/** * Handle the plethora of environment variables required to remote to the Mac */ static public void ConfigurePaths() { string MachineName = Environment.MachineName; XcodeDeveloperDir = Utilities.GetEnvironmentVariable("ue.XcodeDeveloperDir", "/Applications/Xcode.app/Contents/Developer/"); // MacName=%ue4.iPhone_SigningServerName% MacName = Config.OverrideMacName != null ? Config.OverrideMacName : Utilities.GetEnvironmentVariable("ue.IOSSigningServer", "a1487"); iPhone_SigningDevRootMac = Config.OverrideDevRoot != null ? Config.OverrideDevRoot : "/UE4/Builds"; if (!Config.bUseRPCUtil) { bool Results = SSHCommandHelper.Command(MacName, "xcode-select --print-path", "/usr/bin"); if (Results) { XcodeDeveloperDir = (string)SSHCommandHelper.SSHReturn["CommandOutput"] + "/"; XcodeDeveloperDir = XcodeDeveloperDir.TrimEnd(); } } // get the path to mirror into on the Mac string BinariesDir = Path.GetFullPath(Path.Combine(Environment.CurrentDirectory, @"..\..")); string Root = Path.GetPathRoot(BinariesDir); string BranchPath = MachineName + "/" + Root[0].ToString() + "/" + BinariesDir.Substring(Root.Length); BranchPath = BranchPath.Replace('\\', '/'); // similar for the game path (strip off the D:\ tpe root) BinariesDir = Path.GetFullPath(Path.Combine(Config.BinariesDirectory, "..")); Root = Path.GetPathRoot(BinariesDir); string GameBranchPath; if (Program.GameName == "UE4Game") { GameBranchPath = BranchPath; } else { GameBranchPath = MachineName + "/" + Root[0].ToString() + "/" + BinariesDir.Substring(Root.Length); GameBranchPath = GameBranchPath.Replace('\\', '/'); } Console.WriteLine("BranchPath = {0} --- GameBranchPath = {1}", BranchPath, GameBranchPath); // generate the directories to recursively copy into later on MacStagingRootDir = string.Format("{0}/{1}/" + Config.OSString, iPhone_SigningDevRootMac, GameBranchPath); MacStagingRootDir = MacStagingRootDir.Replace("//", "/"); MacBinariesDir = string.Format("{0}/{1}/" + Config.OSString, iPhone_SigningDevRootMac, GameBranchPath); MacBinariesDir = MacBinariesDir.Replace("//", "/"); MacXcodeStagingDir = string.Format("{0}/{1}/" + Config.OSString + "/XcodeSupportFiles", iPhone_SigningDevRootMac, GameBranchPath); MacXcodeStagingDir = MacXcodeStagingDir.Replace("//", "/"); MacMobileProvisionFilename = MachineName + "_UE4Temp.mobileprovision"; MacSigningIdentityFilename = MachineName + "_UE4Temp.p12"; }
/** * Handle the plethora of environment variables required to remote to the Mac */ static public void ConfigurePaths() { string MachineName = Environment.MachineName; XcodeDeveloperDir = Utilities.GetEnvironmentVariable("ue.XcodeDeveloperDir", "/Applications/Xcode.app/Contents/Developer/"); // MacName=%ue4.iPhone_SigningServerName% MacName = Config.OverrideMacName != null ? Config.OverrideMacName : Utilities.GetEnvironmentVariable("ue.IOSSigningServer", "a1487"); iPhone_SigningDevRootMac = Config.OverrideDevRoot != null ? Config.OverrideDevRoot : "/UE4/Builds"; // get the path to mirror into on the Mac string BinariesDir = Path.GetFullPath(Path.Combine(Environment.CurrentDirectory, @"..\..")); string Root = Path.GetPathRoot(BinariesDir); string BranchPath = MachineName + "/" + Root[0].ToString() + "/" + BinariesDir.Substring(Root.Length); BranchPath = BranchPath.Replace('\\', '/'); // similar for the game path (strip off the D:\ tpe root) BinariesDir = Path.GetFullPath(Path.Combine(Config.BinariesDirectory, "..")); Root = Path.GetPathRoot(BinariesDir); string GameBranchPath; if (Program.GameName == "UE4Game") { GameBranchPath = BranchPath; } else { GameBranchPath = MachineName + "/" + Root[0].ToString() + "/" + BinariesDir.Substring(Root.Length); GameBranchPath = GameBranchPath.Replace('\\', '/'); } Console.WriteLine("BranchPath = {0} --- GameBranchPath = {1}", BranchPath, GameBranchPath); // generate the directories to recursively copy into later on MacStagingRootDir = string.Format("{0}/{1}/IOS", iPhone_SigningDevRootMac, GameBranchPath); MacBinariesDir = string.Format("{0}/{1}/IOS", iPhone_SigningDevRootMac, GameBranchPath); MacXcodeStagingDir = string.Format("{0}/{1}/IOS/XcodeSupportFiles", iPhone_SigningDevRootMac, GameBranchPath); MacMobileProvisionFilename = MachineName + "_UE4Temp.mobileprovision"; CurrentBaseXCodeCommandLine = GetBaseXcodeCommandline(); }