godot/platform/osx/export/export.cpp
2018-08-21 22:56:04 -04:00

669 lines
22 KiB
C++

/*************************************************************************/
/* export.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "export.h"
#include "editor/editor_export.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "io/marshalls.h"
#include "io/resource_saver.h"
#include "io/zip_io.h"
#include "os/file_access.h"
#include "os/os.h"
#include "platform/osx/logo.gen.h"
#include "project_settings.h"
#include "string.h"
#include "version.h"
#include <sys/stat.h>
class EditorExportPlatformOSX : public EditorExportPlatform {
GDCLASS(EditorExportPlatformOSX, EditorExportPlatform);
int version_code;
Ref<ImageTexture> logo;
void _fix_plist(const Ref<EditorExportPreset> &p_preset, Vector<uint8_t> &plist, const String &p_binary);
void _make_icon(const Ref<Image> &p_icon, Vector<uint8_t> &p_data);
Error _code_sign(const Ref<EditorExportPreset> &p_preset, const String &p_path);
Error _create_dmg(const String &p_dmg_path, const String &p_pkg_name, const String &p_app_path_name);
#ifdef OSX_ENABLED
bool use_codesign() const { return true; }
bool use_dmg() const { return true; }
#else
bool use_codesign() const { return false; }
bool use_dmg() const { return false; }
#endif
protected:
virtual void get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features);
virtual void get_export_options(List<ExportOption> *r_options);
public:
virtual String get_name() const { return "Mac OSX"; }
virtual String get_os_name() const { return "OSX"; }
virtual Ref<Texture> get_logo() const { return logo; }
virtual String get_binary_extension(const Ref<EditorExportPreset> &p_preset) const { return use_dmg() ? "dmg" : "zip"; }
virtual Error export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags = 0);
virtual bool can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const;
virtual void get_platform_features(List<String> *r_features) {
r_features->push_back("pc");
r_features->push_back("s3tc");
r_features->push_back("OSX");
}
virtual void resolve_platform_feature_priorities(const Ref<EditorExportPreset> &p_preset, Set<String> &p_features) {
}
EditorExportPlatformOSX();
~EditorExportPlatformOSX();
};
void EditorExportPlatformOSX::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) {
if (p_preset->get("texture_format/s3tc")) {
r_features->push_back("s3tc");
}
if (p_preset->get("texture_format/etc")) {
r_features->push_back("etc");
}
if (p_preset->get("texture_format/etc2")) {
r_features->push_back("etc2");
}
r_features->push_back("64");
}
void EditorExportPlatformOSX::get_export_options(List<ExportOption> *r_options) {
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "custom_package/debug", PROPERTY_HINT_GLOBAL_FILE, "zip"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "custom_package/release", PROPERTY_HINT_GLOBAL_FILE, "zip"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/name", PROPERTY_HINT_PLACEHOLDER_TEXT, "Game Name"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/info"), "Made with Godot Engine"));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/icon", PROPERTY_HINT_FILE, "png"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/identifier", PROPERTY_HINT_PLACEHOLDER_TEXT, "com.example.game"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/signature"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/short_version"), "1.0"));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/version"), "1.0"));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/copyright"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "display/high_res"), false));
#ifdef OSX_ENABLED
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/identity"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/entitlements"), ""));
#endif
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/s3tc"), true));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/etc"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/etc2"), false));
}
void EditorExportPlatformOSX::_make_icon(const Ref<Image> &p_icon, Vector<uint8_t> &p_data) {
Ref<ImageTexture> it = memnew(ImageTexture);
int size = 512;
Vector<uint8_t> data;
data.resize(8);
data.write[0] = 'i';
data.write[1] = 'c';
data.write[2] = 'n';
data.write[3] = 's';
const char *name[] = { "ic09", "ic08", "ic07", "icp6", "icp5", "icp4" };
int index = 0;
while (size >= 16) {
Ref<Image> copy = p_icon; // does this make sense? doesn't this just increase the reference count instead of making a copy? Do we even need a copy?
