Files
UnrealEngine/Engine/Source/Programs/UnrealBuildTool/Platform/IOS/IOSToolChain.cs
2025-05-18 13:04:45 +08:00

1806 lines
79 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using EpicGames.Core;
using Ionic.Zip;
using Ionic.Zlib;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
class IOSToolChainSettings : AppleToolChainSettings
{
public IOSToolChainSettings(IOSProjectSettings ProjectSettings, ILogger Logger)
: this("iPhoneOS", "iPhoneSimulator", "ios", ProjectSettings, Logger)
{
}
protected IOSToolChainSettings(string DevicePlatformName, string SimulatorPlatformName, string TargetOSName, IOSProjectSettings ProjectSettings, ILogger Logger)
: base(DevicePlatformName, SimulatorPlatformName, TargetOSName, ProjectSettings.RuntimeVersion, true, Logger)
{
}
}
class IOSToolChain : AppleToolChain
{
private static List<FileItem> BundleDependencies = new List<FileItem>();
protected IOSProjectSettings ProjectSettings;
public IOSToolChain(ReadOnlyTargetRules? Target, IOSProjectSettings InProjectSettings, ClangToolChainOptions ToolchainOptions, ILogger InLogger)
: this(Target, InProjectSettings, () => new IOSToolChainSettings(InProjectSettings, InLogger), ToolchainOptions, InLogger)
{
}
protected IOSToolChain(ReadOnlyTargetRules? Target, IOSProjectSettings InProjectSettings, Func<AppleToolChainSettings> InCreateSettings, ClangToolChainOptions ToolchainOptions, ILogger InLogger)
: base(Target, InCreateSettings, ToolchainOptions, InLogger)
{
ProjectSettings = InProjectSettings;
}
// ***********************************************************************
// * NOTE:
// * Do NOT change the defaults to set your values, instead you should set the environment variables
// * properly in your system, as other tools make use of them to work properly!
// * The defaults are there simply for examples so you know what to put in your env vars...
// ***********************************************************************
// If you are looking for where to change the remote compile server name, look in RemoteToolChain.cs
/// <summary>
/// If this is set, then we do not do any post-compile steps -- except moving the executable into the proper spot on Mac.
/// </summary>
[XmlConfigFile]
public static bool bUseDangerouslyFastMode = false;
/// <summary>
/// Which compiler\linker frontend to use
/// </summary>
private const string IOSCompiler = "clang++";
/// <summary>
/// Which library archiver to use
/// </summary>
private const string IOSArchiver = "libtool";
protected override ClangToolChainInfo GetToolChainInfo()
{
FileReference CompilerPath = FileReference.Combine(Settings.ToolchainDir, IOSCompiler);
FileReference ArchiverPath = FileReference.Combine(Settings.ToolchainDir, IOSArchiver);
return new AppleToolChainInfo(UnrealTargetPlatform.IOS, ApplePlatformSDK.DeveloperDir, CompilerPath, ArchiverPath, Logger);
}
public override void ModifyBuildProducts(ReadOnlyTargetRules Target, UEBuildBinary Binary, IEnumerable<string> Libraries, IEnumerable<UEBuildBundleResource> BundleResources, Dictionary<FileReference, BuildProductType> BuildProducts)
{
if (Target.IOSPlatform.bCreateStubIPA && Binary.Type != UEBuildBinaryType.StaticLibrary)
{
FileReference StubFile = FileReference.Combine(Binary.OutputFilePath.Directory, Binary.OutputFilePath.GetFileNameWithoutExtension() + ".stub");
BuildProducts.Add(StubFile, BuildProductType.Package);
// These Payload assets and .app bundle are no longer needed for Modern Xcode
if (!bUseModernXcode)
{
if (Target.Platform == UnrealTargetPlatform.TVOS)
{
FileReference AssetFile = FileReference.Combine(Binary.OutputFilePath.Directory, "AssetCatalog", "Assets.car");
BuildProducts.Add(AssetFile, BuildProductType.RequiredResource);
}
else if (Target.Platform == UnrealTargetPlatform.IOS)
{
int Index = Binary.OutputFilePath.GetFileNameWithoutExtension().IndexOf("-");
string OutputFile = Binary.OutputFilePath.GetFileNameWithoutExtension().Substring(0, Index > 0 ? Index : Binary.OutputFilePath.GetFileNameWithoutExtension().Length);
FileReference AssetFile = FileReference.Combine(Binary.OutputFilePath.Directory, "Payload", OutputFile + ".app", "Assets.car");
BuildProducts.Add(AssetFile, BuildProductType.RequiredResource);
// Default AppIcons need to be copied as is in the Payload's root, even when using an asset catalog.
AssetFile = FileReference.Combine(Binary.OutputFilePath.Directory, "Payload", OutputFile + ".app", "AppIcon60x60@2x.png");
BuildProducts.Add(AssetFile, BuildProductType.RequiredResource);
AssetFile = FileReference.Combine(Binary.OutputFilePath.Directory, "Payload", OutputFile + ".app", "AppIcon76x76@2x~ipad.png");
BuildProducts.Add(AssetFile, BuildProductType.RequiredResource);
}
}
}
if (Target.IOSPlatform.bGeneratedSYM && ProjectSettings.bGenerateCrashReportSymbols && Binary.Type == UEBuildBinaryType.StaticLibrary)
{
FileReference DebugFile = FileReference.Combine(Binary.OutputFilePath.Directory, Binary.OutputFilePath.GetFileNameWithoutExtension() + ".udebugsymbols");
BuildProducts.Add(DebugFile, BuildProductType.SymbolFile);
}
}
/// <summary>
/// Adds a build product and its associated debug file to a receipt.
/// </summary>
/// <param name="OutputFile">Build product to add</param>
/// <param name="OutputType">Type of build product</param>
public override bool ShouldAddDebugFileToReceipt(FileReference OutputFile, BuildProductType OutputType)
{
return OutputType == BuildProductType.Executable || OutputType == BuildProductType.DynamicLibrary;
}
public override FileReference GetDebugFile(FileReference OutputFile, string DebugExtension)
{
if (OutputFile.FullName.Contains(".framework"))
{
// need to put the debug info outside of the framework
return FileReference.Combine(OutputFile.Directory.ParentDirectory!, OutputFile.ChangeExtension(DebugExtension).GetFileName());
}
// by default, just change the extension to the debug extension
return OutputFile.ChangeExtension(DebugExtension);
}
/// <inheritdoc/>
protected override void GetCompileArguments_WarningsAndErrors(CppCompileEnvironment CompileEnvironment, List<string> Arguments)
{
base.GetCompileArguments_WarningsAndErrors(CompileEnvironment, Arguments);
// fix for Xcode 8.3 enabling nonportable include checks, but p4 has some invalid cases in it
if (Settings.SDKVersionFloat >= 10.3)
{
Arguments.Add("-Wno-nonportable-include-path");
}
}
/// <inheritdoc/>
protected override void GetCompileArguments_Optimizations(CppCompileEnvironment CompileEnvironment, List<string> Arguments)
{
base.GetCompileArguments_Optimizations(CompileEnvironment, Arguments);
// use LTO if desired (like VCToolchain does)
if (CompileEnvironment.bAllowLTCG)
{
Arguments.Add("-flto");
}
}
/// <inheritdoc/>
protected override void GetCompileArguments_Debugging(CppCompileEnvironment CompileEnvironment, List<string> Arguments)
{
base.GetCompileArguments_Debugging(CompileEnvironment, Arguments);
Arguments.Add("-fvisibility=hidden");
Arguments.Add("-fvisibility-inlines-hidden");
}
/// <inheritdoc/>
protected override void GetCompilerArguments_Sanitizers(CppCompileEnvironment CompileEnvironment, List<string> Arguments)
{
// TODO: Reconcile with base
//base.GetCompilerArguments_Sanitizers(CompileEnvironment, Arguments);
if (Options.HasFlag(ClangToolChainOptions.EnableAddressSanitizer))
{
Arguments.Add("-fsanitize=address -fno-omit-frame-pointer");
}
if (Options.HasFlag(ClangToolChainOptions.EnableUndefinedBehaviorSanitizer))
{
Arguments.Add("-fsanitize=undefined -fno-sanitize=bounds,enum,return,float-divide-by-zero");
}
if (Options.HasFlag(ClangToolChainOptions.EnableThreadSanitizer))
{
Arguments.Add("-fsanitize=thread");
}
if (Options.HasFlag(ClangToolChainOptions.EnableMemorySanitizer))
{
Arguments.Add("-fsanitize=memory");
}
}
/// <inheritdoc/>
protected override void GetCompileArguments_Global(CppCompileEnvironment CompileEnvironment, List<string> Arguments)
{
base.GetCompileArguments_Global(CompileEnvironment, Arguments);
CppRootPaths RootPaths = CompileEnvironment.RootPaths;
if (CompileEnvironment.Configuration == CppConfiguration.Shipping)
{
Arguments.Add("-ffunction-sections");
Arguments.Add("-fdata-sections");
Arguments.Add("-fno-unwind-tables");
Arguments.Add("-fno-asynchronous-unwind-tables");
if (!CompileEnvironment.bPGOProfile)
{
Arguments.Add("-fno-use-cxa-atexit");
}
}
// What architecture(s) to build for
Arguments.Add(FormatArchitectureArg(CompileEnvironment.Architectures));
Arguments.Add($"-isysroot \"{NormalizeCommandLinePath(Settings.GetSDKPath(CompileEnvironment.Architecture), RootPaths)}\"");
// Add additional frameworks so that their headers can be found
foreach (UEBuildFramework Framework in CompileEnvironment.AdditionalFrameworks)
{
if (Framework.bLinkFramework)
{
DirectoryReference? FrameworkDirectory = Framework.GetFrameworkDirectory(CompileEnvironment.Platform, CompileEnvironment.Architecture, Logger);
if (FrameworkDirectory != null)
{
// embedded frameworks have a framework inside of this directory, so we use this directory. regular frameworks need to go one up to point to the
// directory containing the framework. -F gives a path to look for the -framework
if (FrameworkDirectory.FullName.EndsWith(".framework"))
{
FrameworkDirectory = FrameworkDirectory.ParentDirectory;
}
Arguments.Add($"-F \"{NormalizeCommandLinePath(FrameworkDirectory!, RootPaths)}\"");
}
}
}
}
/// <inheritdoc/>
protected override FileItem GetCompileArguments_FileType(CppCompileEnvironment CompileEnvironment, FileItem SourceFile, DirectoryReference OutputDir, List<string> Arguments, Action CompileAction, CPPOutput CompileResult)
{
FileItem TargetFile = base.GetCompileArguments_FileType(CompileEnvironment, SourceFile, OutputDir, Arguments, CompileAction, CompileResult);
string Extension = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant();
