Author Topic: Android compile error  (Read 2690 times)

Offline MrPlow

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Android compile error
« on: 2020-May-21 »
When compiling a new clean project
=======================
Build command failed.
Error while executing process C:\Android\android-sdk\ndk-bundle\ndk-build.cmd with arguments {NDK_PROJECT_PATH=null APP_BUILD_SCRIPT=C:\Users\Lenovo\Documents\GL_PROJECTS\GLBasic\NEWGAME\distribute\android_studio\app\jni\Android.mk NDK_APPLICATION_MK=C:\Users\Lenovo\Documents\GL_PROJECTS\GLBasic\NEWGAME\distribute\android_studio\app\jni\Application.mk APP_ABI=armeabi-v7a NDK_ALL_ABIS=armeabi-v7a NDK_DEBUG=0 APP_PLATFORM=android-23 NDK_OUT=C:/Users/Lenovo/Documents/GL_PROJECTS/GLBasic/NEWGAME/distribute/android_studio/app/build/intermediates/ndkBuild/release/obj NDK_LIBS_OUT=C:\Users\Lenovo\Documents\GL_PROJECTS\GLBasic\NEWGAME\distribute\android_studio\app\build\intermediates\ndkBuild\release\lib APP_PLATFORM=android-18 APP_SHORT_COMMANDS=false LOCAL_SHORT_COMMANDS=false -B -n}

usage: ldflags_to_sanitizers.py [GLOBAL_FLAGS] --module [MODULE_FLAGS] [--module [MODULE_FLAGS]...]
C:/Android/android-sdk/ndk-bundle/build//../build/core/build-all.mk:94: Android NDK: WARNING: There are no modules to build in this project!   
C:/Android/android-sdk/ndk-bundle/build//../build/core/setup-toolchain.mk:127: COLOR\distribute\android_studio\app\jni\Android.mk: No such file or directory
make: *** No rule to make target 'COLOR\distribute\android_studio\app\jni\Android.mk'.  Stop.
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Offline MrPlow

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Re: Android compile error
« Reply #1 on: 2020-May-21 »
Okay, might have solved the problem for now...

Seems the Android build process does not like [spaces] in the parent project folder  =D
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Offline spacefractal

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Re: Android compile error
« Reply #2 on: 2020-May-22 »
property "" is missing somewhere. this is normal with spaces when those is forgot. no idea where.

Which path was it? Im should warns about it in the glbasic compiler if a space is used.
« Last Edit: 2020-May-22 by spacefractal »
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Offline MrPlow

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Re: Android compile error
« Reply #3 on: 2020-May-22 »
It was the GLB project folder name - the parent of the GLB code

Also, KEY(1) is not working for me now

Also ad show with javacall is crashing for me - is there something I need to add for new changes you made to interstitial ads to work?
« Last Edit: 2020-May-22 by MrPlow »
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Offline spacefractal

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Re: Android compile error
« Reply #4 on: 2020-May-22 »
I'm haven't touched the KEY()? Im did do fighted to get right java ads file (that one that only uses init() with no arguments. For any ads relative crash im do need the full log from the logcat around the crash, or im have no change to take a look what happens.

here Spot Race does also not works with ads too, but PowerUp Elevation does works. This is just a fault from my side as the ads init ID seens have been changed or strings.xml got resetted.

Also do NOT touch any glbasic relative sound or graphics commands in both SUB GLB_ON_PAUSE: and GLB_ON_RESUME: functions at all (even FPSLIMIT might crash)! If you do that, then its might crash when you show a ads or when you quit it! Im did warn about that througt.

This was the key issue why im choosen to added soundpool for alternative music player (just a change in strings.xml needed), so java automatic could pause and resume it...... not currectly possible with sdl_mixer (as its will crash).

