Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs
Chris Babcock 2b886e2c93 Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2911743 on 2016/03/16 by Allan.Bentham

	Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
	Cleaned up some ronin integration hacks from ronin.

Change 2912053 on 2016/03/16 by Peter.Sauerbrei

	disable Vulkan in Win32 builds for now
	#codereview rolando.caloca
	#jira UE-28465

Change 2914512 on 2016/03/18 by Dmitriy.Dyomin

	Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled

Change 2914944 on 2016/03/18 by Allan.Bentham

	Fix es2 tonemap flip. Fixes UE-25148

Change 2915248 on 2016/03/18 by Chris.Babcock

	Updates to support NDK r11
	#jira UE-28529
	#ue4
	#android

Change 2919192 on 2016/03/22 by Chris.Babcock

	NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
	#jira UE-28408
	#ue4
	#android
	#codereview Jack.Porter

Change 2919591 on 2016/03/23 by Allan.Bentham

	Merge ronin's Gaussian DoF to 4.11's dof changes.

	Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
	Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.

	#codereview martin.mittring

Change 2920758 on 2016/03/24 by Dmitriy.Dyomin

	Fixed: shifting lighting samples octree
	https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html

Change 2920793 on 2016/03/24 by Dmitriy.Dyomin

	Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
	#jira UE-26426

Change 2920981 on 2016/03/24 by Dmitriy.Dyomin

	GPU particles support for iOS Metal (A8+ only)
	#jira UE-11067
	#jira UE-28514
	#codereview Jack.Porter

Change 2921383 on 2016/03/24 by Allan.Bentham

	Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
	#codereview jack.porter

Change 2925694 on 2016/03/29 by Dmitriy.Dyomin

	Fixed: GPU particles and bloom on S7 Mali

Change 2927065 on 2016/03/29 by Chris.Babcock

	Set the DT_SONAME field in linker (stops warning toast)
	#ue4
	#android
	#codereview Jack.Porter

Change 2927375 on 2016/03/30 by Jack.Porter

	Fixed localization for placement mode Cube, Sphere, Cylinder and Cone

Change 2928643 on 2016/03/30 by Jack.Porter

	Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF

	#code_review: allan.bentham

Change 2932773 on 2016/04/04 by Jack.Porter

	Reapply android Vulkan version fixes

Change 2932853 on 2016/04/05 by Jack.Porter

	Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion

Change 2932998 on 2016/04/05 by Jack.Porter

	Native web browser widget on iOS

	#jira UEMOB-20

Change 2933420 on 2016/04/05 by Chris.Babcock

	Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
	#jira UE-29066
	#pr #2236
	#ue4
	#android

Change 2934315 on 2016/04/05 by Chris.Babcock

	Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
	#jira UE-23937
	#PR #1820
	#ue4
	#android
	#codereview Ryan.Gerleve

Change 2935038 on 2016/04/06 by Chris.Babcock

	Fix OpenGLES31 compile error
	#ue4
	#android
	#codereview Jack.Porter

Change 2936288 on 2016/04/07 by Allan.Bentham

	Planar reflection captures for mobile. (UE-27426)
	Added mobile planar reflection flag to material.

	#codereview jack.porter, daniel.wright

Change 2936297 on 2016/04/07 by Allan.Bentham

	Missed file. Planar reflection captures for mobile. (UE-27426)
	#codereview jack.porter, daniel.wright

Change 2937763 on 2016/04/08 by Dmitriy.Dyomin

	Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
	GitHub #2031
	#jira UE-26576
	#codereview Jack.Porter

Change 2937863 on 2016/04/08 by Jack.Porter

	Merged Ronin CLs 2840392, 2860028

	Allow vertex texture fetches on ES2 (requires absolute mip level)

Change 2938461 on 2016/04/08 by Chris.Babcock

	Write Android uninstall batch files
	#ue4
	#android

Change 2939679 on 2016/04/11 by Allan.Bentham

	Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
	renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects

	#codereview jack.porter, daniel.wright

Change 2939887 on 2016/04/11 by Chris.Babcock

	Android ARM64 libraries
	#jira UEPLAT-1268
	#ue4
	#android

Change 2940125 on 2016/04/11 by Chris.Babcock

	Added requirements to Arm64 and x86_64 tooltips

Change 2941051 on 2016/04/12 by Allan.Bentham

	Fix for inverted RG channels when using filmic tonemapper with ES2.
	#codereview jack.porter

Change 2942523 on 2016/04/13 by Chris.Babcock

	Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
	#ue4
	#android
	#codereview Josh.Adams

Change 2942578 on 2016/04/13 by Chris.Babcock

	Add cxademangle dependency to Core for Android
	#ue4
	#android
	#codereview Josh.Adams

Change 2942997 on 2016/04/13 by Chris.Babcock

	Run Ant with -quiet first and run again without if there is an error for the log
	#ue4
	#android
	#codereview Josh.Adams

Change 2943320 on 2016/04/14 by Jack.Porter

	Fixed planar reflection merge errors

Change 2943352 on 2016/04/14 by Jack.Porter

	Fix NAME_VULKAN_ES3_1_ANDROID shader format name

	#codereview: Rolando.Coloca

Change 2943367 on 2016/04/14 by Dmitriy.Dyomin

	Added cvars to add or strip specific GL extensions from a driver reported extensions string
	#jira UE-29467

Change 2943425 on 2016/04/14 by Dmitriy.Dyomin

	Better logging of MobileHDR mode

Change 2943461 on 2016/04/14 by Dmitriy.Dyomin

	Fixing HDR rendering and bloom on Galaxy S7

Change 2943493 on 2016/04/14 by Dmitriy.Dyomin

	Better HDR fix for devices with ES3 support

Change 2943855 on 2016/04/14 by Allan.Bentham

	Mobile planar reflections.
	 - currently only supports opaque materials
	#codereview jack.porter

Change 2944721 on 2016/04/14 by Chris.Babcock

	Allow Vulkan-only Android builds
	#ue4
	#android
	#codereview Allan.Bentham,Jack.Porter

Change 2944771 on 2016/04/14 by Dmitriy.Dyomin

	Fixed: mesh particles crash in ES2

Change 2944827 on 2016/04/15 by Dmitriy.Dyomin

	Fixed: GPU particles not working on S6 with Android 6.0.1

Change 2944836 on 2016/04/15 by Jack.Porter

	Disable FX system calls in forward renderer when particles showflag is off

Change 2944840 on 2016/04/15 by Jack.Porter

	Re-enabled non-radial TDeferredLightVS on ES2 for planar and put  #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4  around the radial shader code which was tripping up ES2.

	#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright

Change 2944914 on 2016/04/15 by Jack.Porter

	Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode

Change 2945020 on 2016/04/15 by Gareth.Martin

	Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.

	Change 2943560 on 2016/04/14 by Gareth.Martin

	        Added ability to expand landscape bounds
	        #jira UE-28928
	        #jira UE-25230

	Change 2943538 on 2016/04/14 by Gareth.Martin

	        Fix a crash with saving a level >2GB in size.
	        There may still be other crashes with >2GB levels.

	Change 2943477 on 2016/04/14 by Gareth.Martin

	        Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
	        Also moved all the LOD settings together in LandscapeProxy.h because it was messy

	Change 2942113 on 2016/04/13 by Gareth.Martin

	        Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.

