[libbluray-devel] JRE for Android part 2

Vitor Dall'Acqua veggav at gmail.com
Mon Jan 25 23:23:39 UTC 2021


well.. progress I can put the jre folder as is in the assets folder but not
in the libs/aarch64 folders...... yet..

On Mon, Jan 25, 2021 at 7:02 PM Vitor Dall'Acqua <veggav at gmail.com> wrote:

> This is the end of the log, it might have crashed because of something
> that wasn't recorded
>
> 2021-01-25 17:53:05.255 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - Disc name           : 3:10 To Yuma - Ultra HD
> Blu-ray™
> 2021-01-25 17:53:05.255 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - First Play supported: 1
> 2021-01-25 17:53:05.255 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - Top menu supported  : 1
> 2021-01-25 17:53:05.255 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - HDMV titles         : 0
> 2021-01-25 17:53:05.255 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - BD-J titles         : 6
> 2021-01-25 17:53:05.255 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - BD-J handled        : 1
> 2021-01-25 17:53:05.256 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - UNSUPPORTED titles  : 0
> 2021-01-25 17:53:05.256 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - AACS detected       : 0
> 2021-01-25 17:53:05.256 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - libaacs detected    : 0
> 2021-01-25 17:53:05.256 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - AACS handled        : 0
> 2021-01-25 17:53:05.256 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - BD+ detected        : 0
> 2021-01-25 17:53:05.256 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - libbdplus detected  : 0
> 2021-01-25 17:53:05.256 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - BD+ handled         : 0
> 2021-01-25 17:53:05.256 T:30088   DEBUG <general>:
> CDVDInputStreamBluray::Open - no menus (libmmbd, or profile 6 bdj)  : 0
> 2021-01-25 17:53:05.256 T:30088   DEBUG <general>: CBlurayCallback::Logger
> - bdj.c:997: bdj_open()
>
> 2021-01-25 17:53:05.256 T:30088   DEBUG <general>: CBlurayCallback::Logger
> - bdj.c:465: JAVA_HOME not set, trying default locations
>
> 2021-01-25 17:53:05.256 T:30088   DEBUG <general>: CBlurayCallback::Logger
> - bdj.c:331: Opening libjvm ...
>
> 2021-01-25 17:53:05.341 T:30105   DEBUG <general>: CFileCache::Process -
> Source read didn't return any data! Hit eof(?)
> 2021-01-25 17:53:05.348 T:30088   DEBUG <general>: CBlurayCallback::Logger
> - dl_posix.c:56: opened library 'libjvm.so'
>
> 2021-01-25 17:53:05.350 T:30088   DEBUG <general>: CBlurayCallback::Logger
> - dl_posix.c:114: dlsym(0xc2c281e42d63307, 'JVM_DefineModule') failed:
> undefined symbol: JVM_DefineModule
>
>
> And I don't know how to keep the folder structure while adding with aapt.
> This is how it works, I need to have a folder named lib/aarch64 in the
> same folder as aapt so it keeps the folder structure.
> But if I have folders inside when jarsigning it crashes. It doesn't add
> files in subfolders.
>
> If we want to use Kodi's own way of adding files it is here:
>
> https://github.com/xbmc/xbmc/blob/master/tools/android/packaging/Makefile.in#L112
>
> This is why it only adds .so files but I don't know how to add subfolders.
>
> On Mon, Jan 25, 2021 at 6:07 PM Petri Hintukainen <
> phintuka at users.sourceforge.net> wrote:
>
>> ma, 2021-01-25 kello 22:21 +0200, Shaya Potter kirjoitti:
>> > to be more specific, they said the android port doesn't support
>> > "headfull awt" presumably because it doesn't have a framebuffer to
>> > write to.   That would presumably (though we know what assume means)
>> > mean it supports headless awt.  the question would be, is headless
>> > awt sufficient for libbluray.  Basically, how does libbluray draw?
>>
>> There's no need for Android AWT. Libbluray implements own AWT (so that
>> graphics can be passed to the application). But java.awt.* classes are
>> still required in the java runtime libs.
>>
>> I've just built this JDK, and it seems to have all required AWT
>> classes.
>>
>> > I should note in digging into it, it seems there acually is a
