f9c19298ce
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer. This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
439 lines
13 KiB
C++
439 lines
13 KiB
C++
/*************************************************************************/
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/* os_android.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "os_android.h"
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#include "core/config/project_settings.h"
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#include "drivers/unix/dir_access_unix.h"
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#include "drivers/unix/file_access_unix.h"
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#include "main/main.h"
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#include "platform/android/display_server_android.h"
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#include "scene/main/scene_tree.h"
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#include "servers/rendering_server.h"
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#include "dir_access_jandroid.h"
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#include "file_access_android.h"
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#include "file_access_filesystem_jandroid.h"
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#include "net_socket_android.h"
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#include <dlfcn.h>
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#include "java_godot_io_wrapper.h"
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#include "java_godot_wrapper.h"
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const char *OS_Android::ANDROID_EXEC_PATH = "apk";
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String _remove_symlink(const String &dir) {
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// Workaround for Android 6.0+ using a symlink.
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// Save the current directory.
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char current_dir_name[2048];
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getcwd(current_dir_name, 2048);
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// Change directory to the external data directory.
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chdir(dir.utf8().get_data());
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// Get the actual directory without the potential symlink.
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char dir_name_wihout_symlink[2048];
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getcwd(dir_name_wihout_symlink, 2048);
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// Convert back to a String.
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String dir_without_symlink(dir_name_wihout_symlink);
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// Restore original current directory.
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chdir(current_dir_name);
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return dir_without_symlink;
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}
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class AndroidLogger : public Logger {
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public:
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virtual void logv(const char *p_format, va_list p_list, bool p_err) {
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__android_log_vprint(p_err ? ANDROID_LOG_ERROR : ANDROID_LOG_INFO, "godot", p_format, p_list);
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}
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virtual ~AndroidLogger() {}
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};
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void OS_Android::alert(const String &p_alert, const String &p_title) {
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ERR_FAIL_NULL(godot_java);
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godot_java->alert(p_alert, p_title);
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}
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void OS_Android::initialize_core() {
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OS_Unix::initialize_core();
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#ifdef TOOLS_ENABLED
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FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_RESOURCES);
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#else
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if (use_apk_expansion) {
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FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_RESOURCES);
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} else {
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FileAccess::make_default<FileAccessAndroid>(FileAccess::ACCESS_RESOURCES);
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}
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#endif
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FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_USERDATA);
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FileAccess::make_default<FileAccessFilesystemJAndroid>(FileAccess::ACCESS_FILESYSTEM);
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#ifdef TOOLS_ENABLED
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DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_RESOURCES);
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#else
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if (use_apk_expansion) {
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DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_RESOURCES);
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} else {
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DirAccess::make_default<DirAccessJAndroid>(DirAccess::ACCESS_RESOURCES);
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}
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#endif
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DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_USERDATA);
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DirAccess::make_default<DirAccessJAndroid>(DirAccess::ACCESS_FILESYSTEM);
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NetSocketAndroid::make_default();
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}
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void OS_Android::initialize() {
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initialize_core();
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}
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void OS_Android::initialize_joypads() {
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Input::get_singleton()->set_fallback_mapping(godot_java->get_input_fallback_mapping());
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// This queries/updates the currently connected devices/joypads.
