Fix Quest launch crashes, version the APK like the tarball, and support native builds in Android Studio
build / build (push) Successful in 2m13s
build / build (push) Successful in 2m13s
- patchelf gl4es's embedded SONAME to libGL.so so AGP's jniLibs packaging (which drops any file not literally named "*.so") and the dynamic linker's NEEDED-entry resolution (by embedded SONAME, not filename) finally agree - fixes the "library \"libGL.so.1\" not found" crash seen on real Quest hardware. - QuestShockActivity now checks that res/data and res/sound exist before starting the native engine, showing an explanatory dialog instead of crashing on init_popups' unchecked NULL resource load when a fresh install has no game data copied in yet. - dist/questshock-<version>-android-arm64.apk is now versioned from the same git-tag-or-dev-placeholder scheme as the desktop tarball (build-image/version.sh, shared by both via the Makefile and build-apk.sh). - build-image/prepare-android-project.sh (prep logic extracted out of build-apk.sh) can now stage android/ for a native build directly in Android Studio (--host-paths), exporting the prebuilt SDL2/SDL2_mixer/ fluidsynth-lite/gl4es libraries and writing host-resolvable paths, instead of only ever building inside the Docker image. - Corrected GET_ASSETS.txt/GET_ASSETS_QUEST.txt, which wrongly described merging res/pc/hd and res/pc/cdrom trees out of the raw installer's sshock.kpf - an already-installed copy's res/data res/sound can just be copied directly, with extract_assets.sh only needed from the raw installer.
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+29
-11
@@ -1,15 +1,31 @@
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apply plugin: 'com.android.application'
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// Path to the (patched, at build time - see build-apk.sh and
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// ../engine-patches/) scratch copy of engine/, written by build-apk.sh
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// since it's only known at build time, not something a checked-in
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// build.gradle can hardcode.
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// Paths written by build-image/prepare-android-project.sh (called by
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// build-apk.sh, or standalone with --host-paths to prep for a native
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// build in Android Studio - see README) since they're only known at
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// prep/build time, not something a checked-in build.gradle can hardcode.
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// engineDir is the scratch, patched copy of engine/; prebuiltDir is the
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// Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts - both point
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// into this container's own paths for build-apk.sh's own gradlew call,
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// or host-resolvable paths (plus a host-side export of prebuiltDir, since
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// /opt/prebuilt/android only exists in the image) when prepared with
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// --host-paths for Android Studio.
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def engineProps = new Properties()
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file("${projectDir}/../engine.properties").withInputStream { engineProps.load(it) }
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def engineDir = engineProps.getProperty('engineDir')
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if (engineDir == null) {
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throw new GradleException("android/engine.properties is missing 'engineDir' - run via build-apk.sh, not gradlew directly")
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throw new GradleException("android/engine.properties is missing 'engineDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
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}
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def prebuiltDir = engineProps.getProperty('prebuiltDir')
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if (prebuiltDir == null) {
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throw new GradleException("android/engine.properties is missing 'prebuiltDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
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}
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// Set by build-apk.sh (see build-image/version.sh, shared with the
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// desktop tarball's versioning) via -PquestshockVersionName/Code. Default
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// here only covers a direct, unsupported `gradlew` invocation.
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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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android {
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namespace "de.ladkau.questshock"
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@@ -31,8 +47,8 @@ android {
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// targets - not just whatever's the current API level today.
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minSdkVersion 24
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targetSdkVersion 29
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versionCode 1
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versionName "1.0"
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versionCode questshockVersionCode
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versionName questshockVersionName
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externalNativeBuild {
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cmake {
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@@ -42,8 +58,9 @@ android {
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// config, unlike the desktop build's older bundled copy);
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// SDL2_mixer and FluidSynth via the same build_ext/ BUNDLED
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// convention the desktop build already uses (populated in the
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// scratch engine copy by build-apk.sh from
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// /opt/prebuilt/android/*).
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// scratch engine copy by prepare-android-project.sh from
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// prebuiltDir). ANDROID_PREBUILT_DIR is also read directly by
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// android/engine-patches/02-android-opengl-es.patch, for gl4es.
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// The CMAKE_FIND_ROOT_PATH* overrides below are needed
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// because the NDK toolchain file restricts find_package/
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// find_path/find_library to its own sysroot by default,
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@@ -51,8 +68,9 @@ android {
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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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arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=BUNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \
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"-DCMAKE_PREFIX_PATH=/opt/prebuilt/android/sdl2", \
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"-DCMAKE_FIND_ROOT_PATH=/opt/prebuilt/android/sdl2", \
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"-DANDROID_PREBUILT_DIR=${prebuiltDir}", \
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"-DCMAKE_PREFIX_PATH=${prebuiltDir}/sdl2", \
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"-DCMAKE_FIND_ROOT_PATH=${prebuiltDir}/sdl2", \
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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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@@ -1,6 +1,7 @@
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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.pm.PackageManager;
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import android.content.res.AssetManager;
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import android.os.Bundle;
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@@ -96,6 +97,18 @@ public class QuestShockActivity extends SDLActivity {
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copyAssetFile("GET_ASSETS_QUEST.txt", marker);
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}
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// Shockolate's engine/ is never patched to check this itself (see the
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// class doc above) - it just does plain fopen("res/data/...", ...)
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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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if (!isNonEmptyDir(new File(gameDir, "res/data")) || !isNonEmptyDir(new File(gameDir, "res/sound"))) {
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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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@@ -104,6 +117,40 @@ public class QuestShockActivity extends SDLActivity {
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super.onCreate(mSavedInstanceState);
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}
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private static boolean isNonEmptyDir(File dir) {
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String[] entries = dir.list();
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return entries != null && entries.length > 0;
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}
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// Same single-button, non-cancelable pattern as SDLActivity's own
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// "broken libraries" dialog (org/libsdl/app/SDLActivity.java) - there's
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// no game to start without this data, so the only way forward is to
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// close, copy the assets, and relaunch. Message text mirrors
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// res/assets/GET_ASSETS_QUEST.txt (also extracted to GAME_DIR) so the
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// user isn't sent hunting for a second file just to read it the first
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// time - it points back there at the end in case they need it again.
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private void showMissingAssetsDialog() {
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new AlertDialog.Builder(this)
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.setTitle("Game data missing")
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.setMessage("This app does not include System Shock's game data - it's "
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+ "copyrighted, proprietary content that can't be redistributed. To "
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+ "play, you need to own a copy of System Shock: Enhanced Edition (e.g. "
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+ "from gog.com), installed (on Windows, or via Wine/Proton on Linux).\n\n"
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+ "Using SideQuest (or any MTP file browser) with your Quest connected, "
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+ "copy its res/data/ and res/sound/ folders directly into:\n"
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+ GAME_DIR + "/res/data/\n"
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+ GAME_DIR + "/res/sound/\n"
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+ "They already contain everything needed, in the right layout - no "
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+ "merging or extraction required.\n\n"
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+ "Then relaunch.\n\n"
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+ "(These instructions are also in GET_ASSETS_QUEST.txt in the "
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+ "questshock folder on this device, if you need to read them again.)")
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.setCancelable(false)
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.setPositiveButton("Exit", (dialog, which) -> finish())
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.create()
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.show();
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}
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private void copyAssetFile(String assetPath, File dest) {
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if (dest.exists()) {
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return;
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