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
+18 -3
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@@ -77,12 +77,17 @@ ENV DEBIAN_FRONTEND=noninteractive
# build cache for this layer - and vice versa, adding a package here only
# ever costs a rebuild of the (slow) layers below it, not a re-download
# of packages that didn't change.
# patchelf: fixes up GL4ES's built-in ELF SONAME below (see the gl4es
# build step) - the Android APK packager (AGP) refuses to bundle a
# jniLibs file whose name doesn't literally end in ".so", but the
# dynamic linker resolves NEEDED entries by embedded SONAME, not
# filename - patchelf lets both agree on "libGL.so".
RUN apt-get update && apt-get install -y --no-install-recommends \
build-essential cmake make git curl ca-certificates pkg-config gosu \
libgl1-mesa-dev libglx-dev libxext-dev libx11-dev libxrandr-dev \
libxi-dev libxfixes-dev libxss-dev libxinerama-dev libxcursor-dev \
libogg-dev libvorbis-dev libasound2-dev openssh-client \
openjdk-17-jdk-headless unzip \
openjdk-17-jdk-headless unzip patchelf \
&& rm -rf /var/lib/apt/lists/*
WORKDIR /opt/prebuilt
@@ -231,8 +236,17 @@ RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git fluidsynth-lite-
# gl4es's own CMakeLists.txt writes its output straight to
# ${CMAKE_SOURCE_DIR}/lib (the source tree, not the build dir) and gives
# the GL target a ".so.1" suffix - stage explicitly rather than
# `cmake --install` (which it doesn't support for this target anyway).
# the GL target a ".so.1" suffix, both in filename and in its embedded
# ELF SONAME - stage explicitly rather than `cmake --install` (which it
# doesn't support for this target anyway). Renaming the *file* to
# "libGL.so" isn't enough on its own: the dynamic linker resolves
# libmain.so's NEEDED entry by the *embedded* SONAME, not by whatever
# filename it was linked against, so a bare rename would link fine but
# fail to dlopen on-device. And keeping the real "libGL.so.1" filename
# isn't an option either - AGP's jniLibs packaging silently drops any
# native library whose filename doesn't literally end in ".so". So
# patchelf the embedded SONAME to "libGL.so" too, making the rename
# consistent both at link time and at runtime.
RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
https://github.com/ptitSeb/gl4es.git gl4es-android \
&& rm -rf gl4es-android/.git \
@@ -243,6 +257,7 @@ RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
&& cmake --build build-gl4es-android -j"$(nproc)" \
&& mkdir -p /opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/gl4es/include \
