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766import argparse
import subprocess
from pathlib import Path
import json
import shutil
import re
from typing import Callable
import sys
from datetime import datetime
import time
import os
from dataclasses import dataclass
NDK_VERSIONS = [((0,0),(5,5),"25.1.8937393")
,((5,6),(9,9),"27.2.12479018")]
class UnrealIni:
def __init__(self, content: str):
commentmatch = re.compile(r";(.*)")
subsectionmatch = re.compile(r"\[(.*)\]")
valuematch = re.compile(r"([^=]*)=(.*)")
subsections = []
cur_section = []
cur_section_name = []
for line in content.splitlines():
m_comment = commentmatch.match(line)
m1 = subsectionmatch.match(line)
m2 = valuematch.match(line)
if m_comment is not None:
subsections.append((None, m_comment.group(1)))
elif m1 is not None:
if len(cur_section) > 0:
subsections.append((cur_section_name, cur_section))
cur_section_name = m1.group(1)
cur_section = []
elif m2 is not None:
cur_section.append((m2.group(1), m2.group(2)))
if len(cur_section) > 0:
subsections.append((cur_section_name, cur_section))
self.subsections = subsections
assert self.reconstruct().strip("\n") == content.strip("\n")
def reconstruct(self):
reconstructed = ""
for name, values in self.subsections:
if name is None:
reconstructed += ";" + values + "\n"
else:
reconstructed += "[" + name + "]\n"
for k, v in values:
reconstructed += f"{k}={v}\n"
reconstructed += "\n"
return reconstructed
def update_value(self, enabled, value, modifier):
done_update = False
(target_section, target_key) = value
for name, values in self.subsections:
if name == target_section:
for i, (k, v) in enumerate(values):
if k == target_key:
done_update = True
values[i] = [k, modifier(enabled, v)]
# print(self.reconstruct())
@dataclass
class BuildFlavour:
flavour_name: str
plugin_name: str
engine_keys: tuple[str, dict] | None = None
game_keys: tuple[str, dict] | None = None
engine_version_override: str | None = None
dont_build: bool = False
extra_uproject_modification: Callable[[object,dict, bool,str], None] | None = None
def update_uproject(self, project_dict: dict, enabled: bool):
if not self.plugin_name:
return True
return self.enable_plugin(project_dict, self.plugin_name, enabled)
def update_defaultengine(self, config_ini: UnrealIni, enabled: bool):
if self.engine_keys != None:
for val, modifier in self.engine_keys:
# print(val, modifier)
config_ini.update_value(enabled, val, modifier)
return config_ini.reconstruct()
def update_defaultgame(self, config_ini: UnrealIni, enabled: bool):
if self.game_keys != None:
for val, modifier in self.game_keys:
# print(val, modifier)
config_ini.update_value(enabled, val, modifier)
return config_ini.reconstruct()
def enable_plugin(self, project_dict: dict, name: str, enabled: bool):
found_plugin = False
for plugin_info in project_dict["Plugins"]:
this_name = plugin_info["Name"]
if name == this_name:
found_plugin = True
plugin_info["Enabled"] = enabled
return found_plugin
def quest_buildproject_add_openxr(build_flavour:BuildFlavour,project_dict: dict, enabled: bool, engine_version: str):
# on 5.3 we need to enable openxr plugin also
# or else newer version of quest OS crash
int_version = tuple(map(int, engine_version.split(".")))
