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This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035 [CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
695 lines
26 KiB
C#
695 lines
26 KiB
C#
// Copyright 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.Text.RegularExpressions;
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using System.IO;
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using AutomationTool;
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using UnrealBuildTool;
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using EpicGames.Core;
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public class MacPlatform : Platform
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{
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/// <summary>
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/// Default architecture to build projects for. Defaults to Intel
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/// </summary>
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protected string[] ProjectTargetArchitectures = { MacExports.IntelArchitecture };
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public MacPlatform()
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: base(UnrealTargetPlatform.Mac)
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{
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}
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public override void PlatformSetupParams(ref ProjectParams ProjParams)
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{
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base.PlatformSetupParams(ref ProjParams);
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string ConfigTargetArchicture = "";
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ConfigHierarchy PlatformEngineConfig = null;
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if (ProjParams.EngineConfigs.TryGetValue(PlatformType, out PlatformEngineConfig))
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{
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PlatformEngineConfig.GetString("/Script/MacTargetPlatform.MacTargetSettings", "TargetArchitecture", out ConfigTargetArchicture);
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if (ConfigTargetArchicture.ToLower().Contains("intel"))
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{
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ProjectTargetArchitectures = new[] { MacExports.IntelArchitecture };
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}
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else if (ConfigTargetArchicture.ToLower().Contains("apple"))
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{
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ProjectTargetArchitectures = new[] { MacExports.AppleArchitecture};
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}
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else if (ConfigTargetArchicture.ToLower().Contains("universal"))
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{
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ProjectTargetArchitectures = new[] { MacExports.IntelArchitecture, MacExports.AppleArchitecture };
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}
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}
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}
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public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly)
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{
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const string NoEditorCookPlatform = "Mac";
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const string ServerCookPlatform = "MacServer";
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const string ClientCookPlatform = "MacClient";
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if (bDedicatedServer)
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{
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return ServerCookPlatform;
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}
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else if (bIsClientOnly)
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{
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return ClientCookPlatform;
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}
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else
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{
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return NoEditorCookPlatform;
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}
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}
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public override string GetEditorCookPlatform()
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{
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return "MacEditor";
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}
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/// <summary>
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/// Returns true if UAT can build this target for all Mac architectures
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/// </summary>
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/// <param name="InTarget"></param>
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/// <param name="InParams"></param>
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/// <returns></returns>
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protected bool CanBuildTargetForAllArchitectures(UnrealBuild.BuildTarget InTarget, ProjectParams InParams)
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{
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return MacExports.TargetsAllowedForAppleSilicon.Contains(InTarget.TargetName, StringComparer.OrdinalIgnoreCase);
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}
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/// <summary>
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/// Override PreBuildAgenda so we can control the architecture that targets are built for based on
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/// project settings and the current user environment
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/// </summary>
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/// <param name="Build"></param>
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/// <param name="Agenda"></param>
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/// <param name="Params"></param>
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public override void PreBuildAgenda(UnrealBuild Build, UnrealBuild.BuildAgenda Agenda, ProjectParams Params)
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{
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base.PreBuildAgenda(Build, Agenda, Params);
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string LocalArchitecture = MacExports.HostArchitecture;
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bool ProjectIsUniversal = ProjectTargetArchitectures.Count() > 1;
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// Go through the agenda for all targets and set the architecture appropriately
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foreach (UnrealBuild.BuildTarget Target in Agenda.Targets)
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{
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bool IsTarget = Params.ClientCookedTargets.Contains(Target.TargetName) || Params.ServerCookedTargets.Contains(Target.TargetName);
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// Default to Intel.
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string UBTArchitectureParam = MacExports.IntelArchitecture;
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// Targets are easy.
