Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Mac/MacToolChain.cs
Michael Trepka 1d5a0d5506 Updated engine code to compile correctly with OS X 10.10 SDK, added SDK detection to MacToolChain (based on iOS one)
#codereview Mark.Satterthwaite

[CL 2325808 by Michael Trepka in Main branch]
2014-10-10 15:07:46 -04:00

1318 lines
50 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Diagnostics;
using System.Security.AccessControl;
using System.Text;
namespace UnrealBuildTool
{
class MacToolChain : RemoteToolChain
{
public override void RegisterToolChain()
{
RegisterRemoteToolChain(UnrealTargetPlatform.Mac, CPPTargetPlatform.Mac);
}
/***********************************************************************
* NOTE:
* Do NOT change the defaults to set your values, instead you should set the environment variables
* properly in your system, as other tools make use of them to work properly!
* The defaults are there simply for examples so you know what to put in your env vars...
***********************************************************************
/** Which version of the Mac OS SDK to target at build time */
public static string MacOSSDKVersion = "latest";
/** Which version of the Mac OS X to allow at run time */
public static string MacOSVersion = "10.9";
/** Minimum version of Mac OS X to actually run on, running on earlier versions will display the system minimum version error dialog & exit. */
public static string MinMacOSVersion = "10.9.2";
/** Which developer directory to root from */
private static string XcodeDeveloperDir = "/Applications/Xcode.app/Contents/Developer/";
/** Location of the SDKs */
private static string BaseSDKDir;
/** Which compiler frontend to use */
private static string MacCompiler = "clang++";
/** Which linker frontend to use */
private static string MacLinker = "clang++";
/** Which archiver to use */
private static string MacArchiver = "libtool";
/** Track which scripts need to be deleted before appending to */
private bool bHasWipedCopyDylibScript = false;
private bool bHasWipedFixDylibScript = false;
private static List<FileItem> BundleDependencies = new List<FileItem>();
public List<string> BuiltBinaries = new List<string>();
public override void SetUpGlobalEnvironment()
{
base.SetUpGlobalEnvironment();
BaseSDKDir = XcodeDeveloperDir + "Platforms/MacOSX.platform/Developer/SDKs";
if (MacOSSDKVersion == "latest")
{
try
{
string[] SubDirs = null;
if (Utils.IsRunningOnMono)
{
// on the Mac, we can just get the directory name
SubDirs = System.IO.Directory.GetDirectories(BaseSDKDir);
Log.TraceInformation(String.Format("Directories : {0} {1}", SubDirs, SubDirs[0]));
}
else
{
Hashtable Results = RPCUtilHelper.Command("/", "ls", BaseSDKDir, null);
if (Results != null)
{
string Result = (string)Results["CommandOutput"];
SubDirs = Result.Split("\r\n".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
}
}
// loop over the subdirs and parse out the version
float MaxSDKVersion = 0.0f;
string MaxSDKVersionString = null;
foreach (string SubDir in SubDirs)
{
string SubDirName = Path.GetFileNameWithoutExtension(SubDir);
if (SubDirName.StartsWith("MacOSX10."))
{
// get the SDK version from the directory name
string SDKString = SubDirName.Replace("MacOSX10.", "");
float SDKVersion = 0.0f;
try
{
SDKVersion = float.Parse(SDKString, System.Globalization.CultureInfo.InvariantCulture);
}
catch (Exception)
{
// weirdly formatted SDKs
continue;
}
// update largest SDK version number
if (SDKVersion > MaxSDKVersion)
{
MaxSDKVersion = SDKVersion;
MaxSDKVersionString = SDKString;
}
}
}
// convert back to a string with the exact format
if (MaxSDKVersionString != null)
{
MacOSSDKVersion = "10." + MaxSDKVersionString;
}
}
catch (Exception Ex)
{
// on any exception, just use the backup version
Log.TraceInformation("Triggered an exception while looking for SDK directory in Xcode.app");
Log.TraceInformation("{0}", Ex.ToString());
}
if (MacOSSDKVersion == "latest")
{
throw new BuildException("Unable to determine SDK version from Xcode, we cannot continue");
}
}
if (!ProjectFileGenerator.bGenerateProjectFiles)
{
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
Log.TraceInformation("Compiling with Mac SDK {0} on Mac {1}", MacOSSDKVersion, RemoteServerName);
}
else
{
Log.TraceInformation("Compiling with Mac SDK {0}", MacOSSDKVersion);
}
}
}
static string GetCompileArguments_Global(CPPEnvironment CompileEnvironment)
{
string Result = "";
Result += " -fmessage-length=0";
Result += " -pipe";
Result += " -fpascal-strings";
Result += " -fexceptions";
Result += " -fasm-blocks";
Result += " -Wall -Werror";
Result += " -Wno-unused-variable";
Result += " -Wno-unused-value";
// This will hide the warnings about static functions in headers that aren't used in every single .cpp file
Result += " -Wno-unused-function";
// This hides the "enumeration value 'XXXXX' not handled in switch [-Wswitch]" warnings - we should maybe remove this at some point and add UE_LOG(, Fatal, ) to default cases
Result += " -Wno-switch";
// This hides the "warning : comparison of unsigned expression < 0 is always false" type warnings due to constant comparisons, which are possible with template arguments
Result += " -Wno-tautological-compare";
// This will prevent the issue of warnings for unused private variables.
Result += " -Wno-unused-private-field";
Result += " -Wno-invalid-offsetof"; // needed to suppress warnings about using offsetof on non-POD types.
// @todo: Remove these two when the code is fixed and they're no longer needed
Result += " -Wno-logical-op-parentheses";
Result += " -Wno-unknown-pragmas";
Result += " -c";
Result += " -arch x86_64";
Result += " -isysroot " + BaseSDKDir + "/MacOSX" + MacOSSDKVersion + ".sdk";
Result += " -mmacosx-version-min=" + MacOSVersion;
// Optimize non- debug builds.
