Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs
Peter Sauerbrei bcaa096da8 fix for Tappy Chicken not launching past splash screen on iOS
fix for Android unable to launch projects via UFE
fix for Project Launcher default roles settings not being used
TTP347511, TTP347613, TTP347768
#ue4

[CL 2311418 by Peter Sauerbrei in Main branch]
2014-09-26 15:27:39 -04:00

847 lines
30 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Diagnostics;
using System.Net.NetworkInformation;
using System.Threading;
using AutomationTool;
using UnrealBuildTool;
public class AndroidPlatform : Platform
{
private const int DeployMaxParallelCommands = 6;
public AndroidPlatform()
: base(UnrealTargetPlatform.Android)
{
}
private static string GetSONameWithoutArchitecture(ProjectParams Params, string DecoratedExeName)
{
return Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), DecoratedExeName) + ".so";
}
private static string GetFinalApkName(ProjectParams Params, string DecoratedExeName, bool bRenameUE4Game, string Architecture, string GPUArchitecture)
{
string ProjectDir = Path.Combine(Path.GetDirectoryName(Path.GetFullPath(Params.RawProjectPath)), "Binaries/Android");
if (Params.Prebuilt)
{
ProjectDir = Path.Combine(Params.BaseStageDirectory, "Android");
}
// Apk's go to project location, not necessarily where the .so is (content only packages need to output to their directory)
string ApkName = Path.Combine(ProjectDir, DecoratedExeName) + Architecture + GPUArchitecture + ".apk";
// if the source binary was UE4Game, handle using it or switching to project name
if (Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename) == "UE4Game")
{
if (bRenameUE4Game)
{
// replace UE4Game with project name (only replace in the filename part)
ApkName = Path.Combine(Path.GetDirectoryName(ApkName), Path.GetFileName(ApkName).Replace("UE4Game", Params.ShortProjectName));
}
else
{
// if we want to use UE4 directly then use it from the engine directory not project directory
ApkName = ApkName.Replace(ProjectDir, Path.Combine(CmdEnv.LocalRoot, "Engine"));
}
}
return ApkName;
}
private static string GetFinalObbName(string ApkName)
{
// calculate the name for the .obb file
string PackageName = GetPackageInfo(ApkName, false);
if (PackageName == null)
{
ErrorReporter.Error("Failed to get package name from " + ApkName, (int)ErrorCodes.Error_FailureGettingPackageInfo);
throw new AutomationException("Failed to get package name from " + ApkName);
}
string PackageVersion = GetPackageInfo(ApkName, true);
if (PackageVersion == null || PackageVersion.Length == 0)
{
ErrorReporter.Error("Failed to get package version from " + ApkName, (int)ErrorCodes.Error_FailureGettingPackageInfo);
throw new AutomationException("Failed to get package version from " + ApkName);
}
if (PackageVersion.Length > 0)
{
int IntVersion = int.Parse(PackageVersion);
PackageVersion = IntVersion.ToString("00000");
}
string ObbName = string.Format("main.{0}.{1}.obb", PackageVersion, PackageName);
// plop the .obb right next to the executable
ObbName = Path.Combine(Path.GetDirectoryName(ApkName), ObbName);
return ObbName;
}
private static string GetDeviceObbName(string ApkName)
{
string ObbName = GetFinalObbName(ApkName);
string PackageName = GetPackageInfo(ApkName, false);
return "/mnt/sdcard/obb/" + PackageName + "/" + Path.GetFileName(ObbName);
}
private static string GetFinalBatchName(string ApkName, ProjectParams Params, string Architecture, string GPUArchitecture)
{
return Path.Combine(Path.GetDirectoryName(ApkName), "Install_" + Params.ShortProjectName + "_" + Params.ClientConfigsToBuild[0].ToString() + Architecture + GPUArchitecture + ".bat");
