Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/IOS/IOSPlatform.Automation.cs
Peter Sauerbrei 91c6f061ad more remote tool chain fixes for IOS
fix for spaces in paths for repackaging ipa and creating stub
fix for deployment of the support files for code based projects
#ue4
#ios

[CL 2103480 by Peter Sauerbrei in Main branch]
2014-06-12 17:03:49 -04:00

725 lines
28 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;
using Ionic.Zip;
using Ionic.Zlib;
static class IOSEnvVarNames
{
// Should we code sign when staging? (defaults to 1 if not present)
static public readonly string CodeSignWhenStaging = "uebp_CodeSignWhenStaging";
}
public class IOSPlatform : Platform
{
public IOSPlatform()
:base(UnrealTargetPlatform.IOS)
{
}
protected string MakeIPAFileName( UnrealTargetConfiguration TargetConfiguration, string ProjectGameExeFilename )
{
var ProjectIPA = Path.ChangeExtension(ProjectGameExeFilename, null);
if (TargetConfiguration != UnrealTargetConfiguration.Development)
{
ProjectIPA += "-" + PlatformType.ToString() + "-" + TargetConfiguration.ToString();
}
ProjectIPA += ".ipa";
return ProjectIPA;
}
// Determine if we should code sign
protected bool GetCodeSignDesirability(ProjectParams Params)
{
//@TODO: Would like to make this true, as it's the common case for everyone else
bool bDefaultNeedsSign = true;
bool bNeedsSign = false;
string EnvVar = InternalUtils.GetEnvironmentVariable(IOSEnvVarNames.CodeSignWhenStaging, bDefaultNeedsSign ? "1" : "0", /*bQuiet=*/ false);
if (!bool.TryParse(EnvVar, out bNeedsSign))
{
int BoolAsInt;
if (int.TryParse(EnvVar, out BoolAsInt))
{
bNeedsSign = BoolAsInt != 0;
}
else
{
bNeedsSign = bDefaultNeedsSign;
}
}
if (!String.IsNullOrEmpty(Params.BundleName))
{
// Have to sign when a bundle name is specified
bNeedsSign = true;
}
return bNeedsSign;
}
public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
{
Log("Package {0}", Params.RawProjectPath);
//@TODO: We should be able to use this code on both platforms, when the following issues are sorted:
// - Raw executable is unsigned & unstripped (need to investigate adding stripping to IPP)
// - IPP needs to be able to codesign a raw directory
// - IPP needs to be able to take a .app directory instead of a Payload directory when doing RepackageFromStage (which would probably be renamed)
// - Some discrepancy in the loading screen pngs that are getting packaged, which needs to be investigated
// - Code here probably needs to be updated to write 0 byte files as 1 byte (difference with IPP, was required at one point when using Ionic.Zip to prevent issues on device, maybe not needed anymore?)