copy->convert(Image::FORMAT_RGBA8);
copy->resize(size, size);
it->create_from_image(copy);
String path = EditorSettings::get_singleton()->get_cache_dir().plus_file("icon.png");
ResourceSaver::save(path, it);
FileAccess *f = FileAccess::open(path, FileAccess::READ);
ERR_FAIL_COND(!f);
int ofs = data.size();
uint32_t len = f->get_len();
data.resize(data.size() + len + 8);
f->get_buffer(&data.write[ofs + 8], len);
memdelete(f);
len += 8;
len = BSWAP32(len);
copymem(&data.write[ofs], name[index], 4);
encode_uint32(len, &data.write[ofs + 4]);
index++;
size /= 2;
}
uint32_t total_len = data.size();
total_len = BSWAP32(total_len);
encode_uint32(total_len, &data.write[4]);
p_data = data;
}
void EditorExportPlatformOSX::_fix_plist(const Ref<EditorExportPreset> &p_preset, Vector<uint8_t> &plist, const String &p_binary) {
String str;
String strnew;
str.parse_utf8((const char *)plist.ptr(), plist.size());
Vector<String> lines = str.split("\n");
for (int i = 0; i < lines.size(); i++) {
if (lines[i].find("$binary") != -1) {
strnew += lines[i].replace("$binary", p_binary) + "\n";
} else if (lines[i].find("$name") != -1) {
strnew += lines[i].replace("$name", p_binary) + "\n";
} else if (lines[i].find("$info") != -1) {
strnew += lines[i].replace("$info", p_preset->get("application/info")) + "\n";
} else if (lines[i].find("$identifier") != -1) {
strnew += lines[i].replace("$identifier", p_preset->get("application/identifier")) + "\n";
} else if (lines[i].find("$short_version") != -1) {
strnew += lines[i].replace("$short_version", p_preset->get("application/short_version")) + "\n";
} else if (lines[i].find("$version") != -1) {
strnew += lines[i].replace("$version", p_preset->get("application/version")) + "\n";
} else if (lines[i].find("$signature") != -1) {
strnew += lines[i].replace("$signature", p_preset->get("application/signature")) + "\n";
} else if (lines[i].find("$copyright") != -1) {
strnew += lines[i].replace("$copyright", p_preset->get("application/copyright")) + "\n";
} else if (lines[i].find("$highres") != -1) {
strnew += lines[i].replace("$highres", p_preset->get("display/high_res") ? "<true/>" : "<false/>") + "\n";
} else {
strnew += lines[i] + "\n";
}
}
CharString cs = strnew.utf8();
plist.resize(cs.size() - 1);
for (int i = 0; i < cs.size() - 1; i++) {
plist.write[i] = cs[i];
}
}
/**
If we're running the OSX version of the Godot editor we'll:
- export our application bundle to a temporary folder
- attempt to code sign it
- and then wrap it up in a DMG
**/
Error EditorExportPlatformOSX::_code_sign(const Ref<EditorExportPreset> &p_preset, const String &p_path) {
List<String> args;
if (p_preset->get("codesign/entitlements") != "") {
/* this should point to our entitlements.plist file that sandboxes our application, I don't know if this should also be placed in our app bundle */
args.push_back("-entitlements");
args.push_back(p_preset->get("codesign/entitlements"));
}
args.push_back("-s");
args.push_back(p_preset->get("codesign/identity"));
args.push_back("-v"); /* provide some more feedback */
args.push_back(p_path);
String str;
Error err = OS::get_singleton()->execute("codesign", args, true, NULL, &str, NULL, true);
ERR_FAIL_COND_V(err != OK, err);
print_line("codesign: " + str);
if (str.find("no identity found") != -1) {
EditorNode::add_io_error("codesign: no identity found");
return FAILED;
}
return OK;
}
Error EditorExportPlatformOSX::_create_dmg(const String &p_dmg_path, const String &p_pkg_name, const String &p_app_path_name) {
List<String> args;
OS::get_singleton()->move_to_trash(p_dmg_path);
args.push_back("create");
args.push_back(p_dmg_path);
args.push_back("-volname");
args.push_back(p_pkg_name);
args.push_back("-fs");
args.push_back("HFS+");
args.push_back("-srcfolder");
args.push_back(p_app_path_name);
String str;
