// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.IO;
using AutomationTool;
using UnrealBuildTool;
using UnrealBuildBase;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using System.Security.Cryptography;
public class MacPlatform : ApplePlatform
{
///
/// Default architecture to build projects for. Defaults to Intel
///
protected UnrealArchitectures ProjectTargetArchitectures = new(UnrealArch.X64);
public MacPlatform()
: base(UnrealTargetPlatform.Mac)
{
}
public override void PlatformSetupParams(ref ProjectParams ProjParams)
{
base.PlatformSetupParams(ref ProjParams);
string ConfigTargetArchicture = "";
ConfigHierarchy PlatformEngineConfig = null;
if (ProjParams.EngineConfigs.TryGetValue(PlatformType, out PlatformEngineConfig))
{
PlatformEngineConfig.GetString("/Script/MacTargetPlatform.MacTargetSettings", "TargetArchitecture", out ConfigTargetArchicture);
if (ConfigTargetArchicture.ToLower().Contains("intel"))
{
ProjectTargetArchitectures = new UnrealArchitectures(UnrealArch.X64);
}
else if (ConfigTargetArchicture.ToLower().Contains("apple"))
{
ProjectTargetArchitectures = new UnrealArchitectures(UnrealArch.Arm64);
}
else if (ConfigTargetArchicture.ToLower().Contains("universal"))
{
ProjectTargetArchitectures = new UnrealArchitectures(new[] { UnrealArch.X64, UnrealArch.Arm64 });
}
}
}
public override void PersistSdkRootVar()
{
string UeSdksRoot = Environment.GetEnvironmentVariable("UE_SDKS_ROOT");
if (UeSdksRoot != null)
{
base.PersistSdkRootVar();
string AutoSdkFile = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), ".autosdk");
if (!File.Exists(AutoSdkFile))
{
using (StreamWriter wr = new StreamWriter(AutoSdkFile))
{
wr.WriteLine(UeSdksRoot);
}
}
}
}
public override DeviceInfo[] GetDevices()
{
List Devices = new List();
if (HostPlatform.Current.HostEditorPlatform == TargetPlatformType)
{
DeviceInfo LocalMachine = new DeviceInfo(TargetPlatformType, Unreal.MachineName, Unreal.MachineName,
Environment.OSVersion.Version.ToString(), "Computer", true, true);
Devices.Add(LocalMachine);
}
return Devices.ToArray();
}
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly)
{
const string NoEditorCookPlatform = "Mac";
const string ServerCookPlatform = "MacServer";
const string ClientCookPlatform = "MacClient";
if (bDedicatedServer)
{
return ServerCookPlatform;
}
else if (bIsClientOnly)
{
return ClientCookPlatform;
}
else
{
return NoEditorCookPlatform;
}
}
public override string GetEditorCookPlatform()
{
return "MacEditor";
}
///
/// Override PreBuildAgenda so we can control the architecture that targets are built for based on
/// project settings and the current user environment
///
///
///
///
public override void PreBuildAgenda(UnrealBuild Build, UnrealBuild.BuildAgenda Agenda, ProjectParams Params)
{
base.PreBuildAgenda(Build, Agenda, Params);
// Go through the agenda for all targets and set the architecture if needed
foreach (UnrealBuild.BuildTarget Target in Agenda.Targets)
{
// if building for Distribution, and no arch is already specified, then get the distro architectures and use that for this build
// editors aren't usually distributed, so if we are doing distribution, it's probably not for the editor target, and we don't want to make universal