if (UnrealBuildTool.ExternalExecution.GetRuntimePlatform() == UnrealTargetPlatform.Mac)
{
// copy in all of the artwork and plist
var DeployHandler = UEBuildDeploy.GetBuildDeploy(UnrealTargetPlatform.IOS);
DeployHandler.PrepForUATPackageOrDeploy(Params.ShortProjectName,
Path.GetDirectoryName(Params.RawProjectPath),
CombinePaths(Path.GetDirectoryName(Params.ProjectGameExeFilename), SC.StageExecutables[0]),
CombinePaths(SC.LocalRoot, "Engine"),
Params.Distribution, "");
// figure out where to pop in the staged files
string AppDirectory = string.Format("{0}/Payload/{1}.app",
Path.GetDirectoryName(Params.ProjectGameExeFilename),
Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename));
// delete the old cookeddata
InternalUtils.SafeDeleteDirectory(AppDirectory + "/cookeddata", true);
InternalUtils.SafeDeleteFile(AppDirectory + "/ue4commandline.txt", true);
// copy the Staged files to the AppDirectory
string[] StagedFiles = Directory.GetFiles(SC.StageDirectory, "*", SearchOption.AllDirectories);
foreach (string Filename in StagedFiles)
{
string DestFilename = Filename.Replace(SC.StageDirectory, AppDirectory);
Directory.CreateDirectory(Path.GetDirectoryName(DestFilename));
InternalUtils.SafeCopyFile(Filename, DestFilename, true);
}
}
if (UnrealBuildTool.ExternalExecution.GetRuntimePlatform () != UnrealTargetPlatform.Mac)
{
if (SC.StageTargetConfigurations.Count != 1)
{
throw new AutomationException ("iOS is currently only able to package one target configuration at a time, but StageTargetConfigurations contained {0} configurations", SC.StageTargetConfigurations.Count);
}
var TargetConfiguration = SC.StageTargetConfigurations[0];
var ProjectStub = Params.ProjectGameExeFilename;
var ProjectIPA = MakeIPAFileName(TargetConfiguration, Params.ProjectGameExeFilename);
// package a .ipa from the now staged directory
var IPPExe = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/IOS/IPhonePackager.exe");
Log("ProjectName={0}", Params.ShortProjectName);
Log("ProjectStub={0}", ProjectStub);
Log("ProjectIPA={0}", ProjectIPA);
Log("IPPExe={0}", IPPExe);
bool cookonthefly = Params.CookOnTheFly || Params.SkipCookOnTheFly;
string IPPArguments = "RepackageFromStage \"" + (Params.IsCodeBasedProject ? Params.RawProjectPath : "Engine") + "\"";
IPPArguments += " -config " + TargetConfiguration.ToString();
if (TargetConfiguration == UnrealTargetConfiguration.Shipping)
{
IPPArguments += " -compress=best";
}
// Determine if we should sign
bool bNeedToSign = GetCodeSignDesirability(Params);
if (!String.IsNullOrEmpty(Params.BundleName))
{
// Have to sign when a bundle name is specified
bNeedToSign = true;
IPPArguments += " -bundlename " + Params.BundleName;
}
if (bNeedToSign)
{
IPPArguments += " -sign";
}
IPPArguments += (cookonthefly ? " -cookonthefly" : "");
IPPArguments += " -stagedir \"" + CombinePaths(Params.BaseStageDirectory, "IOS") + "\"";
IPPArguments += " -projectdir \"" + Path.GetDirectoryName(Params.RawProjectPath) + "\"";
// rename the .ipa if not code based
if (!Params.IsCodeBasedProject)
{
ProjectIPA = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "IOS", Params.ShortProjectName + ".ipa");
if (TargetConfiguration != UnrealTargetConfiguration.Development)
{
ProjectIPA = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "IOS", Params.ShortProjectName + "-" + PlatformType.ToString() + "-" + TargetConfiguration.ToString() + ".ipa");
