update docs
This commit is contained in:
209
CLAUDE.md
209
CLAUDE.md
@@ -517,3 +517,212 @@ RMLUI: goBack called (history depth: 1)
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Loading screen: apps/home/home.rml
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RMLUI: Back to: home
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```
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## Documentation Guidelines
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**IMPORTANT**: Always document progress and new commands to avoid rediscovery.
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### Where to Put Documentation
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| Content Type | Location |
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|--------------|----------|
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| General concepts, architecture | `MosisService/CLAUDE.md` (this file) |
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| Unreal plugin docs | `MosisUnreal/Plugins/MosisSDK/README.md` |
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| Unity package docs | `MosisVR/Packages/com.omarator.mosissdk/README.md` |
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| Project-specific build commands | Each project's own docs |
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**DO NOT** put documentation in the root `D:\Dev\Mosis\` directory - it is not versioned.
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### What to Document
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1. **Build commands** - Every new build command discovered or created
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2. **Environment setup** - Required environment variables, SDK versions
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3. **Architecture decisions** - Why something was done a certain way
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4. **Issues and solutions** - Problems encountered and how they were fixed
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5. **File locations** - Where important files are and what they do
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### When to Document
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- After completing a milestone or feature
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- When discovering new build commands
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- When fixing a non-obvious issue
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- When adding new dependencies or requirements
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## Game Engine Integrations
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MosisService provides a virtual phone that game engines can display and interact with.
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### Integration Architecture
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```
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┌─────────────────────────────────────────────────────────────────┐
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│ MosisService │
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│ (OpenGL ES rendering → AHardwareBuffer) │
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└───────────────────────────┬─────────────────────────────────────┘
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│ Binder IPC + Shared Memory
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┌─────────────────┴─────────────────┐
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▼ ▼
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┌─────────────────────┐ ┌─────────────────────┐
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│ MosisUnreal │ │ MosisVR │
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│ (UE5.5 Plugin) │ │ (Unity Package) │
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│ Vulkan Import │ │ Vulkan/OpenGL │
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└─────────────────────┘ └─────────────────────┘
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```
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### MosisUnreal (Unreal Engine 5.5)
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**Location**: `D:\Dev\Mosis\MosisUnreal\Plugins\MosisSDK\`
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#### Build Commands
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```batch
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:: Windows Editor Build
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"D:\Epic\UE_5.5\Engine\Build\BatchFiles\Build.bat" ^
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MosisUnrealEditor Win64 Development ^
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-Project="D:\Dev\Mosis\MosisUnreal\MosisUnreal.uproject"
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:: Android APK Build
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"D:\Epic\UE_5.5\Engine\Build\BatchFiles\RunUAT.bat" ^
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BuildCookRun ^
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-project="D:\Dev\Mosis\MosisUnreal\MosisUnreal.uproject" ^
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-platform=Android -clientconfig=Development ^
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-build -cook -stage -pak -package -noP4
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:: Clean Build (delete these folders first)
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rmdir /s /q "Intermediate\Build"
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rmdir /s /q "Binaries"
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```
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#### Output Files
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| Build | Output |
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|-------|--------|
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| Windows Editor | `Plugins/MosisSDK/Binaries/Win64/UnrealEditor-MosisSDK.dll` |
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| Android | `Binaries/Android/MosisUnreal-arm64.apk` |
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#### Requirements
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- Android SDK Platform 36 (for AIDL binder headers)
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- Android Build Tools 36.1.0 (for AIDL compiler)
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- `ANDROID_HOME` environment variable set
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### MosisVR (Unity 6000.3.2f1)
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**Location**: `D:\Dev\Mosis\MosisVR\Packages\com.omarator.mosissdk\`
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#### Build Commands
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Build via Unity Editor:
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1. File > Build Settings
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2. Switch Platform to Android
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3. Player Settings > Graphics APIs: Vulkan + OpenGLES3
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4. Build and Run
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#### Native Plugin Build
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```batch
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:: From Plugins/Android/cpp/
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cmake -B build -DCMAKE_TOOLCHAIN_FILE=%ANDROID_NDK_HOME%/build/cmake/android.toolchain.cmake ^
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-DANDROID_ABI=arm64-v8a -DANDROID_PLATFORM=android-29
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cmake --build build
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```
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### Device Testing (Both Engines)
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```bash
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# Install MosisService first
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adb install -r MosisService-debug.apk
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# Install game client
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adb install -r MosisUnreal-arm64.apk # or MosisVR.apk
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# Launch service
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adb shell am start -n com.omixlab.mosis/.MainActivity
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# Launch client
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adb shell am start -n com.omixlab.MosisUnreal/com.epicgames.unreal.GameActivity
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# or for Unity:
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adb shell am start -n com.omixlab.mosisvr/com.unity3d.player.UnityPlayerActivity
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# Monitor all Mosis logs
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adb logcat -s MosisSDK MosisTest RMLUI Vulkan
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```
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## Vulkan HardwareBuffer Import
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Both game engines use Vulkan to import AHardwareBuffer from MosisService.
