mirror of
https://github.com/godotengine/godot.git
synced 2026-01-05 06:11:29 +03:00
Android: Fix manifest parsing and APK names in export code
A better fix would be to make Godot's export code properly parse the tag over multiple lines (and maybe even use XMLParser instead of doing it ad-hoc?). As for the APK names, we could alternatively pick the first .apk found in the `debug` and `release` folders without expecting a specific name. Fixes #32414.
This commit is contained in:
@@ -1875,7 +1875,7 @@ public:
|
||||
new_file += "<!--CHUNK_" + text + "_BEGIN-->\n";
|
||||
|
||||
if (!found) {
|
||||
ERR_PRINTS("No end marker found in AndroidManifest.conf for chunk: " + text);
|
||||
ERR_PRINTS("No end marker found in AndroidManifest.xml for chunk: " + text);
|
||||
f->seek(pos);
|
||||
} else {
|
||||
//add chunk lines
|
||||
@@ -1894,7 +1894,7 @@ public:
|
||||
String last_tag = "android:icon=\"@drawable/icon\"";
|
||||
int last_tag_pos = l.find(last_tag);
|
||||
if (last_tag_pos == -1) {
|
||||
WARN_PRINTS("No adding of application tags because could not find last tag for <application: " + last_tag);
|
||||
ERR_PRINTS("Not adding application attributes as the expected tag was not found in '<application': " + last_tag);
|
||||
new_file += l + "\n";
|
||||
} else {
|
||||
String base = l.substr(0, last_tag_pos + last_tag.length());
|
||||
@@ -1980,9 +1980,9 @@ public:
|
||||
return ERR_CANT_CREATE;
|
||||
}
|
||||
if (p_debug) {
|
||||
src_apk = build_path.plus_file("build/outputs/apk/debug/build-debug-unsigned.apk");
|
||||
src_apk = build_path.plus_file("build/outputs/apk/debug/android_debug.apk");
|
||||
} else {
|
||||
src_apk = build_path.plus_file("build/outputs/apk/release/build-release-unsigned.apk");
|
||||
src_apk = build_path.plus_file("build/outputs/apk/release/android_release.apk");
|
||||
}
|
||||
|
||||
if (!FileAccess::exists(src_apk)) {
|
||||
|
||||
Reference in New Issue
Block a user