}
public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
{
string[] Architectures = UnrealBuildTool.AndroidToolChain.GetAllArchitectures();
string[] GPUArchitectures = UnrealBuildTool.AndroidToolChain.GetAllGPUArchitectures();
bool bMakeSeparateApks = UnrealBuildTool.Android.UEDeployAndroid.ShouldMakeSeparateApks();
foreach (string Architecture in Architectures)
{
foreach (string GPUArchitecture in GPUArchitectures)
{
string ApkName = GetFinalApkName(Params, SC.StageExecutables[0], true, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "");
string BatchName = GetFinalBatchName(ApkName, Params, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "");
// packaging just takes a pak file and makes it the .obb
UEBuildConfiguration.bOBBinAPK = Params.OBBinAPK; // Make sure this setting is sync'd pre-build
var Deploy = UEBuildDeploy.GetBuildDeploy(UnrealTargetPlatform.Android);
if (!Params.Prebuilt)
{
string CookFlavor = SC.FinalCookPlatform.IndexOf("_") > 0 ? SC.FinalCookPlatform.Substring(SC.FinalCookPlatform.IndexOf("_")) : "";
string SOName = GetSONameWithoutArchitecture(Params, SC.StageExecutables[0]);
Deploy.PrepForUATPackageOrDeploy(Params.ShortProjectName, SC.ProjectRoot, SOName, SC.LocalRoot + "/Engine", Params.Distribution, CookFlavor);
}
// first, look for a .pak file in the staged directory
string[] PakFiles = Directory.GetFiles(SC.StageDirectory, "*.pak", SearchOption.AllDirectories);
bool bHasPakFile = PakFiles.Length >= 1;
// for now, we only support 1 pak/obb file
if (PakFiles.Length > 1)
{
string ErrorString = String.Format("Can't package for Android with 0 or more than 1 pak file (found {0} pak files in {1})", PakFiles.Length, SC.StageDirectory);
ErrorReporter.Error(ErrorString, (int)ErrorCodes.Error_OnlyOneObbFileSupported);
throw new AutomationException(ErrorString);
}
string LocalObbName = GetFinalObbName(ApkName);
string DeviceObbName = GetDeviceObbName(ApkName);
// Always delete the target OBB file if it exists
if (File.Exists(LocalObbName))
{
File.Delete(LocalObbName);
}
if (!Params.OBBinAPK && bHasPakFile)
{
Log("Creating {0} from {1}", LocalObbName, PakFiles[0]);
File.Copy(PakFiles[0], LocalObbName);
}
Log("Writing bat for install with {0}", Params.OBBinAPK ? "OBB in APK" : "OBB separate");
string PackageName = GetPackageInfo(ApkName, false);
// make a batch file that can be used to install the .apk and .obb files
string[] BatchLines = new string[] {
"setlocal",
"set ADB=%ANDROID_HOME%\\platform-tools\\adb.exe",
"set DEVICE=",
"if not \"%1\"==\"\" set DEVICE=-s %1",
"%ADB% %DEVICE% uninstall " + PackageName,
"%ADB% %DEVICE% install " + Path.GetFileName(ApkName),
"@if \"%ERRORLEVEL%\" NEQ \"0\" goto Error",
"%ADB% %DEVICE% shell rm -r /mnt/sdcard/" + Params.ShortProjectName,
"%ADB% %DEVICE% shell rm -r /mnt/sdcard/UE4Game/UE4CommandLine.txt", // we need to delete the commandline in UE4Game or it will mess up loading
"%ADB% %DEVICE% shell rm -r /mnt/sdcard/obb/" + PackageName,
Params.OBBinAPK || !bHasPakFile ? "" : "%ADB% %DEVICE% push " + Path.GetFileName(LocalObbName) + " " + DeviceObbName,
Params.OBBinAPK || !bHasPakFile ? "" : "if \"%ERRORLEVEL%\" NEQ \"0\" goto Error",
"goto:eof",
":Error",
"@echo.",
"@echo There was an error installing the game or the obb file. Look above for more info.",
"@echo.",
"@echo Things to try:",
"@echo Check that the device (and only the device) is listed with \"%ADB$ devices\" from a command prompt.",
"@echo Make sure all Developer options look normal on the device",