// editors just to make a distribution client
if (Params.Distribution && !Target.TargetName.Contains("Editor") && !Target.UBTArgs.ToLower().Contains("-architecture="))
{
UnrealArchitectures DistroArches = UnrealArchitectureConfig.ForPlatform(UnrealTargetPlatform.Mac).DistributionArchitectures(Params.RawProjectPath, Target.TargetName);
Target.UBTArgs += " -architecture=" + DistroArches.ToString();
}
}
}
private void StageAppBundle(DeploymentContext SC, DirectoryReference InPath, StagedDirectoryReference NewName)
{
// Files with DebugFileExtensions should always be DebugNonUFS
List DebugExtensions = GetDebugFileExtensions();
if(DirectoryExists(InPath.FullName))
{
foreach (FileReference InputFile in DirectoryReference.EnumerateFiles(InPath, "*", SearchOption.AllDirectories))
{
StagedFileReference OutputFile = StagedFileReference.Combine(NewName, InputFile.MakeRelativeTo(InPath));
StagedFileType FileType = DebugExtensions.Any(x => InputFile.HasExtension(x)) ? StagedFileType.DebugNonUFS : StagedFileType.NonUFS;
SC.StageFile(FileType, InputFile, OutputFile);
}
}
}
public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
{
// Stage all the build products
foreach (StageTarget Target in SC.StageTargets)
{
SC.StageBuildProductsFromReceipt(Target.Receipt, Target.RequireFilesExist, Params.bTreatNonShippingBinariesAsDebugFiles);
}
if (SC.bStageCrashReporter)
{
StagedDirectoryReference CrashReportClientPath = StagedDirectoryReference.Combine("Engine/Binaries", SC.PlatformDir, "CrashReportClient.app");
StageAppBundle(SC, DirectoryReference.Combine(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir, "CrashReportClient.app"), CrashReportClientPath);
}
// Find the app bundle path
List Exes = GetExecutableNames(SC);
foreach (var Exe in Exes)
{
StagedDirectoryReference AppBundlePath = null;
if (Exe.IsUnderDirectory(DirectoryReference.Combine(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir)))
{
AppBundlePath = StagedDirectoryReference.Combine(SC.ShortProjectName, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe.FullName) + ".app");
}
else if (Exe.IsUnderDirectory(DirectoryReference.Combine(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir)))
{
AppBundlePath = StagedDirectoryReference.Combine("Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe.FullName) + ".app");
}
// Copy the custom icon and Steam dylib, if needed
if (AppBundlePath != null)
{
FileReference AppIconsFile = FileReference.Combine(SC.ProjectRoot, "Build", "Mac", "Application.icns");
if(FileReference.Exists(AppIconsFile))
{
SC.StageFile(StagedFileType.NonUFS, AppIconsFile, StagedFileReference.Combine(AppBundlePath, "Contents", "Resources", "Application.icns"));
}
}
}
// Copy the splash screen, Mac specific
FileReference SplashImage = FileReference.Combine(SC.ProjectRoot, "Content", "Splash", "Splash.bmp");
if(FileReference.Exists(SplashImage))
{
SC.StageFile(StagedFileType.NonUFS, SplashImage);
}
// Stage the bootstrap executable (modern doesn't need it with full .apps)
if (!Params.NoBootstrapExe && !AppleExports.UseModernXcode(Params.RawProjectPath))
{
foreach (StageTarget Target in SC.StageTargets)
{
BuildProduct Executable = Target.Receipt.BuildProducts.FirstOrDefault(x => x.Type == BuildProductType.Executable);
