePatchVersion)
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{
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EngineVersionPatch = Line.Split(' ')[2];
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}
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}
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return EngineVersionMajor + "." + EngineVersionMinor + "." + EngineVersionPatch;
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}
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private string LoadLauncherDisplayVersion()
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{
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string[] VersionHeader = Utils.ReadAllText("../Source/Programs/NoRedist/UnrealEngineLauncher/Private/Version.h").Replace("\r\n", "\n").Replace("\t", " ").Split('\n');
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string LauncherVersionMajor = "1";
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string LauncherVersionMinor = "0";
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string LauncherVersionPatch = "0";
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foreach (string Line in VersionHeader)
|
|
{
|
|
if (Line.StartsWith("#define LAUNCHER_MAJOR_VERSION "))
|
|
{
|
|
LauncherVersionMajor = Line.Split(' ')[2];
|
|
}
|
|
else if (Line.StartsWith("#define LAUNCHER_MINOR_VERSION "))
|
|
{
|
|
LauncherVersionMinor = Line.Split(' ')[2];
|
|
}
|
|
else if (Line.StartsWith("#define LAUNCHER_PATCH_VERSION "))
|
|
{
|
|
LauncherVersionPatch = Line.Split(' ')[2];
|
|
}
|
|
}
|
|
return LauncherVersionMajor + "." + LauncherVersionMinor + "." + LauncherVersionPatch;
|
|
}
|
|
|
|
private int LoadBuiltFromChangelistValue()
|
|
{
|
|
string[] VersionHeader = Utils.ReadAllText("../Source/Runtime/Launch/Resources/Version.h").Replace("\r\n", "\n").Replace("\t", " ").Split('\n');
|
|
foreach (string Line in VersionHeader)
|
|
{
|
|
if (Line.StartsWith("#define BUILT_FROM_CHANGELIST "))
|
|
{
|
|
return int.Parse(Line.Split(' ')[2]);
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
private string LoadEngineAPIVersion()
|
|
{
|
|
int CL = 0;
|
|
// @todo: Temp solution to work around a problem with parsing ModuleVersion.h updated for 4.4.1 hotfix
|
|
int BuiltFromChangelist = LoadBuiltFromChangelistValue();
|
|
if (BuiltFromChangelist > 0)
|
|
{
|
|
foreach (string Line in File.ReadAllLines("../Source/Runtime/Core/Public/Modules/ModuleVersion.h"))
|
|
{
|
|
string[] Tokens = Line.Split(' ', '\t');
|
|
if (Tokens[0] == "#define" && Tokens[1] == "MODULE_API_VERSION")
|
|
{
|
|
if(Tokens[2] == "BUILT_FROM_CHANGELIST")
|
|
{
|
|
CL = LoadEngineCL();
|
|
}
|
|
else
|
|
{
|
|
CL = int.Parse(Tokens[2]);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return String.Format("{0}.{1}.{2}", CL / (100 * 100), (CL / 100) % 100, CL % 100);
|
|
}
|
|
|
|
private void AddLibraryPathToRPaths(string Library, string ExeAbsolutePath, ref List<string> RPaths, ref string LinkCommand, bool bIsBuildingAppBundle)
|
|
{
|
|
string LibraryDir = Path.GetDirectoryName(Library);
|
|
string ExeDir = Path.GetDirectoryName(ExeAbsolutePath);
|
|
if (!Library.Contains("/Engine/Binaries/Mac/") && (Library.EndsWith("dylib") || Library.EndsWith(".framework")) && LibraryDir != ExeDir)
|
|
{
|
|
string RelativePath = Utils.MakePathRelativeTo(LibraryDir, ExeDir).Replace("\\", "/");
|
|
if (!RelativePath.Contains(LibraryDir) && !RPaths.Contains(RelativePath))
|
|
{
|
|
RPaths.Add(RelativePath);
|
|
LinkCommand += " -rpath \"@loader_path/" + RelativePath + "\"";
|
|
|
|
if (bIsBuildingAppBundle)
|
|
{
|
|
string PathInBundle = Path.Combine(Path.GetDirectoryName(ExeDir), "UE4/Engine/Binaries/Mac", RelativePath.Substring(9));
|
|
Utils.CollapseRelativeDirectories(ref PathInBundle);
|
|
string RelativePathInBundle = Utils.MakePathRelativeTo(PathInBundle, ExeDir).Replace("\\", "/");
|
|
LinkCommand += " -rpath \"@loader_path/" + RelativePathInBundle + "\"";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public override FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly)
|
|
{
|
|
bool bIsBuildingLibrary = LinkEnvironment.Config.bIsBuildingLibrary || bBuildImportLibraryOnly;
|
|
|
|
// Create an action that invokes the linker.
|
|
Action LinkAction = new Action(ActionType.Link);
|
|
|
|
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
LinkAction.ActionHandler = new Action.BlockingActionHandler(RPCUtilHelper.RPCActionHandler);
|
|
}
|
|
|
|
LinkAction.WorkingDirectory = GetMacDevSrcRoot();
|
|
LinkAction.CommandPath = "/bin/sh";
|
|
LinkAction.CommandDescription = "Link";
|
|
|
|
string EngineAPIVersion = LoadEngineAPIVersion();
|
|
string EngineDisplayVersion = LoadEngineDisplayVersion(true);
|
|
string VersionArg = LinkEnvironment.Config.bIsBuildingDLL ? " -current_version " + EngineAPIVersion + " -compatibility_version " + EngineDisplayVersion : "";
|
|
|
|
string Linker = bIsBuildingLibrary ? MacArchiver : MacLinker;
|
|
string LinkCommand = "xcrun " + Linker + VersionArg + " " + (bIsBuildingLibrary ? GetArchiveArguments_Global(LinkEnvironment) : GetLinkArguments_Global(LinkEnvironment));
|
|
|
|
// Tell the action that we're building an import library here and it should conditionally be
|
|
// ignored as a prerequisite for other actions
|
|
LinkAction.bProducesImportLibrary = !Utils.IsRunningOnMono && (bBuildImportLibraryOnly || LinkEnvironment.Config.bIsBuildingDLL);
|
|
|
|
// Add the output file as a production of the link action.
|
|
FileItem OutputFile = FileItem.GetItemByPath(Path.GetFullPath(LinkEnvironment.Config.OutputFilePath));
|
|
OutputFile.bNeedsHotReloadNumbersDLLCleanUp = LinkEnvironment.Config.bIsBuildingDLL;
|
|
|
|
FileItem RemoteOutputFile = LocalToRemoteFileItem(OutputFile, false);
|
|
|
|
// To solve the problem with cross dependencies, for now we create a broken dylib that does not link with other engine dylibs.
|
|
// This is fixed in later step, FixDylibDependencies. For this and to know what libraries to copy whilst creating an app bundle,
|
|
// we gather the list of engine dylibs.
