Commit 75792bb1 by developer34

Initial commit.

parents
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/*
* Copyright (C) 2012 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.YourCompany.FluidSynth_example;
import com.google.android.vending.expansion.downloader.DownloaderClientMarshaller;
import android.content.BroadcastReceiver;
import android.content.Context;
import android.content.Intent;
import android.content.pm.PackageManager.NameNotFoundException;
/**
* You should start your derived downloader class when this receiver gets the message
* from the alarm service using the provided service helper function within the
* DownloaderClientMarshaller. This class must be then registered in your AndroidManifest.xml
* file with a section like this:
* <receiver android:name=".AlarmReceiver"/>
*/
public class AlarmReceiver extends BroadcastReceiver {
@Override
public void onReceive(Context context, Intent intent) {
try {
DownloaderClientMarshaller.startDownloadServiceIfRequired(context, intent, OBBDownloaderService.class);
} catch (NameNotFoundException e) {
e.printStackTrace();
}
}
}
package com.YourCompany.FluidSynth_example;
public class OBBData
{
public static final String AppType = "";
public static class XAPKFile {
public final boolean mIsMain;
public final String mFileVersion;
public final long mFileSize;
XAPKFile(boolean isMain, String fileVersion, long fileSize) {
mIsMain = isMain;
mFileVersion = fileVersion;
mFileSize = fileSize;
}
}
public static final XAPKFile[] xAPKS = {
new XAPKFile(
true, // true signifies a main file
"1", // the version of the APK that the file was uploaded against
0L // the length of the file in bytes
)
};
};
/*
* Copyright (C) 2012 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.YourCompany.FluidSynth_example;
import com.google.android.vending.expansion.downloader.impl.DownloaderService;
/**
* Minimal client implementation of the
* DownloaderService from the Downloader library.
*/
public class OBBDownloaderService extends DownloaderService {
// stuff for LVL -- MODIFY FOR YOUR APPLICATION!
private static final String BASE64_PUBLIC_KEY = "";
// used by the preference obfuscater
private static final byte[] SALT = new byte[] {
1, 43, -12, -1, 54, 98,
-100, -12, 43, 2, -8, -4, 9, 5, -106, -108, -33, 45, -1, 84
};
public static int getPublicKeyLength() {
return BASE64_PUBLIC_KEY.length();
}
/**
* This public key comes from your Android Market publisher account, and it
* used by the LVL to validate responses from Market on your behalf.
*/
@Override
public String getPublicKey() {
return BASE64_PUBLIC_KEY;
}
/**
* This is used by the preference obfuscater to make sure that your
* obfuscated preferences are different than the ones used by other
* applications.
*/
@Override
public byte[] getSALT() {
return SALT;
}
/**
* Fill this in with the class name for your alarm receiver. We do this
* because receivers must be unique across all of Android (it's a good idea
* to make sure that your receiver is in your unique package)
*/
@Override
public String getAlarmReceiverClassName() {
return com.YourCompany.FluidSynth_example.AlarmReceiver.class.getName();
}
}
package com.epicgames.ue4;
import com.YourCompany.FluidSynth_example.OBBDownloaderService;
import com.YourCompany.FluidSynth_example.DownloaderActivity;
import android.app.Activity;
import com.google.android.vending.expansion.downloader.Helpers;
import com.YourCompany.FluidSynth_example.OBBData;
public class DownloadShim
{
public static OBBDownloaderService DownloaderService;
public static DownloaderActivity DownloadActivity;
public static Class<DownloaderActivity> GetDownloaderType() { return DownloaderActivity.class; }
public static boolean expansionFilesDelivered(Activity activity) {
for (OBBData.XAPKFile xf : OBBData.xAPKS) {
String fileName = Helpers.getExpansionAPKFileName(activity, xf.mIsMain, xf.mFileVersion, OBBData.AppType);
GameActivity.Log.debug("Checking for file : " + fileName);
String fileForNewFile = Helpers.generateSaveFileName(activity, fileName);
String fileForDevFile = Helpers.generateSaveFileNameDevelopment(activity, fileName);
GameActivity.Log.debug("which is really being resolved to : " + fileForNewFile + "\n Or : " + fileForDevFile);
if (Helpers.doesFileExist(activity, fileName, xf.mFileSize, false)) {
GameActivity.Log.debug("Found OBB here: " + fileForNewFile);
}
else if (Helpers.doesFileExistDev(activity, fileName, xf.mFileSize, false)) {
GameActivity.Log.debug("Found OBB here: " + fileForDevFile);
}
else return false;
}
return true;
}
}
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[URL]
[/Script/Engine.RendererSettings]
r.MobileHDR=False
r.Mobile.DisableVertexFog=True
r.Shadow.CSM.MaxMobileCascades=2
r.MobileMSAA=1
r.Mobile.UseLegacyShadingModel=False
r.DiscardUnusedQuality=False
r.AllowOcclusionQueries=True
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.MinScreenRadiusForCSMDepth=0.010000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.ClearCoatNormal=False
r.ReflectionCaptureResolution=128
