implement GPU texture copy and add build script with launch command
This commit is contained in:
@@ -56,6 +56,11 @@ void AMosisPhoneActor::BeginPlay()
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{
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// Default plane is 100x100 units, so bounds are -50 to 50 in X and Y
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ScreenBoundsLocal = FVector4(-50.0f, -50.0f, 50.0f, 50.0f);
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// Flip the mesh on Y axis to correct texture orientation
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// (OpenGL renders with origin at bottom-left, Vulkan/UE5 expects top-left)
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FVector CurrentScale = PhoneMesh->GetRelativeScale3D();
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PhoneMesh->SetRelativeScale3D(FVector(CurrentScale.X, -CurrentScale.Y, CurrentScale.Z));
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}
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// Create dynamic material for the screen
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@@ -143,5 +148,8 @@ bool AMosisPhoneActor::WorldToPhoneUV(FVector WorldLocation, FVector2D& OutUV) c
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OutUV.X = (LocalLocation.X - MinX) / (MaxX - MinX);
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OutUV.Y = (LocalLocation.Y - MinY) / (MaxY - MinY);
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// Flip Y to match the flipped mesh scale (corrects for OpenGL vs Vulkan coordinate systems)
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OutUV.Y = 1.0f - OutUV.Y;
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return true;
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}
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@@ -171,8 +171,8 @@ void UMosisPhoneComponent::OnBufferAvailable()
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UE_LOG(LogMosisPhone, Log, TEXT("OnBufferAvailable: Created phone texture"));
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}
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// Import the hardware buffer
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PhoneTexture->UpdateFromHardwareBuffer(Buffer);
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// Import the hardware buffer for GPU-accelerated updates
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PhoneTexture->ImportHardwareBuffer(Buffer);
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// Update material if set
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if (PhoneMaterial && PhoneTexture)
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@@ -185,20 +185,19 @@ void UMosisPhoneComponent::OnBufferAvailable()
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void UMosisPhoneComponent::OnFrameAvailable()
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{
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#if PLATFORM_ANDROID
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if (!PhoneTexture)
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if (!PhoneTexture || !PhoneTexture->HasImportedBuffer())
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{
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return;
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}
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// Notify texture that a new frame is available
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// This schedules the render thread copy
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PhoneTexture->NotifyFrameAvailable();
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// Perform GPU-to-GPU copy from imported hardware buffer
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PhoneTexture->CopyFromImportedBuffer();
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// Log occasionally to avoid spam
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static int32 FrameCount = 0;
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if (++FrameCount % 60 == 0)
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{
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UE_LOG(LogMosisPhone, Log, TEXT("OnFrameAvailable: Frame %d"), FrameCount);
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UE_LOG(LogMosisPhone, Log, TEXT("OnFrameAvailable: Frame %d (GPU copy)"), FrameCount);
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}
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#endif
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}
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@@ -2,21 +2,40 @@
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#include "MosisPhoneTexture.h"
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#include "RenderingThread.h"
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#include "RHICommandList.h"
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#if PLATFORM_ANDROID
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#include "IVulkanDynamicRHI.h"
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#endif
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DEFINE_LOG_CATEGORY_STATIC(LogMosisPhoneTexture, Log, All);
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UMosisPhoneTexture::UMosisPhoneTexture()
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{
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// UTexture2DDynamic defaults are fine
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SRGB = true;
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Filter = TF_Bilinear;
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}
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UMosisPhoneTexture::~UMosisPhoneTexture()
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{
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#if PLATFORM_ANDROID
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// Release imported texture RHI resource
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if (ImportedTextureRHI.IsValid())
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{
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ImportedTextureRHI.SafeRelease();
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}
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CurrentBuffer = nullptr;
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#endif
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}
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void UMosisPhoneTexture::Initialize(uint32 InWidth, uint32 InHeight)
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{
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UE_LOG(LogMosisPhoneTexture, Log, TEXT("Initialize: %dx%d"), InWidth, InHeight);
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// Use UTexture2DDynamic's Init method
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TextureWidth = InWidth;
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TextureHeight = InHeight;
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// Initialize the UTexture2DDynamic base - this creates our destination texture
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Init(InWidth, InHeight, PF_R8G8B8A8, false);
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bIsReady = true;
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@@ -24,131 +43,118 @@ void UMosisPhoneTexture::Initialize(uint32 InWidth, uint32 InHeight)
