Merge pull request #52527 from m4gr3d/add_pad_support_master

Add support for Android Play Asset Delivery
This commit is contained in:
Rémi Verschelde 2021-09-15 15:33:16 +02:00 committed by GitHub
commit b22b6ea808
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 50 additions and 13 deletions

View File

@ -221,6 +221,9 @@ static const LauncherIcon launcher_adaptive_icon_backgrounds[icon_densities_coun
static const int EXPORT_FORMAT_APK = 0;
static const int EXPORT_FORMAT_AAB = 1;
static const char *APK_ASSETS_DIRECTORY = "res://android/build/assets";
static const char *AAB_ASSETS_DIRECTORY = "res://android/build/assetPacks/installTime/src/main/assets";
void EditorExportPlatformAndroid::_check_for_changes_poll_thread(void *ud) {
EditorExportPlatformAndroid *ea = (EditorExportPlatformAndroid *)ud;
@ -426,6 +429,11 @@ String EditorExportPlatformAndroid::get_package_name(const String &p_package) co
return pname;
}
String EditorExportPlatformAndroid::get_assets_directory(const Ref<EditorExportPreset> &p_preset) const {
int export_format = int(p_preset->get("custom_template/export_format"));
return export_format == EXPORT_FORMAT_AAB ? AAB_ASSETS_DIRECTORY : APK_ASSETS_DIRECTORY;
}
bool EditorExportPlatformAndroid::is_package_name_valid(const String &p_package, String *r_error) const {
String pname = p_package;
@ -2335,11 +2343,21 @@ Error EditorExportPlatformAndroid::sign_apk(const Ref<EditorExportPreset> &p_pre
void EditorExportPlatformAndroid::_clear_assets_directory() {
DirAccessRef da_res = DirAccess::create(DirAccess::ACCESS_RESOURCES);
if (da_res->dir_exists("res://android/build/assets")) {
print_verbose("Clearing assets directory..");
DirAccessRef da_assets = DirAccess::open("res://android/build/assets");
// Clear the APK assets directory
if (da_res->dir_exists(APK_ASSETS_DIRECTORY)) {
print_verbose("Clearing APK assets directory..");
DirAccessRef da_assets = DirAccess::open(APK_ASSETS_DIRECTORY);
da_assets->erase_contents_recursive();
da_res->remove("res://android/build/assets");
da_res->remove(APK_ASSETS_DIRECTORY);
}
// Clear the AAB assets directory
if (da_res->dir_exists(AAB_ASSETS_DIRECTORY)) {
print_verbose("Clearing AAB assets directory..");
DirAccessRef da_assets = DirAccess::open(AAB_ASSETS_DIRECTORY);
da_assets->erase_contents_recursive();
da_res->remove(AAB_ASSETS_DIRECTORY);
}
}
@ -2459,6 +2477,7 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
return ERR_UNCONFIGURED;
}
}
const String assets_directory = get_assets_directory(p_preset);
String sdk_path = EDITOR_GET("export/android/android_sdk_path");
ERR_FAIL_COND_V_MSG(sdk_path.is_empty(), ERR_UNCONFIGURED, "Android SDK path must be configured in Editor Settings at 'export/android/android_sdk_path'.");
print_verbose("Android sdk path: " + sdk_path);
@ -2480,6 +2499,7 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
if (!apk_expansion) {
print_verbose("Exporting project files..");
CustomExportData user_data;
user_data.assets_directory = assets_directory;
user_data.debug = p_debug;
err = export_project_files(p_preset, rename_and_store_file_in_gradle_project, &user_data, copy_gradle_so);
if (err != OK) {
@ -2501,7 +2521,7 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
}
}
print_verbose("Storing command line flags..");
store_file_at_path("res://android/build/assets/_cl_", command_line_flags);
store_file_at_path(assets_directory + "/_cl_", command_line_flags);
print_verbose("Updating ANDROID_HOME environment to " + sdk_path);
OS::get_singleton()->set_environment("ANDROID_HOME", sdk_path); //set and overwrite if required

View File

@ -87,11 +87,6 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
EditorProgress *ep = nullptr;
};
struct CustomExportData {
bool debug;
Vector<String> libs;
};
Vector<PluginConfigAndroid> plugins;
String last_plugin_names;
uint64_t last_custom_build_time = 0;
@ -109,6 +104,8 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
String get_package_name(const String &p_package) const;
String get_assets_directory(const Ref<EditorExportPreset> &p_preset) const;
bool is_package_name_valid(const String &p_package, String *r_error = nullptr) const;
static bool _should_compress_asset(const String &p_path, const Vector<uint8_t> &p_data);

View File

@ -121,7 +121,8 @@ Error store_string_at_path(const String &p_path, const String &p_data) {
// It's functionality mirrors that of the method save_apk_file.
// This method will be called ONLY when custom build is enabled.
Error rename_and_store_file_in_gradle_project(void *p_userdata, const String &p_path, const Vector<uint8_t> &p_data, int p_file, int p_total, const Vector<String> &p_enc_in_filters, const Vector<String> &p_enc_ex_filters, const Vector<uint8_t> &p_key) {
String dst_path = p_path.replace_first("res://", "res://android/build/assets/");
CustomExportData *export_data = (CustomExportData *)p_userdata;
String dst_path = p_path.replace_first("res://", export_data->assets_directory + "/");
print_verbose("Saving project files from " + p_path + " into " + dst_path);
Error err = store_file_at_path(dst_path, p_data);
return err;

View File

@ -44,6 +44,12 @@ const String godot_project_name_xml_string = R"(<?xml version="1.0" encoding="ut
</resources>
)";
struct CustomExportData {
String assets_directory;
bool debug;
Vector<String> libs;
};
int _get_android_orientation_value(DisplayServer::ScreenOrientation screen_orientation);
String _get_android_orientation_label(DisplayServer::ScreenOrientation screen_orientation);

View File

@ -0,0 +1,8 @@
apply plugin: 'com.android.asset-pack'
assetPack {
packName = "installTime" // Directory name for the asset pack
dynamicDelivery {
deliveryType = "install-time" // Delivery mode
}
}

View File

@ -72,6 +72,8 @@ android {
targetCompatibility versions.javaVersion
}
assetPacks = [":assetPacks:installTime"]
defaultConfig {
// The default ignore pattern for the 'assets' directory includes hidden files and directories which are used by Godot projects.
aaptOptions {

View File

@ -1,2 +1,2 @@
// Empty settings.gradle file to denote this directory as being the root project
// of the Godot custom build.
// This is the root directory of the Godot custom build.
include ':assetPacks:installTime'

View File

@ -4,3 +4,6 @@ rootProject.name = "Godot"
include ':app'
include ':lib'
include ':nativeSrcsConfigs'
include ':assetPacks:installTime'
project(':assetPacks:installTime').projectDir = file("app/assetPacks/installTime")