Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Mac/MacPlatform.Automation.cs
Peter Sauerbrei bcaa096da8 fix for Tappy Chicken not launching past splash screen on iOS
fix for Android unable to launch projects via UFE
fix for Project Launcher default roles settings not being used
TTP347511, TTP347613, TTP347768
#ue4

[CL 2311418 by Peter Sauerbrei in Main branch]
2014-09-26 15:27:39 -04:00

166 lines
6.3 KiB
C#

// Copyright 1998-2014 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;
public class MacPlatform : Platform
{
public MacPlatform()
: base(UnrealTargetPlatform.Mac)
{
}
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor)
{
const string ClientCookPlatform = "MacNoEditor";
const string ServerCookPlatform = "MacServer";
return bDedicatedServer ? ServerCookPlatform : ClientCookPlatform;
}
public override string GetEditorCookPlatform()
{
return "Mac";
}
private void StageAppBundle(DeploymentContext SC, string InPath, string NewName)
{
SC.StageFiles(StagedFileType.NonUFS, InPath, "*", true, null, NewName, false, true, null);
}
public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
{
List<string> Exes = GetExecutableNames(SC);
foreach (var Exe in Exes)
{
if (Exe.StartsWith(CombinePaths(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir)))
{
StageAppBundle(SC, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app"), CombinePaths(SC.ShortProjectName, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app"));
}
else if (Exe.StartsWith(CombinePaths(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir)))
{
StageAppBundle(SC, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app"), CombinePaths("Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe) + ".app"));
}
}
// Copy the splash screen, Mac specific
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Content/Splash"), "Splash.bmp", false, null, null, true);
SC.StageFiles(StagedFileType.UFS, CombinePaths(SC.LocalRoot, "Engine/Content/Localization/ICU"), "*", true, null, null, false, !Params.UsePak(SC.StageTargetPlatform));
}
public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
{
// package up the program, potentially with an installer for Mac
PrintRunTime();
}
public override void ProcessArchivedProject(ProjectParams Params, DeploymentContext SC)
{
string ExeName = SC.StageExecutables[0];
string BundlePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName + ".app");
if (!Directory.Exists(BundlePath))
{
string SourceBundlePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName, "Binaries", "Mac", ExeName + ".app");
if (!Directory.Exists(SourceBundlePath))
{
SourceBundlePath = CombinePaths(SC.ArchiveDirectory, "Engine", "Binaries", "Mac", ExeName + ".app");
}
Directory.Move(SourceBundlePath, BundlePath);
}
string TargetPath = CombinePaths(BundlePath, "Contents", "UE4");
if (DirectoryExists(TargetPath))
{
Directory.Delete(TargetPath, true);
}
// First, move all files and folders inside he app bundle
string[] StagedFiles = Directory.GetFiles(SC.ArchiveDirectory, "*", 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, "*", 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 and entry in Info.plist
string UE4GamePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName + ".app", "Contents", "MacOS", ExeName);
if (ExeName != SC.ShortProjectName && File.Exists(UE4GamePath))
{
string GameExePath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName + ".app", "Contents", "MacOS", SC.ShortProjectName);
File.Delete(GameExePath);
File.Move(UE4GamePath, GameExePath);
string InfoPlistPath = CombinePaths(SC.ArchiveDirectory, SC.ShortProjectName + ".app", "Contents", "Info.plist");
string InfoPlistContents = File.ReadAllText(InfoPlistPath);
InfoPlistContents = InfoPlistContents.Replace(ExeName, SC.ShortProjectName);
File.Delete(InfoPlistPath);
File.WriteAllText(InfoPlistPath, InfoPlistContents);
}
Directory.CreateDirectory(CombinePaths(TargetPath, ExeName.StartsWith("UE4Game") ? "Engine" : SC.ShortProjectName, "Binaries", "Mac"));
}
public override ProcessResult 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.
ProcessResult ClientProcess = Run(ClientApp, ClientCmdLine, null, ClientRunFlags | ERunOptions.NoWaitForExit);
PopDir();
return ClientProcess;
}
public override bool IsSupported { get { return true; } }
public override bool ShouldUseManifestForUBTBuilds(string AddArgs)
{
// don't use the manifest to set up build products if we are compiling Mac under Windows and we aren't going to copy anything back to the PC
bool bIsBuildingRemotely = UnrealBuildTool.BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac;
bool bUseManifest = !bIsBuildingRemotely || AddArgs.IndexOf("-CopyAppBundleBackToDevice", StringComparison.InvariantCultureIgnoreCase) > 0;
return bUseManifest;
}
public override List<string> GetDebugFileExtentions()
{
return new List<string> { ".dsym" };
}
public override bool CanHostPlatform(UnrealTargetPlatform Platform)
{
if (Platform == UnrealTargetPlatform.IOS || Platform == UnrealTargetPlatform.Mac)
{
return true;
}
return false;
}
}