LuckyWorld/scripts/mac_build.sh

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#!/bin/bash
# Get the user's home directory
USER_HOME="$HOME"
# Set up Unreal Engine paths
UE_ROOT="/Users/Shared/Epic Games/UE_5.5"
UE_EDITOR="$UE_ROOT/Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor"
UE_UAT="$UE_ROOT/Engine/Build/BatchFiles/RunUAT.command"
# Set up project paths
PROJECT_ROOT="$(pwd)"
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PROJECT_FILE="$PROJECT_ROOT/LuckyWorld.uproject"
ARCHIVE_DIR="$PROJECT_ROOT/Builds"
# Check for entitlements file
if [ -f "$PROJECT_ROOT/LuckyWorld.entitlements" ]; then
ENTITLEMENTS_FILE="$PROJECT_ROOT/LuckyWorld.entitlements"
elif [ -f "$PROJECT_ROOT/LuckyRobots.entitlements" ]; then
ENTITLEMENTS_FILE="$PROJECT_ROOT/LuckyRobots.entitlements"
else
echo "Warning: No entitlements file found. This might affect notarization."
ENTITLEMENTS_FILE=""
fi
# For debugging: print paths and config
echo "Project root: $PROJECT_ROOT"
echo "Project file: $PROJECT_FILE"
echo "Archive directory: $ARCHIVE_DIR"
echo "Entitlements file: $ENTITLEMENTS_FILE"
# Clean up previous build artifacts
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rm -rf DerivedDataCache Intermediate Binaries Saved
# Generate project files
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"$UE_ROOT/Engine/Build/BatchFiles/Mac/GenerateProjectFiles.sh" -project="$PROJECT_FILE" -game -engine
# Run the build command
"$UE_UAT" -ScriptsForProject="$PROJECT_FILE" Turnkey \
-command=VerifySdk \
-platform=Mac \
-UpdateIfNeeded \
-EditorIO \
-EditorIOPort=59484 \
-project="$PROJECT_FILE" \
BuildCookRun \
-nop4 \
-utf8output \
-cook \
-project="$PROJECT_FILE" \
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-target=LuckyWorld \
-unrealexe="$UE_EDITOR" \
-platform=Mac \
-installed \
-stage \
-archive \
-package \
-build \
-iterativecooking \
-pak \
-iostore \
-compressed \
-prereqs \
-archivedirectory="$ARCHIVE_DIR" \
-CrashReporter \
-clientconfig=Shipping \
# -nocompile \
# -nocompileuat \
# -nocompileeditor \
# -skipbuildeditor \
# enable these if you want to test build without pak and iostore (you're just testing the build)
# -skipiostore \
# -skippak \ (disable -pak and -iostore)
echo ""
echo "🦾 Build completed. Application path:"
APP_PATH=$(find "$ARCHIVE_DIR" -name "*.app" -type d | head -n 1)
echo "$APP_PATH"
if [ -n "$APP_PATH" ]; then
echo ""
echo "🔍 Binary files that will need signing:"
DYLIB_COUNT=$(find "$APP_PATH" -name "*.dylib" | wc -l)
SO_COUNT=$(find "$APP_PATH" -name "*.so" | wc -l)
FRAMEWORKS=$(find "$APP_PATH" -path "*.framework/*" -type f -perm +111 | wc -l)
EXECUTABLES=$(find "$APP_PATH" -type f -perm +111 -not -path "*.framework/*" -not -name "*.dylib" -not -name "*.so" | wc -l)
echo "- $DYLIB_COUNT .dylib libraries"
echo "- $SO_COUNT .so libraries"
echo "- $FRAMEWORKS framework executables"
echo "- $EXECUTABLES other executables"
echo "Total binary files: $((DYLIB_COUNT + SO_COUNT + FRAMEWORKS + EXECUTABLES))"
echo ""
echo "🔍 Checking for PhysX and other special libraries (often need special handling):"
find "$APP_PATH" -name "*PhysX*" -o -name "*APEX*"
fi
# Bundle ID'yi proje ayarlarında güncelle
echo ""
echo "🔧 Updating bundle ID in UE config..."
CONFIG_FILE="$PROJECT_ROOT/Config/DefaultGame.ini"
if [ -f "$CONFIG_FILE" ]; then
# Mevcut bölümü kontrol et veya ekle
if grep -q "\[/Script/MacTargetPlatform\.MacTargetSettings\]" "$CONFIG_FILE"; then
# Bölüm var, ayarı güncelleyebiliriz
sed -i '' 's/BundleIdentifier=.*/BundleIdentifier=com.luckyrobots.luckyworld/g' "$CONFIG_FILE"
else
# Bölüm yok, eklememiz gerekiyor
echo "" >> "$CONFIG_FILE"
echo "[/Script/MacTargetPlatform.MacTargetSettings]" >> "$CONFIG_FILE"
echo "BundleIdentifier=com.luckyrobots.luckyworld" >> "$CONFIG_FILE"
fi
echo "Updated bundle ID in project config"
fi
# Build sonrası işlemler - bundle ID ayarlama
echo ""
echo "🔧 Performing post-build fix for bundle ID..."
if [ -n "$APP_PATH" ]; then
INFO_PLIST="$APP_PATH/Contents/Info.plist"
if [ -f "$INFO_PLIST" ]; then
echo "Setting bundle identifier to com.luckyrobots.luckyworld"
/usr/libexec/PlistBuddy -c "Set :CFBundleIdentifier com.luckyrobots.luckyworld" "$INFO_PLIST"
echo "Updated bundle ID: $(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$INFO_PLIST")"
else
echo "⚠️ Info.plist not found at $INFO_PLIST"
fi
fi
# Recursive imzalama fonksiyonu - tüm binary dosyaları imzalar
function sign_recursively() {
local app_path="$1"
local entitlements_file="$2"
local counter=0
local total=0
local failed=0
# Önce toplam dosya sayısını hesapla
# Tüm binary dosyaları bul (executable, dylib, so, çerçeveler)
echo "Scanning for binary files..."