if (!Extension.Equals(".C") && !Extension.Equals(".SWIFT"))
{
Arguments.Add(GetObjCExceptionsFlag(CompileEnvironment));
}
return TargetFile;
}
// Conditionally enable (default disabled) Objective-C exceptions
static string GetObjCExceptionsFlag(CppCompileEnvironment CompileEnvironment)
{
string Result = "";
if (CompileEnvironment.bEnableObjCExceptions)
{
Result += "-fobjc-exceptions";
}
else
{
Result += "-fno-objc-exceptions";
}
return Result;
}
static void CleanIntermediateDirectory(string Path)
{
string ResultsText;
// Delete the local dest directory if it exists
if (Directory.Exists(Path))
{
// this can deal with linked files
RunExecutableAndWait("rm", String.Format("-rf \"{0}\"", Path), out ResultsText);
}
// Create the intermediate local directory
RunExecutableAndWait("mkdir", String.Format("-p \"{0}\"", Path), out ResultsText);
}
public string GetAdditionalLinkerFlags(CppConfiguration InConfiguration)
{
if (InConfiguration != CppConfiguration.Shipping)
{
return ProjectSettings.AdditionalLinkerFlags;
}
else
{
return ProjectSettings.AdditionalShippingLinkerFlags;
}
}
protected override void GetLinkArguments_Global(LinkEnvironment LinkEnvironment, List<string> Arguments)
{
base.GetLinkArguments_Global(LinkEnvironment, Arguments);
Arguments.Add(FormatArchitectureArg(LinkEnvironment.Architectures));
DirectoryReference SDKPath = Settings.GetSDKPath(LinkEnvironment.Architecture);
Arguments.Add($" -isysroot \"{SDKPath}\"");
// needed to find swift directories for some versions of the SDK
string PlatformName = LinkEnvironment.Architecture == UnrealArch.IOSSimulator ? Settings.SimulatorPlatformDirName : Settings.PlatformDirName;
Arguments.Add($"-L{ApplePlatformSDK.GetToolchainDirectory()}/../lib/swift/{PlatformName}");
Arguments.Add("-dead_strip");
Arguments.Add($"-target {Settings.GetTargetTuple(LinkEnvironment.Architecture, Target!.Platform, Target!.Type)}");
Arguments.Add("-Wl-no_pie");
Arguments.Add("-stdlib=libc++");
Arguments.Add("-ObjC");
// Arguments.Add("-v");
//Arguments.Add("-Wl,-O3");
// use LTO if desired (like VCToolchain does)
if (LinkEnvironment.bAllowLTCG)
{
Arguments.Add("-flto");
}
if (Options.HasFlag(ClangToolChainOptions.EnableAddressSanitizer))
{
Arguments.Add("-rpath \"@executable_path/Frameworks\"");
Arguments.Add("-fsanitize=address");
}
if (Options.HasFlag(ClangToolChainOptions.EnableUndefinedBehaviorSanitizer))
{
Arguments.Add("-rpath \"@executable_path/libclang_rt.ubsan_ios_dynamic.dylib\"");
Arguments.Add("-fsanitize=undefined");
}
if (Options.HasFlag(ClangToolChainOptions.EnableThreadSanitizer))
{
Arguments.Add("-rpath \"@executable_path/libclang_rt.tsan_ios_dynamic.dylib\"");
Arguments.Add("-fsanitize=thread");
}
// need to tell where to load Framework dylibs
Arguments.Add("-rpath @executable_path/Frameworks");
Arguments.Add(GetAdditionalLinkerFlags(LinkEnvironment.Configuration));
// link in the frameworks
foreach (string Framework in LinkEnvironment.Frameworks)
{
if (Framework != "ARKit" || Settings.SDKVersionFloat >= 11.0f)
{
Arguments.Add("-framework " + Framework);
}
}
foreach (UEBuildFramework Framework in LinkEnvironment.AdditionalFrameworks)
{
DirectoryReference? FrameworkDirectory = Framework.GetFrameworkDirectory(LinkEnvironment.Platform, LinkEnvironment.Architecture, Logger);
if (FrameworkDirectory != null)
{
// If this framework has a directory specified, we'll need to setup the path as well
string FrameworkDir = FrameworkDirectory.FullName;
// embedded frameworks have a framework inside of this directory, so we use this directory. regular frameworks need to go one up to point to the
// directory containing the framework. -F gives a path to look for the -framework
if (FrameworkDir.EndsWith(".framework"))
{
FrameworkDir = Path.GetDirectoryName(FrameworkDir)!;
}
Arguments.Add(String.Format("-F\\\"{0}\\\"", FrameworkDir));
}
Arguments.Add("-framework " + Framework.Name);
}
foreach (string Framework in LinkEnvironment.WeakFrameworks)
{
Arguments.Add("-weak_framework " + Framework);
}
}
void GetArchiveArguments_Global(LinkEnvironment LinkEnvironment, List<string> Arguments)
{
Arguments.Add("-static");
}
public override FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly, IActionGraphBuilder Graph)
{
FileReference LinkerPath = LinkEnvironment.bIsBuildingLibrary ? Info.Archiver : Info.Clang;
// Create an action that invokes the linker.
Action LinkAction = Graph.CreateAction(ActionType.Link);
LinkAction.RootPaths = LinkEnvironment.RootPaths;
// RPC utility parameters are in terms of the Mac side
LinkAction.WorkingDirectory = GetMacDevSrcRoot();
// build this up over the rest of the function
List<string> LinkArguments = new();
if (LinkEnvironment.bIsBuildingLibrary)
{
GetArchiveArguments_Global(LinkEnvironment, LinkArguments);
}
else
{
GetLinkArguments_Global(LinkEnvironment, LinkArguments);
}
string LinkCommandArguments = String.Join(' ', LinkArguments);
if (LinkEnvironment.bIsBuildingDLL)
{
// @todo roll this put into GetLinkArguments_Global
LinkerPath = Info.Clang;
LinkCommandArguments += " -dynamiclib -Xlinker -export_dynamic -Xlinker -no_deduplicate";
string InstallName = LinkEnvironment.InstallName ?? String.Format("@executable_path/Frameworks/{0}", LinkEnvironment.OutputFilePath.MakeRelativeTo(LinkEnvironment.OutputFilePath.Directory.ParentDirectory!));
LinkCommandArguments += String.Format(" -Xlinker -install_name -Xlinker {0}", InstallName);
LinkCommandArguments += " -Xlinker -rpath -Xlinker @executable_path/Frameworks";
LinkCommandArguments += " -Xlinker -rpath -Xlinker @loader_path/Frameworks";
}
if (!LinkEnvironment.bIsBuildingLibrary)
{
// Add the library paths to the argument list.
foreach (DirectoryReference LibraryPath in LinkEnvironment.SystemLibraryPaths)
{
LinkCommandArguments += String.Format(" -L\\\"{0}\\\"", LibraryPath.FullName);
}
// Add the additional libraries to the argument list.
foreach (string AdditionalLibrary in LinkEnvironment.SystemLibraries)
{
LinkCommandArguments += String.Format(" -l\\\"{0}\\\"", AdditionalLibrary);
}
foreach (FileReference Library in LinkEnvironment.Libraries)
{
// for absolute library paths, convert to remote filename
// add it to the prerequisites to make sure it's built first (this should be the case of non-system libraries)
FileItem LibFile = FileItem.GetItemByFileReference(Library);
LinkAction.PrerequisiteItems.Add(LibFile);
// and add to the commandline
LinkCommandArguments += String.Format(" \\\"{0}\\\"", Library.FullName);
}
}
// Handle additional framework assets that might need to be shadowed
foreach (UEBuildFramework Framework in LinkEnvironment.AdditionalFrameworks)
{
if (Framework.ZipFile != null)
{
FileItem ExtractedTokenFile = ExtractFramework(Framework, Graph, Logger);
LinkAction.PrerequisiteItems.Add(ExtractedTokenFile);
}
}
// Add the output file as a production of the link action.
FileItem OutputFile = FileItem.GetItemByFileReference(LinkEnvironment.OutputFilePath);
LinkAction.ProducedItems.Add(OutputFile);
// Add arguments to generate a map file too
if ((!LinkEnvironment.bIsBuildingLibrary || LinkEnvironment.bIsBuildingDLL) && LinkEnvironment.bCreateMapFile)
{
FileItem MapFile = FileItem.GetItemByFileReference(new FileReference(OutputFile.Location.FullName + ".map"));
LinkCommandArguments += String.Format(" -Wl,-map,\\\"{0}\\\"", MapFile.Location.FullName);
LinkAction.ProducedItems.Add(MapFile);
}
// Add the input files to a response file, and pass the response file on the command-line.
List<string> InputFileNames = new List<string>();
foreach (FileItem InputFile in LinkEnvironment.InputFiles)
{
string FileNamePath = String.Format("\"{0}\"", InputFile.AbsolutePath);
InputFileNames.Add(FileNamePath);
LinkAction.PrerequisiteItems.Add(InputFile);
}
// Write the list of input files to a response file, with a tempfilename, on remote machine
if (LinkEnvironment.bIsBuildingLibrary)
{
foreach (string Filename in InputFileNames)
{
LinkCommandArguments += " " + Filename;
}
// @todo rocket lib: the -filelist command should take a response file (see else condition), except that it just says it can't
// find the file that's in there. Rocket.lib may overflow the commandline by putting all files on the commandline, so this
// may be needed:
// LinkCommandArguments += string.Format(" -filelist \"{0}\"", ConvertPath(ResponsePath));
}
else
{
bool bIsUnrealGame = LinkEnvironment.OutputFilePath.FullName.Contains("UnrealGame");
FileReference ResponsePath = FileReference.Combine(((!bIsUnrealGame && ProjectFile != null) ? ProjectFile.Directory : Unreal.EngineDirectory), "Intermediate", "Build", LinkEnvironment.Platform.ToString(), "LinkFileList_" + LinkEnvironment.OutputFilePath.GetFileNameWithoutExtension() + ".tmp");
Graph.CreateIntermediateTextFile(ResponsePath, InputFileNames);
LinkCommandArguments += String.Format(" \\\"@{0}\\\"", ResponsePath.FullName);
}
// if we are making an LTO build, write the lto file next to build so dsymutil can find it
if (LinkEnvironment.bAllowLTCG)
{
string LtoObjectFile;
if (Target!.bShouldCompileAsDLL)
{
// go up a directory so we don't put this big file into the framework
LtoObjectFile = Path.Combine(Path.GetDirectoryName(Path.GetDirectoryName(OutputFile.AbsolutePath))!, Path.GetFileName(OutputFile.AbsolutePath) + ".lto.o");
}
else
{
LtoObjectFile = OutputFile.AbsolutePath + ".lto.o";
}
LinkCommandArguments += String.Format(" -flto -Xlinker -object_path_lto -Xlinker \\\"{0}\\\"", LtoObjectFile);
}
// Add the output file to the command-line.
LinkCommandArguments += String.Format(" -o \\\"{0}\\\"", OutputFile.AbsolutePath);
// Add the additional arguments specified by the environment.
LinkCommandArguments += LinkEnvironment.AdditionalArguments;
// Only execute linking on the local PC.
