Fix missing-assets detection race, 16 KB page alignment, and Android audio backend
build / build (push) Successful in 2m11s
build / build (push) Successful in 2m11s
- QuestShockActivity now actually blocks the native engine from starting when game data is missing, closing three gaps found via on-device testing: super.onCreate() must run unconditionally first (Android throws SuperNotCalledException otherwise); SDLActivity.mBrokenLibraries is now set provisionally before the storage-permission check, since onWindowFocusChanged() closing the permission dialog could otherwise start the engine before the async onRequestPermissionsResult() callback ran; and a new GameSurface (SDLSurface subclass) closes the actual gap that let the init_popups NULL-deref crash through even with mBrokenLibraries set - SDLSurface.surfaceChanged() starts the native thread directly without ever checking that flag. - Force Android to use SDL2's openslES audio backend instead of AAudio (android/engine-patches/05-android-audio-driver.patch): AAudio only allows one open playback device at a time, but the engine opens two (cutscene audio via SDL_OpenAudioDevice, SFX/MIDI via Mix_OpenAudio), hitting an assertion failure on real hardware. - Add 16 KB ELF page-size alignment (-Wl,-z,max-page-size=16384) to every Android shared library - the four prebuilts (SDL2, SDL2_mixer, fluidsynth-lite, gl4es, in build-image/Dockerfile) and the engine's own libmain.so (build.gradle) - matching Google's Play Store requirement for Android 15+ and clearing Android Studio's compatibility warning. - Add a stageEngine Gradle task that automatically re-stages the patched engine/ copy and prebuilt libraries before any Android Studio build (hooked into preBuild, with proper up-to-date checking), so source/ patch changes can't silently go stale in the build/android-engine scratch copy - previously a manual, easy-to-forget step. Skips automatically inside the build-image container so make apk/CI are unaffected.
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@@ -27,6 +27,49 @@ if (prebuiltDir == null) {
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def questshockVersionName = project.hasProperty('questshockVersionName') ? project.property('questshockVersionName') : '0.0.0-dev'
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def questshockVersionCode = project.hasProperty('questshockVersionCode') ? project.property('questshockVersionCode').toInteger() : 1
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// Auto-refreshes the staged, patched engine/ copy and prebuilt libraries
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// (see build-image/prepare-android-project.sh --host-paths, and the
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// engineDir/prebuiltDir properties read above) so a plain Android Studio
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// build/run can never silently compile against a stale scratch copy after
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// engine/ or android/engine-patches/ change - previously a manual, easy to
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// forget re-run. inputs/outputs are declared so Gradle skips the (Docker-
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// invoking, not free) step entirely when nothing relevant actually changed,
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// keeping pure-Java edit/run cycles fast.
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def repoRoot = file("${projectDir}/../..")
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def stageEngineTask = tasks.register("stageEngine", Exec) {
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group = "build setup"
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description = "Refreshes the patched engine/ scratch copy and prebuilt libraries for a native Android Studio build (build-image/prepare-android-project.sh --host-paths)."
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workingDir repoRoot
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commandLine "./run-image.sh", "bash", "build-image/prepare-android-project.sh", "--host-paths"
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// /opt/prebuilt/android only ever exists inside the build-image
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// container itself (baked in at image-build time, never on the host -
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// see build-image/Dockerfile). Its presence means this build is
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// build-apk.sh's own gradlew call, running INSIDE that container, which
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// already staged everything itself in container mode before invoking
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// gradlew - re-running this task there would try to `docker run` from
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// inside a container with no docker socket, breaking make apk/CI. Only
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// a genuine host-side Android Studio build (where this path is absent)
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// needs this task.
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onlyIf { !file('/opt/prebuilt/android').isDirectory() }
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inputs.dir("${repoRoot}/engine")
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inputs.dir("${projectDir}/../engine-patches")
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inputs.file("${repoRoot}/build-image/Dockerfile")
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outputs.dir("${repoRoot}/build/android-engine")
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outputs.dir("${repoRoot}/build/android-prebuilt")
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outputs.file("${projectDir}/../engine.properties")
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}
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// preBuild is what every variant's compile/native-build tasks already
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// transitively depend on, regardless of AGP version's exact CMake task
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// naming - the simplest reliable hook to run before any of them.
