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.
278 lines
15 KiB
Docker
278 lines
15 KiB
Docker
# Build environment for the Shockolate (System Shock) engine snapshot in
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# engine/. Everything the engine build needs from the network - SDL2,
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# SDL2_mixer, the fluidsynth-lite MIDI synth, and a General MIDI soundfont -
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# is fetched and built once, here, at image-build time. Rebuild with
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# ../build-image.sh whenever a version below changes.
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#
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# The resulting image needs no network access to compile engine/: the
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# in-container build script (build-image/build-engine.sh) copies the
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# prebuilt pieces below straight into engine/build_ext/, matching the paths
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# engine/CMakeLists.txt's BUNDLED dependency mode expects.
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FROM ubuntu:22.04
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ARG SDL2_VERSION=2.0.9
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ARG SDL2_MIXER_VERSION=2.0.4
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# EtherTyper/fluidsynth-lite has no releases/tags; pin by commit so the image
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# is reproducible instead of silently picking up upstream changes.
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ARG FLUIDSYNTH_LITE_REF=c539a8d9270ba5a3f7d6e460606483fc2ab1eb61
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# Soundfont used for MIDI music, matching what engine/build_deps.sh itself
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# fetches (a free substitute for the Windows default GM soundfont).
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ARG SOUNDFONT_URL=http://rancid.kapsi.fi/windows.sf2
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# Gitea/GitHub Actions' JS-based actions (actions/checkout,
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# actions/upload-artifact, ...) need a node binary in the container job's
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# PATH - this image is otherwise pure C toolchain, so it isn't pulled in
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# by anything else.
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ARG NODE_VERSION=20.18.1
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# Android layer, for the Quest APK build (Quest 2, 3, 3S, Pro - all
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# arm64-v8a, see build-apk.sh). Same SDL2 major version as the desktop
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# build above, but SDL2/SDL2_mixer are much newer releases here - unlike
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# the desktop autotools build, Android needs their real CMake+NDK build
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# support, which only landed in later releases. targetSdkVersion 29 (not
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# compileSdk, which can and does stay newer) is deliberate: paired with
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# requestLegacyExternalStorage in the manifest, it keeps /sdcard a plain,
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# unrestricted shared folder instead of hitting Android 11+ scoped
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# storage - this is keyed off the *app's* targetSdkVersion, not the
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# device's own Android version, so it keeps working on newer Quest
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# hardware/OS updates too, not just whatever's current today.
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ARG ANDROID_SDL2_VERSION=2.28.5
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ARG ANDROID_SDL2_MIXER_VERSION=2.8.0
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ARG ANDROID_CMDLINE_TOOLS_VERSION=11076708
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ARG ANDROID_PLATFORM_VERSION=29
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# compileSdk in android/app/build.gradle - separate from the app's own
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# targetSdkVersion (29, above): compileSdk is just which android.jar the
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# app compiles against, and androidx.core needs a newer one than 29.
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ARG ANDROID_COMPILE_SDK_VERSION=34
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ARG ANDROID_BUILD_TOOLS_VERSION=34.0.0
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ARG ANDROID_NDK_VERSION=26.1.10909125
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ARG ANDROID_CMAKE_VERSION=3.22.1
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# GL4ES (https://github.com/ptitSeb/gl4es) - translates the engine's
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# desktop-style immediate-mode OpenGL calls into real GLES/EGL calls, so
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# engine/src/MacSrc/OpenGL.cc needs no immediate-mode rewrite on Android.
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ARG ANDROID_GL4ES_VERSION=1.1.6
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ENV DEBIAN_FRONTEND=noninteractive
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# build-essential/cmake/make: engine/ itself (CMake) and SDL2/SDL2_mixer
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# (autotools).
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# git: fetches fluidsynth-lite; also used by engine/CMakeLists.txt's own
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# `git describe` version string (harmless no-op if engine/ isn't a repo).
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# curl/ca-certificates: fetches SDL2/SDL2_mixer tarballs and the soundfont.
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# pkg-config: SDL2_mixer's configure and engine/CMakeLists.txt's
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# pkg_check_modules() calls.
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# gosu: docker-entrypoint.sh drops from root to a HOST_UID/GID user so
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# build output isn't left root-owned on the bind-mounted repo.
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# libgl1-mesa-dev/libglx-dev/libxext-dev/libx11-dev/libxrandr-dev/libxi-dev/
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# libxfixes-dev/libxss-dev/libxinerama-dev/libxcursor-dev: SDL2's video
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# backend (X11 + GL).
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# libogg-dev/libvorbis-dev: SDL2_mixer's OGG Vorbis music decoder.
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# libasound2-dev: engine/CMakeLists.txt's optional native ALSA MIDI output.
