Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Android/UEDeployAndroid.cs
Ryan Vance 8044633af9 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3383750)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3012064 on 2016/06/13 by Nick.Whiting

	Merging Main -> DevVR

Change 3048060 on 2016/07/13 by Nick.Whiting

	Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR
	Upgrade Android and iOS GVR SDK to the latest.
	Fix the flipped vignette issue when using Unreal's post processing distortion.
	Change the Daydream & Cardboard mode to use scanline racing.
	Deprecate the ability to turn off individual UI elements.

Change 3235307 on 2016/12/14 by Keli.Hlodversson

	Filter out excluded HMD modules during FEngineLoop:PreInitHMDDevice. The final selection still happens in UEngine::InitializeHMDDevice as all HMD plugins have not been loaded during PreInit

Change 3235308 on 2016/12/14 by Ryan.Vance

	#jira UEVR-478

	Monoscopic far field improvements

	Shader changes are now gated behind the read only cvar vr.MonoscopicFarField. Changing this requires a shader compile.
	Moved the mono rendering mode to the cvar vr.MonoscopicFarFieldMode. This is writable, so users can enable/disable mono rendering on the fly if the above cvar is enabled.
	Only write to the alpha channel in the mobile base pass if the object is opaque and MONOSCOPIC_FAR_FIELD is defined.
	Addressed code review comments.

Change 3235397 on 2016/12/14 by Keli.Hlodversson

	[Oculus] Only enable GearVR platform on Windows if Oculus service is running
	Original author: Loren.McQuade

Change 3235762 on 2016/12/14 by Keli.Hlodversson

	Add explicit parentheses to placate the build bots.

Change 3242318 on 2016/12/21 by Ryan.Vance

	Working around pixel density crash.

Change 3242522 on 2016/12/21 by Ryan.Vance

	Missing flag clear so our adaptive test was always returning true.

Change 3243173 on 2016/12/22 by Ryan.Vance

	Integrating post present callback implementation from 4.14.1

Change 3248633 on 2017/01/05 by Keli.Hlodversson

	Copying //Tasks/UE4/Dev-VR-Refactoring to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)

Change 3248723 on 2017/01/05 by Keli.Hlodversson

	Fix after merge. EnablePositionalTracking no longer exists.

Change 3249484 on 2017/01/06 by Keli.Hlodversson

	Add missing includes

Change 3249714 on 2017/01/06 by Keli.Hlodversson

	Remove monolithic header include

Change 3249980 on 2017/01/06 by Keli.Hlodversson

	SteamVR: Remove leftover unused WindowMirrorMode member variable

Change 3252432 on 2017/01/10 by Keli.Hlodversson

	Submitting change by Loren McQuade to fix monolithic builds.

	Unshelved from pending changelist '3251436':

Change 3257373 on 2017/01/13 by Keli.Hlodversson

	#jira UEVR-411: Finish renaming/removing/remodelling the remaining Oculus (Rift+GearVR) commands
	#jira UEVR-412: Rename and merge remaining Morpheus console commands
	#jira UEVR-417: Remove Exec from IHeadMountedDisplay

Change 3269971 on 2017/01/24 by Jeff.Fisher

	UEVR-498 move controller is missing world to meters
	UEVR-522 PS4 motion controller worldscale support.
	-Passing world to meters scale into getControllerOrientationAndPosition because the thing asking about it ought to be part of a world, and know what it should be.  This also avoids making PS4 motion controllers dependent on the HMD.  Note Google VR Controller doesn't do position, so doesnt' care about scale.  Oculus already had internal threadsafe tracking of world scale, so I left that.  Steam handles world scale below our input level.
	-Also adding PlayerIndex member to FSceneView so we can figure out which view the MotionControllerComponent should get its worldscale from for the late render thread update.
	#jira UEVR-498
	#review-3384107