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#if PLATFORM_ANDROID
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void UMosisPhoneTexture::UpdateFromHardwareBuffer(AHardwareBuffer* Buffer)
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void UMosisPhoneTexture::ImportHardwareBuffer(AHardwareBuffer* Buffer)
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{
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if (!Buffer)
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{
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UE_LOG(LogMosisPhoneTexture, Warning, TEXT("UpdateFromHardwareBuffer: null buffer"));
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UE_LOG(LogMosisPhoneTexture, Warning, TEXT("ImportHardwareBuffer: null buffer"));
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return;
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}
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CurrentBuffer = Buffer;
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// Get buffer dimensions
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AHardwareBuffer_Desc Desc{};
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AHardwareBuffer_describe(Buffer, &Desc);
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UE_LOG(LogMosisPhoneTexture, Log, TEXT("UpdateFromHardwareBuffer: %dx%d"), Desc.width, Desc.height);
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UE_LOG(LogMosisPhoneTexture, Log, TEXT("ImportHardwareBuffer: %dx%d, format=%d, usage=0x%x"),
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Desc.width, Desc.height, Desc.format, Desc.usage);
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// Lock buffer and read data
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void* LockedData = nullptr;
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int32 Result = AHardwareBuffer_lock(Buffer, AHARDWAREBUFFER_USAGE_CPU_READ_OFTEN, -1, nullptr, &LockedData);
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if (Result != 0 || !LockedData)
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// Verify buffer has GPU sampled image usage (required for Vulkan import)
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if ((Desc.usage & AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE) == 0)
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{
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UE_LOG(LogMosisPhoneTexture, Error, TEXT("UpdateFromHardwareBuffer: Failed to lock buffer, result=%d"), Result);
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UE_LOG(LogMosisPhoneTexture, Error,
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TEXT("ImportHardwareBuffer: Buffer missing AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE flag"));
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return;
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}
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uint8* PixelData = static_cast<uint8*>(LockedData);
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// Copy data to a buffer for update (accounting for stride)
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uint32 StridePixels = Desc.stride > 0 ? Desc.stride : Desc.width;
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TArray<uint8> TextureData;
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TextureData.SetNumUninitialized(Desc.width * Desc.height * 4);
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for (uint32 y = 0; y < Desc.height; y++)
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// Check if RHI is Vulkan
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if (GDynamicRHI->GetInterfaceType() != ERHIInterfaceType::Vulkan)
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{
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uint32 SrcRow = y;
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uint32 DstRow = Desc.height - 1 - y; // Flip Y for Vulkan
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FMemory::Memcpy(
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TextureData.GetData() + DstRow * Desc.width * 4,
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PixelData + SrcRow * StridePixels * 4,
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Desc.width * 4
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);
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UE_LOG(LogMosisPhoneTexture, Error,
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TEXT("ImportHardwareBuffer: Vulkan RHI required for hardware buffer import"));
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return;
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}
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AHardwareBuffer_unlock(Buffer, nullptr);
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// Release old imported texture if any
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if (ImportedTextureRHI.IsValid())
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{
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ImportedTextureRHI.SafeRelease();
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}
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// Update the texture using UTexture2DDynamic's update regions
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CurrentBuffer = Buffer;
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// Import the hardware buffer using UE5's Vulkan RHI API
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// This creates a VkImage backed by the AHardwareBuffer's shared memory (zero-copy)
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IVulkanDynamicRHI* VulkanRHI = GetIVulkanDynamicRHI();
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ImportedTextureRHI = VulkanRHI->RHICreateTexture2DFromAndroidHardwareBuffer(Buffer);
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if (ImportedTextureRHI.IsValid())
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{
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UE_LOG(LogMosisPhoneTexture, Log,
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TEXT("ImportHardwareBuffer: Successfully imported as Vulkan texture"));
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// Initialize our destination texture if not done yet
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if (!bIsReady)
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{
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Initialize(Desc.width, Desc.height);
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}
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}
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else
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{
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UE_LOG(LogMosisPhoneTexture, Error,
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TEXT("ImportHardwareBuffer: Failed to create Vulkan texture from hardware buffer"));
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}
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}
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void UMosisPhoneTexture::CopyFromImportedBuffer()
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{
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if (!ImportedTextureRHI.IsValid() || !bIsReady)
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{
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return;
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}
