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Add support for Play Asset Delivery.
This only adds support for a subset of Play Asset Delivery: this causes a single install-time asset pack to always be present, but doesn't add support for dynamically downloaded asset packs.
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@@ -221,6 +221,9 @@ static const LauncherIcon launcher_adaptive_icon_backgrounds[icon_densities_coun
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static const int EXPORT_FORMAT_APK = 0;
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static const int EXPORT_FORMAT_AAB = 1;
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static const char *APK_ASSETS_DIRECTORY = "res://android/build/assets";
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static const char *AAB_ASSETS_DIRECTORY = "res://android/build/assetPacks/installTime/src/main/assets";
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void EditorExportPlatformAndroid::_check_for_changes_poll_thread(void *ud) {
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EditorExportPlatformAndroid *ea = (EditorExportPlatformAndroid *)ud;
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@@ -430,6 +433,11 @@ String EditorExportPlatformAndroid::get_package_name(const String &p_package) co
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return pname;
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}
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String EditorExportPlatformAndroid::get_assets_directory(const Ref<EditorExportPreset> &p_preset) const {
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int export_format = int(p_preset->get("custom_template/export_format"));
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return export_format == EXPORT_FORMAT_AAB ? AAB_ASSETS_DIRECTORY : APK_ASSETS_DIRECTORY;
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}
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bool EditorExportPlatformAndroid::is_package_name_valid(const String &p_package, String *r_error) const {
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String pname = p_package;
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@@ -2659,11 +2667,21 @@ Error EditorExportPlatformAndroid::sign_apk(const Ref<EditorExportPreset> &p_pre
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void EditorExportPlatformAndroid::_clear_assets_directory() {
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DirAccessRef da_res = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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if (da_res->dir_exists("res://android/build/assets")) {
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print_verbose("Clearing assets directory..");
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DirAccessRef da_assets = DirAccess::open("res://android/build/assets");
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// Clear the APK assets directory
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if (da_res->dir_exists(APK_ASSETS_DIRECTORY)) {
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print_verbose("Clearing APK assets directory..");
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DirAccessRef da_assets = DirAccess::open(APK_ASSETS_DIRECTORY);
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da_assets->erase_contents_recursive();
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da_res->remove("res://android/build/assets");
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da_res->remove(APK_ASSETS_DIRECTORY);
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}
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// Clear the AAB assets directory
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if (da_res->dir_exists(AAB_ASSETS_DIRECTORY)) {
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print_verbose("Clearing AAB assets directory..");
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DirAccessRef da_assets = DirAccess::open(AAB_ASSETS_DIRECTORY);
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da_assets->erase_contents_recursive();
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da_res->remove(AAB_ASSETS_DIRECTORY);
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}
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}
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@@ -2785,6 +2803,7 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
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return ERR_UNCONFIGURED;
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}
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}
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const String assets_directory = get_assets_directory(p_preset);
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String sdk_path = EDITOR_GET("export/android/android_sdk_path");
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ERR_FAIL_COND_V_MSG(sdk_path.empty(), ERR_UNCONFIGURED, "Android SDK path must be configured in Editor Settings at 'export/android/android_sdk_path'.");
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print_verbose("Android sdk path: " + sdk_path);
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@@ -2806,6 +2825,7 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
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if (!apk_expansion) {
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print_verbose("Exporting project files..");
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CustomExportData user_data;
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user_data.assets_directory = assets_directory;
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user_data.debug = p_debug;
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err = export_project_files(p_preset, rename_and_store_file_in_gradle_project, &user_data, copy_gradle_so);
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if (err != OK) {
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@@ -2826,7 +2846,7 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
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}
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}
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print_verbose("Storing command line flags..");
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store_file_at_path("res://android/build/assets/_cl_", command_line_flags);
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store_file_at_path(assets_directory + "/_cl_", command_line_flags);
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print_verbose("Updating ANDROID_HOME environment to " + sdk_path);
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OS::get_singleton()->set_environment("ANDROID_HOME", sdk_path); //set and overwrite if required
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