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afterEvaluate {
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tasks.named("preBuild").configure {
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dependsOn stageEngineTask
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}
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}
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android {
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namespace "de.ladkau.questshock"
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// compileSdk/buildToolsVersion/ndkVersion must all match what
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@@ -67,6 +110,11 @@ android {
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// which would otherwise miss our custom-installed SDL2 (see
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// build-image/Dockerfile's SDL2_mixer build, which hit the
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// exact same thing).
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// -Wl,-z,max-page-size=16384: NDK 26 doesn't 16 KB-align ELF
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// LOAD segments by default (only automatic in NDK 28+) - see
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// build-image/Dockerfile's ANDROID_16KB_LDFLAGS, which does
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// the same for the prebuilt SDL2/SDL2_mixer/fluidsynth-lite/
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// gl4es .so's this links against.
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arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=BUNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \
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"-DANDROID_PREBUILT_DIR=${prebuiltDir}", \
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"-DCMAKE_PREFIX_PATH=${prebuiltDir}/sdl2", \
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@@ -74,6 +122,7 @@ android {
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"-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
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"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
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"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c"
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abiFilters 'arm64-v8a'
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}
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@@ -2,10 +2,12 @@ package de.ladkau.questshock;
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import android.Manifest;
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import android.app.AlertDialog;
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import android.content.Context;
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import android.content.pm.PackageManager;
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import android.content.res.AssetManager;
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import android.os.Bundle;
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import android.util.Log;
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import android.view.SurfaceHolder;
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import androidx.core.app.ActivityCompat;
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import java.io.File;
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import java.io.FileOutputStream;
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@@ -13,16 +15,26 @@ import java.io.IOException;
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import java.io.InputStream;
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import java.io.OutputStream;
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import org.libsdl.app.SDLActivity;
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import org.libsdl.app.SDLSurface;
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/**
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* Everything here runs before super.onCreate() (which is what loads the
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* native libraries and eventually calls Shockolate's own main()) - see
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* android/engine-patches/ for why: engine/ itself is never modified, so
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* this Java-side setup is the only place left to prepare
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* /sdcard/questshock/ the way Shockolate's plain relative-path file I/O
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* ("res/data/...", confirmed via grep - none of it goes through SDL_RWops,
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* so Android's asset-manager fallback for SDL_RWFromFile doesn't apply
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* here) expects to find it.
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* Prepares /sdcard/questshock/ the way Shockolate's plain relative-path
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* file I/O ("res/data/...", confirmed via grep - none of it goes through
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* SDL_RWops, so Android's asset-manager fallback for SDL_RWFromFile
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* doesn't apply here) expects to find it - see android/engine-patches/ for
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* why this is done from Java instead of patching engine/ itself, which is
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* never modified.
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*
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* super.onCreate() (SDLActivity's) must always run first and unconditionally
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* - Android throws SuperNotCalledException otherwise, checked right after
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* onCreate() returns, regardless of what this subclass does afterwards.
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* SDLActivity's own onCreate() only loads libraries, sets up JNI and the
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* surface - the actual native SDL_main thread doesn't start until later, from
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* one of several lifecycle paths (onResume(), onWindowFocusChanged(), and
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* SDLSurface.surfaceChanged() - see GameSurface below for why that last one
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* needs its own fix) - so it's safe to do our own checks (and set
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* SDLActivity.mBrokenLibraries, which most - but not all - of those paths
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* gate on) afterwards.
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*/
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public class QuestShockActivity extends SDLActivity {
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private static final String TAG = "QuestShock";
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@@ -45,8 +57,6 @@ public class QuestShockActivity extends SDLActivity {
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// has no public chdir() (confirmed against the actual API 34 stub jar).