}
}
// delete the .ipa to make sure it was made
DeleteFile(ProjectIPA);
RunAndLog(CmdEnv, IPPExe, IPPArguments);
// verify the .ipa exists
if (!FileExists(ProjectIPA))
{
throw new AutomationException("PACKAGE FAILED - {0} was not created", ProjectIPA);
}
if (WorkingCL > 0)
{
// Open files for add or edit
var ExtraFilesToCheckin = new List<string>
{
ProjectIPA
};
// check in the .ipa along with everything else
UE4Build.AddBuildProductsToChangelist(WorkingCL, ExtraFilesToCheckin);
}
//@TODO: This automatically deploys after packaging, useful for testing on PC when iterating on IPP
//Deploy(Params, SC);
}
else
{
// code sign the app
CodeSign(Path.GetDirectoryName(Params.ProjectGameExeFilename), Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename), Params.RawProjectPath, SC.StageTargetConfigurations[0], SC.LocalRoot, Params.ShortProjectName, Path.GetDirectoryName(Params.RawProjectPath), SC.IsCodeBasedProject, Params.Distribution);
// now generate the ipa
PackageIPA(Path.GetDirectoryName(Params.ProjectGameExeFilename), Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename), Params.ShortProjectName, Path.GetDirectoryName(Params.RawProjectPath), SC.StageTargetConfigurations[0], Params.Distribution);
}
PrintRunTime();
}
private string EnsureXcodeProjectExists(string RawProjectPath, string LocalRoot, string ShortProjectName, string ProjectRoot, bool IsCodeBasedProject, out bool bWasGenerated)
{
// first check for ue4.xcodeproj
bWasGenerated = false;
string XcodeProj = RawProjectPath.Replace(".uproject", "_IOS.xcodeproj");
Console.WriteLine ("Project: " + XcodeProj);
if (!Directory.Exists (XcodeProj))
{
// project.xcodeproj doesn't exist, so generate temp project
string Arguments = "-project=\"" + RawProjectPath + "\"";
Arguments += " -platforms=IOS -game -nointellisense -iosdeployonly -ignorejunk";
string Script = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/BatchFiles/Mac/GenerateProjectFiles.sh");
if (GlobalCommandLine.Rocket)
{
Script = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/BatchFiles/Mac/RocketGenerateProjectFiles.sh");
}
string CWD = Directory.GetCurrentDirectory ();
Directory.SetCurrentDirectory (Path.GetDirectoryName (Script));
Run (Script, Arguments, null, ERunOptions.Default);
bWasGenerated = true;
Directory.SetCurrentDirectory (CWD);
if (!Directory.Exists (XcodeProj))
{
// something very bad happened
throw new AutomationException("iOS couldn't find the appropriate Xcode Project");
}
}
// copy the appropriate plist file over
string SourcePListFile = CombinePaths(LocalRoot, "Engine", "Build", "IOS", "UE4Game-Info.plist");
if (File.Exists(ProjectRoot + "/Build/IOS/" + ShortProjectName + "-Info.plist"))
{
SourcePListFile = CombinePaths(ProjectRoot, "Build", "IOS", ShortProjectName + "-Info.plist");
}
//@TODO: This is writing to the engine directory!
string SourcePath = CombinePaths((IsCodeBasedProject ? ProjectRoot : LocalRoot + "\\Engine"), "Intermediate", "IOS");
string TargetPListFile = Path.Combine(SourcePath, (IsCodeBasedProject ? ShortProjectName : "UE4Game") + "-Info.plist");
Dictionary<string, string> Replacements = new Dictionary<string, string>();
Replacements.Add("${EXECUTABLE_NAME}", (IsCodeBasedProject ? ShortProjectName : "UE4Game"));