Change 3288308 on 2017/02/06 by Jeff.Fisher

	UEVR-517 Detect MotionController Connectivity
	-PS4 can only track 2 controllers and 1 hmd.  Support for dealing with that is needed.
	-Also need to support multiple motion controller components mapped to a single controller.  Licencees have done that before.
	-Created a new interface IMotionTrackingSystemManagement, and implements it for PS4Tracker on PS4.
	-Created a MotionTrackedDeviceFunctionLibrary to expose that interface to blueprint.
	-With those one can enable and disable tracking on ps4 controllers and query their state to stay within the controller tracking limit.
	-PS4Tracker also keeps a blackboard of the enable/disable state so that one can enable or disable controllers that have not been connected yet, and have them enable tracking or not when they are connected.
	-DS4 controller no longer jumps back to 000 if it loses tracking.
	#review-3384107
	#jira UEVR-517

Change 3288309 on 2017/02/06 by Keli.Hlodversson

	Add file missing from CL#3257373.

Change 3288311 on 2017/02/06 by Jeff.Fisher

	UEVR-517 Detect MotionController Connectivity - Test content.
	-tm-motionControllers has a third mode where all playstation motion controllers for player 0 are availalbe.  You can toggle them to track or not with ctrl-P,G,L,R for pad, gun, leftmove, rightmove or with alt-P,G,L,R.  Ctrl tests doing so via MotionControllerComponent.  Alt tests doing so by player index and controller type enum.
	-ctrl-A disables tracking of all controllers
	-alt-A disables tracking of all controllers for player 0
	-ctrl-D toggles enabling new controllers by default
	-Also fixed one button not working in one of the other test modes for the Aim (gun) controller.
	-The controller 'models' have an arrow out the front.  It is black if disabled.  Red if enabled, but no tracker is active, yellow if tracked but inertial only, and green if fully tracked by the camera.
	-This logic is in the QA_MoCoAll blueprint.

Change 3291601 on 2017/02/07 by Jeff.Fisher

	UEVR-536 PSVR motion controller tracking problem with multiple controllers
	-Previous code called GetRelativeTransform from the render thread, but the game thread could update it at any time.  This caches that transform so that it can be safely used in the render thread.
	#jira UEVR-536
	#review-3384107 @Ryan.Vance

Change 3292460 on 2017/02/08 by Jeff.Fisher

	PS4 sceVrTrackerGetResult() error warning logging improved, and explanatory comment added.

Change 3308771 on 2017/02/17 by Keli.Hlodversson

	Rename GoogleVR console commands
	#jira UEVR-412

Change 3309156 on 2017/02/17 by Keli.Hlodversson

	Track changes in r.ScreenPercentage on GoogleVR and set RenderTargetSize accordingly.

Change 3311999 on 2017/02/20 by Keli.Hlodversson

	Create a default implementation for RecordAnalytics.

	Also create an initial stub for FHeadMountedDisplayBase for future default implementations of common HMD functionality.
	Make implementing IHeadMountedDisplay::GetDeviceName mandatory instead of defaulting to "Unknown"
	#jira UE-21878
	#jira UEVR-213

Change 3313467 on 2017/02/20 by Ryan.Vance

	#jira UE-41604

	3278583
	pCustomPresent->AllocateRenderTargetTexture may return false, if we blindly return true we can end up with an invalid render target since the fall back sceneviewport will be skipped.

	3278536
	Adding ovrError_NoHmd to our sanity check in OnStartGameFrame.

Change 3314002 on 2017/02/21 by Keli.Hlodversson

	Fix compilation on PS4 and Linux

Change 3326722 on 2017/03/01 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	Integrating 4.15 from main.

Change 3327567 on 2017/03/01 by Jeff.Fisher

	UEVR-588 Oculus crash on "stereo on" when the proximity sensor is not triggered.
	Duplicating from Release-4.15 cl 3327481, 3327542
	-Don't ovr_SubmitFrame when the layers need to be recreated.  They stay dirty until rendering is unpaused.
	#jira UEVR-588

	#review-3384107

Change 3328098 on 2017/03/01 by Jeff.Fisher

	4.15 merge fixes
	-Fixed deprecated enum name function usage.
	-Fixed world scale usage in GoogleVRController.
	-Fixed compile break in PS4Tracker.

Change 3328271 on 2017/03/01 by Jeff.Fisher

	2.15 merge
	-restroging GoogleVRController::GetWorldToMetersScale... cause it is used everywhere.

