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
+91
View File
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#!/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