if (CompileEnvironment.Config.Target.Configuration != CPPTargetConfiguration.Debug)
{
if (UEBuildConfiguration.bCompileForSize)
{
Result += " -Oz";
}
else
{
Result += " -O3";
}
}
else
{
Result += " -O0";
}
// Create DWARF format debug info if wanted,
if (CompileEnvironment.Config.bCreateDebugInfo)
{
Result += " -gdwarf-2";
}
return Result;
}
static string GetCompileArguments_CPP()
{
string Result = "";
Result += " -x objective-c++";
Result += " -fobjc-abi-version=2";
Result += " -fobjc-legacy-dispatch";
Result += " -fno-rtti";
Result += " -std=c++11";
Result += " -stdlib=libc++";
return Result;
}
static string GetCompileArguments_MM()
{
string Result = "";
Result += " -x objective-c++";
Result += " -fobjc-abi-version=2";
Result += " -fobjc-legacy-dispatch";
Result += " -fno-rtti";
Result += " -std=c++11";
Result += " -stdlib=libc++";
return Result;
}
static string GetCompileArguments_M()
{
string Result = "";
Result += " -x objective-c";
Result += " -fobjc-abi-version=2";
Result += " -fobjc-legacy-dispatch";
Result += " -std=c++11";
Result += " -stdlib=libc++";
return Result;
}
static string GetCompileArguments_C()
{
string Result = "";
Result += " -x c";
return Result;
}
static string GetCompileArguments_PCH()
{
string Result = "";
Result += " -x objective-c++-header";
Result += " -fobjc-abi-version=2";
Result += " -fobjc-legacy-dispatch";
Result += " -fno-rtti";
Result += " -std=c++11";
Result += " -stdlib=libc++";
return Result;
}
static string GetLinkArguments_Global(LinkEnvironment LinkEnvironment)
{
string Result = "";
Result += " -arch x86_64";
Result += " -isysroot " + BaseSDKDir + "/MacOSX" + MacOSSDKVersion + ".sdk";
Result += " -mmacosx-version-min=" + MacOSVersion;
Result += " -dead_strip";
if (LinkEnvironment.Config.bIsBuildingDLL)
{
Result += " -dynamiclib";
}
// Needed to make sure install_name_tool will be able to update paths in Mach-O headers
Result += " -headerpad_max_install_names";
Result += " -lc++";
foreach (string Framework in LinkEnvironment.Config.Frameworks)
{
Result += " -framework " + Framework;
}
foreach (UEBuildFramework Framework in LinkEnvironment.Config.AdditionalFrameworks)
{
Result += " -framework " + Framework.FrameworkName;
}
foreach (string Framework in LinkEnvironment.Config.WeakFrameworks)
{
Result += " -weak_framework " + Framework;
}
return Result;
}
static string GetArchiveArguments_Global(LinkEnvironment LinkEnvironment)
{
string Result = "";
Result += " -static";
return Result;
}
public override CPPOutput CompileCPPFiles(UEBuildTarget Target, CPPEnvironment CompileEnvironment, List<FileItem> SourceFiles, string ModuleName)
{
var Arguments = new StringBuilder();
var PCHArguments = new StringBuilder();
Arguments.Append(GetCompileArguments_Global(CompileEnvironment));
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
{
// Add the precompiled header file's path to the include path so GCC can find it.
// This needs to be before the other include paths to ensure GCC uses it instead of the source header file.
var PrecompiledFileExtension = UEBuildPlatform.BuildPlatformDictionary[UnrealTargetPlatform.Mac].GetBinaryExtension(UEBuildBinaryType.PrecompiledHeader);
PCHArguments.Append(" -include \"");
PCHArguments.Append(CompileEnvironment.PrecompiledHeaderFile.AbsolutePath.Replace(PrecompiledFileExtension, ""));
PCHArguments.Append("\"");
}
// Add include paths to the argument list.
HashSet<string> AllIncludes = CompileEnvironment.Config.CPPIncludeInfo.IncludePaths;
AllIncludes.UnionWith(CompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths);
foreach (string IncludePath in AllIncludes)
{
Arguments.Append(" -I\"");
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
Arguments.Append(ConvertPath(Path.GetFullPath(IncludePath)));
// sync any third party headers we may need
if (IncludePath.Contains("ThirdParty"))
{
string[] FileList = Directory.GetFiles(IncludePath, "*.h", SearchOption.AllDirectories);
foreach (string File in FileList)
{
FileItem ExternalDependency = FileItem.GetItemByPath(File);
LocalToRemoteFileItem(ExternalDependency, true);
}
FileList = Directory.GetFiles(IncludePath, "*.cpp", SearchOption.AllDirectories);
foreach (string File in FileList)
{
FileItem ExternalDependency = FileItem.GetItemByPath(File);
LocalToRemoteFileItem(ExternalDependency, true);
}
}
}
else
{
Arguments.Append(IncludePath);
}
Arguments.Append("\"");
}
foreach (string Definition in CompileEnvironment.Config.Definitions)
{
Arguments.Append(" -D\"");
Arguments.Append(Definition);
Arguments.Append("\"");
}
var BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.Target.Platform);
CPPOutput Result = new CPPOutput();
// Create a compile action for each source file.
foreach (FileItem SourceFile in SourceFiles)
{
Action CompileAction = new Action(ActionType.Compile);
string FileArguments = "";
string Extension = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant();
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
{
// Compile the file as a C++ PCH.
FileArguments += GetCompileArguments_PCH();
}
else if (Extension == ".C")
{
// Compile the file as C code.
FileArguments += GetCompileArguments_C();
}
else if (Extension == ".CC")
{
// Compile the file as C++ code.
FileArguments += GetCompileArguments_CPP();
}
else if (Extension == ".MM")
{
// Compile the file as Objective-C++ code.
FileArguments += GetCompileArguments_MM();
}
else if (Extension == ".M")
{
// Compile the file as Objective-C++ code.
FileArguments += GetCompileArguments_M();
}
else
{
// Compile the file as C++ code.
FileArguments += GetCompileArguments_CPP();
// only use PCH for .cpp files
FileArguments += PCHArguments.ToString();
}
// Add the C++ source file and its included files to the prerequisite item list.
AddPrerequisiteSourceFile( Target, BuildPlatform, CompileEnvironment, SourceFile, CompileAction.PrerequisiteItems );
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
{
var PrecompiledHeaderExtension = UEBuildPlatform.BuildPlatformDictionary[UnrealTargetPlatform.Mac].GetBinaryExtension(UEBuildBinaryType.PrecompiledHeader);
// Add the precompiled header file to the produced item list.
FileItem PrecompiledHeaderFile = FileItem.GetItemByPath(
Path.Combine(
CompileEnvironment.Config.OutputDirectory,
Path.GetFileName(SourceFile.AbsolutePath) + PrecompiledHeaderExtension
)
);
FileItem RemotePrecompiledHeaderFile = LocalToRemoteFileItem(PrecompiledHeaderFile, false);
CompileAction.ProducedItems.Add(RemotePrecompiledHeaderFile);
Result.PrecompiledHeaderFile = RemotePrecompiledHeaderFile;
// Add the parameters needed to compile the precompiled header file to the command-line.
FileArguments += string.Format(" -o \"{0}\"", RemotePrecompiledHeaderFile.AbsolutePath, false);
}
else
{
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
{
CompileAction.bIsUsingPCH = true;
CompileAction.PrerequisiteItems.Add(CompileEnvironment.PrecompiledHeaderFile);
}
var ObjectFileExtension = UEBuildPlatform.BuildPlatformDictionary[UnrealTargetPlatform.Mac].GetBinaryExtension(UEBuildBinaryType.Object);
// Add the object file to the produced item list.