Change 3328307 on 2017/03/01 by Jeff.Fisher

	4.15 merge
	-More googlevr worldscale fixes.

Change 3328312 on 2017/03/01 by Jeff.Fisher

	4.15 merge
	-removing 2 unused includes

Change 3330610 on 2017/03/02 by Jeff.Fisher

	4.15 merge
	-fixing linux build

Change 3333952 on 2017/03/06 by Keli.Hlodversson

	Implement common stereo layer management base class and use it in SteamVR and PS4. Fixes an outstanding bug in SteamVR where texures are updated every frame regardles of whether the continous update flag is set or not.

	#jira UEVR-628
	#jira UE-42555

Change 3334961 on 2017/03/07 by Keli.Hlodversson

	Add missing include to fix non-unity builds

Change 3336200 on 2017/03/07 by Keli.Hlodversson

	Fix compilation issues. (https://ec-01.epicgames.net/commander/link/jobDetails/jobs/7568252?jobName=UE4+Dev-VR+-+CL+3334961+-+Nightly+Build&s=Jobs)
	* Pre VS2015 compilers don't like mixing wide and unmarked strings in concatenation. Unfortunately LOCTEXT hides the call to the TEXT macro, completely hinding the prefix (which only gets added to the first fragment.)
	* Switch apparently doesn't know how to format a size_t for analytics either.
	Also: Typo in backwards compatibility command name alias

Change 3337347 on 2017/03/08 by Jeff.Fisher

	UE-42631 Stereo off while prox sensor uncovered causes low framerate
	-Setting maxfps appropriately on 'stereo on/off'.
	#review-3384107
	#jira UE-42631

Change 3338385 on 2017/03/08 by Ryan.Vance

	r.DisableDistortion was only being used for the mobile renderer

Change 3342301 on 2017/03/10 by patrickr.donovan

	Test updates to TM-VRSmoke.
	Increased lightmap resolution on QA_MeshTypes meshes to improve readbility and reliablility of tests involving said asset.
	Rebuilt lighting.

Change 3348133 on 2017/03/15 by Ryan.Vance

	Moving mono cvars to scene rendering to avoid cross module references. There's not a good reason to have them in the hmd module anyway.

Change 3348836 on 2017/03/15 by Ryan.Vance

	Direct multi-view support for gear vr
	Monoscopic far field with multi-view (blit and direct) support for gear vr
	Support for translucent objects on both sides of the mono clip plane (due to a sorting issue, objects that straddle the plane composite incorrectly)
	Fixed missing discards/clears in the multi-view blit

Change 3348843 on 2017/03/15 by Ryan.Vance

	Fixing color/depth target size mismatch when screen percentage scaling results in a size that isn't divisible by 16.

Change 3349276 on 2017/03/16 by Keli.Hlodversson

	Fixing compile errors in GoogleVR after merge from main.

Change 3350932 on 2017/03/16 by Ryan.Vance

	Re-enabling the gearvr plugin on windows.

Change 3351977 on 2017/03/17 by Jeff.Fisher

	Fixing masked member variable.

Change 3352314 on 2017/03/17 by Ryan.Vance

	We need to ensure that we don't select different lod levels for each eye.

Change 3352993 on 2017/03/17 by Nick.Whiting

	Integrating CL 3345824 from Android-DevVR to Dev-VR.  Support for device depth pass in SceneCaptureComponent2D

Change 3355185 on 2017/03/20 by Nick.Whiting

	Added ability to disable the autoloading splash screen, which would prevent the hide splash screen node from ever working

Change 3355676 on 2017/03/20 by Nick.Whiting

	PR #3384: [GNUX] SteamVR, OpenGL patch. (Contributed by yaakuro), with some minor modifications

Change 3357286 on 2017/03/21 by Jeff.Fisher

	Fixing GenerateProjectFiles, looks like the .config. was removed from these references in main some time ago.

Change 3357435 on 2017/03/21 by Jeff.Fisher

	Fixing editor build break, looks like a merge mistake.