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// Get our destination texture resource
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FTexture2DDynamicResource* TextureResource = static_cast<FTexture2DDynamicResource*>(GetResource());
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if (TextureResource)
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{
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ENQUEUE_RENDER_COMMAND(UpdateMosisTexture)(
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[TextureResource, Data = MoveTemp(TextureData), Width = Desc.width, Height = Desc.height](FRHICommandListImmediate& RHICmdList)
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{
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FUpdateTextureRegion2D Region(0, 0, 0, 0, Width, Height);
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RHIUpdateTexture2D(
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TextureResource->GetTexture2DRHI(),
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0,
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Region,
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Width * 4,
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Data.GetData()
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);
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}
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);
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}
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}
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void UMosisPhoneTexture::NotifyFrameAvailable()
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{
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if (!CurrentBuffer || !bIsReady)
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if (!TextureResource)
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{
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return;
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}
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// Get buffer dimensions
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AHardwareBuffer_Desc Desc{};
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AHardwareBuffer_describe(CurrentBuffer, &Desc);
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// Lock buffer and read data
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void* LockedData = nullptr;
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int32 Result = AHardwareBuffer_lock(CurrentBuffer, AHARDWAREBUFFER_USAGE_CPU_READ_OFTEN, -1, nullptr, &LockedData);
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if (Result != 0 || !LockedData)
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FTextureRHIRef DestTextureRHI = TextureResource->GetTexture2DRHI();
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if (!DestTextureRHI.IsValid())
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{
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return;
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}
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uint8* PixelData = static_cast<uint8*>(LockedData);
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// Capture references for the render thread lambda
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FTextureRHIRef SrcTexture = ImportedTextureRHI;
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FTextureRHIRef DstTexture = DestTextureRHI;
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uint32 Width = TextureWidth;
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uint32 Height = TextureHeight;
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// Copy data to a buffer for update (accounting for stride)
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uint32 StridePixels = Desc.stride > 0 ? Desc.stride : Desc.width;
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TArray<uint8> TextureData;
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TextureData.SetNumUninitialized(Desc.width * Desc.height * 4);
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for (uint32 y = 0; y < Desc.height; y++)
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// Enqueue GPU-to-GPU copy on render thread
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ENQUEUE_RENDER_COMMAND(CopyMosisTexture)(
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[SrcTexture, DstTexture, Width, Height](FRHICommandListImmediate& RHICmdList)
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{
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uint32 SrcRow = y;
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uint32 DstRow = Desc.height - 1 - y; // Flip Y for Vulkan
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FMemory::Memcpy(
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TextureData.GetData() + DstRow * Desc.width * 4,
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PixelData + SrcRow * StridePixels * 4,
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Desc.width * 4
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);
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}
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// Transition source to copy source state
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RHICmdList.Transition(FRHITransitionInfo(SrcTexture, ERHIAccess::Unknown, ERHIAccess::CopySrc));
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AHardwareBuffer_unlock(CurrentBuffer, nullptr);
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// Transition destination to copy dest state
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RHICmdList.Transition(FRHITransitionInfo(DstTexture, ERHIAccess::Unknown, ERHIAccess::CopyDest));
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// Update the texture
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FTexture2DDynamicResource* TextureResource = static_cast<FTexture2DDynamicResource*>(GetResource());
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if (TextureResource)
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{
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ENQUEUE_RENDER_COMMAND(UpdateMosisTextureFrame)(
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[TextureResource, Data = MoveTemp(TextureData), Width = Desc.width, Height = Desc.height](FRHICommandListImmediate& RHICmdList)
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{
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FUpdateTextureRegion2D Region(0, 0, 0, 0, Width, Height);
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RHIUpdateTexture2D(
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TextureResource->GetTexture2DRHI(),
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0,
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Region,
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Width * 4,
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Data.GetData()
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);
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// Perform GPU copy
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FRHICopyTextureInfo CopyInfo;
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CopyInfo.Size.X = Width;
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CopyInfo.Size.Y = Height;
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CopyInfo.Size.Z = 1;
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CopyInfo.NumMips = 1;