Error err = OS::get_singleton()->execute("hdiutil", args, true, NULL, &str, NULL, true);
ERR_FAIL_COND_V(err != OK, err);
print_line("hdiutil returned: " + str);
if (str.find("create failed") != -1) {
if (str.find("File exists") != -1) {
EditorNode::add_io_error("hdiutil: create failed - file exists");
} else {
EditorNode::add_io_error("hdiutil: create failed");
}
return FAILED;
}
return OK;
}
Error EditorExportPlatformOSX::export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {
ExportNotifier notifier(*this, p_preset, p_debug, p_path, p_flags);
String src_pkg_name;
EditorProgress ep("export", "Exporting for OSX", 3);
if (p_debug)
src_pkg_name = p_preset->get("custom_package/debug");
else
src_pkg_name = p_preset->get("custom_package/release");
if (src_pkg_name == "") {
String err;
src_pkg_name = find_export_template("osx.zip", &err);
if (src_pkg_name == "") {
EditorNode::add_io_error(err);
return ERR_FILE_NOT_FOUND;
}
}
FileAccess *src_f = NULL;
zlib_filefunc_def io = zipio_create_io_from_file(&src_f);
ep.step("Creating app", 0);
unzFile src_pkg_zip = unzOpen2(src_pkg_name.utf8().get_data(), &io);
if (!src_pkg_zip) {
EditorNode::add_io_error("Could not find template app to export:\n" + src_pkg_name);
return ERR_FILE_NOT_FOUND;
}
ERR_FAIL_COND_V(!src_pkg_zip, ERR_CANT_OPEN);
int ret = unzGoToFirstFile(src_pkg_zip);
String binary_to_use = "godot_osx_" + String(p_debug ? "debug" : "release") + ".64";
String pkg_name;
if (p_preset->get("application/name") != "")
pkg_name = p_preset->get("application/name"); // app_name
else if (String(ProjectSettings::get_singleton()->get("application/config/name")) != "")
pkg_name = String(ProjectSettings::get_singleton()->get("application/config/name"));
else
pkg_name = "Unnamed";
Error err = OK;
String tmp_app_path_name = "";
zlib_filefunc_def io2 = io;
FileAccess *dst_f = NULL;
io2.opaque = &dst_f;
zipFile dst_pkg_zip = NULL;
if (use_dmg()) {
// We're on OSX so we can export to DMG, but first we create our application bundle
tmp_app_path_name = EditorSettings::get_singleton()->get_cache_dir().plus_file(pkg_name + ".app");
print_line("Exporting to " + tmp_app_path_name);
DirAccess *tmp_app_path = DirAccess::create_for_path(tmp_app_path_name);
if (!tmp_app_path) {
err = ERR_CANT_CREATE;
}
// Create our folder structure or rely on unzip?
if (err == OK) {
print_line("Creating " + tmp_app_path_name + "/Contents/MacOS");
err = tmp_app_path->make_dir_recursive(tmp_app_path_name + "/Contents/MacOS");
}
if (err == OK) {
print_line("Creating " + tmp_app_path_name + "/Contents/Frameworks");
err = tmp_app_path->make_dir_recursive(tmp_app_path_name + "/Contents/Frameworks");
}
if (err == OK) {
print_line("Creating " + tmp_app_path_name + "/Contents/Resources");
err = tmp_app_path->make_dir_recursive(tmp_app_path_name + "/Contents/Resources");
}
} else {
// Open our destination zip file
dst_pkg_zip = zipOpen2(p_path.utf8().get_data(), APPEND_STATUS_CREATE, NULL, &io2);
if (!dst_pkg_zip) {
err = ERR_CANT_CREATE;
}
}
// Now process our template
bool found_binary = false;
int total_size = 0;
while (ret == UNZ_OK && err == OK) {
bool is_execute = false;
//get filename
unz_file_info info;
char fname[16384];
ret = unzGetCurrentFileInfo(src_pkg_zip, &info, fname, 16384, NULL, 0, NULL, 0);
String file = fname;
print_line("READ: " + file);
Vector<uint8_t> data;
data.resize(info.uncompressed_size);
//read
unzOpenCurrentFile(src_pkg_zip);
unzReadCurrentFile(src_pkg_zip, data.ptrw(), data.size());
unzCloseCurrentFile(src_pkg_zip);
//write
file = file.replace_first("osx_template.app/", "");
if (file == "Contents/Info.plist") {
print_line("parse plist");
_fix_plist(p_preset, data, pkg_name);
}
if (file.begins_with("Contents/MacOS/godot_")) {
if (file != "Contents/MacOS/" + binary_to_use) {
ret = unzGoToNextFile(src_pkg_zip);
continue; //ignore!