Change 3359960 on 2017/03/23 by Keli.Hlodversson

	Prevent potential crash when drawing tracking sensor location. Also only fetch HMD location once instead of once per tracking sensor.

Change 3361230 on 2017/03/23 by Jeff.Fisher

	Fixing linux build opengl include problem... maybe.

Change 3361638 on 2017/03/23 by Jeff.Fisher

	Another guess at fixing linux build.

Change 3364224 on 2017/03/24 by Keli.Hlodversson

	Initial implementation of UEVR-576 - Base emulated layer implementation

	#jira UEVR-668 - Base emulated layer implementation: Initial framework for overrideable default implementation
	#jira UEVR-669 - Base emulated layer implementation: Face Locked Layers Support
	#jira UEVR-670 - Base emulated layer implementation: Tracker Locked Layers Support
	#jira UEVR-671 - Base emulated layer implementation: World Locked Layers Support
	#jira UEVR-672 - Base emulated layer implementation: Add support for optionally rendering face locked layers into a separate layer

Change 3364242 on 2017/03/24 by Keli.Hlodversson

	SteamVR layers do not support negatve Layer priorities

Change 3364263 on 2017/03/24 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	Monoscopicfarfieldrendering was just 'accept source', Ryan is going to look at fixing it up.

Change 3364472 on 2017/03/24 by Jeff.Fisher

	Merge fix

Change 3364475 on 2017/03/24 by Jeff.Fisher

	Fixing gearvr include.

Change 3364486 on 2017/03/24 by Jeff.Fisher

	merge fix

Change 3364532 on 2017/03/24 by Ryan.Vance

	pso update for mono rendering and stereo layers.

Change 3364599 on 2017/03/24 by Ryan.Vance

	Oculus changes for SI1.12

Change 3365159 on 2017/03/26 by Jeff.Fisher

	include fix

Change 3365182 on 2017/03/26 by Jeff.Fisher

	include fix

Change 3366087 on 2017/03/27 by Ryan.Vance

	Remaining files from Oculus changes for SI1.12 merge request.
	Fixing a bug in OnlineSubsystem.
	Temporarily changing the eye padding change to be a shader clear to work around a clear color binding issue.

Change 3366492 on 2017/03/27 by Ryan.Vance

	#jira UE-43294
	Moved the clear before we setup state for drawing the mirror window content. It was stomping over state after the pso changes.
	Going to leave the shader clear in the rift prerender for clearing the eye padding for now.

Change 3366929 on 2017/03/27 by Ryan.Vance

	Fixing compile error

Change 3368549 on 2017/03/28 by Jeff.Fisher

	Merging Change: 3357998 from //UE4/Partner-Google-VR/Engine/... to Dev-VR
	Upgrade Google VR Plugin to v1.3:
	*Upgraded GVR NDK to 1.30.0
	*Changed some BlueprintFunction to use BlueprintPure
	*Add the missing bDaydream flag in UEDeployAndroid.cs
	#review-3384107

Change 3368975 on 2017/03/28 by Ryan.Vance

	CIS clean up
	#jira UE-43428, UE-43429, UE-43426, UE-43427

Change 3369028 on 2017/03/28 by Ryan.Vance

	This is not exacly 'correct', but it's at least what the code was trying to do.

Change 3370203 on 2017/03/29 by Ryan.Vance

	Adding gear vr controller component support.

Change 3370918 on 2017/03/29 by Ryan.Vance

	Merging 3370569 using Partner-Google-VR_to_DevVR

Change 3371030 on 2017/03/29 by Ryan.Vance

	Fixing linux build errors

	#jira UE-43426

Change 3371036 on 2017/03/29 by Ryan.Vance

	Oculus 4.16 integration.
	Not terribly happy with the use of std::string. They promised to clean this up for the next release.

Change 3373495 on 2017/03/30 by Jeff.Fisher

	Merging from Dev-Main, in preparation for 4.16

Change 3373578 on 2017/03/30 by Jeff.Fisher

	build break, one comma short

Change 3373870 on 2017/03/31 by Jeff.Fisher

	Include order fix.

