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1546 lines
56 KiB
C#
1546 lines
56 KiB
C#
// Copyright 1998-2016 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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using System.Text.RegularExpressions;
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using Ionic.Zip;
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using Ionic.Zlib;
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using System.Security.Principal;
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using System.Threading;
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using System.Diagnostics;
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using Manzana;
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static class IOSEnvVarNames
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{
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// Should we code sign when staging? (defaults to 1 if not present)
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static public readonly string CodeSignWhenStaging = "uebp_CodeSignWhenStaging";
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}
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class IOSClientProcess : IProcessResult
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{
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private IProcessResult childProcess;
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private Thread consoleLogWorker;
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private bool processConsoleLogs;
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public IOSClientProcess(IProcessResult inChildProcess, string inDeviceID)
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{
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childProcess = inChildProcess;
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// Startup another thread that collect device console logs
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processConsoleLogs = true;
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consoleLogWorker = new Thread(() => ProcessConsoleOutput(inDeviceID));
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consoleLogWorker.Start();
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}
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public void StopProcess(bool KillDescendants = true)
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{
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childProcess.StopProcess(KillDescendants);
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StopConsoleOutput();
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}
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public bool HasExited
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{
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get
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{
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bool result = childProcess.HasExited;
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if(result)
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{
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StopConsoleOutput();
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}
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return result;
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}
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}
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public string GetProcessName()
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{
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return childProcess.GetProcessName();
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}
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public void OnProcessExited()
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{
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childProcess.OnProcessExited();
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StopConsoleOutput();
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}
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public void DisposeProcess()
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{
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childProcess.DisposeProcess();
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}
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public void StdOut(object sender, DataReceivedEventArgs e)
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{
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childProcess.StdOut(sender, e);
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}
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public void StdErr(object sender, DataReceivedEventArgs e)
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{
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childProcess.StdErr(sender, e);
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}
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public int ExitCode
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{
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get { return childProcess.ExitCode; }
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set { childProcess.ExitCode = value; }
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}
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public string Output
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{
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get { return childProcess.Output; }
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}
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public Process ProcessObject
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{
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get { return childProcess.ProcessObject; }
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}
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public new string ToString()
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{
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return childProcess.ToString();
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}
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public void WaitForExit()
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{
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childProcess.WaitForExit();
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}
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private void StopConsoleOutput()
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{
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processConsoleLogs = false;
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consoleLogWorker.Join();
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}
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public void ProcessConsoleOutput(string inDeviceID)
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{
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MobileDeviceInstance targetDevice = null;
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foreach(MobileDeviceInstance curDevice in MobileDeviceInstanceManager.GetSnapshotInstanceList())
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{
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if(curDevice.DeviceId == inDeviceID)
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{
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targetDevice = curDevice;
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break;
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}
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}
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if(targetDevice == null)
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{
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return;
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}
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targetDevice.StartSyslogService();
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while(processConsoleLogs)
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{
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string logData = targetDevice.GetSyslogData();
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Console.WriteLine("DeviceLog: " + logData);
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}
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targetDevice.StopSyslogService();
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}
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};
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public class IOSPlatform : Platform
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{
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bool bCreatedIPA = false;
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private string PlatformName = null;
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private string SDKName = null;
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public IOSPlatform()
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:this(UnrealTargetPlatform.IOS)
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{
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}
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public IOSPlatform(UnrealTargetPlatform TargetPlatform)
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:base(TargetPlatform)
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{
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PlatformName = TargetPlatform.ToString();
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SDKName = (TargetPlatform == UnrealTargetPlatform.TVOS) ? "appletvos" : "iphoneos";
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}
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// Run the integrated IPP code
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// @todo ipp: How to log the output in a nice UAT way?
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protected static int RunIPP(string IPPArguments)
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{
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List<string> Args = new List<string>();
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StringBuilder Token = null;
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int Index = 0;
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bool bInQuote = false;
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while (Index < IPPArguments.Length)
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{
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if (IPPArguments[Index] == '\"')
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{
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bInQuote = !bInQuote;
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}
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else if (IPPArguments[Index] == ' ' && !bInQuote)
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{
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if (Token != null)
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{
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Args.Add(Token.ToString());
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Token = null;
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}
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}
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else
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{
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if (Token == null)
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{
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Token = new StringBuilder();
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}
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Token.Append(IPPArguments[Index]);
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}
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Index++;
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}
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if (Token != null)
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{
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Args.Add(Token.ToString());
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}
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return RunIPP(Args.ToArray());
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}
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protected static int RunIPP(string[] Args)
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{
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return 5;//@TODO: Reintegrate IPP to IOS.Automation iPhonePackager.Program.RealMain(Args);
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}
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public override int RunCommand(string Command)
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{
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// run generic IPP commands through the interface
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if (Command.StartsWith("IPP:"))
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{
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return RunIPP(Command.Substring(4));
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}
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// non-zero error code
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return 4;
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}
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public virtual UnrealBuildTool.UEDeployIOS GetDeployHandler(FileReference InProject, UnrealBuildTool.IOSPlatformContext inPlatformContext)
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{
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Console.WriteLine("Getting IOS Deploy()");
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return new UnrealBuildTool.UEDeployIOS(InProject, inPlatformContext);
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}
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public virtual UnrealBuildTool.IOSPlatformContext CreatePlatformContext(FileReference InProject, bool Distribution)
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{
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return new UnrealBuildTool.IOSPlatformContext(InProject, Distribution);
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}
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protected string MakeIPAFileName( UnrealTargetConfiguration TargetConfiguration, ProjectParams Params )
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{
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string ProjectIPA = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", PlatformName, (Params.Distribution ? "Distro_" : "") + Params.ShortProjectName);
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if (TargetConfiguration != UnrealTargetConfiguration.Development)
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{
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ProjectIPA += "-" + PlatformType.ToString() + "-" + TargetConfiguration.ToString();
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}
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ProjectIPA += ".ipa";
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return ProjectIPA;
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}
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protected string MakeExeFileName( UnrealTargetConfiguration TargetConfiguration, ProjectParams Params )
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{
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string ProjectIPA = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", PlatformName, Params.ShortProjectName);
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if (TargetConfiguration != UnrealTargetConfiguration.Development)
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{
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ProjectIPA += "-" + PlatformType.ToString() + "-" + TargetConfiguration.ToString();
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}
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ProjectIPA += ".ipa";
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return ProjectIPA;
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}
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// Determine if we should code sign
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protected bool GetCodeSignDesirability(ProjectParams Params)
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{
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//@TODO: Would like to make this true, as it's the common case for everyone else
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bool bDefaultNeedsSign = true;
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bool bNeedsSign = false;
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string EnvVar = InternalUtils.GetEnvironmentVariable(IOSEnvVarNames.CodeSignWhenStaging, bDefaultNeedsSign ? "1" : "0", /*bQuiet=*/ false);
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if (!bool.TryParse(EnvVar, out bNeedsSign))
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{
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int BoolAsInt;
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if (int.TryParse(EnvVar, out BoolAsInt))
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{
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bNeedsSign = BoolAsInt != 0;
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}
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else
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{
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bNeedsSign = bDefaultNeedsSign;
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}
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}
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if (!String.IsNullOrEmpty(Params.BundleName))
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{
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// Have to sign when a bundle name is specified
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bNeedsSign = true;
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}
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return bNeedsSign;
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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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Log("Package {0}", Params.RawProjectPath);
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// ensure the ue4game binary exists, if applicable
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string FullExePath = CombinePaths(Path.GetDirectoryName(Params.ProjectGameExeFilename), SC.StageExecutables[0] + (UnrealBuildTool.BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac ? ".stub" : ""));
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if (!SC.IsCodeBasedProject && !FileExists_NoExceptions(FullExePath))
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{
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LogError("Failed to find game binary " + FullExePath);
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throw new AutomationException(ExitCode.Error_MissingExecutable, "Stage Failed. Could not find binary {0}. You may need to build the UE4 project with your target configuration and platform.", FullExePath);
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}
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if (SC.StageTargetConfigurations.Count != 1)
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{
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throw new AutomationException("iOS is currently only able to package one target configuration at a time, but StageTargetConfigurations contained {0} configurations", SC.StageTargetConfigurations.Count);
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}
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var TargetConfiguration = SC.StageTargetConfigurations[0];
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UnrealBuildTool.IOSPlatformContext BuildPlatContext = CreatePlatformContext(Params.RawProjectPath, Params.Distribution);
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BuildPlatContext.SetUpProjectEnvironment(TargetConfiguration);
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//@TODO: We should be able to use this code on both platforms, when the following issues are sorted:
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// - Raw executable is unsigned & unstripped (need to investigate adding stripping to IPP)
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// - IPP needs to be able to codesign a raw directory
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// - IPP needs to be able to take a .app directory instead of a Payload directory when doing RepackageFromStage (which would probably be renamed)
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// - Some discrepancy in the loading screen pngs that are getting packaged, which needs to be investigated
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// - Code here probably needs to be updated to write 0 byte files as 1 byte (difference with IPP, was required at one point when using Ionic.Zip to prevent issues on device, maybe not needed anymore?)
