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#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3235199 on 2016/12/14 by Joe.Barnes
Fix new compile error for missing #define
Change 3235340 on 2016/12/14 by Arciel.Rekman
Linux: refactor of some PlatformMisc functions.
- RootDir() removed since it was a no-op.
- Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir.
- Change by CengizT,
Change 3237014 on 2016/12/15 by Michael.Trepka
Fixed a crash in FChunkCacheWorker constructor
Change 3238305 on 2016/12/16 by Josh.Adams
- Added a None option to the FKey customization, unless the FKey property had NoClear on it
Change 3240823 on 2016/12/20 by Josh.Stoddard
Device profiles don't work for iPadPro 9.7 and 12.9
#jira UE-39943
Change 3241103 on 2016/12/20 by Alicia.Cano
Android support from Visual Studio
#jira UEPLAT-1421
#android
Change 3241357 on 2016/12/20 by Chris.Babcock
Add gameActivityOnNewIntentAddtions section to Android UPL
#jira UE-38986
#PR #2969
#ue4
#android
Change 3241941 on 2016/12/21 by Alicia.Cano
Build Fix
Change 3249832 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249837 on 2017/01/06 by Nick.Shin
black box issues fixed:
use device pixel ratio during width and height checks
and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3249988 on 2017/01/06 by Josh.Adams
- Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread
#jira UE-40305, UE-39291, UE-40113
Change 3253720 on 2017/01/11 by Josh.Adams
- Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini
- See SwitchRuntimeSettings.h / GetConfigOverridePlatform()
- Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings).
- See UObject::GetDefaultConfigFilename()
- Updated some minor ShooterGame switch settings while cleaning this up
Change 3254162 on 2017/01/11 by Daniel.Lamb
Avoid trying to load empty package names.
Fixed issue with iterative ini files being unparseable if they inlcude a colon in them.
#jira UE-40257, UE-35001
#test Cook QAGame
Change 3255309 on 2017/01/12 by Daniel.Lamb
In the derived datacache commandlet wait for texture building to finish before we GC.
#test DDC QAGame
Change 3255311 on 2017/01/12 by Daniel.Lamb
Removed debug logging for shader compilation.
Issue hasn't occured in a while and the logging is annoying.
#test Cook QAGame
Change 3257024 on 2017/01/13 by Josh.Adams
- Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook.
#jira UE-38691
Change 3259636 on 2017/01/16 by Josh.Adams
- Fixed split screen render issue with payer 2 getting no geometry
#jira UE-40684
Change 3260159 on 2017/01/17 by Ben.Marsh
Added extra logging when deleting a directory fails during ReconcileWorkspace.
Change 3260300 on 2017/01/17 by Ben.Marsh
More logging for cleaning workspaces.
Change 3261056 on 2017/01/17 by Daniel.Lamb
Cook on the fly builds now resolve string asset references.
#test Trivial
Change 3262803 on 2017/01/18 by Joe.Graf
Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins
Change 3262852 on 2017/01/18 by Joe.Graf
Fixed the bad robomerge
Don't try to regenerate projects when adding a content only plugin to a content only project
Change 3264930 on 2017/01/19 by Joe.Barnes
#include some header files needed when building UFE.
Change 3265728 on 2017/01/20 by Will.Fissler
PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content.
Change 3267188 on 2017/01/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3267439 on 2017/01/22 by Arciel.Rekman
Fix Dev-Platform build.
- Fixed just to have it compile; perhaps a proper fix is needed.
- Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one).
Change 3267556 on 2017/01/23 by Arciel.Rekman
Linux: fix MoveFile to work across file systems.
- PR #3141 with slight changes.
Change 3267843 on 2017/01/23 by Arciel.Rekman
Remove name collision (macro vs libc++).
- Redoing CL 3259310.
Change 3267850 on 2017/01/23 by Arciel.Rekman
Fix wrong always true condition.
- PLATFORM_LINUX is always defined, but can be 0.
Change 3268048 on 2017/01/23 by Daniel.Lamb
Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
#test Rebuild lighting Paragon
Change 3268403 on 2017/01/23 by Josh.Adams
#BUILDUPGRADENOTES
- Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations)
- Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS!
Change 3272441 on 2017/01/25 by Chris.Babcock
Fixed documentation error in UnrealPluginLanguage
#ue4
#android
Change 3272478 on 2017/01/25 by Chris.Babcock
Fix another documentation error in UnrealPluginLanguage
#ue4
Change 3272826 on 2017/01/25 by Chris.Babcock
Google Cloud Messaging plugin for Android
#jira UEPLAT-1458
#ue4
#android
Change 3272839 on 2017/01/25 by Chris.Babcock
Fix name of Google Cloud Messaging Sender ID
#ue4
#android
Change 3273837 on 2017/01/26 by Daniel.Lamb
Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it.
Instead crash as this is a loss of content situation.
#test Cook paragon cook qagame
Change 3274122 on 2017/01/26 by Alicia.Cano
Runtime permissions support on Android
- Removing certain permissions
#jira UE-38512
#android
Change 3274311 on 2017/01/26 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3274794 on 2017/01/27 by Arciel.Rekman
Linux: fix installed SDK check (UE-40392).
- Pull request #3111 by rubu.
Change 3274803 on 2017/01/27 by Arciel.Rekman
Linux: added few more exceptions to .gitignore (UE-39612).
- Pull request #3026 by ardneran.
Change 3276247 on 2017/01/27 by Nick.Shin
HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize
note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer
#jira UE-34753 Zen Garden cannot compile in HTML5
#jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'.
Change 3276347 on 2017/01/27 by dan.reynolds
Android Streaming Test Content
Change 3276682 on 2017/01/29 by Nick.Shin
HTML5 thirdparty build scripts
- fix up what looks like a bad merge
- allow linux to also build these libs
- fixed harfbuzz to use freetype2-2.6 when building HTML5 libs
- tested on mac, linux, and windows (git-bash)
Change 3276796 on 2017/01/29 by Nick.Shin
HTML5 thirdparty (python) build scripts
- linux patches from mozilla's jukka
- tested on mac and, linux, and windows (git-bash)
part of:
#jira UEPLAT-1437 (4.16) Switch [to] web assembly
Change 3276803 on 2017/01/29 by Nick.Shin
HTML5 thirdparty build scripts
- getting ready to build with (new toolchain that has) wasm support
- minor fix to handle whitespace in project path
- tested on mac and, linux, and windows (git-bash)
part of:
#jira UEPLAT-1437 (4.16) Switch [to] web assembly
Change 3278007 on 2017/01/30 by Arciel.Rekman
SteamVR: whitelist for Linux.
- Makes Blueprint functions available in Linux builds, even if stubbed.
- Can be probably whitelisted for Mac too.
Change 3278172 on 2017/01/30 by Arciel.Rekman
Do not rebuild UnrealPak locally (UE-41285).
Change 3279873 on 2017/01/31 by Brent.Pease
+ Implement streaming in Vorbis
+ Add streaming to Android audio
+ Fix audio streaming chunk race condition
Change 3280063 on 2017/01/31 by Brent.Pease
GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices
#2949
#jira UE-38829
Change 3280072 on 2017/01/31 by Brent.Pease
PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan)
https://github.com/EpicGames/UnrealEngine/pull/2889
#jira ue-37874
#2889
Change 3280091 on 2017/01/31 by Arciel.Rekman
Linux: fix "unable to make writable" toast (UE-37228).
- Also fixed other platforms that returned inverted the error result.
Change 3280624 on 2017/01/31 by Brent.Pease
PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal)
https://github.com/EpicGames/UnrealEngine/pull/2891
#2891
#jira ue-37891
Change 3280625 on 2017/01/31 by Brent.Pease
GitHub 2576 - Fix UIImagePickerController crash
#2576
#jira UE-328888
Change 3281618 on 2017/02/01 by Josh.Adams
- Fixed hopeful compile error with missing inlcude
#jira UE-41415
Change 3282277 on 2017/02/01 by Josh.Adams
- Support 0.12.16 and 1.1.1 (the first versions that can share Oasis)
Change 3282441 on 2017/02/01 by Arciel.Rekman
Fix Linux editor splash screen (UE-28123).
Change 3282580 on 2017/02/01 by Nick.Shin
HTML5 - fix "firefox nighly" issue with:
failed to compile wasm module: CompileError: at offset XXX: initial memory size too big:
WARNING: this greatly impacts (in browser) compile times
Change 3285991 on 2017/02/03 by Chris.Babcock
Fix executable path for stripping Android debug symbols (handle non-Windows properly)
#jira UE-41238
#ue4
#android
Change 3286406 on 2017/02/03 by Chris.Babcock
Save and restore texture filtering for movie playback in all cases
#jira UE-41565
#ue4
#android
Change 3286800 on 2017/02/04 by Chris.Babcock
Fix executable path for stripping Android debug symbols (handle non-Windows properly)
#jira UE-41238
#ue4
#android
Change 3288598 on 2017/02/06 by Arciel.Rekman
CodeLite fixes.
- Use *-Linux-Debug binary for Debug configuration.
- Fix virtual paths.
Change 3288864 on 2017/02/06 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
- Note, Switch is known to not boot with this, fix coming next
Change 3289364 on 2017/02/06 by Josh.Adams
[BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string.
- Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files
- This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects)
- Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information
- Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure.
- Added FConfigFile::GetArray (previous was only on FConfigCacheIni)
Change 3289796 on 2017/02/07 by Arciel.Rekman
Linux: remove leftover CEF build script.
Change 3289872 on 2017/02/07 by Arciel.Rekman
Linux: install MIME types (UE-40954).
- Pull request #3154 by RicardoEPRodrigues.
Change 3289915 on 2017/02/07 by Josh.Adams
- Fixed CIS warnings
Change 3289916 on 2017/02/07 by Arciel.Rekman
Linux: remove -opengl4 from the default invocation.
Change 3290009 on 2017/02/07 by Gil.Gribb
UE4 - Fixed boot time EDL causing some issues even when it wasn't being used.
Change 3290120 on 2017/02/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3290948 on 2017/02/07 by Arciel.Rekman
Linux: fix crash when clicking on question mark (UE-41634).
- Symbol interposition problem (proper fix is still to be investigated).
(Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform)
Change 3291074 on 2017/02/07 by Arciel.Rekman
Speculative build fix.
Change 3292028 on 2017/02/08 by Josh.Adams
- Fixed Incremental CIS build failures
Change 3292105 on 2017/02/08 by Nick.Shin
emcc.py - change warning to info
#jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings
Change 3292201 on 2017/02/08 by JohnHenry.Carawon
Change comment to fix XML warning when generating project files on Linux
Change 3292242 on 2017/02/08 by Arciel.Rekman
Linux: avoid unnecessary dependency on CEF (UE-41634).
- Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets).
- Also disable CEF compilation for ShaderCompileWorker.
- Based on CL 3292077 in 4.15.
Change 3292559 on 2017/02/08 by Josh.Adams
- Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES)
Change 3294333 on 2017/02/09 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3294506 on 2017/02/09 by Josh.Adams
- Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire
#jira UE-41710
Change 3294984 on 2017/02/09 by Josh.Adams
- Worked around the remote compiling issue with code-based projects on a different drive than the engine
#jira UE-41704
Change 3295056 on 2017/02/09 by Josh.Adams
- Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename
Change 3295161 on 2017/02/09 by Josh.Adams
- Fixed new bug when buildin native ios that was caused by a remote compile break
Change 3295229 on 2017/02/09 by Josh.Adams
- Fixed a crash in clothing on platforms that don't support clothing
#jira UE-41830
[CL 3295859 by Josh Adams in Main branch]
2683 lines
104 KiB
C#
2683 lines
104 KiB
C#
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml;
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using System.Diagnostics;
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using System.IO;
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using Microsoft.Win32;
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using System.Xml.Linq;
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namespace UnrealBuildTool
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{
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class UEDeployAndroid : UEBuildDeploy, IAndroidDeploy
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{
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/// <summary>
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/// Internal usage for GetApiLevel
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/// </summary>
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private List<string> PossibleApiLevels = null;
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private FileReference ProjectFile;
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public UEDeployAndroid(FileReference InProjectFile)
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{
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ProjectFile = InProjectFile;
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}
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private UnrealPluginLanguage UPL = null;
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public void SetAndroidPluginData(List<string> Architectures, List<string> inPluginExtraData)
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{
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List<string> NDKArches = new List<string>();
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foreach (var Arch in Architectures)
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{
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NDKArches.Add(GetNDKArch(Arch));
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}
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UPL = new UnrealPluginLanguage(ProjectFile, inPluginExtraData, NDKArches, "http://schemas.android.com/apk/res/android", "xmlns:android=\"http://schemas.android.com/apk/res/android\"", UnrealTargetPlatform.Android);
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// APL.SetTrace();
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}
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/// <summary>
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/// Simple function to pipe output asynchronously
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/// </summary>
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private void ParseApiLevel(object Sender, DataReceivedEventArgs Event)
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{
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// DataReceivedEventHandler is fired with a null string when the output stream is closed. We don't want to
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// print anything for that event.