"@echo Check that the device has an SD card.",
"@pause"
};
File.WriteAllLines(BatchName, BatchLines);
}
}
PrintRunTime();
}
public override void GetFilesToArchive(ProjectParams Params, DeploymentContext SC)
{
if (SC.StageTargetConfigurations.Count != 1)
{
string ErrorString = String.Format("Android is currently only able to package one target configuration at a time, but StageTargetConfigurations contained {0} configurations", SC.StageTargetConfigurations.Count);
ErrorReporter.Error(ErrorString, (int)ErrorCodes.Error_OnlyOneTargetConfigurationSupported);
throw new AutomationException(ErrorString);
}
string[] Architectures = UnrealBuildTool.AndroidToolChain.GetAllArchitectures();
string[] GPUArchitectures = UnrealBuildTool.AndroidToolChain.GetAllGPUArchitectures();
bool bMakeSeparateApks = UnrealBuildTool.Android.UEDeployAndroid.ShouldMakeSeparateApks();
bool bAddedOBB = false;
foreach (string Architecture in Architectures)
{
foreach (string GPUArchitecture in GPUArchitectures)
{
string ApkName = GetFinalApkName(Params, SC.StageExecutables[0], true, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "");
string ObbName = GetFinalObbName(ApkName);
string BatchName = GetFinalBatchName(ApkName, Params, bMakeSeparateApks ? Architecture : "", bMakeSeparateApks ? GPUArchitecture : "");
// verify the files exist
if (!FileExists(ApkName))
{
string ErrorString = String.Format("ARCHIVE FAILED - {0} was not found", ApkName);
ErrorReporter.Error(ErrorString, (int)ErrorCodes.Error_AppNotFound);
throw new AutomationException(ErrorString);
}
if (!Params.OBBinAPK && !FileExists(ObbName))
{
string ErrorString = String.Format("ARCHIVE FAILED - {0} was not found", ObbName);
ErrorReporter.Error(ErrorString, (int)ErrorCodes.Error_ObbNotFound);
throw new AutomationException(ErrorString);
}
SC.ArchiveFiles(Path.GetDirectoryName(ApkName), Path.GetFileName(ApkName));
if (!Params.OBBinAPK && !bAddedOBB)
{
bAddedOBB = true;
SC.ArchiveFiles(Path.GetDirectoryName(ObbName), Path.GetFileName(ObbName));
}
SC.ArchiveFiles(Path.GetDirectoryName(BatchName), Path.GetFileName(BatchName));
}
}
}
private string GetAdbCommand(ProjectParams Params)
{
string SerialNumber = Params.Device;
if (SerialNumber.Contains("@"))
{
// get the bit after the @
SerialNumber = SerialNumber.Split("@".ToCharArray())[1];
}
if (SerialNumber != "")
{
SerialNumber = " -s " + SerialNumber;
}
return Environment.ExpandEnvironmentVariables("/c %ANDROID_HOME%/platform-tools/adb.exe" + SerialNumber + " ");
}
public override void GetConnectedDevices(ProjectParams Params, out List<string> Devices)
{
Devices = new List<string>();
string AdbCommand = GetAdbCommand(Params);
ProcessResult Result = Run(CmdEnv.CmdExe, AdbCommand + "devices");
if (Result.Output.Length > 0)
{
string[] LogLines = Result.Output.Split(new char[] { '\n', '\r' });
bool FoundList = false;
for (int i = 0; i < LogLines.Length; ++i)
{
if (FoundList == false)
{
if (LogLines[i].StartsWith("List of devices attached"))
{
FoundList = true;
}
continue;
}
string[] DeviceLine = LogLines[i].Split(new char[] { '\t' });
if (DeviceLine.Length == 2)
{
// the second param should be "device"
// if it's not setup correctly it might be "unattached" or "powered off" or something like that
// warning in that case
if (DeviceLine[1] == "device")
{
Devices.Add("@" + DeviceLine[0]);
}
else
{
CommandUtils.LogWarning("Device attached but in bad state {0}:{1}", DeviceLine[0], DeviceLine[1]);
}
}
}
}
}
/*
private class TimeRegion : System.IDisposable
{
private System.DateTime StartTime { get; set; }
private string Format { get; set; }