LinkAction.bCanExecuteRemotely = false;
LinkAction.StatusDescription = String.Format("{0}", OutputFile.AbsolutePath);
LinkAction.CommandVersion = Info.ClangVersionString;
LinkAction.CommandPath = BuildHostPlatform.Current.Shell;
if (LinkEnvironment.Configuration == CppConfiguration.Shipping && Path.GetExtension(OutputFile.AbsolutePath) != ".a")
{
// When building a shipping package, symbols are stripped from the exe as the last build step. This is a problem
// when re-packaging and no source files change because the linker skips symbol generation and dsymutil will
// recreate a new .dsym file from a symboless exe file. It's just sad. To make things happy we need to delete
// the output file to force the linker to recreate it with symbols again.
string linkCommandArguments = "-c \"";
linkCommandArguments += String.Format("rm -f \\\"{0}\\\";", OutputFile.AbsolutePath);
linkCommandArguments += "\\\"" + LinkerPath + "\\\" " + LinkCommandArguments + ";";
linkCommandArguments += "\"";
LinkAction.CommandArguments = linkCommandArguments;
}
else
{
// This is not a shipping build so no need to delete the output file since symbols will not have been stripped from it.
LinkAction.CommandArguments = String.Format("-c \"\\\"{0}\\\" {1}\"", LinkerPath, LinkCommandArguments);
}
return OutputFile;
}
static string GetAppBundleName(FileReference Executable)
{
// Get the app bundle name
string AppBundleName = Executable.GetFileNameWithoutExtension();
// Strip off any platform suffix
int SuffixIdx = AppBundleName.IndexOf('-');
if (SuffixIdx != -1)
{
AppBundleName = AppBundleName.Substring(0, SuffixIdx);
}
// Append the .app suffix
return AppBundleName + ".app";
}
public static FileReference GetAssetCatalogFile(UnrealTargetPlatform Platform, FileReference Executable)
{
// Get the output file
if (Platform == UnrealTargetPlatform.IOS)
{
return FileReference.Combine(Executable.Directory, "Payload", GetAppBundleName(Executable), "Assets.car");
}
else
{
return FileReference.Combine(Executable.Directory, "AssetCatalog", "Assets.car");
}
}
public static string GetAssetCatalogArgs(UnrealTargetPlatform Platform, string InputDir, string OutputDir)
{
StringBuilder Arguments = new StringBuilder("actool");
Arguments.Append(" --output-format human-readable-text");
Arguments.Append(" --notices");
Arguments.Append(" --warnings");
Arguments.AppendFormat(" --output-partial-info-plist \"{0}/assetcatalog_generated_info.plist\"", InputDir);
if (Platform == UnrealTargetPlatform.TVOS)
{
Arguments.Append(" --app-icon \"App Icon & Top Shelf Image\"");
Arguments.Append(" --launch-image \"Launch Image\"");
Arguments.Append(" --filter-for-device-model AppleTV5,3");
Arguments.Append(" --target-device tv");
Arguments.Append(" --minimum-deployment-target 15.0");
Arguments.Append(" --platform appletvos");
}
else
{
Arguments.Append(" --app-icon AppIcon");
Arguments.Append(" --product-type com.apple.product-type.application");
Arguments.Append(" --target-device iphone");
Arguments.Append(" --target-device ipad");
Arguments.Append(" --minimum-deployment-target 15.0");
Arguments.Append(" --platform iphoneos");
}
Arguments.Append(" --enable-on-demand-resources YES");
Arguments.AppendFormat(" --compile \"{0}\"", OutputDir);
Arguments.AppendFormat(" \"{0}/Assets.xcassets\"", InputDir);
return Arguments.ToString();
}
private static bool IsCompiledAsFramework(string ExecutablePath)
{
// @todo ios: Get the receipt to here which has the property
return ExecutablePath.Contains(".framework");
}
private static string GetdSYMPath(FileItem Executable)
{
string ExecutablePath = Executable.AbsolutePath;
// for frameworks, we want to put the .dSYM outside of the framework, and the executable is inside the .framework
if (IsCompiledAsFramework(ExecutablePath))
{
return Path.Combine(Path.GetDirectoryName(ExecutablePath)!, "..", Path.GetFileName(ExecutablePath) + ".dSYM");
}
// return standard dSYM location
return Path.Combine(Path.GetDirectoryName(ExecutablePath)!, Path.GetFileName(ExecutablePath) + ".dSYM");
}
/// <summary>
/// Generates debug info for a given executable
/// </summary>
/// <param name="Executable">FileItem describing the executable to generate debug info for</param>
/// <param name="bIsForLTOBuild">Was this build made with LTO enabled?</param>
/// <param name="Graph">List of actions to be executed. Additional actions will be added to this list.</param>
/// <param name="Logger">Logger for output</param>
private List<FileItem> GenerateDebugInfo(FileItem Executable, bool bIsForLTOBuild, IActionGraphBuilder Graph, ILogger Logger)
{
// Make a file item for the source and destination files
string FullDestPathRoot = GetdSYMPath(Executable);
FileItem OutputFile = FileItem.GetItemByPath(FullDestPathRoot);
FileItem ZipOutputFile = FileItem.GetItemByPath(FullDestPathRoot + ".zip");
// Make the compile action
Action GenDebugAction = Graph.CreateAction(ActionType.GenerateDebugInfo);
GenDebugAction.WorkingDirectory = GetMacDevSrcRoot();
GenDebugAction.CommandPath = BuildHostPlatform.Current.Shell;
string DsymutilPath = "/usr/bin/dsymutil";
if (ProjectSettings.bGeneratedSYMBundle)
{
GenDebugAction.CommandArguments = String.Format("-c \"rm -rf \\\"{2}\\\"; \\\"{0}\\\" \\\"{1}\\\" -o \\\"{2}\\\"; cd \\\"{2}/..\\\"; zip -r -y -1 {3}.zip {3}\"",
DsymutilPath,
Executable.AbsolutePath,
OutputFile.AbsolutePath,
Path.GetFileName(FullDestPathRoot));
GenDebugAction.ProducedItems.Add(ZipOutputFile);
Logger.LogInformation("Zip file: {File}", ZipOutputFile.AbsolutePath);
}
else
{
GenDebugAction.CommandArguments = String.Format("-c \"rm -rf \\\"{2}\\\"; \\\"{0}\\\" \\\"{1}\\\" -f -o \\\"{2}\\\"\"",
DsymutilPath,
Executable.AbsolutePath,
OutputFile.AbsolutePath);
}
GenDebugAction.PrerequisiteItems.Add(Executable);
GenDebugAction.ProducedItems.Add(OutputFile);
GenDebugAction.StatusDescription = GenDebugAction.CommandArguments;// string.Format("Generating debug info for {0}", Path.GetFileName(Executable.AbsolutePath));
GenDebugAction.bCanExecuteRemotely = false;
return GenDebugAction.ProducedItems.ToList(); // (ProjectSettings.bGeneratedSYMBundle ? ZipOutputFile : OutputFile);
}
/// <summary>
/// Generates pseudo pdb info for a given executable
/// </summary>
/// <param name="Executable">FileItem describing the executable to generate debug info for</param>
/// <param name="Graph">List of actions to be executed. Additional actions will be added to this list.</param>
public FileItem GeneratePseudoPDB(FileItem Executable, IActionGraphBuilder Graph)
{
// Make a file item for the source and destination files
string FulldSYMPathRoot = GetdSYMPath(Executable);
string FullDestPathRoot = Path.ChangeExtension(FulldSYMPathRoot, ".udebugsymbols");
string PathToDWARF = Path.Combine(FulldSYMPathRoot, "Contents", "Resources", "DWARF", Path.GetFileName(Executable.AbsolutePath));
FileItem dSYMFile = FileItem.GetItemByPath(FulldSYMPathRoot);
FileItem DWARFFile = FileItem.GetItemByPath(PathToDWARF);
FileItem OutputFile = FileItem.GetItemByPath(FullDestPathRoot);
// Make the compile action
Action GenDebugAction = Graph.CreateAction(ActionType.GenerateDebugInfo);
GenDebugAction.WorkingDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Binaries", "Mac");
GenDebugAction.CommandPath = BuildHostPlatform.Current.Shell;
GenDebugAction.CommandArguments = String.Format("-c \"rm -rf \\\"{1}\\\"; dwarfdump --uuid \\\"{3}\\\" | cut -d\\ -f2; chmod 777 ./DsymExporter; ./DsymExporter -UUID=$(dwarfdump --uuid \\\"{3}\\\" | cut -d\\ -f2) \\\"{0}\\\" \\\"{2}\\\"\"",
DWARFFile.AbsolutePath,
OutputFile.AbsolutePath,
Path.GetDirectoryName(OutputFile.AbsolutePath),
dSYMFile.AbsolutePath);
GenDebugAction.PrerequisiteItems.Add(dSYMFile);
GenDebugAction.ProducedItems.Add(OutputFile);
GenDebugAction.StatusDescription = GenDebugAction.CommandArguments;// string.Format("Generating debug info for {0}", Path.GetFileName(Executable.AbsolutePath));
GenDebugAction.bCanExecuteRemotely = false;
return OutputFile;
}
public static void PackageStub(string BinaryPath, string GameName, string ExeName, bool bUseModernXcode, bool bPerformDummySigning = false)
{
// create the ipa
string IPAName = BinaryPath + "/" + ExeName + ".stub";
// delete the old one
if (File.Exists(IPAName))
{
File.Delete(IPAName);
}
// make the subdirectory if needed
string DestSubdir = Path.GetDirectoryName(IPAName)!;
if (!Directory.Exists(DestSubdir))
{
Directory.CreateDirectory(DestSubdir);
}
// set up the directories (modern has .app named with the config names in them, like UnrealGame-IOS-Shipping, which the ExeName will be)
string ZipWorkingDir = bUseModernXcode ? $"Payload/{ExeName}.app/" : $"Payload/{GameName}.app/";
string ZipSourceDir = bUseModernXcode ? $"{BinaryPath}/{ExeName}.app" : $"{BinaryPath}/Payload/{GameName}.app";
if (bPerformDummySigning)
{
// with modern, we don't codesign when building the source .app due to keychain issues over ssh and Xcode wants provision setup, even if using the - identity
// so, now codesign right at the end with the dummy signature so that there is signature at all, which IPP on windows will replace
int ExitCode;
string Output = Utils.RunLocalProcessAndReturnStdOut("/bin/sh", $"-c 'codesign -f -s - \"{ZipSourceDir}\"", null, out ExitCode);
if (ExitCode != 0)
{
throw new BuildException($"Failed to codesign with dummy identity, which should never happen [ExitCode = {ExitCode}, output = {Output}");
}
// also codesign the frameworks
string FrameworksDir = Path.Combine(ZipSourceDir, "Frameworks");
if (Directory.Exists(FrameworksDir))
{
foreach (string FrameworkDir in Directory.EnumerateDirectories(FrameworksDir))
{
Output = Utils.RunLocalProcessAndReturnStdOut("/bin/sh", $"-c 'codesign -f -s - \"{FrameworkDir}\"", null, out ExitCode);
if (ExitCode != 0)
{
throw new BuildException($"Failed to codesign with dummy identity, which should never happen [ExitCode = {ExitCode}, output = {Output}");
}
}
}
}