if (Executable != null)
{
// only create bootstraps for executables
List StagedFiles = SC.FilesToStage.NonUFSFiles.Where(x => x.Value == Executable.Path).Select(x => x.Key).ToList();
if (StagedFiles.Count > 0 && Executable.Path.FullName.Replace("\\", "/").Contains("/" + TargetPlatformType.ToString() + "/"))
{
string BootstrapArguments = "";
if (!ShouldStageCommandLine(Params, SC))
{
if (!SC.IsCodeBasedProject)
{
BootstrapArguments = String.Format("../../../{0}/{0}.uproject", SC.ShortProjectName);
}
else
{
BootstrapArguments = SC.ShortProjectName;
}
}
string BootstrapExeName;
if (SC.StageTargetConfigurations.Count > 1)
{
BootstrapExeName = Path.GetFileName(Executable.Path.FullName) + ".app";
}
else if (Params.IsCodeBasedProject)
{
// We want Mac-Shipping etc in the bundle name
BootstrapExeName = Path.GetFileName(Executable.Path.FullName) + ".app";
}
else
{
BootstrapExeName = SC.ShortProjectName + ".app";
}
string AppSuffix = ".app" + Path.DirectorySeparatorChar;
string AppPath = Executable.Path.FullName.Substring(0, Executable.Path.FullName.LastIndexOf(AppSuffix) + AppSuffix.Length);
foreach (var DestPath in StagedFiles)
{
string AppRelativePath = DestPath.Name.Substring(0, DestPath.Name.LastIndexOf(AppSuffix) + AppSuffix.Length);
StageBootstrapExecutable(SC, BootstrapExeName, AppPath, AppRelativePath, BootstrapArguments);
}
}
}
}
}
// Copy the ShaderCache files, if they exist
FileReference DrawCacheFile = FileReference.Combine(SC.ProjectRoot, "Content", "DrawCache.ushadercache");
if(FileReference.Exists(DrawCacheFile))
{
SC.StageFile(StagedFileType.UFS, DrawCacheFile);
}
FileReference ByteCodeCacheFile = FileReference.Combine(SC.ProjectRoot, "Content", "ByteCodeCache.ushadercode");
if(FileReference.Exists(ByteCodeCacheFile))
{
SC.StageFile(StagedFileType.UFS, ByteCodeCacheFile);
}
{
// Get the final output directory for cooked data
DirectoryReference CookOutputDir;
if(!String.IsNullOrEmpty(Params.CookOutputDir))
{
CookOutputDir = DirectoryReference.Combine(new DirectoryReference(Params.CookOutputDir), SC.CookPlatform);
}
else if(Params.CookInEditor)
{
CookOutputDir = DirectoryReference.Combine(SC.ProjectRoot, "Saved", "EditorCooked", SC.CookPlatform);
}
else
{
CookOutputDir = DirectoryReference.Combine(SC.ProjectRoot, "Saved", "Cooked", SC.CookPlatform);
}
}
}
string GetValueFromInfoPlist(string InfoPlist, string Key, string DefaultValue = "")
{
string Value = DefaultValue;
string KeyString = "" + Key + "";
int KeyIndex = InfoPlist.IndexOf(KeyString);
if (KeyIndex > 0)
{
int ValueStartIndex = InfoPlist.IndexOf("", KeyIndex + KeyString.Length) + "".Length;
int ValueEndIndex = InfoPlist.IndexOf("", ValueStartIndex);
if (ValueStartIndex > 0 && ValueEndIndex > ValueStartIndex)
{
Value = InfoPlist.Substring(ValueStartIndex, ValueEndIndex - ValueStartIndex);
}
}
return Value;
}
void StageBootstrapExecutable(DeploymentContext SC, string ExeName, string TargetFile, string StagedRelativeTargetPath, string StagedArguments)
{
DirectoryReference InputApp = DirectoryReference.Combine(SC.LocalRoot, "Engine", "Binaries", SC.PlatformDir, "BootstrapPackagedGame.app");
if (InternalUtils.SafeDirectoryExists(InputApp.FullName))
{
// Create the new bootstrap program