	Change 2941030 on 2016/04/12 by Gareth.Martin

	        Cleanup and commenting

	Change 2940994 on 2016/04/12 by Gareth.Martin

	        Implement random scale option for Landscape Grass.
	        #jira UE-25743

	Change 2940993 on 2016/04/12 by Gareth.Martin

	        Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent

	Change 2940150 on 2016/04/11 by Gareth.Martin

	        Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform

	Change 2940101 on 2016/04/11 by Gareth.Martin

	        Additional checks for bad static mesh when building the HISMC tree

Change 2945560 on 2016/04/15 by Rolando.Caloca

	DM - Fix for newer Vulkan sdks

Change 2945638 on 2016/04/15 by Chris.Babcock

	Fix permissions on uninstall script on Mac
	#jira UE-29236
	#ue4
	#android
	#lockdown Jack.Porter

Change 2945856 on 2016/04/15 by Rolando.Caloca

	DM - vk - Fix mapped allocations on mobile

#lockdown nick.penwarden

[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00

1327 lines
49 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Diagnostics;
using System.Net.NetworkInformation;
using System.Threading;
using AutomationTool;
using UnrealBuildTool;
using Ionic.Zip;
public class AndroidPlatform : Platform
{
private const int DeployMaxParallelCommands = 6;
private const string TargetAndroidLocation = "obb/";
public AndroidPlatform()
: base(UnrealTargetPlatform.Android)
{
}
private static string GetSONameWithoutArchitecture(ProjectParams Params, string DecoratedExeName)
{
return Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), DecoratedExeName) + ".so";
}
private static string GetFinalApkName(ProjectParams Params, string DecoratedExeName, bool bRenameUE4Game, string Architecture, string GPUArchitecture)
{
string ProjectDir = Path.Combine(Path.GetDirectoryName(Path.GetFullPath(Params.RawProjectPath.FullName)), "Binaries/Android");
if (Params.Prebuilt)
{
ProjectDir = Path.Combine(Params.BaseStageDirectory, "Android");
}
// Apk's go to project location, not necessarily where the .so is (content only packages need to output to their directory)
string ApkName = Path.Combine(ProjectDir, DecoratedExeName) + Architecture + GPUArchitecture + ".apk";
// if the source binary was UE4Game, handle using it or switching to project name
if (Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename) == "UE4Game")
{
if (bRenameUE4Game)
{
// replace UE4Game with project name (only replace in the filename part)
ApkName = Path.Combine(Path.GetDirectoryName(ApkName), Path.GetFileName(ApkName).Replace("UE4Game", Params.ShortProjectName));
}
else
{
// if we want to use UE4 directly then use it from the engine directory not project directory
ApkName = ApkName.Replace(ProjectDir, Path.Combine(CmdEnv.LocalRoot, "Engine/Binaries/Android"));
}
}
return ApkName;
}
private static string GetFinalObbName(string ApkName)
{
// calculate the name for the .obb file
string PackageName = GetPackageInfo(ApkName, false);
if (PackageName == null)
{
throw new AutomationException(ExitCode.Error_FailureGettingPackageInfo, "Failed to get package name from " + ApkName);
}
string PackageVersion = GetPackageInfo(ApkName, true);
if (PackageVersion == null || PackageVersion.Length == 0)
{
throw new AutomationException(ExitCode.Error_FailureGettingPackageInfo, "Failed to get package version from " + ApkName);
}
if (PackageVersion.Length > 0)
{
int IntVersion = int.Parse(PackageVersion);
PackageVersion = IntVersion.ToString("0");
}
string ObbName = string.Format("main.{0}.{1}.obb", PackageVersion, PackageName);
// plop the .obb right next to the executable
ObbName = Path.Combine(Path.GetDirectoryName(ApkName), ObbName);
return ObbName;
}
private static string GetDeviceObbName(string ApkName)
{
string ObbName = GetFinalObbName(ApkName);
string PackageName = GetPackageInfo(ApkName, false);
return TargetAndroidLocation + PackageName + "/" + Path.GetFileName(ObbName);
}
private static string GetStorageQueryCommand()
{
if (Utils.IsRunningOnMono)
{
return "shell 'echo $EXTERNAL_STORAGE'";
}
else
{
return "shell \"echo $EXTERNAL_STORAGE\"";
}
}
private static string GetFinalBatchName(string ApkName, ProjectParams Params, string Architecture, string GPUArchitecture, bool NoOBBInstall, bool Uninstall)
{
return Path.Combine(Path.GetDirectoryName(ApkName), (Uninstall ? "Uninstall_" : "Install_") + Params.ShortProjectName + (!NoOBBInstall ? "_" : "_NoOBBInstall_") + Params.ClientConfigsToBuild[0].ToString() + Architecture + GPUArchitecture + (Utils.IsRunningOnMono ? ".command" : ".bat"));
}
private List<string> CollectPluginDataPaths(DeploymentContext SC)
{
// collect plugin extra data paths from target receipts
List<string> PluginExtras = new List<string>();
foreach (StageTarget Target in SC.StageTargets)
{
TargetReceipt Receipt = Target.Receipt;
var Results = Receipt.AdditionalProperties.Where(x => x.Name == "AndroidPlugin");
foreach (var Property in Results)
{
// Keep only unique paths
string PluginPath = Property.Value;
if (PluginExtras.FirstOrDefault(x => x == PluginPath) == null)
{
PluginExtras.Add(PluginPath);
Log("AndroidPlugin: {0}", PluginPath);
}
}
}
return PluginExtras;
}
public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
{
AndroidToolChain ToolChain = new AndroidToolChain(Params.RawProjectPath);
var Architectures = ToolChain.GetAllArchitectures();
var GPUArchitectures = ToolChain.GetAllGPUArchitectures();
bool bMakeSeparateApks = UnrealBuildTool.UEDeployAndroid.ShouldMakeSeparateApks();
var Deploy = new UEDeployAndroid(Params.RawProjectPath);
bool bPackageDataInsideApk = Deploy.PackageDataInsideApk(false);
string BaseApkName = GetFinalApkName(Params, SC.StageExecutables[0], true, "", "");
Log("BaseApkName = {0}", BaseApkName);
// Create main OBB with entire contents of staging dir. This
// includes any PAK files, movie files, etc.
string LocalObbName = SC.StageDirectory.TrimEnd(new char[] {'/', '\\'})+".obb";
// Always delete the target OBB file if it exists
if (File.Exists(LocalObbName))
{
File.Delete(LocalObbName);
}
// Now create the OBB as a ZIP archive.
Log("Creating {0} from {1}", LocalObbName, SC.StageDirectory);
using (ZipFile ObbFile = new ZipFile(LocalObbName))
{
ObbFile.CompressionMethod = CompressionMethod.None;
ObbFile.CompressionLevel = Ionic.Zlib.CompressionLevel.None;
int ObbFileCount = 0;
ObbFile.AddProgress +=
delegate(object sender, AddProgressEventArgs e)
{
if (e.EventType == ZipProgressEventType.Adding_AfterAddEntry)
{
ObbFileCount += 1;
Log("[{0}/{1}] Adding {2} to OBB",
ObbFileCount, e.EntriesTotal,
e.CurrentEntry.FileName);
}
};
ObbFile.AddDirectory(SC.StageDirectory+"/"+SC.ShortProjectName, SC.ShortProjectName);