if int_version>=(5,5):
return True
return build_flavour.enable_plugin(project_dict, "OpenXR", enabled)
BUILD_FLAVOURS = [
BuildFlavour(
"quest",
"OculusXR",
[
(
(
"/Script/OculusXRHMD.OculusXRHMDRuntimeSettings",
"XrApi",
),
lambda enabled, current: "NativeOpenXR" if enabled else current,
),
(
(
"/Script/AndroidRuntimeSettings.AndroidRuntimeSettings",
"bPackageForMetaQuest",
),
lambda enabled, current: str(enabled),
),
(
(
"/Script/AndroidRuntimeSettings.AndroidRuntimeSettings",
"ExtraApplicationSettings",
),
lambda enabled, current: (
r'<meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2|questpro" />'
if enabled
else ""
),
),
(
(
"/Script/AndroidRuntimeSettings.AndroidRuntimeSettings",
"MinSDKVersion",
),
lambda enabled, current: r"32" if enabled else current,
),
(
(
"/Script/AndroidRuntimeSettings.AndroidRuntimeSettings",
"TargetSDKVersion",
),
lambda enabled, current: r"32" if enabled else current,
),
(
(
"DirectCamera",
"bAddMetaPassthroughPermissions",
),
lambda enabled, current: (str(enabled)),
),
],
extra_uproject_modification=quest_buildproject_add_openxr
),
BuildFlavour(
"android",
"XRBase",
[
(
(
"/Script/Engine.RendererSettings",
"vr.MobileMultiView",
),
lambda enabled, current: "False" if enabled else "True",
),
(
(
"/Script/EngineSettings.GameMapsSettings",
"GameDefaultMap",
),
lambda enabled, current: (
"/Game/Camera/Camera.Camera"
if enabled
else "/Game/Quest/QuestEyes.QuestEyes"
),
),
(
(
"DirectCamera",
"bAddCameraPermissions",
),
lambda enabled, current: (str(enabled)),
),
],
game_keys=[
(
(
"/Script/EngineSettings.GeneralProjectSettings",
"bStartInVR",
),
lambda enabled, current: "False" if enabled else "True",
),
],
),
BuildFlavour(
"pico",
"PICOOpenXR",
[
(
(
"/Script/AndroidRuntimeSettings.AndroidRuntimeSettings",
"MinSDKVersion",
),
lambda enabled, current: r"29" if enabled else current,
),
(
(
"/Script/AndroidRuntimeSettings.AndroidRuntimeSettings",
"TargetSDKVersion",
),
lambda enabled, current: r"29" if enabled else current,
),
(
(
"/Script/AndroidRuntimeSettings.AndroidRuntimeSettings",
"ExtraActivitySettings",
),
lambda enabled, current: (
r'<meta-data android:name="pvr.app.type" android:value="vr" />'
if enabled
else current.replace(
'<meta-data android:name="pvr.app.type" android:value="vr" />',
"",
)
),
),
],
),
BuildFlavour(
"vivefocus", "ViveOpenXR", engine_version_override="5.3", dont_build=True
),
BuildFlavour("old_pico", "PicoXR", dont_build=True),
]
parser = argparse.ArgumentParser(
prog="MakeReleases",
description="Makes releases of directcameraexample for a particular target device",
)
subparsers = parser.add_subparsers(help="Command to run", required=True, dest="command")
parser_launch = subparsers.add_parser(
"launch", help="Launch the uproject in Unreal Editor"
)
parser_launch.add_argument("engine_version", help="Version of editor to run")
parser_launch.add_argument(
"--ue-path",
"-ue",
default="c:\\epic\\",
help="Path to folder containng Unreal Engine versions",
type=Path,
)
parser_build = subparsers.add_parser("build", help="Build the example")
parser_build.add_argument(
"--ue-path", "-ue", default="c:\\epic\\", help="Path to Unreal Engine builds"
)
parser_build.add_argument(
"--engine-version", default="5.5", help="Version of engine to use", type=str
)
parser_build.add_argument(
"device",
nargs="+",
help="One or more devices to build for, or 'all' to build everything.",
choices=[x.flavour_name for x in BUILD_FLAVOURS] + ["all"],
)
parser_build.add_argument(
"--development", "-d", help="make development build", action="store_true"
)
parser_build.add_argument(
"--install", "-i", help="install to device after build", action="store_true"
)
parser_build.add_argument(
"--run", "-r", help="Run app after build", action="store_true"
)
parser_build.add_argument(
"--grablog",
"-g",
help="Run app and save log to log_<date>.txt",
action="store_true",
)
parser_build.add_argument("--logname", "-l", help="Set log text file name")
parser_build.add_argument(
"--sanitizer", "-s", help="Set sanitizer", choices=["asan", "ubsan", "tsan"]
)
parser_build.add_argument(
"--skipbuild", "-sb", help="Skip the build step", action="store_true"
)
parser_build.add_argument(
"--clean", "-c", help="Clean existing build artifacts", action="store_true"
)
validation_group = parser_build.add_mutually_exclusive_group()
validation_group.add_argument(
"--validation", help="Do vulkan validation", action="store_true"
)
validation_group.add_argument(
"--novalidation", help="Don't do vulkan validation", action="store_false"
)
parser_release = subparsers.add_parser("release", help="Upload github release")
parser_release.add_argument("version", help="version tag for release")
parser_release.add_argument(
"--force", "-f", help="Update existing release if tag exists", action="store_true"
)
parser_run = subparsers.add_parser("run", help="Run the project on device")
parser_run.add_argument(
"device",
help="A device to run on.",
choices=[x.flavour_name for x in BUILD_FLAVOURS],
)
parser_run.add_argument(
"--development", "-d", help="Run development build", action="store_true"
)
parser_run.add_argument(
"--grablog",
"-g",
help="Run app and save log to log_<date>.txt",
action="store_true",
)
parser_run.add_argument("--logname", "-l", help="Set log text file name")
args = parser.parse_args()
if getattr(args, "logname", None) is not None:
args.grablog = True
project_folder = Path(__file__).parent
project_short_name = project_folder.name
project_file = list(project_folder.glob("*.uproject"))[0]
defaultengine_file = project_folder / "Config/DefaultEngine.ini"
defaultgame_file = project_folder / "Config/DefaultGame.ini"
if (args.command != "release") and getattr(args, "development", False):
release_folder = Path(__file__).parent / "DevReleases"
else:
release_folder = Path(__file__).parent / "Releases"
def make_temporary_signing_key():
"""
Creates a temporary signing key for the project.