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CopyInfo.NumSlices = 1;
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RHICmdList.CopyTexture(SrcTexture, DstTexture, CopyInfo);
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// Transition destination back to shader resource for rendering
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RHICmdList.Transition(FRHITransitionInfo(DstTexture, ERHIAccess::CopyDest, ERHIAccess::SRVMask));
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}
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);
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}
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}
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#endif // PLATFORM_ANDROID
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@@ -14,6 +14,7 @@
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* UMosisPhoneTexture - Dynamic texture that displays the Mosis phone screen.
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*
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* This texture is updated from an AHardwareBuffer received from MosisService.
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* Uses GPU-to-GPU copy via Vulkan external memory import for optimal performance.
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* Inherits from UTexture2DDynamic for proper material integration.
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*/
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UCLASS()
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@@ -23,26 +24,27 @@ class UMosisPhoneTexture : public UTexture2DDynamic
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public:
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UMosisPhoneTexture();
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virtual ~UMosisPhoneTexture();
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/** Initialize the texture with dimensions */
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void Initialize(uint32 InWidth, uint32 InHeight);
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#if PLATFORM_ANDROID
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/**
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* Update the texture from a hardware buffer.
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* Import a hardware buffer for GPU-accelerated texture updates.
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* Creates a Vulkan image from the AHardwareBuffer for zero-copy import.
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* @param Buffer The AHardwareBuffer from MosisService
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*/
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void UpdateFromHardwareBuffer(AHardwareBuffer* Buffer);
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void ImportHardwareBuffer(AHardwareBuffer* Buffer);
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/**
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* Notify that a new frame is available.
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* Copies buffer data to the texture.
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* Perform GPU-to-GPU copy from imported buffer to this texture.
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* Called each frame when new content is available.
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*/
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void NotifyFrameAvailable();
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void CopyFromImportedBuffer();
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/** Store the current hardware buffer reference */
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void SetHardwareBuffer(AHardwareBuffer* Buffer) { CurrentBuffer = Buffer; }
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AHardwareBuffer* GetHardwareBuffer() const { return CurrentBuffer; }
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/** Check if the imported buffer is valid */
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bool HasImportedBuffer() const { return ImportedTextureRHI.IsValid(); }
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#endif
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/** Check if the texture is ready for rendering */
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@@ -50,10 +52,17 @@ public:
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private:
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#if PLATFORM_ANDROID
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/** Current hardware buffer */
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/** RHI texture imported from AHardwareBuffer (zero-copy Vulkan import) */
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FTextureRHIRef ImportedTextureRHI;
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/** Current hardware buffer reference */
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AHardwareBuffer* CurrentBuffer = nullptr;
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#endif
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/** True when texture has been initialized */
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bool bIsReady = false;
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/** Texture dimensions */
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uint32 TextureWidth = 0;
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uint32 TextureHeight = 0;
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};
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207
build-unreal.bat
Normal file
207
build-unreal.bat
Normal file
@@ -0,0 +1,207 @@
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@echo off
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setlocal enabledelayedexpansion
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:: MosisUnreal Build and Deploy Script
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:: Usage: build-unreal.bat [build|install|deploy|launch|clean]
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:: build - Build Android APK only
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:: install - Install APK to device only
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:: deploy - Build and install (default)
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:: launch - Launch app (starts MosisService first)
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:: clean - Clean build artifacts
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set ENGINE_PATH=D:\Epic\UE_5.5
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set PROJECT_PATH=%~dp0MosisUnreal.uproject
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set UAT_PATH=%ENGINE_PATH%\Engine\Build\BatchFiles\RunUAT.bat
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set CONFIG=Development
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:: Parse command line argument
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set ACTION=%1
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if "%ACTION%"=="" set ACTION=deploy
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:: Validate engine path
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if not exist "%UAT_PATH%" (
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echo ERROR: Unreal Engine not found at %ENGINE_PATH%
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echo Please update ENGINE_PATH in this script.