private System.Collections.Generic.List<object> FormatArgs { get; set; }
public TimeRegion(string format, params object[] format_args)
{
Format = format;
FormatArgs = new List<object>(format_args);
StartTime = DateTime.UtcNow;
}
public void Dispose()
{
double total_time = (DateTime.UtcNow - StartTime).TotalMilliseconds / 1000.0;
FormatArgs.Insert(0, total_time);
CommandUtils.Log(Format, FormatArgs.ToArray());
}
}
*/
internal class LongestFirst : IComparer<string>
{
public int Compare(string a, string b)
{
if (a.Length == b.Length) return a.CompareTo(b);
else return b.Length - a.Length;
}
}
public override void Deploy(ProjectParams Params, DeploymentContext SC)
{
string DeviceArchitecture = GetBestDeviceArchitecture(Params);
string GPUArchitecture = "";
string AdbCommand = GetAdbCommand(Params);
string ApkName = GetFinalApkName(Params, SC.StageExecutables[0], true, DeviceArchitecture, GPUArchitecture);
// make sure APK is up to date (this is fast if so)
var Deploy = UEBuildDeploy.GetBuildDeploy(UnrealTargetPlatform.Android);
if (!Params.Prebuilt)
{
string CookFlavor = SC.FinalCookPlatform.IndexOf("_") > 0 ? SC.FinalCookPlatform.Substring(SC.FinalCookPlatform.IndexOf("_")) : "";
string SOName = GetSONameWithoutArchitecture(Params, SC.StageExecutables[0]);
Deploy.PrepForUATPackageOrDeploy(Params.ShortProjectName, SC.ProjectRoot, SOName, SC.LocalRoot + "/Engine", Params.Distribution, CookFlavor);
}
// check the APK exists
if (!File.Exists(ApkName))
{
ErrorReporter.Error(String.Format("Could not find apk '{0}'", ApkName), (int)ErrorCodes.Error_AppNotFound);
throw new AutomationException("Could not find apk '{0}'", ApkName);
}
// now we can use the apk to get more info
string DeviceObbName = GetDeviceObbName(ApkName);
string PackageName = GetPackageInfo(ApkName, false);
// try uninstalling an old app with the same identifier.
string UninstallCommandline = AdbCommand + "uninstall " + PackageName;
int SuccessCode = 0;
RunAndLog(CmdEnv, CmdEnv.CmdExe, UninstallCommandline, out SuccessCode);
// install the apk
SuccessCode = 0;
string InstallCommandline = AdbCommand + "install \"" + ApkName + "\"";
string InstallOutput = RunAndLog(CmdEnv, CmdEnv.CmdExe, InstallCommandline, out SuccessCode);
int FailureIndex = InstallOutput.IndexOf("Failure");
// adb install doesn't always return an error code on failure, and instead prints "Failure", followed by an error code.
if (SuccessCode != 0 || FailureIndex != -1)
{
string ErrorMessage = String.Format("Installation of apk '{0}' failed", ApkName);
if (FailureIndex != -1)
{
string FailureString = InstallOutput.Substring(FailureIndex + 7).Trim();
if (FailureString != "")
{
ErrorMessage += ": " + FailureString;
}
}
ErrorReporter.Error(ErrorMessage, (int)ErrorCodes.Error_AppInstallFailed);
throw new AutomationException(ErrorMessage);
}
// update the ue4commandline.txt
// update and deploy ue4commandline.txt
// always delete the existing commandline text file, so it doesn't reuse an old one
string IntermediateCmdLineFile = CombinePaths(SC.StageDirectory, "UE4CommandLine.txt");
Project.WriteStageCommandline(IntermediateCmdLineFile, Params, SC);
// copy files to device if we were staging
if (SC.Stage)
{
// cache some strings
string BaseCommandline = AdbCommand + "push";
string RemoteDir = "/mnt/sdcard/" + Params.ShortProjectName;
string UE4GameRemoteDir = "/mnt/sdcard/" + Params.ShortProjectName;
// make sure device is at a clean state
Run(CmdEnv.CmdExe, AdbCommand + "shell rm -r " + RemoteDir);
Run(CmdEnv.CmdExe, AdbCommand + "shell rm -r " + UE4GameRemoteDir);
// Copy UFS files..
