chunk 2: remaining non-audio non-NewImport assets

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2026-04-06 11:25:19 +03:00
parent 0d11a097d8
commit ed675b9f4a
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// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System;
using System.Text.RegularExpressions;
using Google.Android.AppBundle.Editor.Internal.Utils;
using UnityEditor;
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Provides utilities related to
/// <a href="https://developer.android.com/platform/technology/app-bundle/">Android App Bundle</a>.
/// </summary>
public static class AndroidAppBundle
{
/// <summary>
/// Reserved name for the base module that contains the Unity game engine.
/// </summary>
public const string BaseModuleName = "base";
/// <summary>
/// Reserved name for the module that separates the base module's assets into an install-time asset pack.
/// </summary>
public const string BaseAssetsModuleName = "base_assets";
/// <summary>
/// Regex used to determine whether a module name is valid.
/// See https://github.com/google/bundletool/blob/master/src/main/java/com/android/tools/build/bundletool/model/BundleModuleName.java#L38
/// </summary>
private static readonly Regex NameRegex = RegexHelper.CreateCompiled(@"^[a-zA-Z][a-zA-Z0-9_]*$");
/// <summary>
/// Returns true if the specified name is a valid Android App Bundle module name, false otherwise.
/// Certain names like "base" are reserved, so also return false in those cases.
/// </summary>
public static bool IsValidModuleName(string name)
{
// TODO(b/131241163): enforce a name length limit if we make it much smaller than 65535.
return name != null
&& NameRegex.IsMatch(name)
&& CheckReservedName(name, BaseModuleName)
&& CheckReservedName(name, BaseAssetsModuleName);
}
/// <summary>
/// Always returns true. Previously indicated if this version of the Unity Editor has native support for
/// building an Android App Bundle.
/// </summary>
// TODO(b/189958664): Needed for 1.x API compatibility. Should be removed with 2.x.
[Obsolete("This is always true")]
public static bool HasNativeBuildSupport()
{
return true;
}
/// <summary>
/// Returns EditorUserBuildSettings.buildAppBundle if it is defined and false otherwise.
/// </summary>
// TODO(b/189958664): Needed for 1.x API compatibility. Should be removed with 2.x.
[Obsolete("Use EditorUserBuildSettings.buildAppBundle directly instead")]
public static bool IsNativeBuildEnabled()
{
return EditorUserBuildSettings.buildAppBundle;
}
/// <summary>
/// Enable the EditorUserBuildSettings.buildAppBundle field if it is defined.
/// </summary>
// TODO(b/189958664): Needed for 1.x API compatibility. Should be removed with 2.x.
[Obsolete("Use EditorUserBuildSettings.buildAppBundle directly instead")]
public static void EnableNativeBuild()
{
EditorUserBuildSettings.buildAppBundle = true;
}
/// <summary>
/// Disable the EditorUserBuildSettings.buildAppBundle field if it is defined.
/// </summary>
// TODO(b/189958664): Needed for 1.x API compatibility. Should be removed with 2.x.
[Obsolete("Use EditorUserBuildSettings.buildAppBundle directly instead")]
public static void DisableNativeBuild()
{
EditorUserBuildSettings.buildAppBundle = false;
}
private static bool CheckReservedName(string name, string reserved)
{
return !name.Equals(reserved, StringComparison.OrdinalIgnoreCase);
}
}
}

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timeCreated: 1550109878
licenseType: Pro
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userData:
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// Copyright 2021 Google LLC
//
// 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
//
// https://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.
#if UNITY_2018_4_OR_NEWER && !NET_LEGACY
using System;
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Exception thrown in case of certain Android build failures.
/// </summary>
public class AndroidBuildException : Exception
{
internal AndroidBuildException(string errorMessage, AndroidBuildReport androidBuildReport) : base(errorMessage)
{
AndroidBuildReport = androidBuildReport;
}
internal AndroidBuildException(Exception exception, AndroidBuildReport androidBuildReport)
: base(exception.Message, exception)
{
AndroidBuildReport = androidBuildReport;
}
/// <summary>
/// An <see cref="AndroidBuildReport"/> associated with this build failure. Note that the build may fail
/// after the Android Player is built but before the AAB is ready; in this case the BuildReport will
/// likely indicate a BuildResult of Succeeded since it's reporting the result of calling BuildPlayer().
