Ejemplo n.º 1
0
        public HTML5ToolChain(FileReference InProjectFile)
            : base(CppPlatform.HTML5)
        {
            if (!HTML5SDKInfo.IsSDKInstalled())
            {
                throw new BuildException("HTML5 SDK is not installed; cannot use toolchain.");
            }

            // ini configs
            // - normal ConfigCache w/ UnrealBuildTool.ProjectFile takes all game config ini files
            //   (including project config ini files)
            // - but, during packaging, if -remoteini is used -- need to use UnrealBuildTool.GetRemoteIniPath()
            //   (note: ConfigCache can take null ProjectFile)
            string             EngineIniPath = UnrealBuildTool.GetRemoteIniPath();
            DirectoryReference ProjectDir    = !String.IsNullOrEmpty(EngineIniPath) ? new DirectoryReference(EngineIniPath)
                                                                                                : DirectoryReference.FromFile(InProjectFile);
            ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, ProjectDir, UnrealTargetPlatform.HTML5);

//			Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableSIMD", out enableSIMD);
//			Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableMultithreading", out enableMultithreading);
            Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableTracing", out bEnableTracing);

            // TODO: remove this "fix" when emscripten supports (SIMD & pthreads) + WASM
            enableSIMD = false;
            // TODO: double check Engine/Source/Runtime/Core/Private/HTML5/HTML5PlatformProcess.cpp::SupportsMultithreading()
            enableMultithreading = false;

            Log.TraceInformation("HTML5ToolChain: EnableSIMD = " + enableSIMD);
            Log.TraceInformation("HTML5ToolChain: EnableMultithreading " + enableMultithreading);
            Log.TraceInformation("HTML5ToolChain: EnableTracing = " + bEnableTracing);

            PrintOnce = new VerbosePrint(PrintOnceOn);             // reset
        }
Ejemplo n.º 2
0
        public bool PrepForUATPackageOrDeploy(FileReference ProjectFile, string ProjectName, string ProjectDirectory, WindowsArchitecture Architecture, List <UnrealTargetConfiguration> TargetConfigurations, List <string> ExecutablePaths, string EngineDirectory, bool bForDistribution, string CookFlavor, bool bIsDataDeploy)
        {
            //@todo need to support dlc and other targets
            //string LocalizedContentDirectory = Path.Combine(ProjectDirectory, "Content", "Localization", "Game");
            string AbsoluteExeDirectory = Path.GetDirectoryName(ExecutablePaths[0]);
            //bool IsGameSpecificExe = ProjectFile != null && AbsoluteExeDirectory.StartsWith(ProjectDirectory);
            //string RelativeExeFilePath = Path.Combine(IsGameSpecificExe ? ProjectName : "Engine", "Binaries", "HoloLens", Path.GetFileName(ExecutablePaths[0]));

            //string TargetDirectory = Path.Combine(ProjectDirectory, "Saved", "HoloLens");


            // If using a secure networking manifest, copy it to the output directory.
            string NetworkManifest = Path.Combine(ProjectDirectory, "Config", "HoloLens", "NetworkManifest.xml");

            if (File.Exists(NetworkManifest))
            {
                CopyFile(NetworkManifest, Path.Combine(AbsoluteExeDirectory, "NetworkManifest.xml"), false);
            }

            // If using Xbox Live generate the json config file expected by the SDK
            DirectoryReference ConfigDirRef = DirectoryReference.FromFile(ProjectFile);

            if (ConfigDirRef == null && !string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()))
            {
                ConfigDirRef = new DirectoryReference(UnrealBuildTool.GetRemoteIniPath());
            }

            //MakeAppXPath = HoloLensExports.GetWindowsSdkToolPath("makeappx.exe");
            //SignToolPath = HoloLensExports.GetWindowsSdkToolPath("signtool.exe");

            return(true);
        }
Ejemplo n.º 3
0
        public HTML5ToolChain(FileReference InProjectFile)
            : base(CppPlatform.HTML5)
        {
            if (!HTML5SDKInfo.IsSDKInstalled())
            {
                throw new BuildException("HTML5 SDK is not installed; cannot use toolchain.");
            }

            // ini configs
            // - normal ConfigCache w/ UnrealBuildTool.ProjectFile takes all game config ini files
            //   (including project config ini files)
            // - but, during packaging, if -remoteini is used -- need to use UnrealBuildTool.GetRemoteIniPath()
            //   (note: ConfigCache can take null ProjectFile)
            string             EngineIniPath = UnrealBuildTool.GetRemoteIniPath();
            DirectoryReference ProjectDir    = !String.IsNullOrEmpty(EngineIniPath) ? new DirectoryReference(EngineIniPath)
                                                                                                : DirectoryReference.FromFile(InProjectFile);
            ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, ProjectDir, UnrealTargetPlatform.HTML5);

//			Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableSIMD", out enableSIMD);
            Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableMultithreading", out enableMultithreading);
            Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "OffscreenCanvas", out bMultithreading_UseOffscreenCanvas);
            Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "LLVMWasmBackend", out useLLVMwasmBackend);
            Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableTracing", out bEnableTracing);

            if (useLLVMwasmBackend)
            {
                libExt = ".a";                  // experimental - LLVMWasmBackend
            }

            // TODO: remove this "fix" when emscripten supports WASM with SIMD
            enableSIMD = false;

            Log.TraceInformation("HTML5ToolChain: EnableSIMD = " + enableSIMD);
            Log.TraceInformation("HTML5ToolChain: EnableMultithreading " + enableMultithreading);
            Log.TraceInformation("HTML5ToolChain: OffscreenCanvas " + bMultithreading_UseOffscreenCanvas);
            Log.TraceInformation("HTML5ToolChain: LLVMWasmBackend " + useLLVMwasmBackend);
            Log.TraceInformation("HTML5ToolChain: EnableTracing = " + bEnableTracing);

            PrintOnce = new VerbosePrint(PrintOnceOn);             // reset

            Log.TraceInformation("Setting Emscripten SDK: located in " + HTML5SDKInfo.EMSCRIPTEN_ROOT);
            string TempDir = HTML5SDKInfo.SetupEmscriptenTemp();

            HTML5SDKInfo.SetUpEmscriptenConfigFile();

            if (Environment.GetEnvironmentVariable("EMSDK") == null)             // If EMSDK is present, Emscripten is already configured by the developer
            {
                // If not using preset emsdk, configure our generated .emscripten config, instead of autogenerating one in the user's home directory.
                Environment.SetEnvironmentVariable("EM_CONFIG", HTML5SDKInfo.DOT_EMSCRIPTEN);
                Environment.SetEnvironmentVariable("EM_CACHE", HTML5SDKInfo.EMSCRIPTEN_CACHE);
                Environment.SetEnvironmentVariable("EMCC_TEMP_DIR", TempDir);
            }

            Log.TraceInformation("*** Emscripten Config File: " + Environment.GetEnvironmentVariable("EM_CONFIG"));
        }
Ejemplo n.º 4
0
        public bool UseVulkan()
        {
            DirectoryReference DirRef = (!string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()) ? new DirectoryReference(UnrealBuildTool.GetRemoteIniPath()) : (ProjectFile != null ? ProjectFile.Directory : null));
            ConfigHierarchy    Ini    = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirRef, UnrealTargetPlatform.Lumin);
            // go by string
            bool bUseVulkan = true;

            Ini.GetBool("/Script/LuminRuntimeSettings.LuminRuntimeSettings", "bUseVulkan", out bUseVulkan);

            return(bUseVulkan);
        }
        /// <summary>
        /// Find the default architecture for the given project
        /// </summary>
        public override string GetDefaultArchitecture(FileReference ProjectFile)
        {
            string ActiveArchitecture = DefaultArchitecture;

            // read settings from the config
            string EngineIniPath = ProjectFile != null ? ProjectFile.Directory.FullName : null;

            if (String.IsNullOrEmpty(EngineIniPath))
            {
                // If the project file hasn't been specified, try to get the path from -remoteini command line param
                EngineIniPath = UnrealBuildTool.GetRemoteIniPath();
            }
            DirectoryReference EngineIniDir = !String.IsNullOrEmpty(EngineIniPath) ? new DirectoryReference(EngineIniPath) : null;

            ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, EngineIniDir, UnrealTargetPlatform.Linux);

            string LinuxArchitectureString;

            if (Ini.GetString("/Script/LinuxTargetPlatform.LinuxTargetSettings", "TargetArchitecture", out LinuxArchitectureString))
            {
                LinuxArchitecture Architecture;
                if (Enum.TryParse(LinuxArchitectureString, out Architecture))
                {
                    switch (Architecture)
                    {
                    default:
                        System.Console.WriteLine("Architecture enum value {0} does not map to a valid triplet.", Architecture);
                        break;

                    case LinuxArchitecture.X86_64UnknownLinuxGnu:
                        ActiveArchitecture = "x86_64-unknown-linux-gnu";
                        break;

                    case LinuxArchitecture.ArmUnknownLinuxGnueabihf:
                        ActiveArchitecture = "arm-unknown-linux-gnueabihf";
                        break;

                    case LinuxArchitecture.AArch64UnknownLinuxGnueabi:
                        ActiveArchitecture = "aarch64-unknown-linux-gnueabi";
                        break;

                    case LinuxArchitecture.I686UnknownLinuxGnu:
                        ActiveArchitecture = "i686-unknown-linux-gnu";
                        break;
                    }
                }
            }

            return(ActiveArchitecture);
        }
Ejemplo n.º 6
0
        // Look for any build options in the engine config file.
        public override void ParseProjectSettings()
        {
            base.ParseProjectSettings();

            string EngineIniPath = ProjectFile != null ? ProjectFile.Directory.FullName : null;

            if (String.IsNullOrEmpty(EngineIniPath))
            {
                EngineIniPath = UnrealBuildTool.GetRemoteIniPath();
            }
            ConfigCacheIni Ini        = new ConfigCacheIni(UnrealTargetPlatform.IOS, "Engine", EngineIniPath);
            string         ServerName = RemoteServerName;

            if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "RemoteServerName", out ServerName) && !String.IsNullOrEmpty(ServerName))
            {
                RemoteServerName = ServerName;
            }

            bool bUseRSync = false;

            if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bUseRSync", out bUseRSync))
            {
                bUseRPCUtil = !bUseRSync;
                string UserName = RSyncUsername;

                if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "RSyncUsername", out UserName) && !String.IsNullOrEmpty(UserName))
                {
                    RSyncUsername = UserName;
                }

                if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "DeltaCopyInstallPath", out OverrideDeltaCopyInstallPath))
                {
                    if (!string.IsNullOrEmpty(OverrideDeltaCopyInstallPath))
                    {
                        SSHExe   = Path.Combine(OverrideDeltaCopyInstallPath, Path.GetFileName(SSHExe));
                        RSyncExe = Path.Combine(OverrideDeltaCopyInstallPath, Path.GetFileName(RSyncExe));
                    }
                }

                string ConfigKeyPath;
                if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "SSHPrivateKeyOverridePath", out ConfigKeyPath))
                {
                    if (File.Exists(ConfigKeyPath))
                    {
                        SSHPrivateKeyOverridePath = ConfigKeyPath;
                    }
                }
            }
        }
Ejemplo n.º 7
0
        static bool bEnableTracing       = false;   // Debug option

        public HTML5ToolChain(FileReference InProjectFile)
            : base(CppPlatform.HTML5, WindowsCompiler.VisualStudio2015)
        {
            if (!HTML5SDKInfo.IsSDKInstalled())
            {
                throw new BuildException("HTML5 SDK is not installed; cannot use toolchain.");
            }

            // ini configs
            // - normal ConfigCache w/ UnrealBuildTool.ProjectFile takes all game config ini files
            //   (including project config ini files)
            // - but, during packaging, if -remoteini is used -- need to use UnrealBuildTool.GetRemoteIniPath()
            //   (note: ConfigCache can take null ProjectFile)
            string             EngineIniPath = UnrealBuildTool.GetRemoteIniPath();
            DirectoryReference ProjectDir    = !String.IsNullOrEmpty(EngineIniPath) ? new DirectoryReference(EngineIniPath)
                                                                                                : DirectoryReference.FromFile(InProjectFile);
            ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, ProjectDir, UnrealTargetPlatform.HTML5);

            // these will be going away...
            bool targetingAsmjs = false;           // inverted check
            bool targetWebGL1   = false;           // inverted check

            if (Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "TargetAsmjs", out targetingAsmjs))
            {
                targetingWasm = !targetingAsmjs;
            }
            if (Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "TargetWebGL1", out targetWebGL1))
            {
                targetWebGL2 = !targetWebGL1;
            }
            Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableSIMD", out enableSIMD);
            Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableMultithreading", out enableMultithreading);
            Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableTracing", out bEnableTracing);
            Log.TraceInformation("HTML5ToolChain: TargetWasm = " + targetingWasm);
            Log.TraceInformation("HTML5ToolChain: TargetWebGL2 = " + targetWebGL2);
            Log.TraceInformation("HTML5ToolChain: EnableSIMD = " + enableSIMD);
            Log.TraceInformation("HTML5ToolChain: EnableMultithreading " + enableMultithreading);
            Log.TraceInformation("HTML5ToolChain: EnableTracing = " + bEnableTracing);

            // TODO: remove this "fix" when emscripten supports (SIMD & pthreads) + WASM
            if (targetingWasm)
            {
                enableSIMD = false;

                // TODO: double check Engine/Source/Runtime/Core/Private/HTML5/HTML5PlatformProcess.cpp::SupportsMultithreading()
                enableMultithreading = false;
            }
        }
Ejemplo n.º 8
0
        public static bool GeneratePList(string ProjectDirectory, bool bIsUE4Game, string GameName, string ProjectName, string InEngineDir, string ExeName)
        {
            string IntermediateDirectory = (bIsUE4Game ? InEngineDir : ProjectDirectory) + "/Intermediate/Mac";
            string DestPListFile         = IntermediateDirectory + "/" + ExeName + "-Info.plist";
            string SrcPListFile          = (bIsUE4Game ? (InEngineDir + "Source/Programs/") : (ProjectDirectory + "/Source/")) + GameName + "/Resources/Mac/Info.plist";

            if (!File.Exists(SrcPListFile))
            {
                SrcPListFile = InEngineDir + "/Source/Runtime/Launch/Resources/Mac/Info.plist";
            }

            string PListData = null;

            if (File.Exists(SrcPListFile))
            {
                PListData = File.ReadAllText(SrcPListFile);
            }
            else
            {
                return(false);
            }

            // bundle identifier
            // plist replacements
            DirectoryReference DirRef = bIsUE4Game ? (!string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()) ? new DirectoryReference(UnrealBuildTool.GetRemoteIniPath()) : null) : new DirectoryReference(ProjectDirectory);
            ConfigHierarchy    Ini    = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirRef, UnrealTargetPlatform.IOS);

            string BundleIdentifier;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "BundleIdentifier", out BundleIdentifier);

            string BundleVersion = MacToolChain.LoadEngineDisplayVersion();

            PListData = PListData.Replace("${EXECUTABLE_NAME}", ExeName).Replace("${APP_NAME}", BundleIdentifier.Replace("[PROJECT_NAME]", ProjectName).Replace("_", "")).Replace("${ICON_NAME}", GameName).Replace("${MACOSX_DEPLOYMENT_TARGET}", MacToolChain.Settings.MinMacOSVersion).Replace("${BUNDLE_VERSION}", BundleVersion);

            if (!Directory.Exists(IntermediateDirectory))
            {
                Directory.CreateDirectory(IntermediateDirectory);
            }
            File.WriteAllText(DestPListFile, PListData);

            return(true);
        }
Ejemplo n.º 9
0
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="ProjectFile">Project to read settings from</param>
        public RemoteMac(FileReference ProjectFile)
        {
            this.RsyncExe         = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Extras", "ThirdPartyNotUE", "DeltaCopy", "Binaries", "Rsync.exe");
            this.SshExe           = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Extras", "ThirdPartyNotUE", "DeltaCopy", "Binaries", "Ssh.exe");
            this.ProjectFile      = ProjectFile;
            this.ProjectDirectory = DirectoryReference.FromFile(ProjectFile);

            // Apply settings from the XML file
            XmlConfig.ApplyTo(this);

            // Get the project config file path
            DirectoryReference EngineIniPath = ProjectFile != null ? ProjectFile.Directory : null;

            if (EngineIniPath == null && UnrealBuildTool.GetRemoteIniPath() != null)
            {
                EngineIniPath = new DirectoryReference(UnrealBuildTool.GetRemoteIniPath());
            }
            ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, EngineIniPath, UnrealTargetPlatform.IOS);

            // Read the project settings if we don't have anything in the build configuration settings
            if (String.IsNullOrEmpty(ServerName))
            {
                // Read the server name
                string IniServerName;
                if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "RemoteServerName", out IniServerName) && !String.IsNullOrEmpty(IniServerName))
                {
                    this.ServerName = IniServerName;
                }
                else
                {
                    throw new BuildException("Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.");
                }

                // Parse the username
                string IniUserName;
                if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "RSyncUsername", out IniUserName) && !String.IsNullOrEmpty(IniUserName))
                {
                    this.UserName = IniUserName;
                }
            }

            // Split port out from the server name
            int PortIdx = ServerName.LastIndexOf(':');

            if (PortIdx != -1)
            {
                string Port = ServerName.Substring(PortIdx + 1);
                if (!int.TryParse(Port, out ServerPort))
                {
                    throw new BuildException("Unable to parse port number from '{0}'", ServerName);
                }
                ServerName = ServerName.Substring(0, PortIdx);
            }

            // If a user name is not set, use the current user
            if (String.IsNullOrEmpty(UserName))
            {
                UserName = Environment.UserName;
            }