FileItem ObjectFile = FileItem.GetItemByPath(
Path.Combine(
CompileEnvironment.Config.OutputDirectory,
Path.GetFileName(SourceFile.AbsolutePath) + ObjectFileExtension
)
);
FileItem RemoteObjectFile = LocalToRemoteFileItem(ObjectFile, false);
CompileAction.ProducedItems.Add(RemoteObjectFile);
Result.ObjectFiles.Add(RemoteObjectFile);
FileArguments += string.Format(" -o \"{0}\"", RemoteObjectFile.AbsolutePath, false);
}
// Add the source file path to the command-line.
FileArguments += string.Format(" \"{0}\"", ConvertPath(SourceFile.AbsolutePath), false);
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
CompileAction.ActionHandler = new Action.BlockingActionHandler(RPCUtilHelper.RPCActionHandler);
}
CompileAction.WorkingDirectory = GetMacDevSrcRoot();
CompileAction.CommandPath = "xcrun";
CompileAction.CommandArguments = MacCompiler + Arguments + FileArguments + CompileEnvironment.Config.AdditionalArguments;
CompileAction.CommandDescription = "Compile";
CompileAction.StatusDescription = Path.GetFileName(SourceFile.AbsolutePath);
CompileAction.bIsGCCCompiler = true;
// We're already distributing the command by execution on Mac.
CompileAction.bCanExecuteRemotely = false;
CompileAction.OutputEventHandler = new DataReceivedEventHandler(RemoteOutputReceivedEventHandler);
}
return Result;
}
private void AppendMacLine(StreamWriter Writer, string Format, params object[] Arg)
{
string PreLine = String.Format(Format, Arg);
Writer.Write(PreLine + "\n");
}
private int LoadEngineCL()
{
string[] VersionHeader = Utils.ReadAllText("../Source/Runtime/Launch/Resources/Version.h").Replace("\r\n", "\n").Replace("\t", " ").Split('\n');
foreach (string Line in VersionHeader)
{
if (Line.StartsWith("#define ENGINE_VERSION "))
{
return int.Parse(Line.Split(' ')[2]);
}
}
return 0;
}
private string LoadEngineDisplayVersion(bool bIgnorePatchVersion = false)
{
string[] VersionHeader = Utils.ReadAllText("../Source/Runtime/Launch/Resources/Version.h").Replace("\r\n", "\n").Replace("\t", " ").Split('\n');
string EngineVersionMajor = "4";
string EngineVersionMinor = "0";
string EngineVersionPatch = "0";
foreach (string Line in VersionHeader)
{
if (Line.StartsWith("#define ENGINE_MAJOR_VERSION "))
{
EngineVersionMajor = Line.Split(' ')[2];
}
else if (Line.StartsWith("#define ENGINE_MINOR_VERSION "))
{
EngineVersionMinor = Line.Split(' ')[2];
}
else if (Line.StartsWith("#define ENGINE_PATCH_VERSION ") && !bIgnorePatchVersion)
{
EngineVersionPatch = Line.Split(' ')[2];
}
}
return EngineVersionMajor + "." + EngineVersionMinor + "." + EngineVersionPatch;
}
private string LoadLauncherDisplayVersion()
{
string[] VersionHeader = Utils.ReadAllText("../Source/Programs/NoRedist/UnrealEngineLauncher/Private/Version.h").Replace("\r\n", "\n").Replace("\t", " ").Split('\n');
string LauncherVersionMajor = "1";
string LauncherVersionMinor = "0";
string LauncherVersionPatch = "0";
foreach (string Line in VersionHeader)
{
if (Line.StartsWith("#define LAUNCHER_MAJOR_VERSION "))
{
LauncherVersionMajor = Line.Split(' ')[2];
}
else if (Line.StartsWith("#define LAUNCHER_MINOR_VERSION "))
{
LauncherVersionMinor = Line.Split(' ')[2];
}
else if (Line.StartsWith("#define LAUNCHER_PATCH_VERSION "))
{
LauncherVersionPatch = Line.Split(' ')[2];
}
}
return LauncherVersionMajor + "." + LauncherVersionMinor + "." + LauncherVersionPatch;
}
private int LoadBuiltFromChangelistValue()
{
string[] VersionHeader = Utils.ReadAllText("../Source/Runtime/Launch/Resources/Version.h").Replace("\r\n", "\n").Replace("\t", " ").Split('\n');
foreach (string Line in VersionHeader)
{
if (Line.StartsWith("#define BUILT_FROM_CHANGELIST "))
{
return int.Parse(Line.Split(' ')[2]);
}
}
return 0;
}
private string LoadEngineAPIVersion()
{
int CL = 0;
// @todo: Temp solution to work around a problem with parsing ModuleVersion.h updated for 4.4.1 hotfix
int BuiltFromChangelist = LoadBuiltFromChangelistValue();
if (BuiltFromChangelist > 0)
{
foreach (string Line in File.ReadAllLines("../Source/Runtime/Core/Public/Modules/ModuleVersion.h"))
{
string[] Tokens = Line.Split(' ', '\t');
if (Tokens[0] == "#define" && Tokens[1] == "MODULE_API_VERSION")
{
if(Tokens[2] == "BUILT_FROM_CHANGELIST")
{
CL = LoadEngineCL();
}
else
{
CL = int.Parse(Tokens[2]);
}
break;
}
}
}
return String.Format("{0}.{1}.{2}", CL / (100 * 100), (CL / 100) % 100, CL % 100);
}
private void AddLibraryPathToRPaths(string Library, string ExeAbsolutePath, ref List<string> RPaths, ref string LinkCommand, bool bIsBuildingAppBundle)
{
string LibraryDir = Path.GetDirectoryName(Library);
string ExeDir = Path.GetDirectoryName(ExeAbsolutePath);
if ((Library.Contains("/Plugins/") || Library.Contains("/Binaries/ThirdParty/")) && Library.EndsWith("dylib") && LibraryDir != ExeDir)
{
string RelativePath = Utils.MakePathRelativeTo(LibraryDir, ExeDir);
if (!RelativePath.Contains(LibraryDir) && !RPaths.Contains(RelativePath))
{
RPaths.Add(RelativePath);
LinkCommand += " -rpath \"@loader_path/" + RelativePath + "\"";
if (bIsBuildingAppBundle)
{
string PathInBundle = Path.Combine(Path.GetDirectoryName(ExeDir), "UE4/Engine/Binaries/Mac", RelativePath.Substring(9));
Utils.CollapseRelativeDirectories(ref PathInBundle);
string RelativePathInBundle = Utils.MakePathRelativeTo(PathInBundle, ExeDir);
LinkCommand += " -rpath \"@loader_path/" + RelativePathInBundle + "\"";
}
}
}
}
public override FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly)
{
bool bIsBuildingLibrary = LinkEnvironment.Config.bIsBuildingLibrary || bBuildImportLibraryOnly;
// Create an action that invokes the linker.