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if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
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{
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// copy in all of the artwork and plist
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var DeployHandler = GetDeployHandler(Params.RawProjectPath, BuildPlatContext);
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DeployHandler.PrepForUATPackageOrDeploy(Params.RawProjectPath,
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Params.ShortProjectName,
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Path.GetDirectoryName(Params.RawProjectPath.FullName),
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CombinePaths(Path.GetDirectoryName(Params.ProjectGameExeFilename), SC.StageExecutables[0]),
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CombinePaths(SC.LocalRoot, "Engine"),
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Params.Distribution,
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"",
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false);
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// figure out where to pop in the staged files
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string AppDirectory = string.Format("{0}/Payload/{1}.app",
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Path.GetDirectoryName(Params.ProjectGameExeFilename),
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Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename));
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// delete the old cookeddata
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InternalUtils.SafeDeleteDirectory(AppDirectory + "/cookeddata", true);
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InternalUtils.SafeDeleteFile(AppDirectory + "/ue4commandline.txt", true);
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if (!Params.IterativeDeploy)
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{
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// copy the Staged files to the AppDirectory
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string[] StagedFiles = Directory.GetFiles (SC.StageDirectory, "*", SearchOption.AllDirectories);
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foreach (string Filename in StagedFiles)
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{
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string DestFilename = Filename.Replace (SC.StageDirectory, AppDirectory);
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Directory.CreateDirectory (Path.GetDirectoryName (DestFilename));
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InternalUtils.SafeCopyFile (Filename, DestFilename, true);
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}
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}
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else
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{
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// copy just the root stage directory files
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string[] StagedFiles = Directory.GetFiles (SC.StageDirectory, "*", SearchOption.TopDirectoryOnly);
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foreach (string Filename in StagedFiles)
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{
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string DestFilename = Filename.Replace (SC.StageDirectory, AppDirectory);
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Directory.CreateDirectory (Path.GetDirectoryName (DestFilename));
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InternalUtils.SafeCopyFile (Filename, DestFilename, true);
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}
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}
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}
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bCreatedIPA = false;
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bool bNeedsIPA = false;
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if (Params.IterativeDeploy)
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{
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if (Params.Devices.Count != 1)
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{
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throw new AutomationException("Can only interatively deploy to a single device, but {0} were specified", Params.Devices.Count);
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}
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String NonUFSManifestPath = SC.GetNonUFSDeploymentDeltaPath(Params.DeviceNames[0]);
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// check to determine if we need to update the IPA
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if (File.Exists(NonUFSManifestPath))
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{
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string NonUFSFiles = File.ReadAllText(NonUFSManifestPath);
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string[] Lines = NonUFSFiles.Split('\n');
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bNeedsIPA = Lines.Length > 0 && !string.IsNullOrWhiteSpace(Lines[0]);
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}
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}
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if (String.IsNullOrEmpty(Params.Provision))
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{
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Params.Provision = BuildPlatContext.MobileProvision;
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}
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if (String.IsNullOrEmpty(Params.Certificate))
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{
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Params.Certificate = BuildPlatContext.SigningCertificate;
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}
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// Scheme name and configuration for code signing with Xcode project
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string SchemeName = Params.IsCodeBasedProject ? Params.RawProjectPath.GetFileNameWithoutExtension() : "UE4";
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string SchemeConfiguration = TargetConfiguration.ToString();
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if (Params.Client)
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{
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SchemeConfiguration += " Client";
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}
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if (UnrealBuildTool.BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
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{
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var ProjectIPA = MakeIPAFileName(TargetConfiguration, Params);
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var ProjectStub = Path.GetFullPath(Params.ProjectGameExeFilename);
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// package a .ipa from the now staged directory
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var IPPExe = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/IOS/IPhonePackager.exe");
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LogLog("ProjectName={0}", Params.ShortProjectName);
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LogLog("ProjectStub={0}", ProjectStub);
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LogLog("ProjectIPA={0}", ProjectIPA);
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LogLog("IPPExe={0}", IPPExe);
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bool cookonthefly = Params.CookOnTheFly || Params.SkipCookOnTheFly;
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// if we are incremental check to see if we need to even update the IPA
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if (!Params.IterativeDeploy || !File.Exists(ProjectIPA) || bNeedsIPA)
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{
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// delete the .ipa to make sure it was made
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DeleteFile(ProjectIPA);
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bCreatedIPA = true;
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if (RemoteToolChain.bUseRPCUtil)
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{