            // Print out the server info
            Log.TraceInformation("[Remote] Using remote server '{0}' on port {1} (user '{2}')", ServerName, ServerPort, UserName);

            // Get the path to the SSH private key
            string OverrideSshPrivateKeyPath;

            if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "SSHPrivateKeyOverridePath", out OverrideSshPrivateKeyPath) && !String.IsNullOrEmpty(OverrideSshPrivateKeyPath))
            {
                SshPrivateKey = new FileReference(OverrideSshPrivateKeyPath);
                if (!FileReference.Exists(SshPrivateKey))
                {
                    throw new BuildException("SSH private key specified in config file ({0}) does not exist.", SshPrivateKey);
                }
            }

            // If it's not set, look in the standard locations. If that fails, spawn the batch file to generate one.
            if (SshPrivateKey == null && !TryGetSshPrivateKey(out SshPrivateKey))
            {
                Log.TraceWarning("No SSH private key found for {0}@{1}. Launching SSH to generate one.", UserName, ServerName);

                StringBuilder CommandLine = new StringBuilder();
                CommandLine.AppendFormat("/C \"\"{0}\"", FileReference.Combine(UnrealBuildTool.EngineDirectory, "Build", "BatchFiles", "MakeAndInstallSSHKey.bat"));
                CommandLine.AppendFormat(" \"{0}\"", SshExe);
                CommandLine.AppendFormat(" \"{0}\"", ServerPort);
                CommandLine.AppendFormat(" \"{0}\"", RsyncExe);
                CommandLine.AppendFormat(" \"{0}\"", UserName);
                CommandLine.AppendFormat(" \"{0}\"", ServerName);
                CommandLine.AppendFormat(" \"{0}\"", DirectoryReference.GetSpecialFolder(Environment.SpecialFolder.MyDocuments));
                CommandLine.AppendFormat(" \"{0}\"", GetLocalCygwinPath(DirectoryReference.GetSpecialFolder(Environment.SpecialFolder.MyDocuments)));
                CommandLine.AppendFormat(" \"{0}\"", UnrealBuildTool.EngineDirectory);
                CommandLine.Append("\"");

                using (Process ChildProcess = Process.Start("C:\\Windows\\System32\\Cmd.exe", CommandLine.ToString()))
                {
                    ChildProcess.WaitForExit();
                }

                if (!TryGetSshPrivateKey(out SshPrivateKey))
                {
                    throw new BuildException("Failed to generate SSH private key for {0}@{1}.", UserName, ServerName);
                }
            }

            // resolve the rest of the strings
            RsyncAuthentication = ExpandVariables(RsyncAuthentication);
            SshAuthentication   = ExpandVariables(SshAuthentication);

            // Get the remote base directory
            RemoteBaseDir = String.Format("/Users/{0}/UE4/Builds/{1}", UserName, Environment.MachineName);

            // Build the list of directory mappings between the local and remote machines
            Mappings = new List <RemoteMapping>();
            Mappings.Add(new RemoteMapping(UnrealBuildTool.EngineDirectory, GetRemotePath(UnrealBuildTool.EngineDirectory)));
            if (ProjectFile != null && !ProjectFile.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
            {
                Mappings.Add(new RemoteMapping(ProjectFile.Directory, GetRemotePath(ProjectFile.Directory)));
            }

            // Build a list of arguments for SSH
            CommonSshArguments = new List <string>();
            CommonSshArguments.Add("-o BatchMode=yes");
            CommonSshArguments.Add(SshAuthentication);
            CommonSshArguments.Add(String.Format("-p {0}", ServerPort));
            CommonSshArguments.Add(String.Format("\"{0}@{1}\"", UserName, ServerName));

            // Build a list of arguments for Rsync
            CommonRsyncArguments = new List <string>();
            CommonRsyncArguments.Add("--compress");
            CommonRsyncArguments.Add("--recursive");
            CommonRsyncArguments.Add("--delete");            // Delete anything not in the source directory
            CommonRsyncArguments.Add("--delete-excluded");   // Delete anything not in the source directory
            CommonRsyncArguments.Add("--times");             // Preserve modification times
            CommonRsyncArguments.Add("--verbose");
            CommonRsyncArguments.Add("-m");
            CommonRsyncArguments.Add("--chmod=ug=rwX,o=rxX");
            CommonRsyncArguments.Add(String.Format("--rsh=\"{0} -p {1}\"", RsyncAuthentication, ServerPort));
        }
Ejemplo n.º 10
0
        public static bool GenerateIOSPList(string ProjectDirectory, bool bIsUE4Game, string GameName, string ProjectName, string InEngineDir, string AppDirectory, UEDeployIOS InThis = null)
        {
            // generate the Info.plist for future use
            string BuildDirectory        = ProjectDirectory + "/Build/IOS";
            bool   bSkipDefaultPNGs      = false;
            string IntermediateDirectory = (bIsUE4Game ? InEngineDir : ProjectDirectory) + "/Intermediate/IOS";
            string PListFile             = IntermediateDirectory + "/" + GameName + "-Info.plist";

            ProjectName = !String.IsNullOrEmpty(ProjectName) ? ProjectName : GameName;
            VersionUtilities.BuildDirectory = BuildDirectory;
            VersionUtilities.GameName       = GameName;

            // read the old file
            string OldPListData = File.Exists(PListFile) ? File.ReadAllText(PListFile) : "";

            // determine if there is a launch.xib
            string LaunchXib = InEngineDir + "/Build/IOS/Resources/Interface/LaunchScreen.xib";

            if (File.Exists(BuildDirectory + "/Resources/Interface/LaunchScreen.xib"))
            {
                LaunchXib = BuildDirectory + "/Resources/Interface/LaunchScreen.xib";
            }

            // get the settings from the ini file
            // plist replacements
            DirectoryReference DirRef = bIsUE4Game ? (!string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()) ? new DirectoryReference(UnrealBuildTool.GetRemoteIniPath()) : null) : new DirectoryReference(ProjectDirectory);
            ConfigCacheIni     Ini    = ConfigCacheIni.CreateConfigCacheIni(UnrealTargetPlatform.IOS, "Engine", DirRef);

            // orientations
            string SupportedOrientations = "";
            bool   bSupported            = true;

            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsPortraitOrientation", out bSupported);
            SupportedOrientations += bSupported ? "\t\t<string>UIInterfaceOrientationPortrait</string>\n" : "";
            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsUpsideDownOrientation", out bSupported);
            SupportedOrientations += bSupported ? "\t\t<string>UIInterfaceOrientationPortraitUpsideDown</string>\n" : "";
            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsLandscapeLeftOrientation", out bSupported);
            SupportedOrientations += bSupported ? "\t\t<string>UIInterfaceOrientationLandscapeLeft</string>\n" : "";
            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsLandscapeRightOrientation", out bSupported);
            SupportedOrientations += bSupported ? "\t\t<string>UIInterfaceOrientationLandscapeRight</string>\n" : "";

            // bundle display name
            string BundleDisplayName;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "BundleDisplayName", out BundleDisplayName);

            // bundle identifier
            string BundleIdentifier;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "BundleIdentifier", out BundleIdentifier);

            // bundle name
            string BundleName;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "BundleName", out BundleName);

            // disable https requirement
            bool bDisableHTTPS;

            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDisableHTTPS", out bDisableHTTPS);

            // short version string
            string BundleShortVersion;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "VersionInfo", out BundleShortVersion);

            // required capabilities
            string RequiredCaps = "";

            if (InThis != null)
            {
                // required capabilities
                RequiredCaps += InThis.IOSPlatformContext.GetRequiredCapabilities();
            }

            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsOpenGLES2", out bSupported);
            RequiredCaps += bSupported ? "\t\t<string>opengles-2</string>\n" : "";
            if (!bSupported)
            {
                Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsMetal", out bSupported);
                RequiredCaps += bSupported ? "\t\t<string>metal</string>\n" : "";
            }

            // minimum iOS version
            string MinVersion;

            if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "MinimumiOSVersion", out MinVersion))
            {
                switch (MinVersion)
                {
                case "IOS_61":
                    Log.TraceWarning("IOS 6 is no longer supported in UE4 as 4.11");
                    MinVersion = "7.0";
                    break;

                case "IOS_7":
                    MinVersion = "7.0";
                    break;

                case "IOS_8":
                    MinVersion = "8.0";
                    break;

                case "IOS_9":
                    MinVersion = "9.0";
                    break;
                }
            }
            else
            {
                MinVersion = "7.0";
            }

            // Get Facebook Support details
            bool bEnableFacebookSupport = true;

            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bEnableFacebookSupport", out bEnableFacebookSupport);

            // Write the Facebook App ID if we need it.
            string FacebookAppID = "";

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "FacebookAppID", out FacebookAppID);
            bEnableFacebookSupport = bEnableFacebookSupport && !string.IsNullOrWhiteSpace(FacebookAppID);