ObbFile.Save();
}
// collect plugin extra data paths from target receipts
Deploy.SetAndroidPluginData(Architectures, CollectPluginDataPaths(SC));
foreach (string Architecture in Architectures)
{
foreach (string GPUArchitecture in GPUArchitectures)
{
string ApkName = GetFinalApkName(Params, SC.StageExecutables[0], true, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "");
if (!SC.IsCodeBasedProject)
{
string UE4SOName = GetFinalApkName(Params, SC.StageExecutables[0], false, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "");
UE4SOName = UE4SOName.Replace(".apk", ".so");
if (FileExists_NoExceptions(UE4SOName) == false)
{
Log("Failed to find game .so " + UE4SOName);
throw new AutomationException(ExitCode.Error_MissingExecutable, "Stage Failed. Could not find .so {0}. You may need to build the UE4 project with your target configuration and platform.", UE4SOName);
}
}
if (!Params.Prebuilt)
{
string CookFlavor = SC.FinalCookPlatform.IndexOf("_") > 0 ? SC.FinalCookPlatform.Substring(SC.FinalCookPlatform.IndexOf("_")) : "";
string SOName = GetSONameWithoutArchitecture(Params, SC.StageExecutables[0]);
Deploy.PrepForUATPackageOrDeploy(Params.RawProjectPath, Params.ShortProjectName, SC.ProjectRoot, SOName, SC.LocalRoot + "/Engine", Params.Distribution, CookFlavor, false);
}
// Create APK specific OBB in case we have a detached OBB.
string DeviceObbName = "";
string ObbName = "";
if (!bPackageDataInsideApk)
{
DeviceObbName = GetDeviceObbName(ApkName);
ObbName = GetFinalObbName(ApkName);
CopyFile(LocalObbName, ObbName);
}
// Write install batch file(s).
string BatchName = GetFinalBatchName(ApkName, Params, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "", false, false);
string PackageName = GetPackageInfo(ApkName, false);
// make a batch file that can be used to install the .apk and .obb files
string[] BatchLines = GenerateInstallBatchFile(bPackageDataInsideApk, PackageName, ApkName, Params, ObbName, DeviceObbName, false);
File.WriteAllLines(BatchName, BatchLines);
// make a batch file that can be used to uninstall the .apk and .obb files
string UninstallBatchName = GetFinalBatchName(ApkName, Params, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "", false, true);
BatchLines = GenerateUninstallBatchFile(bPackageDataInsideApk, PackageName, ApkName, Params, ObbName, DeviceObbName, false);
File.WriteAllLines(UninstallBatchName, BatchLines);
// If we aren't packaging data in the APK then lets write out a bat file to also let us test without the OBB
// on the device.
//String NoInstallBatchName = GetFinalBatchName(ApkName, Params, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "", true, false);
// if(!bPackageDataInsideApk)
//{
// BatchLines = GenerateInstallBatchFile(bPackageDataInsideApk, PackageName, ApkName, Params, ObbName, DeviceObbName, true);
// File.WriteAllLines(NoInstallBatchName, BatchLines);
//}
if (Utils.IsRunningOnMono)
{
CommandUtils.FixUnixFilePermissions(BatchName);
CommandUtils.FixUnixFilePermissions(UninstallBatchName);
//if(File.Exists(NoInstallBatchName))
//{
// CommandUtils.FixUnixFilePermissions(NoInstallBatchName);
//}
}
}
}
PrintRunTime();
}
private string[] GenerateInstallBatchFile(bool bPackageDataInsideApk, string PackageName, string ApkName, ProjectParams Params, string ObbName, string DeviceObbName, bool bNoObbInstall)
{
string[] BatchLines = null;
if (Utils.IsRunningOnMono)
{
string OBBInstallCommand = bNoObbInstall ? "shell 'rm -r $EXTERNAL_STORAGE/" + DeviceObbName + "'" : "push " + Path.GetFileName(ObbName) + " $STORAGE/" + DeviceObbName;
Log("Writing shell script for install with {0}", bPackageDataInsideApk ? "data in APK" : "separate obb");
BatchLines = new string[] {
"#!/bin/sh",
"cd \"`dirname \"$0\"`\"",
"ADB=",
"if [ \"$ANDROID_HOME\" != \"\" ]; then ADB=$ANDROID_HOME/platform-tools/adb; else ADB=" +Environment.GetEnvironmentVariable("ANDROID_HOME") + "; fi",
"DEVICE=",
"if [ \"$1\" != \"\" ]; then DEVICE=\"-s $1\"; fi",
"echo",
"echo Uninstalling existing application. Failures here can almost always be ignored.",
"$ADB $DEVICE uninstall " + PackageName,
"echo",
"echo Installing existing application. Failures here indicate a problem with the device \\(connection or storage permissions\\) and are fatal.",
"$ADB $DEVICE install " + Path.GetFileName(ApkName),
"if [ $? -eq 0 ]; then",
"\techo",
"\techo Removing old data. Failures here are usually fine - indicating the files were not on the device.",
"\t$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/UE4Game/" + Params.ShortProjectName + "'",
"\t$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/UE4Game/UE4CommandLine.txt" + "'",
"\t$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/" + TargetAndroidLocation + PackageName + "'",
bPackageDataInsideApk ? "" : "\techo",
bPackageDataInsideApk ? "" : "\techo Installing new data. Failures here indicate storage problems \\(missing SD card or bad permissions\\) and are fatal.",
bPackageDataInsideApk ? "" : "\tSTORAGE=$(echo \"`$ADB $DEVICE shell 'echo $EXTERNAL_STORAGE'`\" | cat -v | tr -d '^M')",
bPackageDataInsideApk ? "" : "\t$ADB $DEVICE " + OBBInstallCommand,
bPackageDataInsideApk ? "if [ 1 ]; then" : "\tif [ $? -eq 0 ]; then",
"\t\techo",
"\t\techo Installation successful",
"\t\texit 0",
"\tfi",
"fi",
"echo",
"echo There was an error installing the game or the obb file. Look above for more info.",
"echo",
"echo Things to try:",
"echo Check that the device (and only the device) is listed with \\\"$ADB devices\\\" from a command prompt.",
"echo Make sure all Developer options look normal on the device",
"echo Check that the device has an SD card.",
"exit 1"
};
}
else
{
string OBBInstallCommand = bNoObbInstall ? "shell rm -r %STORAGE%/" + DeviceObbName : "push " + Path.GetFileName(ObbName) + " %STORAGE%/" + DeviceObbName;
Log("Writing bat for install with {0}", bPackageDataInsideApk ? "data in APK" : "separate OBB");
BatchLines = new string[] {
"setlocal",
"set ANDROIDHOME=%ANDROID_HOME%",
"if \"%ANDROIDHOME%\"==\"\" set ANDROIDHOME="+Environment.GetEnvironmentVariable("ANDROID_HOME"),
"set ADB=%ANDROIDHOME%\\platform-tools\\adb.exe",
"set DEVICE=",
"if not \"%1\"==\"\" set DEVICE=-s %1",
"for /f \"delims=\" %%A in ('%ADB% %DEVICE% " + GetStorageQueryCommand() +"') do @set STORAGE=%%A",
"@echo.",
"@echo Uninstalling existing application. Failures here can almost always be ignored.",
"%ADB% %DEVICE% uninstall " + PackageName,
"@echo.",
"@echo Installing existing application. Failures here indicate a problem with the device (connection or storage permissions) and are fatal.",
"%ADB% %DEVICE% install " + Path.GetFileName(ApkName),