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// - If the project is set to Intel/Apple we do that
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// - If it's universal we build the local architecture unless distributing
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// - SpecifiedArchitecture overrides these
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if (IsTarget)
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{
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// If an architecture was specified, use that
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if (!string.IsNullOrEmpty(Params.SpecifiedArchitecture))
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{
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UBTArchitectureParam = Params.SpecifiedArchitecture;
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Log.TraceInformation("Building {0} as {1} due to -specifiedarchitecture", Target.TargetName, UBTArchitectureParam);
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}
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else
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{
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// If the project isn't marked as universal built what it's set to
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if (!ProjectIsUniversal)
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{
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UBTArchitectureParam = ProjectTargetArchitectures.First();
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Log.TraceInformation("Building {0} as {1}", Target.TargetName, UBTArchitectureParam);
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}
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else
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{
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// if it is universal, build everything for distribution or just the local architecture otherwise
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if (Params.Distribution)
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{
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UBTArchitectureParam = string.Join("+", ProjectTargetArchitectures);
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Log.TraceInformation("Building {0} as {1} for distribution", Target.TargetName, UBTArchitectureParam);
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}
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else
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{
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UBTArchitectureParam = LocalArchitecture;
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Log.TraceInformation("Building {0} as {1} for local non-distribution", Target.TargetName, UBTArchitectureParam);
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}
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}
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}
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}
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else
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{
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// We build tools for the local architecture if possible
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if (CanBuildTargetForAllArchitectures(Target, Params) || LocalArchitecture == MacExports.IntelArchitecture)
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{
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UBTArchitectureParam = LocalArchitecture;
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Log.TraceInformation("Building {0} as {1} for host", Target.TargetName, UBTArchitectureParam);
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}
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else if (MacExports.IsRunningOnAppleArchitecture)
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{
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// Tell them why to avoid confusion
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Log.TraceInformation("Building {0} as {1} (arm64 not currently supported)", Target.TargetName, UBTArchitectureParam);
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UBTArchitectureParam = MacExports.IntelArchitecture;
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}
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}
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Target.UBTArgs += string.Format(" -architecture={0}", UBTArchitectureParam);
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}
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}
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private void StageAppBundle(DeploymentContext SC, DirectoryReference InPath, StagedDirectoryReference NewName)
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{
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// Files with DebugFileExtensions should always be DebugNonUFS
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List<string> DebugExtensions = GetDebugFileExtensions();
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if(DirectoryExists(InPath.FullName))
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{
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foreach (FileReference InputFile in DirectoryReference.EnumerateFiles(InPath, "*", SearchOption.AllDirectories))
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{
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StagedFileReference OutputFile = StagedFileReference.Combine(NewName, InputFile.MakeRelativeTo(InPath));
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StagedFileType FileType = DebugExtensions.Any(x => InputFile.HasExtension(x)) ? StagedFileType.DebugNonUFS : StagedFileType.NonUFS;
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SC.StageFile(FileType, InputFile, OutputFile);
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}
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}
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}
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public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
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{
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// Stage all the build products
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foreach (StageTarget Target in SC.StageTargets)
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{
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SC.StageBuildProductsFromReceipt(Target.Receipt, Target.RequireFilesExist, Params.bTreatNonShippingBinariesAsDebugFiles);
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}
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if (SC.bStageCrashReporter)
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{
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StagedDirectoryReference CrashReportClientPath = StagedDirectoryReference.Combine("Engine/Binaries", SC.PlatformDir, "CrashReportClient.app");
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StageAppBundle(SC, DirectoryReference.Combine(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, "CrashReportClient.app"), CrashReportClientPath);
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}
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// Find the app bundle path
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List<FileReference> Exes = GetExecutableNames(SC);
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foreach (var Exe in Exes)
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{
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StagedDirectoryReference AppBundlePath = null;
