Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/IOS/IOSPlatform.Automation.cs
Peter Sauerbrei f0a9b4048d fixes for Xcode 8 signing issues re-made from Release 4.13
#rb none
#lockdown nick.penwarden

[CL 3143791 by Peter Sauerbrei in Main branch]
2016-09-28 15:24:23 -04:00

1546 lines
56 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using AutomationTool;
using UnrealBuildTool;
using System.Text.RegularExpressions;
using Ionic.Zip;
using Ionic.Zlib;
using System.Security.Principal;
using System.Threading;
using System.Diagnostics;
using Manzana;
static class IOSEnvVarNames
{
// Should we code sign when staging? (defaults to 1 if not present)
static public readonly string CodeSignWhenStaging = "uebp_CodeSignWhenStaging";
}
class IOSClientProcess : IProcessResult
{
private IProcessResult childProcess;
private Thread consoleLogWorker;
private bool processConsoleLogs;
public IOSClientProcess(IProcessResult inChildProcess, string inDeviceID)
{
childProcess = inChildProcess;
// Startup another thread that collect device console logs
processConsoleLogs = true;
consoleLogWorker = new Thread(() => ProcessConsoleOutput(inDeviceID));
consoleLogWorker.Start();
}
public void StopProcess(bool KillDescendants = true)
{
childProcess.StopProcess(KillDescendants);
StopConsoleOutput();
}
public bool HasExited
{
get
{
bool result = childProcess.HasExited;
if(result)
{
StopConsoleOutput();
}
return result;
}
}
public string GetProcessName()
{
return childProcess.GetProcessName();
}
public void OnProcessExited()
{
childProcess.OnProcessExited();
StopConsoleOutput();
}
public void DisposeProcess()
{
childProcess.DisposeProcess();
}
public void StdOut(object sender, DataReceivedEventArgs e)
{
childProcess.StdOut(sender, e);
}
public void StdErr(object sender, DataReceivedEventArgs e)
{
childProcess.StdErr(sender, e);
}
public int ExitCode
{
get { return childProcess.ExitCode; }
set { childProcess.ExitCode = value; }
}
public string Output
{
get { return childProcess.Output; }
}
public Process ProcessObject
{
get { return childProcess.ProcessObject; }
}
public new string ToString()
{
return childProcess.ToString();
}
public void WaitForExit()
{
childProcess.WaitForExit();
}
private void StopConsoleOutput()
{
processConsoleLogs = false;
consoleLogWorker.Join();
}
public void ProcessConsoleOutput(string inDeviceID)
{
MobileDeviceInstance targetDevice = null;
foreach(MobileDeviceInstance curDevice in MobileDeviceInstanceManager.GetSnapshotInstanceList())
{
if(curDevice.DeviceId == inDeviceID)
{
targetDevice = curDevice;
break;
}
}
if(targetDevice == null)
{
return;
}
targetDevice.StartSyslogService();
while(processConsoleLogs)
{
string logData = targetDevice.GetSyslogData();
Console.WriteLine("DeviceLog: " + logData);
}
targetDevice.StopSyslogService();
}
};
public class IOSPlatform : Platform
{
bool bCreatedIPA = false;
private string PlatformName = null;
private string SDKName = null;
public IOSPlatform()
:this(UnrealTargetPlatform.IOS)
{
}
public IOSPlatform(UnrealTargetPlatform TargetPlatform)
:base(TargetPlatform)
{
PlatformName = TargetPlatform.ToString();
SDKName = (TargetPlatform == UnrealTargetPlatform.TVOS) ? "appletvos" : "iphoneos";
}
// Run the integrated IPP code
// @todo ipp: How to log the output in a nice UAT way?