|
|
List<string> EngineAndGameLibraries = new List<string>();
|
|
|
|
string DylibsPath = "@rpath";
|
|
|
|
string AbsolutePath = OutputFile.AbsolutePath.Replace("\\", "/");
|
|
if (!bIsBuildingLibrary)
|
|
{
|
|
LinkCommand += " -rpath @loader_path/ -rpath @executable_path/";
|
|
}
|
|
|
|
List<string> ThirdPartyLibraries = new List<string>();
|
|
|
|
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
// Add any additional files that we'll need in order to link the app
|
|
foreach (string AdditionalShadowFile in LinkEnvironment.Config.AdditionalShadowFiles)
|
|
{
|
|
FileItem ShadowFile = FileItem.GetExistingItemByPath(AdditionalShadowFile);
|
|
if (ShadowFile != null)
|
|
{
|
|
QueueFileForBatchUpload(ShadowFile);
|
|
LinkAction.PrerequisiteItems.Add(ShadowFile);
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException("Couldn't find required additional file to shadow: {0}", AdditionalShadowFile);
|
|
}
|
|
}
|
|
|
|
// Add any frameworks to be shadowed to the remote
|
|
foreach (string FrameworkPath in LinkEnvironment.Config.Frameworks)
|
|
{
|
|
if(FrameworkPath.EndsWith(".framework"))
|
|
{
|
|
foreach(string FrameworkFile in Directory.EnumerateFiles(FrameworkPath, "*", SearchOption.AllDirectories))
|
|
{
|
|
FileItem FrameworkFileItem = FileItem.GetExistingItemByPath(FrameworkFile);
|
|
QueueFileForBatchUpload(FrameworkFileItem);
|
|
LinkAction.PrerequisiteItems.Add(FrameworkFileItem);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool bIsBuildingAppBundle = !LinkEnvironment.Config.bIsBuildingDLL && !LinkEnvironment.Config.bIsBuildingLibrary && !LinkEnvironment.Config.bIsBuildingConsoleApplication;
|
|
|
|
List<string> RPaths = new List<string>();
|
|
|
|
if (!bIsBuildingLibrary || LinkEnvironment.Config.bIncludeDependentLibrariesInLibrary)
|
|
{
|
|
// Add the additional libraries to the argument list.
|
|
foreach (string AdditionalLibrary in LinkEnvironment.Config.AdditionalLibraries)
|
|
{
|
|
// Can't link dynamic libraries when creating a static one
|
|
if (bIsBuildingLibrary && (Path.GetExtension(AdditionalLibrary) == ".dylib" || AdditionalLibrary == "z"))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (Path.GetFileName(AdditionalLibrary).StartsWith("lib"))
|
|
{
|
|
LinkCommand += string.Format(" \"{0}\"", ConvertPath(Path.GetFullPath(AdditionalLibrary)));
|
|
if (Path.GetExtension(AdditionalLibrary) == ".dylib")
|
|
{
|
|
ThirdPartyLibraries.Add(AdditionalLibrary);
|
|
}
|
|
|
|
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
// copy over libs we may need
|
|
FileItem ShadowFile = FileItem.GetExistingItemByPath(AdditionalLibrary);
|
|
if (ShadowFile != null)
|
|
{
|
|
QueueFileForBatchUpload(ShadowFile);
|
|
}
|
|
}
|
|
}
|
|
else if (Path.GetDirectoryName(AdditionalLibrary) != "" &&
|
|
(Path.GetDirectoryName(AdditionalLibrary).Contains("Binaries/Mac") ||
|
|
Path.GetDirectoryName(AdditionalLibrary).Contains("Binaries\\Mac")))
|
|
{
|
|
// It's an engine or game dylib. Save it for later
|
|
EngineAndGameLibraries.Add(ConvertPath(Path.GetFullPath(AdditionalLibrary)));
|
|
|
|
if (!Utils.IsRunningOnMono)
|
|
{
|
|
FileItem EngineLibDependency = FileItem.GetItemByPath(Path.GetFullPath(AdditionalLibrary));
|
|
LinkAction.PrerequisiteItems.Add(EngineLibDependency);
|
|
FileItem RemoteEngineLibDependency = FileItem.GetRemoteItemByPath(ConvertPath(Path.GetFullPath(AdditionalLibrary)), UnrealTargetPlatform.Mac);
|
|
LinkAction.PrerequisiteItems.Add(RemoteEngineLibDependency);
|
|
//Log.TraceInformation("Adding {0} / {1} as a prereq to {2}", EngineLibDependency.AbsolutePath, RemoteEngineLibDependency.AbsolutePath, RemoteOutputFile.AbsolutePath);
|
|
}
|
|
else if (LinkEnvironment.Config.bIsCrossReferenced == false)
|
|
{
|
|
FileItem EngineLibDependency = FileItem.GetItemByPath(Path.GetFullPath(AdditionalLibrary));
|
|
LinkAction.PrerequisiteItems.Add(EngineLibDependency);
|
|
}
|
|
}
|
|
else if (AdditionalLibrary.Contains(".framework/"))
|
|
{
|
|
LinkCommand += string.Format(" \'{0}\'", AdditionalLibrary);
|
|
}
|
|
else
|
|
{
|
|
LinkCommand += string.Format(" -l{0}", AdditionalLibrary);
|
|
}
|
|
|
|
AddLibraryPathToRPaths(AdditionalLibrary, AbsolutePath, ref RPaths, ref LinkCommand, bIsBuildingAppBundle);
|
|
}
|
|
|
|
foreach (string AdditionalLibrary in LinkEnvironment.Config.DelayLoadDLLs)
|
|
{
|
|
// Can't link dynamic libraries when creating a static one
|
|
if (bIsBuildingLibrary && (Path.GetExtension(AdditionalLibrary) == ".dylib" || AdditionalLibrary == "z"))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
LinkCommand += string.Format(" -weak_library \"{0}\"", ConvertPath(Path.GetFullPath(AdditionalLibrary)));
|
|
|
|
AddLibraryPathToRPaths(AdditionalLibrary, AbsolutePath, ref RPaths, ref LinkCommand, bIsBuildingAppBundle);
|
|
}
|
|
}
|
|
|
|
// Add frameworks
|
|
Dictionary<string, bool> AllFrameworks = new Dictionary<string, bool>();
|
|
foreach (string Framework in LinkEnvironment.Config.Frameworks)
|
|
{
|
|
if (!AllFrameworks.ContainsKey(Framework))
|
|
{
|
|
AllFrameworks.Add(Framework, false);
|
|
}
|
|
}
|
|
foreach (UEBuildFramework Framework in LinkEnvironment.Config.AdditionalFrameworks)
|
|
{
|
|
if (!AllFrameworks.ContainsKey(Framework.FrameworkName))
|
|
{
|
|
AllFrameworks.Add(Framework.FrameworkName, false);
|
|
}
|
|
}
|
|
foreach (string Framework in LinkEnvironment.Config.WeakFrameworks)
|
|
{
|
|
if (!AllFrameworks.ContainsKey(Framework))
|
|
{
|
|
AllFrameworks.Add(Framework, true);
|
|
}
|
|
}
|
|
|
|
if (!bIsBuildingLibrary)
|
|
{
|
|
foreach (var Framework in AllFrameworks)
|
|
{
|
|
LinkCommand += AddFrameworkToLinkCommand(Framework.Key, Framework.Value ? "-weak_framework" : "-framework");
|
|
AddLibraryPathToRPaths(Framework.Key, AbsolutePath, ref RPaths, ref LinkCommand, bIsBuildingAppBundle);
|
|
}
|
|
}
|
|
|
|
// Add the input files to a response file, and pass the response file on the command-line.
