示例#1
0
        private void WriteEntitlementsFile(string OutputFilename, FileReference ProjectFile)
        {
            // get the settings from the ini file
            // plist replacements
            // @todo tvos: Separate TVOS version?
            ConfigCacheIni Ini        = ConfigCacheIni.CreateConfigCacheIni(UnrealTargetPlatform.IOS, "Engine", DirectoryReference.FromFile(ProjectFile));
            bool           bSupported = false;

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

            Directory.CreateDirectory(Path.GetDirectoryName(OutputFilename));
            // 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)
            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(string.Format("\t<key>get-task-allow</key><{0}/>", /*Config.bForDistribution ? "false" : */ "true"));
            if (bSupported)
            {
                Text.AppendLine("\t<key>com.apple.developer.icloud-container-identifiers</key>");
                Text.AppendLine("\t<array>");
                Text.AppendLine("\t\t<string>iCloud.$(CFBundleIdentifier)</string>");
                Text.AppendLine("\t</array>");
                Text.AppendLine("\t<key>com.apple.developer.icloud-services</key>");
                Text.AppendLine("\t<array>");
                Text.AppendLine("\t\t<string>CloudKit</string>");
                Text.AppendLine("\t</array>");
            }
            Text.AppendLine("</dict>");
            Text.AppendLine("</plist>");
            File.WriteAllText(OutputFilename, Text.ToString());
        }
        public override void AddExtraModules(TargetInfo Target, List <string> PlatformExtraModules)
        {
            string VulkanSDKPath = Environment.GetEnvironmentVariable("VK_SDK_PATH");

            if (!String.IsNullOrEmpty(VulkanSDKPath))
            {
                ConfigCacheIni Ini             = new ConfigCacheIni(UnrealTargetPlatform.Android, "Engine", DirectoryReference.FromFile(ProjectFile));
                bool           bSupportsVulkan = false;
                Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bSupportsVulkan", out bSupportsVulkan);

                // Make sure we have the .so to compile in the RHI.
                // Currently using static linking. This check will go away when we support dynamic linking.
                string VulkanSoPath = System.IO.Path.Combine(VulkanSDKPath, "Source/lib/libvulkan.so");
                bool   bSoExists    = System.IO.File.Exists(VulkanSoPath);

                if (bSupportsVulkan && bSoExists)
                {
                    PlatformExtraModules.Add("VulkanRHI");
                }
                else
                {
                    if (bSupportsVulkan == false)
                    {
                        Log.TraceInformationOnce("Vulkan SDK is installed, but the project disabled Vulkan (bSupportsVulkan setting in Engine). Disabling Vulkan RHI for Android");
                    }
                    else if (bSoExists == false)
                    {
                        Log.TraceInformationOnce("Vulkan SDK is installed, but [SDK]/Source/lib/libvulkan.so was not found. Disabling Vulkan RHI for Android");
                    }
                }
            }
        }
示例#3
0
        // Look for any build options in the engine config file.
        public override void ParseProjectSettings()
        {
            base.ParseProjectSettings();

            ConfigCacheIni Ini        = new ConfigCacheIni(UnrealTargetPlatform.IOS, "Engine", UnrealBuildTool.GetUProjectPath());
            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;
                Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "RSyncUsername", out RSyncUsername);

                string ConfigKeyPath;
                if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "SSHPrivateKeyOverridePath", out ConfigKeyPath))
                {
                    if (File.Exists(ConfigKeyPath))
                    {
                        SSHPrivateKeyOverridePath = ConfigKeyPath;
                    }
                }
            }
        }
        public static void ParseArchitectures()
        {
            // look in ini settings for what platforms to compile for
            ConfigCacheIni Ini           = new ConfigCacheIni(UnrealTargetPlatform.Android, "Engine", UnrealBuildTool.GetUProjectPath());
            List <string>  ProjectArches = new List <string>();
            bool           bBuild        = true;

            if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForArmV7", out bBuild) && bBuild)
            {
                ProjectArches.Add("-armv7");
            }
            if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForArm64", out bBuild) && bBuild)
            {
                ProjectArches.Add("-arm64");
            }
            if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForx86", out bBuild) && bBuild)
            {
                ProjectArches.Add("-x86");
            }
            if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForx8664", out bBuild) && bBuild)
            {
                ProjectArches.Add("-x86_64");
            }

            // force armv7 if something went wrong
            if (ProjectArches.Count == 0)
            {
                ProjectArches.Add("-armv7");
            }

            Arches = ProjectArches.ToArray();

            // Parse selected GPU architectures
            List <string> ProjectGPUArches = new List <string>();

            if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForES31", out bBuild) && bBuild)
            {
                ProjectGPUArches.Add("-es31");
            }
            if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForGL4", out bBuild) && bBuild)
            {
                ProjectGPUArches.Add("-gl4");
            }
            if (ProjectGPUArches.Count == 0 || (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForES2", out bBuild) && bBuild))
            {
                ProjectGPUArches.Add("-es2");
            }
            GPUArchitectures = ProjectGPUArches.ToArray();

            List <string> FullArchCombinations = new List <string>();

            foreach (string Arch in Arches)
            {
                foreach (string GPUArch in GPUArchitectures)
                {
                    FullArchCombinations.Add(Arch + GPUArch);
                }
            }
            AllComboNames = FullArchCombinations.ToArray();
        }
示例#5
0
        private bool IsVulkanSupportEnabled()
        {
            ConfigCacheIni Ini             = new ConfigCacheIni(UnrealTargetPlatform.Android, "Engine", DirectoryReference.FromFile(ProjectFile));
            bool           bSupportsVulkan = false;

            Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bSupportsVulkan", out bSupportsVulkan);

            return(bSupportsVulkan);
        }
    public static bool CanCreateMapPaks(ProjectParams Param)
    {
        bool UseAsyncLevelLoading = false;
        var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Param.RawProjectPath), CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine"));
        ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);

        if (Param.Run)
            return false; 

        return UseAsyncLevelLoading;
    }
示例#7
0
    public static bool CanCreateMapPaks(ProjectParams Param)
    {
        bool UseAsyncLevelLoading = false;
        var  ConfigCache          = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Param.RawProjectPath), CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine"));

        ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);

        if (Param.Run)
        {
            return(false);
        }

        return(UseAsyncLevelLoading);
    }
示例#8
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;
                    }
                }
            }
        }
		public void ParseArchitectures()
		{
			// look in ini settings for what platforms to compile for
			ConfigCacheIni Ini = ConfigCacheIni.CreateConfigCacheIni(UnrealTargetPlatform.Android, "Engine", DirectoryReference.FromFile(ProjectFile));
			Arches = new List<string>();
			bool bBuild = true;
			if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForArmV7", out bBuild) && bBuild
				|| UEBuildConfiguration.Architectures.Contains("armv7", StringComparer.OrdinalIgnoreCase))
			{
				Arches.Add("-armv7");
			}
			if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForArm64", out bBuild) && bBuild
				|| UEBuildConfiguration.Architectures.Contains("arm64", StringComparer.OrdinalIgnoreCase))
			{
				Arches.Add("-arm64");
			}
			if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForx86", out bBuild) && bBuild
				|| UEBuildConfiguration.Architectures.Contains("x86", StringComparer.OrdinalIgnoreCase))
			{
				Arches.Add("-x86");
			}
			if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForx8664", out bBuild) && bBuild
				|| UEBuildConfiguration.Architectures.Contains("x64", StringComparer.OrdinalIgnoreCase))
			{
				Arches.Add("-x64");
			}

			// force armv7 if something went wrong
			if (Arches.Count == 0)
			{
				Arches.Add("-armv7");
			}

			// Parse selected GPU architectures
			GPUArchitectures = new List<string>();
			if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForES2", out bBuild) && bBuild
				|| UEBuildConfiguration.GPUArchitectures.Contains("es2", StringComparer.OrdinalIgnoreCase))
			{
				GPUArchitectures.Add("-es2");
			}
			if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForESDeferred", out bBuild) && bBuild
				|| UEBuildConfiguration.GPUArchitectures.Contains("esdeferred", StringComparer.OrdinalIgnoreCase))
			{
				GPUArchitectures.Add("-esdeferred");
			}
			if (GPUArchitectures.Count == 0)
			{
				GPUArchitectures.Add("-es2");
			}

			AllComboNames = (from Arch in Arches
							 from GPUArch in GPUArchitectures
							 select Arch + GPUArch).ToList();
		}
示例#10
0
        /// <summary>
        /// Setup the target environment for building
        /// </summary>
        /// <param name="InBuildTarget"> The target being built</param>
        public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
        {
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_IOS=1");
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_APPLE=1");

            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_TTS=0");
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_SPEECH_RECOGNITION=0");
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_DATABASE_SUPPORT=0");
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_EDITOR=0");
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("USE_NULL_RHI=0");
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");

            ConfigCacheIni Ini = ConfigCacheIni.CreateConfigCacheIni(UnrealTargetPlatform.IOS, "Engine", DirectoryReference.FromFile(ProjectFile));

            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bEnableRemoteNotificationsSupport", out bNotificationsEnabled);
            if (bNotificationsEnabled)
            {
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NOTIFICATIONS_ENABLED");
            }

            if (GetActiveArchitecture() == "-simulator")
            {
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_SIMULATOR=1");
            }

            // we assume now we are building with IOS8 or later
            if (UEBuildConfiguration.bCompileAgainstEngine)
            {
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("HAS_METAL=1");
                InBuildTarget.ExtraModuleNames.Add("MetalRHI");
            }
            else
            {
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("HAS_METAL=0");
            }

            InBuildTarget.GlobalLinkEnvironment.Config.AdditionalFrameworks.Add(new UEBuildFramework("GameKit"));
            InBuildTarget.GlobalLinkEnvironment.Config.AdditionalFrameworks.Add(new UEBuildFramework("StoreKit"));
        }
	public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
	{
        Log("Package {0}", Params.RawProjectPath);
        
        string PackagePath = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "HTML5");
        if (!Directory.Exists(PackagePath))
        {
            Directory.CreateDirectory(PackagePath);
        }
        string FinalDataLocation = Path.Combine(PackagePath, Params.ShortProjectName) + ".data";

        var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine"));

        if (HTMLPakAutomation.CanCreateMapPaks(Params))
        {
            HTMLPakAutomation PakAutomation = new HTMLPakAutomation(Params, SC);

            // Create Necessary Paks. 
            PakAutomation.CreateEnginePak();
            PakAutomation.CreateGamePak();
            PakAutomation.CreateContentDirectoryPak();

            // Create Emscripten Package from Necessary Paks. - This will be the VFS. 
            PakAutomation.CreateEmscriptenDataPackage(PackagePath, FinalDataLocation);

            // Create All Map Paks which  will be downloaded on the fly. 
            PakAutomation.CreateMapPak();

            // Create Delta Paks if setup.
            List<string> Paks = new List<string>();
            ConfigCache.GetArray("/Script/HTML5PlatformEditor.HTML5TargetSettings", "LevelTransitions", out Paks);

            if (Paks != null)
            {
                foreach (var Pak in Paks)
                {
                    var Matched = Regex.Matches(Pak, "\"[^\"]+\"", RegexOptions.IgnoreCase);
                    string MapFrom = Path.GetFileNameWithoutExtension(Matched[0].ToString().Replace("\"", ""));
                    string MapTo = Path.GetFileNameWithoutExtension(Matched[1].ToString().Replace("\"", ""));
                    PakAutomation.CreateDeltaMapPaks(MapFrom, MapTo);
                }
            }
        }
        else
        {
            // we need to operate in the root
            using (new PushedDirectory(Path.Combine(Params.BaseStageDirectory, "HTML5")))
            {
                string PythonPath = HTML5SDKInfo.PythonPath();
                string PackagerPath = HTML5SDKInfo.EmscriptenPackager();

                string CmdLine = string.Format("\"{0}\" \"{1}\" --preload . --js-output=\"{1}.js\"", PackagerPath, FinalDataLocation);
                RunAndLog(CmdEnv, PythonPath, CmdLine);
            }
        }