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private static native void nativeChdir(String path);
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private Bundle mSavedInstanceState;
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@Override
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protected String[] getLibraries() {
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return new String[] {
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@@ -57,9 +67,52 @@ public class QuestShockActivity extends SDLActivity {
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};
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}
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// SDLSurface.surfaceChanged() (org/libsdl/app/, vendored from SDL2's own
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// template) starts the native SDL thread directly - unlike onResume()/
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// onWindowFocusChanged(), it never checks SDLActivity.mBrokenLibraries
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// first. Since surfaceChanged() fires on essentially every launch
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// regardless of that flag, setting mBrokenLibraries alone (see onCreate()/
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// setUpGameDirAndContinue()) does NOT actually stop the engine from
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// starting - confirmed on-device: the missing-assets crash still happened
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// with mBrokenLibraries set, from exactly this path. Route through a
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// subclass that adds the missing check instead of patching the vendored
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// file directly.
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private static class GameSurface extends SDLSurface {
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GameSurface(Context context) {
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super(context);
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}
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@Override
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public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
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if (SDLActivity.mBrokenLibraries) {
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return;
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}
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super.surfaceChanged(holder, format, width, height);
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}
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}
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@Override
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protected SDLSurface createSDLSurface(Context context) {
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return new GameSurface(context);
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}
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@Override
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protected void onCreate(Bundle savedInstanceState) {
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mSavedInstanceState = savedInstanceState;
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super.onCreate(savedInstanceState);
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if (SDLActivity.mBrokenLibraries) {
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// SDLActivity's own onCreate() already showed its "SDL Error"
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// dialog for this - nothing left for us to do.
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return;
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}
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// Provisionally block the native engine from starting - cleared only
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// once setUpGameDirAndContinue() confirms game data is present. Must
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// happen before requestPermissions() below: the storage-permission
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// dialog closing can fire onWindowFocusChanged(true) - which starts
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// the native SDLThread - before the async onRequestPermissionsResult()
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// callback (which is what actually calls setUpGameDirAndContinue())
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// gets a chance to run, so mBrokenLibraries has to already be true
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// going into that race, not set afterwards.
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SDLActivity.mBrokenLibraries = true;
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if (ActivityCompat.checkSelfPermission(this, Manifest.permission.WRITE_EXTERNAL_STORAGE)
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!= PackageManager.PERMISSION_GRANTED) {
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ActivityCompat.requestPermissions(this,
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@@ -102,19 +155,28 @@ public class QuestShockActivity extends SDLActivity {
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// and, on a fresh install with no game data copied in yet, that
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// fails deep inside startup (init_popups(), which doesn't NULL-check
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// the load) as a hard native crash instead of a message. Catch the
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// missing-data case here instead, before super.onCreate() ever
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// starts Shockolate's native main().
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// missing-data case here instead, before Shockolate's native
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// SDL_main ever starts.
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if (!isNonEmptyDir(new File(gameDir, "res/data")) || !isNonEmptyDir(new File(gameDir, "res/sound"))) {
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// mBrokenLibraries is already true (set in onCreate()) - leave it
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// that way. Every path that starts the native SDL_main thread
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// (onWindowFocusChanged(), resumeNativeThread(), etc.) already
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// checks this flag before doing anything native, so this
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// reliably prevents the engine from starting without having to
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// duplicate all of SDLActivity's own lifecycle guards ourselves.
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showMissingAssetsDialog();
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return;
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}
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// chdir() is process-wide, not per-thread - already in effect for
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// every thread (including the one that will run Shockolate's own
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// SDL_main) by the time super.onCreate() below starts it.
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// SDL_main) by the time the native thread actually starts. Done
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// before clearing mBrokenLibraries below so the engine can never
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// start pre-chdir.
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nativeChdir(GAME_DIR);
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super.onCreate(mSavedInstanceState);
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// Assets confirmed present - safe to let the native engine start now.
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SDLActivity.mBrokenLibraries = false;
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}
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private static boolean isNonEmptyDir(File dir) {
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@@ -0,0 +1,20 @@
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--- a/src/MacSrc/Shock.c
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+++ b/src/MacSrc/Shock.c
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@@ -162,6 +162,17 @@
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void InitSDL() {
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SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1");
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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+#ifdef __ANDROID__
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+ // SDL2 2.28.5's AAudio backend (Android's default since API 26) only
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+ // ever allows one open non-capture (playback) device at a time - it
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+ // keeps a single static handle and asserts on a second open
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+ // ('SDL_assert((audioDevice == NULL) || iscapture)' in
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+ // src/audio/aaudio/SDL_aaudio.c). SDLSound.c opens two: one directly via
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+ // SDL_OpenAudioDevice() for cutscene audio, one via Mix_OpenAudio() for
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+ // SFX/MIDI. The older OpenSL ES backend has no such limitation, so force
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+ // it instead of AAudio.