            // Add remote-notifications as background mode
            bool bRemoteNotificationsSupported = false;

            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bEnableRemoteNotificationsSupport", out bRemoteNotificationsSupported);

            // extra plist data
            string ExtraData = "";

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "AdditionalPlistData", out ExtraData);

            // generate the plist file
            StringBuilder Text = new StringBuilder();

            Text.AppendLine("<?xml version=\"1.0\" encoding=\"UTF-8\"?>");
            Text.AppendLine("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">");
            Text.AppendLine("<plist version=\"1.0\">");
            Text.AppendLine("<dict>");
            Text.AppendLine("\t<key>CFBundleURLTypes</key>");
            Text.AppendLine("\t<array>");
            Text.AppendLine("\t\t<dict>");
            Text.AppendLine("\t\t\t<key>CFBundleURLName</key>");
            Text.AppendLine("\t\t\t<string>com.Epic.Unreal</string>");
            Text.AppendLine("\t\t\t<key>CFBundleURLSchemes</key>");
            Text.AppendLine("\t\t\t<array>");
            Text.AppendLine(string.Format("\t\t\t\t<string>{0}</string>", bIsUE4Game ? "UE4Game" : GameName));
            if (bEnableFacebookSupport)
            {
                // This is needed for facebook login to redirect back to the app after completion.
                Text.AppendLine(string.Format("\t\t\t\t<string>fb{0}</string>", FacebookAppID));
            }
            Text.AppendLine("\t\t\t</array>");
            Text.AppendLine("\t\t</dict>");
            Text.AppendLine("\t</array>");
            Text.AppendLine("\t<key>CFBundleDevelopmentRegion</key>");
            Text.AppendLine("\t<string>English</string>");
            Text.AppendLine("\t<key>CFBundleDisplayName</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", EncodeBundleName(BundleDisplayName, ProjectName)));
            Text.AppendLine("\t<key>CFBundleExecutable</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", bIsUE4Game ? "UE4Game" : GameName));
            Text.AppendLine("\t<key>CFBundleIdentifier</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", BundleIdentifier.Replace("[PROJECT_NAME]", ProjectName).Replace("_", "")));
            Text.AppendLine("\t<key>CFBundleInfoDictionaryVersion</key>");
            Text.AppendLine("\t<string>6.0</string>");
            Text.AppendLine("\t<key>CFBundleName</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", EncodeBundleName(BundleName, ProjectName)));
            Text.AppendLine("\t<key>CFBundlePackageType</key>");
            Text.AppendLine("\t<string>APPL</string>");
            Text.AppendLine("\t<key>CFBundleSignature</key>");
            Text.AppendLine("\t<string>????</string>");
            Text.AppendLine("\t<key>CFBundleVersion</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", VersionUtilities.UpdateBundleVersion(OldPListData)));
            Text.AppendLine("\t<key>CFBundleShortVersionString</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", BundleShortVersion));
            Text.AppendLine("\t<key>LSRequiresIPhoneOS</key>");
            Text.AppendLine("\t<true/>");
            Text.AppendLine("\t<key>UIStatusBarHidden</key>");
            Text.AppendLine("\t<true/>");
            Text.AppendLine("\t<key>UIRequiresFullScreen</key>");
            Text.AppendLine("\t<true/>");
            Text.AppendLine("\t<key>UIViewControllerBasedStatusBarAppearance</key>");
            Text.AppendLine("\t<false/>");
            Text.AppendLine("\t<key>UISupportedInterfaceOrientations</key>");
            Text.AppendLine("\t<array>");
            foreach (string Line in SupportedOrientations.Split("\r\n".ToCharArray()))
            {
                if (!string.IsNullOrWhiteSpace(Line))
                {
                    Text.AppendLine(Line);
                }
            }
            Text.AppendLine("\t</array>");
            Text.AppendLine("\t<key>UIRequiredDeviceCapabilities</key>");
            Text.AppendLine("\t<array>");
            foreach (string Line in RequiredCaps.Split("\r\n".ToCharArray()))
            {
                if (!string.IsNullOrWhiteSpace(Line))
                {
                    Text.AppendLine(Line);
                }
            }
            Text.AppendLine("\t</array>");
            Text.AppendLine("\t<key>CFBundleIcons</key>");
            Text.AppendLine("\t<dict>");
            Text.AppendLine("\t\t<key>CFBundlePrimaryIcon</key>");
            Text.AppendLine("\t\t<dict>");
            Text.AppendLine("\t\t\t<key>CFBundleIconFiles</key>");
            Text.AppendLine("\t\t\t<array>");
            Text.AppendLine("\t\t\t\t<string>Icon29.png</string>");
            Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
            Text.AppendLine("\t\t\t\t<string>Icon40.png</string>");
            Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
            Text.AppendLine("\t\t\t\t<string>Icon57.png</string>");
            Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
            Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
            Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
            Text.AppendLine("\t\t\t</array>");
            Text.AppendLine("\t\t\t<key>UIPrerenderedIcon</key>");
            Text.AppendLine("\t\t\t<true/>");
            Text.AppendLine("\t\t</dict>");
            Text.AppendLine("\t</dict>");
            Text.AppendLine("\t<key>CFBundleIcons~ipad</key>");
            Text.AppendLine("\t<dict>");
            Text.AppendLine("\t\t<key>CFBundlePrimaryIcon</key>");
            Text.AppendLine("\t\t<dict>");
            Text.AppendLine("\t\t\t<key>CFBundleIconFiles</key>");
            Text.AppendLine("\t\t\t<array>");
            Text.AppendLine("\t\t\t\t<string>Icon29.png</string>");
            Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
            Text.AppendLine("\t\t\t\t<string>Icon40.png</string>");
            Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
            Text.AppendLine("\t\t\t\t<string>Icon50.png</string>");
            Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
            Text.AppendLine("\t\t\t\t<string>Icon72.png</string>");
            Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
            Text.AppendLine("\t\t\t\t<string>Icon76.png</string>");
            Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
            Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
            Text.AppendLine("\t\t\t</array>");
            Text.AppendLine("\t\t\t<key>UIPrerenderedIcon</key>");
            Text.AppendLine("\t\t\t<true/>");
            Text.AppendLine("\t\t</dict>");
            Text.AppendLine("\t</dict>");
            if (File.Exists(LaunchXib))
            {
                // TODO: compile the xib via remote tool
                Text.AppendLine("\t<key>UILaunchStoryboardName</key>");
                Text.AppendLine("\t<string>LaunchScreen</string>");
                bSkipDefaultPNGs = true;
            }
            else
            {
                // this is a temp way to inject the iphone 6 images without needing to upgrade everyone's plist
                // eventually we want to generate this based on what the user has set in the project settings
                string[] IPhoneConfigs =
                {
                    "Default-IPhone6-Landscape",     "Landscape", "{375, 667}", "8.0",
                    "Default-IPhone6",               "Portrait",  "{375, 667}", "8.0",
                    "Default-IPhone6Plus-Landscape", "Landscape", "{414, 736}", "8.0",
                    "Default-IPhone6Plus-Portrait",  "Portrait",  "{414, 736}", "8.0",
                    "Default",                       "Landscape", "{320, 480}", "7.0",
                    "Default",                       "Portrait",  "{320, 480}", "7.0",
                    "Default-568h",                  "Landscape", "{320, 568}", "7.0",
                    "Default-568h",                  "Portrait",  "{320, 568}", "7.0",
                };

                Text.AppendLine("\t<key>UILaunchImages~iphone</key>");
                Text.AppendLine("\t<array>");
                for (int ConfigIndex = 0; ConfigIndex < IPhoneConfigs.Length; ConfigIndex += 4)
                {
                    Text.AppendLine("\t\t<dict>");
                    Text.AppendLine("\t\t\t<key>UILaunchImageMinimumOSVersion</key>");
                    Text.AppendLine(string.Format("\t\t\t<string>{0}</string>", IPhoneConfigs[ConfigIndex + 3]));
                    Text.AppendLine("\t\t\t<key>UILaunchImageName</key>");
                    Text.AppendLine(string.Format("\t\t\t<string>{0}</string>", IPhoneConfigs[ConfigIndex + 0]));
                    Text.AppendLine("\t\t\t<key>UILaunchImageOrientation</key>");
                    Text.AppendLine(string.Format("\t\t\t<string>{0}</string>", IPhoneConfigs[ConfigIndex + 1]));
                    Text.AppendLine("\t\t\t<key>UILaunchImageSize</key>");
                    Text.AppendLine(string.Format("\t\t\t<string>{0}</string>", IPhoneConfigs[ConfigIndex + 2]));
                    Text.AppendLine("\t\t</dict>");
                }

                // close it out
                Text.AppendLine("\t</array>");