protected static int RunIPP(string IPPArguments)
{
List<string> Args = new List<string>();
StringBuilder Token = null;
int Index = 0;
bool bInQuote = false;
while (Index < IPPArguments.Length)
{
if (IPPArguments[Index] == '\"')
{
bInQuote = !bInQuote;
}
else if (IPPArguments[Index] == ' ' && !bInQuote)
{
if (Token != null)
{
Args.Add(Token.ToString());
Token = null;
}
}
else
{
if (Token == null)
{
Token = new StringBuilder();
}
Token.Append(IPPArguments[Index]);
}
Index++;
}
if (Token != null)
{
Args.Add(Token.ToString());
}
return RunIPP(Args.ToArray());
}
protected static int RunIPP(string[] Args)
{
return 5;//@TODO: Reintegrate IPP to IOS.Automation iPhonePackager.Program.RealMain(Args);
}
public override int RunCommand(string Command)
{
// run generic IPP commands through the interface
if (Command.StartsWith("IPP:"))
{
return RunIPP(Command.Substring(4));
}
// non-zero error code
return 4;
}
public virtual UnrealBuildTool.UEDeployIOS GetDeployHandler(FileReference InProject, UnrealBuildTool.IOSPlatformContext inPlatformContext)
{
Console.WriteLine("Getting IOS Deploy()");
return new UnrealBuildTool.UEDeployIOS(InProject, inPlatformContext);
}
public virtual UnrealBuildTool.IOSPlatformContext CreatePlatformContext(FileReference InProject, bool Distribution)
{
return new UnrealBuildTool.IOSPlatformContext(InProject, Distribution);
}
protected string MakeIPAFileName( UnrealTargetConfiguration TargetConfiguration, ProjectParams Params )
{
string ProjectIPA = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", PlatformName, (Params.Distribution ? "Distro_" : "") + Params.ShortProjectName);
if (TargetConfiguration != UnrealTargetConfiguration.Development)
{
ProjectIPA += "-" + PlatformType.ToString() + "-" + TargetConfiguration.ToString();
}
ProjectIPA += ".ipa";
return ProjectIPA;
}
protected string MakeExeFileName( UnrealTargetConfiguration TargetConfiguration, ProjectParams Params )
{
string ProjectIPA = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", PlatformName, Params.ShortProjectName);
if (TargetConfiguration != UnrealTargetConfiguration.Development)
{
ProjectIPA += "-" + PlatformType.ToString() + "-" + TargetConfiguration.ToString();
}
ProjectIPA += ".ipa";
return ProjectIPA;
}
// Determine if we should code sign
protected bool GetCodeSignDesirability(ProjectParams Params)
{
//@TODO: Would like to make this true, as it's the common case for everyone else
bool bDefaultNeedsSign = true;
bool bNeedsSign = false;
string EnvVar = InternalUtils.GetEnvironmentVariable(IOSEnvVarNames.CodeSignWhenStaging, bDefaultNeedsSign ? "1" : "0", /*bQuiet=*/ false);
if (!bool.TryParse(EnvVar, out bNeedsSign))
{
int BoolAsInt;
if (int.TryParse(EnvVar, out BoolAsInt))
{
bNeedsSign = BoolAsInt != 0;
}
else
{
bNeedsSign = bDefaultNeedsSign;
}
}
if (!String.IsNullOrEmpty(Params.BundleName))
{
// Have to sign when a bundle name is specified
bNeedsSign = true;
}
return bNeedsSign;
}
public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
{
Log("Package {0}", Params.RawProjectPath);
// ensure the ue4game binary exists, if applicable
string FullExePath = CombinePaths(Path.GetDirectoryName(Params.ProjectGameExeFilename), SC.StageExecutables[0] + (UnrealBuildTool.BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac ? ".stub" : ""));
if (!SC.IsCodeBasedProject && !FileExists_NoExceptions(FullExePath))
{
LogError("Failed to find game binary " + FullExePath);
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);
}
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);
//@TODO: We should be able to use this code on both platforms, when the following issues are sorted:
// - Raw executable is unsigned & unstripped (need to investigate adding stripping to IPP)
// - IPP needs to be able to codesign a raw directory
// - IPP needs to be able to take a .app directory instead of a Payload directory when doing RepackageFromStage (which would probably be renamed)
// - Some discrepancy in the loading screen pngs that are getting packaged, which needs to be investigated
// - 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?)