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
r.ForwardShading=False
r.VertexFoggingForOpaque=True
r.AllowStaticLighting=True
r.NormalMapsForStaticLighting=False
r.GenerateMeshDistanceFields=False
r.DistanceFieldBuild.EightBit=False
r.GenerateLandscapeGIData=False
r.DistanceFieldBuild.Compress=False
r.TessellationAdaptivePixelsPerTriangle=48.000000
r.SeparateTranslucency=False
r.TranslucentSortPolicy=0
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r.CustomDepth=1
r.CustomDepthTemporalAAJitter=True
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r.DOF.Algorithm=True
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r.DefaultFeature.Bloom=False
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r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
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r.DefaultFeature.PointLightUnits=1
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r.Shadow.UnbuiltPreviewInGame=True
r.StencilForLODDither=False
r.EarlyZPass=3
r.EarlyZPassMovable=True
r.EarlyZPassOnlyMaterialMasking=False
r.DBuffer=True
r.ClearSceneMethod=1
r.BasePassOutputsVelocity=False
r.SelectiveBasePassOutputs=False
bDefaultParticleCutouts=False
fx.GPUSimulationTextureSizeX=1024
fx.GPUSimulationTextureSizeY=1024
r.AllowGlobalClipPlane=False
r.GBufferFormat=1
r.MorphTarget.Mode=True
r.GPUCrashDebugging=False
vr.InstancedStereo=False
vr.MultiView=False
vr.MobileMultiView=False
vr.MobileMultiView.Direct=False
vr.MonoscopicFarField=False
vr.ODSCapture=False
vr.DebugCanvasInLayer=False
r.WireframeCullThreshold=5.000000
r.SupportStationarySkylight=True
r.SupportLowQualityLightmaps=True
r.SupportPointLightWholeSceneShadows=True
r.SupportAtmosphericFog=True
r.SkinCache.CompileShaders=False
r.Mobile.EnableStaticAndCSMShadowReceivers=True
r.Mobile.EnableMovableLightCSMShaderCulling=True
r.Mobile.AllowDistanceFieldShadows=True
r.Mobile.AllowMovableDirectionalLights=True
r.MobileNumDynamicPointLights=4
r.MobileDynamicPointLightsUseStaticBranch=True
r.SkinCache.SceneMemoryLimitInMB=128.000000
r.GPUSkin.Limit2BoneInfluences=False
r.SupportDepthOnlyIndexBuffers=True
r.SupportReversedIndexBuffers=True
r.SupportMaterialLayers=False
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EditorStartupMap=/Temp/Untitled_1.Untitled_1
LocalMapOptions=
TransitionMap=None
bUseSplitscreen=False
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
bOffsetPlayerGamepadIds=False
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Temp/Untitled_1.Untitled_1
ServerDefaultMap=/Engine/Maps/Entry.Entry
GlobalDefaultGameMode=/Game/NewBlueprint.NewBlueprint_C
GlobalDefaultServerGameMode=None
[/Script/Slate.SlateSettings]
bExplicitCanvasChildZOrder=True
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Mobile
AppliedTargetedHardwareClass=Mobile
DefaultGraphicsPerformance=Scalable
AppliedDefaultGraphicsPerformance=Scalable
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DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
SimulateScratchMemorySize=262144
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableAsyncScene=False
bEnableShapeSharing=False
bEnablePCM=True
bEnableStabilization=False
bWarnMissingLocks=True
bEnable2DPhysics=False
PhysicErrorCorrection=(PingExtrapolation=0.100000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
ContactOffsetMultiplier=0.020000
MinContactOffset=2.000000
MaxContactOffset=8.000000
bSimulateSkeletalMeshOnDedicatedServer=True
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bDefaultHasComplexCollision=True
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bDisableActiveActors=False
bDisableKinematicStaticPairs=False
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bDisableCCD=False
bEnableEnhancedDeterminism=False
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
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SyncSceneSmoothingFactor=0.000000
AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10
DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=A0E58113403C0B611E56EC8059F611E2
{
"BuildId": "4212847",
"Modules":
{
"ufr": "UE4Editor-ufr.dll"
}
}
\ No newline at end of file
#undef UFR_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#define IS_PROGRAM 0
#define UE_GAME 1
#define ENABLE_PGO_PROFILE 0
#define WITH_DEV_AUTOMATION_TESTS 1
#define WITH_PERF_AUTOMATION_TESTS 1
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 1
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 0
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_PERFCOUNTERS 0
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define UE_BUILD_MINIMAL 1
#define WITH_EDITOR 0
#define WITH_EDITORONLY_DATA 0
#define WITH_SERVER_CODE 1
#define WITH_CEF3 1
#define WITH_XGE_CONTROLLER 0
#define UBT_MODULE_MANIFEST "UE4.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Game
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define DEPTH_32_BIT_CONVERSION 0
#define PROJECT_COPYRIGHT_STRING Fill out your copyright notice in the Description page of Project Settings.