DirectoryReference IntermediateDir = DirectoryReference.Combine(SC.ProjectRoot, "Intermediate", "Staging");
InternalUtils.SafeCreateDirectory(IntermediateDir.FullName);
DirectoryReference IntermediateApp = DirectoryReference.Combine(IntermediateDir, ExeName);
if (DirectoryReference.Exists(IntermediateApp))
{
DirectoryReference.Delete(IntermediateApp, true);
}
CloneDirectory(InputApp.FullName, IntermediateApp.FullName);
// Rename the executable
string GameName = Path.GetFileNameWithoutExtension(ExeName);
FileReference.Move(FileReference.Combine(IntermediateApp, "Contents", "MacOS", "BootstrapPackagedGame"), FileReference.Combine(IntermediateApp, "Contents", "MacOS", GameName));
// Copy the icon
string SrcInfoPlistPath = CombinePaths(TargetFile, "Contents", "Info.plist");
string SrcInfoPlist = File.ReadAllText(SrcInfoPlistPath);
string IconName = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleIconFile");
if (!string.IsNullOrEmpty(IconName))
{
string IconPath = CombinePaths(TargetFile, "Contents", "Resources", IconName + ".icns");
InternalUtils.SafeCreateDirectory(CombinePaths(IntermediateApp.FullName, "Contents", "Resources"));
File.Copy(IconPath, CombinePaths(IntermediateApp.FullName, "Contents", "Resources", IconName + ".icns"));
}
// Update Info.plist contents
string DestInfoPlistPath = CombinePaths(IntermediateApp.FullName, "Contents", "Info.plist");
string DestInfoPlist = File.ReadAllText(DestInfoPlistPath);
string AppIdentifier = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleIdentifier");
if (AppIdentifier == "com.epicgames.UnrealGame")
{
AppIdentifier = "";
}
string Copyright = GetValueFromInfoPlist(SrcInfoPlist, "NSHumanReadableCopyright");
string BundleVersion = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleVersion", "1");
string ShortVersion = GetValueFromInfoPlist(SrcInfoPlist, "CFBundleShortVersionString", "1.0");
DestInfoPlist = DestInfoPlist.Replace("com.epicgames.BootstrapPackagedGame", string.IsNullOrEmpty(AppIdentifier) ? "com.epicgames." + GameName + "_bootstrap" : AppIdentifier + "_bootstrap");
DestInfoPlist = DestInfoPlist.Replace("BootstrapPackagedGame", GameName);
DestInfoPlist = DestInfoPlist.Replace("__UE4_ICON_FILE__", IconName);
DestInfoPlist = DestInfoPlist.Replace("__UE4_APP_TO_LAUNCH__", StagedRelativeTargetPath);
DestInfoPlist = DestInfoPlist.Replace("__UE4_COMMANDLINE__", StagedArguments);
DestInfoPlist = DestInfoPlist.Replace("__UE4_COPYRIGHT__", Copyright);
DestInfoPlist = DestInfoPlist.Replace("__UE4_BUNDLE_VERSION__", BundleVersion);
DestInfoPlist = DestInfoPlist.Replace("__UE4_SHORT_VERSION__", ShortVersion);
File.WriteAllText(DestInfoPlistPath, DestInfoPlist);
StageAppBundle(SC, IntermediateApp, new StagedDirectoryReference(ExeName));
}
}
private void RemoveExtraRPaths(ProjectParams Params, DeploymentContext SC)
{
// When we link the executable we add RPATH entries for all possible places where dylibs can be loaded from, so that the same executable can be used from Binaries/Mac
// as well as in a packaged, self-contained application. In recent versions of macOS, Gatekeeper doesn't allow RPATHs pointing to folders that don't exist,
// so we remove these based on the type of packaging (Params.CreateAppBundle).