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if (!String.IsNullOrEmpty(Event.Data))
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{
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string Line = Event.Data;
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if (Line.StartsWith("id:"))
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{
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// the line should look like: id: 1 or "android-19"
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string[] Tokens = Line.Split("\"".ToCharArray());
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if (Tokens.Length >= 2)
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{
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PossibleApiLevels.Add(Tokens[1]);
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}
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}
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}
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}
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private ConfigHierarchy GetConfigCacheIni(ConfigHierarchyType Type)
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{
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return ConfigCache.ReadHierarchy(Type, DirectoryReference.FromFile(ProjectFile), UnrealTargetPlatform.Android);
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}
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private string CachedSDKLevel = null;
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private string GetSdkApiLevel(AndroidToolChain ToolChain)
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{
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if (CachedSDKLevel == null)
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{
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// ask the .ini system for what version to use
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ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
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string SDKLevel;
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Ini.GetString("/Script/AndroidPlatformEditor.AndroidSDKSettings", "SDKAPILevel", out SDKLevel);
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// if we want to use whatever version the ndk uses, then use that
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if (SDKLevel == "matchndk")
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{
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SDKLevel = ToolChain.GetNdkApiLevel();
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}
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// run a command and capture output
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if (SDKLevel == "latest")
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{
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// we expect there to be one, so use the first one
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string AndroidCommandPath = Environment.ExpandEnvironmentVariables("%ANDROID_HOME%/tools/android" + (Utils.IsRunningOnMono ? "" : ".bat"));
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var ExeInfo = new ProcessStartInfo(AndroidCommandPath, "list targets");
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ExeInfo.UseShellExecute = false;
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ExeInfo.RedirectStandardOutput = true;
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using (var GameProcess = Process.Start(ExeInfo))
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{
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PossibleApiLevels = new List<string>();
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GameProcess.BeginOutputReadLine();
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GameProcess.OutputDataReceived += ParseApiLevel;
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GameProcess.WaitForExit();
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}
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if (PossibleApiLevels != null && PossibleApiLevels.Count > 0)
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{
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SDKLevel = ToolChain.GetLargestApiLevel(PossibleApiLevels.ToArray());
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}
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else
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{
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throw new BuildException("Can't make an APK without an API installed (see \"android.bat list targets\")");
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}
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}
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Console.WriteLine("Building Java with SDK API level '{0}'", SDKLevel);
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CachedSDKLevel = SDKLevel;
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}
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return CachedSDKLevel;
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}
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private bool IsVulkanSDKAvailable()
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{
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bool bHaveVulkan = false;
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// First look for VulkanSDK (two possible env variables)
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string VulkanSDKPath = Environment.GetEnvironmentVariable("VULKAN_SDK");
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if (String.IsNullOrEmpty(VulkanSDKPath))
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{
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VulkanSDKPath = Environment.GetEnvironmentVariable("VK_SDK_PATH");
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}
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// Note: header is the same for all architectures so just use arch-arm
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string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
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string NDKVulkanIncludePath = NDKPath + "/platforms/android-24/arch-arm/usr/include/vulkan";
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// Use NDK Vulkan header if discovered, or VulkanSDK if available
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if (File.Exists(NDKVulkanIncludePath + "/vulkan.h"))
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{
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bHaveVulkan = true;
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}
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else
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if (!String.IsNullOrEmpty(VulkanSDKPath))
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{
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bHaveVulkan = true;
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}
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return bHaveVulkan;
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}
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public static string GetOBBVersionNumber(int PackageVersion)
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{
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string VersionString = PackageVersion.ToString("0");
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return VersionString;
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}
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public bool PackageDataInsideApk(bool bDisallowPackagingDataInApk)
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{
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return PackageDataInsideApk(bDisallowPackagingDataInApk, null);
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}
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public bool PackageDataInsideApk(bool bDisallowPackagingDataInApk, ConfigHierarchy Ini)
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{
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if (bDisallowPackagingDataInApk)
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{
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return false;
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}
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// make a new one if one wasn't passed in
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if (Ini == null)
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{
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Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
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}
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// we check this a lot, so make it easy
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bool bPackageDataInsideApk;
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Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bPackageDataInsideApk", out bPackageDataInsideApk);
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return bPackageDataInsideApk;
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}
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public bool UseExternalFilesDir(bool bDisallowExternalFilesDir, ConfigHierarchy Ini = null)
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{
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if (bDisallowExternalFilesDir)
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{
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return false;
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}
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// make a new one if one wasn't passed in
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if (Ini == null)
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{
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Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
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}
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// we check this a lot, so make it easy
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bool bUseExternalFilesDir;
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Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bUseExternalFilesDir", out bUseExternalFilesDir);
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return bUseExternalFilesDir;
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}
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public bool IsPackagingForDaydream(ConfigHierarchy Ini = null)
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{
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// make a new one if one wasn't passed in
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if (Ini == null)
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{
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Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
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}
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string GoogleVRMode = "";
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if(Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "GoogleVRMode", out GoogleVRMode))
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{
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return GoogleVRMode == "Daydream" || GoogleVRMode == "DaydreamAndCardboard";
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}
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else
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{
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return false;
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}
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}
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public bool DisableVerifyOBBOnStartUp(ConfigHierarchy Ini = null)
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{
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// make a new one if one wasn't passed in
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if (Ini == null)
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{
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Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
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}
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// we check this a lot, so make it easy
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bool bDisableVerifyOBBOnStartUp;
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Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bDisableVerifyOBBOnStartUp", out bDisableVerifyOBBOnStartUp);
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return bDisableVerifyOBBOnStartUp;
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}
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private static string GetAntPath()
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{
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// look up an ANT_HOME env var
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string AntHome = Environment.GetEnvironmentVariable("ANT_HOME");
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if (!string.IsNullOrEmpty(AntHome) && Directory.Exists(AntHome))
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{
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string AntPath = AntHome + "/bin/ant" + (Utils.IsRunningOnMono ? "" : ".bat");
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// use it if found
|
|
if (File.Exists(AntPath))
|
|
{
|
|
return AntPath;
|
|
}
|
|
}
|
|
|
|
// otherwise, look in the eclipse install for the ant plugin (matches the unzipped Android ADT from Google)
|
|
string PluginDir = Environment.ExpandEnvironmentVariables("%ANDROID_HOME%/../eclipse/plugins");
|
|
if (Directory.Exists(PluginDir))
|
|
{
|
|
string[] Plugins = Directory.GetDirectories(PluginDir, "org.apache.ant*");
|
|
// use the first one with ant.bat
|
|
if (Plugins.Length > 0)
|
|
{
|
|
foreach (string PluginName in Plugins)
|
|
{
|
|
string AntPath = PluginName + "/bin/ant" + (Utils.IsRunningOnMono ? "" : ".bat");
|
|
// use it if found
|
|
if (File.Exists(AntPath))
|
|
{
|
|
return AntPath;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
throw new BuildException("Unable to find ant.bat (via %ANT_HOME% or %ANDROID_HOME%/../eclipse/plugins/org.apache.ant*");
|
|
}
|
|
|
|
|
|
private static void CopyFileDirectory(string SourceDir, string DestDir, Dictionary<string, string> Replacements)
|
|
{
|
|
if (!Directory.Exists(SourceDir))
|
|
{
|
|
return;
|
|
}
|
|
|
|
string[] Files = Directory.GetFiles(SourceDir, "*.*", SearchOption.AllDirectories);
|
|
foreach (string Filename in Files)
|
|
{
|
|
// skip template files
|
|
if (Path.GetExtension(Filename) == ".template")
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// make the dst filename with the same structure as it was in SourceDir
|
|
string DestFilename = Path.Combine(DestDir, Utils.MakePathRelativeTo(Filename, SourceDir));
|
|
if (File.Exists(DestFilename))
|
|
{
|
|
File.Delete(DestFilename);
|
|
}
|
|
|
|
// make the subdirectory if needed
|
|
string DestSubdir = Path.GetDirectoryName(DestFilename);
|
|
if (!Directory.Exists(DestSubdir))
|
|
{
|
|
Directory.CreateDirectory(DestSubdir);
|
|
}
|
|
|
|
// some files are handled specially
|
|
string Ext = Path.GetExtension(Filename);
|
|
if (Ext == ".xml")
|
|
{
|
|
string Contents = File.ReadAllText(Filename);
|
|
|
|
// replace some varaibles
|
|
foreach (var Pair in Replacements)
|
|
{
|
|
Contents = Contents.Replace(Pair.Key, Pair.Value);
|
|
}
|
|
|
|
// write out file
|
|
File.WriteAllText(DestFilename, Contents);
|
|
}
|
|
else
|
|
{
|
|
File.Copy(Filename, DestFilename);
|
|
|
|
// remove any read only flags
|
|
FileInfo DestFileInfo = new FileInfo(DestFilename);
|
|
DestFileInfo.Attributes = DestFileInfo.Attributes & ~FileAttributes.ReadOnly;
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void DeleteDirectory(string InPath, string SubDirectoryToKeep = "")
|
|
{
|
|
// skip the dir we want to
|
|
if (String.Compare(Path.GetFileName(InPath), SubDirectoryToKeep, true) == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// delete all files in here
|
|
string[] Files;
|
|
try
|
|
{
|
|
Files = Directory.GetFiles(InPath);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
// directory doesn't exist so all is good
|
|
return;
|
|
}
|
|
foreach (string Filename in Files)
|
|
{
|
|
try
|
|
{
|
|
// remove any read only flags
|
|
FileInfo FileInfo = new FileInfo(Filename);
|
|
FileInfo.Attributes = FileInfo.Attributes & ~FileAttributes.ReadOnly;
|
|
FileInfo.Delete();
|
|
}
|
|
catch (Exception)
|
|
{
|
|
Log.TraceInformation("Failed to delete all files in directory {0}. Continuing on...", InPath);
|
|
}
|
|
}
|
|
|
|
string[] Dirs = Directory.GetDirectories(InPath, "*.*", SearchOption.TopDirectoryOnly);
|
|
foreach (string Dir in Dirs)
|
|
{
|
|
DeleteDirectory(Dir, SubDirectoryToKeep);
|
|
// try to delete the directory, but allow it to fail (due to SubDirectoryToKeep still existing)
|
|
try
|
|
{
|
|
Directory.Delete(Dir);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
// do nothing
|
|
}
|
|
}
|
|
}
|
|
|
|
public string GetUE4BuildFilePath(String EngineDirectory)
|
|
{
|
|
return Path.GetFullPath(Path.Combine(EngineDirectory, "Build/Android/Java"));
|
|
}
|
|
|
|
public string GetUE4JavaSrcPath()
|
|
{
|
|
return Path.Combine("src", "com", "epicgames", "ue4");
|
|
}
|
|
|
|
public string GetUE4JavaFilePath(String EngineDirectory)
|
|
{
|
|
return Path.GetFullPath(Path.Combine(GetUE4BuildFilePath(EngineDirectory), GetUE4JavaSrcPath()));
|
|
}
|
|
|
|
public string GetUE4JavaBuildSettingsFileName(String EngineDirectory)
|
|
{
|
|
return Path.Combine(GetUE4JavaFilePath(EngineDirectory), "JavaBuildSettings.java");
|
|
}
|
|
|
|
public string GetUE4JavaDownloadShimFileName(string Directory)
|
|
{
|
|
return Path.Combine(Directory, "DownloadShim.java");
|
|
}
|
|
|
|
public string GetUE4TemplateJavaSourceDir(string Directory)
|
|
{
|
|
return Path.Combine(GetUE4BuildFilePath(Directory), "JavaTemplates");
|
|
}
|
|
|
|
public string GetUE4TemplateJavaDestination(string Directory, string FileName)
|
|
{
|
|
return Path.Combine(Directory, FileName);
|
|
}
|
|
|
|
public string GetUE4JavaOBBDataFileName(string Directory)
|
|
{
|
|
return Path.Combine(Directory, "OBBData.java");
|
|
}
|
|
|
|
public class TemplateFile
|
|
{
|
|
public string SourceFile;
|
|
public string DestinationFile;
|
|
}
|
|
|
|
private void MakeDirectoryIfRequired(string DestFilename)
|
|
{
|
|
string DestSubdir = Path.GetDirectoryName(DestFilename);
|
|
if (!Directory.Exists(DestSubdir))
|
|
{
|
|
Directory.CreateDirectory(DestSubdir);
|
|
}
|
|
}
|
|
|
|
public void WriteJavaOBBDataFile(string FileName, string PackageName, List<string> ObbSources)
|
|
{
|
|
|
|
Log.TraceInformation("\n==== Writing to OBB data file {0} ====", FileName);
|
|
|
|
var Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
int StoreVersion;
|
|
Ini.GetInt32("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "StoreVersion", out StoreVersion);
|
|
|
|
string[] obbDataFile = File.Exists(FileName) ? File.ReadAllLines(FileName) : null;
|
|
|
|
StringBuilder obbData = new StringBuilder("package " + PackageName + ";\n\n");
|
|
obbData.Append("public class OBBData\n{\n");
|
|
obbData.Append("public static class XAPKFile {\npublic final boolean mIsMain;\npublic final String mFileVersion;\n");
|
|
obbData.Append("public final long mFileSize;\nXAPKFile(boolean isMain, String fileVersion, long fileSize) {\nmIsMain = isMain;\nmFileVersion = fileVersion;\nmFileSize = fileSize;\n");
|
|
obbData.Append("}\n}\n\n");
|
|
|
|
// write the data here
|
|
obbData.Append("public static final XAPKFile[] xAPKS = {\n");
|
|
// For each obb file... but we only have one... for now anyway.
|
|
bool first = ObbSources.Count > 1;
|
|
foreach (string ObbSource in ObbSources)
|
|
{
|
|
obbData.Append("new XAPKFile(\ntrue, // true signifies a main file\n");
|
|
obbData.AppendFormat("\"{0}\", // the version of the APK that the file was uploaded against\n", GetOBBVersionNumber(StoreVersion));
|
|
obbData.AppendFormat("{0}L // the length of the file in bytes\n", File.Exists(ObbSource) ? new FileInfo(ObbSource).Length : 0);
|
|
obbData.AppendFormat("){0}\n", first ? "," : "");
|
|
first = false;
|
|
}
|
|
obbData.Append("};\n"); // close off data
|
|
|
|
//
|
|
obbData.Append("};\n"); // close class definition off
|
|
|
|
if (obbDataFile == null || !obbDataFile.SequenceEqual((obbData.ToString()).Split('\n')))
|
|
{
|
|
MakeDirectoryIfRequired(FileName);
|
|
using (StreamWriter outputFile = new StreamWriter(FileName, false))
|
|
{
|
|
var obbSrc = obbData.ToString().Split('\n');
|
|
foreach (var line in obbSrc)
|
|
{
|
|
outputFile.WriteLine(line);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Log.TraceInformation("\n==== OBB data file up to date so not writing. ====");
|
|
}
|
|
}
|
|
|
|
public void WriteJavaDownloadSupportFiles(string ShimFileName, IEnumerable<TemplateFile> TemplateFiles, Dictionary<string, string> replacements)
|
|
{
|
|
// Deal with the Shim first as that is a known target and is easy to deal with
|
|
// If it exists then read it
|
|
string[] DestFileContent = File.Exists(ShimFileName) ? File.ReadAllLines(ShimFileName) : null;
|
|
|
|
StringBuilder ShimFileContent = new StringBuilder("package com.epicgames.ue4;\n\n");
|
|
|
|
ShimFileContent.AppendFormat("import {0}.OBBDownloaderService;\n", replacements["$$PackageName$$"]);
|
|
ShimFileContent.AppendFormat("import {0}.DownloaderActivity;\n", replacements["$$PackageName$$"]);
|
|
|
|
// Workaround to do OBB file checking without using DownloadActivity to avoid transit to another activity in Daydream
|
|
bool bPackageForDaydream = IsPackagingForDaydream();
|
|
if (bPackageForDaydream)
|
|
{
|
|
ShimFileContent.Append("import android.app.Activity;\n");
|
|
ShimFileContent.Append("import com.google.android.vending.expansion.downloader.Helpers;\n");
|
|
ShimFileContent.AppendFormat("import {0}.OBBData;\n", replacements["$$PackageName$$"]);
|
|
}
|
|
|
|
ShimFileContent.Append("\n\npublic class DownloadShim\n{\n");
|
|
ShimFileContent.Append("\tpublic static OBBDownloaderService DownloaderService;\n");
|
|
ShimFileContent.Append("\tpublic static DownloaderActivity DownloadActivity;\n");
|
|
ShimFileContent.Append("\tpublic static Class<DownloaderActivity> GetDownloaderType() { return DownloaderActivity.class; }\n");
|
|
|
|
// Workaround to do OBB file checking without using DownloadActivity to avoid a SPM bug
|
|
if (bPackageForDaydream)
|
|
{
|
|
ShimFileContent.Append("\tpublic static boolean expansionFilesDelivered(Activity activity) {\n");
|
|
ShimFileContent.Append("\t\tfor (OBBData.XAPKFile xf : OBBData.xAPKS) {\n");
|
|
ShimFileContent.Append("\t\t\tString fileName = Helpers.getExpansionAPKFileName(activity, xf.mIsMain, xf.mFileVersion);\n");
|
|
ShimFileContent.Append("\t\t\tGameActivity.Log.debug(\"Checking for file : \" + fileName);\n");
|
|
ShimFileContent.Append("\t\t\tString fileForNewFile = Helpers.generateSaveFileName(activity, fileName);\n");
|
|
ShimFileContent.Append("\t\t\tString fileForDevFile = Helpers.generateSaveFileNameDevelopment(activity, fileName);\n");
|
|
ShimFileContent.Append("\t\t\tGameActivity.Log.debug(\"which is really being resolved to : \" + fileForNewFile + \"\\n Or : \" + fileForDevFile);\n");
|
|
ShimFileContent.Append("\t\t\tif (!Helpers.doesFileExist(activity, fileName, xf.mFileSize, false) &&\n");
|
|
ShimFileContent.Append("\t\t\t\t!Helpers.doesFileExistDev(activity, fileName, xf.mFileSize, false))\n");
|
|
ShimFileContent.Append("\t\t\t\treturn false;\n");
|
|
ShimFileContent.Append("\t\t\t}\n");
|
|
ShimFileContent.Append("\t\treturn true;\n");
|
|
ShimFileContent.Append("\t}\n");
|
|
}
|
|
|
|
ShimFileContent.Append("}\n");
|
|
Log.TraceInformation("\n==== Writing to shim file {0} ====", ShimFileName);
|
|
|
|
// If they aren't the same then dump out the settings
|
|
if (DestFileContent == null || !DestFileContent.SequenceEqual((ShimFileContent.ToString()).Split('\n')))
|
|
{
|
|
MakeDirectoryIfRequired(ShimFileName);
|
|
using (StreamWriter outputFile = new StreamWriter(ShimFileName, false))
|
|
{
|
|
var shimSrc = ShimFileContent.ToString().Split('\n');
|
|
foreach (var line in shimSrc)
|
|
{
|
|
outputFile.WriteLine(line);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Log.TraceInformation("\n==== Shim data file up to date so not writing. ====");
|
|
}
|
|
|
|
// Now we move on to the template files
|
|
foreach (var template in TemplateFiles)
|
|
{
|
|
string[] templateSrc = File.ReadAllLines(template.SourceFile);
|
|
string[] templateDest = File.Exists(template.DestinationFile) ? File.ReadAllLines(template.DestinationFile) : null;
|
|
|
|
for (int i = 0; i < templateSrc.Length; ++i)
|
|
{
|
|
string srcLine = templateSrc[i];
|
|
bool changed = false;
|
|
foreach (var kvp in replacements)
|
|
{
|
|
if (srcLine.Contains(kvp.Key))
|
|
{
|
|
srcLine = srcLine.Replace(kvp.Key, kvp.Value);
|
|
changed = true;
|
|
}
|
|
}
|
|
if (changed)
|
|
{
|
|
templateSrc[i] = srcLine;
|
|
}
|
|
}
|
|
|
|
Log.TraceInformation("\n==== Writing to template target file {0} ====", template.DestinationFile);
|
|
|
|
if (templateDest == null || templateSrc.Length != templateDest.Length || !templateSrc.SequenceEqual(templateDest))
|
|
{
|
|
MakeDirectoryIfRequired(template.DestinationFile);
|
|
using (StreamWriter outputFile = new StreamWriter(template.DestinationFile, false))
|
|
{
|
|
foreach (var line in templateSrc)
|
|
{
|
|
outputFile.WriteLine(line);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Log.TraceInformation("\n==== Template target file up to date so not writing. ====");
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
private static string GetNDKArch(string UE4Arch)
|
|
{
|
|
switch (UE4Arch)
|
|
{
|
|
case "-armv7": return "armeabi-v7a";
|
|
case "-arm64": return "arm64-v8a";
|
|
case "-x64": return "x86_64";
|
|
case "-x86": return "x86";
|
|
|
|
default: throw new BuildException("Unknown UE4 architecture {0}", UE4Arch);
|
|
}
|
|
}
|
|
|
|
public static string GetUE4Arch(string NDKArch)
|
|
{
|
|
switch (NDKArch)
|
|
{
|
|
case "armeabi-v7a": return "-armv7";
|
|
case "arm64-v8a": return "-arm64";
|
|
case "x86": return "-x86";
|
|
case "arm64": return "-arm64";
|
|
case "x86_64":
|
|
case "x64": return "-x64";
|
|
|
|
// default: throw new BuildException("Unknown NDK architecture '{0}'", NDKArch);
|
|
// future-proof by returning armv7 for unknown
|
|
default: return "-armv7";
|
|
}
|
|
}
|
|
|
|
private static void StripDebugSymbols(string SourceFileName, string TargetFileName, string UE4Arch)
|
|
{
|
|
// Copy the file and remove read-only if necessary
|
|
File.Copy(SourceFileName, TargetFileName, true);
|
|
FileAttributes Attribs = File.GetAttributes(TargetFileName);
|
|
if (Attribs.HasFlag(FileAttributes.ReadOnly))
|
|
{
|
|
File.SetAttributes(TargetFileName, Attribs & ~FileAttributes.ReadOnly);
|
|
}
|
|
|
|
ProcessStartInfo StartInfo = new ProcessStartInfo();
|
|
StartInfo.FileName = AndroidToolChain.GetStripExecutablePath(UE4Arch);
|
|
StartInfo.Arguments = "--strip-debug \"" + TargetFileName + "\"";
|
|
StartInfo.UseShellExecute = false;
|
|
StartInfo.CreateNoWindow = true;
|
|
Utils.RunLocalProcessAndLogOutput(StartInfo);
|
|
}
|
|
|
|
private static void CopySTL(AndroidToolChain ToolChain, string UE4BuildPath, string UE4Arch, string NDKArch, bool bForDistribution)
|
|
{
|
|
string GccVersion = "4.6";
|
|
if (Directory.Exists(Environment.ExpandEnvironmentVariables("%NDKROOT%/sources/cxx-stl/gnu-libstdc++/4.9")))
|
|
{
|
|
GccVersion = "4.9";
|
|
}
|
|
else if (Directory.Exists(Environment.ExpandEnvironmentVariables("%NDKROOT%/sources/cxx-stl/gnu-libstdc++/4.8")))
|
|
{
|
|
GccVersion = "4.8";
|
|
}
|
|
|
|
// copy it in!