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string IPPArguments = "RepackageFromStage \"" + (Params.IsCodeBasedProject ? Params.RawProjectPath.FullName : "Engine") + "\"";
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IPPArguments += " -config " + TargetConfiguration.ToString();
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IPPArguments += " -schemename " + SchemeName + " -schemeconfig \"" + SchemeConfiguration + "\"";
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if (TargetConfiguration == UnrealTargetConfiguration.Shipping)
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{
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IPPArguments += " -compress=best";
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}
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// Determine if we should sign
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bool bNeedToSign = GetCodeSignDesirability(Params);
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if (!String.IsNullOrEmpty(Params.BundleName))
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{
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// Have to sign when a bundle name is specified
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bNeedToSign = true;
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IPPArguments += " -bundlename " + Params.BundleName;
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}
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if (bNeedToSign)
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{
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IPPArguments += " -sign";
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if (Params.Distribution)
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{
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IPPArguments += " -distribution";
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}
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}
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IPPArguments += (cookonthefly ? " -cookonthefly" : "");
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IPPArguments += " -stagedir \"" + CombinePaths(Params.BaseStageDirectory, PlatformName) + "\"";
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IPPArguments += " -project \"" + Params.RawProjectPath + "\"";
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if (Params.IterativeDeploy)
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{
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IPPArguments += " -iterate";
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}
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if (!string.IsNullOrEmpty(Params.Provision))
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{
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IPPArguments += " -provision \"" + Params.Provision + "\"";
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}
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if (!string.IsNullOrEmpty(Params.Certificate))
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{
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IPPArguments += " -certificate \"" + Params.Certificate + "\"";
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}
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if (PlatformName == "TVOS")
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{
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IPPArguments += " -tvos";
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}
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RunAndLog(CmdEnv, IPPExe, IPPArguments);
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}
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else
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{
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List<string> IPPArguments = new List<string>();
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IPPArguments.Add("RepackageFromStage");
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IPPArguments.Add(Params.IsCodeBasedProject ? Params.RawProjectPath.FullName : "Engine");
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IPPArguments.Add("-config");
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IPPArguments.Add(TargetConfiguration.ToString());
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IPPArguments.Add("-schemename");
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IPPArguments.Add(SchemeName);
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IPPArguments.Add("-schemeconfig");
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IPPArguments.Add("\"" + SchemeConfiguration + "\"");
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if (TargetConfiguration == UnrealTargetConfiguration.Shipping)
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{
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IPPArguments.Add("-compress=best");
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}
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// Determine if we should sign
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bool bNeedToSign = GetCodeSignDesirability(Params);
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if (!String.IsNullOrEmpty(Params.BundleName))
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{
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// Have to sign when a bundle name is specified
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bNeedToSign = true;
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IPPArguments.Add("-bundlename");
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IPPArguments.Add(Params.BundleName);
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}
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if (bNeedToSign)
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{
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IPPArguments.Add("-sign");
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}
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if (cookonthefly)
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{
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IPPArguments.Add(" -cookonthefly");
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}
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IPPArguments.Add(" -stagedir");
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IPPArguments.Add(CombinePaths(Params.BaseStageDirectory, "IOS"));
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IPPArguments.Add(" -project");
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IPPArguments.Add(Params.RawProjectPath.FullName);
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if (Params.IterativeDeploy)
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{
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IPPArguments.Add(" -iterate");
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}
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if (!string.IsNullOrEmpty(Params.Provision))
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{
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IPPArguments.Add(" -provision");
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IPPArguments.Add(Params.Provision);
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}
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if (!string.IsNullOrEmpty(Params.Certificate))
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{
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IPPArguments.Add(" -certificate");
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IPPArguments.Add(Params.Certificate);
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}
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if (RunIPP(IPPArguments.ToArray()) != 0)
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{
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throw new AutomationException("IPP Failed");
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}
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}
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}
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// verify the .ipa exists
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if (!FileExists(ProjectIPA))
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{
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throw new AutomationException(ExitCode.Error_FailedToCreateIPA, "PACKAGE FAILED - {0} was not created", ProjectIPA);
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|
}
|
|
|
|
if (WorkingCL > 0)
|
|
{
|
|
