Commit Graph

3 Commits

Author SHA1 Message Date
ml 4e47e0a989 Fix missing-assets detection race, 16 KB page alignment, and Android audio backend
build / build (push) Successful in 2m11s
- QuestShockActivity now actually blocks the native engine from starting
  when game data is missing, closing three gaps found via on-device
  testing: super.onCreate() must run unconditionally first (Android
  throws SuperNotCalledException otherwise); SDLActivity.mBrokenLibraries
  is now set provisionally before the storage-permission check, since
  onWindowFocusChanged() closing the permission dialog could otherwise
  start the engine before the async onRequestPermissionsResult() callback
  ran; and a new GameSurface (SDLSurface subclass) closes the actual gap
  that let the init_popups NULL-deref crash through even with
  mBrokenLibraries set - SDLSurface.surfaceChanged() starts the native
  thread directly without ever checking that flag.
- Force Android to use SDL2's openslES audio backend instead of AAudio
  (android/engine-patches/05-android-audio-driver.patch): AAudio only
  allows one open playback device at a time, but the engine opens two
  (cutscene audio via SDL_OpenAudioDevice, SFX/MIDI via Mix_OpenAudio),
  hitting an assertion failure on real hardware.
- Add 16 KB ELF page-size alignment (-Wl,-z,max-page-size=16384) to every
  Android shared library - the four prebuilts (SDL2, SDL2_mixer,
  fluidsynth-lite, gl4es, in build-image/Dockerfile) and the engine's own
  libmain.so (build.gradle) - matching Google's Play Store requirement
  for Android 15+ and clearing Android Studio's compatibility warning.
- Add a stageEngine Gradle task that automatically re-stages the patched
  engine/ copy and prebuilt libraries before any Android Studio build
  (hooked into preBuild, with proper up-to-date checking), so source/
  patch changes can't silently go stale in the build/android-engine
  scratch copy - previously a manual, easy-to-forget step. Skips
  automatically inside the build-image container so make apk/CI are
  unaffected.
2026-07-23 19:20:22 +02:00
ml ac640762d7 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.
2026-07-23 06:42:45 +02:00
ml 9e2c9ffbe6 Adding first APK build 2026-07-20 09:45:08 +02:00