}
found_binary = true;
is_execute = true;
file = "Contents/MacOS/" + pkg_name;
}
if (file == "Contents/Resources/icon.icns") {
//see if there is an icon
String iconpath;
if (p_preset->get("application/icon") != "")
iconpath = p_preset->get("application/icon");
else
iconpath = ProjectSettings::get_singleton()->get("application/config/icon");
print_line("icon? " + iconpath);
if (iconpath != "") {
Ref<Image> icon;
icon.instance();
icon->load(iconpath);
if (!icon->empty()) {
print_line("loaded?");
_make_icon(icon, data);
}
}
//bleh?
}
if (data.size() > 0) {
print_line("ADDING: " + file + " size: " + itos(data.size()));
total_size += data.size();
if (use_dmg()) {
// write it into our application bundle
file = tmp_app_path_name + "/" + file;
// write the file, need to add chmod
FileAccess *f = FileAccess::open(file, FileAccess::WRITE);
if (f) {
f->store_buffer(data.ptr(), data.size());
f->close();
if (is_execute) {
// Chmod with 0755 if the file is executable
f->_chmod(file, 0755);
}
memdelete(f);
} else {
err = ERR_CANT_CREATE;
}
} else {
// add it to our zip file
file = pkg_name + ".app/" + file;
zip_fileinfo fi;
fi.tmz_date.tm_hour = info.tmu_date.tm_hour;
fi.tmz_date.tm_min = info.tmu_date.tm_min;
fi.tmz_date.tm_sec = info.tmu_date.tm_sec;
fi.tmz_date.tm_mon = info.tmu_date.tm_mon;
fi.tmz_date.tm_mday = info.tmu_date.tm_mday;
fi.tmz_date.tm_year = info.tmu_date.tm_year;
fi.dosDate = info.dosDate;
fi.internal_fa = info.internal_fa;
fi.external_fa = info.external_fa;
int zerr = zipOpenNewFileInZip(dst_pkg_zip,
file.utf8().get_data(),
&fi,
NULL,
0,
NULL,
0,
NULL,
Z_DEFLATED,
Z_DEFAULT_COMPRESSION);
print_line("OPEN ERR: " + itos(zerr));
zerr = zipWriteInFileInZip(dst_pkg_zip, data.ptr(), data.size());
print_line("WRITE ERR: " + itos(zerr));
zipCloseFileInZip(dst_pkg_zip);
}
}
ret = unzGoToNextFile(src_pkg_zip);
}
// we're done with our source zip
unzClose(src_pkg_zip);
if (!found_binary) {
ERR_PRINTS("Requested template binary '" + binary_to_use + "' not found. It might be missing from your template archive.");
err = ERR_FILE_NOT_FOUND;
}
if (err == OK) {
ep.step("Making PKG", 1);
if (use_dmg()) {
String pack_path = tmp_app_path_name + "/Contents/Resources/" + pkg_name + ".pck";
Vector<SharedObject> shared_objects;
err = save_pack(p_preset, pack_path, &shared_objects);
// see if we can code sign our new package
String identity = p_preset->get("codesign/identity");
if (err == OK) {
DirAccess *da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
for (int i = 0; i < shared_objects.size(); i++) {
err = da->copy(shared_objects[i].path, tmp_app_path_name + "/Contents/Frameworks/" + shared_objects[i].path.get_file());
if (err == OK && identity != "") {
err = _code_sign(p_preset, tmp_app_path_name + "/Contents/Frameworks/" + shared_objects[i].path.get_file());
}
}
memdelete(da);
}
if (err == OK && identity != "") {
ep.step("Code signing bundle", 2);
// the order in which we code sign is important, this is a bit of a shame or we could do this in our loop that extracts the files from our ZIP
// start with our application
err = _code_sign(p_preset, tmp_app_path_name + "/Contents/MacOS/" + pkg_name);
///@TODO we should check the contents of /Contents/Frameworks for frameworks to sign
}
if (err == OK && identity != "") {
// we should probably loop through all resources and sign them?
