Cocos2d-x v4.0 XCode build not working after importing several SDKBOX sdks

Hiya,

When I generate a cocos2d-x v4 project from scratch using Cmake it works fine, and I can open and build the project in XCode.

When I import certain SDKBOX libraries (Admob/IAP/SdkboxPlay/Firebase), I can put in my Dev Team and Bundle identifier in XCode, and I can get the project to work.

When I import the facebook SDKBOX afterwards, the build button in XCode no longer works, and it keeps regenerating the project. It then gives errors for not having defined a team, and for not having defined an app bundle identifier.

After fixing those issues in the CMakelist, the build button in XCode just says ‘Canceled’ and no further issues pop up.

Since there are no error messages at all, it is really hard for me to figure out what is going on here, but hopefully someone had a similar experiences and knows what’s going on.

Can I actually use XCode to build the app with Cocos2d-x v4.0 and SDKBOX?
Is there a way to compile with just cmake?
I also tried “cocos compile -p ios” but that breaks everything.

Hope someone has some experience with this

Here’s the cmake file:

#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2015-2017 Chukong Technologies Inc.
#
# http://www.cocos2d-x.org
#
# 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.
# ****************************************************************************/

cmake_minimum_required(VERSION 3.6)

set(APP_NAME MyCppGame)

project(${APP_NAME})

if(XCODE)
if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET)
    SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 8.0)
endif()
SET (CMAKE_XCODE_ATTRIBUTE_PRODUCT_BUNDLE_IDENTIFIER “my.bundle.identifier”)
endif()

if(NOT DEFINED BUILD_ENGINE_DONE) # to test MyCppGame into root project
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)

include(CocosBuildSet)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
endif()

# record sources, headers, resources...
set(GAME_SOURCE)
set(GAME_HEADER)

set(GAME_RES_FOLDER
"${CMAKE_CURRENT_SOURCE_DIR}/Resources"
)
if(APPLE OR WINDOWS)
cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
endif()

# add cross-platforms source files and header files 
list(APPEND GAME_SOURCE
 Classes/AppDelegate.cpp
 Classes/HelloWorldScene.cpp
 )
list(APPEND GAME_HEADER
 Classes/AppDelegate.h
 Classes/HelloWorldScene.h
 )

if(ANDROID)
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
set(APP_NAME MyGame)
list(APPEND GAME_SOURCE
     proj.android/app/jni/hellocpp/main.cpp
     )
elseif(LINUX)
list(APPEND GAME_SOURCE
     proj.linux/main.cpp
     )
elseif(WINDOWS)
list(APPEND GAME_HEADER
     proj.win32/main.h
     proj.win32/resource.h
     )
list(APPEND GAME_SOURCE
     proj.win32/main.cpp
     proj.win32/game.rc
     ${common_res_files}
     )
elseif(APPLE)
if(IOS)
    list(APPEND GAME_HEADER
         proj.ios_mac/ios/AppController.h
         proj.ios_mac/ios/RootViewController.h
         )
    set(APP_UI_RES
        proj.ios_mac/ios/LaunchScreen.storyboard
        proj.ios_mac/ios/LaunchScreenBackground.png
        proj.ios_mac/ios/Images.xcassets
        )
    list(APPEND GAME_SOURCE
         proj.ios_mac/ios/main.m
         proj.ios_mac/ios/AppController.mm
         proj.ios_mac/ios/RootViewController.mm
         proj.ios_mac/ios/Prefix.pch
         ${APP_UI_RES}
         )
elseif(MACOSX)
    set(APP_UI_RES
        proj.ios_mac/mac/Icon.icns
        proj.ios_mac/mac/Info.plist
        )
    list(APPEND GAME_SOURCE
         proj.ios_mac/mac/main.cpp
         proj.ios_mac/mac/Prefix.pch
         ${APP_UI_RES}
         )
endif()
list(APPEND GAME_SOURCE ${common_res_files})
endif()

# mark app complie info and libs info
set(all_code_files
${GAME_HEADER}
${GAME_SOURCE}
)
if(NOT ANDROID)
add_executable(${APP_NAME} ${all_code_files})
else()
add_library(${APP_NAME} SHARED ${all_code_files})
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
endif()

target_link_libraries(${APP_NAME} cocos2d)
target_include_directories(${APP_NAME}
    PRIVATE Classes
    PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/
)