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### Required Vulkan Extensions
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```
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VK_ANDROID_external_memory_android_hardware_buffer
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VK_KHR_external_memory
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VK_KHR_dedicated_allocation
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```
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### Import Pattern
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```cpp
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// 1. Query buffer properties
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VkAndroidHardwareBufferPropertiesANDROID props = {
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.sType = VK_STRUCTURE_TYPE_ANDROID_HARDWARE_BUFFER_PROPERTIES_ANDROID
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};
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VkAndroidHardwareBufferFormatPropertiesANDROID formatProps = {
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.sType = VK_STRUCTURE_TYPE_ANDROID_HARDWARE_BUFFER_FORMAT_PROPERTIES_ANDROID
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};
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props.pNext = &formatProps;
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vkGetAndroidHardwareBufferPropertiesANDROID(device, buffer, &props);
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// 2. Create image with external memory
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VkExternalMemoryImageCreateInfo extInfo = {
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.sType = VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_IMAGE_CREATE_INFO,
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.handleTypes = VK_EXTERNAL_MEMORY_HANDLE_TYPE_ANDROID_HARDWARE_BUFFER_BIT_ANDROID
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};
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AHardwareBuffer_Desc desc;
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AHardwareBuffer_describe(buffer, &desc);
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VkImageCreateInfo imageInfo = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
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.pNext = &extInfo,
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.imageType = VK_IMAGE_TYPE_2D,
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.format = formatProps.format,
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.extent = {desc.width, desc.height, 1},
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.mipLevels = 1,
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.arrayLayers = 1,
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.samples = VK_SAMPLE_COUNT_1_BIT,
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.tiling = VK_IMAGE_TILING_OPTIMAL,
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.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT,
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE
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};
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vkCreateImage(device, &imageInfo, nullptr, &image);
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// 3. Import memory from HardwareBuffer
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VkImportAndroidHardwareBufferInfoANDROID importInfo = {
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.sType = VK_STRUCTURE_TYPE_IMPORT_ANDROID_HARDWARE_BUFFER_INFO_ANDROID,
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.buffer = buffer
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};
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VkMemoryDedicatedAllocateInfo dedicatedInfo = {
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.sType = VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO,
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.pNext = &importInfo,
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.image = image
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};
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VkMemoryAllocateInfo allocInfo = {
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.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
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.pNext = &dedicatedInfo,
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.allocationSize = props.allocationSize,
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.memoryTypeIndex = FindMemoryType(props.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)
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};
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vkAllocateMemory(device, &allocInfo, nullptr, &memory);
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vkBindImageMemory(device, image, memory, 0);
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```
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### Synchronization
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Currently using CPU synchronization (`vkQueueWaitIdle` / `glFinish`). Future improvement: use Vulkan semaphores for GPU-GPU sync.
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### Double Buffering
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The imported image is copied to a local texture each frame to prevent data races with MosisService rendering.
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