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# openssh-client: the CI workflow's `sftp` publish step.
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# openjdk-17-jdk-headless: Gradle/AGP's own minimum JDK for the APK build.
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# unzip: extracts the Android cmdline-tools zip below.
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#
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# All apt installs deliberately live in this one RUN, first, so editing
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# anything below it (in particular the Android cross-compile steps, the
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# newest and least settled part of this file) never invalidates Docker's
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# build cache for this layer - and vice versa, adding a package here only
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# ever costs a rebuild of the (slow) layers below it, not a re-download
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# of packages that didn't change.
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# patchelf: fixes up GL4ES's built-in ELF SONAME below (see the gl4es
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# build step) - the Android APK packager (AGP) refuses to bundle a
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# jniLibs file whose name doesn't literally end in ".so", but the
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# dynamic linker resolves NEEDED entries by embedded SONAME, not
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# filename - patchelf lets both agree on "libGL.so".
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RUN apt-get update && apt-get install -y --no-install-recommends \
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build-essential cmake make git curl ca-certificates pkg-config gosu \
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libgl1-mesa-dev libglx-dev libxext-dev libx11-dev libxrandr-dev \
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libxi-dev libxfixes-dev libxss-dev libxinerama-dev libxcursor-dev \
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libogg-dev libvorbis-dev libasound2-dev openssh-client \
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openjdk-17-jdk-headless unzip patchelf \
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&& rm -rf /var/lib/apt/lists/*
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WORKDIR /opt/prebuilt
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# SDL2, built the same way engine/build_deps.sh builds it (BUNDLED mode),
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# just at image-build time instead of every game build.
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RUN curl -sSLO "https://www.libsdl.org/release/SDL2-${SDL2_VERSION}.tar.gz" \
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&& tar xf "SDL2-${SDL2_VERSION}.tar.gz" \
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&& cd "SDL2-${SDL2_VERSION}" \
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&& ./configure --prefix=/opt/prebuilt/built_sdl \
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&& make -j"$(nproc)" \
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&& make install \
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&& cd .. && rm -rf "SDL2-${SDL2_VERSION}" "SDL2-${SDL2_VERSION}.tar.gz"
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# SDL2_mixer, linked against the SDL2 build above via SDL2_CONFIG - same as
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# engine/build_deps.sh's build_sdl_mixer().
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RUN curl -sSLO "https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-${SDL2_MIXER_VERSION}.tar.gz" \
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&& tar xf "SDL2_mixer-${SDL2_MIXER_VERSION}.tar.gz" \
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&& cd "SDL2_mixer-${SDL2_MIXER_VERSION}" \
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&& SDL2_CONFIG=/opt/prebuilt/built_sdl/bin/sdl2-config \
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./configure --prefix=/opt/prebuilt/built_sdl_mixer \
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&& make -j"$(nproc)" \
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&& make install \
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&& cd .. && rm -rf "SDL2_mixer-${SDL2_MIXER_VERSION}" "SDL2_mixer-${SDL2_MIXER_VERSION}.tar.gz"
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# fluidsynth-lite: the stripped-down FluidSynth fork engine/CMakeLists.txt's
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# BUNDLED FluidSynth mode expects at build_ext/fluidsynth-lite. Built
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# in-source (its own CMake setup expects that), forcing a shared library
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# the same way engine/build_deps.sh's sed does.
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RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git \
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&& cd fluidsynth-lite \
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&& git checkout "${FLUIDSYNTH_LITE_REF}" \
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&& sed -i 's/DLL"\ off/DLL"\ on/' CMakeLists.txt \
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&& cmake . \
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&& cmake --build . -j"$(nproc)" \
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&& rm -rf .git
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# General MIDI soundfont for fluidsynth playback - engine/build_deps.sh
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# fetches the same file and drops it into engine/res/.
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RUN mkdir -p soundfont \
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&& curl -sSL -o soundfont/default.sf2 "${SOUNDFONT_URL}"
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# Node.js: needed only so Gitea/GitHub Actions' JS-based actions can run
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# when this image is used as a CI job's container - see NODE_VERSION above.
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RUN curl -sSL -o /tmp/node.tar.xz \
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"https://nodejs.org/dist/v${NODE_VERSION}/node-v${NODE_VERSION}-linux-x64.tar.xz" \
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&& tar -xJf /tmp/node.tar.xz -C /usr/local --strip-components=1 \
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&& rm /tmp/node.tar.xz
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# Android SDK/NDK: the cmdline-tools' own sdkmanager installs exactly the
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# platform/build-tools/NDK/CMake versions the app/build.gradle below pins.