        // copy the "Executable" to the package directory
        string GameExe = Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename);
        if (Params.ClientConfigsToBuild[0].ToString() != "Development")
        {
            GameExe += "-HTML5-" + Params.ClientConfigsToBuild[0].ToString();
        }
        GameExe += ".js";
			
        // ensure the ue4game binary exists, if applicable
        string FullGameExePath = Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe);
        if (!SC.IsCodeBasedProject && !FileExists_NoExceptions(FullGameExePath))
        {
	        Log("Failed to find game application " + FullGameExePath);
	        AutomationTool.ErrorReporter.Error("Stage Failed.", (int)AutomationTool.ErrorCodes.Error_MissingExecutable);
	        throw new AutomationException("Could not find application {0}. You may need to build the UE4 project with your target configuration and platform.", FullGameExePath);
        }

        if (Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe) != Path.Combine(PackagePath, GameExe))
        {
            File.Copy(Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe), Path.Combine(PackagePath, GameExe), true);
            File.Copy(Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe) + ".mem", Path.Combine(PackagePath, GameExe) + ".mem", true);
			File.Copy(Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe) + ".symbols", Path.Combine(PackagePath, GameExe) + ".symbols", true);
        }

        File.SetAttributes(Path.Combine(PackagePath, GameExe), FileAttributes.Normal);
        File.SetAttributes(Path.Combine(PackagePath, GameExe) + ".mem", FileAttributes.Normal);
		File.SetAttributes(Path.Combine(PackagePath, GameExe) + ".symbols", FileAttributes.Normal);


        // put the HTML file to the package directory

        bool UseExperimentalTemplate = false;
        ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseExperimentalTemplate", out UseExperimentalTemplate);
        string TemplateFileName = UseExperimentalTemplate ? "GameX.html.template" : "Game.html.template";

        string TemplateFile = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5", TemplateFileName);
        string OutputFile = Path.Combine(PackagePath, (Params.ClientConfigsToBuild[0].ToString() != "Development" ? (Params.ShortProjectName + "-HTML5-" + Params.ClientConfigsToBuild[0].ToString()) : Params.ShortProjectName)) + ".html";

        // find Heap Size.
        ulong HeapSize;

        int ConfigHeapSize = 0;
        // Valuer set by Editor UI
        var bGotHeapSize = ConfigCache.GetInt32("/Script/HTML5PlatformEditor.HTML5TargetSettings", "HeapSize" + Params.ClientConfigsToBuild[0].ToString(), out ConfigHeapSize);

        // Fallback if the previous method failed
        if (!bGotHeapSize && !ConfigCache.GetInt32("BuildSettings", "HeapSize" + Params.ClientConfigsToBuild[0].ToString(), out ConfigHeapSize)) // in Megs.
        {
            // we couldn't find a per config heap size, look for a common one.
            if (!ConfigCache.GetInt32("BuildSettings", "HeapSize", out ConfigHeapSize))
            {
                ConfigHeapSize = Params.IsCodeBasedProject ? 1024 : 512;
                Log("Could not find Heap Size setting in .ini for Client config {0}", Params.ClientConfigsToBuild[0].ToString());
            }
        }

        HeapSize = (ulong)ConfigHeapSize * 1024L * 1024L; // convert to bytes.
        Log("Setting Heap size to {0} Mb ", ConfigHeapSize);


        GenerateFileFromTemplate(TemplateFile, OutputFile, Params.ShortProjectName, Params.ClientConfigsToBuild[0].ToString(), Params.StageCommandline, !Params.IsCodeBasedProject, HeapSize);

        string JSDir = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5");
        string OutDir = PackagePath;

		// Gather utlity .js files and combine into one file
		string[] UtilityJavaScriptFiles = Directory.GetFiles(JSDir, "*.js");

		string DestinationFile = OutDir + "/Utility.js";
		foreach( var UtilityFile in UtilityJavaScriptFiles)
		{
			string Data = File.ReadAllText(UtilityFile);
			File.AppendAllText(DestinationFile, Data);
		}

		// Compress all files. 

		//data file.
		CompressFile(FinalDataLocation,FinalDataLocation + ".gz");
		// data file .js driver.
		CompressFile(FinalDataLocation + ".js" , FinalDataLocation + ".js.gz");
		// main js.
		CompressFile(Path.Combine(PackagePath, GameExe), Path.Combine(PackagePath, GameExe) + ".gz");
		// mem init file.
		CompressFile(Path.Combine(PackagePath, GameExe) + ".mem", Path.Combine(PackagePath, GameExe) + ".mem.gz");
		// symbols file.
		CompressFile(Path.Combine(PackagePath, GameExe) + ".symbols", Path.Combine(PackagePath, GameExe) + ".symbols.gz");
		// Utility 
		CompressFile(OutDir + "/Utility.js", OutDir + "/Utility.js.gz");

        PrintRunTime();
	}
示例#12
0
        public override void SetUpProjectEnvironment(UnrealTargetConfiguration Configuration, TargetInfo Target = null)
        {
            if (!bInitializedProject)
            {
                base.SetUpProjectEnvironment(Configuration, Target);

                // update the configuration based on the project file
                // look in ini settings for what platforms to compile for
                ConfigCacheIni Ini        = ConfigCacheIni.CreateConfigCacheIni(Platform, "Engine", DirectoryReference.FromFile(ProjectFile));
                string         MinVersion = "IOS_8";
                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");
                        RunTimeIOSVersion = "8.0";
                        break;

                    case "IOS_7":
                        Log.TraceWarning("IOS 7 is no longer supported in UE4 as 4.14");
                        RunTimeIOSVersion = "8.0";
                        break;

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

                    case "IOS_9":
                        RunTimeIOSVersion = "9.0";
                        break;

                    case "IOS_10":
                        RunTimeIOSVersion = "10.0";
                        break;
                    }
                }

                bool biPhoneAllowed = true;
                bool biPadAllowed   = true;
                Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsIPhone", out biPhoneAllowed);
                Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsIPad", out biPadAllowed);
                if (biPhoneAllowed && biPadAllowed)
                {
                    RunTimeIOSDevices = "1,2";
                }
                else if (biPadAllowed)
                {
                    RunTimeIOSDevices = "2";
                }
                else if (biPhoneAllowed)
                {
                    RunTimeIOSDevices = "1";
                }