/// </summary>
public AndroidBuildReport AndroidBuildReport { get; }
}
}
#endif

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// Copyright 2018 Google LLC
//
// 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
//
// https://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.
using System;
using System.Collections.Generic;
using System.Linq;
using Google.Android.AppBundle.Editor.Internal.Config;
using UnityEditor;
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Provides helper methods for accessing or persisting build-related settings.
/// </summary>
public static class AndroidBuildHelper
{
// Allowed characters for splitting PlayerSettings.GetScriptingDefineSymbolsForGroup().
private static readonly char[] ScriptingDefineSymbolsSplitChars = {';', ',', ' '};
/// <summary>
/// Returns an array of enabled scenes from the "Scenes In Build" section of Unity's Build Settings window.
/// </summary>
public static string[] GetEditorBuildEnabledScenes()
{
return EditorBuildSettings.scenes
.Where(scene => scene.enabled && !string.IsNullOrEmpty(scene.path))
.Select(scene => scene.path)
.ToArray();
}
/// <summary>
/// Creates a <see cref="BuildPlayerOptions"/> for the specified output file path with all other fields set to
/// reasonable default values.
/// </summary>
/// <param name="locationPathName">
/// The output file that will be created when building a player with <see cref="BuildPipeline"/>.
/// </param>
/// <returns>A new <see cref="BuildPlayerOptions"/> object.</returns>
public static BuildPlayerOptions CreateBuildPlayerOptions(string locationPathName)
{
return new BuildPlayerOptions
{
assetBundleManifestPath = AndroidBuildConfiguration.AssetBundleManifestPath,
locationPathName = locationPathName,
options = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None,
scenes = GetEditorBuildEnabledScenes(),
target = BuildTarget.Android,
targetGroup = BuildTargetGroup.Android
};
}
/// <summary>
/// Adds the specified scripting define symbol for Android, but only if it isn't already defined.
/// </summary>
public static void AddScriptingDefineSymbol(string symbol)
{
var scriptingDefineSymbols = GetScriptingDefineSymbols();
if (!IsScriptingSymbolDefined(scriptingDefineSymbols, symbol))
{
SetScriptingDefineSymbols(scriptingDefineSymbols.Concat(new[] {symbol}));
}
}
/// <summary>
/// Removes the specified scripting define symbol if it exists.
/// </summary>
public static void RemoveScriptingDefineSymbol(string symbol)
{
var scriptingDefineSymbols = GetScriptingDefineSymbols();
if (IsScriptingSymbolDefined(scriptingDefineSymbols, symbol))
{
SetScriptingDefineSymbols(scriptingDefineSymbols.Where(sym => sym != symbol));
}
}
/// <summary>
/// Returns true if the specified scripting symbol is defined for Android.
/// </summary>
public static bool IsScriptingSymbolDefined(string symbol)
{
return IsScriptingSymbolDefined(GetScriptingDefineSymbols(), symbol);
}
private static bool IsScriptingSymbolDefined(string[] scriptingDefineSymbols, string symbol)
{
return Array.IndexOf(scriptingDefineSymbols, symbol) >= 0;
}
private static string[] GetScriptingDefineSymbols()
{
var symbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android);
if (string.IsNullOrEmpty(symbols))
{
return new string[0];
}
return symbols.Split(ScriptingDefineSymbolsSplitChars, StringSplitOptions.RemoveEmptyEntries);
}
private static void SetScriptingDefineSymbols(IEnumerable<string> scriptingDefineSymbols)
{
var symbols = string.Join(";", scriptingDefineSymbols.ToArray());
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, symbols);
}
}
}

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licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
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// Copyright 2021 Google LLC
//
// 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
//
// https://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.
using System;
using UnityEditor;
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Options that configure the behavior of an Android build.
/// </summary>
public class AndroidBuildOptions
{
/// <summary>
/// Constructor.
/// </summary>
/// <param name="buildPlayerOptions">BuildPlayerOptions required for any build.</param>
/// <exception cref="ArgumentException">Thrown if the BuildPlayerOptions build target isn't Android.</exception>
public AndroidBuildOptions(BuildPlayerOptions buildPlayerOptions)
{
if (buildPlayerOptions.target != BuildTarget.Android)
{
throw new ArgumentException("Unexpected non-Android BuildTarget: " + buildPlayerOptions.target);
}
if (buildPlayerOptions.targetGroup != BuildTargetGroup.Android)
{
throw new ArgumentException(
"Unexpected non-Android BuildTargetGroup: " + buildPlayerOptions.targetGroup);
}
BuildPlayerOptions = buildPlayerOptions;
CompressionOptions = new CompressionOptions();
}
/// <summary>
/// The build options passed to BuildPipeline.BuildPlayer(), including scenes and output location.