// Open files for add or edit
|
|
var ExtraFilesToCheckin = new List<string>
|
|
{
|
|
ProjectIPA
|
|
};
|
|
|
|
// check in the .ipa along with everything else
|
|
UE4Build.AddBuildProductsToChangelist(WorkingCL, ExtraFilesToCheckin);
|
|
}
|
|
|
|
//@TODO: This automatically deploys after packaging, useful for testing on PC when iterating on IPP
|
|
//Deploy(Params, SC);
|
|
}
|
|
else
|
|
{
|
|
// create the ipa
|
|
string IPAName = CombinePaths(Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", PlatformName, (Params.Distribution ? "Distro_" : "") + Params.ShortProjectName + (SC.StageTargetConfigurations[0] != UnrealTargetConfiguration.Development ? ("-" + PlatformName + "-" + SC.StageTargetConfigurations[0].ToString()) : "") + ".ipa");
|
|
|
|
if (!Params.IterativeDeploy || !File.Exists(IPAName) || bNeedsIPA)
|
|
{
|
|
bCreatedIPA = true;
|
|
|
|
// code sign the app
|
|
CodeSign(Path.GetDirectoryName(Params.ProjectGameExeFilename), Params.IsCodeBasedProject ? Params.ShortProjectName : Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename), Params.RawProjectPath, SC.StageTargetConfigurations[0], SC.LocalRoot, Params.ShortProjectName, Path.GetDirectoryName(Params.RawProjectPath.FullName), SC.IsCodeBasedProject, Params.Distribution, Params.Provision, Params.Certificate, SchemeName, SchemeConfiguration);
|
|
|
|
// now generate the ipa
|
|
PackageIPA(Path.GetDirectoryName(Params.ProjectGameExeFilename), Params.IsCodeBasedProject ? Params.ShortProjectName : Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename), Params.ShortProjectName, Path.GetDirectoryName(Params.RawProjectPath.FullName), SC.StageTargetConfigurations[0], Params.Distribution);
|
|
}
|
|
}
|
|
|
|
PrintRunTime();
|
|
}
|
|
|
|
private string EnsureXcodeProjectExists(FileReference RawProjectPath, string LocalRoot, string ShortProjectName, string ProjectRoot, bool IsCodeBasedProject, out bool bWasGenerated)
|
|
{
|
|
// first check for ue4.xcodeproj
|
|
bWasGenerated = false;
|
|
string RawProjectDir = RawProjectPath.Directory.FullName;
|
|
string XcodeProj = RawProjectPath.FullName.Replace(".uproject", "_" + PlatformName + ".xcworkspace");
|
|
if (!Directory.Exists(RawProjectDir + "/Source") && !Directory.Exists(RawProjectDir + "/Intermediate/Source"))
|
|
{
|
|
XcodeProj = CombinePaths(CmdEnv.LocalRoot, "Engine", Path.GetFileName(XcodeProj));
|
|
}
|
|
Console.WriteLine ("Project: " + XcodeProj);
|
|
{
|
|
// project.xcodeproj doesn't exist, so generate temp project
|
|
string Arguments = "-project=\"" + RawProjectPath + "\"";
|
|
Arguments += " -platforms=" + PlatformName + " -game -nointellisense -" + PlatformName + "deployonly -ignorejunk";
|
|
|
|
// If engine is installed then UBT doesn't need to be built
|
|
if (Automation.IsEngineInstalled())
|
|
{
|
|
// Get the path to UBT
|
|
string InstalledUBT = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/UnrealBuildTool.exe");
|
|
Arguments = "-XcodeProjectFile " + Arguments;
|
|
RunUBT(CmdEnv, InstalledUBT, Arguments);
|
|
}
|
|
else
|
|
{
|
|
string Script = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/BatchFiles/Mac/GenerateProjectFiles.sh");
|
|
string CWD = Directory.GetCurrentDirectory();
|
|
Directory.SetCurrentDirectory(Path.GetDirectoryName(Script));
|
|
Run(Script, Arguments, null, ERunOptions.Default);
|
|
Directory.SetCurrentDirectory(CWD);
|
|
}
|
|
|
|
bWasGenerated = true;
|
|
|
|
if (!Directory.Exists (XcodeProj))
|
|
{
|
|
// something very bad happened
|
|
throw new AutomationException("iOS couldn't find the appropriate Xcode Project " + XcodeProj);
|
|
}
|
|
}
|
|
|
|
return XcodeProj;
|
|
}
|
|
|
|
private void CodeSign(string BaseDirectory, string GameName, FileReference RawProjectPath, UnrealTargetConfiguration TargetConfig, string LocalRoot, string ProjectName, string ProjectDirectory, bool IsCode, bool Distribution = false, string Provision = null, string Certificate = null, string SchemeName = null, string SchemeConfiguration = null)
|
|
{
|
|
// check for the proper xcodeproject
|
|
bool bWasGenerated = false;
|
|
string XcodeProj = EnsureXcodeProjectExists (RawProjectPath, LocalRoot, ProjectName, ProjectDirectory, IsCode, out bWasGenerated);
|
|
|
|
string Arguments = "UBT_NO_POST_DEPLOY=true";
|
|
Arguments += " /usr/bin/xcrun xcodebuild build -workspace \"" + XcodeProj + "\"";
|
|
Arguments += " -scheme '";
|
|
Arguments += SchemeName != null ? SchemeName : GameName;
|
|
Arguments += "'";
|
|
Arguments += " -configuration \"" + (SchemeConfiguration != null ? SchemeConfiguration : TargetConfig.ToString()) + "\"";
|
|
Arguments += " -destination generic/platform=" + (PlatformName == "TVOS" ? "tvOS" : "iOS");
|
|
Arguments += " -sdk " + SDKName;
|
|
if (!string.IsNullOrEmpty(Certificate))
|
|
{
|
|
Arguments += " CODE_SIGN_IDENTITY=\"" + Certificate + "\"";
|
|
}
|
|
else
|
|
{
|
|
Arguments += " CODE_SIGN_IDENTITY=" + (Distribution ? "\"iPhone Distribution\"" : "\"iPhone Developer\"");
|
|
}
|
|
if (!string.IsNullOrEmpty(Provision))
|
|
{
|
|
// read the provision to get the UUID
|
|
if (File.Exists(Environment.GetEnvironmentVariable("HOME") + "/Library/MobileDevice/Provisioning Profiles/" + Provision))
|
|
{
|
|
string UUID = "";
|
|
string AllText = File.ReadAllText(Environment.GetEnvironmentVariable("HOME") + "/Library/MobileDevice/Provisioning Profiles/" + Provision);
|
|
int idx = AllText.IndexOf("<key>UUID</key>");
|
|
if (idx > 0)
|
|
{
|
|
idx = AllText.IndexOf("<string>", idx);
|
|
if (idx > 0)
|
|
{
|
|
idx += "<string>".Length;
|
|
UUID = AllText.Substring(idx, AllText.IndexOf("</string>", idx) - idx);
|
|
Arguments += " PROVISIONING_PROFILE_SPECIFIER=" + UUID;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
IProcessResult Result = Run ("/usr/bin/env", Arguments, null, ERunOptions.Default);
|
|
if (bWasGenerated)
|
|
{
|
|
InternalUtils.SafeDeleteDirectory( XcodeProj, true);
|
|
}
|
|
if (Result.ExitCode != 0)
|
|
{
|
|
throw new AutomationException(ExitCode.Error_FailedToCodeSign, "CodeSign Failed");
|
|
}
|
|
}
|
|
|
|
private void PackageIPA(string BaseDirectory, string GameName, string ProjectName, string ProjectDirectory, UnrealTargetConfiguration TargetConfig, bool Distribution = false)
|
|
{
|
|
// create the ipa
|
|
string IPAName = CombinePaths(ProjectDirectory, "Binaries", PlatformName, (Distribution ? "Distro_" : "") + ProjectName + (TargetConfig != UnrealTargetConfiguration.Development ? ("-" + PlatformName + "-" + TargetConfig.ToString()) : "") + ".ipa");
|
|
// delete the old one
|
|
if (File.Exists(IPAName))
|
|
{
|
|
File.Delete(IPAName);
|
|
}
|
|
|
|
// make the subdirectory if needed
|
|
string DestSubdir = Path.GetDirectoryName(IPAName);
|
|
if (!Directory.Exists(DestSubdir))
|
|
{
|
|
Directory.CreateDirectory(DestSubdir);
|
|
}
|
|
|
|
// set up the directories
|
|
string ZipWorkingDir = String.Format("Payload/{0}.app/", GameName);
|
|
string ZipSourceDir = string.Format("{0}/Payload/{1}.app", BaseDirectory, GameName);
|
|
|
|
// create the file
|
|
using (ZipFile Zip = new ZipFile())
|
|
{
|
|
// Set encoding to support unicode filenames
|
|
Zip.AlternateEncodingUsage = ZipOption.Always;
|
|
Zip.AlternateEncoding = Encoding.UTF8;
|
|
|
|
// set the compression level
|
|
if (Distribution)
|
|
{
|
|
Zip.CompressionLevel = CompressionLevel.BestCompression;
|
|
}
|
|
|
|
// add the entire directory
|
|
Zip.AddDirectory(ZipSourceDir, ZipWorkingDir);
|
|
|
|
// Update permissions to be UNIX-style
|
|
// Modify the file attributes of any added file to unix format
|
|
foreach (ZipEntry E in Zip.Entries)
|
|
{
|
|
const byte FileAttributePlatform_NTFS = 0x0A;
|
|
const byte FileAttributePlatform_UNIX = 0x03;
|
|
const byte FileAttributePlatform_FAT = 0x00;
|
|
|
|
const int UNIX_FILETYPE_NORMAL_FILE = 0x8000;
|
|
//const int UNIX_FILETYPE_SOCKET = 0xC000;
|
|
//const int UNIX_FILETYPE_SYMLINK = 0xA000;
|
|
//const int UNIX_FILETYPE_BLOCKSPECIAL = 0x6000;
|
|
const int UNIX_FILETYPE_DIRECTORY = 0x4000;
|
|
//const int UNIX_FILETYPE_CHARSPECIAL = 0x2000;
|
|
//const int UNIX_FILETYPE_FIFO = 0x1000;
|
|
|
|
const int UNIX_EXEC = 1;
|
|
const int UNIX_WRITE = 2;
|
|
const int UNIX_READ = 4;
|
|
|
|
|
|
int MyPermissions = UNIX_READ | UNIX_WRITE;
|
|
int OtherPermissions = UNIX_READ;
|
|
|
|
int PlatformEncodedBy = (E.VersionMadeBy >> 8) & 0xFF;
|
|
int LowerBits = 0;
|
|
|
|
// Try to preserve read-only if it was set
|
|
bool bIsDirectory = E.IsDirectory;
|
|
|
|
// Check to see if this
|
|
bool bIsExecutable = false;
|
|
if (Path.GetFileNameWithoutExtension(E.FileName).Equals(GameName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