// create the file
using (ZipFile Zip = new ZipFile())
{
// add the entire directory
Zip.AddDirectory(ZipSourceDir, ZipWorkingDir);
// Update permissions to be UNIX-style
// Modify the file attributes of any added file to unix format
foreach (ZipEntry E in Zip.Entries)
{
const byte FileAttributePlatform_NTFS = 0x0A;
const byte FileAttributePlatform_UNIX = 0x03;
const byte FileAttributePlatform_FAT = 0x00;
const int UNIX_FILETYPE_NORMAL_FILE = 0x8000;
//const int UNIX_FILETYPE_SOCKET = 0xC000;
//const int UNIX_FILETYPE_SYMLINK = 0xA000;
//const int UNIX_FILETYPE_BLOCKSPECIAL = 0x6000;
const int UNIX_FILETYPE_DIRECTORY = 0x4000;
//const int UNIX_FILETYPE_CHARSPECIAL = 0x2000;
//const int UNIX_FILETYPE_FIFO = 0x1000;
const int UNIX_EXEC = 1;
const int UNIX_WRITE = 2;
const int UNIX_READ = 4;
int MyPermissions = UNIX_READ | UNIX_WRITE;
int OtherPermissions = UNIX_READ;
int PlatformEncodedBy = (E.VersionMadeBy >> 8) & 0xFF;
int LowerBits = 0;
// Try to preserve read-only if it was set
bool bIsDirectory = E.IsDirectory;
// Check to see if this
bool bIsExecutable = false;
if (Path.GetFileNameWithoutExtension(E.FileName).Equals(GameName, StringComparison.InvariantCultureIgnoreCase))
{
bIsExecutable = true;
}
if (bIsExecutable)
{
// The executable will be encrypted in the final distribution IPA and will compress very poorly, so keeping it
// uncompressed gives a better indicator of IPA size for our distro builds
E.CompressionLevel = CompressionLevel.None;
}
if ((PlatformEncodedBy == FileAttributePlatform_NTFS) || (PlatformEncodedBy == FileAttributePlatform_FAT))
{
FileAttributes OldAttributes = E.Attributes;
//LowerBits = ((int)E.Attributes) & 0xFFFF;
if ((OldAttributes & FileAttributes.Directory) != 0)
{
bIsDirectory = true;
}
// Permissions
if ((OldAttributes & FileAttributes.ReadOnly) != 0)
{
MyPermissions &= ~UNIX_WRITE;
OtherPermissions &= ~UNIX_WRITE;
}
}
if (bIsDirectory || bIsExecutable)
{
MyPermissions |= UNIX_EXEC;
OtherPermissions |= UNIX_EXEC;
}
// Re-jigger the external file attributes to UNIX style if they're not already that way
if (PlatformEncodedBy != FileAttributePlatform_UNIX)
{
int NewAttributes = bIsDirectory ? UNIX_FILETYPE_DIRECTORY : UNIX_FILETYPE_NORMAL_FILE;
NewAttributes |= (MyPermissions << 6);
NewAttributes |= (OtherPermissions << 3);
NewAttributes |= (OtherPermissions << 0);
// Now modify the properties
E.AdjustExternalFileAttributes(FileAttributePlatform_UNIX, (NewAttributes << 16) | LowerBits);
}
}
// Save it out
Zip.Save(IPAName);
}
}
public static DirectoryReference GenerateAssetCatalog(FileReference? ProjectFile, UnrealTargetPlatform Platform, ref bool bUserImagesExist)
{
string EngineDir = Unreal.EngineDirectory.ToString();
string BuildDir = (((ProjectFile != null) ? ProjectFile.Directory.ToString() : (String.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()) ? Unreal.EngineDirectory.ToString() : UnrealBuildTool.GetRemoteIniPath()))) + "/Build/" + (Platform == UnrealTargetPlatform.IOS ? "IOS" : "TVOS");
string IntermediateDir = (((ProjectFile != null) ? ProjectFile.Directory.ToString() : Unreal.EngineDirectory.ToString())) + "/Intermediate/" + (Platform == UnrealTargetPlatform.IOS ? "IOS" : "TVOS");
bUserImagesExist = false;
string ResourcesDir = Path.Combine(IntermediateDir, "Resources");
if (Platform == UnrealTargetPlatform.TVOS)
{
// copy the template asset catalog to the appropriate directory
string Dir = Path.Combine(ResourcesDir, "Assets.xcassets");
if (!Directory.Exists(Dir))
{
Directory.CreateDirectory(Dir);
}
// create the directories
foreach (string directory in Directory.EnumerateDirectories(Path.Combine(EngineDir, "Build", "TVOS", "Resources", "Assets.xcassets"), "*", SearchOption.AllDirectories))
{
Dir = directory.Replace(Path.Combine(EngineDir, "Build", "TVOS"), IntermediateDir);
if (!Directory.Exists(Dir))
{
Directory.CreateDirectory(Dir);
}
}
// copy the default files
foreach (string file in Directory.EnumerateFiles(Path.Combine(EngineDir, "Build", "TVOS", "Resources", "Assets.xcassets"), "*", SearchOption.AllDirectories))
{
Dir = file.Replace(Path.Combine(EngineDir, "Build", "TVOS"), IntermediateDir);
File.Copy(file, Dir, true);
FileInfo DestFileInfo = new FileInfo(Dir);
DestFileInfo.Attributes &= ~FileAttributes.ReadOnly;
}
// copy the icons from the game directory if it has any
string[][] Images = {
new string []{ "Icon_Large_Back-1280x768.png", "App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset" },
new string []{ "Icon_Large_Front-1280x768.png", "App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset" },
new string []{ "Icon_Large_Middle-1280x768.png", "App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset" },
new string []{ "Icon_Small_Back-400x240.png", "App Icon & Top Shelf Image.brandassets/App Icon.imagestack/Back.imagestacklayer/Content.imageset" },
new string []{ "Icon_Small_Back-800x480.png", "App Icon & Top Shelf Image.brandassets/App Icon.imagestack/Back.imagestacklayer/Content.imageset" },
new string []{ "Icon_Small_Front-400x240.png", "App Icon & Top Shelf Image.brandassets/App Icon.imagestack/Front.imagestacklayer/Content.imageset" },
new string []{ "Icon_Small_Front-800x480.png", "App Icon & Top Shelf Image.brandassets/App Icon.imagestack/Front.imagestacklayer/Content.imageset" },
new string []{ "Icon_Small_Middle-400x240.png", "App Icon & Top Shelf Image.brandassets/App Icon.imagestack/Middle.imagestacklayer/Content.imageset" },
new string []{ "Icon_Small_Middle-800x480.png", "App Icon & Top Shelf Image.brandassets/App Icon.imagestack/Middle.imagestacklayer/Content.imageset" },
new string []{ "TopShelfWide-2320x720@2x.png", "App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset" },
new string []{ "TopShelfWide-2320x720.png", "App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset" },
};
Dir = Path.Combine(IntermediateDir, "Resources", "Assets.xcassets");
string BuildResourcesGraphicsDir = Path.Combine(BuildDir, "Resources", "Assets.xcassets");
for (int Index = 0; Index < Images.Length; ++Index)
{
string SourceDir = Path.Combine((Directory.Exists(BuildResourcesGraphicsDir) ? (BuildDir) : (Path.Combine(EngineDir, "Build", "TVOS"))),
"Resources",
"Assets.xcassets");
string Image = Path.Combine(SourceDir, Images[Index][1], Images[Index][0]);
if (File.Exists(Image))
{
bUserImagesExist |= Image.StartsWith(BuildResourcesGraphicsDir);
File.Copy(Image, Path.Combine(Dir, Images[Index][1], Images[Index][0]), true);
FileInfo DestFileInfo = new FileInfo(Path.Combine(Dir, Images[Index][1], Images[Index][0]));
DestFileInfo.Attributes &= ~FileAttributes.ReadOnly;
}
}
}
else
{
// copy the template asset catalog to the appropriate directory
string Dir = Path.Combine(ResourcesDir, "Assets.xcassets");
if (!Directory.Exists(Dir))
{
Directory.CreateDirectory(Dir);
}
// create the directories
foreach (string directory in Directory.EnumerateDirectories(Path.Combine(EngineDir, "Build", "IOS", "Resources", "Assets.xcassets"), "*", SearchOption.AllDirectories))
{
Dir = directory.Replace(Path.Combine(EngineDir, "Build", "IOS"), IntermediateDir);
if (!Directory.Exists(Dir))
{
Directory.CreateDirectory(Dir);
}
}
// copy the default files
foreach (string file in Directory.EnumerateFiles(Path.Combine(EngineDir, "Build", "IOS", "Resources", "Assets.xcassets"), "*", SearchOption.AllDirectories))
{
Dir = file.Replace(Path.Combine(EngineDir, "Build", "IOS"), IntermediateDir);
File.Copy(file, Dir, true);
FileInfo DestFileInfo = new FileInfo(Dir);
DestFileInfo.Attributes &= ~FileAttributes.ReadOnly;
}
// copy the icons from the game directory if it has any
string[][] Images = {
new string []{ "IPhoneIcon20@2x.png", "Icon20@2x.png" },
new string []{ "IPhoneIcon20@3x.png", "Icon20@3x.png" },
new string []{ "IPhoneIcon29@2x.png", "Icon29@2x.png" },
new string []{ "IPhoneIcon29@3x.png", "Icon29@3x.png" },
new string []{ "IPhoneIcon40@2x.png", "Icon40@2x.png" },
new string []{ "IPhoneIcon40@3x.png", "Icon40@3x.png" },
new string []{ "IPhoneIcon60@2x.png", "Icon60@2x.png" },
new string []{ "IPhoneIcon60@3x.png", "Icon60@3x.png" },
new string []{ "IPadIcon20@2x.png", "Icon20@2x.png"},
new string []{ "IPadIcon29@2x.png", "Icon29@2x.png"},
new string []{ "IPadIcon40@2x.png", "Icon40@2x.png" },
new string []{ "IPadIcon76@2x.png", "Icon76@2x.png"},
new string []{ "IPadIcon83.5@2x.png", "Icon83.5@2x.png"},
new string []{ "Icon1024.png", "Icon1024.png" },
};
Dir = Path.Combine(IntermediateDir, "Resources", "Assets.xcassets", "AppIcon.appiconset");
string BuildResourcesGraphicsDir = Path.Combine(BuildDir, "Resources", "Graphics");
for (int Index = 0; Index < Images.Length; ++Index)
{
string Image = Path.Combine((Directory.Exists(Path.Combine(BuildDir, "Resources", "Graphics")) ? (BuildDir) : (Path.Combine(EngineDir, "Build", "IOS"))), "Resources", "Graphics", Images[Index][1]);
if (File.Exists(Image))
{
bUserImagesExist |= Image.StartsWith(BuildResourcesGraphicsDir);
File.Copy(Image, Path.Combine(Dir, Images[Index][0]), true);
FileInfo DestFileInfo = new FileInfo(Path.Combine(Dir, Images[Index][0]));
DestFileInfo.Attributes &= ~FileAttributes.ReadOnly;
}
}
StringBuilder ContentsJson = new StringBuilder();
ContentsJson.AppendLine("{");
ContentsJson.AppendLine("\"images\" : [");
ContentsJson.AppendLine("{");
ContentsJson.AppendLine("\"size\" : \"60x60\",");
ContentsJson.AppendLine("\"idiom\" : \"iphone\",");
ContentsJson.AppendLine("\"filename\" : \"IPhoneIcon60@2x.png\",");
ContentsJson.AppendLine("\"scale\" : \"2x\"");
ContentsJson.AppendLine("},");
ContentsJson.AppendLine("{");
ContentsJson.AppendLine("\"size\" : \"76x76\",");
ContentsJson.AppendLine("\"idiom\" : \"ipad\",");
ContentsJson.AppendLine("\"filename\" : \"IPadIcon76@2x.png\",");
ContentsJson.AppendLine("\"scale\" : \"2x\"");
ContentsJson.AppendLine("},");
ContentsJson.AppendLine("{");
ContentsJson.AppendLine("\"size\" : \"83.5x83.5\",");