/// </summary>
public BuildPlayerOptions BuildPlayerOptions { get; private set; }
/// <summary>
/// Returns the AssetPackConfig to use for the build, or null.
/// </summary>
public AssetPackConfig AssetPackConfig { get; set; }
/// <summary>
/// Options for overriding the default file compression strategy.
/// </summary>
public CompressionOptions CompressionOptions { get; set; }
/// <summary>
/// If true, forces the entire build to run on the main thread, potentially freezing the Editor UI during some
/// build steps. This setting doesn't affect batch mode builds, which always run on the main thread.
/// </summary>
public bool ForceSingleThreadedBuild { get; set; }
}
}

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userData:
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// Copyright 2021 Google LLC
//
// 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
//
// https://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.
#if UNITY_2018_4_OR_NEWER && !NET_LEGACY
using UnityEditor.Build.Reporting;
namespace Google.Android.AppBundle.Editor
{
// Note: this class exists (versus using BuildReport directly) so that additional build info can be added later.
/// <summary>
/// Report containing the results of an Android build.
/// </summary>
public class AndroidBuildReport
{
/// <summary>
/// Constructor.
/// </summary>
/// <param name="buildReport">A BuildPlayer() BuildReport.</param>
internal AndroidBuildReport(BuildReport buildReport)
{
Report = buildReport;
}
/// <summary>
/// The <see cref="BuildReport"/> generated during the creation of the Android Player. Note that since
/// additional processing occurs after the Player is built, some information in this report may not be useful.
/// For example, the BuildSummary.outputPath will contain an intermediate output file path, not the final
/// AAB output file path.
/// </summary>
public BuildReport Report { get; }
}
}
#endif

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guid: 4d0c6937ea0847ec9a639618b2ae2bb8
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// Copyright 2020 Google LLC
//
// 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
//
// https://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.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Google.Android.AppBundle.Editor.Internal.AssetPacks;
using UnityEditor;
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Provides helper methods for building AssetBundles with various texture compression formats.
/// </summary>
public static class AssetBundleBuilder
{
/// <summary>
/// Run one or more AssetBundle builds with the specified texture compression formats.
/// Notes about the <see cref="outputPath"/> parameter:
/// - If a relative path is provided, the file paths in the returned AssetPackConfig will be relative paths.
/// - If an absolute path is provided, the file paths in the returned object will be absolute paths.
/// - AssetBundle builds for additional texture formats will be created in siblings of this directory. For
/// example, for outputDirectory "a/b/c" and texture format ASTC, there will be a directory "a/b/c#tcf_astc".
/// - If allowClearDirectory is false, this directory and any sibling directories must be empty or not exist,
/// otherwise an exception is thrown.
/// </summary>
/// <param name="outputPath">The output directory for the ETC1 AssetBundles. See other notes above.</param>
/// <param name="builds">The main argument to <see cref="BuildPipeline"/>.</param>
/// <param name="deliveryMode">A delivery mode to apply to every asset pack in the generated config.</param>
/// <param name="additionalTextureFormats">Texture formats to build for in addition to ETC1.</param>
/// <param name="assetBundleOptions">Options to pass to <see cref="BuildPipeline"/>.</param>
/// <param name="allowClearDirectory">Allows this method to clear the contents of the output directory.</param>
/// <returns>An <see cref="AssetPackConfig"/> containing file paths to all generated AssetBundles.</returns>
public static AssetPackConfig BuildAssetBundles(
string outputPath,
AssetBundleBuild[] builds,
AssetPackDeliveryMode deliveryMode,
IEnumerable<MobileTextureSubtarget> additionalTextureFormats = null,
BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.UncompressedAssetBundle,
bool allowClearDirectory = false)
{
var nameToTextureFormatToPath = BuildAssetBundles(outputPath, builds, assetBundleOptions,
MobileTextureSubtarget.ETC, additionalTextureFormats, allowClearDirectory);
var assetPackConfig = new AssetPackConfig();
foreach (var compressionToPath in nameToTextureFormatToPath.Values)
{
assetPackConfig.AddAssetBundles(compressionToPath, deliveryMode);
}
return assetPackConfig;
}
/// <summary>
/// Run one or more AssetBundle builds with the specified texture compression formats.
/// This variant allows for overriding the base format and provides a different return type.