|
|
List<string> InputFileNames = new List<string>();
|
|
foreach (FileItem InputFile in LinkEnvironment.InputFiles)
|
|
{
|
|
if (bIsBuildingLibrary)
|
|
{
|
|
InputFileNames.Add(string.Format("\"{0}\"", InputFile.AbsolutePath));
|
|
}
|
|
else
|
|
{
|
|
string EnginePath = ConvertPath(Path.GetDirectoryName(Directory.GetCurrentDirectory()));
|
|
string InputFileRelativePath = InputFile.AbsolutePath.Replace(EnginePath, "..");
|
|
InputFileNames.Add(string.Format("\"{0}\"", InputFileRelativePath));
|
|
}
|
|
LinkAction.PrerequisiteItems.Add(InputFile);
|
|
}
|
|
|
|
if (bIsBuildingLibrary)
|
|
{
|
|
foreach (string Filename in InputFileNames)
|
|
{
|
|
LinkCommand += " " + Filename;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Write the list of input files to a response file, with a tempfilename, on remote machine
|
|
string ResponsePath = Path.Combine(LinkEnvironment.Config.IntermediateDirectory, Path.GetFileName(OutputFile.AbsolutePath) + ".response");
|
|
|
|
// Never create response files when we are only generating IntelliSense data
|
|
if (!ProjectFileGenerator.bGenerateProjectFiles)
|
|
{
|
|
ResponseFile.Create(ResponsePath, InputFileNames);
|
|
|
|
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
RPCUtilHelper.CopyFile(ResponsePath, ConvertPath(ResponsePath), true);
|
|
}
|
|
}
|
|
|
|
LinkCommand += string.Format(" @\"{0}\"", ConvertPath(ResponsePath));
|
|
}
|
|
|
|
if (LinkEnvironment.Config.bIsBuildingDLL)
|
|
{
|
|
// Add the output file to the command-line.
|
|
string Filename = "";
|
|
int Index = OutputFile.AbsolutePath.LastIndexOf(".app/Contents/MacOS/");
|
|
if (Index > -1)
|
|
{
|
|
Index += ".app/Contents/MacOS/".Length;
|
|
Filename = OutputFile.AbsolutePath.Substring(Index);
|
|
}
|
|
else
|
|
{
|
|
Filename = Path.GetFileName(OutputFile.AbsolutePath);
|
|
}
|
|
LinkCommand += string.Format(" -install_name {0}/{1}", DylibsPath, Filename);
|
|
}
|
|
|
|
if (!bIsBuildingLibrary)
|
|
{
|
|
if (UnrealBuildTool.RunningRocket() || (Utils.IsRunningOnMono && LinkEnvironment.Config.bIsCrossReferenced == false))
|
|
{
|
|
foreach (string Library in EngineAndGameLibraries)
|
|
{
|
|
string LibraryPath = Library;
|
|
if (!File.Exists(Library))
|
|
{
|
|
string LibraryDir = Path.GetDirectoryName(Library);
|
|
string LibraryName = Path.GetFileName(Library);
|
|
string AppBundleName = "UE4Editor";
|
|
if (LibraryName.Contains("UE4Editor-Mac-"))
|
|
{
|
|
string[] Parts = LibraryName.Split('-');
|
|
AppBundleName += "-" + Parts[1] + "-" + Parts[2];
|
|
}
|
|
AppBundleName += ".app";
|
|
LibraryPath = LibraryDir + "/" + AppBundleName + "/Contents/MacOS/" + LibraryName;
|
|
if (!File.Exists(LibraryPath))
|
|
{
|
|
LibraryPath = Library;
|
|
}
|
|
}
|
|
LinkCommand += " \"" + LibraryPath + "\"";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Tell linker to ignore unresolved symbols, so we don't have a problem with cross dependent dylibs that do not exist yet.
|
|
// This is fixed in later step, FixDylibDependencies.
|
|
LinkCommand += string.Format(" -undefined dynamic_lookup");
|
|
}
|
|
}
|
|
|
|
// Add the output file to the command-line.
|
|
LinkCommand += string.Format(" -o \"{0}\"", RemoteOutputFile.AbsolutePath);
|
|
|
|
// Add the additional arguments specified by the environment.
|
|
LinkCommand += LinkEnvironment.Config.AdditionalArguments;
|
|
|
|
if (!bIsBuildingLibrary)
|
|
{
|
|
// Fix the paths for third party libs
|
|
foreach (string Library in ThirdPartyLibraries)
|
|
{
|
|
string LibraryFileName = Path.GetFileName(Library);
|
|
LinkCommand += "; xcrun install_name_tool -change " + LibraryFileName + " " + DylibsPath + "/" + LibraryFileName + " \"" + ConvertPath(OutputFile.AbsolutePath) + "\"";
|
|
}
|
|
}
|
|
|
|
LinkAction.CommandArguments = "-c '" + LinkCommand + "'";
|
|
|
|
// Only execute linking on the local Mac.