"""
keytool_path = Path(os.environ.get("JAVA_HOME", "")) / "bin" / "keytool"
keystore_folder = Path(__file__).parent / "Build" / "Android"
keystore_file = keystore_folder / "DirectCameraExample.keystore"
if keystore_file.exists():
print(f"Keystore already exists at {keystore_file}, skipping creation.")
return
print(f"Creating temporary signing key at {keystore_file}")
keystore_folder.mkdir(parents=True, exist_ok=True)
cmd = [
keytool_path,
"-genkey",
"-v",
"-keystore", str(keystore_file),
"-alias", "directcameraexample",
"-keyalg", "RSA",
"-keysize", "2048",
"-validity", "10000",
"-dname", "CN=DirectCameraExample, OU=Development, O=YourCompany, L=YourCity, S=YourState, C=YourCountry",
"-storepass", "example",
"-keypass", "example",
"-noprompt"
]
subprocess.check_call(cmd)
def command_launch(args):
ue_base_path = args.ue_path
if re.match(r"UE_\d+\.\d+", ue_base_path.name):
# path to a single engine, get parent path to choose version
ue_base_path = ue_base_path.parent
version = args.engine_version
version_groups = re.match(r"(\d+)\.(\d+)(.(\d+))*", version)
editor_path = None
if version_groups:
maj = version_groups.group(1)
min = version_groups.group(2)
editor_path = (
ue_base_path
/ f"UE_{maj}.{min}"
/ "Engine"
/ "Binaries"
/ "Win64"
/ "UnrealEditor.exe"
)
if editor_path and editor_path.exists():
subprocess.Popen(
[editor_path, project_file, '-logcmds="LogDerivedDataCache Verbose"']
)
else:
print(f"Bad engine version number {args.engine_version}:{editor_path}")
sys.exit(-1)
def command_build(args):
use_validation_layer = False
if args.development:
use_validation_layer = args.novalidation
else:
# release build - make the signing key if it doesn't exist
make_temporary_signing_key()
use_validation_layer = args.validation
enabled_build_plugins = []
if "all" in args.device:
enabled_build_plugins = [f for f in BUILD_FLAVOURS if not f.dont_build]
else:
for f in BUILD_FLAVOURS:
if f.flavour_name in args.device:
enabled_build_plugins.append(f)
if args.install:
if len(enabled_build_plugins) != 1:
print("Can only call install with a single build flavour")
sys.exit(-1)
print("Building for:", [f.flavour_name for f in enabled_build_plugins])
print("*****************************")
orig_project_file = project_file.read_text()
uproject_data = json.loads(orig_project_file)
orig_defaultengine_file = defaultengine_file.read_text()
orig_defaultgame_file = defaultgame_file.read_text()
try:
defaultengine_data = UnrealIni(orig_defaultengine_file)
defaultgame_data = UnrealIni(orig_defaultgame_file)
release_folder.mkdir(exist_ok=True)
for current_flavour in enabled_build_plugins:
# set derived data cache path to be different for each build flavour
# because e.g. quest, pico, and android versions of cached assets are incompatible
# and don't always get rebuilt if the plugins change
engine_version = (
current_flavour.engine_version_override or args.engine_version
)
for all_flavour in BUILD_FLAVOURS:
enabled = all_flavour.flavour_name == current_flavour.flavour_name
plugin_found = all_flavour.update_uproject(uproject_data, enabled)
if not plugin_found and enabled and not all_flavour.dont_build:
print(
f"Plugin {all_flavour.plugin_name} not found in uproject file"
)
sys.exit(-1)
if all_flavour.extra_uproject_modification is not None:
modified_ok = all_flavour.extra_uproject_modification(all_flavour,uproject_data,enabled, engine_version)
if not modified_ok:
print(f"Extra uproject modification failed for {all_flavour.flavour_name}")
all_flavour.update_defaultengine(defaultengine_data, enabled)
all_flavour.update_defaultgame(defaultgame_data, enabled)
engine_path = Path(args.ue_path) / f"UE_{engine_version}"
if not engine_path.exists():
print(f"Engine path {engine_path} does not exist")
sys.exit(-1)
version_int = tuple(map(int, engine_version.split(".")))