ContentsJson.AppendLine("\"idiom\" : \"ipad\",");
ContentsJson.AppendLine("\"filename\" : \"IPadIcon83.5@2x.png\",");
ContentsJson.AppendLine("\"scale\" : \"2x\"");
ContentsJson.AppendLine("},");
ContentsJson.AppendLine("{");
ContentsJson.AppendLine("\"size\" : \"1024x1024\",");
ContentsJson.AppendLine("\"idiom\" : \"ios-marketing\",");
ContentsJson.AppendLine("\"filename\" : \"Icon1024.png\",");
ContentsJson.AppendLine("\"scale\" : \"1x\"");
ContentsJson.AppendLine("},");
string[][] IconsInfo = {
new string []{ "IPhoneIcon20@2x.png", "\"20x20\"", "\"iphone\"", "\"2x\"" },
new string []{ "IPhoneIcon20@3x.png", "\"20x20\"", "\"iphone\"", "\"3x\"" },
new string []{ "IPhoneIcon29@2x.png", "\"29x29\"", "\"iphone\"", "\"2x\"" },
new string []{ "IPhoneIcon29@3x.png", "\"29x29\"", "\"iphone\"", "\"3x\"" },
new string []{ "IPhoneIcon40@2x.png", "\"40x40\"", "\"iphone\"", "\"2x\"" },
new string []{ "IPhoneIcon40@3x.png", "\"40x40\"", "\"iphone\"", "\"3x\"" },
new string []{ "IPhoneIcon60@3x.png", "\"60x60\"", "\"iphone\"", "\"3x\"" },
new string []{ "IPadIcon20@2x.png", "\"20x20\"", "\"ipad\"", "\"2x\"" },
new string []{ "IPadIcon29@2x.png", "\"29x29\"", "\"ipad\"", "\"2x\"" },
new string []{ "IPadIcon40@2x.png", "\"40x40\"", "\"ipad\"", "\"2x\"" },
};
for (int Index = 0; Index < IconsInfo.Length; ++Index)
{
if (File.Exists(Path.Combine(Dir, IconsInfo[Index][0])))
{
ContentsJson.AppendLine("{");
ContentsJson.AppendLine("\"size\" : " + IconsInfo[Index][1] + ",");
ContentsJson.AppendLine("\"idiom\" : " + IconsInfo[Index][2] + ",");
ContentsJson.AppendLine("\"filename\" : \"" + IconsInfo[Index][0] + "\",");
ContentsJson.AppendLine("\"scale\" : " + IconsInfo[Index][3]);
ContentsJson.AppendLine("},");
}
}
ContentsJson.AppendLine("],");
ContentsJson.AppendLine("\"info\" : {");
ContentsJson.AppendLine("\"version\" : 1,");
ContentsJson.AppendLine("\"author\" : \"xcode\"");
ContentsJson.AppendLine("}");
ContentsJson.AppendLine("}");
string ContentsFile = Path.Combine(IntermediateDir, "Resources", "Assets.xcassets", "AppIcon.appiconset", "Contents.json");
File.WriteAllText(ContentsFile, ContentsJson.ToString());
}
return new DirectoryReference(ResourcesDir);
}
public override ICollection<FileItem> PostBuild(ReadOnlyTargetRules Target, FileItem Executable, LinkEnvironment BinaryLinkEnvironment, IActionGraphBuilder Graph)
{
List<FileItem> OutputFiles = new List<FileItem>(base.PostBuild(Target, Executable, BinaryLinkEnvironment, Graph));
if (BinaryLinkEnvironment.bIsBuildingLibrary)
{
return OutputFiles;
}
// For IOS/tvOS, generate the dSYM file if needed or requested
if (Target!.IOSPlatform.bGeneratedSYM)
{
List<FileItem> Files = GenerateDebugInfo(Executable, BinaryLinkEnvironment.bAllowLTCG, Graph, Logger);
foreach (FileItem item in Files)
{
OutputFiles.Add(item);
}
if (ProjectSettings.bGenerateCrashReportSymbols)
{
OutputFiles.Add(GeneratePseudoPDB(Executable, Graph));
}
}
if (bUseModernXcode)
{
// base class AppleToolchain makes the shared postbuild sync object, so we are done
return OutputFiles;
}
// strip the debug info from the executable if needed. creates a dummy output file for the action graph to track that it's out of date.
if (Target.IOSPlatform.bStripSymbols || (Target.Configuration == UnrealTargetConfiguration.Shipping))
{
FileItem StripCompleteFile = FileItem.GetItemByFileReference(FileReference.Combine(BinaryLinkEnvironment.IntermediateDirectory!, Executable.Location.GetFileName() + ".stripped"));
// If building a framework we can only strip local symbols, need to leave global in place
string StripArguments = BinaryLinkEnvironment.bIsBuildingDLL ? "-x" : "";
Action StripAction = Graph.CreateAction(ActionType.CreateAppBundle);
StripAction.WorkingDirectory = GetMacDevSrcRoot();
StripAction.CommandPath = BuildHostPlatform.Current.Shell;
StripAction.CommandArguments = String.Format("-c \"\\\"{0}/strip\\\" {1} \\\"{2}\\\" && touch \\\"{3}\\\"\"", Settings.ToolchainDir, StripArguments, Executable.Location, StripCompleteFile);
StripAction.PrerequisiteItems.Add(Executable);
StripAction.PrerequisiteItems.UnionWith(OutputFiles);
StripAction.ProducedItems.Add(StripCompleteFile);
StripAction.StatusDescription = String.Format("Stripping symbols from {0}", Executable.AbsolutePath);
StripAction.bCanExecuteRemotely = false;
OutputFiles.Add(StripCompleteFile);
}
if (!AppleExports.UseModernXcode(Target.ProjectFile) && !BinaryLinkEnvironment.bIsBuildingDLL)
{
// generate the asset catalog
bool bUserImagesExist = false;
DirectoryReference ResourcesDir = GenerateAssetCatalog(ProjectFile, BinaryLinkEnvironment.Platform, ref bUserImagesExist);
// Get the output location for the asset catalog
FileItem AssetCatalogFile = FileItem.GetItemByFileReference(GetAssetCatalogFile(BinaryLinkEnvironment.Platform, Executable.Location));
// Make the compile action
Action CompileAssetAction = Graph.CreateAction(ActionType.CreateAppBundle);
CompileAssetAction.WorkingDirectory = GetMacDevSrcRoot();
CompileAssetAction.CommandPath = new FileReference("/usr/bin/xcrun");
CompileAssetAction.CommandArguments = GetAssetCatalogArgs(BinaryLinkEnvironment.Platform, ResourcesDir.FullName, Path.GetDirectoryName(AssetCatalogFile.AbsolutePath)!);
CompileAssetAction.PrerequisiteItems.Add(Executable);
CompileAssetAction.ProducedItems.Add(AssetCatalogFile);
CompileAssetAction.DeleteItems.Add(AssetCatalogFile);
CompileAssetAction.StatusDescription = CompileAssetAction.CommandArguments;// string.Format("Generating debug info for {0}", Path.GetFileName(Executable.AbsolutePath));
CompileAssetAction.bCanExecuteRemotely = false;
// Add it to the output files so it's always built
OutputFiles.Add(AssetCatalogFile);
}
// Generate the app bundle
if (!Target.bDisableLinking)
{
Logger.LogInformation("Adding PostBuildSync action");
List<string> UPLScripts = UEDeployIOS.CollectPluginDataPaths(BinaryLinkEnvironment.AdditionalProperties, Logger);
VersionNumber SdkVersion = VersionNumber.Parse(Settings.SDKVersion);
Dictionary<string, DirectoryReference> FrameworkNameToSourceDir = new Dictionary<string, DirectoryReference>();
FileReference StagedExecutablePath = GetStagedExecutablePath(Executable.Location, Target.Name);
DirectoryReference BundleDirectory = Target.bShouldCompileAsDLL ? Executable.Directory.Location : StagedExecutablePath.Directory;
foreach (UEBuildFramework Framework in BinaryLinkEnvironment.AdditionalFrameworks)
{
DirectoryReference? FrameworkDirectory = Framework.GetFrameworkDirectory(BinaryLinkEnvironment.Platform, BinaryLinkEnvironment.Architecture, Logger);
if (FrameworkDirectory != null)
{
if (!String.IsNullOrEmpty(Framework.CopyBundledAssets))
{
// For now, this is hard coded, but we need to loop over all modules, and copy bundled assets that need it
DirectoryReference LocalSource = DirectoryReference.Combine(FrameworkDirectory, Framework.CopyBundledAssets);
string BundleName = Framework.CopyBundledAssets.Substring(Framework.CopyBundledAssets.LastIndexOf('/') + 1);
FrameworkNameToSourceDir[BundleName] = LocalSource;
}
if (Framework.bCopyFramework)
{
string FrameworkDir = FrameworkDirectory.FullName;
if (FrameworkDir.EndsWith(".framework"))
{
FrameworkDir = Path.GetDirectoryName(FrameworkDir)!;
}
OutputFiles.Add(CopyBundleResource(new UEBuildBundleResource(new ModuleRules.BundleResource(Path.Combine(FrameworkDir, Framework.Name + ".framework"), "Frameworks")), Executable, BundleDirectory, Graph));
}
}
}
foreach (UEBuildBundleResource Resource in BinaryLinkEnvironment.AdditionalBundleResources)
{
OutputFiles.Add(CopyBundleResource(Resource, Executable, StagedExecutablePath.Directory, Graph));
}
IOSPostBuildSyncTarget PostBuildSyncTarget = new IOSPostBuildSyncTarget(Target, Executable.Location, BinaryLinkEnvironment.IntermediateDirectory, UPLScripts, SdkVersion, FrameworkNameToSourceDir);
FileReference PostBuildSyncFile = FileReference.Combine(BinaryLinkEnvironment.IntermediateDirectory!, "PostBuildSync.dat");
BinaryFormatterUtils.Save(PostBuildSyncFile, PostBuildSyncTarget);
string PostBuildSyncArguments = String.Format("-Input=\"{0}\" -XmlConfigCache=\"{1}\" -remoteini=\"{2}\" -legacyxcode", PostBuildSyncFile, XmlConfig.CacheFile, UnrealBuildTool.GetRemoteIniPath());
if (Log.OutputFile != null)
{
string LogFileName = Log.OutputFile.GetFileNameWithoutExtension() + "_PostBuildSync.txt";
LogFileName = FileReference.Combine(Log.OutputFile.Directory, LogFileName).ToString();
PostBuildSyncArguments += " -log=\"" + LogFileName + "\"";
}
Action PostBuildSyncAction = Graph.CreateRecursiveAction<IOSPostBuildSyncMode>(ActionType.CreateAppBundle, PostBuildSyncArguments);
PostBuildSyncAction.WorkingDirectory = Unreal.EngineSourceDirectory;
PostBuildSyncAction.PrerequisiteItems.Add(Executable);
PostBuildSyncAction.PrerequisiteItems.UnionWith(OutputFiles);
PostBuildSyncAction.ProducedItems.Add(FileItem.GetItemByFileReference(GetStagedExecutablePath(Executable.Location, Target.Name)));
PostBuildSyncAction.DeleteItems.UnionWith(PostBuildSyncAction.ProducedItems);
PostBuildSyncAction.StatusDescription = "Executing PostBuildSync";
OutputFiles.AddRange(PostBuildSyncAction.ProducedItems);
}
return OutputFiles;
}
public static string GetCodesignPlatformName(UnrealTargetPlatform Platform)
{
if (Platform == UnrealTargetPlatform.TVOS)
{
return "appletvos";
}
if (Platform == UnrealTargetPlatform.IOS)
{
return "iphoneos";
}
throw new BuildException("Invalid platform for GetCodesignPlatformName()");
}
class ProcessOutput
{
/// <summary>
/// Substrings that indicate a line contains an error
/// </summary>
protected static readonly string[] ErrorMessageTokens =
{
"ERROR ",
"** BUILD FAILED **",
"[BEROR]",
"IPP ERROR",
"System.Net.Sockets.SocketException"
};
/// <summary>
/// Helper function to sync source files to and from the local system and a remote Mac
/// </summary>
//This chunk looks to be required to pipe output to VS giving information on the status of a remote build.