bIsExecutable = true;
|
|
}
|
|
|
|
if (bIsExecutable)
|
|
{
|
|
// The executable will be encrypted in the final distribution IPA and will compress very poorly, so keeping it
|
|
// uncompressed gives a better indicator of IPA size for our distro builds
|
|
E.CompressionLevel = CompressionLevel.None;
|
|
}
|
|
|
|
if ((PlatformEncodedBy == FileAttributePlatform_NTFS) || (PlatformEncodedBy == FileAttributePlatform_FAT))
|
|
{
|
|
FileAttributes OldAttributes = E.Attributes;
|
|
//LowerBits = ((int)E.Attributes) & 0xFFFF;
|
|
|
|
if ((OldAttributes & FileAttributes.Directory) != 0)
|
|
{
|
|
bIsDirectory = true;
|
|
}
|
|
|
|
// Permissions
|
|
if ((OldAttributes & FileAttributes.ReadOnly) != 0)
|
|
{
|
|
MyPermissions &= ~UNIX_WRITE;
|
|
OtherPermissions &= ~UNIX_WRITE;
|
|
}
|
|
}
|
|
|
|
if (bIsDirectory || bIsExecutable)
|
|
{
|
|
MyPermissions |= UNIX_EXEC;
|
|
OtherPermissions |= UNIX_EXEC;
|
|
}
|
|
|
|
// Re-jigger the external file attributes to UNIX style if they're not already that way
|
|
if (PlatformEncodedBy != FileAttributePlatform_UNIX)
|
|
{
|
|
int NewAttributes = bIsDirectory ? UNIX_FILETYPE_DIRECTORY : UNIX_FILETYPE_NORMAL_FILE;
|
|
|
|
NewAttributes |= (MyPermissions << 6);
|
|
NewAttributes |= (OtherPermissions << 3);
|
|
NewAttributes |= (OtherPermissions << 0);
|
|
|
|
// Now modify the properties
|
|
E.AdjustExternalFileAttributes(FileAttributePlatform_UNIX, (NewAttributes << 16) | LowerBits);
|
|
}
|
|
}
|
|
|
|
// Save it out
|
|
Zip.Save(IPAName);
|
|
}
|
|
}
|
|
|
|
public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
|
|
{
|
|
// if (UnrealBuildTool.BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
|
|
{
|
|
// copy the icons/launch screens from the engine
|
|
{
|
|
string SourcePath = CombinePaths(SC.LocalRoot, "Engine", "Build", "IOS", "Resources", "Graphics");
|
|
SC.StageFiles(StagedFileType.NonUFS, SourcePath, "*.png", false, null, "", true, false);
|
|
}
|
|
|
|
// copy any additional framework assets that will be needed at runtime
|
|
{
|
|
string SourcePath = CombinePaths( ( SC.IsCodeBasedProject ? SC.ProjectRoot : SC.LocalRoot + "\\Engine" ), "Intermediate", "IOS", "FrameworkAssets" );
|
|
if ( Directory.Exists( SourcePath ) )
|
|
{
|
|
SC.StageFiles( StagedFileType.NonUFS, SourcePath, "*.*", true, null, "", true, false );
|
|
}
|
|
}
|
|
|
|
// copy the icons/launch screens from the game (may stomp the engine copies)
|
|
{
|
|
string SourcePath = CombinePaths(SC.ProjectRoot, "Build", "IOS", "Resources", "Graphics");
|
|
SC.StageFiles(StagedFileType.NonUFS, SourcePath, "*.png", false, null, "", true, false);
|
|
}
|
|
|
|
// copy the plist (only if code signing, as it's protected by the code sign blob in the executable and can't be modified independently)
|
|
if (GetCodeSignDesirability(Params))
|
|
{
|
|
string SourcePath = CombinePaths((SC.IsCodeBasedProject ? SC.ProjectRoot : SC.LocalRoot + "/Engine"), "Intermediate", PlatformName);
|
|
string TargetPListFile = Path.Combine(SourcePath, (SC.IsCodeBasedProject ? SC.ShortProjectName : "UE4Game") + "-Info.plist");
|
|
// if (!File.Exists(TargetPListFile))
|
|
{
|
|
// ensure the plist, entitlements, and provision files are properly copied
|
|
Console.WriteLine("CookPlat {0}, this {1}", GetCookPlatform(false, false), ToString());
|
|
if (!SC.IsCodeBasedProject)
|
|
{
|
|
UnrealBuildTool.UnrealBuildTool.SetRemoteIniPath(SC.ProjectRoot);
|
|
}
|
|
|
|
if (SC.StageTargetConfigurations.Count != 1)
|
|
{
|
|
throw new AutomationException("iOS is currently only able to package one target configuration at a time, but StageTargetConfigurations contained {0} configurations", SC.StageTargetConfigurations.Count);
|
|
}
|
|
|
|
var TargetConfiguration = SC.StageTargetConfigurations[0];
|
|
|
|
UnrealBuildTool.IOSPlatformContext BuildPlatContext = CreatePlatformContext(Params.RawProjectPath, Params.Distribution);
|
|
BuildPlatContext.SetUpProjectEnvironment(TargetConfiguration);
|
|
|
|
GetDeployHandler(
|
|
new FileReference(SC.ProjectRoot), BuildPlatContext).GeneratePList(
|
|
(SC.IsCodeBasedProject ? SC.ProjectRoot : SC.LocalRoot + "/Engine"),
|
|
!SC.IsCodeBasedProject,
|
|
(SC.IsCodeBasedProject ? SC.ShortProjectName : "UE4Game"),
|
|
SC.ShortProjectName, SC.LocalRoot + "/Engine",
|
|
(SC.IsCodeBasedProject ? SC.ProjectRoot : SC.LocalRoot + "/Engine") + "/Binaries/" + PlatformName + "/Payload/" + (SC.IsCodeBasedProject ? SC.ShortProjectName : "UE4Game") + ".app");
|
|
}
|
|
|
|
SC.StageFiles(StagedFileType.NonUFS, SourcePath, Path.GetFileName(TargetPListFile), false, null, "", false, false, "Info.plist");
|
|
}
|
|
}
|
|
{
|
|
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Content/Movies"), "*", true, new string[] { "*.uasset", "*.umap" }, CombinePaths(SC.RelativeProjectRootForStage, "Engine/Content/Movies"), true, true, null, true, true, SC.StageTargetPlatform.DeployLowerCaseFilenames(true));
|
|
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Content/Movies"), "*", true, new string[] { "*.uasset", "*.umap" }, CombinePaths(SC.RelativeProjectRootForStage, "Content/Movies"), true, true, null, true, true, SC.StageTargetPlatform.DeployLowerCaseFilenames(true));
|
|
}
|
|
}
|
|
|
|
public override void GetFilesToArchive(ProjectParams Params, DeploymentContext SC)
|
|
{
|
|
if (SC.StageTargetConfigurations.Count != 1)
|
|
{
|
|
throw new AutomationException("iOS is currently only able to package one target configuration at a time, but StageTargetConfigurations contained {0} configurations", SC.StageTargetConfigurations.Count);
|
|
}
|
|
var TargetConfiguration = SC.StageTargetConfigurations[0];
|
|
var ProjectIPA = MakeIPAFileName( TargetConfiguration, Params );
|
|
|
|
// verify the .ipa exists
|
|
if (!FileExists(ProjectIPA))
|
|
{
|
|
throw new AutomationException("ARCHIVE FAILED - {0} was not found", ProjectIPA);
|
|
}
|
|
|
|
ConfigCacheIni PlatformGameConfig;
|
|
bool bXCArchive = false;
|
|
if (Params.EngineConfigs.TryGetValue(SC.StageTargetPlatform.PlatformType, out PlatformGameConfig))
|
|
{
|
|
PlatformGameConfig.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bGenerateXCArchive", out bXCArchive);
|
|
}
|
|
|
|
if (bXCArchive && Utils.IsRunningOnMono)
|
|
{
|
|
// Always put the archive in the current user's Library/Developer/Xcode/Archives path
|
|
WindowsIdentity id = WindowsIdentity.GetCurrent();
|
|
string ArchivePath = "/Users/" + id.Name + "/Library/Developer/Xcode/Archives";
|
|
if (!DirectoryExists(ArchivePath))
|
|
{
|
|
CreateDirectory(ArchivePath);
|
|
}
|
|
|
|
Console.WriteLine("Generating xc archive package in " + ArchivePath);
|
|
|
|
string ArchiveName = Path.Combine(ArchivePath, Path.GetFileNameWithoutExtension(ProjectIPA) + ".xcarchive");
|
|
if (!DirectoryExists(ArchiveName))
|
|
{
|
|
CreateDirectory(ArchiveName);
|
|
}
|
|
DeleteDirectoryContents(ArchiveName);
|
|
|
|
// create the Products archive folder
|
|
CreateDirectory(Path.Combine(ArchiveName, "Products", "Applications"));
|
|
|
|
// copy in the application
|
|
string AppName = Path.GetFileNameWithoutExtension(ProjectIPA) + ".app";
|
|
using (ZipFile Zip = new ZipFile(ProjectIPA))
|
|
{
|
|
Zip.ExtractAll(ArchivePath, ExtractExistingFileAction.OverwriteSilently);
|
|
|
|
List<string> Dirs = new List<string>(Directory.EnumerateDirectories(Path.Combine(ArchivePath, "Payload"), "*.app"));
|
|
AppName = Dirs[0].Substring(Dirs[0].LastIndexOf(UnrealBuildTool.BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac ? "\\" : "/") + 1);
|
|
CopyDirectory_NoExceptions(Path.Combine(ArchivePath, "Payload", AppName), Path.Combine(ArchiveName, "Products", "Applications", AppName));
|
|
}
|
|
|
|
// copy in the dSYM if found
|
|
var ProjectExe = MakeExeFileName( TargetConfiguration, Params );
|
|
string dSYMName = (SC.IsCodeBasedProject ? Path.GetFileNameWithoutExtension(ProjectExe) : "UE4Game") + ".dSYM";
|
|
string dSYMSrcPath = Path.Combine(SC.ProjectBinariesFolder, dSYMName);
|
|
|
|
if(DirectoryExists(new string[] { dSYMSrcPath } ))
|
|
{
|
|
// Create the dsyms archive folder
|
|
CreateDirectory(Path.Combine(ArchiveName, "dSYMs"));
|
|
string dSYMDstPath = Path.Combine(ArchiveName, "dSYMs", dSYMName);
|
|
// /Volumes/MacOSDrive1/pfEpicWorkspace/Dev-Platform/Samples/Sandbox/PlatformShowcase/Binaries/IOS/PlatformShowcase.dSYM/Contents/Resources/DWARF/PlatformShowcase
|
|
CopyFile_NoExceptions(Path.Combine(dSYMSrcPath, "Contents", "Resources", "DWARF", SC.IsCodeBasedProject ? Path.GetFileNameWithoutExtension(ProjectExe) : "UE4Game"), dSYMDstPath);
|
|
}
|
|
else if (File.Exists(dSYMSrcPath))
|
|
{
|
|
// Create the dsyms archive folder
|
|