                // this is a temp way to inject the iPad Pro without needing to upgrade everyone's plist
                // eventually we want to generate this based on what the user has set in the project settings
                string[] IPadConfigs =
                {
                    "Default-Landscape",      "Landscape", "{768, 1024}",  "7.0",
                    "Default-Portrait",       "Portrait",  "{768, 1024}",  "7.0",
                    "Default-Landscape-1336", "Landscape", "{1024, 1366}", "9.0",
                    "Default-Portrait-1336",  "Portrait",  "{1024, 1366}", "9.0",
                };

                Text.AppendLine("\t<key>UILaunchImages~ipad</key>");
                Text.AppendLine("\t<array>");
                for (int ConfigIndex = 0; ConfigIndex < IPadConfigs.Length; ConfigIndex += 4)
                {
                    Text.AppendLine("\t\t<dict>");
                    Text.AppendLine("\t\t\t<key>UILaunchImageMinimumOSVersion</key>");
                    Text.AppendLine(string.Format("\t\t\t<string>{0}</string>", IPadConfigs[ConfigIndex + 3]));
                    Text.AppendLine("\t\t\t<key>UILaunchImageName</key>");
                    Text.AppendLine(string.Format("\t\t\t<string>{0}</string>", IPadConfigs[ConfigIndex + 0]));
                    Text.AppendLine("\t\t\t<key>UILaunchImageOrientation</key>");
                    Text.AppendLine(string.Format("\t\t\t<string>{0}</string>", IPadConfigs[ConfigIndex + 1]));
                    Text.AppendLine("\t\t\t<key>UILaunchImageSize</key>");
                    Text.AppendLine(string.Format("\t\t\t<string>{0}</string>", IPadConfigs[ConfigIndex + 2]));
                    Text.AppendLine("\t\t</dict>");
                }
                Text.AppendLine("\t</array>");
            }
            Text.AppendLine("\t<key>CFBundleSupportedPlatforms</key>");
            Text.AppendLine("\t<array>");
            Text.AppendLine("\t\t<string>iPhoneOS</string>");
            Text.AppendLine("\t</array>");
            Text.AppendLine("\t<key>MinimumOSVersion</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", MinVersion));
            // disable exempt encryption
            Text.AppendLine("\t<key>ITSAppUsesNonExemptEncryption</key>");
            Text.AppendLine("\t<false/>");

            // disable HTTPS requirement
            if (bDisableHTTPS)
            {
                Text.AppendLine("\t<key>NSAppTransportSecurity</key>");
                Text.AppendLine("\t\t<dict>");
                Text.AppendLine("\t\t\t<key>NSAllowsArbitraryLoads</key><true/>");
                Text.AppendLine("\t\t</dict>");
            }

            if (bEnableFacebookSupport)
            {
                Text.AppendLine("\t<key>FacebookAppID</key>");
                Text.AppendLine(string.Format("\t<string>{0}</string>", FacebookAppID));
            }
            if (!string.IsNullOrEmpty(ExtraData))
            {
                ExtraData = ExtraData.Replace("\\n", "\n");
                foreach (string Line in ExtraData.Split("\r\n".ToCharArray()))
                {
                    if (!string.IsNullOrWhiteSpace(Line))
                    {
                        Text.AppendLine("\t" + Line);
                    }
                }
            }

            // Add remote-notifications as background mode
            if (bRemoteNotificationsSupported)
            {
                Text.AppendLine("\t<key>UIBackgroundModes</key>");
                Text.AppendLine("\t<array>");
                Text.AppendLine("\t\t<string>remote-notification</string>");
                Text.AppendLine("\t</array>");
            }

            Text.AppendLine("</dict>");
            Text.AppendLine("</plist>");

            // Create the intermediate directory if needed
            if (!Directory.Exists(IntermediateDirectory))
            {
                Directory.CreateDirectory(IntermediateDirectory);
            }

            if (InThis != null && InThis.UPL != null)
            {
                // Allow UPL to modify the plist here
                XDocument XDoc;
                try
                {
                    XDoc = XDocument.Parse(Text.ToString());
                }
                catch (Exception e)
                {
                    throw new BuildException("plist is invalid {0}\n{1}", e, Text.ToString());
                }

                XDoc.DocumentType.InternalSubset = "";
                InThis.UPL.ProcessPluginNode("None", "iosPListUpdates", "", ref XDoc);
                string result = XDoc.Declaration.ToString() + "\n" + XDoc.ToString().Replace("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\"[]>", "<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">");
                File.WriteAllText(PListFile, result);
            }
            else
            {
                File.WriteAllText(PListFile, Text.ToString());
            }

            if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
            {
                if (!Directory.Exists(AppDirectory))
                {
                    Directory.CreateDirectory(AppDirectory);
                }
                File.WriteAllText(AppDirectory + "/Info.plist", Text.ToString());
            }

            return(bSkipDefaultPNGs);
        }
Ejemplo n.º 11
0
        public static bool GenerateTVOSPList(string ProjectDirectory, bool bIsUE4Game, string GameName, bool bIsClient, string ProjectName, string InEngineDir, string AppDirectory, UnrealPluginLanguage UPL, string BundleID)
        {
            // @todo tvos: THIS!


            // generate the Info.plist for future use
            string BuildDirectory        = ProjectDirectory + "/Build/TVOS";
            bool   bSkipDefaultPNGs      = false;
            string IntermediateDirectory = (bIsUE4Game ? InEngineDir : ProjectDirectory) + "/Intermediate/TVOS";
            string PListFile             = IntermediateDirectory + "/" + GameName + "-Info.plist";

            // @todo tvos: This is really nasty - both IOS and TVOS are setting static vars
            VersionUtilities.BuildDirectory = BuildDirectory;
            VersionUtilities.GameName       = GameName;

            // read the old file
            string OldPListData = File.Exists(PListFile) ? File.ReadAllText(PListFile) : "";

            // determine if there is a launch.xib
            //string LaunchXib = InEngineDir + "/Build/IOS/Resources/Interface/LaunchScreen.xib";
            //if (File.Exists(BuildDirectory + "/Resources/Interface/LaunchScreen.xib"))
            //{
            //	LaunchXib = BuildDirectory + "/Resources/Interface/LaunchScreen.xib";
            //}

            // get the settings from the ini file
            // plist replacements
            // @todo tvos: Are we going to make TVOS specific .ini files?
            DirectoryReference DirRef = bIsUE4Game ? (!string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()) ? new DirectoryReference(UnrealBuildTool.GetRemoteIniPath()) : null) : new DirectoryReference(ProjectDirectory);
            ConfigHierarchy    Ini    = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirRef, UnrealTargetPlatform.IOS);

            // bundle display name
            string BundleDisplayName;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "BundleDisplayName", out BundleDisplayName);

            // bundle identifier
            string BundleIdentifier;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "BundleIdentifier", out BundleIdentifier);
            if (!string.IsNullOrEmpty(BundleID))
            {
                BundleIdentifier = BundleID;
            }

            // bundle name
            string BundleName;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "BundleName", out BundleName);

            // short version string
            string BundleShortVersion;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "VersionInfo", out BundleShortVersion);

            // required capabilities
            string RequiredCaps = "\t\t<string>arm64</string>\n";

            // minimum iOS version
            string MinVersion;

            if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "MinimumTVOSVersion", out MinVersion))
            {
                switch (MinVersion)
                {
                case "TVOS_9":
                    MinVersion = "9.0";
                    break;
                }
            }
            else
            {
                MinVersion = "9.0";
            }

            // extra plist data
            string ExtraData = "";

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "AdditionalPlistData", out ExtraData);

            // create the final display name, including converting all entities for XML use
            string FinalDisplayName = BundleDisplayName.Replace("[PROJECT_NAME]", ProjectName).Replace("_", "");

            FinalDisplayName = FinalDisplayName.Replace("&", "&amp;");
            FinalDisplayName = FinalDisplayName.Replace("\"", "&quot;");
            FinalDisplayName = FinalDisplayName.Replace("\'", "&apos;");
            FinalDisplayName = FinalDisplayName.Replace("<", "&lt;");
            FinalDisplayName = FinalDisplayName.Replace(">", "&gt;");

            // generate the plist file
            StringBuilder Text = new StringBuilder();

            Text.AppendLine("<?xml version=\"1.0\" encoding=\"UTF-8\"?>");
            Text.AppendLine("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">");
            Text.AppendLine("<plist version=\"1.0\">");
            Text.AppendLine("<dict>");
            Text.AppendLine("\t<key>CFBundleDevelopmentRegion</key>");
            Text.AppendLine("\t<string>en</string>");
            Text.AppendLine("\t<key>CFBundleDisplayName</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", EncodeBundleName(BundleDisplayName, ProjectName)));
            Text.AppendLine("\t<key>CFBundleExecutable</key>");
            string BundleExecutable = bIsUE4Game ?
                                      (bIsClient ? "UE4Client" : "UE4Game") :
                                      (bIsClient ? GameName + "Client" : GameName);

