Merge pull request #72106 from m4gr3d/fix_godot_android_editor_4_crash_after_running_game
Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
This commit is contained in:
@@ -31,12 +31,11 @@
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package org.godotengine.editor
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import android.Manifest
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import android.app.ActivityManager
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import android.content.Context
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import android.content.Intent
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import android.content.pm.PackageManager
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import android.os.Build
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import android.os.Bundle
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import android.os.Debug
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import android.os.Environment
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import android.os.*
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import android.util.Log
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import android.widget.Toast
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import androidx.window.layout.WindowMetricsCalculator
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@@ -64,11 +63,18 @@ open class GodotEditor : FullScreenGodotApp() {
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private const val COMMAND_LINE_PARAMS = "command_line_params"
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private const val EDITOR_ID = 777
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private const val EDITOR_ARG = "--editor"
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private const val EDITOR_ARG_SHORT = "-e"
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private const val EDITOR_PROCESS_NAME_SUFFIX = ":GodotEditor"
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private const val GAME_ID = 667
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private const val GAME_PROCESS_NAME_SUFFIX = ":GodotGame"
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private const val PROJECT_MANAGER_ID = 555
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private const val PROJECT_MANAGER_ARG = "--project-manager"
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private const val PROJECT_MANAGER_ARG_SHORT = "-p"
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private const val PROJECT_MANAGER_PROCESS_NAME_SUFFIX = ":GodotProjectManager"
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}
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private val commandLineParams = ArrayList<String>()
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@@ -102,9 +108,10 @@ open class GodotEditor : FullScreenGodotApp() {
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override fun getCommandLine() = commandLineParams
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override fun onNewGodotInstanceRequested(args: Array<String>) {
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override fun onNewGodotInstanceRequested(args: Array<String>): Int {
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// Parse the arguments to figure out which activity to start.
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var targetClass: Class<*> = GodotGame::class.java
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var instanceId = GAME_ID
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// Whether we should launch the new godot instance in an adjacent window
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// https://developer.android.com/reference/android/content/Intent#FLAG_ACTIVITY_LAUNCH_ADJACENT
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@@ -115,12 +122,14 @@ open class GodotEditor : FullScreenGodotApp() {
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if (EDITOR_ARG == arg || EDITOR_ARG_SHORT == arg) {
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targetClass = GodotEditor::class.java
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launchAdjacent = false
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instanceId = EDITOR_ID
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break
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}
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if (PROJECT_MANAGER_ARG == arg || PROJECT_MANAGER_ARG_SHORT == arg) {
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targetClass = GodotProjectManager::class.java
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launchAdjacent = false
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instanceId = PROJECT_MANAGER_ID
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break
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}
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}
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@@ -139,6 +148,37 @@ open class GodotEditor : FullScreenGodotApp() {
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Log.d(TAG, "Starting $targetClass")
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startActivity(newInstance)
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}
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return instanceId
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}
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override fun onGodotForceQuit(godotInstanceId: Int): Boolean {
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val processNameSuffix = when (godotInstanceId) {
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GAME_ID -> {
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GAME_PROCESS_NAME_SUFFIX
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}
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EDITOR_ID -> {
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EDITOR_PROCESS_NAME_SUFFIX
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}
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PROJECT_MANAGER_ID -> {
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PROJECT_MANAGER_PROCESS_NAME_SUFFIX
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}
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else -> ""
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}
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if (processNameSuffix.isBlank()) {
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return false
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}
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val activityManager = getSystemService(Context.ACTIVITY_SERVICE) as ActivityManager
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val runningProcesses = activityManager.runningAppProcesses
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for (runningProcess in runningProcesses) {
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if (runningProcess.processName.endsWith(processNameSuffix)) {
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Log.v(TAG, "Killing Godot process ${runningProcess.processName}")
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Process.killProcess(runningProcess.pid)
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return true
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}
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}
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return false
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}
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// Get the screen's density scale
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@@ -74,28 +74,36 @@ public abstract class FullScreenGodotApp extends FragmentActivity implements God
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public void onDestroy() {
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Log.v(TAG, "Destroying Godot app...");
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super.onDestroy();
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onGodotForceQuit(godotFragment);
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terminateGodotInstance(godotFragment);
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}
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@Override
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public final void onGodotForceQuit(Godot instance) {
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runOnUiThread(() -> {
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terminateGodotInstance(instance);
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});
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}
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private void terminateGodotInstance(Godot instance) {
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if (instance == godotFragment) {
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Log.v(TAG, "Force quitting Godot instance");
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ProcessPhoenix.forceQuit(this);
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ProcessPhoenix.forceQuit(FullScreenGodotApp.this);
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}
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}
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@Override
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public final void onGodotRestartRequested(Godot instance) {
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if (instance == godotFragment) {
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// It's very hard to properly de-initialize Godot on Android to restart the game
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// from scratch. Therefore, we need to kill the whole app process and relaunch it.
