Files
questshock/build-image/build-apk.sh
T
ml ac640762d7
build / build (push) Successful in 2m13s
Fix Quest launch crashes, version the APK like the tarball, and support native builds in Android Studio
- 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

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#!/usr/bin/env bash
# Builds the Quest APK - see build-image/prepare-android-project.sh (which
# this calls) for how android/ gets a scratch, patched copy of engine/,
# the Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts, and bundled
# assets staged in. Run via ../run-image.sh (or directly, if already
# inside this image - see the Makefile's `apk` target).
#
# Unlike build-engine.sh, this step needs network access: Gradle/AGP's
# own dependency resolution isn't prebuilt into the image (see
# build-image/Dockerfile's comment on that trade-off).
set -euo pipefail
REPO_ROOT="$(pwd)"
ANDROID_DIR="$REPO_ROOT/android"
bash "$REPO_ROOT/build-image/prepare-android-project.sh"
echo "== Determining version (shared with 'make package', see build-image/version.sh) =="
git config --global --add safe.directory "$REPO_ROOT" 2>/dev/null || true
VERSION="$("$REPO_ROOT/build-image/version.sh")"
# versionName (VERSION, above) can be anything, but Android's versionCode
# must be a positive, monotonically-increasing integer - the commit count
# is a simple, deterministic stand-in for that.
VERSION_CODE="$(git -C "$REPO_ROOT" rev-list --count HEAD)"
echo "Version: $VERSION (versionCode $VERSION_CODE)"
echo "== Building the APK (gradlew assembleDebug) =="
cd "$ANDROID_DIR"
./gradlew --no-daemon assembleDebug \
"-PquestshockVersionName=$VERSION" "-PquestshockVersionCode=$VERSION_CODE"
APK="$ANDROID_DIR/app/build/outputs/apk/debug/app-debug.apk"
[ -f "$APK" ] || { echo "BUILD FAIL: $APK not found after assembleDebug" >&2; exit 1; }
mkdir -p "$REPO_ROOT/dist"
PKG_NAME="questshock-$VERSION-android-arm64.apk"
cp "$APK" "$REPO_ROOT/dist/$PKG_NAME"
echo "== Done =="
echo "APK: $REPO_ROOT/dist/$PKG_NAME"