|
|
string SourceSTLSOName = Environment.ExpandEnvironmentVariables("%NDKROOT%/sources/cxx-stl/gnu-libstdc++/") + GccVersion + "/libs/" + NDKArch + "/libgnustl_shared.so";
|
|
string FinalSTLSOName = UE4BuildPath + "/libs/" + NDKArch + "/libgnustl_shared.so";
|
|
|
|
// check to see if libgnustl_shared.so is newer than last time we copied (or needs stripping for distribution)
|
|
bool bFileExists = File.Exists(FinalSTLSOName);
|
|
TimeSpan Diff = File.GetLastWriteTimeUtc(FinalSTLSOName) - File.GetLastWriteTimeUtc(SourceSTLSOName);
|
|
if (bForDistribution || !bFileExists || Diff.TotalSeconds < -1 || Diff.TotalSeconds > 1)
|
|
{
|
|
if (bFileExists)
|
|
{
|
|
File.Delete(FinalSTLSOName);
|
|
}
|
|
Directory.CreateDirectory(Path.GetDirectoryName(FinalSTLSOName));
|
|
if (bForDistribution)
|
|
{
|
|
// Strip debug symbols for distribution builds
|
|
StripDebugSymbols(SourceSTLSOName, FinalSTLSOName, UE4Arch);
|
|
}
|
|
else
|
|
{
|
|
File.Copy(SourceSTLSOName, FinalSTLSOName, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void CopyGfxDebugger(string UE4BuildPath, string UE4Arch, string NDKArch)
|
|
{
|
|
string AndroidGraphicsDebugger;
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "AndroidGraphicsDebugger", out AndroidGraphicsDebugger);
|
|
|
|
switch (AndroidGraphicsDebugger.ToLower())
|
|
{
|
|
case "mali":
|
|
{
|
|
string MaliGraphicsDebuggerPath;
|
|
AndroidPlatformSDK.GetPath(Ini, "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "MaliGraphicsDebuggerPath", out MaliGraphicsDebuggerPath);
|
|
if (Directory.Exists(MaliGraphicsDebuggerPath))
|
|
{
|
|
Directory.CreateDirectory(Path.Combine(UE4BuildPath, "libs", NDKArch));
|
|
string MaliLibSrcPath = Path.Combine(MaliGraphicsDebuggerPath, @"target\android-non-root\arm", NDKArch, "libMGD.so");
|
|
if (!File.Exists(MaliLibSrcPath))
|
|
{
|
|
// in v4.3.0 library location was changed
|
|
MaliLibSrcPath = Path.Combine(MaliGraphicsDebuggerPath, @"target\android\arm\unrooted", NDKArch, "libMGD.so");
|
|
}
|
|
string MaliLibDstPath = Path.Combine(UE4BuildPath, "libs", NDKArch, "libMGD.so");
|
|
|
|
Console.WriteLine("Copying {0} to {1}", MaliLibSrcPath, MaliLibDstPath);
|
|
File.Copy(MaliLibSrcPath, MaliLibDstPath, true);
|
|
}
|
|
}
|
|
break;
|
|
// @TODO: Add NVIDIA Gfx Debugger
|
|
/*
|
|
case "nvidia":
|
|
{
|
|
Directory.CreateDirectory(UE4BuildPath + "/libs/" + NDKArch);
|
|
File.Copy("F:/NVPACK/android-kk-egl-t124-a32/Stripped_libNvPmApi.Core.so", UE4BuildPath + "/libs/" + NDKArch + "/libNvPmApi.Core.so", true);
|
|
File.Copy("F:/NVPACK/android-kk-egl-t124-a32/Stripped_libNvidia_gfx_debugger.so", UE4BuildPath + "/libs/" + NDKArch + "/libNvidia_gfx_debugger.so", true);
|
|
}
|
|
*/
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
private static int RunCommandLineProgramAndReturnResult(string WorkingDirectory, string Command, string Params, string OverrideDesc = null, bool bUseShellExecute = false)
|
|
{
|
|
if (OverrideDesc == null)
|
|
{
|
|
Log.TraceInformation("\nRunning: " + Command + " " + Params);
|
|
}
|
|
else if (OverrideDesc != "")
|
|
{
|
|
Log.TraceInformation(OverrideDesc);
|
|
Log.TraceVerbose("\nRunning: " + Command + " " + Params);
|
|
}
|
|
|
|
ProcessStartInfo StartInfo = new ProcessStartInfo();
|
|
StartInfo.WorkingDirectory = WorkingDirectory;
|
|
StartInfo.FileName = Command;
|
|
StartInfo.Arguments = Params;
|
|
StartInfo.UseShellExecute = bUseShellExecute;
|
|
StartInfo.WindowStyle = ProcessWindowStyle.Minimized;
|
|
|
|
Process Proc = new Process();
|
|
Proc.StartInfo = StartInfo;
|
|
Proc.Start();
|
|
Proc.WaitForExit();
|
|
|
|
return Proc.ExitCode;
|
|
}
|
|
|
|
private static void RunCommandLineProgramWithException(string WorkingDirectory, string Command, string Params, string OverrideDesc = null, bool bUseShellExecute = false)
|
|
{
|
|
if (OverrideDesc == null)
|
|
{
|
|
Log.TraceInformation("\nRunning: " + Command + " " + Params);
|
|
}
|
|
else if (OverrideDesc != "")
|
|
{
|
|
Log.TraceInformation(OverrideDesc);
|
|
Log.TraceVerbose("\nRunning: " + Command + " " + Params);
|
|
}
|
|
|
|
ProcessStartInfo StartInfo = new ProcessStartInfo();
|
|
StartInfo.WorkingDirectory = WorkingDirectory;
|
|
StartInfo.FileName = Command;
|
|
StartInfo.Arguments = Params;
|
|
StartInfo.UseShellExecute = bUseShellExecute;
|
|
StartInfo.WindowStyle = ProcessWindowStyle.Minimized;
|
|
|
|
Process Proc = new Process();
|
|
Proc.StartInfo = StartInfo;
|
|
Proc.Start();
|
|
Proc.WaitForExit();
|
|
|
|
// android bat failure
|
|
if (Proc.ExitCode != 0)
|
|
{
|
|
throw new BuildException("{0} failed with args {1}", Command, Params);
|
|
}
|
|
}
|
|
|
|
private bool CheckApplicationName(string UE4BuildPath, string ProjectName, out string ApplicationDisplayName)
|
|
{
|
|
string StringsXMLPath = Path.Combine(UE4BuildPath, "res/values/strings.xml");
|
|
|
|
ApplicationDisplayName = null;
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "ApplicationDisplayName", out ApplicationDisplayName);
|
|
|
|
// use project name if display name is left blank
|
|
if (String.IsNullOrWhiteSpace(ApplicationDisplayName))
|
|
{
|
|
ApplicationDisplayName = ProjectName;
|
|
}
|
|
|
|
// replace escaped characters (note: changes &# pattern before &, then patches back to allow escaped character codes in the string)
|
|
ApplicationDisplayName = ApplicationDisplayName.Replace("&#", "$@#$").Replace("&", "&").Replace("'", "\\'").Replace("\"", "\\\"").Replace("<", "<").Replace(">", ">").Replace("$@#$", "&#");
|
|
|
|
// if it doesn't exist, need to repackage
|
|
if (!File.Exists(StringsXMLPath))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// read it and see if needs to be updated
|
|
string Contents = File.ReadAllText(StringsXMLPath);
|
|
|
|
// find the key
|
|
string AppNameTag = "<string name=\"app_name\">";
|
|
int KeyIndex = Contents.IndexOf(AppNameTag);
|
|
|
|
// if doesn't exist, need to repackage
|
|
if (KeyIndex < 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// get the current value
|
|
KeyIndex += AppNameTag.Length;
|
|
int TagEnd = Contents.IndexOf("</string>", KeyIndex);
|
|
if (TagEnd < 0)
|
|
{
|
|
return true;
|
|
}
|
|
string CurrentApplicationName = Contents.Substring(KeyIndex, TagEnd - KeyIndex);
|
|
|
|
// no need to do anything if matches
|
|
if (CurrentApplicationName == ApplicationDisplayName)
|
|
{
|
|
// name matches, no need to force a repackage
|
|
return false;
|
|
}
|
|
|
|
// need to repackage
|
|
return true;
|
|
}
|
|
|
|
private void UpdateProjectProperties(AndroidToolChain ToolChain, string UE4BuildPath, string ProjectName)
|
|
{
|
|
Log.TraceInformation("\n===={0}====UPDATING BUILD CONFIGURATION FILES====================================================", DateTime.Now.ToString());
|
|
|
|
// get all of the libs (from engine + project)
|
|
string JavaLibsDir = Path.Combine(UE4BuildPath, "JavaLibs");
|
|
string[] LibDirs = Directory.GetDirectories(JavaLibsDir);
|
|
|
|
// get existing project.properties lines (if any)
|
|
string ProjectPropertiesFile = Path.Combine(UE4BuildPath, "project.properties");
|
|
string[] PropertiesLines = new string[] { };
|
|
if (File.Exists(ProjectPropertiesFile))
|
|
{
|
|
PropertiesLines = File.ReadAllLines(ProjectPropertiesFile);
|
|
}
|
|
|
|
// figure out how many libraries were already listed (if there were more than this listed, then we need to start the file over, because we need to unreference a library)
|
|
int NumOutstandingAlreadyReferencedLibs = 0;
|
|
foreach (string Line in PropertiesLines)
|
|
{
|
|
if (Line.StartsWith("android.library.reference."))
|
|
{
|
|
NumOutstandingAlreadyReferencedLibs++;
|
|
}
|
|
}
|
|
|
|
// now go through each one and verify they are listed in project properties, and if not, add them
|
|
List<string> LibsToBeAdded = new List<string>();
|
|
foreach (string LibDir in LibDirs)
|
|
{
|
|
// put it in terms of the subdirectory that would be in the project.properties
|
|
string RelativePath = "JavaLibs/" + Path.GetFileName(LibDir);
|
|
|
|
// now look for this in the existing file
|
|
bool bWasReferencedAlready = false;
|
|
foreach (string Line in PropertiesLines)
|
|
{
|
|
if (Line.StartsWith("android.library.reference.") && Line.EndsWith(RelativePath))
|
|
{
|
|
// this lib was already referenced, don't need to readd
|
|
bWasReferencedAlready = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bWasReferencedAlready)
|
|
{
|
|
// if it was, no further action needed, and count it off
|
|
NumOutstandingAlreadyReferencedLibs--;
|
|
}
|
|
else
|
|
{
|
|
// otherwise, we need to add it to the project properties
|
|
LibsToBeAdded.Add(RelativePath);
|
|
}
|
|
}
|
|
|
|
// now at this point, if there are any outstanding already referenced libs, we have too many, so we have to start over
|
|
if (NumOutstandingAlreadyReferencedLibs > 0)
|
|
{
|
|
// @todo android: If a user had a project.properties in the game, NEVER do this
|
|
Log.TraceInformation("There were too many libs already referenced in project.properties, tossing it");
|
|
File.Delete(ProjectPropertiesFile);
|
|
|
|
LibsToBeAdded.Clear();
|
|
foreach (string LibDir in LibDirs)
|
|
{
|
|
// put it in terms of the subdirectory that would be in the project.properties
|
|
LibsToBeAdded.Add("JavaLibs/" + Path.GetFileName(LibDir));
|
|
}
|
|
}
|
|
|
|
// now update the project for each library
|
|
string AndroidCommandPath = Environment.ExpandEnvironmentVariables("%ANDROID_HOME%/tools/android" + (Utils.IsRunningOnMono ? "" : ".bat"));
|
|
string UpdateCommandLine = "--silent update project --subprojects --name " + ProjectName + " --path . --target " + GetSdkApiLevel(ToolChain);
|
|
foreach (string Lib in LibsToBeAdded)
|
|
{
|
|
string LocalUpdateCommandLine = UpdateCommandLine + " --library " + Lib;
|
|
|
|
// make sure each library has a build.xml - --subprojects doesn't create build.xml files, but it will create project.properties
|
|
// and later code needs each lib to have a build.xml
|
|
RunCommandLineProgramWithException(UE4BuildPath, AndroidCommandPath, "--silent update lib-project --path " + Lib + " --target " + GetSdkApiLevel(ToolChain), "");
|
|
RunCommandLineProgramWithException(UE4BuildPath, AndroidCommandPath, LocalUpdateCommandLine, "Updating project.properties, local.properties, and build.xml for " + Path.GetFileName(Lib) + "...");
|
|
}
|
|
|
|
}
|
|
|
|
|
|
private string GetAllBuildSettings(AndroidToolChain ToolChain, string BuildPath, bool bForDistribution, bool bMakeSeparateApks, bool bPackageDataInsideApk, bool bDisableVerifyOBBOnStartUp, bool bUseExternalFilesDir)
|
|
{
|
|
// make the settings string - this will be char by char compared against last time
|
|
StringBuilder CurrentSettings = new StringBuilder();
|
|
CurrentSettings.AppendLine(string.Format("NDKROOT={0}", Environment.GetEnvironmentVariable("NDKROOT")));
|
|
CurrentSettings.AppendLine(string.Format("ANDROID_HOME={0}", Environment.GetEnvironmentVariable("ANDROID_HOME")));
|
|
CurrentSettings.AppendLine(string.Format("ANT_HOME={0}", Environment.GetEnvironmentVariable("ANT_HOME")));
|
|
CurrentSettings.AppendLine(string.Format("JAVA_HOME={0}", Environment.GetEnvironmentVariable("JAVA_HOME")));
|
|
CurrentSettings.AppendLine(string.Format("SDKVersion={0}", GetSdkApiLevel(ToolChain)));
|
|
CurrentSettings.AppendLine(string.Format("bForDistribution={0}", bForDistribution));
|
|
CurrentSettings.AppendLine(string.Format("bMakeSeparateApks={0}", bMakeSeparateApks));
|
|
CurrentSettings.AppendLine(string.Format("bPackageDataInsideApk={0}", bPackageDataInsideApk));
|
|
CurrentSettings.AppendLine(string.Format("bDisableVerifyOBBOnStartUp={0}", bDisableVerifyOBBOnStartUp));
|
|
CurrentSettings.AppendLine(string.Format("bUseExternalFilesDir={0}", bUseExternalFilesDir));
|
|
|
|
// all AndroidRuntimeSettings ini settings in here
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
ConfigHierarchySection Section = Ini.FindSection("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings");
|
|
if (Section != null)
|
|
{
|
|
foreach (string Key in Section.KeyNames)
|
|
{
|
|
IEnumerable<string> Values;
|
|
Section.TryGetValues(Key, out Values);
|
|
|
|
foreach (string Value in Values)
|
|
{
|
|
CurrentSettings.AppendLine(string.Format("{0}={1}", Key, Value));
|
|
}
|
|
}
|
|
}
|
|
|
|
Section = Ini.FindSection("/Script/AndroidPlatformEditor.AndroidSDKSettings");
|
|
if (Section != null)
|
|
{
|
|
foreach (string Key in Section.KeyNames)
|
|
{
|
|
IEnumerable<string> Values;
|
|
Section.TryGetValues(Key, out Values);
|
|
foreach (string Value in Values)
|
|
{
|
|
CurrentSettings.AppendLine(string.Format("{0}={1}", Key, Value));
|
|
}
|
|
}
|
|
}
|
|
|
|
var Arches = ToolChain.GetAllArchitectures();
|
|
foreach (string Arch in Arches)
|
|
{
|
|
CurrentSettings.AppendFormat("Arch={0}{1}", Arch, Environment.NewLine);
|
|
}
|
|
|
|
var GPUArchitectures = ToolChain.GetAllGPUArchitectures();
|
|
foreach (string GPUArch in GPUArchitectures)
|
|
{
|
|
CurrentSettings.AppendFormat("GPUArch={0}{1}", GPUArch, Environment.NewLine);
|
|
}
|
|
|
|
return CurrentSettings.ToString();
|
|
}
|
|
|
|
private bool CheckDependencies(AndroidToolChain ToolChain, string ProjectName, string ProjectDirectory, string UE4BuildFilesPath, string GameBuildFilesPath, string EngineDirectory, List<string> SettingsFiles,
|
|
string CookFlavor, string OutputPath, string UE4BuildPath, bool bMakeSeparateApks, bool bPackageDataInsideApk)
|
|
{
|
|
var Arches = ToolChain.GetAllArchitectures();
|
|
var GPUArchitectures = ToolChain.GetAllGPUArchitectures();
|
|
|
|
// check all input files (.so, java files, .ini files, etc)
|
|
bool bAllInputsCurrent = true;
|
|
foreach (string Arch in Arches)
|
|
{
|
|
foreach (string GPUArch in GPUArchitectures)
|
|
{
|
|
string SourceSOName = AndroidToolChain.InlineArchName(OutputPath, Arch, GPUArch);
