[Ohrrpgce] Fwd: Get your apps ready for the 64-bit requirement by August 1, 2019

Ralph Versteegen teeemcee at gmail.com
Thu Jul 11 08:05:48 PDT 2019


On Fri, 12 Jul 2019 at 03:04, Ralph Versteegen <teeemcee at gmail.com> wrote:

> I haven't found any need to merge in more upstream commandergenius
> commits. I've committed my changes to SConscript. I also pushed one commit
> to my sdl-android repo on github.
>
> Support for 64 bit ARM (aka aarch64) was added in NDK 10. I used ndk 12b
> to compile.
> To compile, make sure you have NDK 10+ in your PATH (specifically, the
> ndk-build script) and run "scons android-source=1 release=1 arch=arm64
> game" (it's best to test release=1)
>
(Actually, you need ndk-build in your path only when running build.sh)

>
> Note that support for 64 bit CPUs (ARM, x86, MIPS) was added in android-21
> (Android 5.0), but this doesn't mean that we need to increase minSdkVersion.
>
> Now, packaging a multiarch.apk is harder. The commandergenious build.sh
> script supports ndk-build's builtin support for multi-arch .apks (by
> setting APP_ABI - search SConscript for APP_ABI for more), but it won't
> work for us unmodified, because we must run our .bas files through fbc
> separately for each arch - it doesn't generate portable C. Maybe we can run
> scons multiple times, putting the .c files in different directories, and
> then have a .mk file in the sdl-android repo which compiles a different set
> of .c files depending on the arch.
>
> On Wed, 10 Jul 2019 at 13:10, Ralph Versteegen <teeemcee at gmail.com> wrote:
>
>> Right, the host environment doesn't matter.
>>
>> I think we should start with Fufluns. We should easily get Fufluns
>> released before August before needing to fix android support.
>> We probably need to merge in more upstream commits (eg d9ce29984) from
>> the commandergenius repo. SConscript will also need updating.
>>
>> On Wed, 10 Jul 2019 at 07:57, James Paige <Bob at hamsterrepublic.com>
>> wrote:
>>
>>> I am going to be working on trying to figure out these Android 64 bit
>>> builds.
>>>
>>> Do I understand correctly that it does not matter whether the host
>>> machine I am doing the compiling on is 32 bit or 64 bit? I ask because my
>>> only working Android build environments are on 32-but Linux virtual
>>> machines.
>>>
>>> I haven't decided yet whether Android 64 bit support or Fufluns blockers
>>> is the most urgent task right now...
>>>
>>> ---
>>> James Paige
>>>
>>>
>>> On Thu, Jan 31, 2019 at 9:41 PM Ralph Versteegen <teeemcee at gmail.com>
>>> wrote:
>>>
>>>> The other annoying thing is having to update the sdl-android build.sh
>>>> script to package the extra .so files. Hopefully I merged enough changes
>>>> from upstream into build.sh that it's not too painful to merge more. (I
>>>> haven't looked whether they have support for that)
>>>>
>>>> On Fri, 1 Feb 2019 at 14:17, James Paige <Bob at hamsterrepublic.com>
>>>> wrote:
>>>>
>>>>> Two apk files sounds super annoying, but 1.5mb bloat sounds relatively
>>>>> insignificant, especially since we are no longer bound to a 50 mb max.
>>>>>
>>>>> The unity exception raised my eyebrows too.
>>>>>
>>>>> On Thu, Jan 31, 2019 at 7:39 PM Ralph Versteegen <teeemcee at gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Whaaaaat, they give a TWO YEAR exemption for Unity games? Outrageous!
>>>>>>
>>>>>> Hopefully there won't be any problems porting to ARM64. FB already
>>>>>> supports it, and I've previously compiled an android-x86_64 build of the
>>>>>> OHR (can't remember whether I actually tested it in an emulator). I suppose
>>>>>> only our FB<->Java interface code is not 64-bit battle-tested.
>>>>>>
>>>>>> So the most annoying part of this would be having to either upload
>>>>>> two .apks, or upload an .apk with arm64 binaries, which will bloat its size
>>>>>> by ~1.5MB
>>>>>>
>>>>>> On Fri, 1 Feb 2019 at 10:04, James Paige <Bob at hamsterrepublic.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Google is really pushing Android apps to make updates!
>>>>>>> Looks like 64bit versions will be mandatory soon
>>>>>>>
>>>>>>> ---------- Forwarded message ----------
>>>>>>> From: *Google Play* <noreply-developer-googleplay at google.com>
>>>>>>> Date: Thursday, January 31, 2019
>>>>>>> Subject: Get your apps ready for the 64-bit requirement by August 1,
>>>>>>> 2019
>>>>>>> To: Bob at hamsterrepublic.com
>>>>>>>
>>>>>>>
>>>>>>> View as webpage  »