Action LinkAction = new Action(ActionType.Link);
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
LinkAction.ActionHandler = new Action.BlockingActionHandler(RPCUtilHelper.RPCActionHandler);
}
LinkAction.WorkingDirectory = GetMacDevSrcRoot();
LinkAction.CommandPath = "/bin/sh";
LinkAction.CommandDescription = "Link";
string EngineAPIVersion = LoadEngineAPIVersion();
string EngineDisplayVersion = LoadEngineDisplayVersion(true);
string VersionArg = LinkEnvironment.Config.bIsBuildingDLL ? " -current_version " + EngineAPIVersion + " -compatibility_version " + EngineDisplayVersion : "";
string Linker = bIsBuildingLibrary ? MacArchiver : MacLinker;
string LinkCommand = "xcrun " + Linker + VersionArg + " " + (bIsBuildingLibrary ? GetArchiveArguments_Global(LinkEnvironment) : GetLinkArguments_Global(LinkEnvironment));
// Tell the action that we're building an import library here and it should conditionally be
// ignored as a prerequisite for other actions
LinkAction.bProducesImportLibrary = !Utils.IsRunningOnMono && (bBuildImportLibraryOnly || LinkEnvironment.Config.bIsBuildingDLL);
// Add the output file as a production of the link action.
FileItem OutputFile = FileItem.GetItemByPath(Path.GetFullPath(LinkEnvironment.Config.OutputFilePath));
OutputFile.bNeedsHotReloadNumbersDLLCleanUp = LinkEnvironment.Config.bIsBuildingDLL;
FileItem RemoteOutputFile = LocalToRemoteFileItem(OutputFile, false);
// To solve the problem with cross dependencies, for now we create a broken dylib that does not link with other engine dylibs.
// This is fixed in later step, FixDylibDependencies. For this and to know what libraries to copy whilst creating an app bundle,
// we gather the list of engine dylibs.
List<string> EngineAndGameLibraries = new List<string>();
string DylibsPath = "@rpath";
string AbsolutePath = OutputFile.AbsolutePath.Replace("\\", "/");
if (!AbsolutePath.Contains("/Engine/Binaries/Mac/"))
{
DylibsPath = AbsolutePath.Contains("/Plugins/") ? "@rpath" : "@loader_path";
}
if (!bIsBuildingLibrary)
{
LinkCommand += " -rpath @loader_path/ -rpath @executable_path/";
}
List<string> ThirdPartyLibraries = new List<string>();
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
// Add any additional files that we'll need in order to link the app
foreach (string AdditionalShadowFile in LinkEnvironment.Config.AdditionalShadowFiles)
{
FileItem ShadowFile = FileItem.GetExistingItemByPath(AdditionalShadowFile);
if (ShadowFile != null)
{
QueueFileForBatchUpload(ShadowFile);
LinkAction.PrerequisiteItems.Add(ShadowFile);
}
else
{
throw new BuildException("Couldn't find required additional file to shadow: {0}", AdditionalShadowFile);
}
}
}
bool bIsBuildingAppBundle = !LinkEnvironment.Config.bIsBuildingDLL && !LinkEnvironment.Config.bIsBuildingLibrary && !LinkEnvironment.Config.bIsBuildingConsoleApplication;
if (!bIsBuildingLibrary || LinkEnvironment.Config.bIncludeDependentLibrariesInLibrary)
{
List<string> RPaths = new List<string>();
// Add the additional libraries to the argument list.
foreach (string AdditionalLibrary in LinkEnvironment.Config.AdditionalLibraries)
{
// Can't link dynamic libraries when creating a static one
if (bIsBuildingLibrary && (Path.GetExtension(AdditionalLibrary) == ".dylib" || AdditionalLibrary == "z"))
{
continue;
}
if (Path.GetFileName(AdditionalLibrary).StartsWith("lib"))
{
LinkCommand += string.Format(" \"{0}\"", ConvertPath(Path.GetFullPath(AdditionalLibrary)));
if (Path.GetExtension(AdditionalLibrary) == ".dylib")
{
ThirdPartyLibraries.Add(AdditionalLibrary);
}
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
// copy over libs we may need
FileItem ShadowFile = FileItem.GetExistingItemByPath(AdditionalLibrary);
if (ShadowFile != null)
{
QueueFileForBatchUpload(ShadowFile);
}
}
}
else if (Path.GetDirectoryName(AdditionalLibrary) != "" &&
(Path.GetDirectoryName(AdditionalLibrary).Contains("Binaries/Mac") ||
Path.GetDirectoryName(AdditionalLibrary).Contains("Binaries\\Mac")))
{
// It's an engine or game dylib. Save it for later
EngineAndGameLibraries.Add(ConvertPath(Path.GetFullPath(AdditionalLibrary)));
if (!Utils.IsRunningOnMono)
{
FileItem EngineLibDependency = FileItem.GetItemByPath(Path.GetFullPath(AdditionalLibrary));
LinkAction.PrerequisiteItems.Add(EngineLibDependency);
FileItem RemoteEngineLibDependency = FileItem.GetRemoteItemByPath(ConvertPath(Path.GetFullPath(AdditionalLibrary)), UnrealTargetPlatform.Mac);
LinkAction.PrerequisiteItems.Add(RemoteEngineLibDependency);
//Log.TraceInformation("Adding {0} / {1} as a prereq to {2}", EngineLibDependency.AbsolutePath, RemoteEngineLibDependency.AbsolutePath, RemoteOutputFile.AbsolutePath);
}
else if (LinkEnvironment.Config.bIsCrossReferenced == false)
{
FileItem EngineLibDependency = FileItem.GetItemByPath(Path.GetFullPath(AdditionalLibrary));
LinkAction.PrerequisiteItems.Add(EngineLibDependency);
}
}
else if (AdditionalLibrary.Contains(".framework/Versions"))
{
LinkCommand += string.Format(" " + AdditionalLibrary);
}
else
{
LinkCommand += string.Format(" -l{0}", AdditionalLibrary);
}
AddLibraryPathToRPaths(AdditionalLibrary, AbsolutePath, ref RPaths, ref LinkCommand, bIsBuildingAppBundle);
}
foreach (string AdditionalLibrary in LinkEnvironment.Config.DelayLoadDLLs)
{
// Can't link dynamic libraries when creating a static one
if (bIsBuildingLibrary && (Path.GetExtension(AdditionalLibrary) == ".dylib" || AdditionalLibrary == "z"))
{
continue;
}
LinkCommand += string.Format(" -weak_library \"{0}\"", ConvertPath(Path.GetFullPath(AdditionalLibrary)));
AddLibraryPathToRPaths(AdditionalLibrary, AbsolutePath, ref RPaths, ref LinkCommand, bIsBuildingAppBundle);
}
}
// Add the input files to a response file, and pass the response file on the command-line.
