/// <summary> /// Creates an entitlements blob string from the entitlements structure in the mobile provision, merging in an on disk file if it is present. /// </summary> private string BuildEntitlementString(string CFBundleIdentifier) { // Load the base entitlements string from the mobile provision string ProvisionEntitlements = Provision.GetEntitlementsString(CFBundleIdentifier); // See if there is an override entitlements file on disk string UserOverridesEntitlementsFilename = FileOperations.FindPrefixedFile(Config.BuildDirectory, Program.GameName + ".entitlements"); if (File.Exists(UserOverridesEntitlementsFilename)) { // Merge in the entitlements from the on disk file as overrides Program.Log("Merging override entitlements from {0} into provision specified entitlements", Path.GetFileName(UserOverridesEntitlementsFilename)); Utilities.PListHelper Merger = new Utilities.PListHelper(ProvisionEntitlements); string Overrides = File.ReadAllText(UserOverridesEntitlementsFilename, Encoding.UTF8); Merger.MergePlistIn(Overrides); return(Merger.SaveToString()); } else { // The ones from the mobile provision need no overrides return(ProvisionEntitlements); } }
static bool FindMobileProvision(string BundleIdentifier, out string OutFileName) { bool bNameMatch; string ProvisionWithPrefix = MobileProvision.FindCompatibleProvision(BundleIdentifier, out bNameMatch, true, true, false); if (!File.Exists(ProvisionWithPrefix)) { ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.BuildDirectory, Program.GameName + ".mobileprovision"); if (!File.Exists(ProvisionWithPrefix)) { ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.BuildDirectory + "/NotForLicensees/", Program.GameName + ".mobileprovision"); if (!File.Exists(ProvisionWithPrefix)) { ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.EngineBuildDirectory, "UE4Game.mobileprovision"); if (!File.Exists(ProvisionWithPrefix)) { ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.EngineBuildDirectory + "/NotForLicensees/", "UE4Game.mobileprovision"); if (!File.Exists(ProvisionWithPrefix)) { OutFileName = null; return(false); } } } } } OutFileName = ProvisionWithPrefix; return(true); }
/// <summary> /// Returns the full path for the stub IPA, following the signing prefix resolution rules /// </summary> public static string GetIPAPathForReading(string FileSuffix) { if (Program.GameConfiguration == "Development") { return(FileOperations.FindPrefixedFile(Config.BinariesDirectory, Program.GameName + Program.Architecture + FileSuffix)); } else { return(FileOperations.FindPrefixedFile(Config.BinariesDirectory, Program.GameName + "-" + Config.OSString + "-" + Program.GameConfiguration + Program.Architecture + FileSuffix)); } }
static public string GetPrecompileSourcePListFilename() { // Check for a premade one string SourceName = FileOperations.FindPrefixedFile(Config.BuildDirectory, Program.GameName + "-Info.plist"); if (!File.Exists(SourceName)) { // fallback to the shared one SourceName = FileOperations.FindPrefixedFile(Config.EngineBuildDirectory, "UE4Game-Info.plist"); if (!File.Exists(SourceName)) { Program.Log("Failed to find " + Program.GameName + "-Info.plist. Please create new .plist or copy a base .plist from a provided game sample."); } } return(SourceName); }