                ProjectArches = new List <string>();
                bool bBuild = true;
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArmV7", out bBuild) && bBuild)
                {
                    ProjectArches.Add("armv7");
                }
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArm64", out bBuild) && bBuild)
                {
                    ProjectArches.Add("arm64");
                }
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArmV7S", out bBuild) && bBuild)
                {
                    ProjectArches.Add("armv7s");
                }

                // force armv7 if something went wrong
                if (ProjectArches.Count == 0)
                {
                    ProjectArches.Add("armv7");
                }
                NonShippingArchitectures = ProjectArches[0];
                for (int Index = 1; Index < ProjectArches.Count; ++Index)
                {
                    NonShippingArchitectures += "," + ProjectArches[Index];
                }

                ProjectArches.Clear();
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArmV7", out bBuild) && bBuild)
                {
                    ProjectArches.Add("armv7");
                }
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArm64", out bBuild) && bBuild)
                {
                    ProjectArches.Add("arm64");
                }
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArmV7S", out bBuild) && bBuild)
                {
                    ProjectArches.Add("armv7s");
                }

                // force armv7 if something went wrong
                if (ProjectArches.Count == 0)
                {
                    ProjectArches.Add("armv7");
                    ProjectArches.Add("arm64");
                }
                ShippingArchitectures = ProjectArches[0];
                for (int Index = 1; Index < ProjectArches.Count; ++Index)
                {
                    ShippingArchitectures += "," + ProjectArches[Index];
                }

                // determine if we need to generate the dsym
                Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bGeneratedSYMFile", out BuildConfiguration.bGeneratedSYMFile);
                Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bGeneratedSYMBundle", out BuildConfiguration.bGeneratedSYMBundle);

                // determie if bitcode should be generated for the shipping code
                Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForBitcode", out bShipForBitcode);

                // @todo tvos: We probably want to handle TVOS versions here
                Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "AdditionalLinkerFlags", out AdditionalLinkerFlags);
                Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "AdditionalShippingLinkerFlags", out AdditionalShippingLinkerFlags);

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

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

                bInitializedProject = true;
            }

            ProvisionData Data     = new ProvisionData();
            string        BundleId = BundleIdentifier.Replace("[PROJECT_NAME]", ((ProjectFile != null) ? ProjectFile.GetFileNameWithoutAnyExtensions() : "UE4Game")).Replace("_", "");
            bool          bIsTVOS  = GetCodesignPlatformName() == "appletvos";

            if (!ProvisionCache.ContainsKey(BundleId + " " + bIsTVOS.ToString() + " " + bForDistribtion.ToString()))
            {
                Certificate = SigningCertificate;
                Provision   = MobileProvision;
                if (!string.IsNullOrEmpty(SigningCertificate))
                {
                    // verify the certificate
                    Process IPPProcess = new Process();
                    if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
                    {
                        string IPPCmd = "\"" + UnrealBuildTool.EngineDirectory + "/Binaries/DotNET/IOS/IPhonePackager.exe\" certificates " + ((ProjectFile != null) ? ("\"" + ProjectFile.ToString() + "\"") : "Engine") + " -bundlename " + BundleId + (bForDistribtion ? " -distribution" : "");
                        IPPProcess.StartInfo.WorkingDirectory = UnrealBuildTool.EngineDirectory.ToString();
                        IPPProcess.StartInfo.FileName         = UnrealBuildTool.EngineDirectory + "/Build/BatchFiles/Mac/RunMono.sh";
                        IPPProcess.StartInfo.Arguments        = IPPCmd;
                        IPPProcess.OutputDataReceived        += new DataReceivedEventHandler(IPPDataReceivedHandler);
                        IPPProcess.ErrorDataReceived         += new DataReceivedEventHandler(IPPDataReceivedHandler);
                    }
                    else
                    {
                        string IPPCmd = "certificates " + ((ProjectFile != null) ? ("\"" + ProjectFile.ToString() + "\"") : "Engine") + " -bundlename " + BundleId + (bForDistribtion ? " -distribution" : "");
                        IPPProcess.StartInfo.WorkingDirectory = UnrealBuildTool.EngineDirectory.ToString();
                        IPPProcess.StartInfo.FileName         = UnrealBuildTool.EngineDirectory + "\\Binaries\\DotNET\\IOS\\IPhonePackager.exe";
                        IPPProcess.StartInfo.Arguments        = IPPCmd;
                        IPPProcess.OutputDataReceived        += new DataReceivedEventHandler(IPPDataReceivedHandler);
                        IPPProcess.ErrorDataReceived         += new DataReceivedEventHandler(IPPDataReceivedHandler);
                    }
                    Utils.RunLocalProcess(IPPProcess);
                }
                else
                {
                    Certificate      = bForDistribtion ? "iPhone Distribution" : "iPhone Developer";
                    bHaveCertificate = true;
                }