"@if \"%ERRORLEVEL%\" NEQ \"0\" goto Error",
"%ADB% %DEVICE% shell rm -r %STORAGE%/UE4Game/" + Params.ShortProjectName,
"%ADB% %DEVICE% shell rm -r %STORAGE%/UE4Game/UE4CommandLine.txt", // we need to delete the commandline in UE4Game or it will mess up loading
"%ADB% %DEVICE% shell rm -r %STORAGE%/" + TargetAndroidLocation + PackageName,
bPackageDataInsideApk ? "" : "@echo.",
bPackageDataInsideApk ? "" : "@echo Installing new data. Failures here indicate storage problems (missing SD card or bad permissions) and are fatal.",
bPackageDataInsideApk ? "" : "%ADB% %DEVICE% " + OBBInstallCommand,
bPackageDataInsideApk ? "" : "if \"%ERRORLEVEL%\" NEQ \"0\" goto Error",
"@echo.",
"@echo Installation successful",
"goto:eof",
":Error",
"@echo.",
"@echo There was an error installing the game or the obb file. Look above for more info.",
"@echo.",
"@echo Things to try:",
"@echo Check that the device (and only the device) is listed with \"%ADB$ devices\" from a command prompt.",
"@echo Make sure all Developer options look normal on the device",
"@echo Check that the device has an SD card.",
"@pause"
};
}
return BatchLines;
}
private string[] GenerateUninstallBatchFile(bool bPackageDataInsideApk, string PackageName, string ApkName, ProjectParams Params, string ObbName, string DeviceObbName, bool bNoObbInstall)
{
string[] BatchLines = null;
if (Utils.IsRunningOnMono)
{
Log("Writing shell script for uninstall with {0}", bPackageDataInsideApk ? "data in APK" : "separate obb");
BatchLines = new string[] {
"#!/bin/sh",
"cd \"`dirname \"$0\"`\"",
"ADB=",
"if [ \"$ANDROID_HOME\" != \"\" ]; then ADB=$ANDROID_HOME/platform-tools/adb; else ADB=" +Environment.GetEnvironmentVariable("ANDROID_HOME") + "; fi",
"DEVICE=",
"if [ \"$1\" != \"\" ]; then DEVICE=\"-s $1\"; fi",
"echo",
"echo Uninstalling existing application. Failures here can almost always be ignored.",
"$ADB $DEVICE uninstall " + PackageName,
"echo",
"echo Removing old data. Failures here are usually fine - indicating the files were not on the device.",
"$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/UE4Game/" + Params.ShortProjectName + "'",
"$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/UE4Game/UE4CommandLine.txt" + "'",
"$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/" + TargetAndroidLocation + PackageName + "'",
"echo",
"echo Uninstall completed",
"exit 0",
};
}
else
{
Log("Writing bat for uninstall with {0}", bPackageDataInsideApk ? "data in APK" : "separate OBB");
BatchLines = new string[] {
"setlocal",
"set ANDROIDHOME=%ANDROID_HOME%",
"if \"%ANDROIDHOME%\"==\"\" set ANDROIDHOME="+Environment.GetEnvironmentVariable("ANDROID_HOME"),
"set ADB=%ANDROIDHOME%\\platform-tools\\adb.exe",
"set DEVICE=",
"if not \"%1\"==\"\" set DEVICE=-s %1",
"for /f \"delims=\" %%A in ('%ADB% %DEVICE% " + GetStorageQueryCommand() +"') do @set STORAGE=%%A",
"@echo.",
"@echo Uninstalling existing application. Failures here can almost always be ignored.",
"%ADB% %DEVICE% uninstall " + PackageName,
"@echo.",
"echo Removing old data. Failures here are usually fine - indicating the files were not on the device.",
"%ADB% %DEVICE% shell rm -r %STORAGE%/UE4Game/" + Params.ShortProjectName,
"%ADB% %DEVICE% shell rm -r %STORAGE%/UE4Game/UE4CommandLine.txt", // we need to delete the commandline in UE4Game or it will mess up loading
"%ADB% %DEVICE% shell rm -r %STORAGE%/" + TargetAndroidLocation + PackageName,
"@echo.",
"@echo Uninstall completed",
};
}
return BatchLines;
}
public override void GetFilesToArchive(ProjectParams Params, DeploymentContext SC)
{
if (SC.StageTargetConfigurations.Count != 1)
{
throw new AutomationException(ExitCode.Error_OnlyOneTargetConfigurationSupported, "Android is currently only able to package one target configuration at a time, but StageTargetConfigurations contained {0} configurations", SC.StageTargetConfigurations.Count);
}
AndroidToolChain ToolChain = new AndroidToolChain(Params.RawProjectPath);
var Architectures = ToolChain.GetAllArchitectures();
var GPUArchitectures = ToolChain.GetAllGPUArchitectures();
bool bMakeSeparateApks = UnrealBuildTool.UEDeployAndroid.ShouldMakeSeparateApks();
bool bPackageDataInsideApk = new UnrealBuildTool.UEDeployAndroid(Params.RawProjectPath).PackageDataInsideApk(false);
bool bAddedOBB = false;
foreach (string Architecture in Architectures)
{
foreach (string GPUArchitecture in GPUArchitectures)
{
string ApkName = GetFinalApkName(Params, SC.StageExecutables[0], true, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "");
string ObbName = GetFinalObbName(ApkName);
string BatchName = GetFinalBatchName(ApkName, Params, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "", false, false);
string UninstallBatchName = GetFinalBatchName(ApkName, Params, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "", false, true);
//string NoOBBBatchName = GetFinalBatchName(ApkName, Params, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "", true, false);
// verify the files exist
if (!FileExists(ApkName))
{
throw new AutomationException(ExitCode.Error_AppNotFound, "ARCHIVE FAILED - {0} was not found", ApkName);
}
if (!bPackageDataInsideApk && !FileExists(ObbName))
{
throw new AutomationException(ExitCode.Error_ObbNotFound, "ARCHIVE FAILED - {0} was not found", ObbName);
}
SC.ArchiveFiles(Path.GetDirectoryName(ApkName), Path.GetFileName(ApkName));
if (!bPackageDataInsideApk && !bAddedOBB)
{
bAddedOBB = true;
SC.ArchiveFiles(Path.GetDirectoryName(ObbName), Path.GetFileName(ObbName));
}
SC.ArchiveFiles(Path.GetDirectoryName(BatchName), Path.GetFileName(BatchName));
SC.ArchiveFiles(Path.GetDirectoryName(UninstallBatchName), Path.GetFileName(UninstallBatchName));
//SC.ArchiveFiles(Path.GetDirectoryName(NoOBBBatchName), Path.GetFileName(NoOBBBatchName));
}
}
}
private string GetAdbCommandLine(ProjectParams Params, string Args)
{
string SerialNumber = Params.Device;
if (SerialNumber.Contains("@"))
{
// get the bit after the @
SerialNumber = SerialNumber.Split("@".ToCharArray())[1];
}
if (SerialNumber != "")
{
SerialNumber = "-s " + SerialNumber;
}
return string.Format("{0} {1}", SerialNumber, Args);
}
private ProcessResult RunAdbCommand(ProjectParams Params, string Args, string Input = null, ERunOptions Options = ERunOptions.Default)
{
string AdbCommand = Environment.ExpandEnvironmentVariables("%ANDROID_HOME%/platform-tools/adb" + (Utils.IsRunningOnMono ? "" : ".exe"));
return Run(AdbCommand, GetAdbCommandLine(Params, Args), Input, Options);
}
private string RunAndLogAdbCommand(ProjectParams Params, string Args, out int SuccessCode)
{