/// <summary> /// Copy the files always needed (even in a stub IPA) /// </summary> static public void CopyFilesNeededForMakeApp() { // Copy Info.plist over (modifiying it as needed) string SourcePListFilename = Utilities.GetPrecompileSourcePListFilename(); Utilities.PListHelper Info = Utilities.PListHelper.CreateFromFile(SourcePListFilename); // Edit the plist CookTime.UpdateVersion(Info); // Write out the <GameName>-Info.plist file to the xcode staging directory string TargetPListFilename = Path.Combine(Config.PCXcodeStagingDir, Program.GameName + "-Info.plist"); Directory.CreateDirectory(Path.GetDirectoryName(TargetPListFilename)); string OutString = Info.SaveToString(); OutString = OutString.Replace("${EXECUTABLE_NAME}", Program.GameName); OutString = OutString.Replace("${BUNDLE_IDENTIFIER}", Program.GameName.Replace("_", "")); // 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}", "Default-IPhoneX-Landscape", "Landscape", "{375, 812}", "Default-IPhoneX-Portrait", "Portrait", "{375, 812}", }; StringBuilder NewLaunchImagesString = new StringBuilder("<key>UILaunchImages~iphone</key>\n\t\t<array>\n"); for (int ConfigIndex = 0; ConfigIndex < IPhoneConfigs.Length; ConfigIndex += 3) { NewLaunchImagesString.Append("\t\t\t<dict>\n"); NewLaunchImagesString.Append("\t\t\t\t<key>UILaunchImageMinimumOSVersion</key>\n"); NewLaunchImagesString.Append("\t\t\t\t<string>8.0</string>\n"); NewLaunchImagesString.Append("\t\t\t\t<key>UILaunchImageName</key>\n"); NewLaunchImagesString.AppendFormat("\t\t\t\t<string>{0}</string>\n", IPhoneConfigs[ConfigIndex + 0]); NewLaunchImagesString.Append("\t\t\t\t<key>UILaunchImageOrientation</key>\n"); NewLaunchImagesString.AppendFormat("\t\t\t\t<string>{0}</string>\n", IPhoneConfigs[ConfigIndex + 1]); NewLaunchImagesString.Append("\t\t\t\t<key>UILaunchImageSize</key>\n"); NewLaunchImagesString.AppendFormat("\t\t\t\t<string>{0}</string>\n", IPhoneConfigs[ConfigIndex + 2]); NewLaunchImagesString.Append("\t\t\t</dict>\n"); } // close it out NewLaunchImagesString.Append("\t\t\t</array>\n\t\t<key>UILaunchImages~ipad</key>"); OutString = OutString.Replace("<key>UILaunchImages~ipad</key>", NewLaunchImagesString.ToString()); byte[] RawInfoPList = Encoding.UTF8.GetBytes(OutString); File.WriteAllBytes(TargetPListFilename, RawInfoPList); Program.Log("Updating .plist: {0} --> {1}", SourcePListFilename, TargetPListFilename); // look for an entitlements file (optional) string SourceEntitlements = FileOperations.FindPrefixedFile(Config.BuildDirectory, Program.GameName + ".entitlements"); // set where to make the entitlements file ( string TargetEntitlements = Path.Combine(Config.PCXcodeStagingDir, Program.GameName + ".entitlements"); if (File.Exists(SourceEntitlements)) { FileOperations.CopyRequiredFile(SourceEntitlements, TargetEntitlements); } else { // we need to have something so Xcode will compile, so we just set the get-task-allow, since we know the value, // which is based on distribution or not (true means debuggable) File.WriteAllText(TargetEntitlements, string.Format("<plist><dict><key>get-task-allow</key><{0}/></dict></plist>", Config.bForDistribution ? "false" : "true")); } // Copy the mobile provision file over string CFBundleIdentifier = null; Info.GetString("CFBundleIdentifier", out CFBundleIdentifier); bool bNameMatch; string ProvisionWithPrefix = MobileProvision.FindCompatibleProvision(CFBundleIdentifier, out bNameMatch); if (!File.Exists(ProvisionWithPrefix)) { ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.BuildDirectory, Program.GameName + ".mobileprovision"); if (!File.Exists(ProvisionWithPrefix)) { ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.BuildDirectory + "/NotForLicensees/", Program.GameName + ".mobileprovision"); if (!File.Exists(ProvisionWithPrefix)) { ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.EngineBuildDirectory, "UE4Game.mobileprovision"); if (!File.Exists(ProvisionWithPrefix)) { ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.EngineBuildDirectory + "/NotForLicensees/", "UE4Game.mobileprovision"); } } } } string FinalMobileProvisionFilename = Path.Combine(Config.PCXcodeStagingDir, MacMobileProvisionFilename); FileOperations.CopyRequiredFile(ProvisionWithPrefix, FinalMobileProvisionFilename); // make sure this .mobileprovision file is newer than any other .mobileprovision file on the Mac (this file gets multiple games named the same file, // so the time stamp checking can fail when moving between games, a la the buildmachines!) File.SetLastWriteTime(FinalMobileProvisionFilename, DateTime.UtcNow); string ProjectFile = Config.RootRelativePath + @"Engine\Intermediate\ProjectFiles\UE4.xcodeproj\project.pbxproj"; if (Program.GameName != "UE4Game") { ProjectFile = Path.GetDirectoryName(Config.IntermediateDirectory) + @"\ProjectFiles\" + Program.GameName + @".xcodeproj\project.pbxproj"; } FileOperations.CopyRequiredFile(ProjectFile, Path.Combine(Config.PCXcodeStagingDir, @"project.pbxproj.datecheck")); // copy the signing certificate over // export the signing certificate to a file MobileProvision Provision = MobileProvisionParser.ParseFile(ProvisionWithPrefix); var Certificate = CodeSignatureBuilder.FindCertificate(Provision); byte[] Data = Certificate.Export(System.Security.Cryptography.X509Certificates.X509ContentType.Pkcs12, "A"); File.WriteAllBytes(Path.Combine(Config.PCXcodeStagingDir, MacSigningIdentityFilename), Data); Config.CodeSigningIdentity = Certificate.FriendlyName; // since the pipeline will use a temporary keychain that will contain only this certificate, this should be the only identity that will work CurrentBaseXCodeCommandLine = GetBaseXcodeCommandline(); // get the UUID string AllText = File.ReadAllText(FinalMobileProvisionFilename); string UUID = ""; int idx = AllText.IndexOf("<key>UUID</key>"); if (idx > 0) { idx = AllText.IndexOf("<string>", idx); if (idx > 0) { idx += "<string>".Length; UUID = AllText.Substring(idx, AllText.IndexOf("</string>", idx) - idx); } } CurrentBaseXCodeCommandLine += String.Format(" PROVISIONING_PROFILE=" + UUID); // needs Mac line endings so it can be executed string SrcPath = @"..\..\..\Build\" + Config.OSString + @"\XcodeSupportFiles\prepackage.sh"; string DestPath = Path.Combine(Config.PCXcodeStagingDir, @"prepackage.sh"); Program.Log(" ... '" + SrcPath + "' -> '" + DestPath + "'"); string SHContents = File.ReadAllText(SrcPath); SHContents = SHContents.Replace("\r\n", "\n"); File.WriteAllText(DestPath, SHContents); CookTime.CopySignedFiles(); }
/// <summary> /// Copy the files always needed (even in a stub IPA) /// </summary> static public void CopyFilesNeededForMakeApp() { // Copy Info.plist over (modifiying it as needed) string SourcePListFilename = Utilities.GetPrecompileSourcePListFilename(); Utilities.PListHelper Info = Utilities.PListHelper.CreateFromFile(SourcePListFilename); // Edit the plist CookTime.UpdateVersion(Info); // Write out the <GameName>-Info.plist file to the xcode staging directory string TargetPListFilename = Path.Combine(Config.PCXcodeStagingDir, Program.GameName + "-Info.plist"); Directory.CreateDirectory(Path.GetDirectoryName(TargetPListFilename)); string OutString = Info.SaveToString(); OutString = OutString.Replace("${EXECUTABLE_NAME}", Program.GameName); OutString = OutString.Replace("${BUNDLE_IDENTIFIER}", Program.GameName.Replace("_", "")); // 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}", }; StringBuilder NewLaunchImagesString = new StringBuilder("<key>UILaunchImages~iphone</key>\n\t\t<array>\n"); for (int ConfigIndex = 0; ConfigIndex < IPhoneConfigs.Length; ConfigIndex += 3) { NewLaunchImagesString.Append("\t\t\t<dict>\n"); NewLaunchImagesString.Append("\t\t\t\t<key>UILaunchImageMinimumOSVersion</key>\n"); NewLaunchImagesString.Append("\t\t\t\t<string>8.0</string>\n"); NewLaunchImagesString.Append("\t\t\t\t<key>UILaunchImageName</key>\n"); NewLaunchImagesString.AppendFormat("\t\t\t\t<string>{0}</string>\n", IPhoneConfigs[ConfigIndex + 0]); NewLaunchImagesString.Append("\t\t\t\t<key>UILaunchImageOrientation</key>\n"); NewLaunchImagesString.AppendFormat("\t\t\t\t<string>{0}</string>\n", IPhoneConfigs[ConfigIndex + 1]); NewLaunchImagesString.Append("\t\t\t\t<key>UILaunchImageSize</key>\n"); NewLaunchImagesString.AppendFormat("\t\t\t\t<string>{0}</string>\n", IPhoneConfigs[ConfigIndex + 2]); NewLaunchImagesString.Append("\t\t\t</dict>\n"); } // close it out NewLaunchImagesString.Append("\t\t\t</array>\n\t\t<key>UILaunchImages~ipad</key>"); OutString = OutString.Replace("<key>UILaunchImages~ipad</key>", NewLaunchImagesString.ToString()); byte[] RawInfoPList = Encoding.UTF8.GetBytes(OutString); File.WriteAllBytes(TargetPListFilename, RawInfoPList); Program.Log("Updating .plist: {0} --> {1}", SourcePListFilename, TargetPListFilename); // look for an entitlements file (optional) string SourceEntitlements = FileOperations.FindPrefixedFile(Config.BuildDirectory, Program.GameName + ".entitlements"); // set where to make the entitlements file ( string TargetEntitlements = Path.Combine(Config.PCXcodeStagingDir, Program.GameName + ".entitlements"); if (File.Exists(SourceEntitlements)) { FileOperations.CopyRequiredFile(SourceEntitlements, TargetEntitlements); } else { // we need to have something so Xcode will compile, so we just set the get-task-allow, since we know the value, // which is based on distribution or not (true means debuggable) File.WriteAllText(TargetEntitlements, string.Format("<plist><dict><key>get-task-allow</key><{0}/></dict></plist>", Config.bForDistribution ? "false" : "true")); } // Copy the no sign resource rules file over if (!Config.bForDistribution) { FileOperations.CopyRequiredFile(@"..\..\..\Build\IOS\XcodeSupportFiles\CustomResourceRules.plist", Path.Combine(Config.PCStagingRootDir, "CustomResourceRules.plist")); } // Copy the mobile provision file over string ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.BuildDirectory, Program.GameName + ".mobileprovision"); if (!File.Exists(ProvisionWithPrefix)) { ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.BuildDirectory + "/NotForLicensees/", Program.GameName + ".mobileprovision"); if (!File.Exists(ProvisionWithPrefix)) { ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.EngineBuildDirectory, "UE4Game.mobileprovision"); if (!File.Exists(ProvisionWithPrefix)) { ProvisionWithPrefix = FileOperations.FindPrefixedFile(Config.EngineBuildDirectory + "/NotForLicensees/", "UE4Game.mobileprovision"); } } } string FinalMobileProvisionFilename = Path.Combine(Config.PCXcodeStagingDir, MacMobileProvisionFilename); FileOperations.CopyRequiredFile(ProvisionWithPrefix, FinalMobileProvisionFilename); // make sure this .mobileprovision file is newer than any other .mobileprovision file on the Mac (this file gets multiple games named the same file, // so the time stamp checking can fail when moving between games, a la the buildmachines!) File.SetLastWriteTime(FinalMobileProvisionFilename, DateTime.UtcNow); FileOperations.CopyRequiredFile(Config.RootRelativePath + @"Engine\Intermediate\IOS\UE4.xcodeproj\project.pbxproj", Path.Combine(Config.PCXcodeStagingDir, @"project.pbxproj.datecheck")); // needs Mac line endings so it can be executed string SrcPath = @"..\..\..\Build\IOS\XcodeSupportFiles\prepackage.sh"; string DestPath = Path.Combine(Config.PCXcodeStagingDir, @"prepackage.sh"); Program.Log(" ... '" + SrcPath + "' -> '" + DestPath + "'"); string SHContents = File.ReadAllText(SrcPath); SHContents = SHContents.Replace("\r\n", "\n"); File.WriteAllText(DestPath, SHContents); CookTime.CopySignedFiles(); }