Xcode_自动打包
xcode 自动化打包
XCode 自动打包命令
这里我使用的是Xcode8.3
获取证书
貌似xcode7.0以上都可以免费使用开发者证书
先使用Xcode打开工程,使用免费证书签名
然后会自动生成 xxx.mobileprovision,这里面就包含了teamId等信息
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4MacBook-Pro:Provisioning Profiles wilker$ pwd
/Users/wilker/Library/MobileDevice/Provisioning Profiles
MacBook-Pro:Provisioning Profiles wilker$ ls
fa4ea842-adb4-4dec-82f3-c178f47769d8.mobileprovision
打包命令
从xcode工程 xxx.xcodeproj 打出 xxx.xcarchive 文件
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3cmd = '''xcodebuild -project %s -scheme "MyXMan-mobile" -configuration %s -sdk iphoneos10.3 -archivePath %s archive DEVELOPMENT_TEAM="%s" '''% \
(project_path, debug_tag, archive_path, team_id)
cmd += ' ENABLE_BITCODE=NO'从 xxx.xcarchive 文件 打出 xxx.ipa 包
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cmd = '''xcodebuild -exportArchive -archivePath %s -exportOptionsPlist %s -exportPath %s '''%(appAchive_path, export_options_plist_path, gself_path)
踩到的一些坑
-project
- 项目的 xcode工程路径:
/Users/wilker/workplace/cocos2dx/MyXMan/frameworks/runtime-src/proj.ios_mac/MyXMan.xcodeproj
-archivePath
- 导出的 Archive 文件路径
-configuration
- Debug or Release
查看sdk
sdk 设置错误会报错:xcodebuild: error: SDK “iphoneos10.2” cannot be located
查看已有的sdk,命令:
xcodebuild -showsdks
,然后选择已有的sdk1
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21MacBook-Pro:Provisioning Profiles wilker$ xcodebuild -showsdks
iOS SDKs:
iOS 10.3 -sdk iphoneos10.3
iOS Simulator SDKs:
Simulator - iOS 10.3 -sdk iphonesimulator10.3
macOS SDKs:
macOS 10.12 -sdk macosx10.12
tvOS SDKs:
tvOS 10.2 -sdk appletvos10.2
tvOS Simulator SDKs:
Simulator - tvOS 10.2 -sdk appletvsimulator10.2
watchOS SDKs:
watchOS 3.2 -sdk watchos3.2
watchOS Simulator SDKs:
Simulator - watchOS 3.2 -sdk watchsimulator3.2
scheme
scheme 设置错误会报错:xcodebuild: error: The project named “MyXMan” does not contain a scheme named “MyXMan”
命令:
xcodebuild -project /Users/wilker/workplace/cocos2dx/MyXMan/frameworks/runtime-src/proj.ios_mac/MyXMan.xcodeproj -list
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23MacBook-Pro:release_tools wilker$ xcodebuild -project /Users/wilker/workplace/cocos2dx/MyXMan/frameworks/runtime-src/proj.ios_mac/MyXMan.xcodeproj -list
Information about project "MyXMan":
Targets:
MyXMan-mobile
MyXMan-desktop
Build Configurations:
Debug
Release
If no build configuration is specified and -scheme is not passed then "Release" is used.
Schemes:
MyXMan-mobile
MyXMan-desktop
libsimulator Mac
libsimulator iOS
libluacocos2d Mac
libluacocos2d iOS
libluacocos2d tvOS
libcocos2d Mac
libcocos2d iOS
libcocos2d tvOS
exportOptionsPlist
exportOptionsPlist配置文件设置 teamID 错误会报错:Error Domain=IDEDistributionErrorDomain Code=1 “No valid iOS Distribution signing identities belonging to team 38W5465CZX were found.” UserInfo={NSLocalizedDescription=No valid iOS Distribution signing identities belonging to team 38W5465CZX were found.}
配置文件内容
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<plist version="1.0">
<dict>
<key>method</key>
<string>development</string>
<key>teamID</key>
<string>JW38L9N6HH</string>
</dict>
</plist>参考资料:
可选参数
- compileBitcode: Bool
- For non-App Store exports, should Xcode re-compile the app from bitcode? Defaults to YES.
- embedOnDemandResourcesAssetPacksInBundle : Bool
- For non-App Store exports, if the app uses On Demand Resources and this is YES, asset packs are embedded in the app bundle so that the app can be tested without a server to host asset packs. Defaults to YES unless onDemandResourcesAssetPacksBaseURL is specified.
- iCloudContainerEnvironment
- For non-App Store exports, if the app is using CloudKit, this configures the “com.apple.developer.icloud-container-environment” entitlement. Available options: Development and Production. Defaults to Development.
- manifest : Dictionary
- For non-App Store exports, users can download your app over the web by opening your distribution manifest file in a web browser. To generate a distribution manifest, the value of this key should be a dictionary with three sub-keys: appURL, displayImageURL, fullSizeImageURL. The additional sub-key assetPackManifestURL is required when using on demand resources.
- method : String
- Describes how Xcode should export the archive. Available options: app-store, ad-hoc, package, enterprise, development, and developer-id. The list of options varies based on the type of archive. Defaults to development.
- onDemandResourcesAssetPacksBaseURL : String
- For non-App Store exports, if the app uses On Demand Resources and embedOnDemandResourcesAssetPacksInBundle isn’t YES, this should be a base URL specifying where asset packs are going to be hosted. This configures the app to download asset packs from the specified URL.
- teamID : String
- The Developer Portal team to use for this export. Defaults to the team used to build the archive.
- thinning : String
- For non-App Store exports, should Xcode thin the package for one or more device variants? Available options: (Xcode produces a non-thinned universal app), (Xcode produces a universal app and all available thinned variants), or a model identifier for a specific device (e.g. “iPhone7,1”). Defaults to .
- uploadBitcode : Bool
- For App Store exports, should the package include bitcode? Defaults to YES.
- uploadSymbols : Bool
- For App Store exports, should the package include symbols? Defaults to YES.
- compileBitcode: Bool