string AdbCommand = Environment.ExpandEnvironmentVariables("%ANDROID_HOME%/platform-tools/adb" + (Utils.IsRunningOnMono ? "" : ".exe"));
return RunAndLog(CmdEnv, AdbCommand, GetAdbCommandLine(Params, Args), out SuccessCode);
}
public override void GetConnectedDevices(ProjectParams Params, out List<string> Devices)
{
Devices = new List<string>();
ProcessResult Result = RunAdbCommand(Params, "devices");
if (Result.Output.Length > 0)
{
string[] LogLines = Result.Output.Split(new char[] { '\n', '\r' });
bool FoundList = false;
for (int i = 0; i < LogLines.Length; ++i)
{
if (FoundList == false)
{
if (LogLines[i].StartsWith("List of devices attached"))
{
FoundList = true;
}
continue;
}
string[] DeviceLine = LogLines[i].Split(new char[] { '\t' });
if (DeviceLine.Length == 2)
{
// the second param should be "device"
// if it's not setup correctly it might be "unattached" or "powered off" or something like that
// warning in that case
if (DeviceLine[1] == "device")
{
Devices.Add("@" + DeviceLine[0]);
}
else
{
CommandUtils.LogWarning("Device attached but in bad state {0}:{1}", DeviceLine[0], DeviceLine[1]);
}
}
}
}
}
/*
private class TimeRegion : System.IDisposable
{
private System.DateTime StartTime { get; set; }
private string Format { get; set; }
private System.Collections.Generic.List<object> FormatArgs { get; set; }
public TimeRegion(string format, params object[] format_args)
{
Format = format;
FormatArgs = new List<object>(format_args);
StartTime = DateTime.UtcNow;
}
public void Dispose()
{
double total_time = (DateTime.UtcNow - StartTime).TotalMilliseconds / 1000.0;
FormatArgs.Insert(0, total_time);
CommandUtils.Log(Format, FormatArgs.ToArray());
}
}
*/
public override bool RetrieveDeployedManifests(ProjectParams Params, DeploymentContext SC, out List<string> UFSManifests, out List<string> NonUFSManifests)
{
UFSManifests = null;
NonUFSManifests = null;
// Query the storage path from the device
string DeviceStorageQueryCommand = GetStorageQueryCommand();
ProcessResult StorageResult = RunAdbCommand(Params, DeviceStorageQueryCommand, null, ERunOptions.AppMustExist);
String StorageLocation = StorageResult.Output.Trim();
string RemoteDir = StorageLocation + "/UE4Game/" + Params.ShortProjectName;
// Note: appends the device name to make the filename unique; these files will be deleted later during delta manifest generation
// Replace colon with underscore for legal filename (colon may be present for wifi connected devices)
string DeviceName = Params.Device.Replace(":", "_");
// Try retrieving the UFS files manifest files from the device
string UFSManifestFileName = CombinePaths(SC.StageDirectory, SC.UFSDeployedManifestFileName + "_" + DeviceName);
ProcessResult UFSResult = RunAdbCommand(Params, " pull " + RemoteDir + "/" + SC.UFSDeployedManifestFileName + " \"" + UFSManifestFileName + "\"", null, ERunOptions.AppMustExist);
if (!UFSResult.Output.Contains("bytes"))
{
return false;
}
// Try retrieving the non UFS files manifest files from the device
string NonUFSManifestFileName = CombinePaths(SC.StageDirectory, SC.NonUFSDeployedManifestFileName + "_" + DeviceName);
ProcessResult NonUFSResult = RunAdbCommand(Params, " pull " + RemoteDir + "/" + SC.NonUFSDeployedManifestFileName + " \"" + NonUFSManifestFileName + "\"", null, ERunOptions.AppMustExist);
if (!NonUFSResult.Output.Contains("bytes"))
{
// Did not retrieve both so delete one we did retrieve
File.Delete(UFSManifestFileName);
return false;
}
// Return the manifest files
UFSManifests = new List<string>();
UFSManifests.Add(UFSManifestFileName);
NonUFSManifests = new List<string>();
NonUFSManifests.Add(NonUFSManifestFileName);
return true;
}
internal class LongestFirst : IComparer<string>
{
public int Compare(string a, string b)
{
if (a.Length == b.Length) return a.CompareTo(b);
else return b.Length - a.Length;
}
}
public override void Deploy(ProjectParams Params, DeploymentContext SC)
{
string DeviceArchitecture = GetBestDeviceArchitecture(Params);
string GPUArchitecture = GetBestGPUArchitecture(Params);
string ApkName = GetFinalApkName(Params, SC.StageExecutables[0], true, DeviceArchitecture, GPUArchitecture);
// make sure APK is up to date (this is fast if so)
var Deploy = new UEDeployAndroid(Params.RawProjectPath);
if (!Params.Prebuilt)
{
string CookFlavor = SC.FinalCookPlatform.IndexOf("_") > 0 ? SC.FinalCookPlatform.Substring(SC.FinalCookPlatform.IndexOf("_")) : "";
string SOName = GetSONameWithoutArchitecture(Params, SC.StageExecutables[0]);
List<string> Architectures = new List<string>();
Architectures.Add(DeviceArchitecture);
Deploy.SetAndroidPluginData(Architectures, CollectPluginDataPaths(SC));
Deploy.PrepForUATPackageOrDeploy(Params.RawProjectPath, Params.ShortProjectName, SC.ProjectRoot, SOName, SC.LocalRoot + "/Engine", Params.Distribution, CookFlavor, true);
}
// now we can use the apk to get more info
string PackageName = GetPackageInfo(ApkName, false);
// Setup the OBB name and add the storage path (queried from the device) to it
string DeviceStorageQueryCommand = GetStorageQueryCommand();
ProcessResult Result = RunAdbCommand(Params, DeviceStorageQueryCommand, null, ERunOptions.AppMustExist);
String StorageLocation = Result.Output.Trim(); // "/mnt/sdcard";
string DeviceObbName = StorageLocation + "/" + GetDeviceObbName(ApkName);
string RemoteDir = StorageLocation + "/UE4Game/" + Params.ShortProjectName;
// determine if APK out of date
string APKLastUpdateTime = new FileInfo(ApkName).LastWriteTime.ToString();
bool bNeedAPKInstall = true;
if (Params.IterativeDeploy)
{
// Check for apk installed with this package name on the device
ProcessResult InstalledResult = RunAdbCommand(Params, "shell pm list packages " + PackageName, null, ERunOptions.AppMustExist);
if (InstalledResult.Output.Contains(PackageName))
{
// See if apk is up to date on device
InstalledResult = RunAdbCommand(Params, "shell cat " + RemoteDir + "/APKFileStamp.txt", null, ERunOptions.AppMustExist);
if (InstalledResult.Output.StartsWith("APK: "))
{
if (InstalledResult.Output.Substring(5).Trim() == APKLastUpdateTime)
bNeedAPKInstall = false;
// Stop the previously running copy (uninstall/install did this before)
InstalledResult = RunAdbCommand(Params, "shell am force-stop " + PackageName, null, ERunOptions.AppMustExist);
if (InstalledResult.Output.Contains("Error"))
{
// force-stop not supported (Android < 3.0) so check if package is actually running
// Note: cannot use grep here since it may not be installed on device
InstalledResult = RunAdbCommand(Params, "shell ps", null, ERunOptions.AppMustExist);
if (InstalledResult.Output.Contains(PackageName))
{
// it is actually running so use the slow way to kill it (uninstall and reinstall)