List Exes = GetExecutableNames(SC);
foreach (var ExePath in Exes)
{
IProcessResult CommandResult = Run("otool", "-l \"" + ExePath + "\"", null, ERunOptions.None);
if (CommandResult.ExitCode == 0)
{
StringReader Reader = new StringReader(CommandResult.Output);
Regex RPathPattern = new Regex(@"^\s+path (?.+)\s\(offset");
string ToRemovePattern = Params.CreateAppBundle ? "/../../../" : "@loader_path/../UE4/";
string OutputLine;
while ((OutputLine = Reader.ReadLine()) != null)
{
if (OutputLine.EndsWith("cmd LC_RPATH"))
{
OutputLine = Reader.ReadLine();
OutputLine = Reader.ReadLine();
Match RPathMatch = RPathPattern.Match(OutputLine);
if (RPathMatch.Success)
{
string RPath = RPathMatch.Groups["rpath"].Value;
if (RPath.Contains(ToRemovePattern))
{
Run("xcrun", "install_name_tool -delete_rpath \"" + RPath + "\" \"" + ExePath + "\"", null, ERunOptions.NoStdOutCapture);
}
}
}
}
}
}
}
private void FixupFrameworks(string TargetPath)
{
DirectoryReference TargetCEFDir = DirectoryReference.Combine(new DirectoryReference(TargetPath), "Engine/Binaries/ThirdParty/CEF3/Mac");
DirectoryReference X86Framework = DirectoryReference.Combine(TargetCEFDir, "Chromium Embedded Framework x86.framework");
DirectoryReference X86Versions = DirectoryReference.Combine(X86Framework, "Versions");
DirectoryReference Arm64Framework = DirectoryReference.Combine(TargetCEFDir, "Chromium Embedded Framework arm64.framework");
DirectoryReference Arm64Versions = DirectoryReference.Combine(Arm64Framework, "Versions");
DirectoryReference EngineCEFDir = DirectoryReference.Combine(Unreal.EngineDirectory, "Binaries/ThirdParty/CEF3/Mac");
FileReference X86Zip = FileReference.Combine(EngineCEFDir, "Chromium Embedded Framework x86.framework.zip");
FileReference Arm64Zip = FileReference.Combine(EngineCEFDir, "Chromium Embedded Framework arm64.framework.zip");
// if the archive has a framework without Versions directory, it won't be allowed for App Store submission, so replace it with the zipped version
// that has the proper symlinks
if (DirectoryReference.Exists(X86Framework) && !DirectoryReference.Exists(X86Versions))
{
Logger.LogInformation($"Replacing {X86Framework} with {X86Zip}...");
DirectoryReference.Delete(X86Framework, true);
Utils.RunLocalProcessAndLogOutput("/usr/bin/unzip", $"-q -o \"{X86Zip}\" -d \"{TargetCEFDir}\" -x \"__MACOSX/*\" \"*.DS_Store\"", Logger);
}
if (DirectoryReference.Exists(Arm64Framework) && !DirectoryReference.Exists(Arm64Versions))
{
Logger.LogInformation($"Replacing {Arm64Framework} with {Arm64Zip}...");
DirectoryReference.Delete(Arm64Framework, true);
Utils.RunLocalProcessAndLogOutput("/usr/bin/unzip", $"-q -o \"{Arm64Zip}\" -d \"{TargetCEFDir}\" -x \"__MACOSX/*\" \"*.DS_Store\"", Logger);
}
}
public override void ProcessArchivedProject(ProjectParams Params, DeploymentContext SC)
{
// nothing to do with modern
if (AppleExports.UseModernXcode(Params.RawProjectPath))
{
return;
}
if (Params.CreateAppBundle)
{
string ExeName = SC.StageExecutables[0];
string BundlePath = SC.IsCodeBasedProject ? CombinePaths(SC.ArchiveDirectory.FullName, ExeName + ".app") : CombinePaths(SC.ArchiveDirectory.FullName, SC.ShortProjectName + ".app");
if (SC.bIsCombiningMultiplePlatforms)
{
// when combining multiple platforms, don't merge the content into the .app, use the one in the Binaries directory
BundlePath = CombinePaths(SC.ArchiveDirectory.FullName, SC.ShortProjectName, "Binaries", "Mac", ExeName + ".app");
if (!DirectoryExists(BundlePath))
{
// if the .app wasn't there, just skip out (we don't require executables when combining)
return;
}
}
string TargetPath = CombinePaths(BundlePath, "Contents", "UE");
if (!SC.bIsCombiningMultiplePlatforms)
{
DeleteDirectory(true, BundlePath);
string SourceBundlePath = CombinePaths(SC.ArchiveDirectory.FullName, SC.ShortProjectName, "Binaries", "Mac", ExeName + ".app");