Change 3374001 on 2017/03/31 by Keli.Hlodversson

	Use DefaultStereoLayers as base for Morpheus implementation.
	#jira UEVR-709 #jira UE-42919
	#rb: Jeff.Fisher

Change 3374004 on 2017/03/31 by Keli.Hlodversson

	Fix rendering for the default Stereo Layers implementation on mobile.
	Depth test was set to "Never" instead of "Always"
	Destination texture on GLES is flipped on the Y axis, the coordinates are reversed in the shade when compiled on the relevant platforms.

Change 3375125 on 2017/03/31 by Jeff.Fisher

	UE-43506 Ensure using VRPreview with GoogleVR
	-Removed the ensure, there is code in there to handle that case, and it works.
	#jira UE-43506

Change 3375294 on 2017/03/31 by nick.bullard

	Resaving Plugin content to resovle "saved with empty engine version"

	#jira UE-43537

Change 3375480 on 2017/03/31 by Jeff.Fisher

	UEVR-9 PSVR: Social Screen Support
	-Experimental social screen support for 4.16.
	-This does the basics of driving output through the Aux port in the proper format for display on the mirror monitor.
	-Only supports 30fps on the mirror monitor.  60fps will require the implementation of sony system dialogs to deal with incompatable system features (video streaming, remote play).
	-There is a project setting in Morpheus, under experiemental bEnableSocialScreenSeparateMode.  This must be set to true to use this feature.  When it is false we avoid allocating the back buffers.
	-MorpheusFunctionLibrary blueprints now have a node "SetSocialScreenMode" which can switch between SystemMirror (hardware supported mirroring), SeparateTest (alternates black and white), SeparateTexture (displays a texture, eg a render target, specified via blueprint), and SeparateMirror(puts the hmd render buffer on screen - which is both eyes, like a debug mode).
	-Also finally updated the bEnabled flag in project settings to tell people it's only for PC.
	#jira UEVR-9
	#review-3384107

Change 3375540 on 2017/03/31 by Ryan.Vance

	#jira UE-43504

	Fixing android build break when using a 64 bit isa.

Change 3375655 on 2017/03/31 by Jeff.Fisher

	Fixing missing RGBAToYUV shader problem
	-This at least unblocks our process.  Will revisit before zbr.

Change 3375820 on 2017/04/01 by Jeff.Fisher

	Fixing linux build warning about HAS_MORPHEUS

Change 3376050 on 2017/04/02 by Jeff.Fisher

	 UE-43515 Step 'UE4Editor Static Analysis Win64' - Module.OnlineSubsystemOculus.cpp Warnings
	-Temporary fix for static analysis annotation warnings in OnlineSubsytemOculus. Longer term plan is to eliminate the use of the headers that trigger the warnings.
	-Just wrap all standard headers in static analysis disables.

	#jira UE-43515

Change 3376609 on 2017/04/03 by Jeff.Fisher

	Fixing rgbatoyuvshader include.

Change 3377001 on 2017/04/03 by Jeff.Fisher

	UE-43547 Launch On PS4 fails during Run command - Missing global shader FRGBAToYUV420CS
	- shader c++ must be compiled so that it can be cooked for ps4.

	#jira UE-43547

Change 3379858 on 2017/04/04 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	pulling main this should get us ps4 sdk 4.508

Change 3379938 on 2017/04/04 by Ryan.Vance

	#jira UE-43548

	If stereo layers are not being used, don't setup overlay targets as we will never clear/initialize them.
	The clear happens as part of the default layers PostRenderView_RenderThread call which wont be called if layers aren't being used in the scene.

Change 3381519 on 2017/04/05 by Jeff.Fisher

	UEVR-733 PS4 sdk 4.500 hmd connection api changes break hmd connect.
	-Handling failure of sceHmdGetDeviceInformation if the hmd is powered off.  It now returns an error code about an invalid handle in that case, rather than reporting unready.  We just treat the error code like an unready status.
	#jira UEVR-733
	#review-3384107

Change 3382019 on 2017/04/05 by Ryan.Vance

	Linux: add Vulkan support from dev editor: 3381593

Change 3382021 on 2017/04/05 by Ryan.Vance

	SteamVR on Linux using Vulkan
	OpenVR rev to 1_0_6

	PR #3412: [GNUX] Initial support for SteamVR using Vulkan on GNUX platform. (Contributed by yaakuro)

Change 3382076 on 2017/04/05 by Ryan.Vance

	Fixing linux steamvr lib path. It changed to something less silly in 1.0.6
	Removing the steamvr plugin from the white list for linux. It's looking for a runtime that no one will have installed.