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godot_java->init_input_devices();
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}
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void OS_Android::set_main_loop(MainLoop *p_main_loop) {
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main_loop = p_main_loop;
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}
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void OS_Android::delete_main_loop() {
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if (main_loop) {
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memdelete(main_loop);
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main_loop = nullptr;
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}
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}
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void OS_Android::finalize() {
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}
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OS_Android *OS_Android::get_singleton() {
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return static_cast<OS_Android *>(OS::get_singleton());
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}
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GodotJavaWrapper *OS_Android::get_godot_java() {
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return godot_java;
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}
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GodotIOJavaWrapper *OS_Android::get_godot_io_java() {
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return godot_io_java;
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}
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bool OS_Android::request_permission(const String &p_name) {
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return godot_java->request_permission(p_name);
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}
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bool OS_Android::request_permissions() {
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return godot_java->request_permissions();
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}
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Vector<String> OS_Android::get_granted_permissions() const {
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return godot_java->get_granted_permissions();
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}
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Error OS_Android::open_dynamic_library(const String p_path, void *&p_library_handle, bool p_also_set_library_path, String *r_resolved_path) {
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p_library_handle = dlopen(p_path.utf8().get_data(), RTLD_NOW);
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ERR_FAIL_NULL_V_MSG(p_library_handle, ERR_CANT_OPEN, "Can't open dynamic library: " + p_path + ", error: " + dlerror() + ".");
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if (r_resolved_path != nullptr) {
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*r_resolved_path = p_path;
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}
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return OK;
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}
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String OS_Android::get_name() const {
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return "Android";
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}
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MainLoop *OS_Android::get_main_loop() const {
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return main_loop;
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}
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void OS_Android::main_loop_begin() {
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if (main_loop) {
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main_loop->initialize();
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}
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}
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bool OS_Android::main_loop_iterate(bool *r_should_swap_buffers) {
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if (!main_loop) {
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return false;
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}
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DisplayServerAndroid::get_singleton()->process_events();
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uint64_t current_frames_drawn = Engine::get_singleton()->get_frames_drawn();
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bool exit = Main::iteration();
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if (r_should_swap_buffers) {
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*r_should_swap_buffers = !is_in_low_processor_usage_mode() || RenderingServer::get_singleton()->has_changed() || current_frames_drawn != Engine::get_singleton()->get_frames_drawn();
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}
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return exit;
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}
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void OS_Android::main_loop_end() {
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if (main_loop) {
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SceneTree *scene_tree = Object::cast_to<SceneTree>(main_loop);
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if (scene_tree) {
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scene_tree->quit();
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}
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main_loop->finalize();
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}
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}
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void OS_Android::main_loop_focusout() {
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DisplayServerAndroid::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
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audio_driver_android.set_pause(true);
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}
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void OS_Android::main_loop_focusin() {
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DisplayServerAndroid::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_FOCUS_IN);
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audio_driver_android.set_pause(false);
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}
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Error OS_Android::shell_open(String p_uri) {
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return godot_io_java->open_uri(p_uri);
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}
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String OS_Android::get_resource_dir() const {
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#ifdef TOOLS_ENABLED
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return OS_Unix::get_resource_dir();
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#else
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return "/"; //android has its own filesystem for resources inside the APK
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#endif
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}
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String OS_Android::get_locale() const {
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String locale = godot_io_java->get_locale();
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if (!locale.is_empty()) {
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return locale;
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}
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return OS_Unix::get_locale();
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}
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String OS_Android::get_model_name() const {
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String model = godot_io_java->get_model();
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if (!model.is_empty()) {
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return model;
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}
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return OS_Unix::get_model_name();
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}
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String OS_Android::get_data_path() const {
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return get_user_data_dir();
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}
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String OS_Android::get_executable_path() const {
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// Since unix process creation is restricted on Android, we bypass
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// OS_Unix::get_executable_path() so we can return ANDROID_EXEC_PATH.
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// Detection of ANDROID_EXEC_PATH allows to handle process creation in an Android compliant
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// manner.
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return OS::get_executable_path();
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}
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String OS_Android::get_user_data_dir() const {
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if (!data_dir_cache.is_empty()) {
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return data_dir_cache;
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}
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String data_dir = godot_io_java->get_user_data_dir();
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if (!data_dir.is_empty()) {
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data_dir_cache = _remove_symlink(data_dir);
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return data_dir_cache;
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}
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return ".";
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}
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String OS_Android::get_cache_path() const {
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if (!cache_dir_cache.is_empty()) {
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return cache_dir_cache;
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}
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String cache_dir = godot_io_java->get_cache_dir();
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if (!cache_dir.is_empty()) {
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cache_dir_cache = _remove_symlink(cache_dir);
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return cache_dir_cache;
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}
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return ".";
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}
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String OS_Android::get_unique_id() const {
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String unique_id = godot_io_java->get_unique_id();
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if (!unique_id.is_empty()) {
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return unique_id;
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}
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return OS::get_unique_id();
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}
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String OS_Android::get_system_dir(SystemDir p_dir, bool p_shared_storage) const {
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return godot_io_java->get_system_dir(p_dir, p_shared_storage);
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}
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Error OS_Android::move_to_trash(const String &p_path) {
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Ref<DirAccess> da_ref = DirAccess::create_for_path(p_path);
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if (da_ref.is_null()) {
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return FAILED;
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}
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// Check if it's a directory
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if (da_ref->dir_exists(p_path)) {
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Error err = da_ref->change_dir(p_path);
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if (err) {
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return err;
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}
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// This is directory, let's erase its contents
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err = da_ref->erase_contents_recursive();
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if (err) {
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return err;
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}
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// Remove the top directory
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return da_ref->remove(p_path);
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} else if (da_ref->file_exists(p_path)) {
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// This is a file, let's remove it.