                if (string.IsNullOrEmpty(MobileProvision) || // no provision specified
                    !File.Exists((BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac ? (Environment.GetEnvironmentVariable("HOME") + "/Library/MobileDevice/Provisioning Profiles/") : (Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData) + "/Apple Computer/MobileDevice/Provisioning Profiles/")) + MobileProvision) || // file doesn't exist
                    !bHaveCertificate)    // certificate doesn't exist
                {
                    Certificate = "";
                    Provision   = "";
                    Log.TraceLog("Provision not specified or not found for " + ((ProjectFile != null) ? ProjectFile.GetFileNameWithoutAnyExtensions() : "UE4Game") + ", searching for compatible match...");
                    Process IPPProcess = new Process();
                    if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
                    {
                        string IPPCmd = "\"" + UnrealBuildTool.EngineDirectory + "/Binaries/DotNET/IOS/IPhonePackager.exe\" signing_match " + ((ProjectFile != null) ? ("\"" + ProjectFile.ToString() + "\"") : "Engine") + " -bundlename " + BundleId + (bIsTVOS ? " -tvos" : "") + (bForDistribtion ? " -distribution" : "");
                        IPPProcess.StartInfo.WorkingDirectory = UnrealBuildTool.EngineDirectory.ToString();
                        IPPProcess.StartInfo.FileName         = UnrealBuildTool.EngineDirectory + "/Build/BatchFiles/Mac/RunMono.sh";
                        IPPProcess.StartInfo.Arguments        = IPPCmd;
                        IPPProcess.OutputDataReceived        += new DataReceivedEventHandler(IPPDataReceivedHandler);
                        IPPProcess.ErrorDataReceived         += new DataReceivedEventHandler(IPPDataReceivedHandler);
                    }
                    else
                    {
                        string IPPCmd = "signing_match " + ((ProjectFile != null) ? ("\"" + ProjectFile.ToString() + "\"") : "Engine") + " -bundlename " + BundleId + (bIsTVOS ? " -tvos" : "") + (bForDistribtion ? " -distribution" : "");
                        IPPProcess.StartInfo.WorkingDirectory = UnrealBuildTool.EngineDirectory.ToString();
                        IPPProcess.StartInfo.FileName         = UnrealBuildTool.EngineDirectory + "\\Binaries\\DotNET\\IOS\\IPhonePackager.exe";
                        IPPProcess.StartInfo.Arguments        = IPPCmd;
                        IPPProcess.OutputDataReceived        += new DataReceivedEventHandler(IPPDataReceivedHandler);
                        IPPProcess.ErrorDataReceived         += new DataReceivedEventHandler(IPPDataReceivedHandler);
                    }
                    Utils.RunLocalProcess(IPPProcess);
                    Log.TraceLog("Provision found for " + ((ProjectFile != null) ? ProjectFile.GetFileNameWithoutAnyExtensions() : "UE4Game") + ", Provision: " + Provision + " Certificate: " + Certificate);
                }
                // add to the dictionary
                Data.MobileProvision = Provision;
                Data.Certificate     = Certificate.Replace("\"", "");

                // read the provision to get the UUID
                string filename = (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac ? (Environment.GetEnvironmentVariable("HOME") + "/Library/MobileDevice/Provisioning Profiles/") : (Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData) + "/Apple Computer/MobileDevice/Provisioning Profiles/")) + Data.MobileProvision;
                if (File.Exists(filename))
                {
                    string AllText = File.ReadAllText(filename);
                    int    idx     = AllText.IndexOf("<key>UUID</key>");
                    if (idx > 0)
                    {
                        idx = AllText.IndexOf("<string>", idx);
                        if (idx > 0)
                        {
                            idx      += "<string>".Length;
                            Data.UUID = AllText.Substring(idx, AllText.IndexOf("</string>", idx) - idx);
                        }
                    }
                    idx = AllText.IndexOf("<key>com.apple.developer.team-identifier</key>");
                    if (idx > 0)
                    {
                        idx = AllText.IndexOf("<string>", idx);
                        if (idx > 0)
                        {
                            idx          += "<string>".Length;
                            Data.TeamUUID = AllText.Substring(idx, AllText.IndexOf("</string>", idx) - idx);
                        }
                    }
                }
                else
                {
                    Log.TraceLog("No matching provision file was discovered. Please ensure you have a compatible provision installed.");
                }
                ProvisionCache.Add(BundleId + " " + bIsTVOS.ToString() + " " + bForDistribtion.ToString(), Data);
            }
            else
            {
                Data = ProvisionCache[BundleId + " " + bIsTVOS.ToString() + " " + bForDistribtion.ToString()];
            }
            MobileProvision     = Data.MobileProvision;
            SigningCertificate  = Data.Certificate;
            MobileProvisionUUID = Data.UUID;
            TeamUUID            = Data.TeamUUID;
        }
        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);
        }
示例#14
0
    protected ProjectParams SetupParams()
    {
        Log("Setting up ProjectParams for {0}", ProjectPath);

        var Params = new ProjectParams
                     (
            Command: this,
            // Shared
            RawProjectPath: ProjectPath
                     );

        // Initialize map
        var Map = ParseParamValue("map");

        if (Map == null)
        {
            LogVerbose("-map command line param not found, trying to find DefaultMap in INI.");
            Map = GetDefaultMap(Params);
        }

        if (!String.IsNullOrEmpty(Map))
        {
            if (ParseParam("allmaps"))
            {
                Log("Cooking all maps");
            }
            else
            {
                Params.MapsToCook = new ParamList <string>(Map);
            }

            Params.MapToRun = GetFirstMap(Map);
        }

        // @rocket hack: non-code projects cannot run in Debug
        if (Params.Rocket && !ProjectUtils.IsCodeBasedUProjectFile(ProjectPath))
        {
            if (Params.ClientConfigsToBuild.Contains(UnrealTargetConfiguration.Debug))
            {
                Log("Non-code projects cannot run in Debug game clients. Defaulting to Development.");

                Params.ClientConfigsToBuild.Remove(UnrealTargetConfiguration.Debug);
                Params.ClientConfigsToBuild.Add(UnrealTargetConfiguration.Development);
            }

            if (Params.ClientConfigsToBuild.Contains(UnrealTargetConfiguration.Debug))
            {
                Log("Non-code projects cannot run in Debug game servers. Defaulting to Development.");

                Params.ServerConfigsToBuild.Remove(UnrealTargetConfiguration.Debug);
                Params.ServerConfigsToBuild.Add(UnrealTargetConfiguration.Development);
            }
        }

        var DirectoriesToCook = ParseParamValue("cookdir");

        if (!String.IsNullOrEmpty(DirectoriesToCook))
        {
            Params.DirectoriesToCook = new ParamList <string>(DirectoriesToCook.Split('+'));
        }

        var InternationalizationPreset = ParseParamValue("i18npreset");

        if (!String.IsNullOrEmpty(InternationalizationPreset))
        {
            Params.InternationalizationPreset = InternationalizationPreset;
        }

        var CulturesToCook = ParseParamValue("cookcultures");

        if (!String.IsNullOrEmpty(CulturesToCook))
        {
            Params.CulturesToCook = new ParamList <string>(CulturesToCook.Split('+'));
        }

        if (Params.DedicatedServer)
        {
            foreach (var ServerPlatformInstance in Params.ServerTargetPlatformInstances)
            {
                ServerPlatformInstance.PlatformSetupParams(ref Params);
            }
        }
        else
        {
            foreach (var ClientPlatformInstance in Params.ClientTargetPlatformInstances)
            {
                ClientPlatformInstance.PlatformSetupParams(ref Params);
            }
        }

        var  configCache = new UnrealBuildTool.ConfigCacheIni("Game", Path.GetDirectoryName(ProjectPath));
        bool obbInAPK    = false;

        configCache.GetBool("/Script/UnrealEd.ProjectPackagingSettings", "UseOBB_InAPK", out obbInAPK);
        Params.OBBinAPK = obbInAPK;

