コード例 #1
0
ファイル: UEDeployMac.cs プロジェクト: kidaa/UnrealEngineVR
        public override bool PrepTargetForDeployment(UEBuildTarget InTarget)
        {
            Log.TraceInformation("Deploying now!");

            string IntermediateDirectory = InTarget.AppName + "/Intermediate/Build/Mac/" + InTarget.AppName + "/" + InTarget.Configuration;

            if (!Directory.Exists("../../" + IntermediateDirectory))
            {
                IntermediateDirectory = "Engine/Intermediate/Build/Mac/" + InTarget.AppName + "/" + InTarget.Configuration;
            }

            MacToolChain Toolchain = UEToolChain.GetPlatformToolChain(CPPTargetPlatform.Mac) as MacToolChain;

            string FixDylibDepsScript      = Path.Combine(IntermediateDirectory, "FixDylibDependencies.sh");
            string FinalizeAppBundleScript = Path.Combine(IntermediateDirectory, "FinalizeAppBundle.sh");

            string RemoteWorkingDir = "";

            bool bIsStaticLibrary = InTarget.OutputPath.EndsWith(".a");

            if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
            {
                if (!bIsStaticLibrary)
                {
                    // Copy the command scripts to the intermediate on the target Mac.
                    string RemoteFixDylibDepsScript = Toolchain.ConvertPath(Path.GetFullPath(FixDylibDepsScript));
                    RemoteFixDylibDepsScript = RemoteFixDylibDepsScript.Replace("../../../../", "../../");
                    RPCUtilHelper.CopyFile("../../" + FixDylibDepsScript, RemoteFixDylibDepsScript, true);

                    if (!InTarget.GlobalLinkEnvironment.Config.bIsBuildingConsoleApplication)
                    {
                        string RemoteFinalizeAppBundleScript = Toolchain.ConvertPath(Path.GetFullPath(FinalizeAppBundleScript));
                        RemoteFinalizeAppBundleScript = RemoteFinalizeAppBundleScript.Replace("../../../../", "../../");
                        RPCUtilHelper.CopyFile("../../" + FinalizeAppBundleScript, RemoteFinalizeAppBundleScript, true);
                    }


                    // run it remotely
                    RemoteWorkingDir = Toolchain.ConvertPath(Path.GetDirectoryName(Path.GetFullPath(FixDylibDepsScript)));

                    Log.TraceInformation("Running FixDylibDependencies.sh...");
                    Hashtable Results = RPCUtilHelper.Command(RemoteWorkingDir, "/bin/sh", "FixDylibDependencies.sh", null);
                    if (Results != null)
                    {
                        string Result = (string)Results["CommandOutput"];
                        if (Result != null)
                        {
                            Log.TraceInformation(Result);
                        }
                    }

                    if (!InTarget.GlobalLinkEnvironment.Config.bIsBuildingConsoleApplication)
                    {
                        Log.TraceInformation("Running FinalizeAppBundle.sh...");
                        Results = RPCUtilHelper.Command(RemoteWorkingDir, "/bin/sh", "FinalizeAppBundle.sh", null);
                        if (Results != null)
                        {
                            string Result = (string)Results["CommandOutput"];
                            if (Result != null)
                            {
                                Log.TraceInformation(Result);
                            }
                        }
                    }
                }


                // If it is requested, send the app bundle back to the platform executing these commands.
                if (BuildConfiguration.bCopyAppBundleBackToDevice)
                {
                    Log.TraceInformation("Copying binaries back to this device...");

                    try
                    {
                        string BinaryDir = Path.GetDirectoryName(InTarget.OutputPath) + "\\";
                        if (BinaryDir.EndsWith(InTarget.AppName + "\\Binaries\\Mac\\") && InTarget.TargetType != TargetRules.TargetType.Game)
                        {
                            BinaryDir = BinaryDir.Replace(InTarget.TargetType.ToString(), "Game");
                        }

                        string RemoteBinariesDir = Toolchain.ConvertPath(BinaryDir);
                        string LocalBinariesDir  = BinaryDir;

                        // Get the app bundle's name
                        string AppFullName = InTarget.AppName;
                        if (InTarget.Configuration != UnrealTargetConfiguration.Development)
                        {
                            AppFullName += "-" + InTarget.Platform.ToString();
                            AppFullName += "-" + InTarget.Configuration.ToString();
                        }

                        if (!InTarget.GlobalLinkEnvironment.Config.bIsBuildingConsoleApplication)
                        {
                            AppFullName += ".app";
                        }

                        List <string> NotBundledBinaries = new List <string>();
                        foreach (string BinaryPath in Toolchain.BuiltBinaries)
                        {
                            if (InTarget.GlobalLinkEnvironment.Config.bIsBuildingConsoleApplication || bIsStaticLibrary || !BinaryPath.StartsWith(LocalBinariesDir + AppFullName))
                            {
                                NotBundledBinaries.Add(BinaryPath);
                            }
                        }