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if (Exe.IsUnderDirectory(DirectoryReference.Combine(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir)))
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{
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AppBundlePath = StagedDirectoryReference.Combine(SC.ShortProjectName, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe.FullName) + ".app");
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}
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else if (Exe.IsUnderDirectory(DirectoryReference.Combine(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir)))
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{
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AppBundlePath = StagedDirectoryReference.Combine("Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe.FullName) + ".app");
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}
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// Copy the custom icon and Steam dylib, if needed
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if (AppBundlePath != null)
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{
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FileReference AppIconsFile = FileReference.Combine(SC.ProjectRoot, "Build", "Mac", "Application.icns");
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if(FileReference.Exists(AppIconsFile))
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{
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SC.StageFile(StagedFileType.NonUFS, AppIconsFile, StagedFileReference.Combine(AppBundlePath, "Contents", "Resources", "Application.icns"));
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}
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}
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}
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// Copy the splash screen, Mac specific
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FileReference SplashImage = FileReference.Combine(SC.ProjectRoot, "Content", "Splash", "Splash.bmp");
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if(FileReference.Exists(SplashImage))
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{
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SC.StageFile(StagedFileType.NonUFS, SplashImage);
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}
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// Stage the bootstrap executable
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if (!Params.NoBootstrapExe)
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{
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foreach (StageTarget Target in SC.StageTargets)
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{
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BuildProduct Executable = Target.Receipt.BuildProducts.FirstOrDefault(x => x.Type == BuildProductType.Executable);
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if (Executable != null)
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{
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// only create bootstraps for executables
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List<StagedFileReference> StagedFiles = SC.FilesToStage.NonUFSFiles.Where(x => x.Value == Executable.Path).Select(x => x.Key).ToList();
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if (StagedFiles.Count > 0 && Executable.Path.FullName.Replace("\\", "/").Contains("/" + TargetPlatformType.ToString() + "/"))
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{
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string BootstrapArguments = "";
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if (!ShouldStageCommandLine(Params, SC))
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{
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if (!SC.IsCodeBasedProject)
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{
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BootstrapArguments = String.Format("../../../{0}/{0}.uproject", SC.ShortProjectName);
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}
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else
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{
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BootstrapArguments = SC.ShortProjectName;
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}
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}
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string BootstrapExeName;
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if (SC.StageTargetConfigurations.Count > 1)
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{
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BootstrapExeName = Path.GetFileName(Executable.Path.FullName) + ".app";
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}
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else if (Params.IsCodeBasedProject)
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{
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// We want Mac-Shipping etc in the bundle name
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BootstrapExeName = Path.GetFileName(Executable.Path.FullName) + ".app";
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}
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else
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{
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BootstrapExeName = SC.ShortProjectName + ".app";
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}
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string AppSuffix = ".app" + Path.DirectorySeparatorChar;
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string AppPath = Executable.Path.FullName.Substring(0, Executable.Path.FullName.LastIndexOf(AppSuffix) + AppSuffix.Length);
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foreach (var DestPath in StagedFiles)
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{
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string AppRelativePath = DestPath.Name.Substring(0, DestPath.Name.LastIndexOf(AppSuffix) + AppSuffix.Length);
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StageBootstrapExecutable(SC, BootstrapExeName, AppPath, AppRelativePath, BootstrapArguments);
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}
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}
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}
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}
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}
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// Copy the ShaderCache files, if they exist
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FileReference DrawCacheFile = FileReference.Combine(SC.ProjectRoot, "Content", "DrawCache.ushadercache");
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if(FileReference.Exists(DrawCacheFile))
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{
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SC.StageFile(StagedFileType.UFS, DrawCacheFile);
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}
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FileReference ByteCodeCacheFile = FileReference.Combine(SC.ProjectRoot, "Content", "ByteCodeCache.ushadercode");
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if(FileReference.Exists(ByteCodeCacheFile))
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{
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SC.StageFile(StagedFileType.UFS, ByteCodeCacheFile);
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}
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{
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// Stage any *.metallib files as NonUFS.