public bool OutputReceivedDataEventHandlerEncounteredError = false;
public string OutputReceivedDataEventHandlerEncounteredErrorMessage = "";
public void OutputReceivedDataEventHandler(object Sender, DataReceivedEventArgs Line, ILogger Logger)
{
if ((Line != null) && (Line.Data != null))
{
Logger.LogInformation("{Message}", Line.Data);
foreach (string ErrorToken in ErrorMessageTokens)
{
if (Line.Data.Contains(ErrorToken))
{
OutputReceivedDataEventHandlerEncounteredError = true;
OutputReceivedDataEventHandlerEncounteredErrorMessage += Line.Data;
break;
}
}
}
}
public void OutputReceivedDataEventLogger(object Sender, DataReceivedEventArgs Line, ILogger Logger)
{
if ((Line != null) && (Line.Data != null))
{
Logger.LogInformation("{Output}", Line.Data);
}
}
}
private static void GenerateCrashlyticsData(string DsymZip, string ProjectDir, string ProjectName, ILogger Logger)
{
Logger.LogInformation("Generating and uploading Crashlytics Data");
// Clean this folder as it's used for extraction
string TempPath = Path.Combine(Unreal.EngineDirectory.FullName, "Intermediate", "Unzipped");
if (Directory.Exists(TempPath))
{
Logger.LogInformation("Deleting temp path {TempPath}", TempPath);
Directory.Delete(TempPath, true);
}
string FabricPath = Unreal.EngineDirectory + "/Intermediate/UnzippedFrameworks/Crashlytics/Fabric.embeddedframework";
if (Directory.Exists(FabricPath) && UnrealBuildBase.Unreal.IsBuildMachine())
{
//string PlistFile = ProjectDir + "/Intermediate/IOS/" + ProjectName + "-Info.plist";
Process FabricProcess = new Process();
FabricProcess.StartInfo.WorkingDirectory = Path.GetDirectoryName(DsymZip);
FabricProcess.StartInfo.FileName = "/bin/sh";
FabricProcess.StartInfo.Arguments = String.Format("-c \"chmod 777 \\\"{0}/Fabric.framework/upload-symbols\\\"; \\\"{0}/Fabric.framework/upload-symbols\\\" -a 7a4cebd0324af21696e5e321802c5e26ba541cad -p ios {1}\"",
FabricPath,
DsymZip);
ProcessOutput Output = new ProcessOutput();
FabricProcess.OutputDataReceived += new DataReceivedEventHandler((s, e) => Output.OutputReceivedDataEventHandler(s, e, Logger));
FabricProcess.ErrorDataReceived += new DataReceivedEventHandler((s, e) => Output.OutputReceivedDataEventHandler(s, e, Logger));
Utils.RunLocalProcess(FabricProcess);
if (Output.OutputReceivedDataEventHandlerEncounteredError)
{
throw new Exception(Output.OutputReceivedDataEventHandlerEncounteredErrorMessage);
}
}
}
public static FileReference GetStagedExecutablePath(FileReference Executable, string TargetName)
{
return FileReference.Combine(Executable.Directory, "Payload", TargetName + ".app", TargetName);
}
private static void WriteEntitlements(IOSPostBuildSyncTarget Target, ILogger Logger)
{
string AppName = Target.TargetName;
FileReference? MobileProvisionFile;
IOSProjectSettings ProjectSettings = ((IOSPlatform)UEBuildPlatform.GetBuildPlatform(Target.Platform)).ReadProjectSettings(Target.ProjectFile);
if (Target.ImportProvision == null)
{
IOSProvisioningData ProvisioningData = ((IOSPlatform)UEBuildPlatform.GetBuildPlatform(Target.Platform)).ReadProvisioningData(ProjectSettings, Target.bForDistribution);
MobileProvisionFile = ProvisioningData.MobileProvisionFile;
}
else
{
MobileProvisionFile = new FileReference(Target.ImportProvision);
}
string IntermediateDir = (((Target.ProjectFile != null) ? Target.ProjectFile.Directory.ToString() :
Unreal.EngineDirectory.ToString())) + "/Intermediate/" + (Target.Platform == UnrealTargetPlatform.IOS ? "IOS" : "TVOS");
// get the settings from the ini file
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(Target.ProjectFile), UnrealTargetPlatform.IOS);
IOSExports.WriteEntitlements(Target.Platform, Ini, AppName, MobileProvisionFile, Target.bForDistribution, IntermediateDir);
}
private static void WriteMissingEmbeddedPlist(FileReference MissingPlistPath, DirectoryReference ProjectDirectory, FileReference? ProjectFile)
{
FileReference PlistTemplatePath = FileReference.Combine(Unreal.EngineDirectory, "Build", "IOS", "Resources", "FrameworkPlist", "Embedded.plist");
if (!DirectoryReference.Exists(MissingPlistPath.Directory))
{
DirectoryReference.CreateDirectory(MissingPlistPath.Directory);
}
string BundleID = ProjectFiles.Xcode.XcodeFrameworkWrapperUtils.GetBundleID(ProjectDirectory, ProjectFile);
string BundleName = ProjectFiles.Xcode.XcodeFrameworkWrapperUtils.GetBundleName(ProjectDirectory, ProjectFile);
BundleID += ".embedded"; // This is necessary because the wrapper that contains this framework cannot have the same BundleID.
string Plist = FileReference.ReadAllText(PlistTemplatePath);
Plist = Plist.Replace("BUNDLE_NAME", BundleName);
Plist = Plist.Replace("BUNDLE_ID", BundleID);
FileReference.WriteAllText(MissingPlistPath, Plist);
}
private static void GenerateFrameworkWrapperIfNonexistent(IOSPostBuildSyncTarget Target, ILogger Logger)
{
DirectoryReference ProjectDirectory = GetActualProjectDirectory(Target.ProjectFile);
DirectoryReference WrapperDirectory = DirectoryReference.Combine(ProjectDirectory, "Wrapper");
string ProjectName = ProjectDirectory.GetDirectoryName();
string FrameworkName = Target.TargetName;
string BundleId = ProjectFiles.Xcode.XcodeFrameworkWrapperUtils.GetBundleID(Target.ProjectDirectory, Target.ProjectFile);
string EnginePath = Unreal.EngineDirectory.ToString();
string SrcFrameworkPath = DirectoryReference.Combine(Target.ProjectDirectory, "Binaries", "IOS", Target.Configuration.ToString()).ToString(); // We use Target.ProjectDirectory because if it is a UnrealGame we want the engine dir and not the actual project dir.
string CookedDataPath = DirectoryReference.Combine(ProjectDirectory, "Saved", "StagedBuilds", "IOS", "cookeddata").ToString();
bool GenerateFrameworkWrapperProject = ProjectFiles.Xcode.XcodeFrameworkWrapperUtils.GetGenerateFrameworkWrapperProject(Target.ProjectDirectory);
string? ProvisionName = String.Empty;
string? TeamUUID = String.Empty;
IOSProjectSettings ProjectSettings = ((IOSPlatform)UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.IOS)).ReadProjectSettings(Target.ProjectFile);
IOSProvisioningData Data = ((IOSPlatform)UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.IOS)).ReadProvisioningData(ProjectSettings, Target.bForDistribution);
if (Data != null)
{
ProvisionName = Data.MobileProvisionName;
TeamUUID = Data.TeamUUID;
}
// Create the framework wrapper project, only if it doesn't exist and only if the user wants to generate the wrapper.