|
|
// if the source binary was UE4Game, replace it with the new project name, when re-packaging a binary only build
|
|
string ApkFilename = Path.GetFileNameWithoutExtension(OutputPath).Replace("UE4Game", ProjectName);
|
|
string DestApkName = Path.Combine(ProjectDirectory, "Binaries/Android/") + ApkFilename + ".apk";
|
|
|
|
// if we making multiple Apks, we need to put the architecture into the name
|
|
if (bMakeSeparateApks)
|
|
{
|
|
DestApkName = AndroidToolChain.InlineArchName(DestApkName, Arch, GPUArch);
|
|
}
|
|
|
|
// check to see if it's out of date before trying the slow make apk process (look at .so and all Engine and Project build files to be safe)
|
|
List<String> InputFiles = new List<string>();
|
|
InputFiles.Add(SourceSOName);
|
|
InputFiles.AddRange(Directory.EnumerateFiles(UE4BuildFilesPath, "*.*", SearchOption.AllDirectories));
|
|
if (Directory.Exists(GameBuildFilesPath))
|
|
{
|
|
InputFiles.AddRange(Directory.EnumerateFiles(GameBuildFilesPath, "*.*", SearchOption.AllDirectories));
|
|
}
|
|
|
|
// make sure changed java files will rebuild apk
|
|
InputFiles.AddRange(SettingsFiles);
|
|
|
|
// rebuild if .pak files exist for OBB in APK case
|
|
if (bPackageDataInsideApk)
|
|
{
|
|
string PAKFileLocation = ProjectDirectory + "/Saved/StagedBuilds/Android" + CookFlavor + "/" + ProjectName + "/Content/Paks";
|
|
if (Directory.Exists(PAKFileLocation))
|
|
{
|
|
var PakFiles = Directory.EnumerateFiles(PAKFileLocation, "*.pak", SearchOption.TopDirectoryOnly);
|
|
foreach (var Name in PakFiles)
|
|
{
|
|
InputFiles.Add(Name);
|
|
}
|
|
}
|
|
}
|
|
|
|
// look for any newer input file
|
|
DateTime ApkTime = File.GetLastWriteTimeUtc(DestApkName);
|
|
foreach (var InputFileName in InputFiles)
|
|
{
|
|
if (File.Exists(InputFileName))
|
|
{
|
|
// skip .log files
|
|
if (Path.GetExtension(InputFileName) == ".log")
|
|
{
|
|
continue;
|
|
}
|
|
DateTime InputFileTime = File.GetLastWriteTimeUtc(InputFileName);
|
|
if (InputFileTime.CompareTo(ApkTime) > 0)
|
|
{
|
|
bAllInputsCurrent = false;
|
|
Log.TraceInformation("{0} is out of date due to newer input file {1}", DestApkName, InputFileName);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return bAllInputsCurrent;
|
|
}
|
|
|
|
private int ConvertDepthBufferIniValue(string IniValue)
|
|
{
|
|
switch (IniValue.ToLower())
|
|
{
|
|
case "bits16":
|
|
return 16;
|
|
case "bits24":
|
|
return 24;
|
|
case "bits32":
|
|
return 32;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
private string ConvertOrientationIniValue(string IniValue)
|
|
{
|
|
switch (IniValue.ToLower())
|
|
{
|
|
case "portrait":
|
|
return "portrait";
|
|
case "reverseportrait":
|
|
return "reversePortrait";
|
|
case "sensorportrait":
|
|
return "sensorPortrait";
|
|
case "landscape":
|
|
return "landscape";
|
|
case "reverselandscape":
|
|
return "reverseLandscape";
|
|
case "sensorlandscape":
|
|
return "sensorLandscape";
|
|
case "sensor":
|
|
return "sensor";
|
|
case "fullsensor":
|
|
return "fullSensor";
|
|
default:
|
|
return "landscape";
|
|
}
|
|
}
|
|
|
|
private void DetermineScreenOrientationRequirements(out bool bNeedPortrait, out bool bNeedLandscape)
|
|
{
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
string Orientation;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "Orientation", out Orientation);
|
|
|
|
bNeedLandscape = false;
|
|
bNeedPortrait = false;
|
|
|
|
switch (Orientation.ToLower())
|
|
{
|
|
case "portrait":
|
|
bNeedPortrait = true;
|
|
break;
|
|
case "reverseportrait":
|
|
bNeedPortrait = true;
|
|
break;
|
|
case "sensorportrait":
|
|
bNeedPortrait = true;
|
|
break;
|
|
|
|
case "landscape":
|
|
bNeedLandscape = true;
|
|
break;
|
|
case "reverselandscape":
|
|
bNeedLandscape = true;
|
|
break;
|
|
case "sensorlandscape":
|
|
bNeedLandscape = true;
|
|
break;
|
|
|
|
case "sensor":
|
|
bNeedPortrait = true;
|
|
bNeedLandscape = true;
|
|
break;
|
|
case "fullsensor":
|
|
bNeedPortrait = true;
|
|
bNeedLandscape = true;
|
|
break;
|
|
|
|
default:
|
|
bNeedPortrait = true;
|
|
bNeedLandscape = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void PickDownloaderScreenOrientation(string UE4BuildPath, bool bNeedPortrait, bool bNeedLandscape)
|
|
{
|
|
// Remove unused downloader_progress.xml to prevent missing resource
|
|
if (!bNeedPortrait)
|
|
{
|
|
string LayoutPath = UE4BuildPath + "/res/layout-port/downloader_progress.xml";
|
|
if (File.Exists(LayoutPath))
|
|
{
|
|
File.Delete(LayoutPath);
|
|
}
|
|
}
|
|
if (!bNeedLandscape)
|
|
{
|
|
string LayoutPath = UE4BuildPath + "/res/layout-land/downloader_progress.xml";
|
|
if (File.Exists(LayoutPath))
|
|
{
|
|
File.Delete(LayoutPath);
|
|
}
|
|
}
|
|
|
|
// Loop through each of the resolutions (only /res/drawable/ is required, others are optional)
|
|
string[] Resolutions = new string[] { "/res/drawable/", "/res/drawable-ldpi/", "/res/drawable-mdpi/", "/res/drawable-hdpi/", "/res/drawable-xhdpi/" };
|
|
foreach (string ResolutionPath in Resolutions)
|
|
{
|
|
string PortraitFilename = UE4BuildPath + ResolutionPath + "downloadimagev.png";
|
|
if (bNeedPortrait)
|
|
{
|
|
if (!File.Exists(PortraitFilename) && (ResolutionPath == "/res/drawable/"))
|
|
{
|
|
Log.TraceWarning("Warning: Downloader screen source image {0} not available, downloader screen will not function properly!", PortraitFilename);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Remove unused image
|
|
if (File.Exists(PortraitFilename))
|
|
{
|
|
File.Delete(PortraitFilename);
|
|
}
|
|
}
|
|
|
|
string LandscapeFilename = UE4BuildPath + ResolutionPath + "downloadimageh.png";
|
|
if (bNeedLandscape)
|
|
{
|
|
if (!File.Exists(LandscapeFilename) && (ResolutionPath == "/res/drawable/"))
|
|
{
|
|
Log.TraceWarning("Warning: Downloader screen source image {0} not available, downloader screen will not function properly!", LandscapeFilename);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Remove unused image
|
|
if (File.Exists(LandscapeFilename))
|
|
{
|
|
File.Delete(LandscapeFilename);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void PackageForDaydream(string UE4BuildPath)
|
|
{
|
|
bool bPackageForDaydream = IsPackagingForDaydream();
|
|
|
|
if (!bPackageForDaydream)
|
|
{
|
|
// If this isn't a Daydream App, we need to make sure to remove
|
|
// Daydream specific assets.
|
|
|
|
// Remove the Daydream app tile background.
|
|
string AppTileBackgroundPath = UE4BuildPath + "/res/drawable-nodpi/vr_icon_background.png";
|
|
if (File.Exists(AppTileBackgroundPath))
|
|
{
|
|
File.Delete(AppTileBackgroundPath);
|
|
}
|
|
|
|
// Remove the Daydream app tile icon.
|
|
string AppTileIconPath = UE4BuildPath + "/res/drawable-nodpi/vr_icon.png";
|
|
if (File.Exists(AppTileIconPath))
|
|
{
|
|
File.Delete(AppTileIconPath);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void PickSplashScreenOrientation(string UE4BuildPath, bool bNeedPortrait, bool bNeedLandscape)
|
|
{
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
bool bShowLaunchImage = false;
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bShowLaunchImage", out bShowLaunchImage);
|
|
bool bPackageForGearVR;
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bPackageForGearVR", out bPackageForGearVR);
|
|
bool bPackageForDaydream = IsPackagingForDaydream();
|
|
|
|
//override the parameters if we are not showing a launch image or are packaging for GearVR and Daydream
|
|
if (bPackageForGearVR || bPackageForDaydream || !bShowLaunchImage)
|
|
{
|
|
bNeedPortrait = bNeedLandscape = false;
|
|
}
|
|
|
|
// Remove unused styles.xml to prevent missing resource
|
|
if (!bNeedPortrait)
|
|
{
|
|
string StylesPath = UE4BuildPath + "/res/values-port/styles.xml";
|
|
if (File.Exists(StylesPath))
|
|
{
|
|
File.Delete(StylesPath);
|
|
}
|
|
}
|
|
if (!bNeedLandscape)
|
|
{
|
|
string StylesPath = UE4BuildPath + "/res/values-land/styles.xml";
|
|
if (File.Exists(StylesPath))
|
|
{
|
|
File.Delete(StylesPath);
|
|
}
|
|
}
|
|
|
|
// Loop through each of the resolutions (only /res/drawable/ is required, others are optional)
|
|
string[] Resolutions = new string[] { "/res/drawable/", "/res/drawable-ldpi/", "/res/drawable-mdpi/", "/res/drawable-hdpi/", "/res/drawable-xhdpi/" };
|
|
foreach (string ResolutionPath in Resolutions)
|
|
{
|
|
string PortraitFilename = UE4BuildPath + ResolutionPath + "splashscreen_portrait.png";
|
|
if (bNeedPortrait)
|
|
{
|
|
if (!File.Exists(PortraitFilename) && (ResolutionPath == "/res/drawable/"))
|
|
{
|
|
Log.TraceWarning("Warning: Splash screen source image {0} not available, splash screen will not function properly!", PortraitFilename);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Remove unused image
|
|
if (File.Exists(PortraitFilename))
|
|
{
|
|
File.Delete(PortraitFilename);
|
|
}
|
|
}
|
|
|
|
string LandscapeFilename = UE4BuildPath + ResolutionPath + "splashscreen_landscape.png";
|
|
if (bNeedLandscape)
|
|
{
|
|
if (!File.Exists(LandscapeFilename) && (ResolutionPath == "/res/drawable/"))
|
|
{
|
|
Log.TraceWarning("Warning: Splash screen source image {0} not available, splash screen will not function properly!", LandscapeFilename);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Remove unused image
|
|
if (File.Exists(LandscapeFilename))
|
|
{
|
|
File.Delete(LandscapeFilename);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private string GetPackageName(string ProjectName)
|
|
{
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
string PackageName;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "PackageName", out PackageName);
|
|
// replace some variables
|
|
PackageName = PackageName.Replace("[PROJECT]", ProjectName);
|
|
PackageName = PackageName.Replace("-", "_");
|
|
return PackageName;
|
|
}
|
|
|
|
private string GetPublicKey()
|
|
{
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
string PlayLicenseKey = "";
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "GooglePlayLicenseKey", out PlayLicenseKey);
|
|
return PlayLicenseKey;
|
|
}
|
|
|
|
|
|
|
|
private string GenerateManifest(AndroidToolChain ToolChain, string ProjectName, string EngineDirectory, bool bIsForDistribution, bool bPackageDataInsideApk, string GameBuildFilesPath, bool bHasOBBFiles, bool bDisableVerifyOBBOnStartUp, string UE4Arch, string GPUArch, string CookFlavor, bool bUseExternalFilesDir)
|
|
{
|
|
// Read the engine version
|
|
string EngineMajorVersion = "4";
|
|
string EngineMinorVersion = "0";
|
|
string EnginePatchVersion = "0";
|
|
string EngineVersionFile = Path.Combine(EngineDirectory, "Source", "Runtime", "Launch", "Resources", "Version.h");
|
|
string[] EngineVersionLines = File.ReadAllLines(EngineVersionFile);
|
|
for (int i = 0; i < EngineVersionLines.Length; ++i)
|
|
{
|
|
if (EngineVersionLines[i].StartsWith("#define ENGINE_MAJOR_VERSION"))
|
|
{
|
|
EngineMajorVersion = EngineVersionLines[i].Split('\t')[1].Trim(' ');
|
|
}
|
|
else if (EngineVersionLines[i].StartsWith("#define ENGINE_MINOR_VERSION"))
|
|
{
|
|
EngineMinorVersion = EngineVersionLines[i].Split('\t')[1].Trim(' ');
|
|
}
|
|
else if (EngineVersionLines[i].StartsWith("#define ENGINE_PATCH_VERSION"))
|
|
{
|
|
EnginePatchVersion = EngineVersionLines[i].Split('\t')[1].Trim(' ');
|
|
}
|
|
}
|
|
string EngineVersion = EngineMajorVersion + "." + EngineMinorVersion + "." + EnginePatchVersion;
|
|
|
|
string Arch = GetNDKArch(UE4Arch);
|
|
int NDKLevelInt = ToolChain.GetNdkApiLevelInt();
|
|
|
|
// 64-bit targets must be android-21 or higher
|
|
if (NDKLevelInt < 21)
|
|
{
|
|
if (UE4Arch == "-arm64" || UE4Arch == "-x64")
|
|
{
|
|
NDKLevelInt = 21;
|
|
}
|
|
}
|
|
|
|
// ini file to get settings from
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
string PackageName = GetPackageName(ProjectName);
|
|
bool bEnableGooglePlaySupport;
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bEnableGooglePlaySupport", out bEnableGooglePlaySupport);
|
|
string DepthBufferPreference;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "DepthBufferPreference", out DepthBufferPreference);
|
|
int MinSDKVersion;
|
|
Ini.GetInt32("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "MinSDKVersion", out MinSDKVersion);
|
|
int TargetSDKVersion = MinSDKVersion;
|
|
Ini.GetInt32("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "TargetSDKVersion", out TargetSDKVersion);
|
|
int StoreVersion;
|
|
Ini.GetInt32("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "StoreVersion", out StoreVersion);
|
|
string VersionDisplayName;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "VersionDisplayName", out VersionDisplayName);
|
|
string Orientation;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "Orientation", out Orientation);
|
|
bool EnableFullScreen;
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bFullScreen", out EnableFullScreen);
|
|
List<string> ExtraManifestNodeTags;
|
|
Ini.GetArray("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "ExtraManifestNodeTags", out ExtraManifestNodeTags);
|
|
List<string> ExtraApplicationNodeTags;
|
|
Ini.GetArray("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "ExtraApplicationNodeTags", out ExtraApplicationNodeTags);
|
|
List<string> ExtraActivityNodeTags;
|
|
Ini.GetArray("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "ExtraActivityNodeTags", out ExtraActivityNodeTags);
|
|
string ExtraActivitySettings;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "ExtraActivitySettings", out ExtraActivitySettings);
|
|
string ExtraApplicationSettings;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "ExtraApplicationSettings", out ExtraApplicationSettings);
|
|
List<string> ExtraPermissions;
|
|
Ini.GetArray("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "ExtraPermissions", out ExtraPermissions);
|
|
bool bPackageForGearVR;