            Text.AppendLine(string.Format("\t<string>{0}</string>", BundleExecutable));
            Text.AppendLine("\t<key>CFBundleIdentifier</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", BundleIdentifier.Replace("[PROJECT_NAME]", ProjectName).Replace("_", "")));
            Text.AppendLine("\t<key>CFBundleInfoDictionaryVersion</key>");
            Text.AppendLine("\t<string>6.0</string>");
            Text.AppendLine("\t<key>CFBundleName</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", EncodeBundleName(BundleName, ProjectName)));
            Text.AppendLine("\t<key>CFBundlePackageType</key>");
            Text.AppendLine("\t<string>APPL</string>");
            Text.AppendLine("\t<key>CFBundleSignature</key>");
            Text.AppendLine("\t<string>????</string>");
            Text.AppendLine("\t<key>CFBundleVersion</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", VersionUtilities.UpdateBundleVersion(OldPListData, InEngineDir)));
            Text.AppendLine("\t<key>CFBundleShortVersionString</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", BundleShortVersion));
            Text.AppendLine("\t<key>LSRequiresIPhoneOS</key>");
            Text.AppendLine("\t<true/>");
            Text.AppendLine("\t<key>UIRequiredDeviceCapabilities</key>");
            Text.AppendLine("\t<array>");
            foreach (string Line in RequiredCaps.Split("\r\n".ToCharArray()))
            {
                if (!string.IsNullOrWhiteSpace(Line))
                {
                    Text.AppendLine(Line);
                }
            }
            Text.AppendLine("\t</array>");

            Text.AppendLine("\t<key>TVTopShelfImage</key>");
            Text.AppendLine("\t<dict>");
            Text.AppendLine("\t\t<key>TVTopShelfPrimaryImage</key>");
            Text.AppendLine("\t\t<string>Top Shelf Image</string>");
            Text.AppendLine("\t\t<key>TVTopShelfPrimaryImageWide</key>");
            Text.AppendLine("\t\t<string>Top Shelf Image Wide</string>");
            Text.AppendLine("\t</dict>");
            Text.AppendLine("\t<key>UILaunchImages</key>");
            Text.AppendLine("\t<array>");
            Text.AppendLine("\t\t<dict>");
            Text.AppendLine("\t\t\t<key>UILaunchImageSize</key>");
            Text.AppendLine("\t\t\t<string>{1920, 1080}</string>");
            Text.AppendLine("\t\t\t<key>UILaunchImageName</key>");
            Text.AppendLine("\t\t\t<string>Launch Image</string>");
            Text.AppendLine("\t\t\t<key>UILaunchImageMinimumOSVersion</key>");
            Text.AppendLine("\t\t\t<string>9.0</string>");
            Text.AppendLine("\t\t\t<key>UILaunchImageOrientation</key>");
            Text.AppendLine("\t\t\t<string>Landscape</string>");
            Text.AppendLine("\t\t</dict>");
            Text.AppendLine("\t</array>");
            Text.AppendLine("\t<key>CFBundleIcons</key>");
            Text.AppendLine("\t<dict>");
            Text.AppendLine("\t\t<key>CFBundlePrimaryIcon</key>");
            Text.AppendLine("\t\t<string>App Icon</string>");
            Text.AppendLine("\t</dict>");

            /*			Text.AppendLine("\t<key>CFBundleIcons</key>");
             *          Text.AppendLine("\t<dict>");
             *          Text.AppendLine("\t\t<key>CFBundlePrimaryIcon</key>");
             *          Text.AppendLine("\t\t<dict>");
             *          Text.AppendLine("\t\t\t<key>CFBundleIconFiles</key>");
             *          Text.AppendLine("\t\t\t<array>");
             *          Text.AppendLine("\t\t\t\t<string>Icon29.png</string>");
             *          Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
             *          Text.AppendLine("\t\t\t\t<string>Icon40.png</string>");
             *          Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
             *          Text.AppendLine("\t\t\t\t<string>Icon57.png</string>");
             *          Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
             *          Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
             *          Text.AppendLine("\t\t\t</array>");
             *          Text.AppendLine("\t\t\t<key>UIPrerenderedIcon</key>");
             *          Text.AppendLine("\t\t\t<true/>");
             *          Text.AppendLine("\t\t</dict>");
             *          Text.AppendLine("\t</dict>");
             *          Text.AppendLine("\t<key>CFBundleIcons~ipad</key>");
             *          Text.AppendLine("\t<dict>");
             *          Text.AppendLine("\t\t<key>CFBundlePrimaryIcon</key>");
             *          Text.AppendLine("\t\t<dict>");
             *          Text.AppendLine("\t\t\t<key>CFBundleIconFiles</key>");
             *          Text.AppendLine("\t\t\t<array>");
             *          Text.AppendLine("\t\t\t\t<string>Icon29.png</string>");
             *          Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
             *          Text.AppendLine("\t\t\t\t<string>Icon40.png</string>");
             *          Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
             *          Text.AppendLine("\t\t\t\t<string>Icon50.png</string>");
             *          Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
             *          Text.AppendLine("\t\t\t\t<string>Icon72.png</string>");
             *          Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
             *          Text.AppendLine("\t\t\t\t<string>Icon76.png</string>");
             *          Text.AppendLine("\t\t\t\t<string>[email protected]</string>");
             *          Text.AppendLine("\t\t\t</array>");
             *          Text.AppendLine("\t\t\t<key>UIPrerenderedIcon</key>");
             *          Text.AppendLine("\t\t\t<true/>");
             *          Text.AppendLine("\t\t</dict>");
             *          Text.AppendLine("\t</dict>");
             *          if (File.Exists(LaunchXib))
             *          {
             *              // TODO: compile the xib via remote tool
             *              Text.AppendLine("\t<key>UILaunchStoryboardName</key>");
             *              Text.AppendLine("\t<string>LaunchScreen</string>");
             *              bSkipDefaultPNGs = true;
             *          }
             *          else
             *          {
             *              // this is a temp way to inject the iphone 6 images without needing to upgrade everyone's plist
             *              // eventually we want to generate this based on what the user has set in the project settings
             *              string[] IPhoneConfigs =
             *                  {
             *                      "Default-IPhone6", "Landscape", "{375, 667}",
             *                      "Default-IPhone6", "Portrait", "{375, 667}",
             *                      "Default-IPhone6Plus-Landscape", "Landscape", "{414, 736}",
             *                      "Default-IPhone6Plus-Portrait", "Portrait", "{414, 736}",
             *                      "Default", "Landscape", "{320, 480}",
             *                      "Default", "Portrait", "{320, 480}",
             *                      "Default-568h", "Landscape", "{320, 568}",
             *                      "Default-568h", "Portrait", "{320, 568}",
             *                  };
             *
             *              Text.AppendLine("\t<key>UILaunchImages~iphone</key>");
             *              Text.AppendLine("\t<array>");
             *              for (int ConfigIndex = 0; ConfigIndex < IPhoneConfigs.Length; ConfigIndex += 3)
             *              {
             *                  Text.AppendLine("\t\t<dict>");
             *                  Text.AppendLine("\t\t\t<key>UILaunchImageMinimumOSVersion</key>");
             *                  Text.AppendLine("\t\t\t<string>8.0</string>");
             *                  Text.AppendLine("\t\t\t<key>UILaunchImageName</key>");
             *                  Text.AppendLine(string.Format("\t\t\t<string>{0}</string>", IPhoneConfigs[ConfigIndex + 0]));
             *                  Text.AppendLine("\t\t\t<key>UILaunchImageOrientation</key>");
             *                  Text.AppendLine(string.Format("\t\t\t<string>{0}</string>", IPhoneConfigs[ConfigIndex + 1]));
             *                  Text.AppendLine("\t\t\t<key>UILaunchImageSize</key>");
             *                  Text.AppendLine(string.Format("\t\t\t<string>{0}</string>", IPhoneConfigs[ConfigIndex + 2]));
             *                  Text.AppendLine("\t\t</dict>");
             *              }
             *
             *              // close it out
             *              Text.AppendLine("\t</array>");
             *          }
             *          Text.AppendLine("\t<key>UILaunchImages~ipad</key>");
             *          Text.AppendLine("\t<array>");
             *          Text.AppendLine("\t\t<dict>");
             *          Text.AppendLine("\t\t\t<key>UILaunchImageMinimumOSVersion</key>");
             *          Text.AppendLine("\t\t\t<string>7.0</string>");
             *          Text.AppendLine("\t\t\t<key>UILaunchImageName</key>");
             *          Text.AppendLine("\t\t\t<string>Default-Landscape</string>");
             *          Text.AppendLine("\t\t\t<key>UILaunchImageOrientation</key>");
             *          Text.AppendLine("\t\t\t<string>Landscape</string>");
             *          Text.AppendLine("\t\t\t<key>UILaunchImageSize</key>");
             *          Text.AppendLine("\t\t\t<string>{768, 1024}</string>");
             *          Text.AppendLine("\t\t</dict>");
             *          Text.AppendLine("\t\t<dict>");
             *          Text.AppendLine("\t\t\t<key>UILaunchImageMinimumOSVersion</key>");
             *          Text.AppendLine("\t\t\t<string>7.0</string>");
             *          Text.AppendLine("\t\t\t<key>UILaunchImageName</key>");
             *          Text.AppendLine("\t\t\t<string>Default-Portrait</string>");
             *          Text.AppendLine("\t\t\t<key>UILaunchImageOrientation</key>");
             *          Text.AppendLine("\t\t\t<string>Portrait</string>");
             *          Text.AppendLine("\t\t\t<key>UILaunchImageSize</key>");
             *          Text.AppendLine("\t\t\t<string>{768, 1024}</string>");
             *          Text.AppendLine("\t\t</dict>");
             *          Text.AppendLine("\t</array>");
             *          Text.AppendLine("\t<key>CFBundleSupportedPlatforms</key>");
             *          Text.AppendLine("\t<array>");
             *          Text.AppendLine("\t\t<string>iPhoneOS</string>");
             *          Text.AppendLine("\t</array>");
             *          Text.AppendLine("\t<key>MinimumOSVersion</key>");
             *          Text.AppendLine(string.Format("\t<string>{0}</string>", MinVersion));
             *          if (!string.IsNullOrEmpty(ExtraData))
             *          {
             *              ExtraData = ExtraData.Replace("\\n", "\n");
             *              foreach (string Line in ExtraData.Split("\r\n".ToCharArray()))
             *              {
             *                  if (!string.IsNullOrWhiteSpace(Line))
             *                  {
             *                      Text.AppendLine("\t" + Line);
             *                  }
             *              }
             *          }*/
            // write the iCloud container identifier, if present in the old file
            if (!string.IsNullOrEmpty(OldPListData))
            {
                int index = OldPListData.IndexOf("ICloudContainerIdentifier");
                if (index > 0)
                {
                    index = OldPListData.IndexOf("<string>", index) + 8;
                    int    length = OldPListData.IndexOf("</string>", index) - index;
                    string ICloudContainerIdentifier = OldPListData.Substring(index, length);
                    Text.AppendLine("\t<key>ICloudContainerIdentifier</key>");
                    Text.AppendLine(string.Format("\t<string>{0}</string>", ICloudContainerIdentifier));
                }
            }