List<string> InputFileNames = new List<string>();
foreach (FileItem InputFile in LinkEnvironment.InputFiles)
{
InputFileNames.Add(string.Format("\"{0}\"", InputFile.AbsolutePath));
LinkAction.PrerequisiteItems.Add(InputFile);
}
if (bIsBuildingLibrary)
{
foreach (string Filename in InputFileNames)
{
LinkCommand += " " + Filename;
}
}
else
{
// Write the list of input files to a response file, with a tempfilename, on remote machine
string ResponsePath = Path.Combine(LinkEnvironment.Config.IntermediateDirectory, Path.GetFileName(OutputFile.AbsolutePath) + ".response");
// Never create response files when we are only generating IntelliSense data
if (!ProjectFileGenerator.bGenerateProjectFiles)
{
ResponseFile.Create(ResponsePath, InputFileNames);
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
RPCUtilHelper.CopyFile(ResponsePath, ConvertPath(ResponsePath), true);
}
}
LinkCommand += string.Format(" @\"{0}\"", ConvertPath(ResponsePath));
}
if (LinkEnvironment.Config.bIsBuildingDLL)
{
// Add the output file to the command-line.
LinkCommand += string.Format(" -install_name {0}/{1}", DylibsPath, Path.GetFileName(OutputFile.AbsolutePath));
}
if (!bIsBuildingLibrary)
{
if (UnrealBuildTool.RunningRocket() || (Utils.IsRunningOnMono && LinkEnvironment.Config.bIsCrossReferenced == false))
{
foreach (string Library in EngineAndGameLibraries)
{
string LibraryPath = Library;
if (!File.Exists(Library))
{
string LibraryDir = Path.GetDirectoryName(Library);
string LibraryName = Path.GetFileName(Library);
string AppBundleName = "UE4Editor";
if (LibraryName.Contains("UE4Editor-Mac-"))
{
string[] Parts = LibraryName.Split('-');
AppBundleName += "-" + Parts[1] + "-" + Parts[2];
}
AppBundleName += ".app";
LibraryPath = LibraryDir + "/" + AppBundleName + "/Contents/MacOS/" + LibraryName;
if (!File.Exists(LibraryPath))
{
LibraryPath = Library;
}
}
LinkCommand += " \"" + LibraryPath + "\"";
}
}
else
{
// Tell linker to ignore unresolved symbols, so we don't have a problem with cross dependent dylibs that do not exist yet.
// This is fixed in later step, FixDylibDependencies.
LinkCommand += string.Format(" -undefined dynamic_lookup");
}
}
// Add the output file to the command-line.
LinkCommand += string.Format(" -o \"{0}\"", RemoteOutputFile.AbsolutePath);
// Add the additional arguments specified by the environment.
LinkCommand += LinkEnvironment.Config.AdditionalArguments;
if (!bIsBuildingLibrary)
{
// Fix the paths for third party libs
foreach (string Library in ThirdPartyLibraries)
{
string LibraryFileName = Path.GetFileName(Library);
LinkCommand += "; xcrun install_name_tool -change " + LibraryFileName + " " + DylibsPath + "/" + LibraryFileName + " \"" + ConvertPath(OutputFile.AbsolutePath) + "\"";
}
}
LinkAction.CommandArguments = "-c '" + LinkCommand + "'";
// Only execute linking on the local Mac.
LinkAction.bCanExecuteRemotely = false;
LinkAction.StatusDescription = Path.GetFileName(OutputFile.AbsolutePath);
LinkAction.OutputEventHandler = new DataReceivedEventHandler(RemoteOutputReceivedEventHandler);
LinkAction.ProducedItems.Add(RemoteOutputFile);
if (!Directory.Exists(LinkEnvironment.Config.IntermediateDirectory))
{
return OutputFile;
}
if (!bIsBuildingLibrary)
{
// Prepare a script that will run later, once every dylibs and the executable are created. This script will be called by action created in FixDylibDependencies()
string FixDylibDepsScriptPath = Path.Combine(LinkEnvironment.Config.LocalShadowDirectory, "FixDylibDependencies.sh");
if (!bHasWipedFixDylibScript)
{
if (File.Exists(FixDylibDepsScriptPath))
{
File.Delete(FixDylibDepsScriptPath);
}
bHasWipedFixDylibScript = true;
}
if (!Directory.Exists(LinkEnvironment.Config.LocalShadowDirectory))
{
Directory.CreateDirectory(LinkEnvironment.Config.LocalShadowDirectory);
}
StreamWriter FixDylibDepsScript = File.AppendText(FixDylibDepsScriptPath);
if (LinkEnvironment.Config.bIsCrossReferenced || !Utils.IsRunningOnMono)
{
string EngineAndGameLibrariesString = "";
foreach (string Library in EngineAndGameLibraries)
{
EngineAndGameLibrariesString += " \"" + Library + "\"";
}
string FixDylibLine = string.Format("TIMESTAMP=`stat -n -f \"%Sm\" -t \"%Y%m%d%H%M.%S\" \"{0}\"`; ", RemoteOutputFile.AbsolutePath);
FixDylibLine += LinkCommand.Replace("-undefined dynamic_lookup", EngineAndGameLibrariesString).Replace("$", "\\$");
FixDylibLine += string.Format("; touch -t $TIMESTAMP \"{0}\"; if [[ $? -ne 0 ]]; then exit 1; fi", RemoteOutputFile.AbsolutePath);
AppendMacLine(FixDylibDepsScript, FixDylibLine);
}
FixDylibDepsScript.Close();
// Prepare a script that will be called by FinalizeAppBundle.sh to copy all necessary third party dylibs to the app bundle
// This is done this way as FinalizeAppBundle.sh script can be created before all the libraries are processed, so
// at the time of it's creation we don't have the full list of third party dylibs all modules need.