/// </summary>
/// <param name="outputPath">The output directory for base AssetBundles. See the other method for notes.</param>
/// <param name="builds">The main argument to <see cref="BuildPipeline"/>.</param>
/// <param name="assetBundleOptions">Options to pass to <see cref="BuildPipeline"/>.</param>
/// <param name="baseTextureFormat">The default format. Note: ETC1 is supported by all devices.</param>
/// <param name="additionalTextureFormats">Texture formats to generate for in addition to the base.</param>
/// <param name="allowClearDirectory">Allows this method to clear the contents of the output directory.</param>
/// <returns>A dictionary from AssetBundle name to TextureCompressionFormat to file outputPath.</returns>
public static Dictionary<string, Dictionary<TextureCompressionFormat, string>> BuildAssetBundles(
string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions,
MobileTextureSubtarget baseTextureFormat, IEnumerable<MobileTextureSubtarget> additionalTextureFormats,
bool allowClearDirectory)
{
if (builds == null || builds.Length == 0)
{
throw new ArgumentException("AssetBundleBuild parameter cannot be null or empty");
}
foreach (var build in builds)
{
if (!AndroidAppBundle.IsValidModuleName(build.assetBundleName))
{
throw new ArgumentException("Invalid AssetBundle name: " + build.assetBundleName);
}
}
if (string.IsNullOrEmpty(outputPath))
{
throw new ArgumentNullException("outputPath");
}
CheckDirectory(outputPath, allowClearDirectory);
// Make unique and silently remove the base format, if it was present.
var textureSubtargets = new HashSet<MobileTextureSubtarget>(
additionalTextureFormats ?? Enumerable.Empty<MobileTextureSubtarget>());
textureSubtargets.Remove(baseTextureFormat);
// Note: GetCompressionFormatSuffix() will throw for unsupported formats.
var paths = textureSubtargets.Select(format => outputPath + GetCompressionFormatSuffix(format));
foreach (var path in paths)
{
CheckDirectory(path, allowClearDirectory);
}
// Throws if the base format is invalid.
GetCompressionFormat(baseTextureFormat);
return BuildAssetBundlesInternal(
outputPath, builds, assetBundleOptions, baseTextureFormat, textureSubtargets);
}
/// <summary>
/// Run one or more AssetBundle builds for the specified device tiers.
/// Notes about the <see cref="outputPath"/> parameter:
/// - If a relative path is provided, the file paths in the returned AssetPackConfig will be relative paths.
/// - If an absolute path is provided, the file paths in the returned object will be absolute paths.
/// - AssetBundle builds for device tiers will be created in siblings of this directory. For
/// example, for outputDirectory "a/b/c" and device tier HIGH, there will be a directory "a/b/c#tier_high".
/// - If allowClearDirectory is false, this directory and any sibling directories must be empty or not exist,
/// otherwise an exception is thrown.
/// </summary>
/// <param name="outputPath">The output directory for AssetBundles. See other notes above.</param>
/// <param name="deliveryMode">A delivery mode to apply to every asset pack in the generated config.</param>
/// <param name="deviceTierToBuilds">A dictionary from Device Tier to asset bundle builds. All device tiers
/// should contains the same asset bundle names.</param>
/// <param name="defaultDeviceTier">
/// Default device tier to be used for standalone APKs. Set to zero if not specified.</param>
/// <param name="assetBundleOptions">Options to pass to <see cref="BuildPipeline"/>.</param>
/// <param name="allowClearDirectory">Allows this method to clear the contents of the output directory.</param>
/// <returns>An <see cref="AssetPackConfig"/> containing file paths to all generated AssetBundles.</returns>
public static AssetPackConfig BuildAssetBundlesDeviceTier(
string outputPath,
AssetPackDeliveryMode deliveryMode,
Dictionary<DeviceTier, AssetBundleBuild[]> deviceTierToBuilds,
DeviceTier defaultDeviceTier = null,
BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.UncompressedAssetBundle,
bool allowClearDirectory = false)
{
if (defaultDeviceTier == null)
{
defaultDeviceTier = DeviceTier.From(0);
}
if (!deviceTierToBuilds.Keys.Contains(defaultDeviceTier))
{
throw new ArgumentException("Default device tier not present in deviceTierToBuilds.");
}
var nameToDeviceTierToPath = BuildAssetBundlesDeviceTier(outputPath, deviceTierToBuilds,
assetBundleOptions, allowClearDirectory);
var assetPackConfig = new AssetPackConfig();
foreach (var deviceTierToPath in nameToDeviceTierToPath.Values)
{
assetPackConfig.AddAssetBundles(deviceTierToPath, deliveryMode);
}
assetPackConfig.DefaultDeviceTier = defaultDeviceTier;
return assetPackConfig;
}
/// <summary>
/// Run one or more AssetBundle builds for each device tier.