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// Get the final output directory for cooked data
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DirectoryReference CookOutputDir;
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if(!String.IsNullOrEmpty(Params.CookOutputDir))
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{
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CookOutputDir = DirectoryReference.Combine(new DirectoryReference(Params.CookOutputDir), SC.CookPlatform);
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}
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else if(Params.CookInEditor)
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{
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CookOutputDir = DirectoryReference.Combine(SC.ProjectRoot, "Saved", "EditorCooked", SC.CookPlatform);
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}
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else
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{
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CookOutputDir = DirectoryReference.Combine(SC.ProjectRoot, "Saved", "Cooked", SC.CookPlatform);
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}
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if(DirectoryReference.Exists(CookOutputDir))
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{
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List<FileReference> CookedFiles = DirectoryReference.EnumerateFiles(CookOutputDir, "*.metallib", SearchOption.AllDirectories).ToList();
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foreach(FileReference CookedFile in CookedFiles)
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{
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SC.StageFile(StagedFileType.NonUFS, CookedFile, new StagedFileReference(CookedFile.MakeRelativeTo(CookOutputDir)));
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}
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}
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}
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}
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string GetValueFromInfoPlist(string InfoPlist, string Key, string DefaultValue = "")
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{
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string Value = DefaultValue;
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string KeyString = "<key>" + Key + "</key>";
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int KeyIndex = InfoPlist.IndexOf(KeyString);
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if (KeyIndex > 0)
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{
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int ValueStartIndex = InfoPlist.IndexOf("<string>", KeyIndex + KeyString.Length) + "<string>".Length;
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int ValueEndIndex = InfoPlist.IndexOf("</string>", ValueStartIndex);
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if (ValueStartIndex > 0 && ValueEndIndex > ValueStartIndex)
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{
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Value = InfoPlist.Substring(ValueStartIndex, ValueEndIndex - ValueStartIndex);
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}
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}
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return Value;
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}
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void StageBootstrapExecutable(DeploymentContext SC, string ExeName, string TargetFile, string StagedRelativeTargetPath, string StagedArguments)
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{
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DirectoryReference InputApp = DirectoryReference.Combine(SC.LocalRoot, "Engine", "Binaries", SC.PlatformDir, "BootstrapPackagedGame.app");
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if (InternalUtils.SafeDirectoryExists(InputApp.FullName))
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{
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// Create the new bootstrap program
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DirectoryReference IntermediateDir = DirectoryReference.Combine(SC.ProjectRoot, "Intermediate", "Staging");
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InternalUtils.SafeCreateDirectory(IntermediateDir.FullName);
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DirectoryReference IntermediateApp = DirectoryReference.Combine(IntermediateDir, ExeName);
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if (DirectoryReference.Exists(IntermediateApp))
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{
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DirectoryReference.Delete(IntermediateApp, true);
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}
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CloneDirectory(InputApp.FullName, IntermediateApp.FullName);
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// Rename the executable
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string GameName = Path.GetFileNameWithoutExtension(ExeName);
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FileReference.Move(FileReference.Combine(IntermediateApp, "Contents", "MacOS", "BootstrapPackagedGame"), FileReference.Combine(IntermediateApp, "Contents", "MacOS", GameName));
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// Copy the icon
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string SrcInfoPlistPath = CombinePaths(TargetFile, "Contents", "Info.plist");
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string SrcInfoPlist = File.ReadAllText(SrcInfoPlistPath);
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string IconName = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleIconFile");
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if (!string.IsNullOrEmpty(IconName))
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{
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string IconPath = CombinePaths(TargetFile, "Contents", "Resources", IconName + ".icns");
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InternalUtils.SafeCreateDirectory(CombinePaths(IntermediateApp.FullName, "Contents", "Resources"));