string DylibCopyScriptPath = Path.Combine(LinkEnvironment.Config.IntermediateDirectory, "DylibCopy.sh");
if (!bHasWipedCopyDylibScript)
{
if (File.Exists(DylibCopyScriptPath))
{
File.Delete(DylibCopyScriptPath);
}
bHasWipedCopyDylibScript = true;
}
string ExistingScript = File.Exists(DylibCopyScriptPath) ? File.ReadAllText(DylibCopyScriptPath) : "";
StreamWriter DylibCopyScript = File.AppendText(DylibCopyScriptPath);
foreach (string Library in ThirdPartyLibraries)
{
string CopyCommandLineEntry = string.Format("cp -f \"{0}\" \"$1.app/Contents/MacOS\"", ConvertPath(Path.GetFullPath(Library)).Replace("$", "\\$"));
if (!ExistingScript.Contains(CopyCommandLineEntry))
{
AppendMacLine(DylibCopyScript, CopyCommandLineEntry);
}
}
DylibCopyScript.Close();
// For non-console application, prepare a script that will create the app bundle. It'll be run by FinalizeAppBundle action
if (bIsBuildingAppBundle)
{
string FinalizeAppBundleScriptPath = Path.Combine(LinkEnvironment.Config.IntermediateDirectory, "FinalizeAppBundle.sh");
StreamWriter FinalizeAppBundleScript = File.CreateText(FinalizeAppBundleScriptPath);
AppendMacLine(FinalizeAppBundleScript, "#!/bin/sh");
string BinariesPath = Path.GetDirectoryName(OutputFile.AbsolutePath);
BinariesPath = Path.GetDirectoryName(BinariesPath.Substring(0, BinariesPath.IndexOf(".app")));
AppendMacLine(FinalizeAppBundleScript, "cd \"{0}\"", ConvertPath(BinariesPath).Replace("$", "\\$"));
string ExeName = Path.GetFileName(OutputFile.AbsolutePath);
string[] ExeNameParts = ExeName.Split('-');
string GameName = ExeNameParts[0];
AppendMacLine(FinalizeAppBundleScript, "mkdir -p \"{0}.app/Contents/MacOS\"", ExeName);
AppendMacLine(FinalizeAppBundleScript, "mkdir -p \"{0}.app/Contents/Resources\"", ExeName);
// Copy third party dylibs by calling additional script prepared earlier
AppendMacLine(FinalizeAppBundleScript, "sh \"{0}\" \"{1}\"", ConvertPath(DylibCopyScriptPath).Replace("$", "\\$"), ExeName);
string IconName = "UE4";
string BundleVersion = ExeName.StartsWith("UnrealEngineLauncher") ? LoadLauncherDisplayVersion() : LoadEngineDisplayVersion();
string EngineSourcePath = ConvertPath(Directory.GetCurrentDirectory()).Replace("$", "\\$");
string UProjectFilePath = UProjectInfo.GetProjectFilePath(GameName);
string CustomResourcesPath = "";
if (string.IsNullOrEmpty(UProjectFilePath))
{
string[] TargetFiles = Directory.GetFiles(Directory.GetCurrentDirectory(), GameName + ".Target.cs", SearchOption.AllDirectories);
if (TargetFiles.Length == 1)
{
CustomResourcesPath = Path.GetDirectoryName(TargetFiles[0]) + "/Resources/Mac";
}
else
{
Log.TraceWarning("Found {0} Target.cs files for {1}", TargetFiles.Length, GameName);
}
}
else
{
CustomResourcesPath = Path.GetDirectoryName(UProjectFilePath) + "/Source/" + GameName + "/Resources/Mac";
}
// Copy resources
string CustomIcon = CustomResourcesPath + "/" + GameName + ".icns";
if (!File.Exists(CustomIcon))
{
CustomIcon = EngineSourcePath + "/Runtime/Launch/Resources/Mac/" + IconName + ".icns";
}
AppendMacLine(FinalizeAppBundleScript, "cp -f \"{0}\" \"{2}.app/Contents/Resources/{1}.icns\"", CustomIcon, IconName, ExeName);
if (ExeName.StartsWith("UE4Editor"))
{
AppendMacLine(FinalizeAppBundleScript, "cp -f \"{0}/Runtime/Launch/Resources/Mac/UProject.icns\" \"{1}.app/Contents/Resources/UProject.icns\"", EngineSourcePath, ExeName);
}
string InfoPlistFile = CustomResourcesPath + "/Info.plist";
if (!File.Exists(InfoPlistFile))
{
InfoPlistFile = EngineSourcePath + "/Runtime/Launch/Resources/Mac/" + (GameName.EndsWith("Editor") ? "Info-Editor.plist" : "Info.plist");
}
AppendMacLine(FinalizeAppBundleScript, "cp -f \"{0}\" \"{1}.app/Contents/Info.plist\"", InfoPlistFile, ExeName);
// Fix contents of Info.plist
AppendMacLine(FinalizeAppBundleScript, "sed -i \"\" \"s/\\${0}/{1}/g\" \"{1}.app/Contents/Info.plist\"", "{EXECUTABLE_NAME}", ExeName);
AppendMacLine(FinalizeAppBundleScript, "sed -i \"\" \"s/\\${0}/{1}/g\" \"{2}.app/Contents/Info.plist\"", "{APP_NAME}", GameName, ExeName);
AppendMacLine(FinalizeAppBundleScript, "sed -i \"\" \"s/\\${0}/{1}/g\" \"{2}.app/Contents/Info.plist\"", "{MACOSX_DEPLOYMENT_TARGET}", MinMacOSVersion, ExeName);
AppendMacLine(FinalizeAppBundleScript, "sed -i \"\" \"s/\\${0}/{1}/g\" \"{2}.app/Contents/Info.plist\"", "{ICON_NAME}", IconName, ExeName);
AppendMacLine(FinalizeAppBundleScript, "sed -i \"\" \"s/\\${0}/{1}/g\" \"{2}.app/Contents/Info.plist\"", "{BUNDLE_VERSION}", BundleVersion, ExeName);
// Generate PkgInfo file
AppendMacLine(FinalizeAppBundleScript, "echo 'echo -n \"APPL????\"' | bash > \"{0}.app/Contents/PkgInfo\"", ExeName);
// Make sure OS X knows the bundle was updated
AppendMacLine(FinalizeAppBundleScript, "touch -c \"{0}.app\"", ExeName);
FinalizeAppBundleScript.Close();
// copy over some needed files
// @todo mac: Make a QueueDirectoryForBatchUpload
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.GetFullPath("../../Engine/Source/Runtime/Launch/Resources/Mac/UE4.icns")));
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.GetFullPath("../../Engine/Source/Runtime/Launch/Resources/Mac/UProject.icns")));
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.GetFullPath("../../Engine/Source/Runtime/Launch/Resources/Mac/Info.plist")));
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.Combine(LinkEnvironment.Config.IntermediateDirectory, "DylibCopy.sh")));
}
}
return RemoteOutputFile;
}
FileItem FixDylibDependencies(LinkEnvironment LinkEnvironment, FileItem Executable)
{
Action LinkAction = new Action(ActionType.Link);
LinkAction.WorkingDirectory = Path.GetFullPath(".");
LinkAction.CommandPath = "/bin/sh";
LinkAction.CommandDescription = "";
// Call the FixDylibDependencies.sh script which will link the dylibs and the main executable, this time proper ones, as it's called
// once all are already created, so the cross dependency problem no longer prevents linking.
// The script is deleted after it's executed so it's empty when we start appending link commands for the next executable.