bNeedAPKInstall = true;
}
}
}
}
}
// install new APK if needed
if (bNeedAPKInstall)
{
// try uninstalling an old app with the same identifier.
int SuccessCode = 0;
string UninstallCommandline = "uninstall " + PackageName;
RunAndLogAdbCommand(Params, UninstallCommandline, out SuccessCode);
// install the apk
string InstallCommandline = "install \"" + ApkName + "\"";
string InstallOutput = RunAndLogAdbCommand(Params, InstallCommandline, out SuccessCode);
int FailureIndex = InstallOutput.IndexOf("Failure");
// adb install doesn't always return an error code on failure, and instead prints "Failure", followed by an error code.
if (SuccessCode != 0 || FailureIndex != -1)
{
string ErrorMessage = string.Format("Installation of apk '{0}' failed", ApkName);
if (FailureIndex != -1)
{
string FailureString = InstallOutput.Substring(FailureIndex + 7).Trim();
if (FailureString != "")
{
ErrorMessage += ": " + FailureString;
}
}
if (ErrorMessage.Contains("OLDER_SDK"))
{
LogError("minSdkVersion is higher than Android version installed on device, possibly due to NDK API Level");
}
throw new AutomationException(ExitCode.Error_AppInstallFailed, ErrorMessage);
}
}
// update the ue4commandline.txt
// update and deploy ue4commandline.txt
// always delete the existing commandline text file, so it doesn't reuse an old one
string IntermediateCmdLineFile = CombinePaths(SC.StageDirectory, "UE4CommandLine.txt");
Project.WriteStageCommandline(IntermediateCmdLineFile, Params, SC);
// copy files to device if we were staging
if (SC.Stage)
{
// cache some strings
string BaseCommandline = "push";
HashSet<string> EntriesToDeploy = new HashSet<string>();
if (Params.IterativeDeploy)
{
// always send UE4CommandLine.txt (it was written above after delta checks applied)
EntriesToDeploy.Add(IntermediateCmdLineFile);
// Add non UFS files if any to deploy
String NonUFSManifestPath = SC.GetNonUFSDeploymentDeltaPath();
if (File.Exists(NonUFSManifestPath))
{
string NonUFSFiles = File.ReadAllText(NonUFSManifestPath);
foreach (string Filename in NonUFSFiles.Split('\n'))
{
if (!string.IsNullOrEmpty(Filename) && !string.IsNullOrWhiteSpace(Filename))
{
EntriesToDeploy.Add(CombinePaths(SC.StageDirectory, Filename.Trim()));
}
}
}
// Add UFS files if any to deploy
String UFSManifestPath = SC.GetUFSDeploymentDeltaPath();
if (File.Exists(UFSManifestPath))
{
string UFSFiles = File.ReadAllText(UFSManifestPath);
foreach (string Filename in UFSFiles.Split('\n'))
{
if (!string.IsNullOrEmpty(Filename) && !string.IsNullOrWhiteSpace(Filename))
{
EntriesToDeploy.Add(CombinePaths(SC.StageDirectory, Filename.Trim()));
}
}
}
// For now, if too many files may be better to just push them all
if (EntriesToDeploy.Count > 500)
{
// make sure device is at a clean state
RunAdbCommand(Params, "shell rm -r " + RemoteDir);
EntriesToDeploy.Clear();
EntriesToDeploy.TrimExcess();
EntriesToDeploy.Add(SC.StageDirectory);
}
}
else
{
// make sure device is at a clean state
RunAdbCommand(Params, "shell rm -r " + RemoteDir);
// Copy UFS files..
string[] Files = Directory.GetFiles(SC.StageDirectory, "*", SearchOption.AllDirectories);
System.Array.Sort(Files);
// Find all the files we exclude from copying. And include
// the directories we need to individually copy.
HashSet<string> ExcludedFiles = new HashSet<string>();
SortedSet<string> IndividualCopyDirectories
= new SortedSet<string>((IComparer<string>)new LongestFirst());
foreach (string Filename in Files)
{
bool Exclude = false;
// Don't push the apk, we install it
Exclude |= Path.GetExtension(Filename).Equals(".apk", StringComparison.InvariantCultureIgnoreCase);
// For excluded files we add the parent dirs to our
// tracking of stuff to individually copy.
if (Exclude)
{
ExcludedFiles.Add(Filename);
// We include all directories up to the stage root in having
// to individually copy the files.
for (string FileDirectory = Path.GetDirectoryName(Filename);
!FileDirectory.Equals(SC.StageDirectory);
FileDirectory = Path.GetDirectoryName(FileDirectory))
{
if (!IndividualCopyDirectories.Contains(FileDirectory))
{
IndividualCopyDirectories.Add(FileDirectory);
}
}
if (!IndividualCopyDirectories.Contains(SC.StageDirectory))
{
IndividualCopyDirectories.Add(SC.StageDirectory);
}
}
}
// The directories are sorted above in "deepest" first. We can
// therefore start copying those individual dirs which will
// recreate the tree. As the subtrees will get copied at each
// possible individual level.
foreach (string DirectoryName in IndividualCopyDirectories)
{
string[] Entries
= Directory.GetFileSystemEntries(DirectoryName, "*", SearchOption.TopDirectoryOnly);
foreach (string Entry in Entries)
{
// We avoid excluded files and the individual copy dirs
// (the individual copy dirs will get handled as we iterate).
if (ExcludedFiles.Contains(Entry) || IndividualCopyDirectories.Contains(Entry))
{
continue;
}
else
{
EntriesToDeploy.Add(Entry);
}
}
}
if (EntriesToDeploy.Count == 0)
{
EntriesToDeploy.Add(SC.StageDirectory);
}
}
// We now have a minimal set of file & dir entries we need
// to deploy. Files we deploy will get individually copied
// and dirs will get the tree copies by default (that's
// what ADB does).
HashSet<ProcessResult> DeployCommands = new HashSet<ProcessResult>();
foreach (string Entry in EntriesToDeploy)
{
string FinalRemoteDir = RemoteDir;
string RemotePath = Entry.Replace(SC.StageDirectory, FinalRemoteDir).Replace("\\", "/");
string Commandline = string.Format("{0} \"{1}\" \"{2}\"", BaseCommandline, Entry, RemotePath);
// We run deploy commands in parallel to maximize the connection
// throughput.
DeployCommands.Add(
RunAdbCommand(Params, Commandline, null,
ERunOptions.Default | ERunOptions.NoWaitForExit));
// But we limit the parallel commands to avoid overwhelming
// memory resources.
if (DeployCommands.Count == DeployMaxParallelCommands)
{
while (DeployCommands.Count > DeployMaxParallelCommands / 2)
{
Thread.Sleep(1);
DeployCommands.RemoveWhere(
delegate(ProcessResult r)
{
return r.HasExited;
});
}
}
}
foreach (ProcessResult deploy_result in DeployCommands)
{
deploy_result.WaitForExit();
}
// delete the .obb file, since it will cause nothing we just deployed to be used
RunAdbCommand(Params, "shell rm " + DeviceObbName);
}
else if (SC.Archive)
{
// deploy the obb if there is one
string ObbPath = Path.Combine(SC.StageDirectory, GetFinalObbName(ApkName));
if (File.Exists(ObbPath))
{
// cache some strings
string BaseCommandline = "push";
string Commandline = string.Format("{0} \"{1}\" \"{2}\"", BaseCommandline, ObbPath, DeviceObbName);
RunAdbCommand(Params, Commandline);
}
}
else
{
