ac640762d7
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.
41 lines
1.7 KiB
Bash
Executable File
41 lines
1.7 KiB
Bash
Executable File
#!/usr/bin/env bash
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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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# build-image/Dockerfile's comment on that trade-off).
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set -euo pipefail
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REPO_ROOT="$(pwd)"
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ANDROID_DIR="$REPO_ROOT/android"
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bash "$REPO_ROOT/build-image/prepare-android-project.sh"
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echo "== Determining version (shared with 'make package', see build-image/version.sh) =="
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git config --global --add safe.directory "$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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"-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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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: $REPO_ROOT/dist/$PKG_NAME"
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