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File.Copy(IconPath, CombinePaths(IntermediateApp.FullName, "Contents", "Resources", IconName + ".icns"));
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}
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// Update Info.plist contents
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string DestInfoPlistPath = CombinePaths(IntermediateApp.FullName, "Contents", "Info.plist");
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string DestInfoPlist = File.ReadAllText(DestInfoPlistPath);
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string AppIdentifier = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleIdentifier");
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if (AppIdentifier == "com.epicgames.UnrealGame")
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{
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AppIdentifier = "";
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}
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string Copyright = GetValueFromInfoPlist(SrcInfoPlist, "NSHumanReadableCopyright");
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string BundleVersion = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleVersion", "1");
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string ShortVersion = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleShortVersionString", "1.0");
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DestInfoPlist = DestInfoPlist.Replace("com.epicgames.BootstrapPackagedGame", string.IsNullOrEmpty(AppIdentifier) ? "com.epicgames." + GameName + "_bootstrap" : AppIdentifier + "_bootstrap");
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DestInfoPlist = DestInfoPlist.Replace("BootstrapPackagedGame", GameName);
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DestInfoPlist = DestInfoPlist.Replace("__UE4_ICON_FILE__", IconName);
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DestInfoPlist = DestInfoPlist.Replace("__UE4_APP_TO_LAUNCH__", StagedRelativeTargetPath);
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DestInfoPlist = DestInfoPlist.Replace("__UE4_COMMANDLINE__", StagedArguments);
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DestInfoPlist = DestInfoPlist.Replace("__UE4_COPYRIGHT__", Copyright);
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DestInfoPlist = DestInfoPlist.Replace("__UE4_BUNDLE_VERSION__", BundleVersion);
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DestInfoPlist = DestInfoPlist.Replace("__UE4_SHORT_VERSION__", ShortVersion);
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File.WriteAllText(DestInfoPlistPath, DestInfoPlist);
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StageAppBundle(SC, IntermediateApp, new StagedDirectoryReference(ExeName));
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}
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}
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private void RemoveExtraRPaths(ProjectParams Params, DeploymentContext SC)
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{
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// When we link the executable we add RPATH entries for all possible places where dylibs can be loaded from, so that the same executable can be used from Binaries/Mac
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// as well as in a packaged, self-contained application. In recent versions of macOS, Gatekeeper doesn't allow RPATHs pointing to folders that don't exist,
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// so we remove these based on the type of packaging (Params.CreateAppBundle).
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List<FileReference> Exes = GetExecutableNames(SC);
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foreach (var ExePath in Exes)
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{
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IProcessResult CommandResult = Run("otool", "-l \"" + ExePath + "\"", null, ERunOptions.None);
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if (CommandResult.ExitCode == 0)
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{
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bool bModifiedWithInstallNameTool = false;
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StringReader Reader = new StringReader(CommandResult.Output);
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Regex RPathPattern = new Regex(@"^\s+path (?<rpath>.+)\s\(offset");
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string ToRemovePattern = Params.CreateAppBundle ? "/../../../" : "@loader_path/../UE4/";
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string OutputLine;
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while ((OutputLine = Reader.ReadLine()) != null)
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{
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if (OutputLine.EndsWith("cmd LC_RPATH"))
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{
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OutputLine = Reader.ReadLine();
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OutputLine = Reader.ReadLine();
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Match RPathMatch = RPathPattern.Match(OutputLine);
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if (RPathMatch.Success)
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{
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string RPath = RPathMatch.Groups["rpath"].Value;
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if (RPath.Contains(ToRemovePattern))
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{
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Run("xcrun", "install_name_tool -delete_rpath \"" + RPath + "\" \"" + ExePath + "\"", null, ERunOptions.NoStdOutCapture);
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bModifiedWithInstallNameTool = true;
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}
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}
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}
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}
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// Now re-sign the exectuables if they were previously signed during staging. Modifying the binaries
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// via install_name_tool _after_ signing them invalidates the signature.