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bPackageForGearVR", out bPackageForGearVR);
|
|
bool bEnableIAP = false;
|
|
Ini.GetBool("OnlineSubsystemGooglePlay.Store", "bSupportsInAppPurchasing", out bEnableIAP);
|
|
bool bShowLaunchImage = false;
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bShowLaunchImage", out bShowLaunchImage);
|
|
string AndroidGraphicsDebugger;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "AndroidGraphicsDebugger", out AndroidGraphicsDebugger);
|
|
|
|
string InstallLocation;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "InstallLocation", out InstallLocation);
|
|
switch(InstallLocation.ToLower())
|
|
{
|
|
case "preferexternal":
|
|
InstallLocation = "preferExternal";
|
|
break;
|
|
case "auto":
|
|
InstallLocation = "auto";
|
|
break;
|
|
default:
|
|
InstallLocation = "internalOnly";
|
|
break;
|
|
}
|
|
|
|
// fix up the MinSdkVersion
|
|
if (NDKLevelInt > 19)
|
|
{
|
|
if (MinSDKVersion < 21)
|
|
{
|
|
MinSDKVersion = 21;
|
|
Log.TraceInformation("Fixing minSdkVersion; NDK level above 19 requires minSdkVersion of 21 (arch={0})", UE4Arch.Substring(1));
|
|
}
|
|
}
|
|
|
|
// disable GearVR if not supported platform (in this case only armv7 for now)
|
|
if (UE4Arch != "-armv7")
|
|
{
|
|
if (bPackageForGearVR)
|
|
{
|
|
Log.TraceInformation("Disabling Package For GearVR for unsupported architecture {0}", UE4Arch);
|
|
bPackageForGearVR = false;
|
|
}
|
|
}
|
|
|
|
// disable splash screen for GearVR (for now)
|
|
if (bPackageForGearVR)
|
|
{
|
|
if (bShowLaunchImage)
|
|
{
|
|
Log.TraceInformation("Disabling Show Launch Image for GearVR enabled application");
|
|
bShowLaunchImage = false;
|
|
}
|
|
}
|
|
|
|
bool bPackageForDaydream = IsPackagingForDaydream();
|
|
// disable splash screen for daydream
|
|
if (bPackageForDaydream)
|
|
{
|
|
if (bShowLaunchImage)
|
|
{
|
|
Log.TraceInformation("Disabling Show Launch Image for Daydream enabled application");
|
|
bShowLaunchImage = false;
|
|
}
|
|
}
|
|
|
|
//figure out which texture compressions are supported
|
|
bool bETC1Enabled, bETC2Enabled, bDXTEnabled, bATCEnabled, bPVRTCEnabled, bASTCEnabled;
|
|
bETC1Enabled = bETC2Enabled = bDXTEnabled = bATCEnabled = bPVRTCEnabled = bASTCEnabled = false;
|
|
if (CookFlavor.Length < 1)
|
|
{
|
|
//All values supproted
|
|
bETC1Enabled = bETC2Enabled = bDXTEnabled = bATCEnabled = bPVRTCEnabled = bASTCEnabled = true;
|
|
}
|
|
else
|
|
{
|
|
switch(CookFlavor)
|
|
{
|
|
case "_Multi":
|
|
//need to check ini to determine which are supported
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bMultiTargetFormat_ETC1", out bETC1Enabled);
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bMultiTargetFormat_ETC2", out bETC2Enabled);
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bMultiTargetFormat_DXT", out bDXTEnabled);
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bMultiTargetFormat_ATC", out bATCEnabled);
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bMultiTargetFormat_PVRTC", out bPVRTCEnabled);
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bMultiTargetFormat_ASTC", out bASTCEnabled);
|
|
break;
|
|
case "_ETC1":
|
|
bETC1Enabled = true;
|
|
break;
|
|
case "_ETC2":
|
|
bETC2Enabled = true;
|
|
break;
|
|
case "_DXT":
|
|
bDXTEnabled = true;
|
|
break;
|
|
case "_ATC":
|
|
bATCEnabled = true;
|
|
break;
|
|
case "_PVRTC":
|
|
bPVRTCEnabled = true;
|
|
break;
|
|
case "_ASTC":
|
|
bASTCEnabled = true;
|
|
break;
|
|
default:
|
|
Log.TraceWarning("Invalid or unknown CookFlavor used in GenerateManifest: {0}", CookFlavor);
|
|
break;
|
|
}
|
|
}
|
|
bool bSupportingAllTextureFormats = bETC1Enabled && bETC2Enabled && bDXTEnabled && bATCEnabled && bPVRTCEnabled && bASTCEnabled;
|
|
|
|
// If it is only ETC2 we need to skip adding the texture format filtering and instead use ES 3.0 as minimum version (it requires ETC2)
|
|
bool bOnlyETC2Enabled = (bETC2Enabled && !(bETC1Enabled || bDXTEnabled || bATCEnabled || bPVRTCEnabled || bASTCEnabled));
|
|
|
|
StringBuilder Text = new StringBuilder();
|
|
Text.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
|
|
Text.AppendLine("<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"");
|
|
Text.AppendLine(string.Format(" package=\"{0}\"", PackageName));
|
|
if (ExtraManifestNodeTags != null)
|
|
{
|
|
foreach (string Line in ExtraManifestNodeTags)
|
|
{
|
|
Text.AppendLine(" " + Line);
|
|
}
|
|
}
|
|
Text.AppendLine(string.Format(" android:installLocation=\"{0}\"", InstallLocation));
|
|
Text.AppendLine(string.Format(" android:versionCode=\"{0}\"", StoreVersion));
|
|
Text.AppendLine(string.Format(" android:versionName=\"{0}\">", VersionDisplayName));
|
|
|
|
Text.AppendLine("");
|
|
|
|
Text.AppendLine("\t<!-- Application Definition -->");
|
|
Text.AppendLine("\t<application android:label=\"@string/app_name\"");
|
|
Text.AppendLine("\t android:icon=\"@drawable/icon\"");
|
|
if (ExtraApplicationNodeTags != null)
|
|
{
|
|
foreach (string Line in ExtraApplicationNodeTags)
|
|
{
|
|
Text.AppendLine("\t " + Line);
|
|
}
|
|
}
|
|
Text.AppendLine("\t android:hardwareAccelerated=\"true\">");
|
|
Text.AppendLine("\t android:hasCode=\"true\">");
|
|
if (bShowLaunchImage)
|
|
{
|
|
// normal application settings
|
|
Text.AppendLine("\t\t<activity android:name=\"com.epicgames.ue4.SplashActivity\"");
|
|
Text.AppendLine("\t\t android:label=\"@string/app_name\"");
|
|
Text.AppendLine("\t\t android:theme=\"@style/UE4SplashTheme\"");
|
|
Text.AppendLine("\t\t android:launchMode=\"singleTask\"");
|
|
Text.AppendLine(string.Format("\t\t android:screenOrientation=\"{0}\"", ConvertOrientationIniValue(Orientation)));
|
|
Text.AppendLine(string.Format("\t\t android:debuggable=\"{0}\">", bIsForDistribution ? "false" : "true"));
|
|
Text.AppendLine("\t\t\t<intent-filter>");
|
|
Text.AppendLine("\t\t\t\t<action android:name=\"android.intent.action.MAIN\" />");
|
|
Text.AppendLine(string.Format("\t\t\t\t<category android:name=\"android.intent.category.LAUNCHER\" />"));
|
|
Text.AppendLine("\t\t\t</intent-filter>");
|
|
Text.AppendLine("\t\t</activity>");
|
|
Text.AppendLine("\t\t<activity android:name=\"com.epicgames.ue4.GameActivity\"");
|
|
Text.AppendLine("\t\t android:label=\"@string/app_name\"");
|
|
Text.AppendLine("\t\t android:theme=\"@style/UE4SplashTheme\"");
|
|
Text.AppendLine("\t\t android:configChanges=\"screenSize|orientation|keyboardHidden|keyboard\"");
|
|
}
|
|
else
|
|
{
|
|
Text.AppendLine("\t\t<activity android:name=\"com.epicgames.ue4.GameActivity\"");
|
|
Text.AppendLine("\t\t android:label=\"@string/app_name\"");
|
|
Text.AppendLine("\t\t android:theme=\"@android:style/Theme.Black.NoTitleBar.Fullscreen\"");
|
|
Text.AppendLine("\t\t android:configChanges=\"screenSize|orientation|keyboardHidden|keyboard\"");
|
|
}
|
|
Text.AppendLine("\t\t android:launchMode=\"singleTask\"");
|
|
Text.AppendLine(string.Format("\t\t android:screenOrientation=\"{0}\"", ConvertOrientationIniValue(Orientation)));
|
|
if (ExtraActivityNodeTags != null)
|
|
{
|
|
foreach (string Line in ExtraActivityNodeTags)
|
|
{
|
|
Text.AppendLine("\t\t " + Line);
|
|
}
|
|
}
|
|
Text.AppendLine(string.Format("\t\t android:debuggable=\"{0}\">", bIsForDistribution ? "false" : "true"));
|
|
Text.AppendLine("\t\t\t<meta-data android:name=\"android.app.lib_name\" android:value=\"UE4\"/>");
|
|
if (!bShowLaunchImage)
|
|
{
|
|
Text.AppendLine("\t\t\t<intent-filter>");
|
|
Text.AppendLine("\t\t\t\t<action android:name=\"android.intent.action.MAIN\" />");
|
|
Text.AppendLine(string.Format("\t\t\t\t<category android:name=\"android.intent.category.LAUNCHER\" />"));
|
|
Text.AppendLine("\t\t\t</intent-filter>");
|
|
}
|
|
if (!string.IsNullOrEmpty(ExtraActivitySettings))
|
|
{
|
|
ExtraActivitySettings = ExtraActivitySettings.Replace("\\n", "\n");
|
|
foreach (string Line in ExtraActivitySettings.Split("\r\n".ToCharArray()))
|
|
{
|
|
Text.AppendLine("\t\t\t" + Line);
|
|
}
|
|
}
|
|
string ActivityAdditionsFile = Path.Combine(GameBuildFilesPath, "ManifestActivityAdditions.txt");
|
|
if (File.Exists(ActivityAdditionsFile))
|
|
{
|
|
foreach (string Line in File.ReadAllLines(ActivityAdditionsFile))
|
|
{
|
|
Text.AppendLine("\t\t\t" + Line);
|
|
}
|
|
}
|
|
Text.AppendLine("\t\t</activity>");
|
|
|
|
// For OBB download support
|
|
if (bShowLaunchImage)
|
|
{
|
|
Text.AppendLine("\t\t<activity android:name=\".DownloaderActivity\"");
|
|
Text.AppendLine(string.Format("\t\t android:screenOrientation=\"{0}\"", ConvertOrientationIniValue(Orientation)));
|
|
Text.AppendLine("\t\t android:configChanges=\"screenSize|orientation|keyboardHidden|keyboard\"");
|
|
Text.AppendLine("\t\t android:theme=\"@style/UE4SplashTheme\" />");
|
|
}
|
|
else
|
|
{
|
|
Text.AppendLine("\t\t<activity android:name=\".DownloaderActivity\" />");
|
|
}
|
|
|
|
Text.AppendLine(string.Format("\t\t<meta-data android:name=\"com.epicgames.ue4.GameActivity.EngineVersion\" android:value=\"{0}\"/>", EngineVersion));
|
|
Text.AppendLine(string.Format("\t\t<meta-data android:name=\"com.epicgames.ue4.GameActivity.DepthBufferPreference\" android:value=\"{0}\"/>", ConvertDepthBufferIniValue(DepthBufferPreference)));
|
|
Text.AppendLine(string.Format("\t\t<meta-data android:name=\"com.epicgames.ue4.GameActivity.bPackageDataInsideApk\" android:value=\"{0}\"/>", bPackageDataInsideApk ? "true" : "false"));
|
|
Text.AppendLine(string.Format("\t\t<meta-data android:name=\"com.epicgames.ue4.GameActivity.bVerifyOBBOnStartUp\" android:value=\"{0}\"/>", (bIsForDistribution && !bDisableVerifyOBBOnStartUp) ? "true" : "false"));
|
|
Text.AppendLine(string.Format("\t\t<meta-data android:name=\"com.epicgames.ue4.GameActivity.bShouldHideUI\" android:value=\"{0}\"/>", EnableFullScreen ? "true" : "false"));
|
|
Text.AppendLine(string.Format("\t\t<meta-data android:name=\"com.epicgames.ue4.GameActivity.ProjectName\" android:value=\"{0}\"/>", ProjectName));
|
|
Text.AppendLine(string.Format("\t\t<meta-data android:name=\"com.epicgames.ue4.GameActivity.bHasOBBFiles\" android:value=\"{0}\"/>", bHasOBBFiles ? "true" : "false"));
|
|
Text.AppendLine(string.Format("\t\t<meta-data android:name=\"com.epicgames.ue4.GameActivity.bUseExternalFilesDir\" android:value=\"{0}\"/>", bUseExternalFilesDir ? "true" : "false"));
|
|
Text.AppendLine("\t\t<meta-data android:name=\"com.google.android.gms.games.APP_ID\"");
|
|
Text.AppendLine("\t\t android:value=\"@string/app_id\" />");
|
|
Text.AppendLine("\t\t<meta-data android:name=\"com.google.android.gms.version\"");
|
|
Text.AppendLine("\t\t android:value=\"@integer/google_play_services_version\" />");
|
|
Text.AppendLine("\t\t<activity android:name=\"com.google.android.gms.ads.AdActivity\"");
|
|
Text.AppendLine("\t\t android:configChanges=\"keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize\"/>");
|
|
if (!string.IsNullOrEmpty(ExtraApplicationSettings))
|
|
{
|
|
ExtraApplicationSettings = ExtraApplicationSettings.Replace("\\n", "\n");
|
|
foreach (string Line in ExtraApplicationSettings.Split("\r\n".ToCharArray()))
|
|
{
|
|
Text.AppendLine("\t\t" + Line);
|
|
}
|
|
}
|
|
string ApplicationAdditionsFile = Path.Combine(GameBuildFilesPath, "ManifestApplicationAdditions.txt");
|
|
if (File.Exists(ApplicationAdditionsFile))
|
|
{
|
|
foreach (string Line in File.ReadAllLines(ApplicationAdditionsFile))
|
|
{
|
|
Text.AppendLine("\t\t" + Line);
|
|
}
|
|
}
|
|
|
|
// Required for OBB download support
|
|
Text.AppendLine("\t\t<service android:name=\"OBBDownloaderService\" />");
|
|
Text.AppendLine("\t\t<receiver android:name=\"AlarmReceiver\" />");
|
|
|
|
Text.AppendLine("\t\t<receiver android:name=\"com.epicgames.ue4.LocalNotificationReceiver\" />");
|
|
|
|
Text.AppendLine("\t</application>");
|
|
|
|
Text.AppendLine("");
|
|
Text.AppendLine("\t<!-- Requirements -->");
|
|
|
|
// check for an override for the requirements section of the manifest
|
|
string RequirementsOverrideFile = Path.Combine(GameBuildFilesPath, "ManifestRequirementsOverride.txt");
|
|
if (File.Exists(RequirementsOverrideFile))
|
|
{
|
|
foreach (string Line in File.ReadAllLines(RequirementsOverrideFile))
|
|
{
|
|
Text.AppendLine("\t" + Line);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// need just the number part of the sdk
|
|
Text.AppendLine(string.Format("\t<uses-sdk android:minSdkVersion=\"{0}\" android:targetSdkVersion=\"{1}\"/>", MinSDKVersion, TargetSDKVersion));
|
|
Text.AppendLine("\t<uses-feature android:glEsVersion=\"" + AndroidToolChain.GetGLESVersionFromGPUArch(GPUArch, bOnlyETC2Enabled) + "\" android:required=\"true\" />");
|
|
Text.AppendLine("\t<uses-permission android:name=\"android.permission.INTERNET\"/>");
|
|
Text.AppendLine("\t<uses-permission android:name=\"android.permission.WRITE_EXTERNAL_STORAGE\"/>");
|
|
Text.AppendLine("\t<uses-permission android:name=\"android.permission.ACCESS_NETWORK_STATE\"/>");
|
|
Text.AppendLine("\t<uses-permission android:name=\"android.permission.WAKE_LOCK\"/>");
|
|
// Text.AppendLine("\t<uses-permission android:name=\"android.permission.READ_PHONE_STATE\"/>");
|
|
Text.AppendLine("\t<uses-permission android:name=\"com.android.vending.CHECK_LICENSE\"/>");
|
|
Text.AppendLine("\t<uses-permission android:name=\"android.permission.ACCESS_WIFI_STATE\"/>");
|
|
Text.AppendLine("\t<uses-permission android:name=\"android.permission.MODIFY_AUDIO_SETTINGS\"/>");
|
|
// Text.AppendLine("\t<uses-permission android:name=\"android.permission.GET_ACCOUNTS\"/>");
|
|
Text.AppendLine("\t<uses-permission android:name=\"android.permission.VIBRATE\"/>");
|
|
// Text.AppendLine("\t<uses-permission android:name=\"android.permission.DISABLE_KEYGUARD\"/>");
|
|
|
|
if (bEnableIAP)
|
|
{
|
|
Text.AppendLine("\t<uses-permission android:name=\"com.android.vending.BILLING\"/>");
|
|
}
|
|
if (ExtraPermissions != null)
|
|
{
|
|