ndk_version = "25.2.9519653" # default to ndk version 25.2
for x in NDK_VERSIONS:
if version_int >= x[0] and version_int<= x[1]:
ndk_version = x[2]
break
ndkroot = Path(os.environ.get("NDK_ROOT", "c:\\Android\\ndk"))
if ndkroot.stem != "ndk":
ndkroot = ndkroot.parent
print("Using NDK root",ndkroot / ndk_version)
os.environ["NDK_ROOT"] = str(ndkroot/ndk_version)
os.environ["NDKROOT"] = str(ndkroot/ndk_version)
os.environ["UE-LocalDataCachePath"] = str(
project_folder
/ "DerivedDataCache"
/ engine_version
/ current_flavour.flavour_name
)
# do vulkan validation in dev builds (or if --validation is on)
for plugin_info in uproject_data["Plugins"]:
name = plugin_info["Name"]
if name == "AndroidVulkanValidation":
plugin_info["Enabled"] = use_validation_layer
project_file.write_text(json.dumps(uproject_data, indent=4))
defaultengine_file.write_text(defaultengine_data.reconstruct())
defaultgame_file.write_text(defaultgame_data.reconstruct())
platform_folder = release_folder / current_flavour.flavour_name
if args.skipbuild:
print(f"Skipping build for {current_flavour.flavour_name}")
else:
intermediate_source_folder = Path("Intermediate\\Source")
# remove the intermediate source folder so that it is rebuilt
# because it has autogen project source files which are engine version dependent
if (project_folder / intermediate_source_folder).exists():
shutil.rmtree(
project_folder / intermediate_source_folder, ignore_errors=True
)
print(
f"Building for {current_flavour.flavour_name} in {platform_folder}"
)
if platform_folder.exists():
shutil.rmtree(platform_folder, ignore_errors=True)
platform_folder.mkdir(exist_ok=True)
if args.development:
config = "Development"
else:
config = "Shipping"
# if args.sanitizer:
# cmdline_build.append(
# {
# "asan": "-EnableASan",
# "ubsan": "-EnableUBSan",
# "tsan": "-EnableTSan",
# }[args.sanitizer]
# )
cmdline_build = [
f"cmd.exe",
"/c",
f"{str(engine_path)}\\Engine\\Build\\BatchFiles\\RunUAT.bat",
f'-ScriptsForProject="{str(project_file)}"',
"Turnkey",
"-command=VerifySdk",
"-platform=Android",
"-UpdateIfNeeded",
f'-project="{str(project_file)}"',
"BuildCookRun",
"-nop4",
"-utf8output",
"-nocompileeditor",
"-skipbuildeditor",
"-cook",
f'-project="{str(project_file)}"',
f'-unrealexe=UnrealEditor-Cmd.exe',
"-platform=Android",
"-cookflavor=ASTC",
"-installed",
"-stage",
"-archive",
"-package",
"-build",
"-pak",
"-iostore",
"-compressed",
"-prereqs",
f'-archivedirectory="{str(platform_folder)}"',
f"-clientconfig={config}",
"-nocompile",
"-nocompileuat",
]
if not args.development:
cmdline_build.append("-distribution")
if args.clean:
cmdline_build.append("-clean")
else:
# iterative cook unless we're doing it from clean
cmdline_build.append("-iterative")
try:
subprocess.check_call(cmdline_build, shell=False)
except subprocess.CalledProcessError as e:
print(f"Error during build: {e}")
print(" ".join(cmdline_build))
sys.exit(-1)
# if the build is to a subfolder of the target folder (e.g. Android / Android_ASTC etc.) then move that up one
if (platform_folder / "Android").exists():
for x in (platform_folder / "Android").iterdir():
shutil.move(x, platform_folder)
if (platform_folder / "Android_ASTC").exists():
for x in (platform_folder / "Android_ASTC").iterdir():
shutil.move(x, platform_folder)
if args.install or args.run or args.grablog:
# Check for connected devices before install/run
while True:
print("Checking for connected Android devices...")
result = subprocess.run(
["adb", "devices"], capture_output=True, text=True
)
lines = result.stdout.strip().splitlines()
if len(lines) < 2 or not any(line.strip() for line in lines[1:]):
print(
"No Android device detected by adb. Please connect a device and try again."