err = _code_sign(p_preset, tmp_app_path_name + "/Contents/Resources/icon.icns");
}
if (err == OK && identity != "") {
err = _code_sign(p_preset, pack_path);
}
if (err == OK && identity != "") {
err = _code_sign(p_preset, tmp_app_path_name + "/Contents/Info.plist");
}
// and finally create a DMG
if (err == OK) {
ep.step("Making DMG", 3);
err = _create_dmg(p_path, pkg_name, tmp_app_path_name);
}
// Clean up temporary .app dir
OS::get_singleton()->move_to_trash(tmp_app_path_name);
} else {
String pack_path = EditorSettings::get_singleton()->get_cache_dir().plus_file(pkg_name + ".pck");
Vector<SharedObject> shared_objects;
err = save_pack(p_preset, pack_path, &shared_objects);
if (err == OK) {
zipOpenNewFileInZip(dst_pkg_zip,
(pkg_name + ".app/Contents/Resources/" + pkg_name + ".pck").utf8().get_data(),
NULL,
NULL,
0,
NULL,
0,
NULL,
Z_DEFLATED,
Z_DEFAULT_COMPRESSION);
FileAccess *pf = FileAccess::open(pack_path, FileAccess::READ);
if (pf) {
const int BSIZE = 16384;
uint8_t buf[BSIZE];
while (true) {
int r = pf->get_buffer(buf, BSIZE);
if (r <= 0)
break;
zipWriteInFileInZip(dst_pkg_zip, buf, r);
}
zipCloseFileInZip(dst_pkg_zip);
memdelete(pf);
} else {
err = ERR_CANT_OPEN;
}
}
if (err == OK) {
//add shared objects
for (int i = 0; i < shared_objects.size(); i++) {
Vector<uint8_t> file = FileAccess::get_file_as_array(shared_objects[i].path);
ERR_CONTINUE(file.empty());
zipOpenNewFileInZip(dst_pkg_zip,
(pkg_name + ".app/Contents/Frameworks/").plus_file(shared_objects[i].path.get_file()).utf8().get_data(),
NULL,
NULL,
0,
NULL,
0,
NULL,
Z_DEFLATED,
Z_DEFAULT_COMPRESSION);
zipWriteInFileInZip(dst_pkg_zip, file.ptr(), file.size());
zipCloseFileInZip(dst_pkg_zip);
}
}
}
}
if (dst_pkg_zip) {
zipClose(dst_pkg_zip, NULL);
}
return err;
}
bool EditorExportPlatformOSX::can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const {
bool valid = false;
String err;
if (exists_export_template("osx.zip", &err)) {
valid = true;
}
if (p_preset->get("custom_package/debug") != "") {
if (FileAccess::exists(p_preset->get("custom_package/debug"))) {
valid = true;
} else {
err += "Custom debug package not found.\n";
}
}
if (p_preset->get("custom_package/release") != "") {
if (FileAccess::exists(p_preset->get("custom_package/release"))) {
valid = true;
} else {
err += "Custom release package not found.\n";
}
}
if (!err.empty())
r_error = err;
r_missing_templates = !valid;
return valid;
}
EditorExportPlatformOSX::EditorExportPlatformOSX() {
Ref<Image> img = memnew(Image(_osx_logo));
logo.instance();
logo->create_from_image(img);
}
EditorExportPlatformOSX::~EditorExportPlatformOSX() {
}
void register_osx_exporter() {
Ref<EditorExportPlatformOSX> platform;
platform.instance();
EditorExport::get_singleton()->add_export_platform(platform);
}