// cache some strings
string BaseCommandline = "push";
string FinalRemoteDir = RemoteDir;
/*
// handle the special case of the UE4Commandline.txt when using content only game (UE4Game)
if (!Params.IsCodeBasedProject)
{
FinalRemoteDir = "/mnt/sdcard/UE4Game";
}
*/
string RemoteFilename = IntermediateCmdLineFile.Replace(SC.StageDirectory, FinalRemoteDir).Replace("\\", "/");
string Commandline = string.Format("{0} \"{1}\" \"{2}\"", BaseCommandline, IntermediateCmdLineFile, RemoteFilename);
RunAdbCommand(Params, Commandline);
}
// write new timestamp for APK (do it here since RemoteDir will now exist)
if (bNeedAPKInstall)
{
int SuccessCode = 0;
RunAndLogAdbCommand(Params, "shell \"echo 'APK: " + APKLastUpdateTime + "' > " + RemoteDir + "/APKFileStamp.txt\"", out SuccessCode);
}
}
/** Internal usage for GetPackageName */
private static string PackageLine = null;
private static Mutex PackageInfoMutex = new Mutex();
private static string LaunchableActivityLine = null;
/** Run an external exe (and capture the output), given the exe path and the commandline. */
private static string GetPackageInfo(string ApkName, bool bRetrieveVersionCode)
{
// we expect there to be one, so use the first one
string AaptPath = GetAaptPath();
PackageInfoMutex.WaitOne();
var ExeInfo = new ProcessStartInfo(AaptPath, "dump badging \"" + ApkName + "\"");
ExeInfo.UseShellExecute = false;
ExeInfo.RedirectStandardOutput = true;
using (var GameProcess = Process.Start(ExeInfo))
{
PackageLine = null;
LaunchableActivityLine = null;
GameProcess.BeginOutputReadLine();
GameProcess.OutputDataReceived += ParsePackageName;
GameProcess.WaitForExit();
}
PackageInfoMutex.ReleaseMutex();
string ReturnValue = null;
if (PackageLine != null)
{
// the line should look like: package: name='com.epicgames.qagame' versionCode='1' versionName='1.0'
string[] Tokens = PackageLine.Split("'".ToCharArray());
int TokenIndex = bRetrieveVersionCode ? 3 : 1;
if (Tokens.Length >= TokenIndex + 1)
{
ReturnValue = Tokens[TokenIndex];
}
}
return ReturnValue;
}
/** Returns the launch activity name to launch (must call GetPackageInfo first), returns "com.epicgames.ue4.SplashActivity" default if not found */
private static string GetLaunchableActivityName()
{
string ReturnValue = "com.epicgames.ue4.SplashActivity";
if (LaunchableActivityLine != null)
{
// the line should look like: launchable-activity: name='com.epicgames.ue4.SplashActivity' label='TappyChicken' icon=''
string[] Tokens = LaunchableActivityLine.Split("'".ToCharArray());
if (Tokens.Length >= 2)
{
ReturnValue = Tokens[1];
}
}
return ReturnValue;
}
/** Simple function to pipe output asynchronously */
private static void ParsePackageName(object Sender, DataReceivedEventArgs Event)
{
// DataReceivedEventHandler is fired with a null string when the output stream is closed. We don't want to
// print anything for that event.
if (!String.IsNullOrEmpty(Event.Data))
{
if (PackageLine == null)
{
string Line = Event.Data;
if (Line.StartsWith("package:"))
{
PackageLine = Line;
}
}
if (LaunchableActivityLine == null)
{
string Line = Event.Data;
if (Line.StartsWith("launchable-activity:"))
{
LaunchableActivityLine = Line;
}
}
}
}
static private string CachedAaptPath = null;
static private string LastAndroidHomePath = null;
private static uint GetRevisionValue(string VersionString)
{
// read up to 4 sections (ie. 20.0.3.5), first section most significant
// each section assumed to be 0 to 255 range
uint Value = 0;
try
{
string[] Sections= VersionString.Split(".".ToCharArray());
Value |= (Sections.Length > 0) ? (uint.Parse(Sections[0]) << 24) : 0;
Value |= (Sections.Length > 1) ? (uint.Parse(Sections[1]) << 16) : 0;
Value |= (Sections.Length > 2) ? (uint.Parse(Sections[2]) << 8) : 0;
Value |= (Sections.Length > 3) ? uint.Parse(Sections[3]) : 0;
}
catch (Exception)
{
// ignore poorly formed version
}
return Value;
}
private static string GetAaptPath()
{
// return cached path if ANDROID_HOME has not changed
string HomePath = Environment.ExpandEnvironmentVariables("%ANDROID_HOME%");
if (CachedAaptPath != null && LastAndroidHomePath == HomePath)
{
return CachedAaptPath;
}
// get a list of the directories in build-tools.. may be more than one set installed (or none which is bad)
string[] Subdirs = Directory.GetDirectories(Path.Combine(HomePath, "build-tools"));
if (Subdirs.Length == 0)
{
throw new AutomationException(ExitCode.Error_AndroidBuildToolsPathNotFound, "Failed to find %ANDROID_HOME%/build-tools subdirectory. Run SDK manager and install build-tools.");
}
// valid directories will have a source.properties with the Pkg.Revision (there is no guarantee we can use the directory name as revision)
string BestToolPath = null;
uint BestVersion = 0;
foreach (string CandidateDir in Subdirs)
{
string AaptFilename = Path.Combine(CandidateDir, Utils.IsRunningOnMono ? "aapt" : "aapt.exe");
uint RevisionValue = 0;
if (File.Exists(AaptFilename))
{
string SourcePropFilename = Path.Combine(CandidateDir, "source.properties");
if (File.Exists(SourcePropFilename))
{
string[] PropertyContents = File.ReadAllLines(SourcePropFilename);
foreach (string PropertyLine in PropertyContents)
{
if (PropertyLine.StartsWith("Pkg.Revision="))
{
RevisionValue = GetRevisionValue(PropertyLine.Substring(13));
break;
}
}
}
}
// remember it if newer version or haven't found one yet
if (RevisionValue > BestVersion || BestToolPath == null)
{
BestVersion = RevisionValue;
BestToolPath = AaptFilename;
}
}
if (BestToolPath == null)
{
throw new AutomationException(ExitCode.Error_AndroidBuildToolsPathNotFound, "Failed to find %ANDROID_HOME%/build-tools subdirectory with aapt. Run SDK manager and install build-tools.");
}
CachedAaptPath = BestToolPath;
LastAndroidHomePath = HomePath;
Log("Using this aapt: {0}", CachedAaptPath);
return CachedAaptPath;
}
private string GetBestDeviceArchitecture(ProjectParams Params)
{
bool bMakeSeparateApks = UnrealBuildTool.UEDeployAndroid.ShouldMakeSeparateApks();
// if we are joining all .so's into a single .apk, there's no need to find the best one - there is no other one
if (!bMakeSeparateApks)
{
return "";
}
var AppArchitectures = new AndroidToolChain(Params.RawProjectPath).GetAllArchitectures();
// ask the device
ProcessResult ABIResult = RunAdbCommand(Params, " shell getprop ro.product.cpu.abi", null, ERunOptions.AppMustExist);
// the output is just the architecture
string DeviceArch = UnrealBuildTool.UEDeployAndroid.GetUE4Arch(ABIResult.Output.Trim());
// if the architecture wasn't built, look for a backup
if (!AppArchitectures.Contains(DeviceArch))
{
// go from 64 to 32-bit
if (DeviceArch == "-arm64")
{
