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); } string BundleVersion = MacToolChain.LoadEngineDisplayVersion(); PListData = PListData.Replace("${EXECUTABLE_NAME}", ExeName).Replace("${APP_NAME}", GameName).Replace("${ICON_NAME}", GameName).Replace("${MACOSX_DEPLOYMENT_TARGET}", MacToolChain.MinMacOSVersion).Replace("${BUNDLE_VERSION}", BundleVersion); if (!Directory.Exists(IntermediateDirectory)) { Directory.CreateDirectory(IntermediateDirectory); } File.WriteAllText(DestPListFile, PListData); return(true); }
public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo) { if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac) { // @todo: Temporarily disable precompiled header files when building remotely due to errors BuildConfiguration.bUsePCHFiles = false; } BuildConfiguration.bCheckExternalHeadersForModification = BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac; BuildConfiguration.bCheckSystemHeadersForModification = BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac; BuildConfiguration.ProcessorCountMultiplier = MacToolChain.GetAdjustedProcessorCountMultiplier(); BuildConfiguration.bUseSharedPCHs = false; // we always deploy - the build machines need to be able to copy the files back, which needs the full bundle BuildConfiguration.bDeployAfterCompile = true; }
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); }
/// <summary> /// Strips symbols from a file /// </summary> /// <param name="SourceFile">The input file</param> /// <param name="TargetFile">The output file</param> public static void StripSymbols(FileReference SourceFile, FileReference TargetFile) { MacToolChain ToolChain = new MacToolChain(null, MacToolChainOptions.None); ToolChain.StripSymbols(SourceFile, TargetFile); }
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); }
public override void PostCodeGeneration(UHTManifest Manifest) { MacToolChain.PostCodeGeneration(Manifest); }
public override void PostBuildSync(UEBuildTarget Target) { MacToolChain.PostBuildSync(Target); }
public override void PreBuildSync() { MacToolChain.PreBuildSync(); }
/// <summary> /// Converts the passed in path from UBT host to compiler native format. /// </summary> /// <param name="OriginalPath">The path to convert</param> /// <returns>The path in native format for the toolchain</returns> public override string ConvertPath(string OriginalPath) { return(MacToolChain.ConvertPath(OriginalPath)); }