Change 3383237 on 2017/04/06 by Ryan.Vance

	#jira UE-43732
	Fixing Android compile issues. We can't wrap portions of a macro with a definie. This should probably be some sort of recursive macro thing since there's so much overlap. Good enough for now.

Change 3383353 on 2017/04/06 by Ryan.Vance

	Fixing include cycles.

Change 3383509 on 2017/04/06 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	merging the stuff from dev-mobile

[CL 3384106 by Ryan Vance in Main branch]
2017-04-06 22:03:51 -04:00

2743 lines
106 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml;
using System.Diagnostics;
using System.IO;
using Microsoft.Win32;
using System.Xml.Linq;
namespace UnrealBuildTool
{
class UEDeployAndroid : UEBuildDeploy, IAndroidDeploy
{
/// <summary>
/// Internal usage for GetApiLevel
/// </summary>
private List<string> PossibleApiLevels = null;
private FileReference ProjectFile;
public UEDeployAndroid(FileReference InProjectFile)
{
ProjectFile = InProjectFile;
}
private UnrealPluginLanguage UPL = null;
public void SetAndroidPluginData(List<string> Architectures, List<string> inPluginExtraData)
{
List<string> NDKArches = new List<string>();
foreach (var Arch in Architectures)
{
NDKArches.Add(GetNDKArch(Arch));
}
UPL = new UnrealPluginLanguage(ProjectFile, inPluginExtraData, NDKArches, "http://schemas.android.com/apk/res/android", "xmlns:android=\"http://schemas.android.com/apk/res/android\"", UnrealTargetPlatform.Android);
// APL.SetTrace();
}
/// <summary>
/// Simple function to pipe output asynchronously
/// </summary>
private void ParseApiLevel(object Sender, DataReceivedEventArgs Event)
{
// DataReceivedEventHandler is fired with a null string when the output stream is closed. We don't want to
// print anything for that event.
if (!String.IsNullOrEmpty(Event.Data))
{
string Line = Event.Data;
if (Line.StartsWith("id:"))
{
// the line should look like: id: 1 or "android-19"
string[] Tokens = Line.Split("\"".ToCharArray());
if (Tokens.Length >= 2)
{
PossibleApiLevels.Add(Tokens[1]);
}
}
}
}
private ConfigHierarchy GetConfigCacheIni(ConfigHierarchyType Type)
{
return ConfigCache.ReadHierarchy(Type, DirectoryReference.FromFile(ProjectFile), UnrealTargetPlatform.Android);
}
private string CachedSDKLevel = null;
private string GetSdkApiLevel(AndroidToolChain ToolChain)
{
if (CachedSDKLevel == null)
{
// ask the .ini system for what version to use
ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
string SDKLevel;
Ini.GetString("/Script/AndroidPlatformEditor.AndroidSDKSettings", "SDKAPILevel", out SDKLevel);
// if we want to use whatever version the ndk uses, then use that
if (SDKLevel == "matchndk")
{
SDKLevel = ToolChain.GetNdkApiLevel();
}
// run a command and capture output
if (SDKLevel == "latest")
{
// we expect there to be one, so use the first one
string AndroidCommandPath = Environment.ExpandEnvironmentVariables("%ANDROID_HOME%/tools/android" + (Utils.IsRunningOnMono ? "" : ".bat"));
var ExeInfo = new ProcessStartInfo(AndroidCommandPath, "list targets");
ExeInfo.UseShellExecute = false;
ExeInfo.RedirectStandardOutput = true;
using (var GameProcess = Process.Start(ExeInfo))
{
PossibleApiLevels = new List<string>();
GameProcess.BeginOutputReadLine();
GameProcess.OutputDataReceived += ParseApiLevel;
GameProcess.WaitForExit();
}
if (PossibleApiLevels != null && PossibleApiLevels.Count > 0)
{
SDKLevel = ToolChain.GetLargestApiLevel(PossibleApiLevels.ToArray());
}
else
{
throw new BuildException("Can't make an APK without an API installed (see \"android.bat list targets\")");
}
}
Console.WriteLine("Building Java with SDK API level '{0}'", SDKLevel);
CachedSDKLevel = SDKLevel;
}
return CachedSDKLevel;
}
private bool IsVulkanSDKAvailable()
{
bool bHaveVulkan = false;
// First look for VulkanSDK (two possible env variables)