DeviceArch = "-armv7";
}
// go from 64 to 32-bit
else if (DeviceArch == "-x64")
{
if (!AppArchitectures.Contains("-x86"))
{
DeviceArch = "-x86";
}
// if it didn't have 32-bit x86, look for 64-bit arm for emulation
// @todo android 64-bit: x86_64 most likely can't emulate arm64 at this ponit
// else if (Array.IndexOf(AppArchitectures, "-arm64") == -1)
// {
// DeviceArch = "-arm64";
// }
// finally try for 32-bit arm emulation (Houdini)
else
{
DeviceArch = "-armv7";
}
}
// use armv7 (with Houdini emulation)
else if (DeviceArch == "-x86")
{
DeviceArch = "-armv7";
}
else
{
// future-proof by dropping back to armv7 for unknown
DeviceArch = "-armv7";
}
}
// if after the fallbacks, we still don't have it, we can't continue
if (!AppArchitectures.Contains(DeviceArch))
{
throw new AutomationException(ExitCode.Error_NoApkSuitableForArchitecture, "Unable to run because you don't have an apk that is usable on {0}. Looked for {1}", Params.Device, DeviceArch);
}
return DeviceArch;
}
private string GetBestGPUArchitecture(ProjectParams Params)
{
bool bMakeSeparateApks = UnrealBuildTool.UEDeployAndroid.ShouldMakeSeparateApks();
// if we are joining all .so's into a single .apk, there's no need to find the best one - there is no other one
if (!bMakeSeparateApks)
{
return "";
}
var AppGPUArchitectures = new AndroidToolChain(Params.RawProjectPath).GetAllGPUArchitectures();
// get the device extensions
ProcessResult ExtensionsResult = RunAdbCommand(Params, "shell dumpsys SurfaceFlinger", null, ERunOptions.AppMustExist);
string Extensions = ExtensionsResult.Output.Trim();
// look for AEP support (on device and in project)
if (Extensions.Contains("GL_ANDROID_extension_pack_es31a") && Extensions.Contains("GL_EXT_color_buffer_half_float"))
{
if (AppGPUArchitectures.Contains("-es31"))
{
return "-es31";
}
}
return "-es2";
}
public override ProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
{
string DeviceArchitecture = GetBestDeviceArchitecture(Params);
string GPUArchitecture = GetBestGPUArchitecture(Params); ;
string ApkName = ClientApp + DeviceArchitecture + ".apk";
if (!File.Exists(ApkName))
{
ApkName = GetFinalApkName(Params, Path.GetFileNameWithoutExtension(ClientApp), true, DeviceArchitecture, GPUArchitecture);
}
Console.WriteLine("Apk='{0}', ClientApp='{1}', ExeName='{2}'", ApkName, ClientApp, Params.ProjectGameExeFilename);
// run aapt to get the name of the intent
string PackageName = GetPackageInfo(ApkName, false);
if (PackageName == null)
{
throw new AutomationException(ExitCode.Error_FailureGettingPackageInfo, "Failed to get package name from " + ClientApp);
}
if (Params.Prebuilt)
{
// clear the log
RunAdbCommand(Params, "logcat -c");
}
// start the app on device!
string CommandLine = "shell am start -n " + PackageName + "/" + GetLaunchableActivityName();
ProcessResult ClientProcess = RunAdbCommand(Params, CommandLine, null, ClientRunFlags);
if (Params.Prebuilt)
{
// save the output to the staging directory
string LogPath = Path.Combine(Params.BaseStageDirectory, "Android\\logs");
string LogFilename = Path.Combine(LogPath, "devicelog" + Params.Device + ".log");
string ServerLogFilename = Path.Combine(CmdEnv.LogFolder, "devicelog" + Params.Device + ".log");
Directory.CreateDirectory(LogPath);
// check if the game is still running
// time out if it takes to long
DateTime StartTime = DateTime.Now;
int TimeOutSeconds = Params.RunTimeoutSeconds;
while (true)
{
ProcessResult ProcessesResult = RunAdbCommand(Params, "shell ps", null, ERunOptions.SpewIsVerbose);
string RunningProcessList = ProcessesResult.Output;
if (!RunningProcessList.Contains(PackageName))
{
break;
}
Thread.Sleep(10);
TimeSpan DeltaRunTime = DateTime.Now - StartTime;
if ((DeltaRunTime.TotalSeconds > TimeOutSeconds) && (TimeOutSeconds != 0))
{
Log("Device: " + Params.Device + " timed out while waiting for run to finish");
break;
}
}
// this is just to get the ue4 log to go to the output
RunAdbCommand(Params, "logcat -d -s UE4 -s Debug");
// get the log we actually want to save
ProcessResult LogFileProcess = RunAdbCommand(Params, "logcat -d", null, ERunOptions.AppMustExist);
File.WriteAllText(LogFilename, LogFileProcess.Output);
File.WriteAllText(ServerLogFilename, LogFileProcess.Output);
}
return ClientProcess;
}
public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
{
// if (SC.StageExecutables.Count != 1 && Params.Package)
// {
// throw new AutomationException("Exactly one executable expected when staging Android. Had " + SC.StageExecutables.Count.ToString());
// }
//
// // stage all built executables
// foreach (var Exe in SC.StageExecutables)
// {
// string ApkName = Exe + GetArchitecture(Params) + ".apk";
//
// SC.StageFiles(StagedFileType.NonUFS, Params.ProjectBinariesFolder, ApkName);
// }
}
/// <summary>
/// Gets cook platform name for this platform.
/// </summary>
/// <param name="CookFlavor">Additional parameter used to indicate special sub-target platform.</param>
/// <returns>Cook platform string.</returns>
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor)
{
if (CookFlavor.Length > 0)
{
return "Android_" + CookFlavor;
}
else
{
return "Android";
}
}
public override bool DeployPakInternalLowerCaseFilenames()
{
return false;
}
public override bool DeployLowerCaseFilenames(bool bUFSFile)
{
return false;
}
public override string LocalPathToTargetPath(string LocalPath, string LocalRoot)
{
return LocalPath.Replace("\\", "/").Replace(LocalRoot, "../../..");
}
public override bool IsSupported { get { return true; } }
public override string Remap(string Dest)
{
return Dest;
}
public override PakType RequiresPak(ProjectParams Params)
{
// if packaging is enabled, always create a pak, otherwise use the Params.Pak value
return Params.Package ? PakType.Always : PakType.DontCare;
}
/*
public override bool RequiresPackageToDeploy
{
get { return true; }
}
*/
#region Hooks
public override void PostBuildTarget(UE4Build Build, FileReference UProjectPath, string TargetName, string Config)
{
// Run UBT w/ the prep for deployment only option
// This is required as UBT will 'fake' success when building via UAT and run
// the deployment prep step before all the required parts are present.
if (!String.IsNullOrEmpty(TargetName) && TargetName.Length > 0)
{
string ProjectArg = "";
if(UProjectPath != null)
{
ProjectArg = string.Format(" -project=\"{0}\"", UProjectPath);
}
string UBTCommand = string.Format("{0} Android {1} -prepfordeploy{2}", TargetName, Config, ProjectArg);
CommandUtils.RunUBT(UE4Build.CmdEnv, Build.UBTExecutable, UBTCommand);
}
}
#endregion
public override List<string> GetDebugFileExtentions()
{
return new List<string> { };
}
}