|
|
LinkAction.bCanExecuteRemotely = false;
|
|
|
|
LinkAction.StatusDescription = Path.GetFileName(OutputFile.AbsolutePath);
|
|
LinkAction.OutputEventHandler = new DataReceivedEventHandler(RemoteOutputReceivedEventHandler);
|
|
|
|
LinkAction.ProducedItems.Add(RemoteOutputFile);
|
|
|
|
if (!Directory.Exists(LinkEnvironment.Config.IntermediateDirectory))
|
|
{
|
|
return OutputFile;
|
|
}
|
|
|
|
if (!bIsBuildingLibrary)
|
|
{
|
|
// Prepare a script that will run later, once every dylibs and the executable are created. This script will be called by action created in FixDylibDependencies()
|
|
string FixDylibDepsScriptPath = Path.Combine(LinkEnvironment.Config.LocalShadowDirectory, "FixDylibDependencies.sh");
|
|
if (!bHasWipedFixDylibScript)
|
|
{
|
|
if (File.Exists(FixDylibDepsScriptPath))
|
|
{
|
|
File.Delete(FixDylibDepsScriptPath);
|
|
}
|
|
bHasWipedFixDylibScript = true;
|
|
}
|
|
|
|
if (!Directory.Exists(LinkEnvironment.Config.LocalShadowDirectory))
|
|
{
|
|
Directory.CreateDirectory(LinkEnvironment.Config.LocalShadowDirectory);
|
|
}
|
|
|
|
StreamWriter FixDylibDepsScript = File.AppendText(FixDylibDepsScriptPath);
|
|
|
|
if (LinkEnvironment.Config.bIsCrossReferenced || !Utils.IsRunningOnMono)
|
|
{
|
|
string EngineAndGameLibrariesString = "";
|
|
foreach (string Library in EngineAndGameLibraries)
|
|
{
|
|
EngineAndGameLibrariesString += " \"" + Library + "\"";
|
|
}
|
|
string FixDylibLine = "pushd \"" + ConvertPath(Directory.GetCurrentDirectory()) + "\" > /dev/null; ";
|
|
FixDylibLine += string.Format("TIMESTAMP=`stat -n -f \"%Sm\" -t \"%Y%m%d%H%M.%S\" \"{0}\"`; ", RemoteOutputFile.AbsolutePath);
|
|
FixDylibLine += LinkCommand.Replace("-undefined dynamic_lookup", EngineAndGameLibrariesString).Replace("$", "\\$");
|
|
FixDylibLine += string.Format("; touch -t $TIMESTAMP \"{0}\"; if [[ $? -ne 0 ]]; then exit 1; fi; ", RemoteOutputFile.AbsolutePath);
|
|
FixDylibLine += "popd > /dev/null";
|
|
AppendMacLine(FixDylibDepsScript, FixDylibLine);
|
|
}
|
|
|
|
FixDylibDepsScript.Close();
|
|
|
|
// Prepare a script that will be called by FinalizeAppBundle.sh to copy all necessary third party dylibs to the app bundle
|
|
// This is done this way as FinalizeAppBundle.sh script can be created before all the libraries are processed, so
|
|
// at the time of it's creation we don't have the full list of third party dylibs all modules need.
|
|
string DylibCopyScriptPath = Path.Combine(LinkEnvironment.Config.IntermediateDirectory, "DylibCopy.sh");
|
|
if (!bHasWipedCopyDylibScript)
|
|
{
|
|
if (File.Exists(DylibCopyScriptPath))
|
|
{
|
|
File.Delete(DylibCopyScriptPath);
|
|
}
|
|
bHasWipedCopyDylibScript = true;
|
|
}
|
|
string ExistingScript = File.Exists(DylibCopyScriptPath) ? File.ReadAllText(DylibCopyScriptPath) : "";
|
|
StreamWriter DylibCopyScript = File.AppendText(DylibCopyScriptPath);
|
|
foreach (string Library in ThirdPartyLibraries)
|
|
{
|
|
string CopyCommandLineEntry = string.Format("cp -f \"{0}\" \"$1.app/Contents/MacOS\"", ConvertPath(Path.GetFullPath(Library)).Replace("$", "\\$"));
|
|
if (!ExistingScript.Contains(CopyCommandLineEntry))
|
|
{
|
|
AppendMacLine(DylibCopyScript, CopyCommandLineEntry);
|
|
}
|
|
}
|
|
DylibCopyScript.Close();
|
|
|
|
// For non-console application, prepare a script that will create the app bundle. It'll be run by FinalizeAppBundle action
|
|
if (bIsBuildingAppBundle)
|
|
{
|
|
string FinalizeAppBundleScriptPath = Path.Combine(LinkEnvironment.Config.IntermediateDirectory, "FinalizeAppBundle.sh");
|
|
StreamWriter FinalizeAppBundleScript = File.CreateText(FinalizeAppBundleScriptPath);
|
|
AppendMacLine(FinalizeAppBundleScript, "#!/bin/sh");
|
|
string BinariesPath = Path.GetDirectoryName(OutputFile.AbsolutePath);
|
|
BinariesPath = Path.GetDirectoryName(BinariesPath.Substring(0, BinariesPath.IndexOf(".app")));
|
|
AppendMacLine(FinalizeAppBundleScript, "cd \"{0}\"", ConvertPath(BinariesPath).Replace("$", "\\$"));
|
|
|
|
string ExeName = Path.GetFileName(OutputFile.AbsolutePath);
|
|
string[] ExeNameParts = ExeName.Split('-');
|
|
string GameName = ExeNameParts[0];
|
|
|
|
AppendMacLine(FinalizeAppBundleScript, "mkdir -p \"{0}.app/Contents/MacOS\"", ExeName);
|
|
AppendMacLine(FinalizeAppBundleScript, "mkdir -p \"{0}.app/Contents/Resources\"", ExeName);
|
|
|
|
// Copy third party dylibs by calling additional script prepared earlier
|
|
AppendMacLine(FinalizeAppBundleScript, "sh \"{0}\" \"{1}\"", ConvertPath(DylibCopyScriptPath).Replace("$", "\\$"), ExeName);
|
|
|
|
string IconName = "UE4";
|
|
string BundleVersion = ExeName.StartsWith("UnrealEngineLauncher") ? LoadLauncherDisplayVersion() : LoadEngineDisplayVersion();
|
|
string EngineSourcePath = ConvertPath(Directory.GetCurrentDirectory()).Replace("$", "\\$");
|
|
|
|
string UProjectFilePath = UProjectInfo.GetProjectFilePath(GameName);
|
|
string CustomResourcesPath = "";
|
|
string CustomBuildPath = "";
|
|
if (string.IsNullOrEmpty(UProjectFilePath))
|
|
{
|
|
string[] TargetFiles = Directory.GetFiles(Directory.GetCurrentDirectory(), GameName + ".Target.cs", SearchOption.AllDirectories);
|
|