string VulkanSDKPath = Environment.GetEnvironmentVariable("VULKAN_SDK");
if (String.IsNullOrEmpty(VulkanSDKPath))
{
VulkanSDKPath = Environment.GetEnvironmentVariable("VK_SDK_PATH");
}
// Note: header is the same for all architectures so just use arch-arm
string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
string NDKVulkanIncludePath = NDKPath + "/platforms/android-24/arch-arm/usr/include/vulkan";
// Use NDK Vulkan header if discovered, or VulkanSDK if available
if (File.Exists(NDKVulkanIncludePath + "/vulkan.h"))
{
bHaveVulkan = true;
}
else
if (!String.IsNullOrEmpty(VulkanSDKPath))
{
bHaveVulkan = true;
}
return bHaveVulkan;
}
public static string GetOBBVersionNumber(int PackageVersion)
{
string VersionString = PackageVersion.ToString("0");
return VersionString;
}
public bool PackageDataInsideApk(bool bDisallowPackagingDataInApk)
{
return PackageDataInsideApk(bDisallowPackagingDataInApk, null);
}
public bool PackageDataInsideApk(bool bDisallowPackagingDataInApk, ConfigHierarchy Ini)
{
if (bDisallowPackagingDataInApk)
{
return false;
}
// make a new one if one wasn't passed in
if (Ini == null)
{
Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
}
// we check this a lot, so make it easy
bool bPackageDataInsideApk;
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bPackageDataInsideApk", out bPackageDataInsideApk);
return bPackageDataInsideApk;
}
public bool UseExternalFilesDir(bool bDisallowExternalFilesDir, ConfigHierarchy Ini = null)
{
if (bDisallowExternalFilesDir)
{
return false;
}
// make a new one if one wasn't passed in
if (Ini == null)
{
Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
}
// we check this a lot, so make it easy
bool bUseExternalFilesDir;
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bUseExternalFilesDir", out bUseExternalFilesDir);
return bUseExternalFilesDir;
}
public bool IsPackagingForDaydream(ConfigHierarchy Ini = null)
{
// make a new one if one wasn't passed in
if (Ini == null)
{
Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
}
string GoogleVRMode = "";
if(Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "GoogleVRMode", out GoogleVRMode))
{
return GoogleVRMode == "Daydream" || GoogleVRMode == "DaydreamAndCardboard";
}
else
{
return false;
}
}
public bool DisableVerifyOBBOnStartUp(ConfigHierarchy Ini = null)
{
// make a new one if one wasn't passed in
if (Ini == null)
{
Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
}
// we check this a lot, so make it easy
bool bDisableVerifyOBBOnStartUp;
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bDisableVerifyOBBOnStartUp", out bDisableVerifyOBBOnStartUp);
return bDisableVerifyOBBOnStartUp;
}
private static string GetAntPath()
{
// look up an ANT_HOME env var
string AntHome = Environment.GetEnvironmentVariable("ANT_HOME");
if (!string.IsNullOrEmpty(AntHome) && Directory.Exists(AntHome))
{
string AntPath = AntHome + "/bin/ant" + (Utils.IsRunningOnMono ? "" : ".bat");
// 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 variables
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 int GetStoreVersion()
{
var Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
int StoreVersion;
Ini.GetInt32("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "StoreVersion", out StoreVersion);
return StoreVersion;
}
public void WriteJavaOBBDataFile(string FileName, string PackageName, List<string> ObbSources)
{
Log.TraceInformation("\n==== Writing to OBB data file {0} ====", FileName);
int StoreVersion = GetStoreVersion();
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("&", "&amp;").Replace("'", "\\'").Replace("\"", "\\\"").Replace("<", "&lt;").Replace(">", "&gt;").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, string Configuration)
{
// 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);
bool bUseGetAccounts;