if (!DirectoryReference.Exists(DirectoryReference.Combine(WrapperDirectory, FrameworkName)) && GenerateFrameworkWrapperProject)
{
ProjectFiles.Xcode.XcodeFrameworkWrapperProject.GenerateXcodeFrameworkWrapper(WrapperDirectory.ToString(), ProjectName, FrameworkName, BundleId, SrcFrameworkPath, EnginePath, CookedDataPath, ProvisionName, TeamUUID);
}
}
public static void PostBuildSync(IOSPostBuildSyncTarget Target, ILogger Logger)
{
// if xcode is building this, it will also do the Run stuff anyway, so no need to do it here as well
if (Environment.GetEnvironmentVariable("UE_BUILD_FROM_XCODE") == "1")
{
return;
}
if (AppleExports.UseModernXcode(Target.ProjectFile))
{
throw new BuildException("Modern xcode mode should not reach this, something has broken the PostBuild setup");
}
IOSProjectSettings ProjectSettings = ((IOSPlatform)UEBuildPlatform.GetBuildPlatform(Target.Platform)).ReadProjectSettings(Target.ProjectFile);
string? BundleID = ProjectSettings.BundleIdentifier;
bool bPerformFullAppCreation = true;
string PathToDsymZip = Target.OutputPath.FullName + ".dSYM.zip";
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
if (Target.bBuildAsFramework)
{
// make sure the framework has a plist
FileReference PlistSrcLocation = FileReference.Combine(Target.ProjectDirectory, "Build", "IOS", "Embedded.plist");
if (!FileReference.Exists(PlistSrcLocation))
{
WriteMissingEmbeddedPlist(PlistSrcLocation, Target.ProjectDirectory, Target.ProjectFile);
if (!FileReference.Exists(PlistSrcLocation))
{
throw new BuildException("Unable to find plist for output framework ({0})", PlistSrcLocation);
}
}
FileReference PlistDstLocation = FileReference.Combine(Target.OutputPath.Directory, "Info.plist");
if (FileReference.Exists(PlistDstLocation))
{
FileReference.SetAttributes(PlistDstLocation, FileAttributes.Normal);
}
FileReference.Copy(PlistSrcLocation, PlistDstLocation, true);
PathToDsymZip = Path.Combine(Target.OutputPath.Directory.ParentDirectory!.FullName, Target.OutputPath.GetFileName() + ".dSYM.zip");
GenerateFrameworkWrapperIfNonexistent(Target, Logger);
// do not perform any of the .app creation below
bPerformFullAppCreation = false;
}
}
string AppName = Target.TargetName;
if (!Target.bSkipCrashlytics)
{
GenerateCrashlyticsData(PathToDsymZip, Target.ProjectDirectory.FullName, AppName, Logger);
}
// only make the app if needed
if (!bPerformFullAppCreation)
{
return;
}
// copy the executable
FileReference StagedExecutablePath = GetStagedExecutablePath(Target.OutputPath, Target.TargetName);
DirectoryReference.CreateDirectory(StagedExecutablePath.Directory);
FileReference.Copy(Target.OutputPath, StagedExecutablePath, true);
string RemoteShadowDirectoryMac = Target.OutputPath.Directory.FullName;
if (Target.bCreateStubIPA || Target.bBuildAsFramework)
{
string FrameworkDerivedDataDir = Path.GetFullPath(Target.ProjectDirectory + "/Intermediate/" + (Target.Platform == UnrealTargetPlatform.IOS ? "IOS" : "TVOS") + "/DerivedData");
DirectoryReference FrameworkPayloadDirectory = DirectoryReference.Combine(Target.OutputPath.Directory.ParentDirectory!.ParentDirectory!, "Payload");
// generate the dummy project so signing works
DirectoryReference? XcodeWorkspaceDir = null;
if (!Target.bBuildAsFramework)
{
if (AppName == "UnrealGame" || AppName == "UnrealClient" || Target.ProjectFile == null || Target.ProjectFile.IsUnderDirectory(Unreal.EngineDirectory))
{
XcodeWorkspaceDir = DirectoryReference.Combine(Unreal.EngineDirectory, "Intermediate/ProjectFiles", String.Format("UE5_{0}.xcworkspace", (Target.Platform == UnrealTargetPlatform.IOS ? "IOS" : "TVOS")));
}
else
{
XcodeWorkspaceDir = DirectoryReference.Combine(Target.ProjectDirectory, "Intermediate/ProjectFiles", String.Format("{0}_{1}.xcworkspace", Target.ProjectFile.GetFileNameWithoutExtension(), (Target.Platform == UnrealTargetPlatform.IOS ? "IOS" : "TVOS")));
}
}
// Path to the temporary keychain. When -ImportCertificate is specified, we will temporarily add this to the list of keychains to search, and remove it later.
FileReference TempKeychain = FileReference.Combine(Target.ProjectIntermediateDirectory!, "TempKeychain.keychain");
FileReference SignProjectScript = FileReference.Combine(Target.ProjectIntermediateDirectory!, "SignProject.sh");
using (StreamWriter Writer = new StreamWriter(SignProjectScript.FullName))
{
// Boilerplate
Writer.WriteLine("#!/bin/sh");
Writer.WriteLine("set -e");
Writer.WriteLine("set -x");
// Copy the mobile provision into the system store
if (Target.ImportProvision != null)
{
Writer.WriteLine("cp -f {0} ~/Library/MobileDevice/Provisioning\\ Profiles/", Utils.EscapeShellArgument(Target.ImportProvision));
}
// Get the signing certificate to use
string? SigningCertificate;
if (Target.ImportCertificate == null)
{
// Take it from the standard settings
IOSProvisioningData ProvisioningData = ((IOSPlatform)UEBuildPlatform.GetBuildPlatform(Target.Platform)).ReadProvisioningData(Target.ProjectFile, Target.bForDistribution);
SigningCertificate = ProvisioningData.SigningCertificate;
// Set the identity on the command line
if (!ProjectSettings.bAutomaticSigning)
{
Writer.WriteLine("CODE_SIGN_IDENTITY='{0}'", String.IsNullOrEmpty(SigningCertificate) ? "IPhoneDeveloper" : SigningCertificate);
}
}
else
{
// Read the name from the certificate
X509Certificate2 Certificate;
try
{
Certificate = new X509Certificate2(Target.ImportCertificate, Target.ImportCertificatePassword ?? "");
}
catch (Exception Ex)
{
throw new BuildException(Ex, "Unable to read certificate '{0}': {1}", Target.ImportCertificate, Ex.Message);
}
SigningCertificate = Certificate.GetNameInfo(X509NameType.SimpleName, false);
// Install a certificate given on the command line to a temporary keychain
Writer.WriteLine("security delete-keychain \"{0}\" || true", TempKeychain);
Writer.WriteLine("security create-keychain -p \"A\" \"{0}\"", TempKeychain);
Writer.WriteLine("security list-keychains -s \"{0}\"", TempKeychain);
Writer.WriteLine("security list-keychains");
Writer.WriteLine("security set-keychain-settings -t 3600 -l \"{0}\"", TempKeychain);
Writer.WriteLine("security -v unlock-keychain -p \"A\" \"{0}\"", TempKeychain);
Writer.WriteLine("security import {0} -P {1} -k \"{2}\" -T /usr/bin/codesign -T /usr/bin/security -t agg", Utils.EscapeShellArgument(Target.ImportCertificate), Utils.EscapeShellArgument(Target.ImportCertificatePassword!), TempKeychain);
Writer.WriteLine("security set-key-partition-list -S apple-tool:,apple:,codesign: -s -k \"A\" -D '{0}' -t private {1}", SigningCertificate, TempKeychain);
// Set parameters to make sure it uses the correct identity and keychain
Writer.WriteLine("CERT_IDENTITY='{0}'", SigningCertificate);
Writer.WriteLine("CODE_SIGN_IDENTITY='{0}'", SigningCertificate);
Writer.WriteLine("CODE_SIGN_KEYCHAIN='{0}'", TempKeychain);
}
FileReference? MobileProvisionFile;
string? MobileProvisionUUID;
string? TeamUUID;
if (Target.ImportProvision == null)
{
IOSProvisioningData ProvisioningData = ((IOSPlatform)UEBuildPlatform.GetBuildPlatform(Target.Platform)).ReadProvisioningData(ProjectSettings, Target.bForDistribution);
MobileProvisionFile = ProvisioningData.MobileProvisionFile;
MobileProvisionUUID = ProvisioningData.MobileProvisionUUID;
TeamUUID = ProvisioningData.TeamUUID;
if (ProvisioningData.BundleIdentifier == null || !ProvisioningData.BundleIdentifier.Contains('*'))
{
// If the BundleIndentifer contains a wild card it will not be valid to use in the plist.
BundleID = ProvisioningData.BundleIdentifier;
}
}
else
{
MobileProvisionFile = new FileReference(Target.ImportProvision);
MobileProvisionContents MobileProvision = MobileProvisionContents.Read(MobileProvisionFile);
MobileProvisionUUID = MobileProvision.GetUniqueId();
MobileProvision.TryGetTeamUniqueId(out TeamUUID);
string BundleIdentifier = MobileProvision.GetBundleIdentifier();
if (!BundleIdentifier.Contains('*'))
{
// If the BundleIndentifer contains a wild card it will not be valid to use in the plist.
BundleID = BundleIdentifier;
}
}
if (MobileProvisionFile == null)
{
throw new BuildException("Unable to find valid certificate/mobile provision pair.");
}
string ConfigName = Target.Configuration.ToString();
if (Target.TargetType != TargetType.Game && Target.TargetType != TargetType.Program)
{
ConfigName += " " + Target.TargetType.ToString();
}
string SchemeName = Target.TargetName;
Console.WriteLine("Provisioning: {0}, {1}, {2}, {3}", MobileProvisionFile, MobileProvisionFile.GetFileName(), MobileProvisionUUID, BundleID);
string CmdLine;
if (Target.bBuildAsFramework)
{
DirectoryReference FrameworkProjectDirectory = GetActualProjectDirectory(Target.ProjectFile);
DirectoryReference WrapperDirectory = DirectoryReference.Combine(FrameworkProjectDirectory, "Wrapper");
string FrameworkName = Target.TargetName;
DirectoryReference WrapperProject = DirectoryReference.Combine(WrapperDirectory, FrameworkName, FrameworkName + ".xcodeproj");
// Delete everything in payload directory before building
Writer.WriteLine(String.Format("rm -rf \"{0}\"", FrameworkPayloadDirectory));
// Build the framework wrapper
CmdLine = FileReference.Combine(ApplePlatformSDK.DeveloperDir, "usr/bin/xcodebuild").FullName +
" -project \"" + WrapperProject + "\"" +
" -configuration \"" + ConfigName + "\"" +
" -scheme '" + SchemeName + "'" +
" -sdk " + GetCodesignPlatformName(Target.Platform) +
$" -destination generic/platform=\"{AppleExports.GetDestinationPlatform(Target.Platform, Target.Architectures)}\"" +
" -derivedDataPath \"" + FrameworkDerivedDataDir + "\"" +
" CONFIGURATION_BUILD_DIR=\"" + FrameworkPayloadDirectory + "\"" +
(!String.IsNullOrEmpty(TeamUUID) ? " DEVELOPMENT_TEAM=" + TeamUUID : "");
}
else
{
// code sign the project
CmdLine = FileReference.Combine(ApplePlatformSDK.DeveloperDir, "usr/bin/xcodebuild").FullName +
" -workspace \"" + XcodeWorkspaceDir + "\"" +
" -configuration \"" + ConfigName + "\"" +
" -scheme '" + SchemeName + "'" +
" -sdk " + GetCodesignPlatformName(Target.Platform) +
$" -destination generic/platform=\"{AppleExports.GetDestinationPlatform(Target.Platform, Target.Architectures)}\"" +
(!String.IsNullOrEmpty(TeamUUID) ? " DEVELOPMENT_TEAM=" + TeamUUID : "");
}
CmdLine += String.Format(" CODE_SIGN_IDENTITY='{0}'", SigningCertificate);
// <projectname>.entitlements file can get copied over during a RemoteMac build which confuses Xcode, so just tell it to ignore any
// entitlement file changes. See UE-181206.