                        // Zip the app bundle for transferring.
                        if (!InTarget.GlobalLinkEnvironment.Config.bIsBuildingConsoleApplication && !bIsStaticLibrary)
                        {
                            string ZipCommand = "zip -0 -r -y -T \"" + AppFullName + ".zip\" \"" + AppFullName + "\"";
                            RPCUtilHelper.Command(RemoteBinariesDir, ZipCommand, "", null);

                            // Copy the AppBundle back to the source machine
                            string LocalZipFileLocation  = LocalBinariesDir + AppFullName + ".zip ";
                            string RemoteZipFileLocation = RemoteBinariesDir + AppFullName + ".zip";

                            RPCUtilHelper.CopyFile(RemoteZipFileLocation, LocalZipFileLocation, false);

                            // Extract the copied app bundle (in zip format) to the local binaries directory
                            using (ZipFile AppBundleZip = ZipFile.Read(LocalZipFileLocation))
                            {
                                foreach (ZipEntry Entry in AppBundleZip)
                                {
                                    Entry.Extract(LocalBinariesDir, ExtractExistingFileAction.OverwriteSilently);
                                }
                            }

                            // Delete the zip as we no longer need/want it.
                            File.Delete(LocalZipFileLocation);
                            RPCUtilHelper.Command(RemoteBinariesDir, "rm -f \"" + AppFullName + ".zip\"", "", null);
                        }

                        if (NotBundledBinaries.Count > 0)
                        {
                            foreach (string BinaryPath in NotBundledBinaries)
                            {
                                RPCUtilHelper.CopyFile(Toolchain.ConvertPath(BinaryPath), BinaryPath, false);
                            }
                        }

                        Log.TraceInformation("Copied binaries successfully.");
                    }
                    catch (Exception)
                    {
                        Log.TraceInformation("Copying binaries back to this device failed.");
                    }
                }
            }

            return(true);
        }
コード例 #2
0
ファイル: UEDeployIOS.cs プロジェクト: emperor-katax/unreal
        public override bool PrepTargetForDeployment(UEBuildTarget InTarget)
        {
            string GameName         = InTarget.TargetName;
            string BuildPath        = (GameName == "UE4Game" ? "../../Engine" : InTarget.ProjectDirectory) + "/Binaries/IOS";
            string ProjectDirectory = InTarget.ProjectDirectory;
            bool   bIsUE4Game       = GameName.Contains("UE4Game");

            string DecoratedGameName;

            if (InTarget.Configuration == UnrealTargetConfiguration.Development)
            {
                DecoratedGameName = GameName;
            }
            else
            {
                DecoratedGameName = String.Format("{0}-{1}-{2}", GameName, InTarget.Platform.ToString(), InTarget.Configuration.ToString());
            }

            if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac && Environment.GetEnvironmentVariable("UBT_NO_POST_DEPLOY") != "true")
            {
                return(PrepForUATPackageOrDeploy(GameName, ProjectDirectory, BuildPath + "/" + DecoratedGameName, "../../Engine", false, "", false));
            }
            else
            {
                // If it is requested, send the app bundle back to the platform executing these commands.
                if (BuildConfiguration.bCopyAppBundleBackToDevice)
                {
                    Log.TraceInformation("Copying binaries back to this device...");

                    IOSToolChain Toolchain = UEToolChain.GetPlatformToolChain(CPPTargetPlatform.IOS) as IOSToolChain;

                    try
                    {
                        string BinaryDir = Path.GetDirectoryName(InTarget.OutputPath) + "\\";
                        if (BinaryDir.EndsWith(InTarget.AppName + "\\Binaries\\IOS\\") && InTarget.TargetType != TargetRules.TargetType.Game)
                        {
                            BinaryDir = BinaryDir.Replace(InTarget.TargetType.ToString(), "Game");
                        }

                        // Get the app bundle's name
                        string AppFullName = InTarget.AppName;
                        if (InTarget.Configuration != UnrealTargetConfiguration.Development)
                        {
                            AppFullName += "-" + InTarget.Platform.ToString();
                            AppFullName += "-" + InTarget.Configuration.ToString();
                        }

                        foreach (string BinaryPath in Toolchain.BuiltBinaries)
                        {
                            if (!BinaryPath.Contains("Dummy"))
                            {
                                RPCUtilHelper.CopyFile(Toolchain.ConvertPath(BinaryPath), BinaryPath, false);
                            }
                        }
                        Log.TraceInformation("Copied binaries successfully.");
                    }
                    catch (Exception)
                    {
                        Log.TraceInformation("Copying binaries back to this device failed.");
                    }
                }