# Executable binary files (libraries, executables)
binaries=$(find "$app_path" -type f \( -name "*.dylib" -o -name "*.so" -o -perm +111 \) | sort)
total=$(echo "$binaries" | wc -l)
echo "Found $total binary files to sign"
# Helper binary dosyaları imzala (tercih sırasına göre)
echo "Signing all binary files (libraries and executables)..."
echo "$binaries" | while read -r binary; do
counter=$((counter + 1))
# Her 20 dosyada bir ilerleme göster
if [ $((counter % 20)) -eq 0 ] || [ $counter -eq 1 ] || [ $counter -eq $total ]; then
echo "Progress: $counter/$total - Signing: $binary"
fi
# Skip if not a regular file (symbolic links etc)
if [ ! -f "$binary" ]; then
continue
fi
# Dosya türünü kontrol et
file_info=$(file "$binary")
# Sadece Mach-O dosyalarını imzala
if ! echo "$file_info" | grep -q "Mach-O"; then
continue
fi
if [[ "$binary" == *CrashReportClient* ]]; then
echo "🛠️ Special handling for CrashReportClient: $binary"
fi
# Timestamp ve runtime options ile imzala
codesign --force --options runtime --deep --sign - --timestamp --entitlements "$entitlements_file" "$binary" 2>&1 || {
echo "⚠️ Failed to sign: $binary"
failed=$((failed + 1))
}
done
# Başvuru için ENTITLEMENTS içeriğini göster
echo "Using entitlements file for signatures:"
cat "$entitlements_file"
# Tüm nested app'leri bul ve imzala
nested_apps=$(find "$app_path" -name "*.app" -type d)
if [ -n "$nested_apps" ]; then
echo "Signing nested applications..."
echo "$nested_apps" | while read -r nested_app; do
if [ "$nested_app" != "$app_path" ]; then
echo "Signing nested app: $nested_app"
# İmzalamadan önce Info.plist varsa Bundle ID ayarla
nested_info="$nested_app/Contents/Info.plist"
if [ -f "$nested_info" ]; then
echo "Setting bundle identifier for nested app"
/usr/libexec/PlistBuddy -c "Set :CFBundleIdentifier com.luckyrobots.luckyworld.nested" "$nested_info" 2>/dev/null || true
fi
codesign --force --options runtime --deep --sign - --timestamp --entitlements "$entitlements_file" "$nested_app" 2>&1 || {
echo "⚠️ Failed to sign nested app: $nested_app"
failed=$((failed + 1))
}
fi
done
fi
# Asıl uygulamayı imzala
echo "Signing main application: $app_path"
codesign --force --options runtime --deep --sign - --timestamp --entitlements "$entitlements_file" "$app_path" 2>&1 || {
echo "⚠️ Failed to sign main app: $app_path"
failed=$((failed + 1))
}
echo "✅ Signing completed: $counter files processed, $failed failures"
# İmzalama durumunu kontrol et
echo "Verifying signatures..."
codesign -vvv --deep --strict "$app_path"
# Hardened Runtime ve diğer güvenlik ayarları kontrol et
echo "Checking security settings (Hardened Runtime, etc.):"
codesign -d --entitlements - "$app_path" | grep -i "runtime\|hardened\|security"
# Spesifik olarak CrashReportClient'i kontrol et (sorunlu dosya)
crash_reporter=$(find "$app_path" -path "*CrashReportClient.app/Contents/MacOS/CrashReportClient" -type f | head -1)
if [ -n "$crash_reporter" ]; then
echo "Checking CrashReportClient specifically:"
codesign -d --entitlements - "$crash_reporter" | grep -i "runtime\|hardened\|security"
fi
}
# Kütüphaneleri kontrol et ve gerekirse post-processing yap
echo ""
echo "🔍 Performing comprehensive signing and hardening of all binaries..."
if [ -n "$APP_PATH" ] && [ -n "$ENTITLEMENTS_FILE" ]; then
# Recursive olarak tüm binary dosyaları imzala
sign_recursively "$APP_PATH" "$ENTITLEMENTS_FILE"
# Son olarak ana uygulamayı tekrar imzala
echo "Final signing of main app bundle"
codesign --force --options runtime --deep --sign - --timestamp --entitlements "$ENTITLEMENTS_FILE" "$APP_PATH"
echo "✅ All binaries signed successfully with Hardened Runtime enabled"
else
echo "❌ App path or entitlements file not found, cannot perform comprehensive signing"
echo "App path: $APP_PATH"
echo "Entitlements file: $ENTITLEMENTS_FILE"
fi
echo ""
echo "✅ Build and post-processing completed successfully!"