foreach (string Permission in ExtraPermissions)
|
|
{
|
|
Text.AppendLine(string.Format("\t<uses-permission android:name=\"{0}\"/>", Permission));
|
|
}
|
|
}
|
|
string RequirementsAdditionsFile = Path.Combine(GameBuildFilesPath, "ManifestRequirementsAdditions.txt");
|
|
if (File.Exists(RequirementsAdditionsFile))
|
|
{
|
|
foreach (string Line in File.ReadAllLines(RequirementsAdditionsFile))
|
|
{
|
|
Text.AppendLine("\t" + Line);
|
|
}
|
|
}
|
|
if (AndroidGraphicsDebugger.ToLower() == "adreno")
|
|
{
|
|
Text.AppendLine("\t<uses-permission android:name=\"com.qti.permission.PROFILER\"/>");
|
|
}
|
|
|
|
if (!bSupportingAllTextureFormats)
|
|
{
|
|
Text.AppendLine("\t<!-- Supported texture compression formats (cooked) -->");
|
|
if (bETC1Enabled)
|
|
{
|
|
Text.AppendLine("\t<supports-gl-texture android:name=\"GL_OES_compressed_ETC1_RGB8_texture\" />");
|
|
}
|
|
if (bETC2Enabled && !bOnlyETC2Enabled)
|
|
{
|
|
Text.AppendLine("\t<supports-gl-texture android:name=\"GL_COMPRESSED_RGB8_ETC2\" />");
|
|
Text.AppendLine("\t<supports-gl-texture android:name=\"GL_COMPRESSED_RGBA8_ETC2_EAC\" />");
|
|
}
|
|
if (bATCEnabled)
|
|
{
|
|
Text.AppendLine("\t<supports-gl-texture android:name=\"GL_AMD_compressed_ATC_texture\" />");
|
|
Text.AppendLine("\t<supports-gl-texture android:name=\"GL_ATI_texture_compression_atitc\" />");
|
|
}
|
|
if (bDXTEnabled)
|
|
{
|
|
Text.AppendLine("\t<supports-gl-texture android:name=\"GL_EXT_texture_compression_dxt1\" />");
|
|
Text.AppendLine("\t<supports-gl-texture android:name=\"GL_EXT_texture_compression_s3tc\" />");
|
|
Text.AppendLine("\t<supports-gl-texture android:name=\"GL_NV_texture_compression_s3tc\" />");
|
|
}
|
|
if (bPVRTCEnabled)
|
|
{
|
|
Text.AppendLine("\t<supports-gl-texture android:name=\"GL_IMG_texture_compression_pvrtc\" />");
|
|
}
|
|
if (bASTCEnabled)
|
|
{
|
|
Text.AppendLine("\t<supports-gl-texture android:name=\"GL_KHR_texture_compression_astc_ldr\" />");
|
|
}
|
|
}
|
|
}
|
|
|
|
Text.AppendLine("</manifest>");
|
|
|
|
// allow plugins to modify final manifest HERE
|
|
XDocument XDoc;
|
|
try
|
|
{
|
|
XDoc = XDocument.Parse(Text.ToString());
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
throw new BuildException("AndroidManifest.xml is invalid {0}\n{1}", e, Text.ToString());
|
|
}
|
|
|
|
UPL.ProcessPluginNode(Arch, "androidManifestUpdates", "", ref XDoc);
|
|
return XDoc.ToString();
|
|
}
|
|
|
|
private string GenerateProguard(string Arch, string EngineSourcePath, string GameBuildFilesPath)
|
|
{
|
|
StringBuilder Text = new StringBuilder();
|
|
|
|
string ProguardFile = Path.Combine(EngineSourcePath, "proguard-project.txt");
|
|
if (File.Exists(ProguardFile))
|
|
{
|
|
foreach (string Line in File.ReadAllLines(ProguardFile))
|
|
{
|
|
Text.AppendLine(Line);
|
|
}
|
|
}
|
|
|
|
string ProguardAdditionsFile = Path.Combine(GameBuildFilesPath, "ProguardAdditions.txt");
|
|
if (File.Exists(ProguardAdditionsFile))
|
|
{
|
|
foreach (string Line in File.ReadAllLines(ProguardAdditionsFile))
|
|
{
|
|
Text.AppendLine(Line);
|
|
}
|
|
}
|
|
|
|
// add plugin additions
|
|
return UPL.ProcessPluginNode(Arch, "proguardAdditions", Text.ToString());
|
|
}
|
|
|
|
private void ValidateGooglePlay(string UE4BuildPath)
|
|
{
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
bool bEnableGooglePlaySupport;
|
|
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bEnableGooglePlaySupport", out bEnableGooglePlaySupport);
|
|
|
|
if (!bEnableGooglePlaySupport)
|
|
{
|
|
// do not need to do anything; it is fine
|
|
return;
|
|
}
|
|
|
|
string IniAppId;
|
|
bool bInvalidIniAppId = false;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "GamesAppID", out IniAppId);
|
|
|
|
//validate the value found in the AndroidRuntimeSettings
|
|
Int64 Value;
|
|
if (IniAppId.Length == 0 || !Int64.TryParse(IniAppId, out Value))
|
|
{
|
|
bInvalidIniAppId = true;
|
|
}
|
|
|
|
bool bInvalid = false;
|
|
string ReplacementId = "";
|
|
String Filename = Path.Combine(UE4BuildPath, "res", "values", "GooglePlayAppID.xml");
|
|
if (File.Exists(Filename))
|
|
{
|
|
string[] FileContent = File.ReadAllLines(Filename);
|
|
int LineIndex = -1;
|
|
foreach (string Line in FileContent)
|
|
{
|
|
++LineIndex;
|
|
|
|
int StartIndex = Line.IndexOf("\"app_id\">");
|
|
if (StartIndex < 0)
|
|
continue;
|
|
|
|
StartIndex += 9;
|
|
int EndIndex = Line.IndexOf("</string>");
|
|
if (EndIndex < 0)
|
|
continue;
|
|
|
|
string XmlAppId = Line.Substring(StartIndex, EndIndex - StartIndex);
|
|
|
|
//validate that the AppId matches the .ini value for the GooglePlay AppId, assuming it's valid
|
|
if (!bInvalidIniAppId && IniAppId.CompareTo(XmlAppId) != 0)
|
|
{
|
|
Log.TraceInformation("Replacing Google Play AppID in GooglePlayAppID.xml with AndroidRuntimeSettings .ini value");
|
|
|
|
bInvalid = true;
|
|
ReplacementId = IniAppId;
|
|
|
|
}
|
|
else if(XmlAppId.Length == 0 || !Int64.TryParse(XmlAppId, out Value))
|
|
{
|
|
Log.TraceWarning("\nWARNING: GooglePlay Games App ID is invalid! Replacing it with \"1\"");
|
|
|
|
//write file with something which will fail but not cause an exception if executed
|
|
bInvalid = true;
|
|
ReplacementId = "1";
|
|
}
|
|
|
|
if(bInvalid)
|
|
{
|
|
// remove any read only flags if invalid so it can be replaced
|
|
FileInfo DestFileInfo = new FileInfo(Filename);
|
|
DestFileInfo.Attributes = DestFileInfo.Attributes & ~FileAttributes.ReadOnly;
|
|
|
|
//preserve the rest of the file, just fix up this line
|
|
string NewLine = Line.Replace("\"app_id\">" + XmlAppId + "</string>", "\"app_id\">" + ReplacementId + "</string>");
|
|
FileContent[LineIndex] = NewLine;
|
|
|
|
File.WriteAllLines(Filename, FileContent);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
string NewAppId;
|
|
// if we don't have an appID to use from the config, write file with something which will fail but not cause an exception if executed
|
|
if (bInvalidIniAppId)
|
|
{
|
|
Log.TraceWarning("\nWARNING: Creating GooglePlayAppID.xml using a Google Play AppID of \"1\" because there was no valid AppID in AndroidRuntimeSettings!");
|
|
NewAppId = "1";
|
|
}
|
|
else
|
|
{
|
|
Log.TraceInformation("Creating GooglePlayAppID.xml with AndroidRuntimeSettings .ini value");
|
|
NewAppId = IniAppId;
|
|
}
|
|
|
|
File.WriteAllText(Filename, "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n<resources>\n\t<string name=\"app_id\">" + NewAppId + "</string>\n</resources>\n");
|
|
}
|
|
}
|
|
|
|
private bool FilesAreDifferent(string SourceFilename, string DestFilename)
|
|
{
|
|
// source must exist
|
|
FileInfo SourceInfo = new FileInfo(SourceFilename);
|
|
if (!SourceInfo.Exists)
|
|
{
|
|
throw new BuildException("Can't make an APK without file [{0}]", SourceFilename);
|
|
}
|
|
|
|
// different if destination doesn't exist
|
|
FileInfo DestInfo = new FileInfo(DestFilename);
|
|
if (!DestInfo.Exists)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// file lengths differ?
|
|
if (SourceInfo.Length != DestInfo.Length)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// validate timestamps
|
|
TimeSpan Diff = DestInfo.LastWriteTimeUtc - SourceInfo.LastWriteTimeUtc;
|
|
if (Diff.TotalSeconds < -1 || Diff.TotalSeconds > 1)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// could check actual bytes just to be sure, but good enough
|
|
return false;
|
|
}
|
|
|
|
private bool RequiresOBB(bool bDisallowPackageInAPK, string OBBLocation)
|
|
{
|
|
if (bDisallowPackageInAPK)
|
|
{
|
|
Log.TraceInformation("APK contains data.");
|
|
return false;
|
|
}
|
|
else if (!String.IsNullOrEmpty(Environment.GetEnvironmentVariable("uebp_LOCAL_ROOT")))
|
|
{
|
|
Log.TraceInformation("On build machine.");
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
Log.TraceInformation("Looking for OBB.");
|
|
return File.Exists(OBBLocation);
|
|
}
|
|
}
|
|
|
|
private void MakeApk(AndroidToolChain ToolChain, string ProjectName, string ProjectDirectory, string OutputPath, string EngineDirectory, bool bForDistribution, string CookFlavor, bool bMakeSeparateApks, bool bIncrementalPackage, bool bDisallowPackagingDataInApk, bool bDisallowExternalFilesDir)
|
|
{
|
|
Log.TraceInformation("\n===={0}====PREPARING TO MAKE APK=================================================================", DateTime.Now.ToString());
|
|
|
|
// cache some tools paths
|
|
string NDKBuildPath = Environment.ExpandEnvironmentVariables("%NDKROOT%/ndk-build" + (Utils.IsRunningOnMono ? "" : ".cmd"));
|
|
|
|
// set up some directory info
|
|
string IntermediateAndroidPath = Path.Combine(ProjectDirectory, "Intermediate/Android/");
|
|
string UE4BuildPath = Path.Combine(IntermediateAndroidPath, "APK");
|
|
string UE4JavaFilePath = Path.Combine(ProjectDirectory, "Build", "Android", GetUE4JavaSrcPath());
|
|
string UE4BuildFilesPath = GetUE4BuildFilePath(EngineDirectory);
|
|
string GameBuildFilesPath = Path.Combine(ProjectDirectory, "Build/Android");
|
|
|
|
// Generate Java files
|
|
string PackageName = GetPackageName(ProjectName);
|
|
string TemplateDestinationBase = Path.Combine(ProjectDirectory, "Build", "Android", "src", PackageName.Replace('.', Path.DirectorySeparatorChar));
|
|
MakeDirectoryIfRequired(TemplateDestinationBase);
|
|
|
|
// We'll be writing the OBB data into the same location as the download service files
|
|
string UE4OBBDataFileName = GetUE4JavaOBBDataFileName(TemplateDestinationBase);
|
|
string UE4DownloadShimFileName = GetUE4JavaDownloadShimFileName(UE4JavaFilePath);
|
|
|
|
// Template generated files
|
|
string JavaTemplateSourceDir = GetUE4TemplateJavaSourceDir(EngineDirectory);
|
|
var templates = from template in Directory.EnumerateFiles(JavaTemplateSourceDir, "*.template")
|
|
let RealName = Path.GetFileNameWithoutExtension(template)
|
|
select new TemplateFile { SourceFile = template, DestinationFile = GetUE4TemplateJavaDestination(TemplateDestinationBase, RealName) };
|
|
|
|
// Generate the OBB and Shim files here
|
|
string ObbFileLocation = ProjectDirectory + "/Saved/StagedBuilds/Android" + CookFlavor + ".obb";
|
|
|
|
// This is kind of a small hack to get around a rewrite problem
|
|
// We need to make sure the file is there but if the OBB file doesn't exist then we don't want to replace it
|
|
if (File.Exists(ObbFileLocation) || !File.Exists(UE4OBBDataFileName))
|
|
{
|
|
WriteJavaOBBDataFile(UE4OBBDataFileName, PackageName, new List<string> { ObbFileLocation });
|
|
}
|
|
|
|
// Make sure any existing proguard file in project is NOT used (back it up)
|
|
string ProjectBuildProguardFile = Path.Combine(GameBuildFilesPath, "proguard-project.txt");
|
|
if (File.Exists(ProjectBuildProguardFile))
|
|
{
|
|
string ProjectBackupProguardFile = Path.Combine(GameBuildFilesPath, "proguard-project.backup");
|
|
File.Move(ProjectBuildProguardFile, ProjectBackupProguardFile);
|
|
}
|
|
|
|
WriteJavaDownloadSupportFiles(UE4DownloadShimFileName, templates, new Dictionary<string, string>{
|
|
{ "$$GameName$$", ProjectName },
|
|
{ "$$PublicKey$$", GetPublicKey() },
|
|
{ "$$PackageName$$",PackageName }
|
|
});
|
|
|
|
// Sometimes old files get left behind if things change, so we'll do a clean up pass
|
|
{
|
|
string CleanUpBaseDir = Path.Combine(ProjectDirectory, "Build", "Android", "src");
|
|
var files = Directory.EnumerateFiles(CleanUpBaseDir, "*.java", SearchOption.AllDirectories);
|
|
|
|
Log.TraceInformation("Cleaning up files based on template dir {0}", TemplateDestinationBase);
|
|
|
|
// Make a set of files that are okay to clean up
|
|
var cleanFiles = new HashSet<string>();
|
|
cleanFiles.Add("OBBData.java");
|
|
foreach (var template in templates)
|
|
{
|
|
cleanFiles.Add(Path.GetFileName(template.DestinationFile));
|
|
}
|
|
|
|
foreach (var filename in files)
|
|
{
|
|
if (filename == UE4DownloadShimFileName) // we always need the shim, and it'll get rewritten if needed anyway
|
|
continue;
|
|
|
|
string filePath = Path.GetDirectoryName(filename); // grab the file's path
|
|
if (filePath != TemplateDestinationBase) // and check to make sure it isn't the same as the Template directory we calculated earlier
|
|
{
|
|
// Only delete the files in the cleanup set
|
|
if (!cleanFiles.Contains(Path.GetFileName(filename)))
|
|
continue;
|
|
|
|
Log.TraceInformation("Cleaning up file {0} with path {1}", filename, filePath);
|
|
File.Delete(filename);
|
|
|
|
// Check to see if this file also exists in our target destination, and if so nuke it too
|
|
string DestFilename = Path.Combine(UE4BuildPath, Utils.MakePathRelativeTo(filePath, UE4BuildFilesPath));
|
|
if (File.Exists(filename))
|
|
{
|
|
File.Delete(filename);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Directory clean up code
|
|
var directories = Directory.EnumerateDirectories(CleanUpBaseDir, "*", SearchOption.AllDirectories).OrderByDescending(x => x);
|
|
foreach (var directory in directories)
|
|
{
|
|
if (Directory.Exists(directory) && Directory.GetFiles(directory, "*.*", SearchOption.AllDirectories).Count() == 0)
|
|
{
|
|
Log.TraceInformation("Cleaning Directory {0} as empty.", directory);
|
|
Directory.Delete(directory, true);
|
|
}
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
// cache if we want data in the Apk
|
|
bool bPackageDataInsideApk = PackageDataInsideApk(bDisallowPackagingDataInApk);
|
|
bool bDisableVerifyOBBOnStartUp = DisableVerifyOBBOnStartUp();
|
|
bool bUseExternalFilesDir = UseExternalFilesDir(bDisallowExternalFilesDir);
|
|
|
|
// check to see if any "meta information" is newer than last time we build
|
|
string CurrentBuildSettings = GetAllBuildSettings(ToolChain, UE4BuildPath, bForDistribution, bMakeSeparateApks, bPackageDataInsideApk, bDisableVerifyOBBOnStartUp, bUseExternalFilesDir);
|
|
string BuildSettingsCacheFile = Path.Combine(UE4BuildPath, "UEBuildSettings.txt");
|
|
|
|
// do we match previous build settings?
