Fix Quest launch crashes, version the APK like the tarball, and support native builds in Android Studio
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.
This commit is contained in:
ml
2026-07-23 06:42:45 +02:00
parent 3da137da09
commit ac640762d7
14 changed files with 304 additions and 100 deletions
@@ -1,6 +1,7 @@
package de.ladkau.questshock;
import android.Manifest;
import android.app.AlertDialog;
import android.content.pm.PackageManager;
import android.content.res.AssetManager;
import android.os.Bundle;
@@ -96,6 +97,18 @@ public class QuestShockActivity extends SDLActivity {
copyAssetFile("GET_ASSETS_QUEST.txt", marker);
}
// Shockolate's engine/ is never patched to check this itself (see the
// class doc above) - it just does plain fopen("res/data/...", ...)
// and, on a fresh install with no game data copied in yet, that
// fails deep inside startup (init_popups(), which doesn't NULL-check
// the load) as a hard native crash instead of a message. Catch the
// missing-data case here instead, before super.onCreate() ever
// starts Shockolate's native main().
if (!isNonEmptyDir(new File(gameDir, "res/data")) || !isNonEmptyDir(new File(gameDir, "res/sound"))) {
showMissingAssetsDialog();
return;
}
// chdir() is process-wide, not per-thread - already in effect for
// every thread (including the one that will run Shockolate's own
// SDL_main) by the time super.onCreate() below starts it.
@@ -104,6 +117,40 @@ public class QuestShockActivity extends SDLActivity {
super.onCreate(mSavedInstanceState);
}
private static boolean isNonEmptyDir(File dir) {
String[] entries = dir.list();
return entries != null && entries.length > 0;
}
// Same single-button, non-cancelable pattern as SDLActivity's own
// "broken libraries" dialog (org/libsdl/app/SDLActivity.java) - there's
// no game to start without this data, so the only way forward is to
// close, copy the assets, and relaunch. Message text mirrors
// res/assets/GET_ASSETS_QUEST.txt (also extracted to GAME_DIR) so the
// user isn't sent hunting for a second file just to read it the first
// time - it points back there at the end in case they need it again.
private void showMissingAssetsDialog() {
new AlertDialog.Builder(this)
.setTitle("Game data missing")
.setMessage("This app does not include System Shock's game data - it's "
+ "copyrighted, proprietary content that can't be redistributed. To "
+ "play, you need to own a copy of System Shock: Enhanced Edition (e.g. "
+ "from gog.com), installed (on Windows, or via Wine/Proton on Linux).\n\n"
+ "Using SideQuest (or any MTP file browser) with your Quest connected, "
+ "copy its res/data/ and res/sound/ folders directly into:\n"
+ GAME_DIR + "/res/data/\n"
+ GAME_DIR + "/res/sound/\n"
+ "They already contain everything needed, in the right layout - no "
+ "merging or extraction required.\n\n"
+ "Then relaunch.\n\n"
+ "(These instructions are also in GET_ASSETS_QUEST.txt in the "
+ "questshock folder on this device, if you need to read them again.)")
.setCancelable(false)
.setPositiveButton("Exit", (dialog, which) -> finish())
.create()
.show();
}
private void copyAssetFile(String assetPath, File dest) {
if (dest.exists()) {
return;