CreateDirectory(Path.Combine(ArchiveName, "dSYMs"));
|
|
string dSYMDstPath = Path.Combine(ArchiveName, "dSYMs", dSYMName);
|
|
CopyFile_NoExceptions(dSYMSrcPath, dSYMDstPath);
|
|
}
|
|
|
|
// copy in the bitcode symbol maps if found
|
|
string[] bcmapfiles = Directory.GetFiles(SC.ProjectBinariesFolder, "*.bcsymbolmap");
|
|
if(bcmapfiles.Length > 0)
|
|
{
|
|
// Create the dsyms archive folder
|
|
CreateDirectory(Path.Combine(ArchiveName, "BCSymbolMaps"));
|
|
foreach (string symbolSrcFilePath in bcmapfiles)
|
|
{
|
|
string symbolLeafFileName = Path.GetFileName(symbolSrcFilePath);
|
|
string bcDstFilePath = Path.Combine(ArchiveName, "BCSymbolMaps", symbolLeafFileName);
|
|
CopyFile_NoExceptions(symbolSrcFilePath, bcDstFilePath);
|
|
}
|
|
}
|
|
|
|
// get the settings from the app plist file
|
|
string AppPlist = Path.Combine(ArchiveName, "Products", "Applications", AppName, "Info.plist");
|
|
string OldPListData = File.Exists(AppPlist) ? File.ReadAllText(AppPlist) : "";
|
|
|
|
// bundle identifier
|
|
int index = OldPListData.IndexOf("CFBundleIdentifier");
|
|
index = OldPListData.IndexOf("<string>", index) + 8;
|
|
int length = OldPListData.IndexOf("</string>", index) - index;
|
|
string BundleIdentifier = OldPListData.Substring(index, length);
|
|
|
|
// short version
|
|
index = OldPListData.IndexOf("CFBundleShortVersionString");
|
|
index = OldPListData.IndexOf("<string>", index) + 8;
|
|
length = OldPListData.IndexOf("</string>", index) - index;
|
|
string BundleShortVersion = OldPListData.Substring(index, length);
|
|
|
|
// bundle version
|
|
index = OldPListData.IndexOf("CFBundleVersion");
|
|
index = OldPListData.IndexOf("<string>", index) + 8;
|
|
length = OldPListData.IndexOf("</string>", index) - index;
|
|
string BundleVersion = OldPListData.Substring(index, length);
|
|
|
|
// date we made this
|
|
const string Iso8601DateTimeFormat = "yyyy-MM-ddTHH:mm:ssZ";
|
|
string TimeStamp = DateTime.UtcNow.ToString(Iso8601DateTimeFormat);
|
|
|
|
// create the archive plist
|
|
StringBuilder Text = new StringBuilder();
|
|
Text.AppendLine("<?xml version=\"1.0\" encoding=\"UTF-8\"?>");
|
|
Text.AppendLine("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">");
|
|
Text.AppendLine("<plist version=\"1.0\">");
|
|
Text.AppendLine("<dict>");
|
|
Text.AppendLine("\t<key>ApplicationProperties</key>");
|
|
Text.AppendLine("\t<dict>");
|
|
Text.AppendLine("\t\t<key>ApplicationPath</key>");
|
|
Text.AppendLine("\t\t<string>Applications/" + AppName + "</string>");
|
|
Text.AppendLine("\t\t<key>CFBundleIdentifier</key>");
|
|
Text.AppendLine(string.Format("\t\t<string>{0}</string>", BundleIdentifier));
|
|
Text.AppendLine("\t\t<key>CFBundleShortVersionString</key>");
|
|
Text.AppendLine(string.Format("\t\t<string>{0}</string>", BundleShortVersion));
|
|
Text.AppendLine("\t\t<key>CFBundleVersion</key>");
|
|
Text.AppendLine(string.Format("\t\t<string>{0}</string>", BundleVersion));
|
|
Text.AppendLine("\t\t<key>SigningIdentity</key>");
|
|
Text.AppendLine(string.Format("\t\t<string>{0}</string>", Params.Certificate));
|
|
Text.AppendLine("\t</dict>");
|
|
Text.AppendLine("\t<key>ArchiveVersion</key>");
|
|
Text.AppendLine("\t<integer>2</integer>");
|
|
Text.AppendLine("\t<key>CreationDate</key>");
|
|
Text.AppendLine(string.Format("\t<date>{0}</date>", TimeStamp));
|
|
Text.AppendLine("\t<key>DefaultToolchainInfo</key>");
|
|
Text.AppendLine("\t<dict>");
|
|
Text.AppendLine("\t\t<key>DisplayName</key>");
|
|
Text.AppendLine("\t\t<string>Xcode 7.3 Default</string>");
|
|
Text.AppendLine("\t\t<key>Identifier</key>");
|
|
Text.AppendLine("\t\t<string>com.apple.dt.toolchain.XcodeDefault</string>");
|
|
Text.AppendLine("\t</dict>");
|
|
Text.AppendLine("\t<key>Name</key>");
|
|
Text.AppendLine(string.Format("\t<string>{0}</string>", SC.ShortProjectName));
|
|
Text.AppendLine("\t<key>SchemeName</key>");
|
|
Text.AppendLine(string.Format("\t<string>{0}</string>", SC.ShortProjectName));
|
|
Text.AppendLine("</dict>");
|
|
Text.AppendLine("</plist>");
|
|
File.WriteAllText(Path.Combine(ArchiveName, "Info.plist"), Text.ToString());
|
|
}
|
|
else if (bXCArchive && !Utils.IsRunningOnMono)
|
|
{
|
|
LogWarning("Can not produce an XCArchive on windows");
|
|
}
|
|
SC.ArchiveFiles(Path.GetDirectoryName(ProjectIPA), Path.GetFileName(ProjectIPA));
|
|
}
|
|
|
|
public override bool RetrieveDeployedManifests(ProjectParams Params, DeploymentContext SC, string DeviceName, out List<string> UFSManifests, out List<string> NonUFSManifests)
|
|
{
|
|
if (Params.Devices.Count != 1)
|
|
{
|
|
throw new AutomationException("Can only retrieve deployed manifests from a single device, but {0} were specified", Params.Devices.Count);
|
|
}
|
|
|
|
bool Result = true;
|
|
UFSManifests = new List<string>();
|
|
NonUFSManifests = new List<string>();
|
|
var DeployServer = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/IOS/DeploymentServer.exe");
|
|
try
|
|
{
|
|
var TargetConfiguration = SC.StageTargetConfigurations[0];
|
|
string BundleIdentifier = "";
|
|
if (File.Exists(Params.BaseStageDirectory + "/" + PlatformName + "/Info.plist"))
|
|
{
|
|
string Contents = File.ReadAllText(SC.StageDirectory + "/Info.plist");
|
|
int Pos = Contents.IndexOf("CFBundleIdentifier");
|
|
Pos = Contents.IndexOf("<string>", Pos) + 8;
|
|
int EndPos = Contents.IndexOf("</string>", Pos);
|
|
BundleIdentifier = Contents.Substring(Pos, EndPos - Pos);
|
|
}
|
|
RunAndLog(CmdEnv, DeployServer, "Backup -file \"" + CombinePaths(Params.BaseStageDirectory, PlatformName, SC.UFSDeployedManifestFileName) + "\" -file \"" + CombinePaths(Params.BaseStageDirectory, PlatformName, SC.NonUFSDeployedManifestFileName) + "\"" + (String.IsNullOrEmpty(Params.DeviceNames[0]) ? "" : " -device " + Params.DeviceNames[0]) + " -bundle " + BundleIdentifier);
|
|
|
|
string[] ManifestFiles = Directory.GetFiles(CombinePaths(Params.BaseStageDirectory, PlatformName), "*_Manifest_UFS*.txt");
|
|
UFSManifests.AddRange(ManifestFiles);
|
|
|
|
ManifestFiles = Directory.GetFiles(CombinePaths(Params.BaseStageDirectory, PlatformName), "*_Manifest_NonUFS*.txt");
|
|
NonUFSManifests.AddRange(ManifestFiles);
|
|
}
|
|
catch (System.Exception)
|
|
{
|
|
// delete any files that did get copied
|
|
string[] Manifests = Directory.GetFiles(CombinePaths(Params.BaseStageDirectory, PlatformName), "*_Manifest_*.txt");
|
|
foreach (string Manifest in Manifests)
|
|
{
|
|
File.Delete(Manifest);
|
|
}
|
|
Result = false;
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
public override void Deploy(ProjectParams Params, DeploymentContext SC)
|
|
{
|
|
if (Params.Devices.Count != 1)
|
|
{
|
|
throw new AutomationException("Can only deploy to a single specified device, but {0} were specified", Params.Devices.Count);
|
|
}
|
|
|
|
if (SC.StageTargetConfigurations.Count != 1)
|
|
{
|
|
throw new AutomationException ("iOS is currently only able to package one target configuration at a time, but StageTargetConfigurations contained {0} configurations", SC.StageTargetConfigurations.Count);
|
|
}
|
|
if (Params.Distribution)
|
|
{
|
|
throw new AutomationException("iOS cannot deploy a package made for distribution.");
|
|
}
|
|
var TargetConfiguration = SC.StageTargetConfigurations[0];
|
|
var ProjectIPA = MakeIPAFileName(TargetConfiguration, Params);
|
|
var StagedIPA = SC.StageDirectory + "\\" + Path.GetFileName(ProjectIPA);
|
|
|
|
// verify the .ipa exists
|
|
if (!FileExists(StagedIPA))
|
|
{
|
|
StagedIPA = ProjectIPA;
|
|
if(!FileExists(StagedIPA))
|
|
{
|
|
throw new AutomationException("DEPLOY FAILED - {0} was not found", ProjectIPA);
|
|
}
|
|
}
|
|
|
|
// if iterative deploy, determine the file delta
|
|
string BundleIdentifier = "";
|
|
bool bNeedsIPA = true;
|
|
if (Params.IterativeDeploy)
|
|
{
|
|
if (File.Exists(Params.BaseStageDirectory + "/" + PlatformName + "/Info.plist"))
|
|
{
|
|
string Contents = File.ReadAllText(SC.StageDirectory + "/Info.plist");
|
|
int Pos = Contents.IndexOf("CFBundleIdentifier");
|
|
Pos = Contents.IndexOf("<string>", Pos) + 8;
|
|
int EndPos = Contents.IndexOf("</string>", Pos);
|
|
BundleIdentifier = Contents.Substring(Pos, EndPos - Pos);
|
|
}
|
|
|
|
// check to determine if we need to update the IPA
|
|
String NonUFSManifestPath = SC.GetNonUFSDeploymentDeltaPath(Params.DeviceNames[0]);
|
|
if (File.Exists(NonUFSManifestPath))
|
|
{
|
|
string NonUFSFiles = File.ReadAllText(NonUFSManifestPath);
|
|
string[] Lines = NonUFSFiles.Split('\n');
|
|
bNeedsIPA = Lines.Length > 0 && !string.IsNullOrWhiteSpace(Lines[0]);
|
|
}
|
|
}
|
|
|
|
// Add a commandline for this deploy, if the config allows it.