if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
// copy in all of the artwork and plist
var DeployHandler = GetDeployHandler(Params.RawProjectPath, BuildPlatContext);
DeployHandler.PrepForUATPackageOrDeploy(Params.RawProjectPath,
Params.ShortProjectName,
Path.GetDirectoryName(Params.RawProjectPath.FullName),
CombinePaths(Path.GetDirectoryName(Params.ProjectGameExeFilename), SC.StageExecutables[0]),
CombinePaths(SC.LocalRoot, "Engine"),
Params.Distribution,
"",
false);
// figure out where to pop in the staged files
string AppDirectory = string.Format("{0}/Payload/{1}.app",
Path.GetDirectoryName(Params.ProjectGameExeFilename),
Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename));
// delete the old cookeddata
InternalUtils.SafeDeleteDirectory(AppDirectory + "/cookeddata", true);
InternalUtils.SafeDeleteFile(AppDirectory + "/ue4commandline.txt", true);
if (!Params.IterativeDeploy)
{
// copy the Staged files to the AppDirectory
string[] StagedFiles = Directory.GetFiles (SC.StageDirectory, "*", SearchOption.AllDirectories);
foreach (string Filename in StagedFiles)
{
string DestFilename = Filename.Replace (SC.StageDirectory, AppDirectory);
Directory.CreateDirectory (Path.GetDirectoryName (DestFilename));
InternalUtils.SafeCopyFile (Filename, DestFilename, true);
}
}
else
{
// copy just the root stage directory files
string[] StagedFiles = Directory.GetFiles (SC.StageDirectory, "*", SearchOption.TopDirectoryOnly);
foreach (string Filename in StagedFiles)
{
string DestFilename = Filename.Replace (SC.StageDirectory, AppDirectory);
Directory.CreateDirectory (Path.GetDirectoryName (DestFilename));
InternalUtils.SafeCopyFile (Filename, DestFilename, true);
}
}
}
bCreatedIPA = false;
bool bNeedsIPA = false;
if (Params.IterativeDeploy)
{
if (Params.Devices.Count != 1)
{
throw new AutomationException("Can only interatively deploy to a single device, but {0} were specified", Params.Devices.Count);
}
String NonUFSManifestPath = SC.GetNonUFSDeploymentDeltaPath(Params.DeviceNames[0]);
// check to determine if we need to update the IPA
if (File.Exists(NonUFSManifestPath))
{
string NonUFSFiles = File.ReadAllText(NonUFSManifestPath);
string[] Lines = NonUFSFiles.Split('\n');
bNeedsIPA = Lines.Length > 0 && !string.IsNullOrWhiteSpace(Lines[0]);
}
}
if (String.IsNullOrEmpty(Params.Provision))
{
Params.Provision = BuildPlatContext.MobileProvision;
}
if (String.IsNullOrEmpty(Params.Certificate))
{
Params.Certificate = BuildPlatContext.SigningCertificate;
}
// Scheme name and configuration for code signing with Xcode project
string SchemeName = Params.IsCodeBasedProject ? Params.RawProjectPath.GetFileNameWithoutExtension() : "UE4";
string SchemeConfiguration = TargetConfiguration.ToString();
if (Params.Client)
{
SchemeConfiguration += " Client";
}
if (UnrealBuildTool.BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
var ProjectIPA = MakeIPAFileName(TargetConfiguration, Params);
var ProjectStub = Path.GetFullPath(Params.ProjectGameExeFilename);
// package a .ipa from the now staged directory
var IPPExe = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/IOS/IPhonePackager.exe");
LogLog("ProjectName={0}", Params.ShortProjectName);
LogLog("ProjectStub={0}", ProjectStub);
LogLog("ProjectIPA={0}", ProjectIPA);
LogLog("IPPExe={0}", IPPExe);
bool cookonthefly = Params.CookOnTheFly || Params.SkipCookOnTheFly;