if (TargetFiles.Length == 1)
|
|
{
|
|
CustomResourcesPath = Path.GetDirectoryName(TargetFiles[0]) + "/Resources/Mac";
|
|
CustomBuildPath = Path.GetDirectoryName(TargetFiles[0]) + "../Build/Mac";
|
|
}
|
|
else
|
|
{
|
|
Log.TraceWarning("Found {0} Target.cs files for {1} in alldir search of directory {2}", TargetFiles.Length, GameName, Directory.GetCurrentDirectory());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CustomResourcesPath = Path.GetDirectoryName(UProjectFilePath) + "/Source/" + GameName + "/Resources/Mac";
|
|
CustomBuildPath = Path.GetDirectoryName(UProjectFilePath) + "/Build/Mac";
|
|
}
|
|
|
|
bool bBuildingEditor = GameName.EndsWith("Editor");
|
|
|
|
// Copy resources
|
|
string DefaultIcon = EngineSourcePath + "/Runtime/Launch/Resources/Mac/" + IconName + ".icns";
|
|
string CustomIcon = "";
|
|
if (bBuildingEditor)
|
|
{
|
|
CustomIcon = DefaultIcon;
|
|
}
|
|
else
|
|
{
|
|
CustomIcon = CustomBuildPath + "/Application.icns";
|
|
if (!File.Exists(CustomIcon))
|
|
{
|
|
CustomIcon = CustomResourcesPath + "/" + GameName + ".icns";
|
|
if (!File.Exists(CustomIcon))
|
|
{
|
|
CustomIcon = DefaultIcon;
|
|
}
|
|
}
|
|
|
|
if (CustomIcon != DefaultIcon)
|
|
{
|
|
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.GetFullPath(CustomIcon)));
|
|
CustomIcon = ConvertPath(CustomIcon);
|
|
}
|
|
}
|
|
AppendMacLine(FinalizeAppBundleScript, "cp -f \"{0}\" \"{2}.app/Contents/Resources/{1}.icns\"", CustomIcon, IconName, ExeName);
|
|
|
|
if (ExeName.StartsWith("UE4Editor"))
|
|
{
|
|
AppendMacLine(FinalizeAppBundleScript, "cp -f \"{0}/Runtime/Launch/Resources/Mac/UProject.icns\" \"{1}.app/Contents/Resources/UProject.icns\"", EngineSourcePath, ExeName);
|
|
}
|
|
|
|
string InfoPlistFile = CustomResourcesPath + "/Info.plist";
|
|
if (!File.Exists(InfoPlistFile))
|
|
{
|
|
InfoPlistFile = EngineSourcePath + "/Runtime/Launch/Resources/Mac/" + (bBuildingEditor ? "Info-Editor.plist" : "Info.plist");
|
|
}
|
|
else
|
|
{
|
|
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.GetFullPath(InfoPlistFile)));
|
|
InfoPlistFile = ConvertPath(InfoPlistFile);
|
|
}
|
|
AppendMacLine(FinalizeAppBundleScript, "cp -f \"{0}\" \"{1}.app/Contents/Info.plist\"", InfoPlistFile, ExeName);
|
|
|
|
// Fix contents of Info.plist
|
|
AppendMacLine(FinalizeAppBundleScript, "sed -i \"\" \"s/\\${0}/{1}/g\" \"{1}.app/Contents/Info.plist\"", "{EXECUTABLE_NAME}", ExeName);
|
|
AppendMacLine(FinalizeAppBundleScript, "sed -i \"\" \"s/\\${0}/{1}/g\" \"{2}.app/Contents/Info.plist\"", "{APP_NAME}", GameName, ExeName);
|
|
AppendMacLine(FinalizeAppBundleScript, "sed -i \"\" \"s/\\${0}/{1}/g\" \"{2}.app/Contents/Info.plist\"", "{MACOSX_DEPLOYMENT_TARGET}", MinMacOSVersion, ExeName);
|
|
AppendMacLine(FinalizeAppBundleScript, "sed -i \"\" \"s/\\${0}/{1}/g\" \"{2}.app/Contents/Info.plist\"", "{ICON_NAME}", IconName, ExeName);
|
|
AppendMacLine(FinalizeAppBundleScript, "sed -i \"\" \"s/\\${0}/{1}/g\" \"{2}.app/Contents/Info.plist\"", "{BUNDLE_VERSION}", BundleVersion, ExeName);
|
|
|
|
// Generate PkgInfo file
|
|
AppendMacLine(FinalizeAppBundleScript, "echo 'echo -n \"APPL????\"' | bash > \"{0}.app/Contents/PkgInfo\"", ExeName);
|
|
|
|
// Make sure OS X knows the bundle was updated
|
|
AppendMacLine(FinalizeAppBundleScript, "touch -c \"{0}.app\"", ExeName);
|
|
|
|
FinalizeAppBundleScript.Close();
|
|
|
|
// copy over some needed files
|
|
// @todo mac: Make a QueueDirectoryForBatchUpload
|
|
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.GetFullPath("../../Engine/Source/Runtime/Launch/Resources/Mac/UE4.icns")));
|
|
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.GetFullPath("../../Engine/Source/Runtime/Launch/Resources/Mac/UProject.icns")));
|
|
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.GetFullPath("../../Engine/Source/Runtime/Launch/Resources/Mac/Info.plist")));
|
|
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.Combine(LinkEnvironment.Config.IntermediateDirectory, "DylibCopy.sh")));
|
|
}
|
|
}
|
|
|
|
// For Mac, generate the dSYM file if the config file is set to do so
|
|
if ((BuildConfiguration.bGeneratedSYMFile == true || BuildConfiguration.bUsePDBFiles == true) && (!bIsBuildingLibrary || LinkEnvironment.Config.bIsBuildingDLL))
|
|
{
|
|
Log.TraceInformation("Generating dSYM file for {0} - this will add some time to your build...", Path.GetFileName(OutputFile.AbsolutePath));
|
|
RemoteOutputFile = GenerateDebugInfo(OutputFile);
|
|
}
|
|
|
|
return RemoteOutputFile;
|
|
}
|
|
|
|
FileItem FixDylibDependencies(LinkEnvironment LinkEnvironment, FileItem Executable)
|
|
{
|
|
Action LinkAction = new Action(ActionType.Link);
|
|
LinkAction.WorkingDirectory = Path.GetFullPath(".");
|
|
LinkAction.CommandPath = "/bin/sh";
|
|
LinkAction.CommandDescription = "";
|
|
|
|
// Call the FixDylibDependencies.sh script which will link the dylibs and the main executable, this time proper ones, as it's called
|
|
// once all are already created, so the cross dependency problem no longer prevents linking.
|
|
// The script is deleted after it's executed so it's empty when we start appending link commands for the next executable.