string[] Files = Directory.GetFiles(SC.StageDirectory, "*", SearchOption.AllDirectories);
System.Array.Sort(Files);
// Find all the files we exclude from copying. And include
// the directories we need to individually copy.
HashSet<string> ExcludedFiles = new HashSet<string>();
SortedSet<string> IndividualCopyDirectories
= new SortedSet<string>((IComparer<string>)new LongestFirst());
foreach (string Filename in Files)
{
bool Exclude = false;
// Don't push the apk, we install it
Exclude |= Path.GetExtension(Filename).Equals(".apk", StringComparison.InvariantCultureIgnoreCase);
// For excluded files we add the parent dirs to our
// tracking of stuff to individually copy.
if (Exclude)
{
ExcludedFiles.Add(Filename);
// We include all directories up to the stage root in having
// to individually copy the files.
for (string FileDirectory = Path.GetDirectoryName(Filename);
!FileDirectory.Equals(SC.StageDirectory);
FileDirectory = Path.GetDirectoryName(FileDirectory))
{
if (!IndividualCopyDirectories.Contains(FileDirectory))
{
IndividualCopyDirectories.Add(FileDirectory);
}
}
if (!IndividualCopyDirectories.Contains(SC.StageDirectory))
{
IndividualCopyDirectories.Add(SC.StageDirectory);
}
}
}
// The directories are sorted above in "deepest" first. We can
// therefore start copying those individual dirs which will
// recreate the tree. As the subtrees will get copied at each
// possible individual level.
HashSet<string> EntriesToDeploy = new HashSet<string>();
foreach (string DirectoryName in IndividualCopyDirectories)
{
string[] Entries
= Directory.GetFileSystemEntries(DirectoryName, "*", SearchOption.TopDirectoryOnly);
foreach (string Entry in Entries)
{
// We avoid excluded files and the individual copy dirs
// (the individual copy dirs will get handled as we iterate).
if (ExcludedFiles.Contains(Entry) || IndividualCopyDirectories.Contains(Entry))
{
continue;
}
else
{
EntriesToDeploy.Add(Entry);
}
}
}
if (EntriesToDeploy.Count == 0)
{
EntriesToDeploy.Add(SC.StageDirectory);
}
// We now have a minimal set of file & dir entries we need
// to deploy. Files we deploy will get individually copied
// and dirs will get the tree copies by default (that's
// what ADB does).
HashSet<ProcessResult> DeployCommands = new HashSet<ProcessResult>();
foreach (string Entry in EntriesToDeploy)
{
string FinalRemoteDir = RemoteDir;
string RemotePath = Entry.Replace(SC.StageDirectory, FinalRemoteDir).Replace("\\", "/");
string Commandline = string.Format("{0} \"{1}\" \"{2}\"", BaseCommandline, Entry, RemotePath);
// We run deploy commands in parallel to maximize the connection
// throughput.
DeployCommands.Add(
Run(CmdEnv.CmdExe, Commandline, null,
ERunOptions.Default | ERunOptions.NoWaitForExit));
// But we limit the parallel commands to avoid overwhelming
// memory resources.