if (!DirectoryExists(SourceBundlePath))
{
SourceBundlePath = CombinePaths(SC.ArchiveDirectory.FullName, "Engine", "Binaries", "Mac", ExeName + ".app");
if (!DirectoryExists(SourceBundlePath))
{
SourceBundlePath = CombinePaths(SC.ArchiveDirectory.FullName, "Engine", "Binaries", "Mac", "UE4.app");
}
}
RenameDirectory(SourceBundlePath, BundlePath, true);
DeleteDirectory(true, TargetPath);
string[] StagedFiles = Directory.GetFiles(SC.ArchiveDirectory.FullName, "*", SearchOption.TopDirectoryOnly);
foreach (string FilePath in StagedFiles)
{
string TargetFilePath = CombinePaths(TargetPath, Path.GetFileName(FilePath));
CreateDirectory(Path.GetDirectoryName(TargetFilePath));
RenameFile(FilePath, TargetFilePath, true);
}
string[] StagedDirectories = Directory.GetDirectories(SC.ArchiveDirectory.FullName, "*", SearchOption.TopDirectoryOnly);
foreach (string DirPath in StagedDirectories)
{
string DirName = Path.GetFileName(DirPath);
if (!DirName.EndsWith(".app"))
{
string TargetDirPath = CombinePaths(TargetPath, DirName);
CreateDirectory(Path.GetDirectoryName(TargetDirPath));
RenameDirectory(DirPath, TargetDirPath, true);
}
}
FixupFrameworks(TargetPath);
}
// Update executable name, icon and entry in Info.plist
string UE4GamePath = CombinePaths(BundlePath, "Contents", "MacOS", ExeName);
if (!SC.IsCodeBasedProject && ExeName != SC.ShortProjectName && FileExists(UE4GamePath))
{
string GameExePath = CombinePaths(BundlePath, "Contents", "MacOS", SC.ShortProjectName);
DeleteFile(GameExePath);
RenameFile(UE4GamePath, GameExePath);
string DefaultIconPath = CombinePaths(BundlePath, "Contents", "Resources", "UnrealGame.icns");
string CustomIconSrcPath = CombinePaths(BundlePath, "Contents", "Resources", "Application.icns");
string CustomIconDestPath = CombinePaths(BundlePath, "Contents", "Resources", SC.ShortProjectName + ".icns");
if (FileExists(CustomIconSrcPath))
{
DeleteFile(DefaultIconPath);
DeleteFile(CustomIconDestPath);
RenameFile(CustomIconSrcPath, CustomIconDestPath, true);
}
else if (FileExists(DefaultIconPath))
{
DeleteFile(CustomIconDestPath);
RenameFile(DefaultIconPath, CustomIconDestPath, true);
}
string InfoPlistPath = CombinePaths(BundlePath, "Contents", "Info.plist");
string InfoPlistContents = File.ReadAllText(InfoPlistPath);
InfoPlistContents = InfoPlistContents.Replace(ExeName, SC.ShortProjectName);
InfoPlistContents = InfoPlistContents.Replace("UnrealGame", "" + SC.ShortProjectName + "");
DeleteFile(InfoPlistPath);
WriteAllText(InfoPlistPath, InfoPlistContents);
// we now need to re-sign the .app because we modified the .plist
// we codesign with ad-hoc, and if the Developer ID Application cert exists, attempt to use it, ignore any errors
Utils.RunLocalProcessAndReturnStdOut("/usr/bin/codesign", $"-f -s - \"{BundlePath}\"", null);
Utils.RunLocalProcessAndReturnStdOut("/usr/bin/codesign", $"-f -s \"Developer ID Application\" \"{BundlePath}\"", null);
}
// we now need to re-sign the .app because we modified the .plist
// we codesign with ad-hoc, and if the Developer ID Application cert exists, attempt to use it, ignore any errors
Utils.RunLocalProcessAndReturnStdOut("/usr/bin/codesign", $"-f -s - \"{BundlePath}\"", null);
Utils.RunLocalProcessAndReturnStdOut("/usr/bin/codesign", $"-f -s \"Developer ID Application\" \"{BundlePath}\"", null);
if (!SC.bIsCombiningMultiplePlatforms)
{
// creating these directories when the content isn't moved into the application causes it
// to fail to load, and isn't needed
CreateDirectory(CombinePaths(TargetPath, "Engine", "Binaries", "Mac"));
CreateDirectory(CombinePaths(TargetPath, SC.ShortProjectName, "Binaries", "Mac"));
}
// Find any dSYM files in the Manifest_DebugFiles_Mac file, move them to the archive directory, and remove them from the manifest.