|
|
FileItem FixDylibDepsScript = FileItem.GetItemByFullPath(Path.Combine(LinkEnvironment.Config.LocalShadowDirectory, "FixDylibDependencies.sh"));
|
|
FileItem RemoteFixDylibDepsScript = LocalToRemoteFileItem(FixDylibDepsScript, true);
|
|
|
|
LinkAction.CommandArguments = "-c 'chmod +x \"" + RemoteFixDylibDepsScript.AbsolutePath + "\"; \"" + RemoteFixDylibDepsScript.AbsolutePath + "\"; if [[ $? -ne 0 ]]; then exit 1; fi; ";
|
|
|
|
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
LinkAction.ActionHandler = new Action.BlockingActionHandler(RPCUtilHelper.RPCActionHandler);
|
|
}
|
|
|
|
// Make sure this action is executed after all the dylibs and the main executable are created
|
|
|
|
foreach (FileItem Dependency in BundleDependencies)
|
|
{
|
|
LinkAction.PrerequisiteItems.Add(Dependency);
|
|
}
|
|
|
|
BundleDependencies.Clear();
|
|
|
|
LinkAction.StatusDescription = string.Format("Fixing dylib dependencies for {0}", Path.GetFileName(Executable.AbsolutePath));
|
|
LinkAction.bCanExecuteRemotely = false;
|
|
|
|
FileItem OutputFile = FileItem.GetItemByPath(Path.Combine(LinkEnvironment.Config.LocalShadowDirectory, Path.GetFileNameWithoutExtension(Executable.AbsolutePath) + ".link"));
|
|
FileItem RemoteOutputFile = LocalToRemoteFileItem(OutputFile, false);
|
|
|
|
LinkAction.CommandArguments += "echo \"Dummy\" >> \"" + RemoteOutputFile.AbsolutePath + "\"";
|
|
LinkAction.CommandArguments += "'";
|
|
|
|
LinkAction.ProducedItems.Add(RemoteOutputFile);
|
|
|
|
return RemoteOutputFile;
|
|
}
|
|
|
|
private static Dictionary<Action, string> DebugOutputMap = new Dictionary<Action, string>();
|
|
static public void RPCDebugInfoActionHandler(Action Action, out int ExitCode, out string Output)
|
|
{
|
|
RPCUtilHelper.RPCActionHandler (Action, out ExitCode, out Output);
|
|
if (DebugOutputMap.ContainsKey (Action))
|
|
{
|
|
if (ExitCode == 0)
|
|
{
|
|
RPCUtilHelper.CopyDirectory (Action.ProducedItems[0].AbsolutePath, DebugOutputMap[Action], RPCUtilHelper.ECopyOptions.None);
|
|
}
|
|
DebugOutputMap.Remove (Action);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Generates debug info for a given executable
|
|
*
|
|
* @param MachOBinary FileItem describing the executable or dylib to generate debug info for
|
|
*/
|
|
public FileItem GenerateDebugInfo(FileItem MachOBinary)
|
|
{
|
|
// Make a file item for the source and destination files
|
|
string FullDestPath = MachOBinary.AbsolutePath + ".dSYM";
|
|
|
|
FileItem OutputFile = FileItem.GetItemByPath(FullDestPath);
|
|
FileItem DestFile = LocalToRemoteFileItem(OutputFile, false);
|
|
FileItem InputFile = LocalToRemoteFileItem(MachOBinary, false);
|
|
|
|
// Make the compile action
|
|
Action GenDebugAction = new Action(ActionType.GenerateDebugInfo);
|
|
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
DebugOutputMap.Add (GenDebugAction, OutputFile.AbsolutePath);
|
|
GenDebugAction.ActionHandler = new Action.BlockingActionHandler(MacToolChain.RPCDebugInfoActionHandler);
|
|
}
|
|
GenDebugAction.WorkingDirectory = Path.GetFullPath(".");
|
|
GenDebugAction.CommandPath = "sh";
|
|
|
|
// note that the source and dest are switched from a copy command
|
|
GenDebugAction.CommandArguments = string.Format("-c '\"{0}\"usr/bin/xcrun dsymutil \"{1}\" -o \"{2}\"; \"{0}\"usr/bin/xcrun strip -S -X -x \"{1}\"'",
|
|
XcodeDeveloperDir,
|
|
InputFile.AbsolutePath,
|
|
DestFile.AbsolutePath);
|
|
GenDebugAction.PrerequisiteItems.Add(InputFile);
|
|
GenDebugAction.ProducedItems.Add(DestFile);
|
|
GenDebugAction.StatusDescription = GenDebugAction.CommandArguments;
|
|
GenDebugAction.bCanExecuteRemotely = false;
|
|
|
|
return DestFile;
|
|
}
|
|
|
|
/**
|
|
* Creates app bundle for a given executable
|
|
*
|
|
* @param Executable FileItem describing the executable to generate app bundle for
|
|
*/
|
|
FileItem FinalizeAppBundle(LinkEnvironment LinkEnvironment, FileItem Executable, FileItem FixDylibOutputFile)
|
|
{
|
|
// Make a file item for the source and destination files
|
|
string FullDestPath = Executable.AbsolutePath.Substring(0, Executable.AbsolutePath.IndexOf(".app") + 4);
|
|
FileItem DestFile = FileItem.GetItemByPath(FullDestPath);
|
|
FileItem RemoteDestFile = LocalToRemoteFileItem(DestFile, false);
|
|
|
|
// Make the compile action
|
|
Action FinalizeAppBundleAction = new Action(ActionType.CreateAppBundle);
|
|
FinalizeAppBundleAction.WorkingDirectory = Path.GetFullPath(".");
|
|
FinalizeAppBundleAction.CommandPath = "/bin/sh";
|
|
FinalizeAppBundleAction.CommandDescription = "";
|
|
|
|
// make path to the script
|
|
FileItem BundleScript = FileItem.GetItemByFullPath(Path.Combine(LinkEnvironment.Config.IntermediateDirectory, "FinalizeAppBundle.sh"));
|
|
FileItem RemoteBundleScript = LocalToRemoteFileItem(BundleScript, true);
|
|
|
|
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
FinalizeAppBundleAction.ActionHandler = new Action.BlockingActionHandler(RPCUtilHelper.RPCActionHandler);
|
|
}
|
|
|
|
FinalizeAppBundleAction.CommandArguments = "\"" + RemoteBundleScript.AbsolutePath + "\"";
|
|
FinalizeAppBundleAction.PrerequisiteItems.Add(FixDylibOutputFile);
|
|
FinalizeAppBundleAction.ProducedItems.Add(RemoteDestFile);
|
|
FinalizeAppBundleAction.StatusDescription = string.Format("Finalizing app bundle: {0}.app", Path.GetFileName(Executable.AbsolutePath));
|
|
FinalizeAppBundleAction.bCanExecuteRemotely = false;
|
|
|
|
return RemoteDestFile;
|
|
}
|
|
|
|
FileItem CopyBundleResource(UEBuildBundleResource Resource, FileItem Executable)
|
|
{
|
|
Action CopyAction = new Action(ActionType.CreateAppBundle);
|
|
CopyAction.WorkingDirectory = Path.GetFullPath(".");
|
|
CopyAction.CommandPath = "/bin/sh";
|
|
CopyAction.CommandDescription = "";
|
|
|
|
string BundlePath = Executable.AbsolutePath.Substring(0, Executable.AbsolutePath.IndexOf(".app") + 4);
|
|
string SourcePath = Path.Combine(CopyAction.WorkingDirectory, Resource.ResourcePath);
|
|
string TargetPath = Path.Combine(BundlePath, "Contents", Resource.BundleContentsSubdir, Path.GetFileName(Resource.ResourcePath));
|
|
|
|
FileItem TargetItem;
|
|
if(BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
|
|
{
|
|
TargetItem = FileItem.GetItemByPath(TargetPath);
|
|
}
|
|
else
|
|
{
|
|
TargetItem = FileItem.GetRemoteItemByPath(TargetPath, RemoteToolChainPlatform);
|
|
}
|
|
|
|
CopyAction.CommandArguments = string.Format("-c 'cp -f -R \"{0}\" \"{1}\"; touch -c \"{2}\"'", ConvertPath(SourcePath), Path.GetDirectoryName(TargetPath).Replace('\\', '/') + "/", TargetPath.Replace('\\', '/'));
