Implement playable Mac client and rendering validation
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+15
-1
@@ -10,10 +10,21 @@ set -euo pipefail
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cd "$(dirname "$0")"
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REPO="$(pwd)"
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CFG="${1:-debug}"
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OUT="$REPO/build/export"
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OUT="${MT_MAC_OUTPUT_DIR:-$REPO/build/export}"
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APP="$OUT/mtgodot-poc.app"
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GODOT="${GODOT:-godot}"
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MAC_ARCHES="${MT_MAC_ARCHES:-universal}"
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ENGINE_OVERRIDE="${MT_MAC_ENGINE:-}"
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if [ -n "$ENGINE_OVERRIDE" ]; then
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test -x "$ENGINE_OVERRIDE"
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ENGINE_INFO="$(lipo -info "$ENGINE_OVERRIDE")"
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case "$MAC_ARCHES:$ENGINE_INFO" in
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universal:*x86_64*arm64*|universal:*arm64*x86_64*|arm64:*arm64*|x86_64:*x86_64*) ;;
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*) echo "错误:自定义引擎架构不匹配:$ENGINE_INFO" >&2; exit 1 ;;
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esac
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echo "自定义引擎:$ENGINE_OVERRIDE"
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"$ENGINE_OVERRIDE" --version
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fi
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BUILD_TYPE="Debug"
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if [ "$CFG" = release ]; then
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BUILD_TYPE="Release"
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@@ -55,6 +66,9 @@ ditto "$REPO/bgm" "$APP/Contents/Resources/bgm"
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test -f "$APP/Contents/Resources/assets/asset_index.txt"
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echo "== 4. 签名(默认 ad-hoc;CODESIGN_IDENTITY 可切正式证书)=="
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if [ -n "$ENGINE_OVERRIDE" ]; then
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cp "$ENGINE_OVERRIDE" "$APP/Contents/MacOS/mtgodot-poc"
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fi
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CODESIGN_IDENTITY="${CODESIGN_IDENTITY:--}"
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ENTITLEMENTS="$REPO/macos.entitlements"
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test -f "$ENTITLEMENTS"
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