                GeneratePList(ProjectDirectory, bIsUE4Game, GameName, Path.GetFileNameWithoutExtension(UnrealBuildTool.GetUProjectFile()), "../../Engine", "");
            }
            return(true);
        }
コード例 #3
0
		public override bool PrepTargetForDeployment(UEBuildTarget InTarget)
		{
			string GameName = InTarget.AppName;
			string BuildPath = InTarget.ProjectDirectory + "/Binaries/IOS";
			string ProjectDirectory = InTarget.ProjectDirectory;

			if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac && Environment.GetEnvironmentVariable("UBT_NO_POST_DEPLOY") != "true")
			{
				string DecoratedGameName;
				if (InTarget.Configuration == UnrealTargetConfiguration.Development)
				{
					DecoratedGameName = GameName;
				}
				else
				{
					DecoratedGameName = String.Format("{0}-{1}-{2}", GameName, InTarget.Platform.ToString(), InTarget.Configuration.ToString());
				}

				return PrepForUATPackageOrDeploy(GameName, ProjectDirectory, BuildPath + "/" + DecoratedGameName, "../../Engine", false, "");
			}
			else
			{
				// If it is requested, send the app bundle back to the platform executing these commands.
				if (BuildConfiguration.bCopyAppBundleBackToDevice)
				{
					Log.TraceInformation("Copying binaries back to this device...");

					IOSToolChain Toolchain = UEToolChain.GetPlatformToolChain(CPPTargetPlatform.IOS) as IOSToolChain;

					try
					{
						string BinaryDir = Path.GetDirectoryName(InTarget.OutputPath) + "\\";
						if (BinaryDir.EndsWith(InTarget.AppName + "\\Binaries\\IOS\\") && InTarget.TargetType != TargetRules.TargetType.Game)
						{
							BinaryDir = BinaryDir.Replace(InTarget.TargetType.ToString(), "Game");
						}

						// Get the app bundle's name
						string AppFullName = InTarget.AppName;
						if (InTarget.Configuration != UnrealTargetConfiguration.Development)
						{
							AppFullName += "-" + InTarget.Platform.ToString();
							AppFullName += "-" + InTarget.Configuration.ToString();
						}

						foreach (string BinaryPath in Toolchain.BuiltBinaries)
						{
							if (!BinaryPath.Contains("Dummy"))
							{
								RPCUtilHelper.CopyFile(Toolchain.ConvertPath(BinaryPath), BinaryPath, false);
							}
						}
						Log.TraceInformation("Copied binaries successfully.");
					}
					catch (Exception)
					{
						Log.TraceInformation("Copying binaries back to this device failed.");
					}
				}

				// install the provision
/*				string ProvisionWithPrefix = "../../Engine/Build/IOS/UE4Game.mobileprovision";
				if (File.Exists(BuildPath + "/" + GameName + ".mobileprovision"))
				{
					ProvisionWithPrefix = BuildPath + "/" + GameName + ".mobileprovision";
				}
				else
				{
					if (File.Exists(BuildPath + "/NotForLicensees/" + GameName + ".mobileprovision"))
					{
						ProvisionWithPrefix = BuildPath + "/NotForLicensees/" + GameName + ".mobileprovision";
					}
					else if (!File.Exists(ProvisionWithPrefix))
					{
						ProvisionWithPrefix = "../../Engine/Build/IOS/NotForLicensees/UE4Game.mobileprovision";
					}
				}
				string LibraryDir = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData) + "/Apple Computer/MobileDevice/Provisioning Profiles/";
				if (File.Exists(ProvisionWithPrefix))
				{
					Directory.CreateDirectory(LibraryDir);
					File.Copy(ProvisionWithPrefix, LibraryDir + GameName + ".mobileprovision", true);
					FileInfo DestFileInfo = new FileInfo(LibraryDir + GameName + ".mobileprovision");
					DestFileInfo.Attributes = DestFileInfo.Attributes & ~FileAttributes.ReadOnly;
				}

				// install the distribution provision
				ProvisionWithPrefix = "../../Engine/Build/IOS/UE4Game_Distro.mobileprovision";
				if (File.Exists(BuildPath + "/" + GameName + "_Distro.mobileprovision"))
				{
					ProvisionWithPrefix = BuildPath + "/" + GameName + "_Distro.mobileprovision";
				}
				else
				{
					if (File.Exists(BuildPath + "/NotForLicensees/" + GameName + "_Distro.mobileprovision"))
					{
						ProvisionWithPrefix = BuildPath + "/NotForLicensees/" + GameName + "_Distro.mobileprovision";
					}
					else if (!File.Exists(ProvisionWithPrefix))
					{
						ProvisionWithPrefix = "../../Engine/Build/IOS/NotForLicensees/UE4Game_Distro.mobileprovision";
					}
				}
				if (File.Exists(ProvisionWithPrefix))
				{
					File.Copy(ProvisionWithPrefix, LibraryDir + GameName + "_Distro.mobileprovision", true);
					FileInfo DestFileInfo = new FileInfo(LibraryDir + GameName + "_Distro.mobileprovision");
					DestFileInfo.Attributes = DestFileInfo.Attributes & ~FileAttributes.ReadOnly;
				}*/
			}
			return true;
		}