Also JavaCall$() is no longer usable, but just rename and use JavaCall2$ instead.
« Last Edit: 2020-May-22 by spacefractal »
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Offline MrPlow

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Re: Android compile error
« Reply #5 on: 2020-May-22 »
I did the Javacall2$ fix already - i will try load and init the ads myself to see if I can fix.
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Offline spacefractal

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Re: Android compile error
« Reply #6 on: 2020-May-22 »
here its seens all works fine, but Google did ineeded updated version number in build.grandle. Could been the reason? (com.google.android.gms:play-services-ads:19.1.0). im might have forgot to update that in steam, but did also mention that too.
« Last Edit: 2020-May-22 by spacefractal »
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Offline spacefractal

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Re: Android compile error
« Reply #7 on: 2020-May-22 »
you can see if its a http fail if you do not use any filters in the logcat. then any fails would been shown. howover there was a crash when tried to load admob on a android tv, which is unsupported.
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Offline MrPlow

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Re: Android compile error
« Reply #8 on: 2020-May-22 »
I doubt it is the SDK version for Admob - as I was many years using very old SDKs without issue...
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Offline spacefractal

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Re: Android compile error
« Reply #9 on: 2020-May-22 »
Yes it's can. Don't use old version really. Not with as.

Foe the init issue, I'm need the logcat. Output of logcat still works in as when launch the retail version.

Debug ads might not work with retail unit id. They will fails loading. But should not crash.

That android tv crash will been fixed in next update. anyway im havent touched KEY(1). remember its a toogle, so send it to variable. This was to prevent back to been multiply pressed as its should not do that. This has been that very since beginning.
« Last Edit: 2020-May-22 by spacefractal »
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Offline MrPlow

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Re: Android compile error
« Reply #10 on: 2020-May-22 »
Variable toggle?

do you mean

Code: (glbasic) [Select]
LOCAL backbutton%
backbutton = KEY(1)

if backbutton...
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Offline spacefractal

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Re: Android compile error
« Reply #11 on: 2020-May-22 »
Here its works as intended and used back for backtrace from ingame -> pause -> menu -> quit and works perfectly when testing here. You might still use it improperty?

Also has you used ALLOWESCAPE FALSE or has used that command at all? On Windows is set to ALLOWESCAPE TRUE by default, but you cant do that on Android, where ALLOWESCAPE FALSE is required.

On Android im generally do something like this for KEY(1) for a proper use of it:

Code: (glbasic) [Select]
?IFDEF ANDROID
IF KEY(1)=1
IF S_Status$="Play"
LOCKSELECT=1
S_Status$="Pause"
ELSEIF S_Status$="Pause"
S_Status$="Menu"
ResetGame()
LOCKSELECT=0
GameStatus$=""
ELSEIF S_Status$="Menu"
DEPRINT("end()")
END
ENDIF
ENDIF

Howover keyboards on emulators is disabled throught. So you can do try to move
if (SDLGlbasic.GetDeviceName(event) == false) return keyCode;

To down just above
if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) keyCode = KeyEvent.KEYCODE_BUTTON_A;

But touch presses should not been a keyboard. 
« Last Edit: 2020-May-22 by spacefractal »
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Offline MrPlow

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Re: Android compile error
« Reply #12 on: 2020-May-23 »
Admob error crash logcat

I cant be sure but looks like its related to

SDL main line 1503
        SDLGlbasic.nativeSetup(); //****GLBASIC****
        SDLActivity.nativeRunMain(library, function, arguments);
« Last Edit: 2020-May-23 by MrPlow »
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Offline spacefractal

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Re: Android compile error
« Reply #13 on: 2020-May-23 »
Hmmm.

Look like you have imported android_JAVACALL wrong? That import was correct and should not been renamed, unlike the helper function. So import and function should look like this:

Code: (glbasic) [Select]
?IFDEF ANDROID
IMPORT "C" const char* android_JAVACALL(const char* string)
?ENDIF

FUNCTION JavaCall2$: callStr$
?IFDEF ANDROID
STATIC res$
res$ = android_JAVACALL(callStr$)
RETURN res$
?ENDIF
ENDFUNCTION

This can also been the reason for the crash as android_JAVACALL2 import does not exists.
« Last Edit: 2020-May-23 by spacefractal »
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Offline MrPlow

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Re: Android compile error
« Reply #14 on: 2020-May-23 »
Doh!

Great stuff! At least that looks to be sorted. :)
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