# mark app resources
setup_cocos_app_config(${APP_NAME})
# PluginFacebook
if(ANDROID)
add_definitions(-DSDKBOX_ENABLED)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/jni/PluginFacebook/)
target_link_libraries(${APP_NAME} ext_PluginFacebook)
elseif(APPLE)
if(IOS)
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework FBSDKCoreKit")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework FBSDKLoginKit")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework FBSDKShareKit")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework Security")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework AdSupport")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework SystemConfiguration")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework MediaPlayer")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework GameController")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework WebKit")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework Accelerate")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework PluginFacebook")
endif()
endif()
# PluginSdkboxPlay
if(ANDROID)
add_definitions(-DSDKBOX_ENABLED)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/jni/PluginSdkboxPlay/)
target_link_libraries(${APP_NAME} ext_PluginSdkboxPlay)
elseif(APPLE)
if(IOS)
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework AVFoundation")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework CoreGraphics")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework CoreMedia")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework CoreTelephony")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework EventKit")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework EventKitUI")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework MessageUI")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework StoreKit")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework SystemConfiguration")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework GameController")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework MediaPlayer")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework GameKit")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -ObjC")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework PluginSdkboxPlay")
endif()
endif()
# PluginIAP
if(ANDROID)
add_definitions(-DSDKBOX_ENABLED)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/jni/PluginIAP/)
target_link_libraries(${APP_NAME} ext_PluginIAP)
elseif(APPLE)
if(IOS)
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework Security")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework StoreKit")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework SystemConfiguration")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework PluginIAP")
endif()
endif()
# PluginFirebase
if(ANDROID)
add_definitions(-DSDKBOX_ENABLED)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/jni/PluginFirebase/)
target_link_libraries(${APP_NAME} ext_PluginFirebase)
elseif(APPLE)
if(IOS)
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework GameController")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework MediaPlayer")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework StoreKit")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework SystemConfiguration")
#        set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} libsqlite3.0.tbd")
#        set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} libz.tbd")
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework PluginFirebase")
endif()
endif()
# PluginSdkboxAds
if(ANDROID)
add_definitions(-DSDKBOX_ENABLED)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/jni/PluginSdkboxAds/)
target_link_libraries(${APP_NAME} ext_PluginSdkboxAds)
elseif(APPLE)
if(IOS)
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework PluginSdkboxAds")
endif()
endif()
# sdkbox
if(ANDROID)
add_definitions(-DSDKBOX_ENABLED)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/jni/sdkbox/)
target_link_libraries(${APP_NAME} ext_sdkbox)
elseif(APPLE)
if(IOS)
    set_target_properties(${APP_NAME}
        PROPERTIES
        XCODE_ATTRIBUTE_FRAMEWORK_SEARCH_PATHS "\$(inherited) ${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac"
    )
    set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework sdkbox")
endif()
endif()
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")

if(MACOSX)
    set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
elseif(IOS)
    set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
    set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
endif()

# For code-signing, set the DEVELOPMENT_TEAM:
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME})
endif()

if(LINUX OR WINDOWS)
cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()

I haven’t experienced this issue, so probably cannot help you, but I will say those lines setting CMAKE_EXE_LINKER_FLAGS look very wrong. Firstly it will affect every target linked and not just the game module, and secondly you shouldn’t need them at all as they are set within the Cocos CMakeLists.txt file (somewhere). They are non-standard so you/your team must have put them there?

Those are added by SDKBOX automatically when I import a library. So no, the team didn’t add them. SDKBOX did.

Well I would say SDKBOX is doing it wrong then. If it wants to add frameworks/libraries to the game it should be adding them to $(APP_NAME) specifically, not globally to the linker flags.

Without more error logs I don’t think there is anything else I can help you with, but you could try removing those lines I mention, apart from the ones which are actually related to the ad frameworks you want to use.

CMAKE_EXE_LINKER_FLAGS is under if (IOS), this shouldn’t effect other platform.

you can’t build success after import facebook without other change?

  1. a empty cocos2d-x v4.0 proejct
  2. import facebook
  3. compile failed?

Hi trojanfoe,

Are you able to successfully integrate ad sdk’s into cocos v4 ios project?

I havent tried.

I’m getting a similar problem.
I created a project with cocos2d-x v4 and imported only admob with sdkbox.

sdkbox import admob

When I then opened the Xcode project and tried to run it, the build was canceled. Before importing admob it was built correctly.

I found this page and ran cmake after importing admob.

cd ios-build
cmake ..

Then the build is no longer canceled.
But I am facing new problems now.
The build is no longer canceled but fails and I’m getting some Apple Mach-O Linker (ld) Errors.

clang: error: no such file or directory:'GoogleUtilities.xcframework'
clang: error: no such file or directory:'PromisesObjC.xcframework'
clang: error: no such file or directory:'nanopb.xcframework'

I am now looking for a solution for this.

Eventually I solved my problem.
This may help.