            Text.AppendLine("</dict>");
            Text.AppendLine("</plist>");

            // Create the intermediate directory if needed
            if (!Directory.Exists(IntermediateDirectory))
            {
                Directory.CreateDirectory(IntermediateDirectory);
            }

            if (UPL != null)
            {
                // Allow UPL to modify the plist here
                XDocument XDoc;
                try
                {
                    XDoc = XDocument.Parse(Text.ToString());
                }
                catch (Exception e)
                {
                    throw new BuildException("plist is invalid {0}\n{1}", e, Text.ToString());
                }

                XDoc.DocumentType.InternalSubset = "";
                UPL.ProcessPluginNode("None", "iosPListUpdates", "", ref XDoc);
                string result = XDoc.Declaration.ToString() + "\n" + XDoc.ToString().Replace("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\"[]>", "<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">");
                File.WriteAllText(PListFile, result);
            }
            else
            {
                File.WriteAllText(PListFile, Text.ToString());
            }

            if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
            {
                if (!Directory.Exists(AppDirectory))
                {
                    Directory.CreateDirectory(AppDirectory);
                }
                File.WriteAllText(AppDirectory + "/Info.plist", Text.ToString());
            }

            return(bSkipDefaultPNGs);
        }
Ejemplo n.º 12
0
        public override void ValidateTarget(TargetRules Target)
        {
            // WindowsTargetRules are reused for HoloLens, so that build modules can keep the model that reuses "windows" configs for most cases
            // That means overriding those settings here that need to be adjusted for HoloLens

            // Compiler version and pix flags must be reloaded from the HoloLens hive

            // Currently BP-only projects don't load build-related settings from their remote ini when building UE4Game.exe
            // (see TargetRules.cs, where the possibly-null project directory is passed to ConfigCache.ReadSettings).
            // It's important for HoloLens that we *do* use the project-specific settings when building (VS 2017 vs 2015 and
            // retail Windows Store are both examples).  Possibly this should be done on all platforms?  But in the interest
            // of not changing behavior on other platforms I'm limiting the scope.

            DirectoryReference IniDirRef = DirectoryReference.FromFile(Target.ProjectFile);

            if (IniDirRef == null && !string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()))
            {
                IniDirRef = new DirectoryReference(UnrealBuildTool.GetRemoteIniPath());
            }

            // Stash the current compiler choice (accounts for command line) in case ReadSettings reverts it to default
            WindowsCompiler CompilerBeforeReadSettings = Target.HoloLensPlatform.Compiler;

            ConfigCache.ReadSettings(IniDirRef, Platform, Target.HoloLensPlatform);

            if (Target.HoloLensPlatform.Compiler == WindowsCompiler.Default)
            {
                if (CompilerBeforeReadSettings != WindowsCompiler.Default)
                {
                    // Previous setting was more specific, use that
                    Target.HoloLensPlatform.Compiler = CompilerBeforeReadSettings;
                }
                else
                {
                    Target.HoloLensPlatform.Compiler = WindowsPlatform.GetDefaultCompiler(Target.ProjectFile);
                }
            }

            if (!Target.bGenerateProjectFiles)
            {
                Log.TraceInformationOnce("Using {0} architecture for deploying to HoloLens device", Target.HoloLensPlatform.Architecture);
            }

            Target.WindowsPlatform.Compiler             = Target.HoloLensPlatform.Compiler;
            Target.WindowsPlatform.Architecture         = Target.HoloLensPlatform.Architecture;
            Target.WindowsPlatform.bPixProfilingEnabled = Target.HoloLensPlatform.bPixProfilingEnabled;
            Target.WindowsPlatform.bUseWindowsSDK10     = true;

            Target.bDeployAfterCompile = true;
            Target.bCompileNvCloth     = false;              // requires CUDA

            // Disable Simplygon support if compiling against the NULL RHI.
            if (Target.GlobalDefinitions.Contains("USE_NULL_RHI=1"))
            {
                Target.bCompileSpeedTree = false;
            }

            // Use shipping binaries to avoid dependency on nvToolsExt which fails WACK.
            if (Target.Configuration == UnrealTargetConfiguration.Shipping)
            {
                Target.bUseShippingPhysXLibraries = true;
            }

            // Be resilient to SDKs being uninstalled but still referenced in the INI file
            VersionNumber      SelectedWindowsSdkVersion;
            DirectoryReference SelectedWindowsSdkDir;

            if (!WindowsPlatform.TryGetWindowsSdkDir(Target.HoloLensPlatform.Win10SDKVersionString, out SelectedWindowsSdkVersion, out SelectedWindowsSdkDir))
            {
                Target.HoloLensPlatform.Win10SDKVersionString = "Latest";
            }

            // Initialize the VC environment for the target, and set all the version numbers to the concrete values we chose.
            VCEnvironment Environment = VCEnvironment.Create(Target.WindowsPlatform.Compiler, Platform, Target.WindowsPlatform.Architecture, Target.WindowsPlatform.CompilerVersion, Target.HoloLensPlatform.Win10SDKVersionString, null);

            Target.WindowsPlatform.Environment       = Environment;
            Target.WindowsPlatform.Compiler          = Environment.Compiler;
            Target.WindowsPlatform.CompilerVersion   = Environment.CompilerVersion.ToString();
            Target.WindowsPlatform.WindowsSdkVersion = Environment.WindowsSdkVersion.ToString();

            // Windows 10 SDK version
            // Auto-detect latest compatible by default (recommended), allow for explicit override if necessary
            // Validate that the SDK isn't too old, and that the combination of VS and SDK is supported.

            Target.HoloLensPlatform.Win10SDKVersion = new Version(Environment.WindowsSdkVersion.ToString());

            if (!Target.bGenerateProjectFiles)
            {
                Log.TraceInformationOnce("Building using Windows SDK version {0} for HoloLens", Target.HoloLensPlatform.Win10SDKVersion);

                if (Target.HoloLensPlatform.Win10SDKVersion < MinimumSDKVersionRecommended)
                {
                    Log.TraceWarning("Your Windows SDK version {0} is older than the minimum recommended version ({1}) for HoloLens.  Consider upgrading.", Target.HoloLensPlatform.Win10SDKVersion, MinimumSDKVersionRecommended);
                }
                else if (Target.HoloLensPlatform.Win10SDKVersion > MaximumSDKVersionTested)
                {
                    Log.TraceInformationOnce("Your Windows SDK version ({0}) for HoloLens is newer than the highest tested with this version of UBT ({1}).  This is probably fine, but if you encounter issues consider using an earlier SDK.", Target.HoloLensPlatform.Win10SDKVersion, MaximumSDKVersionTested);
                }
            }

            HoloLensExports.InitWindowsSdkToolPath(Target.HoloLensPlatform.Win10SDKVersion.ToString());
        }
Ejemplo n.º 13
0
        public static bool GenerateTVOSPList(string ProjectDirectory, bool bIsUE4Game, string GameName, bool bIsClient, string ProjectName, string InEngineDir, string AppDirectory, UnrealPluginLanguage UPL, string BundleID)
        {
            // @todo tvos: THIS!