|
|
CopyAction.PrerequisiteItems.Add(Executable);
|
|
CopyAction.ProducedItems.Add(TargetItem);
|
|
CopyAction.bShouldOutputStatusDescription = Resource.bShouldLog;
|
|
CopyAction.StatusDescription = string.Format("Copying {0} to app bundle", Path.GetFileName(Resource.ResourcePath));
|
|
CopyAction.bCanExecuteRemotely = false;
|
|
|
|
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
CopyAction.ActionHandler = new Action.BlockingActionHandler(RPCUtilHelper.RPCActionHandler);
|
|
}
|
|
|
|
if (Directory.Exists(Resource.ResourcePath))
|
|
{
|
|
foreach (string ResourceFile in Directory.GetFiles(Resource.ResourcePath, "*", SearchOption.AllDirectories))
|
|
{
|
|
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.GetFullPath(ResourceFile)));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
QueueFileForBatchUpload(FileItem.GetItemByFullPath(SourcePath));
|
|
}
|
|
|
|
return TargetItem;
|
|
}
|
|
|
|
public override void SetupBundleDependencies(List<UEBuildBinary> Binaries, string GameName)
|
|
{
|
|
base.SetupBundleDependencies(Binaries, GameName);
|
|
|
|
foreach (UEBuildBinary Binary in Binaries)
|
|
{
|
|
BundleDependencies.Add(FileItem.GetItemByPath(Binary.ToString()));
|
|
}
|
|
}
|
|
|
|
public override void FixBundleBinariesPaths(UEBuildTarget Target, List<UEBuildBinary> Binaries)
|
|
{
|
|
base.FixBundleBinariesPaths(Target, Binaries);
|
|
|
|
string BundleContentsPath = Target.OutputPath + ".app/Contents/";
|
|
foreach (UEBuildBinary Binary in Binaries)
|
|
{
|
|
string BinaryFileName = Path.GetFileName(Binary.Config.OutputFilePath);
|
|
if (BinaryFileName.EndsWith(".dylib"))
|
|
{
|
|
// Only dylibs from the same folder as the executable should be moved to the bundle. UE4Editor-*Game* dylibs and plugins will be loaded
|
|
// from their Binaries/Mac folders.
|
|
string DylibDir = Path.GetDirectoryName(Path.GetFullPath(Binary.Config.OutputFilePath));
|
|
string ExeDir = Path.GetDirectoryName(Path.GetFullPath(Target.OutputPath));
|
|
if (DylibDir.StartsWith(ExeDir))
|
|
{
|
|
// get the subdir, which is the DylibDir - ExeDir
|
|
string SubDir = DylibDir.Replace(ExeDir, "");
|
|
Binary.Config.OutputFilePaths[0] = BundleContentsPath + "MacOS" + SubDir + "/" + BinaryFileName;
|
|
}
|
|
}
|
|
else if (!BinaryFileName.EndsWith(".a") && !Binary.Config.OutputFilePath.Contains(".app/Contents/MacOS/")) // Binaries can contain duplicates
|
|
{
|
|
Binary.Config.OutputFilePaths[0] += ".app/Contents/MacOS/" + BinaryFileName;
|
|
}
|
|
}
|
|
}
|
|
|
|
static private string BundleContentsDirectory = "";
|
|
|
|
public override void AddFilesToReceipt(BuildReceipt Receipt, UEBuildBinary Binary)
|
|
{
|
|
string DebugExtension = UEBuildPlatform.GetBuildPlatform(Binary.Target.Platform).GetDebugInfoExtension(Binary.Config.Type);
|
|
if(DebugExtension == ".dsym")
|
|
{
|
|
for (int i = 0; i < Receipt.BuildProducts.Count; i++)
|
|
{
|
|
if(Receipt.BuildProducts[i].Type == BuildProductType.Executable || Receipt.BuildProducts[i].Type == BuildProductType.DynamicLibrary)
|
|
{
|
|
string OutputFilePath = Receipt.BuildProducts[i].Path;
|
|
string DsymInfo = OutputFilePath + ".dSYM/Contents/Info.plist";
|
|
Receipt.AddBuildProduct(DsymInfo, BuildProductType.SymbolFile);
|
|
|
|
string DsymDylib = OutputFilePath + ".dSYM/Contents/Resources/DWARF/" + Path.GetFileName(OutputFilePath);
|
|
Receipt.AddBuildProduct(DsymDylib, BuildProductType.SymbolFile);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < Receipt.BuildProducts.Count; i++)
|
|
{
|
|
if(Path.GetExtension(Receipt.BuildProducts[i].Path) == DebugExtension)
|
|
{
|
|
Receipt.BuildProducts.RemoveAt(i--);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Binary.Target.GlobalLinkEnvironment.Config.bIsBuildingConsoleApplication)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (BundleContentsDirectory == "" && Binary.Config.Type == UEBuildBinaryType.Executable)
|
|
{
|
|
BundleContentsDirectory = Path.GetDirectoryName(Path.GetDirectoryName(Binary.Config.OutputFilePath)) + "/";
|
|
}
|
|
|
|
// We need to know what third party dylibs would be copied to the bundle
|
|
var Modules = Binary.GetAllDependencyModules(bIncludeDynamicallyLoaded: false, bForceCircular: false);
|
|
var BinaryLinkEnvironment = Binary.Target.GlobalLinkEnvironment.DeepCopy();
|
|
var BinaryDependencies = new List<UEBuildBinary>();
|
|
var LinkEnvironmentVisitedModules = new Dictionary<UEBuildModule, bool>();
|
|
foreach (var Module in Modules)
|
|
{
|
|
Module.SetupPrivateLinkEnvironment(BinaryLinkEnvironment, BinaryDependencies, LinkEnvironmentVisitedModules);
|
|
}
|
|
|
|
foreach (string AdditionalLibrary in BinaryLinkEnvironment.Config.AdditionalLibraries)
|
|
{
|
|
string LibName = Path.GetFileName(AdditionalLibrary);
|
|
if (LibName.StartsWith("lib"))
|
|
{
|
|
if (Path.GetExtension(AdditionalLibrary) == ".dylib")
|
|
{
|
|
string Entry = BundleContentsDirectory + "MacOS/" + LibName;
|
|
Receipt.AddBuildProduct(Entry, BuildProductType.DynamicLibrary);
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (UEBuildBundleResource Resource in BinaryLinkEnvironment.Config.AdditionalBundleResources)
|
|
{
|
|
if (Directory.Exists(Resource.ResourcePath))
|
|
{
|
|
foreach (string ResourceFile in Directory.GetFiles(Resource.ResourcePath, "*", SearchOption.AllDirectories))
|
|
{
|
|
Receipt.AddBuildProduct(Path.Combine(BundleContentsDirectory, Resource.BundleContentsSubdir, ResourceFile.Substring(Path.GetDirectoryName(Resource.ResourcePath).Length + 1)), BuildProductType.RequiredResource);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Receipt.AddBuildProduct(Path.Combine(BundleContentsDirectory, Resource.BundleContentsSubdir, Path.GetFileName(Resource.ResourcePath)), BuildProductType.RequiredResource);
|
|
}
|
|
}
|
|
|
|
if (Binary.Config.Type == UEBuildBinaryType.Executable)
|
|
{
|
|
// And we also need all the resources
|
|
Receipt.AddBuildProduct(BundleContentsDirectory + "Info.plist", BuildProductType.RequiredResource);
|
|
Receipt.AddBuildProduct(BundleContentsDirectory + "PkgInfo", BuildProductType.RequiredResource);
|
|
Receipt.AddBuildProduct(BundleContentsDirectory + "Resources/UE4.icns", BuildProductType.RequiredResource);
|
|
|
|
if (Binary.Target.AppName.StartsWith("UE4Editor"))
|
|
{
|
|
Receipt.AddBuildProduct(BundleContentsDirectory + "Resources/UProject.icns", BuildProductType.RequiredResource);
|
|
}
|
|
}
|
|
}
|
|
|
|
// @todo Mac: Full implementation.