&& cp -a gl4es-android/lib/libGL.so.1 /opt/prebuilt/android/gl4es/lib/libGL.so \
&& patchelf --set-soname libGL.so /opt/prebuilt/android/gl4es/lib/libGL.so \
&& cp -a gl4es-android/include/. /opt/prebuilt/android/gl4es/include/ \
&& rm -rf gl4es-android build-gl4es-android
+19 -43
View File
@@ -1,9 +1,9 @@
#!/usr/bin/env bash
# Builds the Quest APK from a scratch, patched copy of engine/ (see
# android/engine-patches/ - engine/ itself is never modified) plus the
# Android SDL2/SDL2_mixer/fluidsynth-lite prebuilt into this image at
# /opt/prebuilt/android/*. Run via ../run-image.sh (or directly, if
# already inside this image - see the Makefile's `apk` target).
# Builds the Quest APK - see build-image/prepare-android-project.sh (which
# this calls) for how android/ gets a scratch, patched copy of engine/,
# the Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts, and bundled
# assets staged in. Run via ../run-image.sh (or directly, if already
# inside this image - see the Makefile's `apk` target).
#
# Unlike build-engine.sh, this step needs network access: Gradle/AGP's
# own dependency resolution isn't prebuilt into the image (see
@@ -12,53 +12,29 @@ set -euo pipefail
REPO_ROOT="$(pwd)"
ANDROID_DIR="$REPO_ROOT/android"
SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
echo "== Preparing a scratch, patched copy of engine/ =="
rm -rf "$SCRATCH_ENGINE"
mkdir -p "$(dirname "$SCRATCH_ENGINE")"
cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
for p in "$ANDROID_DIR"/engine-patches/*.patch; do
patch -p1 -d "$SCRATCH_ENGINE" < "$p"
done
bash "$REPO_ROOT/build-image/prepare-android-project.sh"
echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) =="
mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ENGINE/build_ext/fluidsynth-lite"
cp -a /opt/prebuilt/android/sdl2_mixer/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/"
mkdir -p "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src"
cp -a /opt/prebuilt/android/fluidsynth-lite/lib/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src/"
cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/include/"
echo "engineDir=$SCRATCH_ENGINE" > "$ANDROID_DIR/engine.properties"
echo "== Staging bundled assets (shaders, soundfont, get-assets text) =="
ASSETS_DIR="$ANDROID_DIR/app/src/main/assets"
rm -rf "$ASSETS_DIR"
mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res"
# GLES ports of engine/shaders/ (see android/gles-shaders/ and
# android/engine-patches/04-android-opengl-es-render.patch) - not
# engine/shaders/ itself, which is desktop-only GLSL.
cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es .so's into jniLibs =="
JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
mkdir -p "$JNI_LIBS_DIR"
find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
/opt/prebuilt/android/gl4es/lib \
-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
echo "== Determining version (shared with 'make package', see build-image/version.sh) =="
git config --global --add safe.directory "$REPO_ROOT" 2>/dev/null || true
VERSION="$("$REPO_ROOT/build-image/version.sh")"
# versionName (VERSION, above) can be anything, but Android's versionCode
# must be a positive, monotonically-increasing integer - the commit count
# is a simple, deterministic stand-in for that.
VERSION_CODE="$(git -C "$REPO_ROOT" rev-list --count HEAD)"
echo "Version: $VERSION (versionCode $VERSION_CODE)"
echo "== Building the APK (gradlew assembleDebug) =="
cd "$ANDROID_DIR"
./gradlew --no-daemon assembleDebug
./gradlew --no-daemon assembleDebug \
"-PquestshockVersionName=$VERSION" "-PquestshockVersionCode=$VERSION_CODE"
APK="$ANDROID_DIR/app/build/outputs/apk/debug/app-debug.apk"
[ -f "$APK" ] || { echo "BUILD FAIL: $APK not found after assembleDebug" >&2; exit 1; }
mkdir -p "$REPO_ROOT/dist"
cp "$APK" "$REPO_ROOT/dist/questshock-debug.apk"
PKG_NAME="questshock-$VERSION-android-arm64.apk"
cp "$APK" "$REPO_ROOT/dist/$PKG_NAME"
echo "== Done =="
echo "APK: $REPO_ROOT/dist/questshock-debug.apk"
echo "APK: $REPO_ROOT/dist/$PKG_NAME"