|
|
bool bBuildSettingsMatch = true;
|
|
|
|
// get application name and whether it changed, needing to force repackage
|
|
string ApplicationDisplayName;
|
|
if (CheckApplicationName(UE4BuildPath, ProjectName, out ApplicationDisplayName))
|
|
{
|
|
bBuildSettingsMatch = false;
|
|
Log.TraceInformation("Application display name is different than last build, forcing repackage.");
|
|
}
|
|
|
|
// if the manifest matches, look at other settings stored in a file
|
|
if (bBuildSettingsMatch)
|
|
{
|
|
if (File.Exists(BuildSettingsCacheFile))
|
|
{
|
|
string PreviousBuildSettings = File.ReadAllText(BuildSettingsCacheFile);
|
|
if (PreviousBuildSettings != CurrentBuildSettings)
|
|
{
|
|
bBuildSettingsMatch = false;
|
|
Log.TraceInformation("Previous .apk file(s) were made with different build settings, forcing repackage.");
|
|
}
|
|
}
|
|
}
|
|
|
|
// only check input dependencies if the build settings already match
|
|
if (bBuildSettingsMatch)
|
|
{
|
|
// check if so's are up to date against various inputs
|
|
var JavaFiles = new List<string>{
|
|
UE4OBBDataFileName,
|
|
UE4DownloadShimFileName
|
|
};
|
|
// Add the generated files too
|
|
JavaFiles.AddRange(from t in templates select t.SourceFile);
|
|
JavaFiles.AddRange(from t in templates select t.DestinationFile);
|
|
|
|
bBuildSettingsMatch = CheckDependencies(ToolChain, ProjectName, ProjectDirectory, UE4BuildFilesPath, GameBuildFilesPath,
|
|
EngineDirectory, JavaFiles, CookFlavor, OutputPath, UE4BuildPath, bMakeSeparateApks, bPackageDataInsideApk);
|
|
|
|
}
|
|
|
|
var Arches = ToolChain.GetAllArchitectures();
|
|
var GPUArchitectures = ToolChain.GetAllGPUArchitectures();
|
|
|
|
// Initialize APL contexts for each architecture enabled
|
|
List<string> NDKArches = new List<string>();
|
|
foreach (var Arch in Arches)
|
|
{
|
|
string NDKArch = GetNDKArch(Arch);
|
|
if (!NDKArches.Contains(NDKArch))
|
|
{
|
|
NDKArches.Add(NDKArch);
|
|
}
|
|
}
|
|
UPL.Init(NDKArches, bForDistribution, EngineDirectory, UE4BuildPath, ProjectDirectory);
|
|
|
|
IEnumerable<Tuple<string, string, string>> BuildList = null;
|
|
|
|
if (!bBuildSettingsMatch)
|
|
{
|
|
BuildList = from Arch in Arches
|
|
from GPUArch in GPUArchitectures
|
|
let manifest = GenerateManifest(ToolChain, ProjectName, EngineDirectory, bForDistribution, bPackageDataInsideApk, GameBuildFilesPath, RequiresOBB(bDisallowPackagingDataInApk, ObbFileLocation), bDisableVerifyOBBOnStartUp, Arch, GPUArch, CookFlavor, bUseExternalFilesDir)
|
|
select Tuple.Create(Arch, GPUArch, manifest);
|
|
}
|
|
else
|
|
{
|
|
BuildList = from Arch in Arches
|
|
from GPUArch in GPUArchitectures
|
|
let manifestFile = Path.Combine(IntermediateAndroidPath, Arch + "_" + GPUArch + "_AndroidManifest.xml")
|
|
let manifest = GenerateManifest(ToolChain, ProjectName, EngineDirectory, bForDistribution, bPackageDataInsideApk, GameBuildFilesPath, RequiresOBB(bDisallowPackagingDataInApk, ObbFileLocation), bDisableVerifyOBBOnStartUp, Arch, GPUArch, CookFlavor, bUseExternalFilesDir)
|
|
let OldManifest = File.Exists(manifestFile) ? File.ReadAllText(manifestFile) : ""
|
|
where manifest != OldManifest
|
|
select Tuple.Create(Arch, GPUArch, manifest);
|
|
}
|
|
|
|
// Now we have to spin over all the arch/gpu combinations to make sure they all match
|
|
int BuildListComboTotal = BuildList.Count();
|
|
if (BuildListComboTotal == 0)
|
|
{
|
|
Log.TraceInformation("Output .apk file(s) are up to date (dependencies and build settings are up to date)");
|
|
return;
|
|
}
|
|
|
|
|
|
// Once for all arches code:
|
|
|
|
// make up a dictionary of strings to replace in xml files (strings.xml)
|
|
Dictionary<string, string> Replacements = new Dictionary<string, string>();
|
|
Replacements.Add("${EXECUTABLE_NAME}", ApplicationDisplayName);
|
|
|
|
if (!bIncrementalPackage)
|
|
{
|
|
// Wipe the Intermediate/Build/APK directory first, except for dexedLibs, because Google Services takes FOREVER to predex, and it almost never changes
|
|
// so allow the ANT checking to win here - if this grows a bit with extra libs, it's fine, it _should_ only pull in dexedLibs it needs
|
|
Log.TraceInformation("Performing complete package - wiping {0}, except for predexedLibs", UE4BuildPath);
|
|
DeleteDirectory(UE4BuildPath, "dexedLibs");
|
|
}
|
|
|
|
// If we are packaging for Amazon then we need to copy the file to the correct location
|
|
Log.TraceInformation("bPackageDataInsideApk = {0}", bPackageDataInsideApk);
|
|
if (bPackageDataInsideApk)
|
|
{
|
|
Console.WriteLine("Obb location {0}", ObbFileLocation);
|
|
string ObbFileDestination = UE4BuildPath + "/assets";
|
|
Console.WriteLine("Obb destination location {0}", ObbFileDestination);
|
|
if (File.Exists(ObbFileLocation))
|
|
{
|
|
Directory.CreateDirectory(UE4BuildPath);
|
|
Directory.CreateDirectory(ObbFileDestination);
|
|
Console.WriteLine("Obb file exists...");
|
|
var DestFileName = Path.Combine(ObbFileDestination, "main.obb.png"); // Need a rename to turn off compression
|
|
var SrcFileName = ObbFileLocation;
|
|
if (!File.Exists(DestFileName) || File.GetLastWriteTimeUtc(DestFileName) < File.GetLastWriteTimeUtc(SrcFileName))
|
|
{
|
|
Console.WriteLine("Copying {0} to {1}", SrcFileName, DestFileName);
|
|
File.Copy(SrcFileName, DestFileName);
|
|
}
|
|
}
|
|
}
|
|
else // try to remove the file it we aren't packaging inside the APK
|
|
{
|
|
string ObbFileDestination = UE4BuildPath + "/assets";
|
|
var DestFileName = Path.Combine(ObbFileDestination, "main.obb.png");
|
|
if (File.Exists(DestFileName))
|
|
{
|
|
File.Delete(DestFileName);
|
|
}
|
|
}
|
|
|
|
//Copy build files to the intermediate folder in this order (later overrides earlier):
|
|
// - Shared Engine
|
|
// - Shared Engine NoRedist (for Epic secret files)
|
|
// - Game
|
|
// - Game NoRedist (for Epic secret files)
|
|
CopyFileDirectory(UE4BuildFilesPath, UE4BuildPath, Replacements);
|
|
CopyFileDirectory(UE4BuildFilesPath + "/NotForLicensees", UE4BuildPath, Replacements);
|
|
CopyFileDirectory(UE4BuildFilesPath + "/NoRedist", UE4BuildPath, Replacements);
|
|
CopyFileDirectory(GameBuildFilesPath, UE4BuildPath, Replacements);
|
|
CopyFileDirectory(GameBuildFilesPath + "/NotForLicensees", UE4BuildPath, Replacements);
|
|
CopyFileDirectory(GameBuildFilesPath + "/NoRedist", UE4BuildPath, Replacements);
|
|
|
|
//Extract AAR and Jar files with dependencies
|
|
ExtractAARAndJARFiles(EngineDirectory, UE4BuildPath, NDKArches);
|
|
|
|
//Now validate GooglePlay app_id if enabled
|
|
ValidateGooglePlay(UE4BuildPath);
|
|
|
|
//determine which orientation requirements this app has
|
|
bool bNeedLandscape = false;
|
|
bool bNeedPortrait = false;
|
|
DetermineScreenOrientationRequirements(out bNeedPortrait, out bNeedLandscape);
|
|
|
|
//Now keep the splash screen images matching orientation requested
|
|
PickSplashScreenOrientation(UE4BuildPath, bNeedPortrait, bNeedLandscape);
|
|
|
|
//Now package the app based on Daydream packaging settings
|
|
PackageForDaydream(UE4BuildPath);
|
|
|
|
//Similarly, keep only the downloader screen image matching the orientation requested
|
|
PickDownloaderScreenOrientation(UE4BuildPath, bNeedPortrait, bNeedLandscape);
|
|
|
|
// at this point, we can write out the cached build settings to compare for a next build
|
|
File.WriteAllText(BuildSettingsCacheFile, CurrentBuildSettings);
|
|
|
|
// at this point, we can write out the cached build settings to compare for a next build
|
|
File.WriteAllText(BuildSettingsCacheFile, CurrentBuildSettings);
|
|
|
|
///////////////
|
|
// in case the game had an AndroidManifest.xml file, we overwrite it now with the generated one
|
|
//File.WriteAllText(ManifestFile, NewManifest);
|
|
///////////////
|
|
|
|
Log.TraceInformation("\n===={0}====PREPARING NATIVE CODE=================================================================", DateTime.Now.ToString());
|
|
bool HasNDKPath = File.Exists(NDKBuildPath);
|
|
|
|
// get Ant verbosity level
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
string AntVerbosity;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "AntVerbosity", out AntVerbosity);
|
|
|
|
foreach (var build in BuildList)
|
|
{
|
|
string Arch = build.Item1;
|
|
string GPUArchitecture = build.Item2;
|
|
string Manifest = build.Item3;
|
|
string NDKArch = GetNDKArch(Arch);
|
|
|
|
string SourceSOName = AndroidToolChain.InlineArchName(OutputPath, Arch, GPUArchitecture);
|
|
// if the source binary was UE4Game, replace it with the new project name, when re-packaging a binary only build
|
|
string ApkFilename = Path.GetFileNameWithoutExtension(OutputPath).Replace("UE4Game", ProjectName);
|
|
string DestApkName = Path.Combine(ProjectDirectory, "Binaries/Android/") + ApkFilename + ".apk";
|
|
|
|
// As we are always making seperate APKs we need to put the architecture into the name
|
|
DestApkName = AndroidToolChain.InlineArchName(DestApkName, Arch, GPUArchitecture);
|
|
|
|
// Write the manifest to the correct locations (cache and real)
|
|
String ManifestFile = Path.Combine(IntermediateAndroidPath, Arch + "_" + GPUArchitecture + "_AndroidManifest.xml");
|
|
File.WriteAllText(ManifestFile, Manifest);
|
|
ManifestFile = Path.Combine(UE4BuildPath, "AndroidManifest.xml");
|
|
File.WriteAllText(ManifestFile, Manifest);
|
|
|
|
// copy prebuild plugin files
|
|
UPL.ProcessPluginNode(NDKArch, "prebuildCopies", "");
|
|
|
|
// update metadata files (like project.properties, build.xml) if we are missing a build.xml or if we just overwrote project.properties with a bad version in it (from game/engine dir)
|
|
UpdateProjectProperties(ToolChain, UE4BuildPath, ProjectName);
|
|
|
|
// modify the generated build.xml before the final include
|
|
UpdateBuildXML(Arch, NDKArch, EngineDirectory, UE4BuildPath);
|
|
|
|
// update GameActivity.java if out of date
|
|
UpdateGameActivity(Arch, NDKArch, EngineDirectory, UE4BuildPath);
|
|
|
|
// Copy the generated .so file from the binaries directory to the jni folder
|
|
if (!File.Exists(SourceSOName))
|
|
{
|
|
throw new BuildException("Can't make an APK without the compiled .so [{0}]", SourceSOName);
|
|
}
|
|
if (!Directory.Exists(UE4BuildPath + "/jni"))
|
|
{
|
|
throw new BuildException("Can't make an APK without the jni directory [{0}/jni]", UE4BuildFilesPath);
|
|
}
|
|
|
|
String FinalSOName;
|
|
|
|
if (HasNDKPath)
|
|
{
|
|
string LibDir = UE4BuildPath + "/jni/" + GetNDKArch(Arch);
|
|
FinalSOName = LibDir + "/libUE4.so";
|
|
|
|
// check to see if libUE4.so needs to be copied
|
|
if (BuildListComboTotal > 1 || FilesAreDifferent(SourceSOName, FinalSOName))
|
|
{
|
|
Log.TraceInformation("\nCopying new .so {0} file to jni folder...", SourceSOName);
|
|
Directory.CreateDirectory(LibDir);
|
|
// copy the binary to the standard .so location
|
|
File.Copy(SourceSOName, FinalSOName, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if no NDK, we don't need any of the debugger stuff, so we just copy the .so to where it will end up
|
|
FinalSOName = UE4BuildPath + "/libs/" + GetNDKArch(Arch) + "/libUE4.so";
|
|
|
|
// check to see if libUE4.so needs to be copied
|
|
if (BuildListComboTotal > 1 || FilesAreDifferent(SourceSOName, FinalSOName))
|
|
{
|
|
Log.TraceInformation("\nCopying .so {0} file to jni folder...", SourceSOName);
|
|
Directory.CreateDirectory(Path.GetDirectoryName(FinalSOName));
|
|
File.Copy(SourceSOName, FinalSOName, true);
|
|
}
|
|
}
|
|
|
|
// remove any read only flags
|
|
FileInfo DestFileInfo = new FileInfo(FinalSOName);
|
|
DestFileInfo.Attributes = DestFileInfo.Attributes & ~FileAttributes.ReadOnly;
|
|
File.SetLastWriteTimeUtc(FinalSOName, File.GetLastWriteTimeUtc(SourceSOName));
|
|
|
|
// if we need to run ndk-build, do it now
|
|
if (HasNDKPath)
|
|
{
|
|
string LibSOName = UE4BuildPath + "/libs/" + GetNDKArch(Arch) + "/libUE4.so";
|
|
// always delete libs up to this point so fat binaries and incremental builds work together (otherwise we might end up with multiple
|
|
// so files in an apk that doesn't want them)
|
|
// note that we don't want to delete all libs, just the ones we copied
|
|
TimeSpan Diff = File.GetLastWriteTimeUtc(LibSOName) - File.GetLastWriteTimeUtc(FinalSOName);
|
|
if (!File.Exists(LibSOName) || Diff.TotalSeconds < -1 || Diff.TotalSeconds > 1)
|
|
{
|
|
foreach (string Lib in Directory.EnumerateFiles(UE4BuildPath + "/libs", "libUE4*.so", SearchOption.AllDirectories))
|
|
{
|
|
File.Delete(Lib);
|
|
}
|
|
|
|
string CommandLine = "APP_ABI=\"" + GetNDKArch(Arch) + " " + "\"";
|
|
if (!bForDistribution)
|
|
{
|
|
CommandLine += " NDK_DEBUG=1";
|
|
}
|
|
RunCommandLineProgramWithException(UE4BuildPath, NDKBuildPath, CommandLine, "Preparing native code for debugging...", true);
|
|
|
|
File.SetLastWriteTimeUtc(LibSOName, File.GetLastWriteTimeUtc(FinalSOName));
|
|
}
|
|
}
|
|
|
|
// after ndk-build is called, we can now copy in the stl .so (ndk-build deletes old files)
|
|
// copy libgnustl_shared.so to library (use 4.8 if possible, otherwise 4.6)
|
|
CopySTL(ToolChain, UE4BuildPath, Arch, NDKArch, bForDistribution);
|
|
CopyGfxDebugger(UE4BuildPath, Arch, NDKArch);
|
|
|
|
// copy postbuild plugin files
|
|
UPL.ProcessPluginNode(NDKArch, "resourceCopies", "");
|
|
|
|
Log.TraceInformation("\n===={0}====PERFORMING FINAL APK PACKAGE OPERATION================================================", DateTime.Now.ToString());
|
|
|
|
string AntBuildType = "debug";
|
|
string AntOutputSuffix = "-debug";
|
|
if (bForDistribution)
|
|
{
|
|
// Generate the Proguard file contents and write it
|
|
string ProguardContents = GenerateProguard(NDKArch, UE4BuildFilesPath, GameBuildFilesPath);
|
|
string ProguardFilename = Path.Combine(UE4BuildPath, "proguard-project.txt");
|
|
if (File.Exists(ProguardFilename))
|
|
{
|
|
File.Delete(ProguardFilename);
|
|
}
|
|
File.WriteAllText(ProguardFilename, ProguardContents);
|
|
|
|
// this will write out ant.properties with info needed to sign a distribution build
|
|
PrepareToSignApk(UE4BuildPath);
|
|
AntBuildType = "release";
|
|
AntOutputSuffix = "-release";
|
|
}
|
|
|
|
// Use ant to build the .apk file
|
|
string ShellExecutable = Utils.IsRunningOnMono ? "/bin/sh" : "cmd.exe";
|
|
string ShellParametersBegin = Utils.IsRunningOnMono ? "-c '" : "/c ";
|
|
string ShellParametersEnd = Utils.IsRunningOnMono ? "'" : "";
|
|
switch (AntVerbosity.ToLower())
|
|
{
|
|
default:
|
|
case "quiet":
|
|
if (RunCommandLineProgramAndReturnResult(UE4BuildPath, ShellExecutable, ShellParametersBegin + "\"" + GetAntPath() + "\" -quiet " + AntBuildType + ShellParametersEnd, "Making .apk with Ant... (note: it's safe to ignore javac obsolete warnings)") != 0)