|
|
public override void CompileCSharpProject(CSharpEnvironment CompileEnvironment, string ProjectFileName, string DestinationFile)
|
|
{
|
|
string ProjectDirectory = Path.GetDirectoryName(Path.GetFullPath(ProjectFileName));
|
|
|
|
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
RPCUtilHelper.CopyFile(ProjectFileName, ConvertPath(ProjectFileName), true);
|
|
RPCUtilHelper.CopyFile("Engine/Source/Programs/DotNETCommon/MetaData.cs", ConvertPath("Engine/Source/Programs/DotNETCommon/MetaData.cs"), true);
|
|
|
|
string[] FileList = Directory.GetFiles(ProjectDirectory, "*.cs", SearchOption.AllDirectories);
|
|
foreach (string File in FileList)
|
|
{
|
|
RPCUtilHelper.CopyFile(File, ConvertPath(File), true);
|
|
}
|
|
}
|
|
|
|
string XBuildArgs = "/verbosity:quiet /nologo /target:Rebuild /property:Configuration=Development /property:Platform=AnyCPU " + Path.GetFileName(ProjectFileName);
|
|
|
|
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
RPCUtilHelper.Command(ConvertPath(ProjectDirectory), "xbuild", XBuildArgs, null);
|
|
}
|
|
else
|
|
{
|
|
Process XBuildProcess = new Process();
|
|
XBuildProcess.StartInfo.WorkingDirectory = ProjectDirectory;
|
|
XBuildProcess.StartInfo.FileName = "sh";
|
|
XBuildProcess.StartInfo.Arguments = "-c 'xbuild " + XBuildArgs + " |grep -i error; if [ $? -ne 1 ]; then exit 1; else exit 0; fi'";
|
|
XBuildProcess.OutputDataReceived += new DataReceivedEventHandler(OutputReceivedDataEventHandler);
|
|
XBuildProcess.ErrorDataReceived += new DataReceivedEventHandler(OutputReceivedDataEventHandler);
|
|
Utils.RunLocalProcess(XBuildProcess);
|
|
}
|
|
}
|
|
|
|
public override void PreBuildSync()
|
|
{
|
|
BuiltBinaries = new List<string>();
|
|
|
|
base.PreBuildSync();
|
|
}
|
|
|
|
public override void PostBuildSync(UEBuildTarget Target)
|
|
{
|
|
foreach (UEBuildBinary Binary in Target.AppBinaries)
|
|
{
|
|
BuiltBinaries.Add(Path.GetFullPath(Binary.ToString()));
|
|
}
|
|
|
|
base.PostBuildSync(Target);
|
|
}
|
|
|
|
public override ICollection<FileItem> PostBuild(FileItem Executable, LinkEnvironment BinaryLinkEnvironment)
|
|
{
|
|
var OutputFiles = base.PostBuild(Executable, BinaryLinkEnvironment);
|
|
|
|
if (BinaryLinkEnvironment.Config.bIsBuildingLibrary)
|
|
{
|
|
return OutputFiles;
|
|
}
|
|
|
|
foreach (UEBuildBundleResource Resource in BinaryLinkEnvironment.Config.AdditionalBundleResources)
|
|
{
|
|
OutputFiles.Add(CopyBundleResource(Resource, Executable));
|
|
}
|
|
|
|
// If building for Mac on a Mac, use actions to finalize the builds (otherwise, we use Deploy)
|
|
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
return OutputFiles;
|
|
}
|
|
|
|
if (BinaryLinkEnvironment.Config.bIsBuildingDLL || BinaryLinkEnvironment.Config.bIsBuildingLibrary)
|
|
{
|
|
return OutputFiles;
|
|
}
|
|
|
|
FileItem FixDylibOutputFile = FixDylibDependencies(BinaryLinkEnvironment, Executable);
|
|
OutputFiles.Add(FixDylibOutputFile);
|
|
if (!BinaryLinkEnvironment.Config.bIsBuildingConsoleApplication)
|
|
{
|
|
OutputFiles.Add(FinalizeAppBundle(BinaryLinkEnvironment, Executable, FixDylibOutputFile));
|
|
}
|
|
|
|
return OutputFiles;
|
|
}
|
|
|
|
public override UnrealTargetPlatform GetPlatform()
|
|
{
|
|
return UnrealTargetPlatform.Mac;
|
|
}
|
|
|
|
public override void StripSymbols(string SourceFileName, string TargetFileName)
|
|
{
|
|
File.Copy(SourceFileName, TargetFileName, true);
|
|
|
|
ProcessStartInfo StartInfo = new ProcessStartInfo();
|
|
StartInfo.FileName = Path.Combine(XcodeDeveloperDir, "usr/bin/xcrun");
|
|
StartInfo.Arguments = String.Format("strip \"{0}\" -S", TargetFileName);
|
|
StartInfo.UseShellExecute = false;
|
|
StartInfo.CreateNoWindow = true;
|
|
Utils.RunLocalProcessAndLogOutput(StartInfo);
|
|
}
|
|
};
|
|
}
|