            // generate the Info.plist for future use
            string BuildDirectory        = ProjectDirectory + "/Build/TVOS";
            bool   bSkipDefaultPNGs      = false;
            string IntermediateDirectory = (bIsUE4Game ? InEngineDir : ProjectDirectory) + "/Intermediate/TVOS";
            string PListFile             = IntermediateDirectory + "/" + GameName + "-Info.plist";

            // @todo tvos: This is really nasty - both IOS and TVOS are setting static vars
            VersionUtilities.BuildDirectory = BuildDirectory;
            VersionUtilities.GameName       = GameName;

            // read the old file
            string OldPListData = File.Exists(PListFile) ? File.ReadAllText(PListFile) : "";

            // get the settings from the ini file
            // plist replacements
            // @todo tvos: Are we going to make TVOS specific .ini files?
            DirectoryReference DirRef = bIsUE4Game ? (!string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()) ? new DirectoryReference(UnrealBuildTool.GetRemoteIniPath()) : null) : new DirectoryReference(ProjectDirectory);
            ConfigHierarchy    Ini    = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirRef, UnrealTargetPlatform.IOS);

            // bundle display name
            string BundleDisplayName;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "BundleDisplayName", out BundleDisplayName);

            // bundle identifier
            string BundleIdentifier;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "BundleIdentifier", out BundleIdentifier);
            if (!string.IsNullOrEmpty(BundleID))
            {
                BundleIdentifier = BundleID;
            }

            // bundle name
            string BundleName;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "BundleName", out BundleName);

            // short version string
            string BundleShortVersion;

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "VersionInfo", out BundleShortVersion);

            // required capabilities
            string RequiredCaps = "\t\t<string>arm64</string>\n";

            // minimum iOS version
            string MinVersion;

            if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "MinimumTVOSVersion", out MinVersion))
            {
                switch (MinVersion)
                {
                case "TVOS_9":
                    MinVersion = "9.0";
                    break;
                }
            }
            else
            {
                MinVersion = "9.0";
            }

            // extra plist data
            string ExtraData = "";

            Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "AdditionalPlistData", out ExtraData);

            // create the final display name, including converting all entities for XML use
            string FinalDisplayName = BundleDisplayName.Replace("[PROJECT_NAME]", ProjectName).Replace("_", "");

            FinalDisplayName = FinalDisplayName.Replace("&", "&amp;");
            FinalDisplayName = FinalDisplayName.Replace("\"", "&quot;");
            FinalDisplayName = FinalDisplayName.Replace("\'", "&apos;");
            FinalDisplayName = FinalDisplayName.Replace("<", "&lt;");
            FinalDisplayName = FinalDisplayName.Replace(">", "&gt;");

            // generate the plist file
            StringBuilder Text = new StringBuilder();

            Text.AppendLine("<?xml version=\"1.0\" encoding=\"UTF-8\"?>");
            Text.AppendLine("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">");
            Text.AppendLine("<plist version=\"1.0\">");
            Text.AppendLine("<dict>");
            Text.AppendLine("\t<key>CFBundleDevelopmentRegion</key>");
            Text.AppendLine("\t<string>en</string>");
            Text.AppendLine("\t<key>CFBundleDisplayName</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", EncodeBundleName(BundleDisplayName, ProjectName)));
            Text.AppendLine("\t<key>CFBundleExecutable</key>");
            string BundleExecutable = bIsUE4Game ?
                                      (bIsClient ? "UE4Client" : "UE4Game") :
                                      (bIsClient ? GameName + "Client" : GameName);

            Text.AppendLine(string.Format("\t<string>{0}</string>", BundleExecutable));
            Text.AppendLine("\t<key>CFBundleIdentifier</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", BundleIdentifier.Replace("[PROJECT_NAME]", ProjectName).Replace("_", "")));
            Text.AppendLine("\t<key>CFBundleInfoDictionaryVersion</key>");
            Text.AppendLine("\t<string>6.0</string>");
            Text.AppendLine("\t<key>CFBundleName</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", EncodeBundleName(BundleName, ProjectName)));
            Text.AppendLine("\t<key>CFBundlePackageType</key>");
            Text.AppendLine("\t<string>APPL</string>");
            Text.AppendLine("\t<key>CFBundleSignature</key>");
            Text.AppendLine("\t<string>????</string>");
            Text.AppendLine("\t<key>CFBundleVersion</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", VersionUtilities.UpdateBundleVersion(OldPListData, InEngineDir)));
            Text.AppendLine("\t<key>CFBundleShortVersionString</key>");
            Text.AppendLine(string.Format("\t<string>{0}</string>", BundleShortVersion));
            Text.AppendLine("\t<key>LSRequiresIPhoneOS</key>");
            Text.AppendLine("\t<true/>");
            Text.AppendLine("\t<key>UIRequiredDeviceCapabilities</key>");
            Text.AppendLine("\t<array>");
            foreach (string Line in RequiredCaps.Split("\r\n".ToCharArray()))
            {
                if (!string.IsNullOrWhiteSpace(Line))
                {
                    Text.AppendLine(Line);
                }
            }
            Text.AppendLine("\t</array>");

            Text.AppendLine("\t<key>TVTopShelfImage</key>");
            Text.AppendLine("\t<dict>");
            Text.AppendLine("\t\t<key>TVTopShelfPrimaryImage</key>");
            Text.AppendLine("\t\t<string>Top Shelf Image</string>");
            Text.AppendLine("\t\t<key>TVTopShelfPrimaryImageWide</key>");
            Text.AppendLine("\t\t<string>Top Shelf Image Wide</string>");
            Text.AppendLine("\t</dict>");
            Text.AppendLine("\t<key>CFBundleIcons</key>");
            Text.AppendLine("\t<dict>");
            Text.AppendLine("\t\t<key>CFBundlePrimaryIcon</key>");
            Text.AppendLine("\t\t<string>App Icon</string>");
            Text.AppendLine("\t</dict>");
            Text.AppendLine("\t<key>UILaunchStoryboardName</key>");
            Text.AppendLine("\t<string>LaunchScreen</string>");

            // write the iCloud container identifier, if present in the old file
            if (!string.IsNullOrEmpty(OldPListData))
            {
                int index = OldPListData.IndexOf("ICloudContainerIdentifier");
                if (index > 0)
                {
                    index = OldPListData.IndexOf("<string>", index) + 8;
                    int    length = OldPListData.IndexOf("</string>", index) - index;
                    string ICloudContainerIdentifier = OldPListData.Substring(index, length);
                    Text.AppendLine("\t<key>ICloudContainerIdentifier</key>");
                    Text.AppendLine(string.Format("\t<string>{0}</string>", ICloudContainerIdentifier));
                }
            }

            Text.AppendLine("</dict>");
            Text.AppendLine("</plist>");

            // Create the intermediate directory if needed
            if (!Directory.Exists(IntermediateDirectory))
            {
                Directory.CreateDirectory(IntermediateDirectory);
            }

            if (UPL != null)
            {
                // Allow UPL to modify the plist here
                XDocument XDoc;
                try
                {
                    XDoc = XDocument.Parse(Text.ToString());
                }
                catch (Exception e)
                {
                    throw new BuildException("plist is invalid {0}\n{1}", e, Text.ToString());
                }

                XDoc.DocumentType.InternalSubset = "";
                UPL.ProcessPluginNode("None", "iosPListUpdates", "", ref XDoc);
                string result = XDoc.Declaration.ToString() + "\n" + XDoc.ToString().Replace("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\"[]>", "<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">");
                File.WriteAllText(PListFile, result);
            }
            else
            {
                File.WriteAllText(PListFile, Text.ToString());
            }

            if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
            {
                if (!Directory.Exists(AppDirectory))
                {
                    Directory.CreateDirectory(AppDirectory);
                }
                File.WriteAllText(AppDirectory + "/Info.plist", Text.ToString());
            }

            return(bSkipDefaultPNGs);
        }
Ejemplo n.º 14
0
        public bool HasIcons(DirectoryReference ProjectDirectoryName)
        {
            string IconDir = (((ProjectDirectoryName != null) ? ProjectDirectoryName.ToString() : (string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()) ? UnrealBuildTool.EngineDirectory.ToString() : UnrealBuildTool.GetRemoteIniPath()))) + "/Build/" + (this.Platform == UnrealTargetPlatform.IOS ? "IOS" : "TVOS") + "/Resources/Graphics";

            if (Directory.Exists(IconDir))
            {
                FileInfo[] Files = (new DirectoryInfo(IconDir).GetFiles("Icon*.*", SearchOption.AllDirectories));
                if (Files.Length > 0)
                {
                    return(true);
                }
            }

            return(false);
        }