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if (bModifiedWithInstallNameTool && (Params.bCodeSign && !Params.SkipStage))
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{
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SC.StageTargetPlatform.SignExecutables(SC, Params);
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}
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}
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}
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}
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public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
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{
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// package up the program, potentially with an installer for Mac
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PrintRunTime();
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}
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public override void ProcessArchivedProject(ProjectParams Params, DeploymentContext SC)
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{
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if (Params.CreateAppBundle)
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{
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string ExeName = SC.StageExecutables[0];
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string BundlePath = SC.IsCodeBasedProject ? CombinePaths(SC.ArchiveDirectory.FullName, ExeName + ".app") : BundlePath = CombinePaths(SC.ArchiveDirectory.FullName, SC.ShortProjectName + ".app");
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if (SC.bIsCombiningMultiplePlatforms)
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{
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// when combining multiple platforms, don't merge the content into the .app, use the one in the Binaries directory
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BundlePath = CombinePaths(SC.ArchiveDirectory.FullName, SC.ShortProjectName, "Binaries", "Mac", ExeName + ".app");
|
|
if (!Directory.Exists(BundlePath))
|
|
{
|
|
// if the .app wasn't there, just skip out (we don't require executables when combining)
|
|
return;
|
|
}
|
|
}
|
|
|
|
string TargetPath = CombinePaths(BundlePath, "Contents", "UE4");
|
|
if (!SC.bIsCombiningMultiplePlatforms)
|
|
{
|
|
if (Directory.Exists(BundlePath))
|
|
{
|
|
Directory.Delete(BundlePath, true);
|
|
}
|
|
|
|
string SourceBundlePath = CombinePaths(SC.ArchiveDirectory.FullName, SC.ShortProjectName, "Binaries", "Mac", ExeName + ".app");
|
|
if (!Directory.Exists(SourceBundlePath))
|
|
{
|
|
SourceBundlePath = CombinePaths(SC.ArchiveDirectory.FullName, "Engine", "Binaries", "Mac", ExeName + ".app");
|
|
if (!Directory.Exists(SourceBundlePath))
|
|
{
|
|
SourceBundlePath = CombinePaths(SC.ArchiveDirectory.FullName, "Engine", "Binaries", "Mac", "UE4.app");
|
|
}
|
|
}
|
|
Directory.Move(SourceBundlePath, BundlePath);
|
|
|
|
if (DirectoryExists(TargetPath))
|
|
{
|
|
Directory.Delete(TargetPath, true);
|
|
}
|
|
|
|
// First, move all files and folders inside the app bundle
|
|
string[] StagedFiles = Directory.GetFiles(SC.ArchiveDirectory.FullName, "*", SearchOption.TopDirectoryOnly);
|
|
foreach (string FilePath in StagedFiles)
|
|
{
|
|
string TargetFilePath = CombinePaths(TargetPath, Path.GetFileName(FilePath));
|
|
Directory.CreateDirectory(Path.GetDirectoryName(TargetFilePath));
|
|
File.Move(FilePath, TargetFilePath);
|
|
}
|
|
|
|
string[] StagedDirectories = Directory.GetDirectories(SC.ArchiveDirectory.FullName, "*", SearchOption.TopDirectoryOnly);
|
|
foreach (string DirPath in StagedDirectories)
|
|
{
|
|