if (DeployCommands.Count == DeployMaxParallelCommands)
{
while (DeployCommands.Count > DeployMaxParallelCommands / 2)
{
Thread.Sleep(10);
DeployCommands.RemoveWhere(
delegate(ProcessResult r)
{
return r.HasExited;
});
}
}
}
foreach (ProcessResult deploy_result in DeployCommands)
{
deploy_result.WaitForExit();
}
// delete the .obb file, since it will cause nothing we just deployed to be used
Run(CmdEnv.CmdExe, AdbCommand + "shell rm " + DeviceObbName);
}
else if (SC.Archive)
{
// deploy the obb if there is one
string ObbPath = Path.Combine(SC.StageDirectory, GetFinalObbName(ApkName));
if (File.Exists(ObbPath))
{
// cache some strings
string BaseCommandline = AdbCommand + "push";
string Commandline = string.Format("{0} \"{1}\" \"{2}\"", BaseCommandline, ObbPath, DeviceObbName);
Run(CmdEnv.CmdExe, Commandline);
}
}
else
{
// cache some strings
string BaseCommandline = AdbCommand + "push";
string RemoteDir = "/mnt/sdcard/" + Params.ShortProjectName;
string FinalRemoteDir = RemoteDir;
/*
// handle the special case of the UE4Commandline.txt when using content only game (UE4Game)
if (!Params.IsCodeBasedProject)
{
FinalRemoteDir = "/mnt/sdcard/UE4Game";
}
*/
string RemoteFilename = IntermediateCmdLineFile.Replace(SC.StageDirectory, FinalRemoteDir).Replace("\\", "/");
string Commandline = string.Format("{0} \"{1}\" \"{2}\"", BaseCommandline, IntermediateCmdLineFile, RemoteFilename);
Run(CmdEnv.CmdExe, Commandline);
}
}
/** Internal usage for GetPackageName */
private static string PackageLine = null;
private static Mutex PackageInfoMutex = new Mutex();
/** Run an external exe (and capture the output), given the exe path and the commandline. */
private static string GetPackageInfo(string ApkName, bool bRetrieveVersionCode)
{
// we expect there to be one, so use the first one
string AaptPath = GetAaptPath();
PackageInfoMutex.WaitOne();
var ExeInfo = new ProcessStartInfo(AaptPath, "dump badging \"" + ApkName + "\"");
ExeInfo.UseShellExecute = false;
ExeInfo.RedirectStandardOutput = true;
using (var GameProcess = Process.Start(ExeInfo))
{
PackageLine = null;
GameProcess.BeginOutputReadLine();
GameProcess.OutputDataReceived += ParsePackageName;
GameProcess.WaitForExit();
}
PackageInfoMutex.ReleaseMutex();
string ReturnValue = null;
if (PackageLine != null)
{
// the line should look like: package: name='com.epicgames.qagame' versionCode='1' versionName='1.0'
string[] Tokens = PackageLine.Split("'".ToCharArray());
int TokenIndex = bRetrieveVersionCode ? 3 : 1;
if (Tokens.Length >= TokenIndex + 1)
{
ReturnValue = Tokens[TokenIndex];
}
}
return ReturnValue;
}
/** Simple function to pipe output asynchronously */
private static void ParsePackageName(object Sender, DataReceivedEventArgs Event)
{
// DataReceivedEventHandler is fired with a null string when the output stream is closed. We don't want to
// print anything for that event.
