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megboyzzandClaude 725ffbd8ed 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>
2026-09-22 23:17:47 +03:00

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*.iml
.gradle
/local.properties
/.idea/caches
/.idea/libraries
/.idea/modules.xml
/.idea/workspace.xml
/.idea/navEditor.xml
/.idea/assetWizardSettings.xml
.DS_Store
/build
/captures
.externalNativeBuild
.cxx
local.properties
# IDA databases - 148MB for libapp.so.i64 alone, and regenerable from the .so
*.i64
*.id0
*.id1
*.nam
*.til
# trace_agent is built by its own build.sh, outside Gradle
trace_agent/build/
# ostream_repro likewise - CMake/ninja output, the sources next to it are kept
ostream_repro/build/
# ad-hoc device capture logs
device_run_*.log
# Where `gradlew assembleTranslatedRelease` output was collected by hand for
# signing. 611 MB of signed APK - a build product, and one that carries the
# bundled OBB with it, so it must never reach history.
app/translated/
# Release signing material never belongs in the repo - see app/build.gradle.kts
*.jks
*.keystore
keystore.properties
*-release.properties
# Bundled game data (~595 MB). A build INPUT, not source: it is the game's own
# OBB, copied into assets so the APK self-extracts it on first launch (see
# GameDataInstaller.kt). Keeping it out of history on purpose - a 595 MB blob
# is rejected outright by most hosts, and once committed it can only be removed
# by rewriting history.
#
# To build: copy the OBB here yourself, under exactly this name.
# cp main.<versionCode>.<package>.obb app/src/main/assets/game_data.obb
# Without it the app still builds and runs; it just expects the OBB to already
# be on the device at getObbDir(), the way it was before this was bundled.
app/src/main/assets/game_data.obb