string DirName = Path.GetFileName(DirPath);
|
|
if (!DirName.EndsWith(".app"))
|
|
{
|
|
string TargetDirPath = CombinePaths(TargetPath, DirName);
|
|
Directory.CreateDirectory(Path.GetDirectoryName(TargetDirPath));
|
|
Directory.Move(DirPath, TargetDirPath);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update executable name, icon and entry in Info.plist
|
|
string UE4GamePath = CombinePaths(BundlePath, "Contents", "MacOS", ExeName);
|
|
if (!SC.IsCodeBasedProject && ExeName != SC.ShortProjectName && File.Exists(UE4GamePath))
|
|
{
|
|
string GameExePath = CombinePaths(BundlePath, "Contents", "MacOS", SC.ShortProjectName);
|
|
File.Delete(GameExePath);
|
|
File.Move(UE4GamePath, GameExePath);
|
|
|
|
string DefaultIconPath = CombinePaths(BundlePath, "Contents", "Resources", "UnrealGame.icns");
|
|
string CustomIconSrcPath = CombinePaths(BundlePath, "Contents", "Resources", "Application.icns");
|
|
string CustomIconDestPath = CombinePaths(BundlePath, "Contents", "Resources", SC.ShortProjectName + ".icns");
|
|
if (File.Exists(CustomIconSrcPath))
|
|
{
|
|
File.Delete(DefaultIconPath);
|
|
if (File.Exists(CustomIconDestPath))
|
|
{
|
|
File.Delete(CustomIconDestPath);
|
|
}
|
|
File.Move(CustomIconSrcPath, CustomIconDestPath);
|
|
}
|
|
else if (File.Exists(DefaultIconPath))
|
|
{
|
|
if (File.Exists(CustomIconDestPath))
|
|
{
|
|
File.Delete(CustomIconDestPath);
|
|
}
|
|
File.Move(DefaultIconPath, CustomIconDestPath);
|
|
}
|
|
|
|
string InfoPlistPath = CombinePaths(BundlePath, "Contents", "Info.plist");
|
|
string InfoPlistContents = File.ReadAllText(InfoPlistPath);
|
|
InfoPlistContents = InfoPlistContents.Replace(ExeName, SC.ShortProjectName);
|
|
InfoPlistContents = InfoPlistContents.Replace("<string>UnrealGame</string>", "<string>" + SC.ShortProjectName + "</string>");
|
|
File.Delete(InfoPlistPath);
|
|
File.WriteAllText(InfoPlistPath, InfoPlistContents);
|
|
}
|
|
|
|
if (!SC.bIsCombiningMultiplePlatforms)
|
|
{
|
|
// creating these directories when the content isn't moved into the application causes it
|
|
// to fail to load, and isn't needed
|
|
Directory.CreateDirectory(CombinePaths(TargetPath, "Engine", "Binaries", "Mac"));
|
|
Directory.CreateDirectory(CombinePaths(TargetPath, SC.ShortProjectName, "Binaries", "Mac"));
|
|
}
|
|
|
|
// Find any dSYM files in the Manifest_DebugFiles_Mac file, move them to the archive directory, and remove them from the manifest.
|
|
string[] DebugManifests = CommandUtils.FindFiles("Manifest_DebugFiles_Mac.txt", true, SC.ArchiveDirectory.FullName);
|
|
if ( DebugManifests.Count() > 0 )
|
|
{
|
|
string DebugManifest=DebugManifests[0];
|
|
|
|
List<string> ManifestLines = new List<string>(File.ReadAllLines(DebugManifest));
|
|
bool ModifyManifest = false;
|
|
for (int ManifestLineIndex = ManifestLines.Count - 1; ManifestLineIndex >= 0; ManifestLineIndex--)
|
|
{
|
|
string ManifestLine = ManifestLines[ManifestLineIndex];
|
|
int TabIndex = ManifestLine.IndexOf('\t');
|
|
if (TabIndex > 0)
|
|
{
|
|
string FoundDebugFile = ManifestLine.Substring(0, TabIndex);
|
|
if (FoundDebugFile.Contains(".dSYM"))
|
|
{
|
|
FoundDebugFile = CommandUtils.CombinePaths(TargetPath, FoundDebugFile);
|
|
string MovedDebugFile = CombinePaths(SC.ArchiveDirectory.FullName, Path.GetFileName(FoundDebugFile));
|
|
|
|
File.Move(FoundDebugFile, MovedDebugFile);
|
|
|
|
Log.TraceInformation("Moving debug file: '{0}')", FoundDebugFile);
|
|
ManifestLines.RemoveAt(ManifestLineIndex);
|
|
ModifyManifest = true;
|
|
}
|
|
}
|
|
}
|
|
if (ModifyManifest)
|
|
{
|
|
File.WriteAllLines(DebugManifest, ManifestLines.ToArray());
|
|
}
|
|
}
|
|
|
|
// If there is a dSYM matching the exe name rename it so it matches the project name