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+ SDL_SetHint(SDL_HINT_AUDIODRIVER, "openslES");
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+#endif
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO) < 0) {
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DEBUG("%s: Init failed", __FUNCTION__);
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}
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@@ -46,6 +46,13 @@ ARG ANDROID_COMPILE_SDK_VERSION=34
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ARG ANDROID_BUILD_TOOLS_VERSION=34.0.0
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ARG ANDROID_NDK_VERSION=26.1.10909125
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ARG ANDROID_CMAKE_VERSION=3.22.1
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# NDK 26 doesn't yet default to 16 KB-aligned ELF LOAD segments (that only
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# became automatic in NDK 28+) - Google requires this for Play Store
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# submissions targeting Android 15+ as of Nov 2025, and it's cheap/harmless
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# to do regardless of Play Store status. Passed to every Android shared-lib
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# CMake configure below, and to the engine's own build via
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# android/app/build.gradle's externalNativeBuild.cmake.arguments.
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ARG ANDROID_16KB_LDFLAGS="-Wl,-z,max-page-size=16384"
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# GL4ES (https://github.com/ptitSeb/gl4es) - translates the engine's
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# desktop-style immediate-mode OpenGL calls into real GLES/EGL calls, so
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# engine/src/MacSrc/OpenGL.cc needs no immediate-mode rewrite on Android.
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@@ -182,6 +189,7 @@ RUN curl -sSLO "https://www.libsdl.org/release/SDL2-${ANDROID_SDL2_VERSION}.tar.
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-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
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-DCMAKE_INSTALL_PREFIX=/opt/prebuilt/android/sdl2 -DBUILD_SHARED_LIBS=ON \
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-DSDL_STATIC=OFF \
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-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
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&& cmake --build build-sdl2-android -j"$(nproc)" \
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&& cmake --install build-sdl2-android \
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&& rm -rf "SDL2-${ANDROID_SDL2_VERSION}" "SDL2-${ANDROID_SDL2_VERSION}.tar.gz" build-sdl2-android
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@@ -207,6 +215,7 @@ RUN curl -sSLO "https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-${A
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-DSDL2MIXER_FLAC=OFF -DSDL2MIXER_GME=OFF -DSDL2MIXER_MOD=OFF \
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-DSDL2MIXER_MP3=OFF -DSDL2MIXER_MIDI=OFF -DSDL2MIXER_OPUS=OFF -DSDL2MIXER_VORBIS=OFF \
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-DSDL2MIXER_WAVPACK=OFF \
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-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
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&& cmake --build build-sdl2mixer-android -j"$(nproc)" \
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&& cmake --install build-sdl2mixer-android \
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&& rm -rf "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}" "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}.tar.gz" build-sdl2mixer-android
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@@ -222,6 +231,7 @@ RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git fluidsynth-lite-
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&& cmake -S fluidsynth-lite-android -B build-fluidsynth-android \
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-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
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-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
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-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
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&& cmake --build build-fluidsynth-android -j"$(nproc)" \
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&& mkdir -p /opt/prebuilt/android/fluidsynth-lite/lib /opt/prebuilt/android/fluidsynth-lite/include \
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&& cp -a build-fluidsynth-android/src/libfluidsynth.so* /opt/prebuilt/android/fluidsynth-lite/lib/ \
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@@ -254,6 +264,7 @@ RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
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-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
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-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
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-DANDROID=ON -DUSE_ANDROID_LOG=ON -DSTATICLIB=OFF \
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-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
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&& cmake --build build-gl4es-android -j"$(nproc)" \
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&& mkdir -p /opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/gl4es/include \
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&& cp -a gl4es-android/lib/libGL.so.1 /opt/prebuilt/android/gl4es/lib/libGL.so \
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