if (!String.IsNullOrEmpty(Event.Data))
{
if (PackageLine == null)
{
string Line = Event.Data;
if (Line.StartsWith("package:"))
{
PackageLine = Line;
}
}
}
}
private static string GetAaptPath()
{
// there is a numbered directory in here, hunt it down
string[] Subdirs = Directory.GetDirectories(Environment.ExpandEnvironmentVariables("%ANDROID_HOME%/build-tools/"));
if (Subdirs.Length == 0)
{
ErrorReporter.Error("Failed to find %ANDROID_HOME%/build-tools subdirectory", (int)ErrorCodes.Error_AndroidBuildToolsPathNotFound);
throw new AutomationException("Failed to find %ANDROID_HOME%/build-tools subdirectory");
}
// we expect there to be one, so use the first one
return Path.Combine(Subdirs[0], "aapt.exe");
}
private string GetBestDeviceArchitecture(ProjectParams Params)
{
bool bMakeSeparateApks = UnrealBuildTool.Android.UEDeployAndroid.ShouldMakeSeparateApks();
// if we are joining all .so's into a single .apk, there's no need to find the best one - there is no other one
if (!bMakeSeparateApks)
{
return "";
}
string[] AppArchitectures = AndroidToolChain.GetAllArchitectures();
// ask the device
ProcessResult Result = Run(CmdEnv.CmdExe, GetAdbCommand(Params) + " shell getprop ro.product.cpu.abi", null, ERunOptions.AppMustExist);
// the output is just the architecture
string DeviceArch = UnrealBuildTool.Android.UEDeployAndroid.GetUE4Arch(Result.Output.Trim());
// if the architecture wasn't built, look for a backup
if (Array.IndexOf(AppArchitectures, DeviceArch) == -1)
{
// go from 64 to 32-bit
if (DeviceArch == "-arm64")
{
DeviceArch = "-armv7";
}
// go from 64 to 32-bit
else if (DeviceArch == "-x86_64")
{
if (Array.IndexOf(AppArchitectures, "-x86") == -1)
{
DeviceArch = "-x86";
}
// if it didn't have 32-bit x86, look for 64-bit arm for emulation
// @todo android 64-bit: x86_64 most likely can't emulate arm64 at this ponit
// else if (Array.IndexOf(AppArchitectures, "-arm64") == -1)
// {
// DeviceArch = "-arm64";
// }
// finally try for 32-bit arm emulation (Houdini)
else
{
DeviceArch = "-armv7";
}
}
// use armv7 (with Houdini emulation)
else if (DeviceArch == "-x86")
{
DeviceArch = "-armv7";
}
}
// if after the fallbacks, we still don't have it, we can't continue
if (Array.IndexOf(AppArchitectures, DeviceArch) == -1)
{
string ErrorString = String.Format("Unable to run because you don't have an apk that is usable on {0}", Params.Device);
ErrorReporter.Error(ErrorString, (int)ErrorCodes.Error_NoApkSuitableForArchitecture);
throw new AutomationException(ErrorString);
}
return DeviceArch;
}
public override ProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
{
string DeviceArchitecture = GetBestDeviceArchitecture(Params);
string GPUArchitecture = "";
string ApkName = ClientApp + DeviceArchitecture + ".apk";
if (!File.Exists(ApkName))
{
ApkName = GetFinalApkName(Params, Path.GetFileNameWithoutExtension(ClientApp), true, DeviceArchitecture, GPUArchitecture);
}
Console.WriteLine("Apk='{0}', ClientApp='{1}', ExeName='{2}'", ApkName, ClientApp, Params.ProjectGameExeFilename);
// run aapt to get the name of the intent
string PackageName = GetPackageInfo(ApkName, false);
if (PackageName == null)
{
ErrorReporter.Error("Failed to get package name from " + ClientApp, (int)ErrorCodes.Error_FailureGettingPackageInfo);
throw new AutomationException("Failed to get package name from " + ClientApp);
}
string AdbCommand = GetAdbCommand(Params);
string CommandLine = "shell am start -n " + PackageName + "/com.epicgames.ue4.GameActivity";
if (Params.Prebuilt)
{
// clear the log
Run(CmdEnv.CmdExe, AdbCommand + "logcat -c");
}
// Send a command to unlock the device before we try to run it
string UnlockCommandLine = "shell input keyevent 82";
Run(CmdEnv.CmdExe, AdbCommand + UnlockCommandLine, null);
// start the app on device!