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bUseGetAccounts", out bUseGetAccounts);
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.BuildConfiguration\" android:value=\"{0}\"/>", Configuration));
Text.AppendLine(string.Format("\t\t<meta-data android:name=\"com.epicgames.ue4.GameActivity.bUseExternalFilesDir\" android:value=\"{0}\"/>", bUseExternalFilesDir ? "true" : "false"));
Text.AppendLine(string.Format("\t\t<meta-data android:name=\"com.epicgames.ue4.GameActivity.bDaydream\" android:value=\"{0}\"/>", bPackageForDaydream ? "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\"/>");
if (bEnableGooglePlaySupport && bUseGetAccounts)
{
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)
{
string TrimmedPermission = Permission.Trim(' ');
if (TrimmedPermission != "")
{
string PermissionString = string.Format("\t<uses-permission android:name=\"{0}\"/>", TrimmedPermission);
if (!Text.ToString().Contains(PermissionString))
{
Text.AppendLine(PermissionString);
}
}
}
}
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")
{
string PermissionString = "\t<uses-permission android:name=\"com.qti.permission.PROFILER\"/>";
if (!Text.ToString().Contains(PermissionString))
{
Text.AppendLine(PermissionString);
}
}
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();
// figure out the configuration from output filename
string Configuration = "Development";
string OutputConfig = Path.GetFileNameWithoutExtension(OutputPath);
if (OutputConfig.EndsWith("-Debug"))
{
Configuration = "Debug";
}
else if (OutputConfig.EndsWith("-Test"))
{
Configuration = "Test";
}
else if (OutputConfig.EndsWith("-DebugGame"))
{
Configuration = "Debug";
}
else if (OutputConfig.EndsWith("-Shipping"))
{
Configuration = "Shipping";
}
// Initialize UPL 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, Configuration);
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, Configuration)
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, Configuration)
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, PackageName);
//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 AntOptions = AntBuildType + " -Djava.source=1.7 -Djava.target=1.7";
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 " + AntOptions + ShellParametersEnd, "Making .apk with Ant... (note: it's safe to ignore javac obsolete warnings)") != 0)
{
RunCommandLineProgramAndReturnResult(UE4BuildPath, ShellExecutable, ShellParametersBegin + "\"" + GetAntPath() + "\" " + AntOptions + ShellParametersEnd, "Making .apk with Ant again to show errors");
}
break;
case "normal":
RunCommandLineProgramAndReturnResult(UE4BuildPath, ShellExecutable, ShellParametersBegin + "\"" + GetAntPath() + "\" " + AntOptions + ShellParametersEnd, "Making .apk with Ant again to show errors");
break;
case "verbose":
RunCommandLineProgramAndReturnResult(UE4BuildPath, ShellExecutable, ShellParametersBegin + "\"" + GetAntPath() + "\" -verbose " + AntOptions + 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);
bool bBuildWithHiddenSymbolVisibility = false;
Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildWithHiddenSymbolVisibility", out bBuildWithHiddenSymbolVisibility);
if ( Configuration == "Shipping" && bBuildWithHiddenSymbolVisibility)
{
// Copy .so with symbols to
int StoreVersion = GetStoreVersion();
string SymbolSODirectory = Path.Combine(Path.GetDirectoryName(DestApkName), ProjectName + "_Symbols_v" + StoreVersion + "/" + ProjectName + Arch + GPUArchitecture);
string SymbolifiedSOPath = Path.Combine(SymbolSODirectory, Path.GetFileName(FinalSOName));
MakeDirectoryIfRequired(SymbolifiedSOPath);
File.Copy(FinalSOName, SymbolifiedSOPath, 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, string AppPackageName)
{
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, AppPackageName);
AARHandler.CopyJARs(UE4BuildPath);
}
}
}