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146 lines
5.8 KiB
Markdown
146 lines
5.8 KiB
Markdown
Requirements for building for Android
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=====================================
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- At least 10-15 GiB of free disk space.
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- First follow the general instructions for setting up https://github.com/ddnet/ddnet for building on Linux.
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This guide has only been tested on Linux.
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- Install the Android NDK (version 26) in the same location
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where Android Studio would unpack it (`~/Android/Sdk/ndk/`):
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```shell
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mkdir ~/Android
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cd ~/Android
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mkdir Sdk
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cd Sdk
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mkdir ndk
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cd ndk
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wget https://dl.google.com/android/repository/android-ndk-r26d-linux.zip
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unzip android-ndk-r26d-linux.zip
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unlink android-ndk-r26d-linux.zip
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```
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- Install the Android SDK build tools (version 30.0.3) in the same location
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where Android Studio would unpack them (`~/Android/Sdk/build-tools/`):
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```shell
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# Assuming you already created the Android/Sdk folders in the previous step
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cd ~/Android/Sdk
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mkdir build-tools
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cd build-tools
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wget https://dl.google.com/android/repository/build-tools_r30.0.3-linux.zip
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unzip build-tools_r30.0.3-linux.zip
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unlink build-tools_r30.0.3-linux.zip
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mv android-11 30.0.3
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```
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- Install the Android command-line tools and accept the licenses using the SDK manager,
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otherwise the Gradle build will fail if the licenses have not been accepted:
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```shell
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# Assuming you already created the Android/Sdk folders in the previous step
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cd ~/Android/Sdk
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mkdir cmdline-tools
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cd cmdline-tools
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wget https://dl.google.com/android/repository/commandlinetools-linux-11076708_latest.zip
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unzip commandlinetools-linux-11076708_latest.zip
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unlink commandlinetools-linux-11076708_latest.zip
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mv cmdline-tools latest
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yes | latest/bin/sdkmanager --licenses
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```
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- Install cargo-ndk and add Android targets to rustup to build Rust with the Android NDK:
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```shell
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cargo install cargo-ndk
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rustup target add armv7-linux-androideabi
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rustup target add i686-linux-android
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rustup target add aarch64-linux-android
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rustup target add x86_64-linux-android
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```
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- Install OpenJDK 21:
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```shell
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sudo apt install openjdk-21-jdk
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```
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- Install 7zip for building `ddnet-libs`:
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```shell
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sudo apt install p7zip-full
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```
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- Install ninja:
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```shell
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sudo apt install ninja-build
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```
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- Install curl:
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```shell
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sudo apt install curl
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```
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- *(macOS only)* Install coreutils so `nproc` is available:
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```shell
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brew install coreutils
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```
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- Build the `ddnet-libs` for Android (see below). Follow all above steps first.
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How to build the `ddnet-libs` for Android
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=========================================
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- There is a script to automatically download and build all repositories,
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this requires an active internet connection and can take around 30 minutes:
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```shell
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mkdir build-android-libs
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scripts/compile_libs/gen_libs.sh build-android-libs android
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```
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**Warning**: Do not choose a directory inside the `src` folder!
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- If you see several red error messages in the first few minutes,
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abort the compilation with repeated Ctrl+C presses.
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Examine the output and ensure that you installed the NDK to the correct location.
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- After the script finished executing, it should have created a `ddnet-libs` directory
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in your selected output folder, which contains all libraries in the correct directory
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format and can be merged with the `ddnet-libs` folder in the source directory:
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```shell
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cp -r build-android-libs/ddnet-libs/. ddnet-libs/
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```
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How to build the DDNet client for Android
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=========================================
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- Open a terminal inside the `ddnet` project root directory and run the following:
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```shell
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scripts/android/cmake_android.sh <x86/x86_64/arm/arm64/all> <Game name> <Package name> <Debug/Release> <Build folder>
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```
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- The first parameter denotes the architecture.
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Use `all` to compile for all architectures.
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Note that all architectures will be compiled in parallel.
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For testing, only compile for one architecture initially to get readable output.
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- The second parameter denotes the APK name, which must be equal to the library name.
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If you want to rename the APK, do it after the build.
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- The third parameter denotes the package name of the APK.
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- The fourth parameter denotes the build type.
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- The fifth parameter denotes the build folder.
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- Example to build only for `x86_64` architecture in debug mode:
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```shell
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scripts/android/cmake_android.sh x86_64 DDNet org.ddnet.client Debug build-android-debug
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```
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- To build a signed APK, generate a signing key and export environment variables before running the build script:
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```shell
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keytool -genkey -v -keystore my-release-key.jks -keyalg RSA -keysize 2048 -validity 10000 -alias my-alias
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export TW_KEY_NAME=<key name>
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export TW_KEY_PW=<key password>
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export TW_KEY_ALIAS=<key alias>
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```
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- By default, the version code and name of the APK will be determined automatically
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based on the definitions in `src/game/version.h`.
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You can also specify the build version code and name manually before running the build script, e.g.:
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```shell
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export TW_VERSION_CODE=20210819
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export TW_VERSION_NAME="1.0"
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```
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The version code must increase for newer version in order for users to automatically update to them.
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The version name is the string that will be displayed to the user, e.g. `1.2.3-snapshot4`.
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- Example to build a signed APK in release mode for all architectures:
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```shell
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keytool -genkey -v -keystore Teeworlds.jks -keyalg RSA -keysize 2048 -validity 10000 -alias Teeworlds-Key
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# It will prompt for the password, input for example "mypassword"
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export TW_KEY_NAME=Teeworlds.jks
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export TW_KEY_PW=mypassword
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export TW_KEY_ALIAS=Teeworlds-Key
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# Version code and name will be determined automatically
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scripts/android/cmake_android.sh all DDNet org.ddnet.client Release build-android-release
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```
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- Note that you should only generate a signing key once (and make backups).
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Users can only update apps automatically if the same package name and signing key have been used,
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else they must manually uninstall the old app.
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