string[] DebugManifests = FindFiles("Manifest_DebugFiles_Mac.txt", true, SC.ArchiveDirectory.FullName);
if ( DebugManifests.Count() > 0 )
{
string DebugManifest=DebugManifests[0];
List ManifestLines = new List(File.ReadAllLines(DebugManifest));
bool ModifyManifest = false;
for (int ManifestLineIndex = ManifestLines.Count - 1; ManifestLineIndex >= 0; ManifestLineIndex--)
{
string ManifestLine = ManifestLines[ManifestLineIndex];
int TabIndex = ManifestLine.IndexOf('\t');
if (TabIndex > 0)
{
string FoundDebugFile = ManifestLine.Substring(0, TabIndex);
if (FoundDebugFile.Contains(".dSYM"))
{
FoundDebugFile = CombinePaths(TargetPath, FoundDebugFile);
string MovedDebugFile = CombinePaths(SC.ArchiveDirectory.FullName, Path.GetFileName(FoundDebugFile));
RenameFile(FoundDebugFile, MovedDebugFile);
Logger.LogInformation("Moving debug file: '{FoundDebugFile}')", FoundDebugFile);
ManifestLines.RemoveAt(ManifestLineIndex);
ModifyManifest = true;
}
}
}
if (ModifyManifest)
{
File.WriteAllLines(DebugManifest, ManifestLines.ToArray());
}
}
// If there is a dSYM matching the exe name rename it so it matches the project name
string ExeDSYMName = CombinePaths(SC.ArchiveDirectory.FullName, ExeName + ".dSYM");
string ProjectDSYMName = CombinePaths(SC.ArchiveDirectory.FullName, SC.ShortProjectName + ".dSYM");
if (ExeDSYMName != ProjectDSYMName)
{
if (FileExists(ExeDSYMName))
{
RenameFile(ExeDSYMName, ProjectDSYMName);
}
}
Run("/System/Library/Frameworks/CoreServices.framework/Frameworks/LaunchServices.framework/Support/lsregister", "-f " + BundlePath, null, ERunOptions.Default);
}
}
public override IProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
{
if (AppleExports.UseModernXcode(Params.RawProjectPath))
{
// moden creates a full .app in the root of the Staged dir, but ClientApp as passed in is in Staged/Project/Binaries/Mac, which exists, but is not a full app
string ExeName = Path.GetFileNameWithoutExtension(ClientApp);
Int32 BaseDirLen = Params.BaseStageDirectory.Length;
string StageSubDir = ClientApp.Substring(BaseDirLen, ClientApp.IndexOf("/", BaseDirLen + 1) - BaseDirLen);
ClientApp = CombinePaths(Params.BaseStageDirectory, StageSubDir, $"{ExeName}.app/Contents/MacOS/{ExeName}");
if (!File.Exists(ClientApp))
{
// Could be blueprint only projects which ClientApp would be pointing at non-existing UnrealGame/UnrealClient
ExeName = Params.RawProjectPath.GetFileNameWithoutAnyExtensions();
ClientApp = CombinePaths(Params.BaseStageDirectory, StageSubDir, $"{ExeName}.app/Contents/MacOS/{ExeName}");
}
}
else if (!File.Exists(ClientApp))
{
if (Directory.Exists(ClientApp + ".app"))
{
ClientApp += ".app/Contents/MacOS/" + Path.GetFileName(ClientApp);
}
else
{
Int32 BaseDirLen = Params.BaseStageDirectory.Length;
string StageSubDir = ClientApp.Substring(BaseDirLen, ClientApp.IndexOf("/", BaseDirLen + 1) - BaseDirLen);
ClientApp = CombinePaths(Params.BaseStageDirectory, StageSubDir, Params.ShortProjectName + ".app/Contents/MacOS/" + Params.ShortProjectName);
}
}
PushDir(Path.GetDirectoryName(ClientApp));
// Always start client process and don't wait for exit.
