Files
factorio-ios/docs/building.md
T
SashaGoncharov19 51d085e865 Native iPhone port of Factorio 2.0.77
Run the original macOS ARM64 game code on iOS:
- tools/retarget.py: header-only Mach-O retargeting to an iOS dylib
- platform/native: UIKit host and macOS API shims (AppKit for SDL's
  Cocoa backend, CoreGraphics displays, CoreAudio device, Metal device
  properties, Wuffs PNG decoding, Steam and peripheral stubs)
- touch, overlay, iOS keyboard and hardware keyboard input
- tools/build_native.py: build, sign, install, data copy, launch
- docs: build guide, controls, architecture

Also includes the earlier static-translation research (ARM64 -> WASM ->
native) under docs/research, runtime/, tests/ and tools/.

No game files are included; the build reads them from a local install.
2026-10-23 15:27:58 +04:00

137 lines
6.7 KiB
Markdown

# Building, installing and running
All commands run from the repository root on the Mac. Nothing needs to be installed with pip;
the scripts use only the Python standard library and Xcode's command-line tools.
## 1. Prepare the Mac
1. Install **Xcode** from the App Store, open it once, and install the **iOS** platform when it
asks (Xcode → Settings → Components).
2. Sign into your Apple developer account: Xcode → Settings → Accounts.
3. Install **Factorio for macOS through Steam** and let it finish downloading. The build expects
version **2.0.77**; it checks the SHA-256 of the executable's ARM64 slice
(`2cb4de127b50d54c6c5666acfef2263fae16d11a3361ad39353ecf8a66a4d9c7`) and stops if it differs. Turning off automatic Steam updates for the game
keeps the build working until the port is updated for a newer version.
The default game location is
`~/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents`. Pass
`--game /path/to/factorio.app/Contents` (or set `FX_GAME`) if yours is elsewhere.
## 2. Prepare the iPhone
1. Connect the iPhone by cable, unlock it and tap **Trust** for this Mac.
2. Enable **Developer Mode**: Settings → Privacy & Security → Developer Mode, then restart.
3. Check that the Mac sees it:
```sh
xcrun devicectl list devices
```
The phone should be listed as `available (paired)`.
## Signing
The app is signed with your **Apple Development** certificate and a development provisioning
profile. The build script picks them automatically:
- it looks in `~/Library/Developer/Xcode/UserData/Provisioning Profiles` for a profile whose
App ID is exactly the app's bundle identifier, or a wildcard (`TEAMID.*`) profile;
- it signs with the keychain identity whose certificate is embedded in that profile;
- the team ID comes from the profile (override with `--team` / `FX_TEAM`).
If you have no suitable profile yet, let Xcode create one: create any new iOS App project, set
its bundle identifier to `local.factorio.native` (or your own identifier, then pass the same one
to `--bundle-id`), choose your team under *Signing & Capabilities* with automatic signing, select
your iPhone and build it once. Xcode then downloads a profile that the script can use.
Free Apple accounts can sign apps for their own devices, but the installed app expires after
seven days and has to be reinstalled. This has only been tested with a paid account.
## 3. Build and install
```sh
python3 tools/build_native.py --install --push-data
```
What happens:
1. **Inputs.** The ARM64 slice of the game executable is extracted with `lipo` into
`build/factorio.arm64`. The Wuffs PNG decoder source (v0.3.4) is downloaded into
`third_party/wuffs/` and checked against its pinned SHA-256.
2. **Retarget.** `tools/retarget.py` writes `build/native/Factorio.dylib`, changing only Mach-O
header bytes, and records the changes in `build/native/retarget.json`.
3. **Shims and host.** The shim libraries and the small host executable are compiled for iOS
with clang; the app icon is generated from the game's own icon.
4. **Bundle and sign.** `build/native/Factorio.app` is assembled, signed, and installed with
`devicectl`.
5. **Data.** `--push-data` copies the game's `data/` folder (~1.5 GB) into the app's
`Documents/factorio/data` on the phone. This is only needed the first time, after deleting the
app, or after a game update.
The bundle never contains game data. Game settings, saves and logs are written to
`Documents/factorio/` inside the app's container and survive reinstalls.
## 4. Run
Tap the **Factorio** icon on the home screen, or launch it from the Mac with the console
attached:
```sh
python3 tools/build_native.py --no-build --launch
```
The phone must be unlocked for a launch from the Mac. Console output (the shim's `[fx]` lines and
Factorio's own log) is shown and saved to `build/native/console.log`. The first start after
installing takes the longest; the main menu normally appears after about 16 seconds.
## Options
| Option | Environment | Default |
| --- | --- | --- |
| `--game PATH` | `FX_GAME` | Steam location (see above) |
| `--team ID` | `FX_TEAM` | Taken from the provisioning profile |
| `--bundle-id ID` | `FX_BUNDLE_ID` | `local.factorio.native` |
| `--device ID` | `FX_DEVICE` | First paired device |
| `--no-build` | | Install/launch the existing bundle |
`python3 tools/build_native.py --help` prints the same list.
## Rendering resolution
By default the game renders at the panel's native resolution. To render fewer pixels (for
battery or frame rate), put a divisor in `Documents/factorio/render-divisor.txt` on the phone,
for example `1.5`, using Finder's file sharing for the app or `devicectl device copy to`. Valid
values are 1 to 4. Restart the app afterwards.
## Copying saves
Saves are in `Documents/factorio/write/saves/`. With the phone connected, Finder shows the app's
files under the phone → Files → Factorio. A save from the Mac can be copied in the same way:
```sh
xcrun devicectl device copy to --device <id> --domain-type appDataContainer \
--domain-identifier local.factorio.native \
--source ~/Library/Application\ Support/factorio/saves/my-save.zip \
--destination Documents/factorio/write/saves/my-save.zip
```
## Troubleshooting
| Symptom | Cause and fix |
| --- | --- |
| `unexpected input …; only the inspected 2.0.77 ARM64 slice is supported` | The installed game is a different version. Install 2.0.77, or delete `build/factorio.arm64` if it was extracted from another install. |
| `no provisioning profile covers …` | See [Signing](#signing). |
| `Unable to launch … because the device was not, or could not be, unlocked` | Unlock the phone and run the launch again. |
| App shows "Game data missing" | Run `python3 tools/build_native.py --no-build --push-data`. |
| App closes during play | Run with `--launch`, then `python3 tools/symbolize_native.py` to turn the `[fx-crash]` lines in `build/native/console.log` into function names. If there is no crash report, iOS may have stopped it for memory; check Settings → Privacy & Security → Analytics & Improvements → Analytics Data for a `JetsamEvent` report. |
| Image looks blurry | Check that `render-divisor.txt` is absent or contains `1`. Text size is set separately with Factorio's UI scale. |
## Diagnostics
- `python3 tools/native_audit.py build/factorio.arm64` lists, per library, the game's imports
that the iOS SDK does not provide. Every missing symbol must be implemented by a shim.
- `python3 tools/symbolize_native.py [console.log]` symbolizes crash reports using the
`factorio.dSYM` that ships with the macOS game.
- `tests/native/png_parity.m` checks the PNG decoder against macOS ImageIO for every PNG in the
game data; the build command is in [native-port.md](native-port.md#verification).