Enable JIT entitlement
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@ -0,0 +1,12 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>com.apple.security.cs.allow-jit</key>
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<true/>
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<key>com.apple.security.cs.allow-unsigned-executable-memory</key>
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<true/>
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<key>com.apple.security.cs.disable-library-validation</key>
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<true/>
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</dict>
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</plist>
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@ -344,6 +344,14 @@ if (APPLE)
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# Copy required frameworks to bundle
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target_link_libraries(Zelda64Recompiled PRIVATE ${MOLTENVK_PATH} ${VULKAN_LOADER_PATH})
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# Define the path to the entitlements file
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set(ENTITLEMENTS_FILE ${CMAKE_SOURCE_DIR}/.github/macos/entitlements.plist)
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# Ensure the entitlements file exists
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if(NOT EXISTS ${ENTITLEMENTS_FILE})
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message(FATAL_ERROR "Entitlements file not found at ${ENTITLEMENTS_FILE}")
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endif()
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# Post-build steps for macOS bundle
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add_custom_command(TARGET Zelda64Recompiled POST_BUILD
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# Copy and fix frameworks first
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@ -369,11 +377,8 @@ if (APPLE)
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COMMAND ${CMAKE_COMMAND} -E echo "Applying JIT compilation workaround"
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COMMAND /bin/bash -c "printf '\\x07' | dd of=$<TARGET_FILE:Zelda64Recompiled> bs=1 seek=160 count=1 conv=notrunc"
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# Sign frameworks first
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COMMAND /bin/bash -c "for f in $<TARGET_BUNDLE_DIR:Zelda64Recompiled>/Contents/Frameworks/*; do codesign --force --sign - \"$f\"; done"
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# Finally sign the whole bundle with runtime option
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COMMAND codesign --deep --force --sign - --options runtime $<TARGET_BUNDLE_DIR:Zelda64Recompiled>
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# Finally sign the whole bundle with runtime option and entitlements
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COMMAND codesign --deep --force --sign - --entitlements ${ENTITLEMENTS_FILE} $<TARGET_BUNDLE_DIR:Zelda64Recompiled>
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COMMENT "Performing post-build steps for macOS bundle"
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VERBATIM
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