// if we are incremental check to see if we need to even update the IPA
if (!Params.IterativeDeploy || !File.Exists(ProjectIPA) || bNeedsIPA)
{
// delete the .ipa to make sure it was made
DeleteFile(ProjectIPA);
bCreatedIPA = true;
if (RemoteToolChain.bUseRPCUtil)
{
string IPPArguments = "RepackageFromStage \"" + (Params.IsCodeBasedProject ? Params.RawProjectPath.FullName : "Engine") + "\"";
IPPArguments += " -config " + TargetConfiguration.ToString();
IPPArguments += " -schemename " + SchemeName + " -schemeconfig \"" + SchemeConfiguration + "\"";
if (TargetConfiguration == UnrealTargetConfiguration.Shipping)
{
IPPArguments += " -compress=best";
}
// Determine if we should sign
bool bNeedToSign = GetCodeSignDesirability(Params);
if (!String.IsNullOrEmpty(Params.BundleName))
{
// Have to sign when a bundle name is specified
bNeedToSign = true;
IPPArguments += " -bundlename " + Params.BundleName;
}
if (bNeedToSign)
{
IPPArguments += " -sign";
if (Params.Distribution)
{
IPPArguments += " -distribution";
}
}
IPPArguments += (cookonthefly ? " -cookonthefly" : "");
IPPArguments += " -stagedir \"" + CombinePaths(Params.BaseStageDirectory, PlatformName) + "\"";
IPPArguments += " -project \"" + Params.RawProjectPath + "\"";
if (Params.IterativeDeploy)
{
IPPArguments += " -iterate";
}
if (!string.IsNullOrEmpty(Params.Provision))
{
IPPArguments += " -provision \"" + Params.Provision + "\"";
}
if (!string.IsNullOrEmpty(Params.Certificate))
{
IPPArguments += " -certificate \"" + Params.Certificate + "\"";
}
if (PlatformName == "TVOS")
{
IPPArguments += " -tvos";
}
RunAndLog(CmdEnv, IPPExe, IPPArguments);
}
else
{
List<string> IPPArguments = new List<string>();
IPPArguments.Add("RepackageFromStage");
IPPArguments.Add(Params.IsCodeBasedProject ? Params.RawProjectPath.FullName : "Engine");
IPPArguments.Add("-config");
IPPArguments.Add(TargetConfiguration.ToString());
IPPArguments.Add("-schemename");
IPPArguments.Add(SchemeName);
IPPArguments.Add("-schemeconfig");
IPPArguments.Add("\"" + SchemeConfiguration + "\"");
if (TargetConfiguration == UnrealTargetConfiguration.Shipping)
{
IPPArguments.Add("-compress=best");
}
// Determine if we should sign
bool bNeedToSign = GetCodeSignDesirability(Params);
if (!String.IsNullOrEmpty(Params.BundleName))
{
// Have to sign when a bundle name is specified
bNeedToSign = true;
IPPArguments.Add("-bundlename");
IPPArguments.Add(Params.BundleName);
}
if (bNeedToSign)
{
IPPArguments.Add("-sign");
}
if (cookonthefly)
{
IPPArguments.Add(" -cookonthefly");
}
IPPArguments.Add(" -stagedir");
IPPArguments.Add(CombinePaths(Params.BaseStageDirectory, "IOS"));
IPPArguments.Add(" -project");
IPPArguments.Add(Params.RawProjectPath.FullName);
if (Params.IterativeDeploy)
{
IPPArguments.Add(" -iterate");
}
if (!string.IsNullOrEmpty(Params.Provision))
{
IPPArguments.Add(" -provision");
IPPArguments.Add(Params.Provision);
}
if (!string.IsNullOrEmpty(Params.Certificate))
{
IPPArguments.Add(" -certificate");
IPPArguments.Add(Params.Certificate);
}
if (RunIPP(IPPArguments.ToArray()) != 0)
{
throw new AutomationException("IPP Failed");
}
}
}
// verify the .ipa exists
if (!FileExists(ProjectIPA))
{
throw new AutomationException(ExitCode.Error_FailedToCreateIPA, "PACKAGE FAILED - {0} was not created", ProjectIPA);
}
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
}