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//
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// Restarting only the activity, wouldn't be enough unless it did proper cleanup (including
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// releasing and reloading native libs or resetting their state somehow and clearing statics).
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Log.v(TAG, "Restarting Godot instance...");
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ProcessPhoenix.triggerRebirth(this);
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}
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runOnUiThread(() -> {
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if (instance == godotFragment) {
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// It's very hard to properly de-initialize Godot on Android to restart the game
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// from scratch. Therefore, we need to kill the whole app process and relaunch it.
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//
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// Restarting only the activity, wouldn't be enough unless it did proper cleanup (including
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// releasing and reloading native libs or resetting their state somehow and clearing statics).
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Log.v(TAG, "Restarting Godot instance...");
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ProcessPhoenix.triggerRebirth(FullScreenGodotApp.this);
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}
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});
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}
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@Override
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@@ -348,11 +348,9 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
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}
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public void restart() {
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runOnUiThread(() -> {
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if (godotHost != null) {
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godotHost.onGodotRestartRequested(this);
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}
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});
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if (godotHost != null) {
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godotHost.onGodotRestartRequested(this);
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}
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}
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public void alert(final String message, final String title) {
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@@ -889,11 +887,20 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
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private void forceQuit() {
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// TODO: This is a temp solution. The proper fix will involve tracking down and properly shutting down each
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// native Godot components that is started in Godot#onVideoInit.
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runOnUiThread(() -> {
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if (godotHost != null) {
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godotHost.onGodotForceQuit(this);
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}
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});
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forceQuit(0);
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}
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@Keep
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private boolean forceQuit(int instanceId) {
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if (godotHost == null) {
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return false;
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}
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if (instanceId == 0) {
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godotHost.onGodotForceQuit(this);
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return true;
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} else {
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return godotHost.onGodotForceQuit(instanceId);
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}
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}
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private boolean obbIsCorrupted(String f, String main_pack_md5) {
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@@ -1052,11 +1059,10 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
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}
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@Keep
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private void createNewGodotInstance(String[] args) {
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runOnUiThread(() -> {
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if (godotHost != null) {
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godotHost.onNewGodotInstanceRequested(args);
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}
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});
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private int createNewGodotInstance(String[] args) {
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if (godotHost != null) {
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return godotHost.onNewGodotInstanceRequested(args);
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}
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return 0;
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}
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}
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@@ -55,21 +55,35 @@ public interface GodotHost {
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default void onGodotMainLoopStarted() {}
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/**
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* Invoked on the UI thread as the last step of the Godot instance clean up phase.
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* Invoked on the render thread to terminate the given Godot instance.
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*/
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default void onGodotForceQuit(Godot instance) {}
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/**
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* Invoked on the UI thread when the Godot instance wants to be restarted. It's up to the host
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* Invoked on the render thread to terminate the Godot instance with the given id.
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* @param godotInstanceId id of the Godot instance to terminate. See {@code onNewGodotInstanceRequested}
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*
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* @return true if successful, false otherwise.
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*/
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default boolean onGodotForceQuit(int godotInstanceId) {
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return false;
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}
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/**
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* Invoked on the render thread when the Godot instance wants to be restarted. It's up to the host
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* to perform the appropriate action(s).
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*/
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default void onGodotRestartRequested(Godot instance) {}
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/**
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* Invoked on the UI thread when a new Godot instance is requested. It's up to the host to
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* Invoked on the render thread when a new Godot instance is requested. It's up to the host to
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* perform the appropriate action(s).
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*
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* @param args Arguments used to initialize the new instance.
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*
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* @return the id of the new instance. See {@code onGodotForceQuit}
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*/
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default void onNewGodotInstanceRequested(String[] args) {}
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default int onNewGodotInstanceRequested(String[] args) {
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return 0;
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}
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}
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