Replacements.Add("${BUNDLE_IDENTIFIER}", ShortProjectName.Replace("_", ""));
CopyFileWithReplacements(SourcePListFile, TargetPListFile, Replacements);
// Now do the .mobileprovision
//@TODO: Remove this mobileprovision copy, and move to a library approach like Xcode/codesign does
string SourceProvision = CombinePaths(LocalRoot, "Engine", "Build", "IOS", "UE4Game.mobileprovision");
string GameSourceProvision = CombinePaths(ProjectRoot, "Build", "IOS", ShortProjectName + ".mobileprovision");
if (!File.Exists(GameSourceProvision))
{
GameSourceProvision = CombinePaths(ProjectRoot, "Build", "IOS", "NotForLicensees", ShortProjectName + ".mobileprovision");
if (File.Exists(GameSourceProvision))
{
SourceProvision = GameSourceProvision;
}
else if (!File.Exists(SourceProvision))
{
SourceProvision = CombinePaths(LocalRoot, "Engine", "Build", "IOS", "NotForLicensees", "UE4Game.mobileprovision");
}
}
else
{
SourceProvision = GameSourceProvision;
}
if (File.Exists (SourceProvision))
{
Directory.CreateDirectory (Environment.GetEnvironmentVariable ("HOME") + "/Library/MobileDevice/Provisioning Profiles/");
File.Copy (SourceProvision, Environment.GetEnvironmentVariable ("HOME") + "/Library/MobileDevice/Provisioning Profiles/" + ShortProjectName + ".mobileprovision", true);
FileInfo DestFileInfo = new FileInfo (Environment.GetEnvironmentVariable ("HOME") + "/Library/MobileDevice/Provisioning Profiles/" + ShortProjectName + ".mobileprovision");
DestFileInfo.Attributes = DestFileInfo.Attributes & ~FileAttributes.ReadOnly;
}
// install the distribution provision
SourceProvision = CombinePaths(LocalRoot, "Engine", "Build", "IOS", "UE4Game_Distro.mobileprovision");
GameSourceProvision = CombinePaths(ProjectRoot, "Build", "IOS", ShortProjectName + "_Distro.mobileprovision");
if (!File.Exists(GameSourceProvision))
{
GameSourceProvision = CombinePaths(ProjectRoot, "Build", "IOS", "NotForLicensees", ShortProjectName + "_Distro.mobileprovision");
if (File.Exists(GameSourceProvision))
{
SourceProvision = GameSourceProvision;
}
else if (!File.Exists(SourceProvision))
{
SourceProvision = CombinePaths(LocalRoot, "Engine", "Build", "IOS", "NotForLicensees", "UE4Game_Distro.mobileprovision");
}
}
else
{
SourceProvision = GameSourceProvision;
}
if (File.Exists(SourceProvision))
{
File.Copy (SourceProvision, Environment.GetEnvironmentVariable ("HOME") + "/Library/MobileDevice/Provisioning Profiles/" + ShortProjectName + "_Distro.mobileprovision", true);
FileInfo DestFileInfo = new FileInfo (Environment.GetEnvironmentVariable ("HOME") + "/Library/MobileDevice/Provisioning Profiles/" + ShortProjectName + "_Distro.mobileprovision");
DestFileInfo.Attributes = DestFileInfo.Attributes & ~FileAttributes.ReadOnly;
}
return XcodeProj;
}
private void CodeSign(string BaseDirectory, string GameName, string RawProjectPath, UnrealTargetConfiguration TargetConfig, string LocalRoot, string ProjectName, string ProjectDirectory, bool IsCode, bool Distribution = false)
{
// check for the proper xcodeproject
bool bWasGenerated = false;
string XcodeProj = EnsureXcodeProjectExists (RawProjectPath, LocalRoot, ProjectName, ProjectDirectory, IsCode, out bWasGenerated);
string Arguments = "UBT_NO_POST_DEPLOY=true";
Arguments += " /usr/bin/xcrun xcodebuild build -project \"" + XcodeProj + "\"";