|
|
{
|
|
RunCommandLineProgramAndReturnResult(UE4BuildPath, ShellExecutable, ShellParametersBegin + "\"" + GetAntPath() + "\" " + AntBuildType + ShellParametersEnd, "Making .apk with Ant again to show errors");
|
|
}
|
|
break;
|
|
|
|
case "normal":
|
|
RunCommandLineProgramAndReturnResult(UE4BuildPath, ShellExecutable, ShellParametersBegin + "\"" + GetAntPath() + "\" " + AntBuildType + ShellParametersEnd, "Making .apk with Ant again to show errors");
|
|
break;
|
|
|
|
case "verbose":
|
|
RunCommandLineProgramAndReturnResult(UE4BuildPath, ShellExecutable, ShellParametersBegin + "\"" + GetAntPath() + "\" -verbose " + AntBuildType + ShellParametersEnd, "Making .apk with Ant again to show errors");
|
|
break;
|
|
}
|
|
|
|
// make sure destination exists
|
|
Directory.CreateDirectory(Path.GetDirectoryName(DestApkName));
|
|
|
|
// now copy to the final location
|
|
File.Copy(UE4BuildPath + "/bin/" + ProjectName + AntOutputSuffix + ".apk", DestApkName, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
private void PrepareToSignApk(string BuildPath)
|
|
{
|
|
// ini file to get settings from
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
string KeyAlias, KeyStore, KeyStorePassword, KeyPassword;
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "KeyAlias", out KeyAlias);
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "KeyStore", out KeyStore);
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "KeyStorePassword", out KeyStorePassword);
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "KeyPassword", out KeyPassword);
|
|
|
|
if (string.IsNullOrEmpty(KeyAlias) || string.IsNullOrEmpty(KeyStore) || string.IsNullOrEmpty(KeyStorePassword))
|
|
{
|
|
throw new BuildException("DistributionSigning settings are not all set. Check the DistributionSettings section in the Andriod tab of Project Settings");
|
|
}
|
|
|
|
string[] AntPropertiesLines = new string[4];
|
|
AntPropertiesLines[0] = "key.store=" + KeyStore;
|
|
AntPropertiesLines[1] = "key.alias=" + KeyAlias;
|
|
AntPropertiesLines[2] = "key.store.password=" + KeyStorePassword;
|
|
AntPropertiesLines[3] = "key.alias.password=" + ((string.IsNullOrEmpty(KeyPassword) || KeyPassword == "_sameaskeystore_") ? KeyStorePassword : KeyPassword);
|
|
|
|
// now write out the properties
|
|
File.WriteAllLines(Path.Combine(BuildPath, "ant.properties"), AntPropertiesLines);
|
|
}
|
|
|
|
private List<string> CollectPluginDataPaths(TargetReceipt Receipt)
|
|
{
|
|
List<string> PluginExtras = new List<string>();
|
|
if (Receipt == null)
|
|
{
|
|
Log.TraceInformation("Receipt is NULL");
|
|
return PluginExtras;
|
|
}
|
|
|
|
// collect plugin extra data paths from 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.TraceInformation("AndroidPlugin: {0}", PluginPath);
|
|
}
|
|
}
|
|
return PluginExtras;
|
|
}
|
|
|
|
public override bool PrepTargetForDeployment(UEBuildDeployTarget InTarget)
|
|
{
|
|
//Log.TraceInformation("$$$$$$$$$$$$$$ PrepTargetForDeployment $$$$$$$$$$$$$$$$$ {0}", InTarget.TargetName);
|
|
AndroidToolChain ToolChain = new AndroidToolChain(InTarget.ProjectFile, false, InTarget.AndroidArchitectures, InTarget.AndroidGPUArchitectures);
|
|
|
|
// we need to strip architecture from any of the output paths
|
|
string BaseSoName = ToolChain.RemoveArchName(InTarget.OutputPaths[0].FullName);
|
|
|
|
// get the receipt
|
|
UnrealTargetPlatform Platform = InTarget.Platform;
|
|
UnrealTargetConfiguration Configuration = InTarget.Configuration;
|
|
string ProjectBaseName = Path.GetFileName(BaseSoName).Replace("-" + Platform, "").Replace("-" + Configuration, "").Replace(".so", "");
|
|
string ReceiptFilename = TargetReceipt.GetDefaultPath(InTarget.ProjectDirectory.FullName, ProjectBaseName, Platform, Configuration, "");
|
|
Log.TraceInformation("Receipt Filename: {0}", ReceiptFilename);
|
|
SetAndroidPluginData(ToolChain.GetAllArchitectures(), CollectPluginDataPaths(TargetReceipt.Read(ReceiptFilename)));
|
|
|
|
// make an apk at the end of compiling, so that we can run without packaging (debugger, cook on the fly, etc)
|
|
string RelativeEnginePath = UnrealBuildTool.EngineDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory());
|
|
MakeApk(ToolChain, InTarget.TargetName, InTarget.ProjectDirectory.FullName, BaseSoName, RelativeEnginePath, bForDistribution: false, CookFlavor: "",
|
|
bMakeSeparateApks: ShouldMakeSeparateApks(), bIncrementalPackage: true, bDisallowPackagingDataInApk: false, bDisallowExternalFilesDir: true);
|
|
|
|
// if we made any non-standard .apk files, the generated debugger settings may be wrong
|
|
if (ShouldMakeSeparateApks() && (InTarget.OutputPaths.Count > 1 || !InTarget.OutputPaths[0].FullName.Contains("-armv7-es2")))
|
|
{
|
|
Console.WriteLine("================================================================================================================================");
|
|
Console.WriteLine("Non-default apk(s) have been made: If you are debugging, you will need to manually select one to run in the debugger properties!");
|
|
Console.WriteLine("================================================================================================================================");
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public static bool ShouldMakeSeparateApks()
|
|
{
|
|
// @todo android fat binary: Currently, there isn't much utility in merging multiple .so's into a single .apk except for debugging,
|
|
// but we can't properly handle multiple GPU architectures in a single .apk, so we are disabling the feature for now
|
|
// The user will need to manually select the apk to run in their Visual Studio debugger settings (see Override APK in TADP, for instance)
|
|
// If we change this, pay attention to <OverrideAPKPath> in AndroidProjectGenerator
|
|
return true;
|
|
|
|
// check to see if the project wants separate apks
|
|
// ConfigCacheIni Ini = nGetConfigCacheIni("Engine");
|
|
// bool bSeparateApks = false;
|
|
// Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bSplitIntoSeparateApks", out bSeparateApks);
|
|
//
|
|
// return bSeparateApks;
|
|
}
|
|
|
|
public bool PrepForUATPackageOrDeploy(FileReference ProjectFile, string ProjectName, string ProjectDirectory, string ExecutablePath, string EngineDirectory, bool bForDistribution, string CookFlavor, bool bIsDataDeploy)
|
|
{
|
|
//Log.TraceInformation("$$$$$$$$$$$$$$ PrepForUATPackageOrDeploy $$$$$$$$$$$$$$$$$");
|
|
|
|
// note that we cannot allow the data packaged into the APK if we are doing something like Launch On that will not make an obb
|
|
// file and instead pushes files directly via deploy
|
|
AndroidToolChain ToolChain = new AndroidToolChain(ProjectFile, false, null, null);
|
|
MakeApk(ToolChain, ProjectName, ProjectDirectory, ExecutablePath, EngineDirectory, bForDistribution: bForDistribution, CookFlavor: CookFlavor,
|
|
bMakeSeparateApks: ShouldMakeSeparateApks(), bIncrementalPackage: false, bDisallowPackagingDataInApk: bIsDataDeploy, bDisallowExternalFilesDir: !bForDistribution || bIsDataDeploy );
|
|
return true;
|
|
}
|
|
|
|
public static void OutputReceivedDataEventHandler(Object Sender, DataReceivedEventArgs Line)
|
|
{
|
|
if ((Line != null) && (Line.Data != null))
|
|
{
|
|
Log.TraceInformation(Line.Data);
|
|
}
|
|
}
|
|
|
|
private void UpdateBuildXML(string UE4Arch, string NDKArch, string EngineDir, string UE4BuildPath)
|
|
{
|
|
string SourceFilename = Path.Combine(UE4BuildPath, "build.xml");
|
|
string DestFilename = SourceFilename;
|
|
|
|
Dictionary<string, string> Replacements = new Dictionary<string, string>{
|
|
{ "<import file=\"${sdk.dir}/tools/ant/build.xml\" />", UPL.ProcessPluginNode(NDKArch, "buildXmlPropertyAdditions", "")}
|
|
};
|
|
|
|
string[] TemplateSrc = File.ReadAllLines(SourceFilename);
|
|
string[] TemplateDest = File.Exists(DestFilename) ? File.ReadAllLines(DestFilename) : null;
|
|
|
|
for (int LineIndex = 0; LineIndex < TemplateSrc.Length; ++LineIndex)
|
|
{
|
|
string SrcLine = TemplateSrc[LineIndex];
|
|
bool Changed = false;
|
|
foreach (var KVP in Replacements)
|
|
{
|
|
if (SrcLine.Contains(KVP.Key))
|
|
{
|
|
// insert replacement before the <import>
|
|
SrcLine = SrcLine.Replace(KVP.Key, KVP.Value);
|
|
// then add the <import>
|
|
SrcLine += KVP.Key;
|
|
Changed = true;
|
|
}
|
|
}
|
|
if (Changed)
|
|
{
|
|
TemplateSrc[LineIndex] = SrcLine;
|
|
}
|
|
}
|
|
|
|
if (TemplateDest == null || TemplateSrc.Length != TemplateDest.Length || !TemplateSrc.SequenceEqual(TemplateDest))
|
|
{
|
|
Log.TraceInformation("\n==== Writing new build.xml file to {0} ====", DestFilename);
|
|
File.WriteAllLines(DestFilename, TemplateSrc);
|
|
}
|
|
}
|
|
|
|
private void UpdateGameActivity(string UE4Arch, string NDKArch, string EngineDir, string UE4BuildPath)
|
|
{
|
|
string SourceFilename = Path.Combine(EngineDir, "Build", "Android", "Java", "src", "com", "epicgames", "ue4", "GameActivity.java");
|
|
string DestFilename = Path.Combine(UE4BuildPath, "src", "com", "epicgames", "ue4", "GameActivity.java");
|
|
|
|
string LoadLibraryDefaults = "";
|
|
|
|
string AndroidGraphicsDebugger;
|
|
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
|
|
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "AndroidGraphicsDebugger", out AndroidGraphicsDebugger);
|
|
|
|
switch (AndroidGraphicsDebugger.ToLower())
|
|
{
|
|
case "mali":
|
|
LoadLibraryDefaults += "\t\ttry\n" +
|
|
"\t\t{\n" +
|
|
"\t\t\tSystem.loadLibrary(\"MGD\");\n" +
|
|
"\t\t}\n" +
|
|
"\t\tcatch (java.lang.UnsatisfiedLinkError e)\n" +
|
|
"\t\t{\n" +
|
|
"\t\t\tLog.debug(\"libMGD.so not loaded.\");\n" +
|
|
"\t\t}\n";
|
|
break;
|
|
}
|
|
|
|
Dictionary<string, string> Replacements = new Dictionary<string, string>{
|
|
{ "//$${gameActivityImportAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityImportAdditions", "")},
|
|
{ "//$${gameActivityPostImportAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityPostImportAdditions", "")},
|
|
{ "//$${gameActivityClassAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityClassAdditions", "")},
|
|
{ "//$${gameActivityReadMetadataAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityReadMetadataAdditions", "")},
|
|
{ "//$${gameActivityOnCreateAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityOnCreateAdditions", "")},
|
|
{ "//$${gameActivityOnDestroyAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityOnDestroyAdditions", "")},
|
|
{ "//$${gameActivityOnStartAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityOnStartAdditions", "")},
|
|
{ "//$${gameActivityOnStopAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityOnStopAdditions", "")},
|
|
{ "//$${gameActivityOnPauseAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityOnPauseAdditions", "")},
|
|
{ "//$${gameActivityOnResumeAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityOnResumeAdditions", "")},
|
|
{ "//$${gameActivityOnNewIntentAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityOnNewIntentAdditions", "")},
|
|
{ "//$${gameActivityOnActivityResultAdditions}$$", UPL.ProcessPluginNode(NDKArch, "gameActivityOnActivityResultAdditions", "")},
|
|
{ "//$${soLoadLibrary}$$", UPL.ProcessPluginNode(NDKArch, "soLoadLibrary", LoadLibraryDefaults)}
|
|
};
|
|
|
|
string[] TemplateSrc = File.ReadAllLines(SourceFilename);
|
|
string[] TemplateDest = File.Exists(DestFilename) ? File.ReadAllLines(DestFilename) : null;
|
|
|
|
for (int LineIndex = 0; LineIndex < TemplateSrc.Length; ++LineIndex)
|
|
{
|
|
string SrcLine = TemplateSrc[LineIndex];
|
|
bool Changed = false;
|
|
foreach (var KVP in Replacements)
|
|
{
|
|
if(SrcLine.Contains(KVP.Key))
|
|
{
|
|
SrcLine = SrcLine.Replace(KVP.Key, KVP.Value);
|
|
Changed = true;
|
|
}
|
|
}
|
|
if (Changed)
|
|
{
|
|
TemplateSrc[LineIndex] = SrcLine;
|
|
}
|
|
}
|
|
|
|
if (TemplateDest == null || TemplateSrc.Length != TemplateDest.Length || !TemplateSrc.SequenceEqual(TemplateDest))
|
|
{
|
|
Log.TraceInformation("\n==== Writing new GameActivity.java file to {0} ====", DestFilename);
|
|
File.WriteAllLines(DestFilename, TemplateSrc);
|
|
}
|
|
}
|
|
|
|
private void ExtractAARAndJARFiles(string EngineDir, string UE4BuildPath, List<string> NDKArches)
|
|
{
|
|
AndroidAARHandler AARHandler = new AndroidAARHandler();
|
|
string ImportList = "";
|
|
|
|
// Get some common paths
|
|
string AndroidHome = Environment.ExpandEnvironmentVariables("%ANDROID_HOME%").TrimEnd('/', '\\');
|
|
EngineDir = EngineDir.TrimEnd('/', '\\');
|
|
|
|
// Add the AARs from the default aar-imports.txt
|
|
// format: Package,Name,Version
|
|
string ImportsFile = Path.Combine(UE4BuildPath, "aar-imports.txt");
|
|
if (File.Exists(ImportsFile))
|
|
{
|
|
ImportList = File.ReadAllText(ImportsFile);
|
|
}
|
|
|
|
// Run the UPL imports section for each architecture and add any new imports (duplicates will be removed)
|
|
foreach (string NDKArch in NDKArches)
|
|
{
|
|
ImportList = UPL.ProcessPluginNode(NDKArch, "AARImports", ImportList);
|
|
}
|
|
|
|
// Add the final list of imports and get dependencies
|
|
foreach (string Line in ImportList.Split('\n'))
|
|
{
|
|
string Trimmed = Line.Trim(' ', '\r');
|
|
|
|
if (Trimmed.StartsWith("repository "))
|
|
{
|
|
string DirectoryPath = Trimmed.Substring(11).Trim(' ').TrimEnd('/', '\\');
|
|
DirectoryPath = DirectoryPath.Replace("$(ENGINEDIR)", EngineDir);
|
|
DirectoryPath = DirectoryPath.Replace("$(ANDROID_HOME)", AndroidHome);
|
|
DirectoryPath = DirectoryPath.Replace('\\', Path.DirectorySeparatorChar).Replace('/', Path.DirectorySeparatorChar);
|
|
AARHandler.AddRepository(DirectoryPath);
|
|
}
|
|
else if (Trimmed.StartsWith("repositories "))
|
|
{
|
|
string DirectoryPath = Trimmed.Substring(13).Trim(' ').TrimEnd('/', '\\');
|
|
DirectoryPath = DirectoryPath.Replace("$(ENGINEDIR)", EngineDir);
|
|
DirectoryPath = DirectoryPath.Replace("$(ANDROID_HOME)", AndroidHome);
|
|
DirectoryPath = DirectoryPath.Replace('\\', Path.DirectorySeparatorChar).Replace('/', Path.DirectorySeparatorChar);
|
|
AARHandler.AddRepositories(DirectoryPath, "m2repository");
|
|
}
|
|
else
|
|
{
|
|
string[] Sections = Trimmed.Split(',');
|
|
if (Sections.Length == 3)
|
|
{
|
|
string PackageName = Sections[0].Trim(' ');
|
|
string BaseName = Sections[1].Trim(' ');
|
|
string Version = Sections[2].Trim(' ');
|
|
Log.TraceInformation("AARImports: {0}, {1}, {2}", PackageName, BaseName, Version);
|
|
AARHandler.AddNewAAR(PackageName, BaseName, Version);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Finally, extract the AARs and copy the JARs
|
|
AARHandler.ExtractAARs(UE4BuildPath);
|
|
AARHandler.CopyJARs(UE4BuildPath);
|
|
}
|
|
}
|
|
}
|