arm64: flat guest mapping, audio, crash reporting, self-extracting data
The run of work that took the translated build from "boots" to "playable". Engine: - Flat guest mapping replaces the software MMU on aarch64 hosts. A 4 GiB PROT_NONE reservation lets a 32-bit guest address zero-extend safely, so tcg_out_qemu_ld/st short-circuit before tcg_out_tlb_read and the prologue materialises the base into X28. Measured 1.24x (51 vs 41 fps, interleaved A/B). Note the base must be set BEFORE UC_INIT - Unicorn inits lazily, and setting it after uc_open silently falls back to softmmu. - num_get<char> facet implemented, which was the real cause of the crash after the prologue race; a full race is now playable end to end. - Thread-stack free list + ReleaseThreadEngine, fixing the arena leak that showed up as a black screen when entering a race. kMaxGuestThreads 16 -> 64. - Real ARM32 FMOD now runs in-engine via the Java FMODAudioDevice bridge, with a per-thread JNIEnv. Two of the three blockers were our own single-image-era guards. Host/app: - Native crash handler: async-signal-safe, decodes the host fault back to a guest address, writes a report file and nothing else. CrashReportActivity picks it up on the NEXT launch, zips it, and offers to share. No backend, no automatic upload. - Game data ships inside the APK and self-extracts on first launch, so a tester installs one file and plays. Copy-to-.part-then-rename, with a free-space check up front. - EGL context preserved across pause, fixing black textures on resume. - Navigation bar hidden and re-hidden on focus gain; volume keys reported as system keys, checked before the loading-state gate. - x86_64 added to abiFilters: the ARM32 guest runs under tcg/i386 with no houdini in the path. The flat mapping is aarch64-only, so that host falls back to the software MMU - commented at the abiFilters line. Ignore rules added for app/translated/ (611 MB of signed release APK, which also carries the bundled OBB) and ostream_repro/build/. Co-Authored-By: Claude <noreply@anthropic.com>
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#pragma once
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// Native crash reporting (task #66 / BETA_TELEMETRY_PLAN.md).
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//
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// Most crashes in this project are NATIVE - a SIGSEGV inside JIT-generated
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// code - so Java's uncaught-exception handler never sees them and the tester
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// sees only "the game closed". This writes a report the moment it happens.
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//
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// What it does NOT do, deliberately: show any UI. A signal handler runs on a
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// process that has already gone wrong, where only async-signal-safe calls are
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// legal - no malloc, no JNI, no Activity. It writes one file with write() and
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// then lets the process die. The report screen is shown by Java on the NEXT
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// launch, which is how every serious crash reporter handles native crashes.
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//
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// The report lands on external storage (Android/data/<pkg>/files/crashes), so
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// a tester can reach it over USB or a file manager without any permission.
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#include <cstdint>
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// Call once, early, with the directory reports should be written to (the app's
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// external files dir). Creates the directory if needed, pre-builds every string
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// the handler will need, installs an alternate signal stack so a stack-overflow
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// crash can still be reported, and hooks the fatal signals.
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//
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// Safe to call more than once; only the first call installs anything.
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void InstallCrashHandler(const char* crashDir, const char* buildStamp);
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// Tells the handler where guest memory starts, so a host fault address can be
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// reported as the GUEST address that caused it. Without this a report says
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// "fault at 0x6f464c459b", which means nothing to anyone; with it the report
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// also says "guest 0x464c459b", which is the number worth reading. Called by
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// GuestEngine once its region is mapped.
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void SetCrashHandlerGuestBase(uint64_t flatBase, uint32_t regionSize);
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