Arguments += " -scheme '";
Arguments += GameName;
Arguments += " - iOS'";
Arguments += " -configuration " + TargetConfig.ToString();
Arguments += " CODE_SIGN_IDENTITY=" + (Distribution ? "\"iPhone Distribution\"" : "\"iPhone Developer\"");
ProcessResult Result = Run ("/usr/bin/env", Arguments, null, ERunOptions.Default);
if (bWasGenerated)
{
InternalUtils.SafeDeleteDirectory( XcodeProj, true);
}
if (Result.ExitCode != 0)
{
throw new AutomationException("CodeSign Failed");
}
}
private void PackageIPA(string BaseDirectory, string GameName, string ProjectName, string ProjectDirectory, UnrealTargetConfiguration TargetConfig, bool Distribution = false)
{
// create the ipa
string IPAName = CombinePaths(ProjectDirectory, "Binaries", "IOS", ProjectName + (TargetConfig != UnrealTargetConfiguration.Development ? ("-IOS-" + TargetConfig.ToString()) : "") + ".ipa");
// delete the old one
if (File.Exists(IPAName))
{
File.Delete(IPAName);
}
// make the subdirectory if needed
string DestSubdir = Path.GetDirectoryName(IPAName);
if (!Directory.Exists(DestSubdir))
{
Directory.CreateDirectory(DestSubdir);
}
// set up the directories
string ZipWorkingDir = String.Format("Payload/{0}.app/", GameName);
string ZipSourceDir = string.Format("{0}/Payload/{1}.app", BaseDirectory, GameName);
// create the file
using (ZipFile Zip = new ZipFile())
{
// Set encoding to support unicode filenames
Zip.AlternateEncodingUsage = ZipOption.Always;
Zip.AlternateEncoding = Encoding.UTF8;
// set the compression level
if (Distribution)
{
Zip.CompressionLevel = CompressionLevel.BestCompression;
}
// add the entire directory
Zip.AddDirectory(ZipSourceDir, ZipWorkingDir);
// Update permissions to be UNIX-style
// Modify the file attributes of any added file to unix format
foreach (ZipEntry E in Zip.Entries)
{
const byte FileAttributePlatform_NTFS = 0x0A;
const byte FileAttributePlatform_UNIX = 0x03;
const byte FileAttributePlatform_FAT = 0x00;
const int UNIX_FILETYPE_NORMAL_FILE = 0x8000;
//const int UNIX_FILETYPE_SOCKET = 0xC000;
//const int UNIX_FILETYPE_SYMLINK = 0xA000;
//const int UNIX_FILETYPE_BLOCKSPECIAL = 0x6000;
const int UNIX_FILETYPE_DIRECTORY = 0x4000;
//const int UNIX_FILETYPE_CHARSPECIAL = 0x2000;
//const int UNIX_FILETYPE_FIFO = 0x1000;
const int UNIX_EXEC = 1;
const int UNIX_WRITE = 2;
const int UNIX_READ = 4;
int MyPermissions = UNIX_READ | UNIX_WRITE;
int OtherPermissions = UNIX_READ;
int PlatformEncodedBy = (E.VersionMadeBy >> 8) & 0xFF;
int LowerBits = 0;
// Try to preserve read-only if it was set
bool bIsDirectory = E.IsDirectory;
// Check to see if this
bool bIsExecutable = false;
if (Path.GetFileNameWithoutExtension(E.FileName).Equals(GameName, StringComparison.InvariantCultureIgnoreCase))
{
bIsExecutable = true;
}
if (bIsExecutable)
{
// The executable will be encrypted in the final distribution IPA and will compress very poorly, so keeping it
// uncompressed gives a better indicator of IPA size for our distro builds
E.CompressionLevel = CompressionLevel.None;
}
if ((PlatformEncodedBy == FileAttributePlatform_NTFS) || (PlatformEncodedBy == FileAttributePlatform_FAT))
{
FileAttributes OldAttributes = E.Attributes;
//LowerBits = ((int)E.Attributes) & 0xFFFF;
if ((OldAttributes & FileAttributes.Directory) != 0)
{
bIsDirectory = true;
}
// Permissions