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exit /b 1
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)
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:: Execute action
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if "%ACTION%"=="build" goto :build
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if "%ACTION%"=="install" goto :install
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if "%ACTION%"=="deploy" goto :deploy
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if "%ACTION%"=="launch" goto :launch
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if "%ACTION%"=="clean" goto :clean
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echo Unknown action: %ACTION%
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echo Usage: build-unreal.bat [build^|install^|deploy^|launch^|clean]
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exit /b 1
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:build
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echo.
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echo ============================================
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echo Building MosisUnreal for Android...
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echo ============================================
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echo.
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call "%UAT_PATH%" BuildCookRun ^
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-project="%PROJECT_PATH%" ^
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-platform=Android ^
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-clientconfig=%CONFIG% ^
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-build -cook -stage -pak -package ^
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-noP4 ^
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-utf8output
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if errorlevel 1 (
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echo.
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echo ERROR: Build failed!
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exit /b 1
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)
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echo.
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echo Build completed successfully!
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echo APK: %~dp0Binaries\Android\MosisUnreal-arm64.apk
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goto :eof
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:install
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echo.
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echo ============================================
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echo Installing MosisUnreal to device...
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echo ============================================
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echo.
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:: Check for connected device
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adb devices | findstr /r /c:"device$" >nul
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if errorlevel 1 (
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echo ERROR: No Android device connected!
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echo Connect a device and enable USB debugging.
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exit /b 1
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)
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:: Get device ID
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for /f "tokens=1" %%d in ('adb devices ^| findstr /r /c:"device$"') do (
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set DEVICE=%%d
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goto :found_device
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)
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:found_device
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echo Device: %DEVICE%
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||||
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||||
set APK_PATH=%~dp0Binaries\Android\MosisUnreal-arm64.apk
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||||
set OBB_PATH=%~dp0Binaries\Android\main.1.com.omixlab.MosisUnreal.obb
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||||
:: Check APK exists
|
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if not exist "%APK_PATH%" (
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||||
echo ERROR: APK not found at %APK_PATH%
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echo Run 'build-unreal.bat build' first.
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||||
exit /b 1
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||||
)
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||||
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||||
:: Install APK
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echo Installing APK...
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||||
adb -s %DEVICE% install -r "%APK_PATH%"
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||||
if errorlevel 1 (
|
||||
echo ERROR: APK installation failed!