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# gradlew (invoked by build-apk.sh) resolves its own pinned Gradle version
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# itself - no Gradle binary is baked into this image. Unlike the manually
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# cross-compiled SDL2/SDL2_mixer/fluidsynth-lite below, `./gradlew
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# assembleDebug` still needs network access at build time for Gradle/AGP's
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# own dependency resolution - an accepted, deliberate exception to this
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# image's otherwise-offline build philosophy (see build-apk.sh).
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ENV ANDROID_HOME=/opt/android-sdk \
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ANDROID_SDK_ROOT=/opt/android-sdk
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ENV PATH=${ANDROID_HOME}/cmdline-tools/latest/bin:${ANDROID_HOME}/platform-tools:${PATH}
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RUN mkdir -p "${ANDROID_HOME}/cmdline-tools" \
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&& curl -sSL -o /tmp/cmdline-tools.zip \
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"https://dl.google.com/android/repository/commandlinetools-linux-${ANDROID_CMDLINE_TOOLS_VERSION}_latest.zip" \
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&& unzip -q /tmp/cmdline-tools.zip -d "${ANDROID_HOME}/cmdline-tools" \
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&& mv "${ANDROID_HOME}/cmdline-tools/cmdline-tools" "${ANDROID_HOME}/cmdline-tools/latest" \
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&& rm /tmp/cmdline-tools.zip \
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&& yes | sdkmanager --licenses >/dev/null \
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&& sdkmanager --install \
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"platform-tools" \
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"platforms;android-${ANDROID_PLATFORM_VERSION}" \
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"platforms;android-${ANDROID_COMPILE_SDK_VERSION}" \
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"build-tools;${ANDROID_BUILD_TOOLS_VERSION}" \
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"ndk;${ANDROID_NDK_VERSION}" \
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"cmake;${ANDROID_CMAKE_VERSION}"
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ENV ANDROID_NDK_HOME=${ANDROID_HOME}/ndk/${ANDROID_NDK_VERSION}
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ENV ANDROID_NDK_TOOLCHAIN=${ANDROID_NDK_HOME}/build/cmake/android.toolchain.cmake
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# SDL2, SDL2_mixer, and fluidsynth-lite, cross-compiled for arm64-v8a (the
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# Quest's only ABI, across Quest 2/3/3S/Pro) via the NDK's CMake toolchain file, each installed
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# to its own prefix under /opt/prebuilt/android/ - mirrors the desktop
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# build_ext/built_sdl / built_sdl_mixer layout, just for Android. Shipped
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# in the APK as separate .so's (see build-apk.sh), loaded in that order by
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# QuestShockActivity.getLibraries() before the game's own libmain.so.
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ARG ANDROID_ABI=arm64-v8a
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RUN curl -sSLO "https://www.libsdl.org/release/SDL2-${ANDROID_SDL2_VERSION}.tar.gz" \
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&& tar xf "SDL2-${ANDROID_SDL2_VERSION}.tar.gz" \
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&& cmake -S "SDL2-${ANDROID_SDL2_VERSION}" -B build-sdl2-android \
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-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
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-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
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-DCMAKE_INSTALL_PREFIX=/opt/prebuilt/android/sdl2 -DBUILD_SHARED_LIBS=ON \
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-DSDL_STATIC=OFF \
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&& cmake --build build-sdl2-android -j"$(nproc)" \
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&& cmake --install build-sdl2-android \
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&& rm -rf "SDL2-${ANDROID_SDL2_VERSION}" "SDL2-${ANDROID_SDL2_VERSION}.tar.gz" build-sdl2-android
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# All optional codecs disabled: Shockolate only ever calls
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# Mix_LoadWAV_RW/Mix_HookMusic (confirmed by grep - it feeds fluidsynth's
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# own PCM output through Mix_HookMusic, and never loads OGG/MOD/FLAC/MP3
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# game data), so plain WAVE support (always built in, no extra
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# dependency) is all that's needed - avoiding SDL2_mixer's vendored
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# third-party codec libraries entirely.