if ((OldAttributes & FileAttributes.ReadOnly) != 0)
{
MyPermissions &= ~UNIX_WRITE;
OtherPermissions &= ~UNIX_WRITE;
}
}
if (bIsDirectory || bIsExecutable)
{
MyPermissions |= UNIX_EXEC;
OtherPermissions |= UNIX_EXEC;
}
// Re-jigger the external file attributes to UNIX style if they're not already that way
if (PlatformEncodedBy != FileAttributePlatform_UNIX)
{
int NewAttributes = bIsDirectory ? UNIX_FILETYPE_DIRECTORY : UNIX_FILETYPE_NORMAL_FILE;
NewAttributes |= (MyPermissions << 6);
NewAttributes |= (OtherPermissions << 3);
NewAttributes |= (OtherPermissions << 0);
// Now modify the properties
E.AdjustExternalFileAttributes(FileAttributePlatform_UNIX, (NewAttributes << 16) | LowerBits);
}
}
// Save it out
Zip.Save(IPAName);
}
}
private static void CopyFileWithReplacements(string SourceFilename, string DestFilename, Dictionary<string, string> Replacements)
{
if (!File.Exists(SourceFilename))
{
return;
}
// make the dst filename with the same structure as it was in SourceDir
if (File.Exists(DestFilename))
{
File.Delete(DestFilename);
}
// make the subdirectory if needed
string DestSubdir = Path.GetDirectoryName(DestFilename);
if (!Directory.Exists(DestSubdir))
{
Directory.CreateDirectory(DestSubdir);
}
// some files are handled specially
string Ext = Path.GetExtension(SourceFilename);
if (Ext == ".plist")
{
string Contents = File.ReadAllText(SourceFilename);
// replace some varaibles
foreach (var Pair in Replacements)
{
Contents = Contents.Replace(Pair.Key, Pair.Value);
}
// write out file
File.WriteAllText(DestFilename, Contents);
}
else
{
File.Copy(SourceFilename, DestFilename);
// remove any read only flags
FileInfo DestFileInfo = new FileInfo(DestFilename);
DestFileInfo.Attributes = DestFileInfo.Attributes & ~FileAttributes.ReadOnly;
}
}
public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
{
if (UnrealBuildTool.ExternalExecution.GetRuntimePlatform () != UnrealTargetPlatform.Mac)
{
// copy the icons/launch screens from the engine
{
string SourcePath = CombinePaths(SC.LocalRoot, "Engine", "Build", "IOS", "Resources", "Graphics");
SC.StageFiles(StagedFileType.NonUFS, SourcePath, "*.png", false, null, "", true, false);
}
// copy any additional framework assets that will be needed at runtime
{
string SourcePath = CombinePaths( ( SC.IsCodeBasedProject ? SC.ProjectRoot : SC.LocalRoot + "\\Engine" ), "Intermediate", "IOS", "FrameworkAssets" );
if ( Directory.Exists( SourcePath ) )
{
SC.StageFiles( StagedFileType.NonUFS, SourcePath, "*.*", true, null, "", true, false );
}
}
// copy the icons/launch screens from the game (may stomp the engine copies)
{
string SourcePath = CombinePaths(SC.ProjectRoot, "Build", "IOS", "Resources", "Graphics");
SC.StageFiles(StagedFileType.NonUFS, SourcePath, "*.png", false, null, "", true, false);
}
// copy the plist (only if code signing, as it's protected by the code sign blob in the executable and can't be modified independently)
if (GetCodeSignDesirability(Params))
{
string SourcePListFile = CombinePaths(SC.LocalRoot, "Engine", "Build", "IOS", "UE4Game-Info.plist");
if (File.Exists(SC.ProjectRoot + "/Build/IOS/" + SC.ShortProjectName + "-Info.plist"))
{
SourcePListFile = CombinePaths(SC.ProjectRoot, "Build", "IOS", SC.ShortProjectName + "-Info.plist");
}
//@TODO: This is writing to the engine directory!