)
time.sleep(2)
else:
print("Found connected Android device")
break
# find the install batch file
found_install = False
for b in platform_folder.glob("*.bat"):
if b.name.lower().startswith("install"):
subprocess.check_call(
[str(b)], shell=True, cwd=str(platform_folder)
)
found_install = True
break
if not found_install:
print(
f"No install batch file found in {platform_folder}. Please check the build."
)
sys.exit(-1)
if args.grablog:
subprocess.check_call(
["adb", "logcat", "-c"], shell=True, cwd=str(project_folder)
)
if args.run or args.grablog:
subprocess.check_call(
[
"adb",
"shell",
"am",
"start",
"-n",
"com.YourCompany.DirectCameraExamples/com.epicgames.unreal.GameActivity",
]
)
if args.grablog:
if args.logname:
log_name = args.logname
else:
now = datetime.now()
log_name = now.strftime(f"{project_short_name}-%Y_%m_%d-%H_%M_%S.txt")
print(f"Grabbing log to {log_name}. Press ctrl+c to exit")
subprocess.check_call(
["adb", "logcat", ">", str(log_name)],
shell=True,
cwd=str(project_folder),
)
finally:
project_file.write_text(orig_project_file)
defaultengine_file.write_text(orig_defaultengine_file)
defaultgame_file.write_text(orig_defaultgame_file)
def command_release(args):
version = args.version
if not version.startswith("v"):
version = "v" + version
print("Version:", version)
cmdline = ["gh", "release", "create", version, "--notes", f"Release {version}"]
if args.force:
# ignore if release already exists
subprocess.call(cmdline)
else:
subprocess.check_call(cmdline)
uploading_zips = []
for subfolder in release_folder.iterdir():
if subfolder.is_dir():
# make a zip from this folder
print(f"Making zip {subfolder}")
uploading_zips.append(
shutil.make_archive(
str(subfolder), format="zip", root_dir=subfolder, base_dir=subfolder
)
)
print("Uploading:", *uploading_zips)
subprocess.check_call(
["gh", "release", "upload", version, "--clobber"]
+ [str(x) for x in uploading_zips]
)
def command_run(args):
device = args.device
if args.development:
print(f"Running development build on {device}")
else:
print(f"Running release build on {device}")
current_flavour = None
for f in BUILD_FLAVOURS:
if f.flavour_name == args.device:
current_flavour = f
if current_flavour is None:
print(f"Unknown device {args.device}")
sys.exit(-1)
while True:
print("Checking for connected Android devices...")
result = subprocess.run(["adb", "devices"], capture_output=True, text=True)
lines = result.stdout.strip().splitlines()
if len(lines) < 2 or not any(line.strip() for line in lines[1:]):
print(
"No Android device detected by adb. Please connect a device and try again."
)
time.sleep(2)
else:
print("Found connected Android device")
break
# find the install batch file
platform_folder = release_folder / current_flavour.flavour_name
for b in platform_folder.glob("*.bat"):
if b.name.lower().startswith("install"):
subprocess.check_call([str(b)], shell=True, cwd=str(platform_folder))
break
if args.grablog:
subprocess.check_call(
["adb", "logcat", "-c"], shell=True, cwd=str(project_folder)
)
# run it
subprocess.check_call(
[
"adb",
"shell",
"am",
"start",
"-n",
"com.YourCompany.DirectCameraExample/com.epicgames.unreal.GameActivity",
]
)
# log it
if args.grablog:
if args.logname:
log_name = args.logname
else:
now = datetime.now()
log_name = now.strftime(f"{project_short_name}-%Y_%m_%d-%H_%M_%S.txt")
print(f"Grabbing log to {log_name}. Press ctrl+c to exit")
subprocess.check_call(
["adb", "logcat", ">", str(log_name)],
shell=True,
cwd=str(project_folder),
)
locals()["command_" + args.command](args)