4e47e0a989
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.
156 lines
7.8 KiB
Groovy
156 lines
7.8 KiB
Groovy
apply plugin: 'com.android.application'
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// Paths written by build-image/prepare-android-project.sh (called by
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// build-apk.sh, or standalone with --host-paths to prep for a native
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// build in Android Studio - see README) since they're only known at
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// prep/build time, not something a checked-in build.gradle can hardcode.
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// engineDir is the scratch, patched copy of engine/; prebuiltDir is the
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// Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts - both point
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// into this container's own paths for build-apk.sh's own gradlew call,
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// or host-resolvable paths (plus a host-side export of prebuiltDir, since
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// /opt/prebuilt/android only exists in the image) when prepared with
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// --host-paths for Android Studio.
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def engineProps = new Properties()
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file("${projectDir}/../engine.properties").withInputStream { engineProps.load(it) }
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def engineDir = engineProps.getProperty('engineDir')
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if (engineDir == null) {
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throw new GradleException("android/engine.properties is missing 'engineDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
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}
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def prebuiltDir = engineProps.getProperty('prebuiltDir')
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if (prebuiltDir == null) {
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throw new GradleException("android/engine.properties is missing 'prebuiltDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
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}
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// Set by build-apk.sh (see build-image/version.sh, shared with the
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// desktop tarball's versioning) via -PquestshockVersionName/Code. Default
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// here only covers a direct, unsupported `gradlew` invocation.
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def questshockVersionName = project.hasProperty('questshockVersionName') ? project.property('questshockVersionName') : '0.0.0-dev'
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def questshockVersionCode = project.hasProperty('questshockVersionCode') ? project.property('questshockVersionCode').toInteger() : 1
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// Auto-refreshes the staged, patched engine/ copy and prebuilt libraries
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// (see build-image/prepare-android-project.sh --host-paths, and the
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// engineDir/prebuiltDir properties read above) so a plain Android Studio
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// build/run can never silently compile against a stale scratch copy after
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// engine/ or android/engine-patches/ change - previously a manual, easy to
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// forget re-run. inputs/outputs are declared so Gradle skips the (Docker-
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// invoking, not free) step entirely when nothing relevant actually changed,
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// keeping pure-Java edit/run cycles fast.
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def repoRoot = file("${projectDir}/../..")
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def stageEngineTask = tasks.register("stageEngine", Exec) {
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group = "build setup"
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description = "Refreshes the patched engine/ scratch copy and prebuilt libraries for a native Android Studio build (build-image/prepare-android-project.sh --host-paths)."
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workingDir repoRoot
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commandLine "./run-image.sh", "bash", "build-image/prepare-android-project.sh", "--host-paths"
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// /opt/prebuilt/android only ever exists inside the build-image
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// container itself (baked in at image-build time, never on the host -
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// see build-image/Dockerfile). Its presence means this build is
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// build-apk.sh's own gradlew call, running INSIDE that container, which
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// already staged everything itself in container mode before invoking
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// gradlew - re-running this task there would try to `docker run` from
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// inside a container with no docker socket, breaking make apk/CI. Only
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// a genuine host-side Android Studio build (where this path is absent)
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// needs this task.
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onlyIf { !file('/opt/prebuilt/android').isDirectory() }
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inputs.dir("${repoRoot}/engine")
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inputs.dir("${projectDir}/../engine-patches")
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inputs.file("${repoRoot}/build-image/Dockerfile")
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outputs.dir("${repoRoot}/build/android-engine")
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outputs.dir("${repoRoot}/build/android-prebuilt")
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outputs.file("${projectDir}/../engine.properties")
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}
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// preBuild is what every variant's compile/native-build tasks already
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// transitively depend on, regardless of AGP version's exact CMake task
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// naming - the simplest reliable hook to run before any of them.
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afterEvaluate {
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tasks.named("preBuild").configure {
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dependsOn stageEngineTask
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}
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}
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android {
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namespace "de.ladkau.questshock"
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// compileSdk/buildToolsVersion/ndkVersion must all match what
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// build-image/Dockerfile actually installs - otherwise AGP defaults to
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// whatever version it itself prefers and tries to download it into the
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// SDK dir at build time, which isn't writable.
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compileSdk 34
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buildToolsVersion "34.0.0"
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ndkVersion "26.1.10909125"
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defaultConfig {
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applicationId "de.ladkau.questshock"
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// 29, not compileSdk's 34, is deliberate - see build-image/Dockerfile's
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// comment on ANDROID_PLATFORM_VERSION: paired with
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// requestLegacyExternalStorage in the manifest, this keeps
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// /sdcard/questshock/ a plain, unrestricted shared folder instead of
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// Android 11+ scoped storage, on the Quest 2/3/3S/Pro headsets this
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// targets - not just whatever's the current API level today.
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minSdkVersion 24
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targetSdkVersion 29
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versionCode questshockVersionCode
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versionName questshockVersionName
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externalNativeBuild {
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cmake {
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// engine/CMakeLists.txt's own dependency-selection options
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// (see engine/CMakeLists.txt near the top): SDL2 via
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// find_package (our Android SDL2 build installs a real CMake
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// config, unlike the desktop build's older bundled copy);
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// SDL2_mixer and FluidSynth via the same build_ext/ BUNDLED
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// convention the desktop build already uses (populated in the
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// scratch engine copy by prepare-android-project.sh from
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// prebuiltDir). ANDROID_PREBUILT_DIR is also read directly by
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// android/engine-patches/02-android-opengl-es.patch, for gl4es.
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// The CMAKE_FIND_ROOT_PATH* overrides below are needed
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// because the NDK toolchain file restricts find_package/
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// find_path/find_library to its own sysroot by default,
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// which would otherwise miss our custom-installed SDL2 (see
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// build-image/Dockerfile's SDL2_mixer build, which hit the
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// exact same thing).
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// -Wl,-z,max-page-size=16384: NDK 26 doesn't 16 KB-align ELF
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// LOAD segments by default (only automatic in NDK 28+) - see
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// build-image/Dockerfile's ANDROID_16KB_LDFLAGS, which does
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// the same for the prebuilt SDL2/SDL2_mixer/fluidsynth-lite/
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// gl4es .so's this links against.
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arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=BUNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \
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"-DANDROID_PREBUILT_DIR=${prebuiltDir}", \
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"-DCMAKE_PREFIX_PATH=${prebuiltDir}/sdl2", \
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"-DCMAKE_FIND_ROOT_PATH=${prebuiltDir}/sdl2", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
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"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
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"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c"
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abiFilters 'arm64-v8a'
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}
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}
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}
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externalNativeBuild {
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cmake {
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path file("${engineDir}/CMakeLists.txt")
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}
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}
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buildTypes {
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release {
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minifyEnabled false
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}
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}
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lint {
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abortOnError false
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}
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}
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dependencies {
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// ActivityCompat.checkSelfPermission/requestPermissions in
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// QuestShockActivity - the plain android.app.Activity APIs work the
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// same way without androidx, but ActivityCompat is the standard,
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// documented way to request runtime permissions safely.
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implementation 'androidx.core:core:1.12.0'
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}
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