string SourcePath = CombinePaths((SC.IsCodeBasedProject ? SC.ProjectRoot : SC.LocalRoot + "\\Engine"), "Intermediate", "IOS");
string TargetPListFile = Path.Combine(SourcePath, (SC.IsCodeBasedProject ? SC.ShortProjectName : "UE4Game") + "-Info.plist");
Dictionary<string, string> Replacements = new Dictionary<string, string>();
Replacements.Add("${EXECUTABLE_NAME}", (SC.IsCodeBasedProject ? SC.ShortProjectName : "UE4Game"));
Replacements.Add("${BUNDLE_IDENTIFIER}", SC.ShortProjectName.Replace("_", ""));
CopyFileWithReplacements(SourcePListFile, TargetPListFile, Replacements);
SC.StageFiles(StagedFileType.NonUFS, SourcePath, Path.GetFileName(TargetPListFile), false, null, "", false, false, "Info.plist");
}
// Now do the .mobileprovision
//@TODO: Remove this mobileprovision copy, and move to a library approach like Xcode/codesign does
if (GetCodeSignDesirability(Params))
{
string SourceProvision = CombinePaths(SC.LocalRoot, "Engine", "Build", "IOS", "UE4Game.mobileprovision");
string GameSourceProvision = CombinePaths(SC.ProjectRoot, "Build", "IOS", SC.ShortProjectName + ".mobileprovision");
if (!File.Exists(GameSourceProvision))
{
GameSourceProvision = CombinePaths(SC.ProjectRoot, "Build", "IOS", "NotForLicensees", SC.ShortProjectName + ".mobileprovision");
if (File.Exists(GameSourceProvision))
{
SourceProvision = GameSourceProvision;
}
else if (!File.Exists(SourceProvision))
{
SourceProvision = CombinePaths(SC.LocalRoot, "Engine", "Build", "IOS", "NotForLicensees", "UE4Game.mobileprovision");
}
}
else
{
SourceProvision = GameSourceProvision;
}
SC.StageFiles(StagedFileType.NonUFS, Path.GetDirectoryName(SourceProvision), Path.GetFileName(SourceProvision), false, null, "", GlobalCommandLine.Rocket, false, "embedded.mobileprovision");
}
}
}
public override void GetFilesToArchive(ProjectParams Params, DeploymentContext SC)
{
if (SC.StageTargetConfigurations.Count != 1)
{
throw new AutomationException("iOS is currently only able to package one target configuration at a time, but StageTargetConfigurations contained {0} configurations", SC.StageTargetConfigurations.Count);
}
var TargetConfiguration = SC.StageTargetConfigurations[0];
string ProjectGameExeFilename = Params.ProjectGameExeFilename;
if (UnrealBuildTool.ExternalExecution.GetRuntimePlatform () == UnrealTargetPlatform.Mac)
{
ProjectGameExeFilename = CombinePaths (Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "IOS", Path.GetFileName (Params.ProjectGameExeFilename));
}
var ProjectIPA = MakeIPAFileName( TargetConfiguration, ProjectGameExeFilename );
// rename the .ipa if not code based
if (!Params.IsCodeBasedProject)
{
ProjectIPA = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "IOS", Params.ShortProjectName + ".ipa");
if (TargetConfiguration != UnrealTargetConfiguration.Development)
{
ProjectIPA = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "IOS", Params.ShortProjectName + "-" + PlatformType.ToString() + "-" + TargetConfiguration.ToString() + ".ipa");
}
}
// verify the .ipa exists
if (!FileExists(ProjectIPA))
{
throw new AutomationException("ARCHIVE FAILED - {0} was not found", ProjectIPA);
}
SC.ArchiveFiles(Path.GetDirectoryName(ProjectIPA), Path.GetFileName(ProjectIPA));
}
public override void Deploy(ProjectParams Params, DeploymentContext SC)
{
if (UnrealBuildTool.ExternalExecution.GetRuntimePlatform () != UnrealTargetPlatform.Mac)
{
if (SC.StageTargetConfigurations.Count != 1)
{
throw new AutomationException ("iOS is currently only able to package one target configuration at a time, but StageTargetConfigurations contained {0} configurations", SC.StageTargetConfigurations.Count);
}
var TargetConfiguration = SC.StageTargetConfigurations[0];