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return da_ref->remove(p_path);
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} else {
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return FAILED;
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}
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}
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void OS_Android::set_display_size(const Size2i &p_size) {
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display_size = p_size;
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}
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Size2i OS_Android::get_display_size() const {
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return display_size;
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}
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void OS_Android::set_opengl_extensions(const char *p_gl_extensions) {
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#if defined(GLES3_ENABLED)
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ERR_FAIL_NULL(p_gl_extensions);
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gl_extensions = p_gl_extensions;
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#endif
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}
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void OS_Android::set_native_window(ANativeWindow *p_native_window) {
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#if defined(VULKAN_ENABLED)
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native_window = p_native_window;
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#endif
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}
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ANativeWindow *OS_Android::get_native_window() const {
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#if defined(VULKAN_ENABLED)
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return native_window;
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#else
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return nullptr;
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#endif
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}
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void OS_Android::vibrate_handheld(int p_duration_ms) {
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godot_java->vibrate(p_duration_ms);
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}
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String OS_Android::get_config_path() const {
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return get_user_data_dir().plus_file("config");
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}
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bool OS_Android::_check_internal_feature_support(const String &p_feature) {
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if (p_feature == "mobile") {
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return true;
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}
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#if defined(__aarch64__)
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if (p_feature == "arm64-v8a") {
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return true;
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}
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#elif defined(__ARM_ARCH_7A__)
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if (p_feature == "armeabi-v7a" || p_feature == "armeabi") {
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return true;
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}
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#elif defined(__arm__)
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if (p_feature == "armeabi") {
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return true;
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}
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#endif
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return false;
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}
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OS_Android::OS_Android(GodotJavaWrapper *p_godot_java, GodotIOJavaWrapper *p_godot_io_java, bool p_use_apk_expansion) {
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display_size.width = 800;
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display_size.height = 600;
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use_apk_expansion = p_use_apk_expansion;
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main_loop = nullptr;
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#if defined(GLES3_ENABLED)
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gl_extensions = nullptr;
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use_gl2 = false;
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#endif
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#if defined(VULKAN_ENABLED)
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native_window = nullptr;
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#endif
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godot_java = p_godot_java;
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godot_io_java = p_godot_io_java;
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Vector<Logger *> loggers;
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loggers.push_back(memnew(AndroidLogger));
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_set_logger(memnew(CompositeLogger(loggers)));
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AudioDriverManager::add_driver(&audio_driver_android);
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DisplayServerAndroid::register_android_driver();
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}
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Error OS_Android::execute(const String &p_path, const List<String> &p_arguments, String *r_pipe, int *r_exitcode, bool read_stderr, Mutex *p_pipe_mutex, bool p_open_console) {
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if (p_path == ANDROID_EXEC_PATH) {
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return create_instance(p_arguments);
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} else {
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return OS_Unix::execute(p_path, p_arguments, r_pipe, r_exitcode, read_stderr, p_pipe_mutex, p_open_console);
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}
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}
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Error OS_Android::create_process(const String &p_path, const List<String> &p_arguments, ProcessID *r_child_id, bool p_open_console) {
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if (p_path == ANDROID_EXEC_PATH) {
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return create_instance(p_arguments, r_child_id);
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} else {
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return OS_Unix::create_process(p_path, p_arguments, r_child_id, p_open_console);
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}
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}
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Error OS_Android::create_instance(const List<String> &p_arguments, ProcessID *r_child_id) {
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godot_java->create_new_godot_instance(p_arguments);
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return OK;
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}
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OS_Android::~OS_Android() {
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}
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