|
|
string AdditionalCommandline = (Params.FileServer || Params.CookOnTheFly) ? "" : (" -additionalcommandline " + "\"" + Params.RunCommandline + "\"");
|
|
|
|
// deploy the .ipa
|
|
var DeployServer = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/IOS/DeploymentServer.exe");
|
|
|
|
// check for it in the stage directory
|
|
string CurrentDir = Directory.GetCurrentDirectory();
|
|
Directory.SetCurrentDirectory(CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/IOS/"));
|
|
if (!Params.IterativeDeploy || bCreatedIPA || bNeedsIPA)
|
|
{
|
|
RunAndLog(CmdEnv, DeployServer, "Install -ipa \"" + Path.GetFullPath(StagedIPA) + "\"" + (String.IsNullOrEmpty(Params.DeviceNames[0]) ? "" : " -device " + Params.DeviceNames[0]) + AdditionalCommandline);
|
|
}
|
|
if (Params.IterativeDeploy)
|
|
{
|
|
// push over the changed files
|
|
RunAndLog(CmdEnv, DeployServer, "Deploy -manifest \"" + CombinePaths(Params.BaseStageDirectory, PlatformName, DeploymentContext.UFSDeployDeltaFileName + (Params.Devices.Count == 0 ? "" : Params.DeviceNames[0])) + "\"" + (Params.Devices.Count == 0 ? "" : " -device " + Params.DeviceNames[0]) + AdditionalCommandline + " -bundle " + BundleIdentifier);
|
|
}
|
|
Directory.SetCurrentDirectory (CurrentDir);
|
|
PrintRunTime();
|
|
}
|
|
|
|
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly)
|
|
{
|
|
return "IOS";
|
|
}
|
|
|
|
public override bool DeployPakInternalLowerCaseFilenames()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
public override bool DeployLowerCaseFilenames(bool bUFSFile)
|
|
{
|
|
// we shouldn't modify the case on files like Info.plist or the icons
|
|
return bUFSFile;
|
|
}
|
|
|
|
public override string LocalPathToTargetPath(string LocalPath, string LocalRoot)
|
|
{
|
|
return LocalPath.Replace("\\", "/").Replace(LocalRoot, "../../..");
|
|
}
|
|
|
|
public override bool IsSupported { get { return true; } }
|
|
|
|
public override bool LaunchViaUFE { get { return UnrealBuildTool.BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac; } }
|
|
|
|
public override bool UseAbsLog
|
|
{
|
|
get
|
|
{
|
|
return !LaunchViaUFE;
|
|
}
|
|
}
|
|
|
|
public override string Remap(string Dest)
|
|
{
|
|
return "cookeddata/" + Dest;
|
|
}
|
|
public override List<string> GetDebugFileExtentions()
|
|
{
|
|
return new List<string> { ".dsym" };
|
|
}
|
|
|
|
void MobileDeviceConnected(object sender, ConnectEventArgs args)
|
|
{
|
|
}
|
|
|
|
void MobileDeviceDisconnected(object sender, ConnectEventArgs args)
|
|
{
|
|
}
|
|
|
|
public override IProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
|
|
{
|
|
if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
|
|
{
|
|
if (Params.Devices.Count != 1)
|
|
{
|
|
throw new AutomationException("Can only run on a single specified device, but {0} were specified", Params.Devices.Count);
|
|
}
|
|
|
|
// This code only cares about connected devices so just call the run loop a few times to get the existing connected devices
|
|
MobileDeviceInstanceManager.Initialize(MobileDeviceConnected, MobileDeviceDisconnected);
|
|
for(int i = 0; i < 4; ++i)
|
|
{
|
|
System.Threading.Thread.Sleep(1);
|
|
CoreFoundationRunLoop.RunLoopRunInMode(CoreFoundationRunLoop.kCFRunLoopDefaultMode(), 0.25, 0);
|
|
}
|
|
|
|
/* string AppDirectory = string.Format("{0}/Payload/{1}.app",
|
|
Path.GetDirectoryName(Params.ProjectGameExeFilename),
|
|
Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename));
|
|
string GameName = Path.GetFileNameWithoutExtension (ClientApp);
|
|
if (GameName.Contains ("-IOS-"))
|
|
{
|
|
GameName = GameName.Substring (0, GameName.IndexOf ("-IOS-"));
|
|
}
|
|
string GameApp = AppDirectory + "/" + GameName;
|
|
bWasGenerated = false;
|
|
XcodeProj = EnsureXcodeProjectExists (Params.RawProjectPath, CmdEnv.LocalRoot, Params.ShortProjectName, GetDirectoryName(Params.RawProjectPath), Params.IsCodeBasedProject, out bWasGenerated);
|
|
string Arguments = "UBT_NO_POST_DEPLOY=true /usr/bin/xcrun xcodebuild test -project \"" + XcodeProj + "\"";
|
|
Arguments += " -scheme '";
|
|
Arguments += GameName;
|
|
Arguments += " - iOS'";
|
|
Arguments += " -configuration " + Params.ClientConfigsToBuild [0].ToString();
|
|
Arguments += " -destination 'platform=iOS,id=" + Params.Device.Substring(Params.Device.IndexOf("@")+1) + "'";
|
|
Arguments += " TEST_HOST=\"";
|
|
Arguments += GameApp;
|
|
Arguments += "\" BUNDLE_LOADER=\"";
|
|
Arguments += GameApp + "\"";*/
|
|
string BundleIdentifier = "";
|
|
if (File.Exists(Params.BaseStageDirectory + "/"+ PlatformName + "/Info.plist"))
|
|
{
|
|
string Contents = File.ReadAllText(Params.BaseStageDirectory + "/" + PlatformName + "/Info.plist");
|
|
int Pos = Contents.IndexOf("CFBundleIdentifier");
|
|
Pos = Contents.IndexOf("<string>", Pos) + 8;
|
|
int EndPos = Contents.IndexOf("</string>", Pos);
|
|
BundleIdentifier = Contents.Substring(Pos, EndPos - Pos);
|
|
}
|
|
string Arguments = "/usr/bin/instruments";
|
|
Arguments += " -w '" + Params.DeviceNames[0] + "'";
|
|
Arguments += " -t 'Activity Monitor'";
|
|
Arguments += " -D \"" + Params.BaseStageDirectory + "/" + PlatformName + "/launch.trace\"";
|
|
Arguments += " '" + BundleIdentifier + "'";
|
|
IProcessResult ClientProcess = Run ("/usr/bin/env", Arguments, null, ClientRunFlags | ERunOptions.NoWaitForExit);
|
|
return new IOSClientProcess(ClientProcess, Params.DeviceNames[0]);
|
|
}
|
|
else
|
|
{
|
|
IProcessResult Result = new ProcessResult("DummyApp", null, false, null);
|
|
Result.ExitCode = 0;
|
|
return Result;
|
|
}
|
|
}
|
|
|
|
public override void PostRunClient(IProcessResult Result, ProjectParams Params)
|
|
{
|
|
if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
|
|
{
|
|
string LaunchTracePath = Params.BaseStageDirectory + "/" + PlatformName + "/launch.trace";
|
|
Console.WriteLine ("Deleting " + LaunchTracePath);
|
|
if (Directory.Exists(LaunchTracePath))
|
|
{
|
|
Directory.Delete (LaunchTracePath, true);
|
|
}
|
|
|
|
switch (Result.ExitCode)
|
|
{
|
|
case 253:
|
|
throw new AutomationException(ExitCode.Error_DeviceNotSetupForDevelopment, "Launch Failure");
|
|
case 255:
|
|
throw new AutomationException(ExitCode.Error_DeviceOSNewerThanSDK, "Launch Failure");
|
|
}
|
|
}
|
|
}
|
|
|
|
private static int GetChunkCount(ProjectParams Params, DeploymentContext SC)
|
|
{
|
|
var ChunkListFilename = GetChunkPakManifestListFilename(Params, SC);
|
|
var ChunkArray = ReadAllLines(ChunkListFilename);
|
|
return ChunkArray.Length;
|
|
}
|
|
|
|
private static string GetChunkPakManifestListFilename(ProjectParams Params, DeploymentContext SC)
|
|
{
|
|
return CombinePaths(GetTmpPackagingPath(Params, SC), "pakchunklist.txt");
|
|
}
|
|
|
|
private static string GetTmpPackagingPath(ProjectParams Params, DeploymentContext SC)
|
|
{
|
|
return CombinePaths(Path.GetDirectoryName(Params.RawProjectPath.FullName), "Saved", "TmpPackaging", SC.StageTargetPlatform.GetCookPlatform(SC.DedicatedServer, false));
|
|
}
|
|
|
|
private static StringBuilder AppendKeyValue(StringBuilder Text, string Key, object Value, int Level)
|
|
{
|
|
// create indent level
|
|
string Indent = "";
|
|
for (int i = 0; i < Level; ++i)
|
|
{
|
|
Indent += "\t";
|
|
}
|
|
|
|
// output key if we have one
|
|
if (Key != null)
|
|
{
|
|
Text.AppendLine (Indent + "<key>" + Key + "</key>");
|
|
}
|
|
|
|
// output value
|
|
if (Value is Array)
|
|
{
|
|
Text.AppendLine (Indent + "<array>");
|
|
Array ValArray = Value as Array;
|
|
foreach (var Item in ValArray)
|
|
{
|
|
AppendKeyValue (Text, null, Item, Level + 1);
|
|
}
|
|
Text.AppendLine (Indent + "</array>");
|
|
}
|
|
else if (Value is Dictionary<string, object>)
|
|
{
|
|
Text.AppendLine (Indent + "<dict>");
|
|
Dictionary<string,object> ValDict = Value as Dictionary<string, object>;
|
|
foreach (var Item in ValDict)