// var ProjectStub = Params.ProjectGameExeFilename;
var ProjectIPA = MakeIPAFileName(TargetConfiguration, Params.ProjectGameExeFilename);
// rename the .ipa if not code based
if (!Params.IsCodeBasedProject)
{
ProjectIPA = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "IOS", Params.ShortProjectName + ".ipa");
if (TargetConfiguration != UnrealTargetConfiguration.Development)
{
ProjectIPA = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "IOS", Params.ShortProjectName + "-" + PlatformType.ToString() + "-" + TargetConfiguration.ToString() + ".ipa");
}
}
var StagedIPA = SC.StageDirectory + "\\" + Path.GetFileName(ProjectIPA);
// verify the .ipa exists
if (!FileExists(StagedIPA))
{
StagedIPA = ProjectIPA;
if(!FileExists(StagedIPA))
{
throw new AutomationException("DEPLOY FAILED - {0} was not found", ProjectIPA);
}
}
// deploy the .ipa
var IPPExe = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/IOS/IPhonePackager.exe");
// check for it in the stage directory
RunAndLog(CmdEnv, IPPExe, "Deploy \"" + Path.GetFullPath(StagedIPA) + "\" -device " + Params.Device.Substring(4));
}
PrintRunTime();
}
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor)
{
return "IOS";
}
public override bool DeployPakInternalLowerCaseFilenames()
{
return false;
}
public override bool DeployLowerCaseFilenames(bool bUFSFile)
{
// we shouldn't modify the case on files like Info.plist or the icons
return bUFSFile;
}
public override string LocalPathToTargetPath(string LocalPath, string LocalRoot)
{
return LocalPath.Replace("\\", "/").Replace(LocalRoot, "../../..");
}
public override bool IsSupported { get { return true; } }
public override bool LaunchViaUFE { get { return UnrealBuildTool.ExternalExecution.GetRuntimePlatform () != UnrealTargetPlatform.Mac; } }
public override string Remap(string Dest)
{
return "cookeddata/" + Dest;
}
public override List<string> GetDebugFileExtentions()
{
return new List<string> { ".dsym" };
}
public override ProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
{
if (UnrealBuildTool.ExternalExecution.GetRuntimePlatform () == UnrealTargetPlatform.Mac)
{
string AppDirectory = string.Format("{0}/Payload/{1}.app",
Path.GetDirectoryName(Params.ProjectGameExeFilename),
Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename));
string GameName = Path.GetFileNameWithoutExtension (ClientApp);
if (GameName.Contains ("-IOS-"))
{
GameName = GameName.Substring (0, GameName.IndexOf ("-IOS-"));
}
string GameApp = AppDirectory + "/" + GameName;
bool bWasGenerated = false;
string XcodeProj = EnsureXcodeProjectExists (Params.RawProjectPath, CmdEnv.LocalRoot, Params.ShortProjectName, GetDirectoryName(Params.RawProjectPath), Params.IsCodeBasedProject, out bWasGenerated);
string Arguments = "UBT_NO_POST_DEPLOY=true /usr/bin/xcrun xcodebuild test -project \"" + XcodeProj + "\"";
Arguments += " -scheme '";
Arguments += GameName;
Arguments += " - iOS'";
Arguments += " -configuration " + Params.ClientConfigsToBuild [0].ToString();
Arguments += " -destination 'platform=iOS,id=" + Params.Device.Substring(4) + "'";
Arguments += " TEST_HOST=\"";
Arguments += GameApp;
Arguments += "\" BUNDLE_LOADER=\"";
Arguments += GameApp + "\"";
ProcessResult ClientProcess = Run ("/usr/bin/env", Arguments, null, ClientRunFlags | ERunOptions.NoWaitForExit);
return ClientProcess;
}
else
{
return base.RunClient(ClientRunFlags, ClientApp, ClientCmdLine, Params);
}
}
#region Hooks
public override void PreBuildAgenda(UE4Build Build, UE4Build.BuildAgenda Agenda)
{
if (UnrealBuildTool.ExternalExecution.GetRuntimePlatform () != UnrealTargetPlatform.Mac)
{
Agenda.DotNetProjects.Add (@"Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj");
}
}
#endregion
}