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RUN curl -sSLO "https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}.tar.gz" \
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&& tar xf "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}.tar.gz" \
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&& cmake -S "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}" -B build-sdl2mixer-android \
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-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
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-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
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-DCMAKE_PREFIX_PATH=/opt/prebuilt/android/sdl2 \
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-DCMAKE_FIND_ROOT_PATH=/opt/prebuilt/android/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_INSTALL_PREFIX=/opt/prebuilt/android/sdl2_mixer -DBUILD_SHARED_LIBS=ON \
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-DSDL2MIXER_VENDORED=OFF -DSDL2MIXER_SAMPLES=OFF -DSDL2MIXER_CMD=OFF \
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-DSDL2MIXER_FLAC=OFF -DSDL2MIXER_GME=OFF -DSDL2MIXER_MOD=OFF \
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-DSDL2MIXER_MP3=OFF -DSDL2MIXER_MIDI=OFF -DSDL2MIXER_OPUS=OFF -DSDL2MIXER_VORBIS=OFF \
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-DSDL2MIXER_WAVPACK=OFF \
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&& cmake --build build-sdl2mixer-android -j"$(nproc)" \
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&& cmake --install build-sdl2mixer-android \
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&& rm -rf "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}" "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}.tar.gz" build-sdl2mixer-android
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RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git fluidsynth-lite-android \
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&& cd fluidsynth-lite-android \
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&& git checkout "${FLUIDSYNTH_LITE_REF}" \
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&& sed -i 's/DLL"\ off/DLL"\ on/' CMakeLists.txt \
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&& sed -i 's/-Wall -Werror -std=gnu11/-Wall -std=gnu11/' CMakeLists.txt \
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&& sed -i 's/set ( LIBFLUID_LIBS m pthread )/set ( LIBFLUID_LIBS m )/' CMakeLists.txt \
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&& rm -rf .git \
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&& cd .. \
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&& cmake -S fluidsynth-lite-android -B build-fluidsynth-android \
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-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
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-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
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&& cmake --build build-fluidsynth-android -j"$(nproc)" \
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&& mkdir -p /opt/prebuilt/android/fluidsynth-lite/lib /opt/prebuilt/android/fluidsynth-lite/include \
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&& cp -a build-fluidsynth-android/src/libfluidsynth.so* /opt/prebuilt/android/fluidsynth-lite/lib/ \
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&& cp -a fluidsynth-lite-android/include/. /opt/prebuilt/android/fluidsynth-lite/include/ \
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# version.h is generated from version.h.in at configure time - fine on
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# the desktop build (in-source, so it lands right back in the source
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# tree), but this is an out-of-source build, so it only exists under
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# build-fluidsynth-android/ and must be copied in separately.
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&& cp -a build-fluidsynth-android/include/fluidsynth/version.h \
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/opt/prebuilt/android/fluidsynth-lite/include/fluidsynth/version.h \
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&& rm -rf fluidsynth-lite-android build-fluidsynth-android
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# gl4es's own CMakeLists.txt writes its output straight to
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# ${CMAKE_SOURCE_DIR}/lib (the source tree, not the build dir) and gives
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# the GL target a ".so.1" suffix, both in filename and in its embedded
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# ELF SONAME - stage explicitly rather than `cmake --install` (which it
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# doesn't support for this target anyway). Renaming the *file* to
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# "libGL.so" isn't enough on its own: the dynamic linker resolves
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# libmain.so's NEEDED entry by the *embedded* SONAME, not by whatever
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# filename it was linked against, so a bare rename would link fine but
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# fail to dlopen on-device. And keeping the real "libGL.so.1" filename
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# isn't an option either - AGP's jniLibs packaging silently drops any
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# native library whose filename doesn't literally end in ".so". So
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# patchelf the embedded SONAME to "libGL.so" too, making the rename
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# consistent both at link time and at runtime.
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RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
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https://github.com/ptitSeb/gl4es.git gl4es-android \
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&& rm -rf gl4es-android/.git \
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&& cmake -S gl4es-android -B build-gl4es-android \
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-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
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-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
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-DANDROID=ON -DUSE_ANDROID_LOG=ON -DSTATICLIB=OFF \
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&& cmake --build build-gl4es-android -j"$(nproc)" \
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&& mkdir -p /opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/gl4es/include \
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&& cp -a gl4es-android/lib/libGL.so.1 /opt/prebuilt/android/gl4es/lib/libGL.so \
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&& patchelf --set-soname libGL.so /opt/prebuilt/android/gl4es/lib/libGL.so \
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&& cp -a gl4es-android/include/. /opt/prebuilt/android/gl4es/include/ \
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&& rm -rf gl4es-android build-gl4es-android
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COPY build-image/docker-entrypoint.sh /usr/local/bin/docker-entrypoint.sh
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COPY build-image/build-engine.sh /usr/local/bin/build-engine.sh
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RUN chmod +x /usr/local/bin/docker-entrypoint.sh /usr/local/bin/build-engine.sh
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# Marks a shell as already running inside this image (with every engine
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# build dependency prebuilt above) - lets the Makefile's `engine` target
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# compile directly instead of shelling out to ./run-image.sh's `docker
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# run`, which matters for CI jobs that already run inside this image
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# (nested docker-in-docker isn't available there).
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ENV QUESTSHOCK_BUILD_IMAGE=1
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WORKDIR /workspace
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ENTRYPOINT ["/usr/local/bin/docker-entrypoint.sh"]
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CMD ["/usr/local/bin/build-engine.sh"]
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