>> > supported android port of java now which they are based on
>> >
>> > http://openjdk.java.net/projects/mobile/android.html
>> >
>> >
>> >
>> > On Mon, Jan 25, 2021 at 9:32 PM Roald Strauss <mr_lou at dewfall.dk>
>> > wrote:
>> > >
>> > >  Lemme pitch in, if I can do that by just replying this mail.
>> > >  AWT = Abstract Windowing Tools, as far as I remember.
>> > >  It is the framework used for drawing stuff in old Java, and yes,
>> > > it is very much needed for Blu-ray Disc Java. It's the only way
>> > > developers can draw stuff to the screen.
>> > >
>> > >
>> > >
>> > >
>> > >  Den 25.01.2021 kl. 20.12 skrev Vitor Dall'Acqua:
>> > >
>> > >
>> > > >
>> > > > Got a reply!
>> > > >
>> > > >  So, launcher already has all the components of JRE (except for
>> > > > headful AWT, of course), but it was built with ndk-r12b (i
>> > > > think?)
>> > > >
>> > > >
>> > > >  @Petri what is AWT and is that needed for libbluray?
>> > > >
>> > > >
>> > > >  Is it too lazy of my end to ask the guy to compile it with a
>> > > > newer ndk? O:)
>> > > >
>> > > >
>> > > >
>> > > >
>> > > >  On Mon, Jan 25, 2021 at 3:52 PM Vitor Dall'Acqua <
>> > > > veggav at gmail.com> wrote:
>> > > >
>> > > >
>> > > > >
>> > > > > Well.. wish me luck
>> > > > >
>> > > > >  https://github.com/PojavLauncherTeam/PojavLauncher/issues/713
>> > > > >
>> > > > >
>> > > > >
>> > > > >  Later, I'll give a go with his JRE files and see what
>> > > > > happens.
>> > > > >
>> > > > >
>> > > > >
>> > > > >  On Mon, Jan 25, 2021 at 3:27 PM Shaya Potter <
>> > > > > spotter at gmail.com> wrote:
>> > > > >
>> > > > >
>> > > > > >
>> > > > > > this actually includes source code
>> > > > > >
>> > > > > >  see
>> > > > > >
>> > > > > >  https://github.com/PojavLauncherTeam/PojavLauncher
>> > > > > >
>> > > > > >  Java Runtime Environment (JRE)
>> > > > > >
>> > > > > >  JRE for Android is here, also the build script here.
>> > > > > >  Follow build instruction on build script README.md.
>> > > > > >  You can also get CI auto builds.
>> > > > > >  Spliting JRE and put to the launcher: coming soon.
>> > > > > >
>> > > > > >  I'd reach out to that guy, ask him if he would be interested
>> > > > > > in trying to get his android work integrated into kodi
>> > > > > > android build for libbluray usage.
>> > > > > >
>> > > > > >
>> > > > > >  On Mon, Jan 25, 2021 at 7:30 PM Vitor Dall'Acqua <
>> > > > > > veggav at gmail.com> wrote:
>> > > > > >
>> > > > > >
>> > > > > > >
>> > > > > > >  Received a notice that the e-mails were getting really big
>> > > > > > > and blocked.
>> > > > > > >
>> > > > > > >
>> > > > > > >
>> > > > > > >  So, look another thing I found:
>> > > > > > >
>> > > > > > > https://github.com/PojavLauncherTeam/PojavLauncher/releases
>> > > > > > >
>> > > > > > >
>> > > > > > >  Minecraft launcher built for Android that uses JRE.
>> > > > > > >
>> > > > > > >  When you install this apk it will place the files are
>> > > > > > > normal /data/app/appname/lib and no JRE there.
>> > > > > > >  After it runs for the first time it will put files here:
>> > > > > > >
>> > > > > > >
>> > > > > > >  /data/user/0/net.kdt.pojavlaunch/jre_runtime/lib/aarch64/s
>> > > > > > > erver/libjvm.so
>> > > > > > >
>> > > > > > >
>> > > > > > >  So I took that put in a zip file and added to mega so you
>> > > > > > > guys can take a look
>> > > > > > >
>> > > > > > >
>> https://mega.nz/file/XNly2ZgB#DFyM8xq4mEAQQ1d3ERF1GFoTqzIOcuESZXjuGdIguek
>> > > > > > >
>> > > > > > >
>> > > > > > >  It seems many use JRE on Android.
>> > > > > > >  And as you can see it's very similar to the way it's
>> > > > > > > present in Termux.
>> > > > > > >
>> > > > > > >
>> > > > > > >  _______________________________________________
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>> > > > > > >  libbluray-devel at videolan.org
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>> > > > > > >
>> > > > > > >
>> > > > > >
>> > > > > >  _______________________________________________
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>> > > > > >
>> > > > > >
>> > > > >
>> > > > >
>> > > > >
>> > > >
>> > > >
>> > > >
>> > > >
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