FileItem FixDylibDepsScript = FileItem.GetItemByFullPath(Path.Combine(LinkEnvironment.Config.LocalShadowDirectory, "FixDylibDependencies.sh"));
FileItem RemoteFixDylibDepsScript = LocalToRemoteFileItem(FixDylibDepsScript, true);
LinkAction.CommandArguments = "-c 'chmod +x \"" + RemoteFixDylibDepsScript.AbsolutePath + "\"; \"" + RemoteFixDylibDepsScript.AbsolutePath + "\"; if [[ $? -ne 0 ]]; then exit 1; fi; ";
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
LinkAction.ActionHandler = new Action.BlockingActionHandler(RPCUtilHelper.RPCActionHandler);
}
// Make sure this action is executed after all the dylibs and the main executable are created
foreach (FileItem Dependency in BundleDependencies)
{
LinkAction.PrerequisiteItems.Add(Dependency);
}
BundleDependencies.Clear();
LinkAction.StatusDescription = string.Format("Fixing dylib dependencies for {0}", Path.GetFileName(Executable.AbsolutePath));
LinkAction.bCanExecuteRemotely = false;
FileItem OutputFile = FileItem.GetItemByPath(Path.Combine(LinkEnvironment.Config.LocalShadowDirectory, Path.GetFileNameWithoutExtension(Executable.AbsolutePath) + ".link"));
FileItem RemoteOutputFile = LocalToRemoteFileItem(OutputFile, false);
LinkAction.CommandArguments += "echo \"Dummy\" >> \"" + RemoteOutputFile.AbsolutePath + "\"";
LinkAction.CommandArguments += "'";
LinkAction.ProducedItems.Add(RemoteOutputFile);
return RemoteOutputFile;
}
/**
* Creates app bundle for a given executable
*
* @param Executable FileItem describing the executable to generate app bundle for
*/
FileItem FinalizeAppBundle(LinkEnvironment LinkEnvironment, FileItem Executable, FileItem FixDylibOutputFile)
{
// Make a file item for the source and destination files
string FullDestPath = Executable.AbsolutePath.Substring(0, Executable.AbsolutePath.IndexOf(".app") + 4);
FileItem DestFile = FileItem.GetItemByPath(FullDestPath);
FileItem RemoteDestFile = LocalToRemoteFileItem(DestFile, false);
// Make the compile action
Action FinalizeAppBundleAction = new Action(ActionType.CreateAppBundle);
FinalizeAppBundleAction.WorkingDirectory = Path.GetFullPath(".");
FinalizeAppBundleAction.CommandPath = "/bin/sh";
FinalizeAppBundleAction.CommandDescription = "";
// make path to the script
FileItem BundleScript = FileItem.GetItemByFullPath(Path.Combine(LinkEnvironment.Config.IntermediateDirectory, "FinalizeAppBundle.sh"));
FileItem RemoteBundleScript = LocalToRemoteFileItem(BundleScript, true);
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
FinalizeAppBundleAction.ActionHandler = new Action.BlockingActionHandler(RPCUtilHelper.RPCActionHandler);
}
FinalizeAppBundleAction.CommandArguments = "\"" + RemoteBundleScript.AbsolutePath + "\"";
FinalizeAppBundleAction.PrerequisiteItems.Add(FixDylibOutputFile);
FinalizeAppBundleAction.ProducedItems.Add(RemoteDestFile);
FinalizeAppBundleAction.StatusDescription = string.Format("Finalizing app bundle: {0}.app", Path.GetFileName(Executable.AbsolutePath));
FinalizeAppBundleAction.bCanExecuteRemotely = false;
return RemoteDestFile;
}
FileItem CopyBundleResource(UEBuildBundleResource Resource, FileItem Executable)
{
Action CopyAction = new Action(ActionType.CreateAppBundle);
CopyAction.WorkingDirectory = Path.GetFullPath(".");
CopyAction.CommandPath = "/bin/sh";
CopyAction.CommandDescription = "";
string BundlePath = Executable.AbsolutePath.Substring(0, Executable.AbsolutePath.IndexOf(".app") + 4);
string SourcePath = Path.Combine(CopyAction.WorkingDirectory, Resource.ResourcePath);
string TargetPath = Path.Combine(BundlePath, "Contents", Resource.BundleContentsSubdir, Path.GetFileName(Resource.ResourcePath));
FileItem TargetItem = LocalToRemoteFileItem(FileItem.GetItemByPath(TargetPath), false);
CopyAction.CommandArguments = string.Format("-c 'cp -f -R \"{0}\" \"{1}\"; touch -c \"{2}\"'", SourcePath, Path.GetDirectoryName(TargetPath) + "/", TargetPath);
CopyAction.PrerequisiteItems.Add(Executable);
CopyAction.ProducedItems.Add(TargetItem);
CopyAction.StatusDescription = string.Format("Copying {0} to app bundle", Path.GetFileName(Resource.ResourcePath));
CopyAction.bCanExecuteRemotely = false;
if (Directory.Exists(Resource.ResourcePath))
{
foreach (string ResourceFile in Directory.GetFiles(Resource.ResourcePath, "*", SearchOption.AllDirectories))
{
QueueFileForBatchUpload(FileItem.GetItemByFullPath(Path.GetFullPath(ResourceFile)));
}
}
else
{
QueueFileForBatchUpload(FileItem.GetItemByFullPath(SourcePath));
}
return TargetItem;
}
public override void SetupBundleDependencies(List<UEBuildBinary> Binaries, string GameName)
{
base.SetupBundleDependencies(Binaries, GameName);
foreach (UEBuildBinary Binary in Binaries)
{
BundleDependencies.Add(FileItem.GetItemByPath(Binary.ToString()));
}
}
public override void FixBundleBinariesPaths(UEBuildTarget Target, List<UEBuildBinary> Binaries)
{
base.FixBundleBinariesPaths(Target, Binaries);
string BundleContentsPath = Target.OutputPath + ".app/Contents/";
foreach (UEBuildBinary Binary in Binaries)
{
string BinaryFileName = Path.GetFileName(Binary.Config.OutputFilePath);
if (BinaryFileName.EndsWith(".dylib"))
{
// Only dylibs from the same folder as the executable should be moved to the bundle. UE4Editor-*Game* dylibs and plugins will be loaded
// from their Binaries/Mac folders.
string DylibDir = Path.GetDirectoryName(Path.GetFullPath(Binary.Config.OutputFilePath));
string ExeDir = Path.GetDirectoryName(Path.GetFullPath(Target.OutputPath));
if (DylibDir.StartsWith(ExeDir))
{
// get the subdir, which is the DylibDir - ExeDir
// @todo: This is commented out because the code in ApplePlatformFile.cpp for finding frameworks doesn't handle subdirectories
// at all yet, and it doesn't seem that the subdirectory actually matters in the Mac case, because the JunkManifest doesn't
// run over every single .app directory to delete them anyway - and the platforms Mac supports aren't the type to need that
// kind of protection to be deleted if they aren't supported for a current user that has the dylibs locally.