+91
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@@ -0,0 +1,91 @@
#!/usr/bin/env bash
# Prepares android/ to be built: a scratch, patched copy of engine/ (see
# android/engine-patches/ - engine/ itself is never modified), the
# Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts staged into
# jniLibs, bundled assets, and android/engine.properties (engineDir/
# prebuiltDir, read by android/app/build.gradle). Always run inside this
# image (via ../run-image.sh, or directly if already inside it) - it
# reads from /opt/prebuilt/android/*, which only exists there.
#
# Two modes:
# (no args) - for build-apk.sh's own gradlew, invoked in this same
# container - engine.properties points at this
# container's own paths (e.g. /workspace/build/...).
# --host-paths - for building android/ natively in Android Studio on
# the HOST afterwards, instead of via build-apk.sh.
# Needs HOST_REPO_ROOT (set by run-image.sh) to know
# this container's bind-mounted repo root's path on
# the host, since a plain container-internal path
# like /workspace/... doesn't resolve there. Also
# exports /opt/prebuilt/android (host-invisible,
# image-only) to build/android-prebuilt so a host-side
# CMake configure can actually find it.
set -euo pipefail
HOST_PATHS=0
if [ "${1:-}" = "--host-paths" ]; then
HOST_PATHS=1
fi
REPO_ROOT="$(pwd)"
ANDROID_DIR="$REPO_ROOT/android"
SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
PREBUILT_EXPORT_DIR="$REPO_ROOT/build/android-prebuilt"
echo "== Preparing a scratch, patched copy of engine/ =="
rm -rf "$SCRATCH_ENGINE"
mkdir -p "$(dirname "$SCRATCH_ENGINE")"
cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
for p in "$ANDROID_DIR"/engine-patches/*.patch; do
patch -p1 -d "$SCRATCH_ENGINE" < "$p"
done
echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) =="
mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ENGINE/build_ext/fluidsynth-lite"
cp -a /opt/prebuilt/android/sdl2_mixer/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/"
mkdir -p "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src"
cp -a /opt/prebuilt/android/fluidsynth-lite/lib/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src/"
cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/include/"
if [ "$HOST_PATHS" -eq 1 ]; then
: "${HOST_REPO_ROOT:?--host-paths needs HOST_REPO_ROOT set - run via ./run-image.sh, not directly}"
echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es for host-side use =="
rm -rf "$PREBUILT_EXPORT_DIR"
cp -a /opt/prebuilt/android "$PREBUILT_EXPORT_DIR"
ENGINE_DIR_PROP="$HOST_REPO_ROOT/build/android-engine"
PREBUILT_DIR_PROP="$HOST_REPO_ROOT/build/android-prebuilt"
else
ENGINE_DIR_PROP="$SCRATCH_ENGINE"
PREBUILT_DIR_PROP="/opt/prebuilt/android"
fi
{
echo "engineDir=$ENGINE_DIR_PROP"
echo "prebuiltDir=$PREBUILT_DIR_PROP"
} > "$ANDROID_DIR/engine.properties"
echo "== Staging bundled assets (shaders, soundfont, get-assets text) =="
ASSETS_DIR="$ANDROID_DIR/app/src/main/assets"
rm -rf "$ASSETS_DIR"
mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res"
# GLES ports of engine/shaders/ (see android/gles-shaders/ and
# android/engine-patches/04-android-opengl-es-render.patch) - not
# engine/shaders/ itself, which is desktop-only GLSL.
cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es .so's into jniLibs =="
JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
mkdir -p "$JNI_LIBS_DIR"
find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
/opt/prebuilt/android/gl4es/lib \
-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
echo "== Done =="
echo "engineDir=$ENGINE_DIR_PROP"
echo "prebuiltDir=$PREBUILT_DIR_PROP"
if [ "$HOST_PATHS" -eq 1 ]; then
echo "android/ is ready to open and build natively in Android Studio on the host."
fi
+28
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@@ -0,0 +1,28 @@
#!/usr/bin/env bash
# Prints the release version used to name both dist/shockolate-*.tar.gz
# (see `make package`) and dist/questshock-*.apk (see build-apk.sh), so
# the two are always versioned identically.
#
# Defaults to the current git tag (vX.Y.Z, prefix stripped) if HEAD is
# exactly on one matching that pattern; otherwise a 0.0.0-dev+<sha>
# placeholder (with a warning on stderr) - push a vX.Y.Z tag to drive a
# real release version. Override either way with VERSION=1.2.3 in the
# environment.
set -euo pipefail
V="${VERSION:-}"
if [ -z "$V" ]; then
if TAG=$(git describe --tags --exact-match --match 'v[0-9]*.[0-9]*.[0-9]*' 2>/dev/null); then
V="${TAG#v}"
else
V="0.0.0-dev+$(git rev-parse --short HEAD)"
echo "WARNING: HEAD is not on a vX.Y.Z tag - building placeholder version $V (push a tag to drive a real release version)" >&2
fi
fi
case "$V" in
[0-9]*.[0-9]*.[0-9]*) ;;
*) echo "PREFLIGHT FAIL: VERSION '$V' is not a semantic version (expected X.Y.Z, optionally with a -pre+meta suffix)" >&2; exit 1;;
esac
echo "$V"