|
|
string ExeDSYMName = CombinePaths(SC.ArchiveDirectory.FullName, ExeName + ".dSYM");
|
|
string ProjectDSYMName = CombinePaths(SC.ArchiveDirectory.FullName, SC.ShortProjectName + ".dSYM");
|
|
|
|
if (ExeDSYMName != ProjectDSYMName)
|
|
{
|
|
if (File.Exists(ExeDSYMName))
|
|
{
|
|
File.Move(ExeDSYMName, ProjectDSYMName);
|
|
}
|
|
}
|
|
|
|
Run("/System/Library/Frameworks/CoreServices.framework/Frameworks/LaunchServices.framework/Support/lsregister", "-f " + BundlePath, null, ERunOptions.Default);
|
|
}
|
|
}
|
|
|
|
public override IProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
|
|
{
|
|
if (!File.Exists(ClientApp))
|
|
{
|
|
if (Directory.Exists(ClientApp + ".app"))
|
|
{
|
|
ClientApp += ".app/Contents/MacOS/" + Path.GetFileName(ClientApp);
|
|
}
|
|
else
|
|
{
|
|
Int32 BaseDirLen = Params.BaseStageDirectory.Length;
|
|
string StageSubDir = ClientApp.Substring(BaseDirLen, ClientApp.IndexOf("/", BaseDirLen + 1) - BaseDirLen);
|
|
ClientApp = CombinePaths(Params.BaseStageDirectory, StageSubDir, Params.ShortProjectName + ".app/Contents/MacOS/" + Params.ShortProjectName);
|
|
}
|
|
}
|
|
|
|
PushDir(Path.GetDirectoryName(ClientApp));
|
|
// Always start client process and don't wait for exit.
|
|
IProcessResult ClientProcess = Run(ClientApp, ClientCmdLine, null, ClientRunFlags | ERunOptions.NoWaitForExit);
|
|
PopDir();
|
|
|
|
return ClientProcess;
|
|
}
|
|
|
|
public override bool IsSupported { get { return true; } }
|
|
|
|
public override List<string> GetDebugFileExtensions()
|
|
{
|
|
return new List<string> { ".dSYM" };
|
|
}
|
|
public override bool CanHostPlatform(UnrealTargetPlatform Platform)
|
|
{
|
|
if (Platform == UnrealTargetPlatform.IOS || Platform == UnrealTargetPlatform.Mac || Platform == UnrealTargetPlatform.TVOS)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public override bool ShouldStageCommandLine(ProjectParams Params, DeploymentContext SC)
|
|
{
|
|
return false; // !String.IsNullOrEmpty(Params.StageCommandline) || !String.IsNullOrEmpty(Params.RunCommandline) || (!Params.IsCodeBasedProject && Params.NoBootstrapExe);
|
|
}
|
|
|
|
public override bool SignExecutables(DeploymentContext SC, ProjectParams Params)
|
|
{
|
|
if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
|
|
{
|
|
if (Params.Archive)
|
|
{
|
|
// Remove extra RPATHs if we will be archiving the project
|
|
LogInformation("Removing extraneous rpath entries");
|
|
RemoveExtraRPaths(Params, SC);
|
|
}
|
|
|
|
// Sign everything we built
|
|
List<FileReference> FilesToSign = GetExecutableNames(SC);
|
|
LogInformation("RuntimeProjectRootDir: " + SC.RuntimeProjectRootDir);
|
|
foreach (var Exe in FilesToSign)
|
|
{
|
|
LogInformation("Signing: " + Exe);
|
|
string AppBundlePath = "";
|
|
if (Exe.IsUnderDirectory(DirectoryReference.Combine(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir)))
|
|
{
|
|
LogInformation("Starts with Binaries");
|
|
AppBundlePath = CombinePaths(SC.RuntimeProjectRootDir.FullName, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe.FullName) + ".app");
|
|
}
|
|
else if (Exe.IsUnderDirectory(DirectoryReference.Combine(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir)))
|
|
{
|
|
LogInformation("Starts with Engine/Binaries");
|
|
AppBundlePath = CombinePaths("Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe.FullName) + ".app");
|
|
}
|
|
|
|
LogInformation("Signing: " + AppBundlePath);
|
|
CodeSign.SignMacFileOrFolder(AppBundlePath);
|
|
}
|
|
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public override void StripSymbols(FileReference SourceFile, FileReference TargetFile)
|
|
{
|
|
MacExports.StripSymbols(SourceFile, TargetFile);
|
|
}
|
|
}
|