>>>>>>> <https://www.google.com/appserve/mkt/vib/AHANi0bUihi1-hvKLRA5ju6Sq9SWaVWl1fpPAC26zpbU67EkaXYXWWTwZH988804L36GCzpyX-DqMZVqK08dKcCrI794D9258QWzKyaSicYUTXJLWWjgCEkmjiHNeD8alP_W8vK44FO7t1inZy89DeN-Cj9PpPmuwIgVyL_N6guxvs7KCn1uPwC1q1rgDUwkZhucTrw3SxNN6RZ6Jy7A-SaunWdVhDARXKJc5sBrqEPWb1di>
>>>>>>> [image: Google Play]
>>>>>>> <#m_5468102383086379013_m_7721612659355376696_m_322590625419964511_m_3409437702399039544_m_-6659982938063351937_m_4228766335566938952_m_-2342240917633459498_m_-2195887469763079888_m_-1338671973875286865_> Developer
>>>>>>> update
>>>>>>>
>>>>>>> Hello Google Play Developer,
>>>>>>>
>>>>>>> In our latest blog post
>>>>>>> <https://www.google.com/appserve/mkt/p/AHANi0YmRBkOUcfdJpdtDd9Zy_soAkHjC9skJm0eLktK4lliSyDAlu7cjI1ludZbLKPmjFZDTJ3JDk382ee86N7nLZh67UGv-7Gs8W5d2nR8OiIZUFifm1KTuRk_HTB9JJPv7n3VrX-VO71U0kFmthjw1N4POi5SCKw>,
>>>>>>> we detailed the requirement that apps using native code must provide a
>>>>>>> 64-bit version in addition to the 32-bit version by *August 1, 2019*.
>>>>>>> As you may know, 64-bit CPUs deliver faster, richer experiences, and we
>>>>>>> appreciate your support in ensuring our users have the best experience
>>>>>>> possible on the Android platform.
>>>>>>>
>>>>>>> *Action required*
>>>>>>>
>>>>>>> If you haven't yet, we encourage you to begin work for the 64-bit
>>>>>>> requirement as soon as possible. Many apps are written entirely in
>>>>>>> non-native code (e.g. the Java programming language or Kotlin) and will not
>>>>>>> need code changes.
>>>>>>>
>>>>>>> Please note that we are not making changes to our policy on 32-bit
>>>>>>> support. Google Play will continue to deliver apps with 32-bit native code
>>>>>>> to 32-bit devices. The requirement means that those apps will need to have
>>>>>>> a 64-bit version as well.
>>>>>>>
>>>>>>> To help you make the transition, we've prepared documentation
>>>>>>> <https://www.google.com/appserve/mkt/p/AHANi0YOacc4fyAKMF1owOqGIIoFQnqyEFRE8FLgyFEWL9ZNZi-irw-0d6_g5Dw5262QkaH25U2yU4WLZ7EQshhYKIg0TvmSLC8Cy_qg8jzGa5f9NhkzjbVrlJoT2WALn28mhsCrVGLbTHY>
>>>>>>> on how to check whether your app already supports 64-bit and how to become
>>>>>>> 64-bit compliant.
>>>>>>>
>>>>>>> We're also providing a high-level timeline below.
>>>>>>>
>>>>>>> *Starting August 1, 2019:*
>>>>>>>
>>>>>>>    - All new apps and app updates are required to provide 64-bit
>>>>>>>    versions of any 32-bit native code they provide.
>>>>>>>    - Extension: Google Play will continue to accept 32-bit only
>>>>>>>    updates to existing games that use Unity 5.6 or older until August 2021.
>>>>>>>
>>>>>>> *Starting August 1, 2021: *
>>>>>>>
>>>>>>>    - Google Play will stop serving apps without 64-bit versions on
>>>>>>>    64-bit capable devices, meaning they will no longer be available in the
>>>>>>>    Play Store on those devices.
>>>>>>>    - This will include games built with Unity 5.6 or older.
>>>>>>>
>>>>>>> *The requirement does not apply to:*
>>>>>>>
>>>>>>>    - APKs or app bundles explicitly targeting Wear OS or Android
>>>>>>>    TV, which are form factors that do not currently support 64-bit code.
>>>>>>>    - APKs or app bundles that Google Play won't install on Android
>>>>>>>    9 Pie or later (support for 64-bit does not need to extend to APKs that are
>>>>>>>    only on Android 8 Oreo and below).
>>>>>>>
>>>>>>> If you have any questions, you can find additional information about
>>>>>>> adding 64-bit support here
>>>>>>> <https://www.google.com/appserve/mkt/p/AHANi0YOacc4fyAKMF1owOqGIIoFQnqyEFRE8FLgyFEWL9ZNZi-irw-0d6_g5Dw5262QkaH25U2yU4WLZ7EQshhYKIg0TvmSLC8Cy_qg8jzGa5f9NhkzjbVrlJoT2WALn28mhsCrVGLbTHY>.
>>>>>>>
>>>>>>> The Google Play Team [image: Conversation]
>>>>>>> <https://www.google.com/appserve/mkt/p/AHANi0aW6cgJfOOHw43K6BJ-owIQ25nrYSOKg82ssLPPjE-oc7J50buji2zhbwP7rgxClsdnOPzIylZAO3X6hEjDUrtszJLOUVp8OBPwC6Vub_vy9nv28QOh9Fna9ZNNM8tmFKeGzNt-0LRAVWqPsSGaeR9PqbVD4DdSas0wVSPwoG9Z5_iC_-zr0bJH> [image:
>>>>>>> Globe]
>>>>>>> <https://www.google.com/appserve/mkt/p/AHANi0Ykw8bIMfXR6kcU7_wB-jq7m1evT1PQOmFUuet7ZVS1abgm2xHYfigX3Rf77mFwAeSNcVptZaW17ltnvOSNmvbzWo78BTNRA8JIb4F554-4n3IW8AKwQThWD8Y8ZnOWZY_pXP-PEA>
>>>>>>> © 2019 Google LLC 1600 Amphitheatre Parkway, Mountain View, CA
>>>>>>> 94043, USA.
>>>>>>> <#m_5468102383086379013_m_7721612659355376696_m_322590625419964511_m_3409437702399039544_m_-6659982938063351937_m_4228766335566938952_m_-2342240917633459498_m_-2195887469763079888_m_-1338671973875286865_>
>>>>>>> Email preferences: You have received this mandatory email service
>>>>>>> announcement to update you about important changes to your Google Play
>>>>>>> Developer account.
>>>>>>>
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