|
|
{
|
|
AppendKeyValue (Text, Item.Key, Item.Value, Level + 1);
|
|
}
|
|
Text.AppendLine (Indent + "</dict>");
|
|
}
|
|
else if (Value is string)
|
|
{
|
|
Text.AppendLine (Indent + "<string>" + Value + "</string>");
|
|
}
|
|
else if (Value is bool)
|
|
{
|
|
if ((bool)Value == true)
|
|
{
|
|
Text.AppendLine (Indent + "<true/>");
|
|
}
|
|
else
|
|
{
|
|
Text.AppendLine (Indent + "<false/>");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Console.WriteLine ("PLIST: Unknown array item type");
|
|
}
|
|
return Text;
|
|
}
|
|
|
|
private static void GeneratePlist(Dictionary<string, object> KeyValues, string PlistFile)
|
|
{
|
|
// generate the plist file
|
|
StringBuilder Text = new StringBuilder();
|
|
|
|
// boiler plate top
|
|
Text.AppendLine("<?xml version=\"1.0\" encoding=\"UTF-8\"?>");
|
|
Text.AppendLine("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">");
|
|
Text.AppendLine("<plist version=\"1.0\">");
|
|
Text.AppendLine("<dict>");
|
|
|
|
foreach (var KeyValue in KeyValues)
|
|
{
|
|
AppendKeyValue(Text, KeyValue.Key, KeyValue.Value, 1);
|
|
}
|
|
Text.AppendLine("</dict>");
|
|
Text.AppendLine("</plist>");
|
|
|
|
// write the file out
|
|
if (!Directory.Exists(Path.GetDirectoryName(PlistFile)))
|
|
{
|
|
Directory.CreateDirectory(Path.GetDirectoryName(PlistFile));
|
|
}
|
|
File.WriteAllText(PlistFile, Text.ToString());
|
|
}
|
|
|
|
private static void GenerateAssetPlist(string BundleIdentifier, string[] Tags, string AssetDir)
|
|
{
|
|
Dictionary<string, object> KeyValues = new Dictionary<string, object> ();
|
|
KeyValues.Add ("CFBundleIdentifier", BundleIdentifier);
|
|
KeyValues.Add ("Tags", Tags);
|
|
GeneratePlist(KeyValues, CombinePaths(AssetDir, "Info.plist"));
|
|
}
|
|
|
|
private static void GenerateAssetPackManifestPlist(KeyValuePair<string, string>[] ChunkData, string AssetDir)
|
|
{
|
|
Dictionary<string, object>[] Resources = new Dictionary<string, object>[ChunkData.Length];
|
|
for (int i = 0; i < ChunkData.Length; ++i)
|
|
{
|
|
Dictionary<string, object> Data = new Dictionary<string, object> ();
|
|
Data.Add ("URL", CombinePaths ("OnDemandResources", ChunkData[i].Value));
|
|
Data.Add ("bundleKey", ChunkData [i].Key);
|
|
Data.Add ("isStreamable", false);
|
|
Resources [i] = Data;
|
|
}
|
|
|
|
Dictionary<string, object> KeyValues = new Dictionary<string, object> ();
|
|
KeyValues.Add ("resources", Resources);
|
|
GeneratePlist(KeyValues, CombinePaths(AssetDir, "AssetPackManifest.plist"));
|
|
}
|
|
|
|
private static void GenerateOnDemandResourcesPlist(KeyValuePair<string, string>[] ChunkData, string AssetDir)
|
|
{
|
|
Dictionary<string, object> RequestTags = new Dictionary<string, object> ();
|
|
Dictionary<string, object> AssetPacks = new Dictionary<string, object> ();
|
|
Dictionary<string, object> Requests = new Dictionary<string, object> ();
|
|
for (int i = 0; i < ChunkData.Length; ++i)
|
|
{
|
|
string ChunkName = "Chunk" + (i + 1).ToString ();
|
|
RequestTags.Add (ChunkName, new string[] { ChunkData [i].Key });
|
|
AssetPacks.Add (ChunkData [i].Key, new string[] { ("pak" + ChunkName + "-ios.pak").ToLowerInvariant () });
|
|
Dictionary<string, object> Packs = new Dictionary<string, object> ();
|
|
Packs.Add ("NSAssetPacks", new string[] { ChunkData [i].Key });
|
|
Requests.Add (ChunkName, Packs);
|
|
}
|
|
|
|
Dictionary<string, object> KeyValues = new Dictionary<string, object> ();
|
|
KeyValues.Add ("NSBundleRequestTags", RequestTags);
|
|
KeyValues.Add ("NSBundleResourceRequestAssetPacks", AssetPacks);
|
|
KeyValues.Add ("NSBundleResourceRequestTags", Requests);
|
|
GeneratePlist(KeyValues, CombinePaths(AssetDir, "OnDemandResources.plist"));
|
|
}
|
|
|
|
public override void PostStagingFileCopy(ProjectParams Params, DeploymentContext SC)
|
|
{
|
|
if (Params.CreateChunkInstall)
|
|
{
|
|
// get the bundle identifier
|
|
string BundleIdentifier = "";
|
|
if (File.Exists(Params.BaseStageDirectory + "/" + PlatformName + "/Info.plist"))
|
|
{
|
|
string Contents = File.ReadAllText(SC.StageDirectory + "/Info.plist");
|
|
int Pos = Contents.IndexOf("CFBundleIdentifier");
|
|
Pos = Contents.IndexOf("<string>", Pos) + 8;
|
|
int EndPos = Contents.IndexOf("</string>", Pos);
|
|
BundleIdentifier = Contents.Substring(Pos, EndPos - Pos);
|
|
}
|
|
|
|
// generate the ODR resources
|
|
// create the ODR directory
|
|
string DestSubdir = SC.StageDirectory + "/OnDemandResources";
|
|
if (!Directory.Exists(DestSubdir))
|
|
{
|
|
Directory.CreateDirectory(DestSubdir);
|
|
}
|
|
|
|
// read the chunk list and generate the data
|
|
var ChunkCount = GetChunkCount(Params, SC);
|
|
var ChunkData = new KeyValuePair<string, string>[ChunkCount - 1];
|
|
for (int i = 1; i < ChunkCount; ++i)
|
|
{
|
|
// chunk name
|
|
string ChunkName = "Chunk" + i.ToString ();
|
|
|
|
// asset name
|
|
string AssetPack = BundleIdentifier + ".Chunk" + i.ToString () + ".assetpack";
|
|
|
|
// bundle key
|
|
byte[] bytes = new byte[ChunkName.Length * sizeof(char)];
|
|
System.Buffer.BlockCopy(ChunkName.ToCharArray(), 0, bytes, 0, bytes.Length);
|
|
string BundleKey = BundleIdentifier + ".asset-pack-" + BitConverter.ToString(System.Security.Cryptography.MD5.Create().ComputeHash(bytes)).Replace("-", string.Empty);
|
|
|
|
// add to chunk data
|
|
ChunkData[i-1] = new KeyValuePair<string, string>(BundleKey, AssetPack);
|
|
|
|
// create the sub directory
|
|
string AssetDir = CombinePaths (DestSubdir, AssetPack);
|
|
if (!Directory.Exists(AssetDir))
|
|
{
|
|
Directory.CreateDirectory(AssetDir);
|
|
}
|
|
|
|
// generate the Info.plist for each ODR bundle (each chunk for install past 0)
|
|
GenerateAssetPlist (BundleKey, new string[] { ChunkName }, AssetDir);
|
|
|
|
// copy the files to the OnDemandResources directory
|
|
string PakName = "pakchunk" + i.ToString ();
|
|
string FileName = PakName + "-" + PlatformName.ToLower() + ".pak";
|
|
string P4Change = "UnknownCL";
|
|
string P4Branch = "UnknownBranch";
|
|
if (CommandUtils.P4Enabled)
|
|
{
|
|
P4Change = CommandUtils.P4Env.ChangelistString;
|
|
P4Branch = CommandUtils.P4Env.BuildRootEscaped;
|
|
}
|
|
string ChunkInstallBasePath = CombinePaths(SC.ProjectRoot, "ChunkInstall", SC.FinalCookPlatform);
|
|
string RawDataPath = CombinePaths(ChunkInstallBasePath, P4Branch + "-CL-" + P4Change, PakName);
|
|
string RawDataPakPath = CombinePaths(RawDataPath, PakName + "-" + SC.FinalCookPlatform + ".pak");
|
|
string DestFile = CombinePaths (AssetDir, FileName);
|
|
CopyFile (RawDataPakPath, DestFile);
|
|
}
|
|
|
|
// generate the AssetPackManifest.plist
|
|
GenerateAssetPackManifestPlist (ChunkData, SC.StageDirectory);
|
|
|
|
// generate the OnDemandResources.plist
|
|
GenerateOnDemandResourcesPlist (ChunkData, SC.StageDirectory);
|
|
}
|
|
}
|
|
|
|
public override bool StageMovies
|
|
{
|
|
get { return false; }
|
|
}
|
|
|
|
public override bool RequiresPackageToDeploy
|
|
{
|
|
get { return true; }
|
|
}
|
|
|
|
public override List<string> GetFilesForCRCCheck()
|
|
{
|
|
List<string> FileList = base.GetFilesForCRCCheck();
|
|
FileList.Add("Info.plist");
|
|
return FileList;
|
|
}
|
|
public override bool SupportsMultiDeviceDeploy
|
|
{
|
|
get
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
#region Hooks
|
|
|
|
public override void PreBuildAgenda(UE4Build Build, UE4Build.BuildAgenda Agenda)
|
|
{
|
|
if (UnrealBuildTool.BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac && !Automation.IsEngineInstalled())
|
|
{
|
|
Agenda.DotNetProjects.Add(@"Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj");
|
|
Agenda.DotNetProjects.Add(@"Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj");
|
|
Agenda.DotNetProjects.Add(@"Engine\Source\Programs\IOS\DeploymentServer\DeploymentServer.csproj");
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|