        Params.ValidateAndLog();
        return(Params);
    }
示例#15
0
    public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
    {
        Log("Package {0}", Params.RawProjectPath);

        string PackagePath = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "HTML5");

        if (!Directory.Exists(PackagePath))
        {
            Directory.CreateDirectory(PackagePath);
        }
        string FinalDataLocation = Path.Combine(PackagePath, Params.ShortProjectName) + ".data";

        var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine"));

        if (HTMLPakAutomation.CanCreateMapPaks(Params))
        {
            HTMLPakAutomation PakAutomation = new HTMLPakAutomation(Params, SC);

            // Create Necessary Paks.
            PakAutomation.CreateEnginePak();
            PakAutomation.CreateGamePak();
            PakAutomation.CreateContentDirectoryPak();

            // Create Emscripten Package from Necessary Paks. - This will be the VFS.
            PakAutomation.CreateEmscriptenDataPackage(PackagePath, FinalDataLocation);

            // Create All Map Paks which  will be downloaded on the fly.
            PakAutomation.CreateMapPak();

            // Create Delta Paks if setup.
            List <string> Paks = new List <string>();
            ConfigCache.GetArray("/Script/HTML5PlatformEditor.HTML5TargetSettings", "LevelTransitions", out Paks);

            if (Paks != null)
            {
                foreach (var Pak in Paks)
                {
                    var    Matched = Regex.Matches(Pak, "\"[^\"]+\"", RegexOptions.IgnoreCase);
                    string MapFrom = Path.GetFileNameWithoutExtension(Matched[0].ToString().Replace("\"", ""));
                    string MapTo   = Path.GetFileNameWithoutExtension(Matched[1].ToString().Replace("\"", ""));
                    PakAutomation.CreateDeltaMapPaks(MapFrom, MapTo);
                }
            }
        }
        else
        {
            // we need to operate in the root
            using (new PushedDirectory(Path.Combine(Params.BaseStageDirectory, "HTML5")))
            {
                string PythonPath   = HTML5SDKInfo.PythonPath();
                string PackagerPath = HTML5SDKInfo.EmscriptenPackager();

                string CmdLine = string.Format("\"{0}\" \"{1}\" --preload . --js-output=\"{1}.js\"", PackagerPath, FinalDataLocation);
                RunAndLog(CmdEnv, PythonPath, CmdLine);
            }
        }

        // copy the "Executable" to the package directory
        string GameExe = Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename);

        if (Params.ClientConfigsToBuild[0].ToString() != "Development")
        {
            GameExe += "-HTML5-" + Params.ClientConfigsToBuild[0].ToString();
        }
        GameExe += ".js";

        // ensure the ue4game binary exists, if applicable
        string FullGameExePath = Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe);

        if (!SC.IsCodeBasedProject && !FileExists_NoExceptions(FullGameExePath))
        {
            Log("Failed to find game application " + FullGameExePath);
            AutomationTool.ErrorReporter.Error("Stage Failed.", (int)AutomationTool.ErrorCodes.Error_MissingExecutable);
            throw new AutomationException("Could not find application {0}. You may need to build the UE4 project with your target configuration and platform.", FullGameExePath);
        }

        if (Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe) != Path.Combine(PackagePath, GameExe))
        {
            File.Copy(Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe), Path.Combine(PackagePath, GameExe), true);
            File.Copy(Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe) + ".mem", Path.Combine(PackagePath, GameExe) + ".mem", true);
            File.Copy(Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe) + ".symbols", Path.Combine(PackagePath, GameExe) + ".symbols", true);
        }

        File.SetAttributes(Path.Combine(PackagePath, GameExe), FileAttributes.Normal);
        File.SetAttributes(Path.Combine(PackagePath, GameExe) + ".mem", FileAttributes.Normal);
        File.SetAttributes(Path.Combine(PackagePath, GameExe) + ".symbols", FileAttributes.Normal);


        // put the HTML file to the package directory

        bool UseExperimentalTemplate = false;

        ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseExperimentalTemplate", out UseExperimentalTemplate);
        string TemplateFileName = UseExperimentalTemplate ? "GameX.html.template" : "Game.html.template";

        string TemplateFile = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5", TemplateFileName);
        string OutputFile   = Path.Combine(PackagePath, (Params.ClientConfigsToBuild[0].ToString() != "Development" ? (Params.ShortProjectName + "-HTML5-" + Params.ClientConfigsToBuild[0].ToString()) : Params.ShortProjectName)) + ".html";

        // find Heap Size.
        ulong HeapSize;

        int ConfigHeapSize = 0;
        // Valuer set by Editor UI
        var bGotHeapSize = ConfigCache.GetInt32("/Script/HTML5PlatformEditor.HTML5TargetSettings", "HeapSize" + Params.ClientConfigsToBuild[0].ToString(), out ConfigHeapSize);

        // Fallback if the previous method failed
        if (!bGotHeapSize && !ConfigCache.GetInt32("BuildSettings", "HeapSize" + Params.ClientConfigsToBuild[0].ToString(), out ConfigHeapSize)) // in Megs.
        {
            // we couldn't find a per config heap size, look for a common one.
            if (!ConfigCache.GetInt32("BuildSettings", "HeapSize", out ConfigHeapSize))
            {
                ConfigHeapSize = Params.IsCodeBasedProject ? 1024 : 512;
                Log("Could not find Heap Size setting in .ini for Client config {0}", Params.ClientConfigsToBuild[0].ToString());
            }
        }

        HeapSize = (ulong)ConfigHeapSize * 1024L * 1024L; // convert to bytes.
        Log("Setting Heap size to {0} Mb ", ConfigHeapSize);


        GenerateFileFromTemplate(TemplateFile, OutputFile, Params.ShortProjectName, Params.ClientConfigsToBuild[0].ToString(), Params.StageCommandline, !Params.IsCodeBasedProject, HeapSize);

        string JSDir  = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5");
        string OutDir = PackagePath;

        // Gather utlity .js files and combine into one file
        string[] UtilityJavaScriptFiles = Directory.GetFiles(JSDir, "*.js");

        string DestinationFile = OutDir + "/Utility.js";

        foreach (var UtilityFile in UtilityJavaScriptFiles)
        {
            string Data = File.ReadAllText(UtilityFile);
            File.AppendAllText(DestinationFile, Data);
        }

        // Compress all files.