CmdLine += String.Format(" CODE_SIGN_ALLOW_ENTITLEMENTS_MODIFICATION=YES");
if (!ProjectSettings.bAutomaticSigning)
{
CmdLine += (!String.IsNullOrEmpty(MobileProvisionUUID) ? (" PROVISIONING_PROFILE_SPECIFIER=" + MobileProvisionUUID) : "");
}
Writer.WriteLine("/usr/bin/xcrun {0}", CmdLine);
}
if (!Target.bBuildAsFramework)
{
Logger.LogInformation("Generating project...");
DirectoryReference? GeneratedProjectFile;
if (AppName == "UnrealGame" || AppName == "UnrealClient" || Target.ProjectFile == null || Target.ProjectFile.IsUnderDirectory(Unreal.EngineDirectory))
{
GenerateProjectFiles(Target.ProjectFile, new string[] { "-platforms=" + (Target.Platform == UnrealTargetPlatform.IOS ? "IOS" : "TVOS"), "-NoIntellIsense", (Target.Platform == UnrealTargetPlatform.IOS ? "-iosdeployonly" : "-tvosdeployonly"), "-ignorejunk", (Target.bForDistribution ? "-distribution" : "-development"), "-bundleID=" + BundleID, "-includetemptargets", "-appname=" + AppName }, null, Logger, out GeneratedProjectFile);
}
else
{
GenerateProjectFiles(Target.ProjectFile, new string[] { "-platforms=" + (Target.Platform == UnrealTargetPlatform.IOS ? "IOS" : "TVOS"), "-NoIntellIsense", (Target.Platform == UnrealTargetPlatform.IOS ? "-iosdeployonly" : "-tvosdeployonly"), "-ignorejunk", (Target.bForDistribution ? "-distribution" : "-development"), String.Format("-project={0}", Target.ProjectFile), "-game", "-bundleID=" + BundleID, "-includetemptargets" }, null, Logger, out GeneratedProjectFile);
}
Logger.LogInformation("Generated {0}!", GeneratedProjectFile?.FullName ?? "NONE");
// Make sure it exists
if (!DirectoryReference.Exists(XcodeWorkspaceDir!) || (GeneratedProjectFile != null && GeneratedProjectFile != XcodeWorkspaceDir))
{
throw new BuildException("Unable to create stub IPA; Xcode workspace not found at {0}", XcodeWorkspaceDir);
}
}
// ensure the plist, entitlements, and provision files are properly copied
UEDeployIOS DeployHandler = (Target.Platform == UnrealTargetPlatform.IOS ? new UEDeployIOS(Logger) : new UEDeployTVOS(Logger));
DeployHandler.ForDistribution = Target.bForDistribution;
DeployHandler.PrepTargetForDeployment(Target.ProjectFile, Target.TargetName, Target.OutputPath, Target.Platform, Target.Configuration, Target.UPLScripts, Target.bCreateStubIPA, BundleID, Target.bBuildAsFramework);
Logger.LogInformation("Executing {Script}", SignProjectScript);
// write the entitlements file (building remotely)
WriteEntitlements(Target, Logger);
Process SignProcess = new Process();
SignProcess.StartInfo.WorkingDirectory = RemoteShadowDirectoryMac;
SignProcess.StartInfo.FileName = "/bin/sh";
string Arguments = String.Format("\"{0}\"", SignProjectScript.FullName);
SignProcess.StartInfo.Arguments = Arguments;
ProcessOutput Output = new ProcessOutput();
SignProcess.OutputDataReceived += new DataReceivedEventHandler((s, e) => Output.OutputReceivedDataEventHandler(s, e, Logger));
SignProcess.ErrorDataReceived += new DataReceivedEventHandler((s, e) => Output.OutputReceivedDataEventHandler(s, e, Logger));
Output.OutputReceivedDataEventHandlerEncounteredError = false;
Output.OutputReceivedDataEventHandlerEncounteredErrorMessage = "";
Utils.RunLocalProcess(SignProcess);
// cleanup
if (Target.ImportCertificate != null)
{
FileReference CleanProjectScript = FileReference.Combine(Target.ProjectIntermediateDirectory!, "CleanProject.sh");
using (StreamWriter CleanWriter = new StreamWriter(CleanProjectScript.FullName))
{
// Remove the temporary keychain from the search list
CleanWriter.WriteLine("security delete-keychain \"{0}\" || true", TempKeychain);
CleanWriter.WriteLine("security list-keychain -s login.keychain");
}
Logger.LogInformation("Executing {Script}", CleanProjectScript);
Process CleanProcess = new Process();
CleanProcess.StartInfo.WorkingDirectory = RemoteShadowDirectoryMac;
CleanProcess.StartInfo.FileName = "/bin/sh";
CleanProcess.StartInfo.Arguments = CleanProjectScript.FullName;
ProcessOutput CleanOutput = new ProcessOutput();
SignProcess.OutputDataReceived += new DataReceivedEventHandler((s, e) => CleanOutput.OutputReceivedDataEventLogger(s, e, Logger));
SignProcess.ErrorDataReceived += new DataReceivedEventHandler((s, e) => CleanOutput.OutputReceivedDataEventLogger(s, e, Logger));
Utils.RunLocalProcess(CleanProcess);
}
if (Target.bBuildAsFramework)
{
CleanIntermediateDirectory(FrameworkDerivedDataDir);
}
if (XcodeWorkspaceDir != null)
{
// delete the temp project
DirectoryReference.Delete(XcodeWorkspaceDir, true);
if (Output.OutputReceivedDataEventHandlerEncounteredError)
{
throw new Exception(Output.OutputReceivedDataEventHandlerEncounteredErrorMessage);
}
}
// Package the stub
if (Target.bBuildAsFramework)
{
PackageStub(FrameworkPayloadDirectory.ParentDirectory!.ToString(), AppName, Target.OutputPath.GetFileNameWithoutExtension(), AppleExports.UseModernXcode(Target.ProjectFile));
}
else
{
PackageStub(RemoteShadowDirectoryMac, AppName, Target.OutputPath.GetFileNameWithoutExtension(), AppleExports.UseModernXcode(Target.ProjectFile));
}
}
else
{
// ensure the plist, entitlements, and provision files are properly copied
UEDeployIOS DeployHandler = (Target.Platform == UnrealTargetPlatform.IOS ? new UEDeployIOS(Logger) : new UEDeployTVOS(Logger));
DeployHandler.ForDistribution = Target.bForDistribution;
DeployHandler.PrepTargetForDeployment(Target.ProjectFile, Target.TargetName, Target.OutputPath, Target.Platform, Target.Configuration, Target.UPLScripts, Target.bCreateStubIPA, BundleID, Target.bBuildAsFramework);
// write the entitlements file (building on Mac)
WriteEntitlements(Target, Logger);
}
{
// Copy bundled assets from additional frameworks to the intermediate assets directory (so they can get picked up during staging)
string LocalFrameworkAssets = Path.GetFullPath(Target.ProjectDirectory + "/Intermediate/" + (Target.Platform == UnrealTargetPlatform.IOS ? "IOS" : "TVOS") + "/FrameworkAssets");
// Clean the local dest directory if it exists
CleanIntermediateDirectory(LocalFrameworkAssets);
foreach (KeyValuePair<string, DirectoryReference> Pair in Target.FrameworkNameToSourceDir)
{
//string UnpackedZipPath = Pair.Value.FullName;
// For now, this is hard coded, but we need to loop over all modules, and copy bundled assets that need it
string LocalDest = LocalFrameworkAssets + "/" + Pair.Key;
Logger.LogInformation("Copying bundled asset... LocalSource: {Source}, LocalDest: {Target}", Pair.Value, LocalDest);
string ResultsText;
RunExecutableAndWait("cp", String.Format("-R -L \"{0}\" \"{1}\"", Pair.Value, LocalDest), out ResultsText);
}
}
}
public static int RunExecutableAndWait(string ExeName, string ArgumentList, out string StdOutResults)
{
// Create the process
ProcessStartInfo PSI = new ProcessStartInfo(ExeName, ArgumentList);
PSI.RedirectStandardOutput = true;
PSI.UseShellExecute = false;
PSI.CreateNoWindow = true;
Process NewProcess = Process.Start(PSI)!;
// Wait for the process to exit and grab it's output
StdOutResults = NewProcess.StandardOutput.ReadToEnd();
NewProcess.WaitForExit();
return NewProcess.ExitCode;
}
public void StripSymbols(FileReference SourceFile, FileReference TargetFile)
{
StripSymbolsWithXcode(SourceFile, TargetFile, Settings.ToolchainDir);
}
FileItem CopyBundleResource(UEBuildBundleResource Resource, FileItem Executable, DirectoryReference BundleDirectory, IActionGraphBuilder Graph)
{
Action CopyAction = Graph.CreateAction(ActionType.CreateAppBundle);
CopyAction.WorkingDirectory = GetMacDevSrcRoot(); // Path.GetFullPath(".");
CopyAction.CommandPath = BuildHostPlatform.Current.Shell;
CopyAction.CommandDescription = "";
string BundlePath = BundleDirectory.FullName;
string SourcePath = Path.Combine(Path.GetFullPath("."), Resource.ResourcePath!);
string TargetPath;
if (Resource.BundleContentsSubdir == "Resources")
{
TargetPath = Path.Combine(BundlePath, Path.GetFileName(Resource.ResourcePath)!);
}
else
{
TargetPath = Path.Combine(BundlePath, Resource.BundleContentsSubdir!, Path.GetFileName(Resource.ResourcePath)!);
}
FileItem TargetItem = FileItem.GetItemByPath(TargetPath);
CopyAction.CommandArguments = String.Format("-c \"cp -f -R \\\"{0}\\\" \\\"{1}\\\"; touch -c \\\"{2}\\\"\"", SourcePath, Path.GetDirectoryName(TargetPath)!.Replace('\\', '/') + "/", TargetPath.Replace('\\', '/'));
CopyAction.PrerequisiteItems.Add(Executable);
CopyAction.ProducedItems.Add(TargetItem);
CopyAction.bShouldOutputStatusDescription = Resource.bShouldLog;
CopyAction.StatusDescription = String.Format("Copying {0} to app bundle", Path.GetFileName(Resource.ResourcePath));
CopyAction.bCanExecuteRemotely = false;
return TargetItem;
}
public override void SetupBundleDependencies(ReadOnlyTargetRules Target, IEnumerable<UEBuildBinary> Binaries, string GameName)
{
base.SetupBundleDependencies(Target, Binaries, GameName);
foreach (UEBuildBinary Binary in Binaries)
{
BundleDependencies.Add(FileItem.GetItemByFileReference(Binary.OutputFilePath));
}
}
};
}