ProcessResult ClientProcess = Run(CmdEnv.CmdExe, AdbCommand + CommandLine, null, ClientRunFlags);
if (Params.Prebuilt)
{
// save the output to the staging directory
string LogPath = Path.Combine(Params.BaseStageDirectory, "Android\\logs");
string LogFilename = Path.Combine(LogPath, "devicelog" + Params.Device + ".log");
string ServerLogFilename = Path.Combine(CmdEnv.LogFolder, "devicelog" + Params.Device + ".log");
Directory.CreateDirectory(LogPath);
// check if the game is still running
// time out if it takes to long
DateTime StartTime = DateTime.Now;
int TimeOutSeconds = Params.RunTimeoutSeconds;
while (true)
{
ProcessResult ProcessesResult = Run(CmdEnv.CmdExe, AdbCommand + "shell ps", null, ERunOptions.SpewIsVerbose);
string RunningProcessList = ProcessesResult.Output;
if (!RunningProcessList.Contains(PackageName))
{
break;
}
Thread.Sleep(10);
TimeSpan DeltaRunTime = DateTime.Now - StartTime;
if ((DeltaRunTime.TotalSeconds > TimeOutSeconds) && (TimeOutSeconds != 0))
{
Log("Device: " + Params.Device + " timed out while waiting for run to finish");
break;
}
}
// this is just to get the ue4 log to go to the output
Run(CmdEnv.CmdExe, AdbCommand + "logcat -d -s UE4 -s Debug");
// get the log we actually want to save
ProcessResult LogFileProcess = Run(CmdEnv.CmdExe, AdbCommand + "logcat -d", null, ERunOptions.AppMustExist);
File.WriteAllText(LogFilename, LogFileProcess.Output);
File.WriteAllText(ServerLogFilename, LogFileProcess.Output);
}
return ClientProcess;
}
public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
{
// if (SC.StageExecutables.Count != 1 && Params.Package)
// {
// throw new AutomationException("Exactly one executable expected when staging Android. Had " + SC.StageExecutables.Count.ToString());
// }
//
// // stage all built executables
// foreach (var Exe in SC.StageExecutables)
// {
// string ApkName = Exe + GetArchitecture(Params) + ".apk";
//
// SC.StageFiles(StagedFileType.NonUFS, Params.ProjectBinariesFolder, ApkName);
// }
if (!Params.CookOnTheFly && !Params.SkipCookOnTheFly) // only stage the UFS files if we are not using cook on the fly
{
SC.StageFiles(StagedFileType.UFS, CombinePaths(SC.LocalRoot, "Engine/Content/Localization/ICU"), "*", true, null, null, false, !Params.UsePak(SC.StageTargetPlatform));
}
}
/// <summary>
/// Gets cook platform name for this platform.
/// </summary>
/// <param name="CookFlavor">Additional parameter used to indicate special sub-target platform.</param>
/// <returns>Cook platform string.</returns>
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor)
{
if (CookFlavor.Length > 0)
{
return "Android_" + CookFlavor;
}
else
{
return "Android";
}
}
public override bool DeployPakInternalLowerCaseFilenames()
{
return false;
}
public override bool DeployLowerCaseFilenames(bool bUFSFile)
{
return false;
}
public override string LocalPathToTargetPath(string LocalPath, string LocalRoot)
{
return LocalPath.Replace("\\", "/").Replace(LocalRoot, "../../..");
}
public override bool IsSupported { get { return true; } }
public override string Remap(string Dest)
{
return Dest;
}
public override PakType RequiresPak(ProjectParams Params)
{
// if packaging is enabled, always create a pak, otherwise use the Params.Pak value
return Params.Package ? PakType.Always : PakType.DontCare;
}
#region Hooks
public override void PostBuildTarget(UE4Build Build, string ProjectName, string UProjectPath, string Config)
{
// Run UBT w/ the prep for deployment only option
// This is required as UBT will 'fake' success when building via UAT and run
// the deployment prep step before all the required parts are present.
if (ProjectName.Length > 0)
{
string ProjectToBuild = ProjectName;
if (ProjectToBuild != "UE4Game" && !string.IsNullOrEmpty(UProjectPath))
{
ProjectToBuild = UProjectPath;
}
string UBTCommand = string.Format("\"{0}\" Android {1} -prepfordeploy", ProjectToBuild, Config);
CommandUtils.RunUBT(UE4Build.CmdEnv, Build.UBTExecutable, UBTCommand);
}
}
#endregion
public override List<string> GetDebugFileExtentions()
{
return new List<string> { };
}
}