// string SubDir = DylibDir.Replace(ExeDir, "");
string SubDir = "";
Binary.Config.OutputFilePaths[0] = BundleContentsPath + "MacOS" + SubDir + "/" + BinaryFileName;
}
}
else if (!BinaryFileName.EndsWith(".a"))
{
Binary.Config.OutputFilePaths[0] += ".app/Contents/MacOS/" + BinaryFileName;
}
}
}
static private string BundleContentsDirectory = "";
public override void AddFilesToManifest(ref FileManifest Manifest, UEBuildBinary Binary)
{
if (Binary.Target.GlobalLinkEnvironment.Config.bIsBuildingConsoleApplication)
{
return;
}
if (BundleContentsDirectory == "" && Binary.Config.Type == UEBuildBinaryType.Executable)
{
BundleContentsDirectory = Path.GetDirectoryName(Path.GetDirectoryName(Binary.Config.OutputFilePath)) + "/";
}
// We need to know what third party dylibs would be copied to the bundle
var Modules = Binary.GetAllDependencyModules(bIncludeDynamicallyLoaded: false, bForceCircular: false);
var BinaryLinkEnvironment = Binary.Target.GlobalLinkEnvironment.DeepCopy();
var BinaryDependencies = new List<UEBuildBinary>();
var LinkEnvironmentVisitedModules = new Dictionary<UEBuildModule, bool>();
foreach (var Module in Modules)
{
Module.SetupPrivateLinkEnvironment(ref BinaryLinkEnvironment, ref BinaryDependencies, ref LinkEnvironmentVisitedModules);
}
foreach (string AdditionalLibrary in BinaryLinkEnvironment.Config.AdditionalLibraries)
{
string LibName = Path.GetFileName(AdditionalLibrary);
if (LibName.StartsWith("lib"))
{
if (Path.GetExtension(AdditionalLibrary) == ".dylib")
{
string Entry = BundleContentsDirectory + "MacOS/" + LibName;
if (!Manifest.FileManifestItems.Contains(Path.GetFullPath(Entry)))
{
Manifest.AddFileName(Entry);
}
}
}
}
foreach (UEBuildBundleResource Resource in BinaryLinkEnvironment.Config.AdditionalBundleResources)
{
if (Directory.Exists(Resource.ResourcePath))
{
foreach (string ResourceFile in Directory.GetFiles(Resource.ResourcePath, "*", SearchOption.AllDirectories))
{
Manifest.AddFileName(Path.Combine(BundleContentsDirectory, Resource.BundleContentsSubdir, ResourceFile.Substring(Path.GetDirectoryName(Resource.ResourcePath).Length + 1)));
}
}
else
{
Manifest.AddFileName(Path.Combine(BundleContentsDirectory, Resource.BundleContentsSubdir, Path.GetFileName(Resource.ResourcePath)));
}
}
if (Binary.Config.Type == UEBuildBinaryType.Executable)
{
// And we also need all the resources
Manifest.AddFileName(BundleContentsDirectory + "Info.plist");
Manifest.AddFileName(BundleContentsDirectory + "PkgInfo");
Manifest.AddFileName(BundleContentsDirectory + "Resources/UE4.icns");
if (Binary.Config.TargetName.StartsWith("UE4Editor"))
{
Manifest.AddFileName(BundleContentsDirectory + "Resources/UProject.icns");
}
}
}
// @todo Mac: Full implementation.
public override void CompileCSharpProject(CSharpEnvironment CompileEnvironment, string ProjectFileName, string DestinationFile)
{
string ProjectDirectory = Path.GetDirectoryName(Path.GetFullPath(ProjectFileName));
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
RPCUtilHelper.CopyFile(ProjectFileName, ConvertPath(ProjectFileName), true);
RPCUtilHelper.CopyFile("Engine/Source/Programs/DotNETCommon/MetaData.cs", ConvertPath("Engine/Source/Programs/DotNETCommon/MetaData.cs"), true);
string[] FileList = Directory.GetFiles(ProjectDirectory, "*.cs", SearchOption.AllDirectories);
foreach (string File in FileList)
{
RPCUtilHelper.CopyFile(File, ConvertPath(File), true);
}
}
string XBuildArgs = "/verbosity:quiet /nologo /target:Rebuild /property:Configuration=Development /property:Platform=AnyCPU " + Path.GetFileName(ProjectFileName) + " /property:TargetFrameworkVersion=v4.5 /tv:4.0";
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
RPCUtilHelper.Command(ConvertPath(ProjectDirectory), "xbuild", XBuildArgs, null);
}
else
{
Process XBuildProcess = new Process();
XBuildProcess.StartInfo.WorkingDirectory = ProjectDirectory;
XBuildProcess.StartInfo.FileName = "sh";
XBuildProcess.StartInfo.Arguments = "-c 'xbuild " + XBuildArgs + " |grep -i error; if [ $? -ne 1 ]; then exit 1; else exit 0; fi'";
XBuildProcess.OutputDataReceived += new DataReceivedEventHandler(OutputReceivedDataEventHandler);
XBuildProcess.ErrorDataReceived += new DataReceivedEventHandler(OutputReceivedDataEventHandler);
Utils.RunLocalProcess(XBuildProcess);
}
}
public override void PreBuildSync()
{
BuiltBinaries = new List<string>();
base.PreBuildSync();
}
public override void PostBuildSync(UEBuildTarget Target)
{
foreach (UEBuildBinary Binary in Target.AppBinaries)
{
BuiltBinaries.Add(Path.GetFullPath(Binary.ToString()));
}
base.PostBuildSync(Target);
}
public override ICollection<FileItem> PostBuild(FileItem Executable, LinkEnvironment BinaryLinkEnvironment)
{
var OutputFiles = base.PostBuild(Executable, BinaryLinkEnvironment);
// If building for Mac on a Mac, use actions to finalize the builds (otherwise, we use Deploy)
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
{
return OutputFiles;
}
foreach (UEBuildBundleResource Resource in BinaryLinkEnvironment.Config.AdditionalBundleResources)
{
OutputFiles.Add(CopyBundleResource(Resource, Executable));
}
if (BinaryLinkEnvironment.Config.bIsBuildingDLL || BinaryLinkEnvironment.Config.bIsBuildingLibrary)
{
return OutputFiles;
}
FileItem FixDylibOutputFile = FixDylibDependencies(BinaryLinkEnvironment, Executable);
OutputFiles.Add(FixDylibOutputFile);
if (!BinaryLinkEnvironment.Config.bIsBuildingConsoleApplication)
{
OutputFiles.Add(FinalizeAppBundle(BinaryLinkEnvironment, Executable, FixDylibOutputFile));
}
return OutputFiles;
}
};
}