        //data file.
        CompressFile(FinalDataLocation, FinalDataLocation + ".gz");
        // data file .js driver.
        CompressFile(FinalDataLocation + ".js", FinalDataLocation + ".js.gz");
        // main js.
        CompressFile(Path.Combine(PackagePath, GameExe), Path.Combine(PackagePath, GameExe) + ".gz");
        // mem init file.
        CompressFile(Path.Combine(PackagePath, GameExe) + ".mem", Path.Combine(PackagePath, GameExe) + ".mem.gz");
        // symbols file.
        CompressFile(Path.Combine(PackagePath, GameExe) + ".symbols", Path.Combine(PackagePath, GameExe) + ".symbols.gz");
        // Utility
        CompressFile(OutDir + "/Utility.js", OutDir + "/Utility.js.gz");

        PrintRunTime();
    }
示例#16
0
        /**
         * Check for the default configuration
         *
         * return true if the project uses the default build config
         */
        public override bool HasDefaultBuildConfig(UnrealTargetPlatform Platform, string ProjectPath)
        {
            ConfigCacheIni ProjIni    = new ConfigCacheIni(Platform, "Engine", ProjectPath);
            ConfigCacheIni DefaultIni = new ConfigCacheIni(Platform, "Engine", null);

            string DefaultMinVersion = "IOS_6";
            string ProjectMinVersion = DefaultMinVersion;

            ProjIni.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "MinimumiOSVersion", out ProjectMinVersion);
            DefaultIni.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "MinimumiOSVersion", out DefaultMinVersion);
            if (DefaultMinVersion != ProjectMinVersion)
            {
                return(false);
            }

            bool bDefaultBuild = true;
            bool bProjectBuild = true;

            ProjIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArmV7", out bProjectBuild);
            DefaultIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArmV7", out bDefaultBuild);
            if (bDefaultBuild != bProjectBuild)
            {
                return(false);
            }
            ProjIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArm64", out bProjectBuild);
            DefaultIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArm64", out bDefaultBuild);
            if (bDefaultBuild != bProjectBuild)
            {
                return(false);
            }
            ProjIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArmV7S", out bProjectBuild);
            DefaultIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArmV7S", out bDefaultBuild);
            if (bDefaultBuild != bProjectBuild)
            {
                return(false);
            }
            ProjIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArmV7", out bProjectBuild);
            DefaultIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArmV7", out bDefaultBuild);
            if (bDefaultBuild != bProjectBuild)
            {
                return(false);
            }
            ProjIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArm64", out bProjectBuild);
            DefaultIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArm64", out bDefaultBuild);
            if (bDefaultBuild != bProjectBuild)
            {
                return(false);
            }
            ProjIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArmV7S", out bProjectBuild);
            DefaultIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArmV7S", out bDefaultBuild);
            if (bDefaultBuild != bProjectBuild)
            {
                return(false);
            }

            // determine if we need to generate the dsym
            ProjIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bGenerateSYMFile", out bProjectBuild);
            DefaultIni.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bGenerateSYMFile", out bDefaultBuild);
            if (bDefaultBuild != bProjectBuild)
            {
                return(false);
            }

            return(base.HasDefaultBuildConfig(Platform, ProjectPath));
        }
示例#17
0
        public override void SetUpProjectEnvironment()
        {
            if (!bInitializedProject)
            {
                base.SetUpProjectEnvironment();

                // update the configuration based on the project file
                // look in ini settings for what platforms to compile for
                ConfigCacheIni Ini        = ConfigCacheIni.CreateConfigCacheIni(Platform, "Engine", DirectoryReference.FromFile(ProjectFile));
                string         MinVersion = "IOS_7";
                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");
                        RunTimeIOSVersion = "7.0";
                        break;

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

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

                    case "IOS_9":
                        RunTimeIOSVersion = "9.0";
                        break;
                    }
                }

                bool biPhoneAllowed = true;
                bool biPadAllowed   = true;
                Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsIPhone", out biPhoneAllowed);
                Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsIPad", out biPadAllowed);
                if (biPhoneAllowed && biPadAllowed)
                {
                    RunTimeIOSDevices = "1,2";
                }
                else if (biPadAllowed)
                {
                    RunTimeIOSDevices = "2";
                }
                else if (biPhoneAllowed)
                {
                    RunTimeIOSDevices = "1";
                }

                List <string> ProjectArches = new List <string>();
                bool          bBuild        = true;
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArmV7", out bBuild) && bBuild)
                {
                    ProjectArches.Add("armv7");
                }
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArm64", out bBuild) && bBuild)
                {
                    ProjectArches.Add("arm64");
                }
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArmV7S", out bBuild) && bBuild)
                {
                    ProjectArches.Add("armv7s");
                }

                // force armv7 if something went wrong
                if (ProjectArches.Count == 0)
                {
                    ProjectArches.Add("armv7");
                }
                NonShippingArchitectures = ProjectArches[0];
                for (int Index = 1; Index < ProjectArches.Count; ++Index)
                {
                    NonShippingArchitectures += "," + ProjectArches[Index];
                }

                ProjectArches.Clear();
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArmV7", out bBuild) && bBuild)
                {
                    ProjectArches.Add("armv7");
                }
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArm64", out bBuild) && bBuild)
                {
                    ProjectArches.Add("arm64");
                }
                if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArmV7S", out bBuild) && bBuild)
                {
                    ProjectArches.Add("armv7s");
                }