#define PROJECT_PRODUCT_NAME UE4Game
#define PROJECT_PRODUCT_IDENTIFIER ufr_example
#define NDEBUG 1
#define UE_BUILD_DEVELOPMENT 1
#define UE_ENGINE_DIRECTORY "../../../Program Files/Epic Games/UE_4.20/Engine/"
#define ORIGINAL_FILE_NAME "ufr_example.exe"
#define UE_IS_ENGINE_MODULE 0
#define UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME 0
#define UE_PROJECT_NAME ufr_example
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define SETTINGS_API
#define WITH_LAUNCHERCHECK 0
#define LAUNCH_API
#define PROFILERSERVICE_API
#define UFR_API
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 1
#define CORE_API
#define COREUOBJECT_API
#define WITH_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define ENGINE_API
#define APPLICATIONCORE_API
#define RHI_API
#define JSON_API
#define SLATE_PARENT_POINTERS 1
#define WITH_FREETYPE 1
#define SLATECORE_API
#define INPUTCORE_API
#define SLATE_API
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API
#define MESSAGING_API
#define MESSAGINGCOMMON_API
#define RENDERCORE_API
#define SHADERCORE_API
#define UTILITYSHADERS_API
#define ASSETREGISTRY_API
#define ENGINEMESSAGES_API
#define ENGINESETTINGS_API
#define SYNTHBENCHMARK_API
#define RENDERER_API
#define GAMEPLAYTAGS_API
#define DATABASESUPPORT_API
#define PACKETHANDLER_API
#define RELIABILITYHANDLERCOMPONENT_API
#define AUDIOPLATFORMCONFIGURATION_API
#define MESHDESCRIPTION_API
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API
#define NETWORKREPLAYSTREAMING_API
#define AUDIOMIXER_API
#define UELIBSAMPLERATE_API
#define ANIMATIONCORE_API
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "D:\ufr_example\Plugins\ufr\Source\ufr\Private\ufr.cpp"
#include "D:\ufr_example\Plugins\ufr\Source\ufr\Private\ufrFunctions.cpp"
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/I Developer\ProfilerService\Public
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/I D:\ufr_example\Plugins\ufr\Intermediate\Build\Win64\UE4\Inc\ufr
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/I D:\ufr_example\Plugins\ufr\Source\ufr
/I Runtime\Core\Public
/I Runtime\Core
/I Runtime\Core\Public\Algo
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/I Runtime\Core\Public\Async
/I Runtime\Core\Public\Clang
/I Runtime\Core\Public\Containers
/I Runtime\Core\Public\Delegates
/I Runtime\Core\Public\Features
/I Runtime\Core\Public\FramePro
/I Runtime\Core\Public\GenericPlatform
/I Runtime\Core\Public\HAL
/I Runtime\Core\Public\HAL\Allocators
/I Runtime\Core\Public\Hash
/I Runtime\Core\Public\Internationalization
/I Runtime\Core\Public\Logging
/I Runtime\Core\Public\Math
/I Runtime\Core\Public\Misc
/I Runtime\Core\Public\Modules
/I Runtime\Core\Public\Modules\Boilerplate
/I Runtime\Core\Public\ProfilingDebugging
/I Runtime\Core\Public\Serialization
/I Runtime\Core\Public\Serialization\Csv
/I Runtime\Core\Public\Serialization\Formatters
/I Runtime\Core\Public\Stats
/I Runtime\Core\Public\Templates
/I Runtime\Core\Public\Traits
/I Runtime\Core\Public\UObject
/I Runtime\Core\Public\Windows
/I ..\Intermediate\Build\Win64\UE4\Inc\CoreUObject
/I Runtime\CoreUObject\Public
/I Runtime\CoreUObject
/I Runtime\CoreUObject\Public\Blueprint
/I Runtime\CoreUObject\Public\Internationalization
/I Runtime\CoreUObject\Public\Misc
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/I Runtime\Engine\Public\Animation
/I Runtime\Engine\Public\Curves
/I Runtime\Engine\Public\EdGraph
/I Runtime\Engine\Public\Internationalization
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/I Runtime\Engine\Public\VisualLogger
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/I Runtime\ApplicationCore\Public\GenericPlatform
/I Runtime\ApplicationCore\Public\HAL
/I Runtime\ApplicationCore\Public\Windows
/I Runtime\RHI\Public
/I Runtime\RHI
/I Runtime\Json\Public
/I Runtime\Json
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/I Runtime\Json\Public\Policies
/I Runtime\Json\Public\Serialization
/I ..\Intermediate\Build\Win64\UE4\Inc\SlateCore
/I Runtime\SlateCore\Public
/I Runtime\SlateCore
/I Runtime\SlateCore\Public\Animation
/I Runtime\SlateCore\Public\Application
/I Runtime\SlateCore\Public\Brushes
/I Runtime\SlateCore\Public\Fonts
/I Runtime\SlateCore\Public\Input
/I Runtime\SlateCore\Public\Layout
/I Runtime\SlateCore\Public\Logging
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/I Runtime\SlateCore\Public\Sound
/I Runtime\SlateCore\Public\Stats
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