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
:: Install OBB if exists
|
||||
if exist "%OBB_PATH%" (
|
||||
echo.
|
||||
echo Installing OBB...
|
||||
|
||||
:: Create temp directory
|
||||
adb -s %DEVICE% shell "mkdir -p /data/local/tmp/obb/com.omixlab.MosisUnreal"
|
||||
|
||||
:: Push OBB (use forward slashes for adb)
|
||||
set OBB_UNIX=%OBB_PATH:\=/%
|
||||
adb -s %DEVICE% push "!OBB_UNIX!" /data/local/tmp/obb/com.omixlab.MosisUnreal/
|
||||
|
||||
:: Move to final location
|
||||
adb -s %DEVICE% shell "rm -rf /sdcard/Android/obb/com.omixlab.MosisUnreal"
|
||||
adb -s %DEVICE% shell "mv /data/local/tmp/obb/com.omixlab.MosisUnreal /sdcard/Android/obb/"
|
||||
|
||||
echo OBB installed.
|
||||
) else (
|
||||
echo No OBB file found, skipping.
|
||||
)
|
||||
|
||||
echo.
|
||||
echo Installation completed!
|
||||
echo.
|
||||
echo To launch: adb -s %DEVICE% shell am start -n com.omixlab.MosisUnreal/com.epicgames.unreal.GameActivity
|
||||
goto :eof
|
||||
|
||||
:deploy
|
||||
call :build
|
||||
if errorlevel 1 exit /b 1
|
||||
call :install
|
||||
if errorlevel 1 exit /b 1
|
||||
call :launch
|
||||
goto :eof
|
||||
|
||||
:launch
|
||||
echo.
|
||||
echo ============================================
|
||||
echo Launching MosisUnreal...
|
||||
echo ============================================
|
||||
echo.
|
||||
|
||||
:: Check for connected device
|
||||
adb devices | findstr /r /c:"device$" >nul
|
||||
if errorlevel 1 (
|
||||
echo ERROR: No Android device connected!
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
:: Get device ID
|
||||
for /f "tokens=1" %%d in ('adb devices ^| findstr /r /c:"device$"') do (
|
||||
set DEVICE=%%d
|
||||
goto :found_device_launch
|
||||
)
|
||||
:found_device_launch
|
||||
echo Device: %DEVICE%
|
||||
|
||||
:: Stop any running instances
|
||||
echo Stopping existing instances...
|
||||
adb -s %DEVICE% shell am force-stop com.omixlab.MosisUnreal >nul 2>&1
|
||||
adb -s %DEVICE% shell am force-stop com.omixlab.mosis >nul 2>&1
|
||||
timeout /t 1 /nobreak >nul
|
||||
|
||||
:: Start MosisService first
|
||||
echo Starting MosisService...
|
||||
adb -s %DEVICE% shell am start -n com.omixlab.mosis/.MainActivity
|
||||
timeout /t 2 /nobreak >nul
|
||||
|
||||
:: Start MosisUnreal
|
||||
echo Starting MosisUnreal...
|
||||
adb -s %DEVICE% shell am start -n com.omixlab.MosisUnreal/com.epicgames.unreal.GameActivity
|
||||
|
||||
echo.
|
||||
echo Launched! Monitoring logs (Ctrl+C to stop)...
|
||||
echo.
|
||||
adb -s %DEVICE% logcat -s MosisSDK MosisOS MosisTest UE
|
||||
goto :eof
|
||||
|
||||
:clean
|
||||
echo.
|
||||
echo ============================================
|
||||
echo Cleaning build artifacts...
|
||||
echo ============================================
|
||||
echo.
|
||||
|
||||
if exist "%~dp0Binaries" (
|
||||
echo Removing Binaries...
|
||||
rmdir /s /q "%~dp0Binaries"
|
||||
)
|
||||
|
||||
if exist "%~dp0Intermediate\Build" (
|
||||
echo Removing Intermediate\Build...
|
||||
rmdir /s /q "%~dp0Intermediate\Build"
|
||||
)
|
||||
|
||||
if exist "%~dp0Saved\StagedBuilds" (
|
||||
echo Removing Saved\StagedBuilds...
|
||||
rmdir /s /q "%~dp0Saved\StagedBuilds"
|
||||
)
|
||||
|
||||
echo Clean completed!
|
||||
goto :eof
|
||||
Reference in New Issue
Block a user