IProcessResult ClientProcess = Run(ClientApp, ClientCmdLine, null, ClientRunFlags | ERunOptions.NoWaitForExit);
PopDir();
return ClientProcess;
}
public override bool IsSupported { get { return true; } }
public override List GetDebugFileExtensions()
{
return new List { ".dSYM" };
}
public override bool CanHostPlatform(UnrealTargetPlatform Platform)
{
if (Platform == UnrealTargetPlatform.IOS || Platform == UnrealTargetPlatform.Mac || Platform == UnrealTargetPlatform.TVOS)
{
return true;
}
return false;
}
public override bool ShouldStageCommandLine(ProjectParams Params, DeploymentContext SC)
{
// modern mode doesn't use the Bootstrap wrapper app, so we always insert the commandline file into the .app so double-clicking the .app works
return AppleExports.UseModernXcode(Params.RawProjectPath); // !String.IsNullOrEmpty(Params.StageCommandline) || !String.IsNullOrEmpty(Params.RunCommandline) || (!Params.IsCodeBasedProject && Params.NoBootstrapExe);
}
public override bool SignExecutables(DeploymentContext SC, ProjectParams Params)
{
if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
if (Params.Archive)
{
// Remove extra RPATHs if we will be archiving the project
Logger.LogInformation("Removing extraneous rpath entries");
RemoveExtraRPaths(Params, SC);
}
// with modern, the .app we'd want to sign is in the root of the staging directory, so this doesn't do anything,
// and that one is already signed. note this is only done when Staging, so it doesn't affect codesigning the editor
if (!AppleExports.UseModernXcode(Params.RawProjectPath))
{
// Sign everything we built
List FilesToSign = GetExecutableNames(SC);
Logger.LogInformation("{Text}", "RuntimeProjectRootDir: " + SC.RuntimeProjectRootDir);
foreach (var Exe in FilesToSign)
{
Logger.LogInformation("{Text}", "Signing: " + Exe);
string AppBundlePath = "";
if (Exe.IsUnderDirectory(DirectoryReference.Combine(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir)))
{
Logger.LogInformation("Starts with Binaries");
AppBundlePath = CombinePaths(SC.RuntimeProjectRootDir.FullName, "Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe.FullName) + ".app");
}
else if (Exe.IsUnderDirectory(DirectoryReference.Combine(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir)))
{
Logger.LogInformation("Starts with Engine/Binaries");
AppBundlePath = CombinePaths("Engine/Binaries", SC.PlatformDir, Path.GetFileNameWithoutExtension(Exe.FullName) + ".app");
}
Logger.LogInformation("{Text}", "Signing: " + AppBundlePath);
CodeSign.SignMacFileOrFolder(AppBundlePath);
}
}
}
return true;
}
public override void StripSymbols(FileReference SourceFile, FileReference TargetFile)
{
MacExports.StripSymbols(SourceFile, TargetFile, Log.Logger);
}
}