                // force armv7 if something went wrong
                if (ProjectArches.Count == 0)
                {
                    ProjectArches.Add("armv7");
                    ProjectArches.Add("arm64");
                }
                ShippingArchitectures = ProjectArches[0];
                for (int Index = 1; Index < ProjectArches.Count; ++Index)
                {
                    ShippingArchitectures += "," + ProjectArches[Index];
                }

                // determine if we need to generate the dsym
                Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bGeneratedSYMFile", out BuildConfiguration.bGeneratedSYMFile);

                // @todo tvos: We probably want to handle TVOS versions here
                Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "AdditionalLinkerFlags", out AdditionalLinkerFlags);
                Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "AdditionalShippingLinkerFlags", out AdditionalShippingLinkerFlags);

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

                bInitializedProject = true;
            }
        }
示例#18
0
        public override void SetUpProjectEnvironment(UnrealTargetPlatform InPlatform)
        {
            base.SetUpProjectEnvironment(InPlatform);

            // update the configuration based on the project file
            // look in ini settings for what platforms to compile for
            ConfigCacheIni Ini        = new ConfigCacheIni(InPlatform, "Engine", UnrealBuildTool.GetUProjectPath());
            string         MinVersion = "IOS_6";

            if (Ini.GetString("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "MinimumiOSVersion", out MinVersion))
            {
                switch (MinVersion)
                {
                case "IOS_61":
                    RunTimeIOSVersion = "6.1";
                    break;

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

                case "IOS_8":
                    RunTimeIOSVersion = "8.0";
                    break;
                }
            }

            bool biPhoneAllowed = true;
            bool biPadAllowed   = true;

            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsIPhone", out biPhoneAllowed);
            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bSupportsIPad", out biPadAllowed);
            if (biPhoneAllowed && biPadAllowed)
            {
                RunTimeIOSDevices = "1,2";
            }
            else if (biPadAllowed)
            {
                RunTimeIOSDevices = "2";
            }
            else if (biPhoneAllowed)
            {
                RunTimeIOSDevices = "1";
            }

            List <string> ProjectArches = new List <string>();
            bool          bBuild        = true;

            if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArmV7", out bBuild) && bBuild)
            {
                ProjectArches.Add("armv7");
            }
            if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArm64", out bBuild) && bBuild)
            {
                ProjectArches.Add("arm64");
            }
            if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bDevForArmV7S", out bBuild) && bBuild)
            {
                ProjectArches.Add("armv7s");
            }

            // force armv7 if something went wrong
            if (ProjectArches.Count == 0)
            {
                ProjectArches.Add("armv7");
            }
            NonShippingArchitectures = ProjectArches[0];
            for (int Index = 1; Index < ProjectArches.Count; ++Index)
            {
                NonShippingArchitectures += "," + ProjectArches[Index];
            }

            ProjectArches.Clear();
            if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArmV7", out bBuild) && bBuild)
            {
                ProjectArches.Add("armv7");
            }
            if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArm64", out bBuild) && bBuild)
            {
                ProjectArches.Add("arm64");
            }
            if (Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bShipForArmV7S", out bBuild) && bBuild)
            {
                ProjectArches.Add("armv7s");
            }

            // force armv7 if something went wrong
            if (ProjectArches.Count == 0)
            {
                ProjectArches.Add("armv7");
                ProjectArches.Add("arm64");
            }
            ShippingArchitectures = ProjectArches[0];
            for (int Index = 1; Index < ProjectArches.Count; ++Index)
            {
                ShippingArchitectures += "," + ProjectArches[Index];
            }

            // determine if we need to generate the dsym
            Ini.GetBool("/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bGenerateSYMFile", out BuildConfiguration.bGeneratedSYMFile);
        }
示例#19
0
        public virtual void ParseProjectSettings()
        {
            ConfigCacheIni Ini    = new ConfigCacheIni(GetPlatform(), "Engine", UnrealBuildTool.GetUProjectPath());
            bool           bValue = UEBuildConfiguration.bCompileAPEX;

            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileApex", out bValue))
            {
                UEBuildConfiguration.bCompileAPEX = bValue;
            }

            bValue = UEBuildConfiguration.bCompileBox2D;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileBox2D", out bValue))
            {
                UEBuildConfiguration.bCompileBox2D = bValue;
            }

            bValue = UEBuildConfiguration.bCompileICU;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileICU", out bValue))
            {
                UEBuildConfiguration.bCompileICU = bValue;
            }

            bValue = UEBuildConfiguration.bCompileSimplygon;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileSimplygon", out bValue))
            {
                UEBuildConfiguration.bCompileSimplygon = bValue;
            }

            bValue = UEBuildConfiguration.bCompileLeanAndMeanUE;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileLeanAndMeanUE", out bValue))
            {
                UEBuildConfiguration.bCompileLeanAndMeanUE = bValue;
            }

            bValue = UEBuildConfiguration.bIncludeADO;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bIncludeADO", out bValue))
            {
                UEBuildConfiguration.bIncludeADO = bValue;
            }

            bValue = UEBuildConfiguration.bCompileRecast;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileRecast", out bValue))
            {
                UEBuildConfiguration.bCompileRecast = bValue;
            }

            bValue = UEBuildConfiguration.bCompileSpeedTree;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileSpeedTree", out bValue))
            {
                UEBuildConfiguration.bCompileSpeedTree = bValue;
            }

            bValue = UEBuildConfiguration.bCompileWithPluginSupport;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileWithPluginSupport", out bValue))
            {
                UEBuildConfiguration.bCompileWithPluginSupport = bValue;
            }

            bValue = UEBuildConfiguration.bCompilePhysXVehicle;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompilePhysXVehicle", out bValue))
            {
                UEBuildConfiguration.bCompilePhysXVehicle = bValue;
            }

            bValue = UEBuildConfiguration.bCompileFreeType;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileFreeType", out bValue))
            {
                UEBuildConfiguration.bCompileFreeType = bValue;
            }

            bValue = UEBuildConfiguration.bCompileForSize;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileForSize", out bValue))
            {
                UEBuildConfiguration.bCompileForSize = bValue;
            }

            bValue = UEBuildConfiguration.bCompileCEF3;
            if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileCEF3", out bValue))
            {
                UEBuildConfiguration.bCompileCEF3 = bValue;
            }
        }