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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-43
@@ -1,9 +1,9 @@
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#!/usr/bin/env bash
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# Builds the Quest APK from a scratch, patched copy of engine/ (see
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# android/engine-patches/ - engine/ itself is never modified) plus the
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# Android SDL2/SDL2_mixer/fluidsynth-lite prebuilt into this image at
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# /opt/prebuilt/android/*. Run via ../run-image.sh (or directly, if
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# already inside this image - see the Makefile's `apk` target).
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# Builds the Quest APK - see build-image/prepare-android-project.sh (which
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# this calls) for how android/ gets a scratch, patched copy of engine/,
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# the Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts, and bundled
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# assets staged in. Run via ../run-image.sh (or directly, if already
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# inside this image - see the Makefile's `apk` target).
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#
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# Unlike build-engine.sh, this step needs network access: Gradle/AGP's
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# own dependency resolution isn't prebuilt into the image (see
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@@ -12,53 +12,29 @@ set -euo pipefail
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REPO_ROOT="$(pwd)"
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ANDROID_DIR="$REPO_ROOT/android"
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SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
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echo "== Preparing a scratch, patched copy of engine/ =="
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rm -rf "$SCRATCH_ENGINE"
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mkdir -p "$(dirname "$SCRATCH_ENGINE")"
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cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
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for p in "$ANDROID_DIR"/engine-patches/*.patch; do
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patch -p1 -d "$SCRATCH_ENGINE" < "$p"
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done
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bash "$REPO_ROOT/build-image/prepare-android-project.sh"
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echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) =="
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mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ENGINE/build_ext/fluidsynth-lite"
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cp -a /opt/prebuilt/android/sdl2_mixer/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/"
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mkdir -p "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src"
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cp -a /opt/prebuilt/android/fluidsynth-lite/lib/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src/"
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cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/include/"
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echo "engineDir=$SCRATCH_ENGINE" > "$ANDROID_DIR/engine.properties"
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echo "== Staging bundled assets (shaders, soundfont, get-assets text) =="
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ASSETS_DIR="$ANDROID_DIR/app/src/main/assets"
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rm -rf "$ASSETS_DIR"
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mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res"
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# GLES ports of engine/shaders/ (see android/gles-shaders/ and
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# android/engine-patches/04-android-opengl-es-render.patch) - not
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# engine/shaders/ itself, which is desktop-only GLSL.
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cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
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cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
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cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
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echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es .so's into jniLibs =="
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JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
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rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
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mkdir -p "$JNI_LIBS_DIR"
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find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
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/opt/prebuilt/android/gl4es/lib \
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-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
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echo "== Determining version (shared with 'make package', see build-image/version.sh) =="
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git config --global --add safe.directory "$REPO_ROOT" 2>/dev/null || true
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VERSION="$("$REPO_ROOT/build-image/version.sh")"
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# versionName (VERSION, above) can be anything, but Android's versionCode
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# must be a positive, monotonically-increasing integer - the commit count
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# is a simple, deterministic stand-in for that.
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VERSION_CODE="$(git -C "$REPO_ROOT" rev-list --count HEAD)"
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echo "Version: $VERSION (versionCode $VERSION_CODE)"
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echo "== Building the APK (gradlew assembleDebug) =="
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cd "$ANDROID_DIR"
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./gradlew --no-daemon assembleDebug
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./gradlew --no-daemon assembleDebug \
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"-PquestshockVersionName=$VERSION" "-PquestshockVersionCode=$VERSION_CODE"
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APK="$ANDROID_DIR/app/build/outputs/apk/debug/app-debug.apk"
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[ -f "$APK" ] || { echo "BUILD FAIL: $APK not found after assembleDebug" >&2; exit 1; }
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mkdir -p "$REPO_ROOT/dist"
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cp "$APK" "$REPO_ROOT/dist/questshock-debug.apk"
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PKG_NAME="questshock-$VERSION-android-arm64.apk"
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cp "$APK" "$REPO_ROOT/dist/$PKG_NAME"
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echo "== Done =="
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echo "APK: $REPO_ROOT/dist/questshock-debug.apk"
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echo "APK: $REPO_ROOT/dist/$PKG_NAME"
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