/// </summary>
/// <param name="outputPath">The output directory for base AssetBundles. See the other method for notes.</param>
/// <param name="deviceTierToBuilds">A dictionary from Device Tier to asset bundle builds. All device tiers
/// should contains the same asset bundle names.</param>
/// <param name="assetBundleOptions">Options to pass to <see cref="BuildPipeline"/>.</param>
/// <param name="allowClearDirectory">Allows this method to clear the contents of the output directory.</param>
/// <returns>A dictionary from AssetBundle name to DeviceTier to file outputPath.</returns>
public static Dictionary<string, Dictionary<DeviceTier, string>> BuildAssetBundlesDeviceTier(
string outputPath, Dictionary<DeviceTier, AssetBundleBuild[]> deviceTierToBuilds,
BuildAssetBundleOptions assetBundleOptions,
bool allowClearDirectory)
{
if (deviceTierToBuilds == null || deviceTierToBuilds.Count == 0)
{
throw new ArgumentException("DeviceTierToBuild parameter cannot be null or empty");
}
if (deviceTierToBuilds.Values.Any(builds => builds == null || builds.Length == 0))
{
throw new ArgumentException("AssetBundleBuilds value cannot be null or empty");
}
var assetBundleNames = deviceTierToBuilds.Values.First().Select(build => build.assetBundleName).ToList();
if (deviceTierToBuilds.Values.Any(builds =>
!(builds.Length == assetBundleNames.Count() &&
builds.Select(build => build.assetBundleName).Except(assetBundleNames).ToList().Count == 0)))
{
throw new ArgumentException("AssetBundleBuild names cannot differ across device tiers.");
}
foreach (var assetBundleName in assetBundleNames)
{
if (!AndroidAppBundle.IsValidModuleName(assetBundleName))
{
throw new ArgumentException("Invalid AssetBundle name: " + assetBundleName);
}
}
if (string.IsNullOrEmpty(outputPath))
{
throw new ArgumentNullException("outputPath");
}
CheckDirectory(outputPath, allowClearDirectory);
var tiers = new HashSet<DeviceTier>(deviceTierToBuilds.Keys);
var paths = tiers.Select(tier => outputPath + DeviceTierTargetingTools.GetTargetingSuffix(tier));
foreach (var path in paths)
{
CheckDirectory(path, allowClearDirectory);
}
return BuildAssetBundlesDeviceTierInternal(
outputPath, assetBundleOptions, deviceTierToBuilds, assetBundleNames);
}
// The internal method assumes all parameter preconditions have already been checked.
private static Dictionary<string, Dictionary<TextureCompressionFormat, string>> BuildAssetBundlesInternal(
string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions,
MobileTextureSubtarget baseTextureFormat, IEnumerable<MobileTextureSubtarget> textureSubtargets)
{
// Use a dictionary to capture the generated AssetBundles' file names.
var nameToTextureFormatToPath = builds.ToDictionary(
build => build.assetBundleName, _ => new Dictionary<TextureCompressionFormat, string>());
var originalAndroidBuildSubtarget = EditorUserBuildSettings.androidBuildSubtarget;
try
{
// First build for the additional texture formats.
foreach (var textureSubtarget in textureSubtargets)
{
// Build AssetBundles in the the base format's directory.
EditorUserBuildSettings.androidBuildSubtarget = textureSubtarget;
BuildAssetBundles(outputPath, builds, assetBundleOptions);
// Then move the files to a new directory with the compression format suffix.
var outputPathWithSuffix = outputPath + GetCompressionFormatSuffix(textureSubtarget);
Directory.Move(outputPath, outputPathWithSuffix);
var textureCompressionFormat = GetCompressionFormat(textureSubtarget);
UpdateDictionary(nameToTextureFormatToPath, outputPathWithSuffix, textureCompressionFormat);
}
// Then build for the base format.
EditorUserBuildSettings.androidBuildSubtarget = baseTextureFormat;
BuildAssetBundles(outputPath, builds, assetBundleOptions);
UpdateDictionary(nameToTextureFormatToPath, outputPath, TextureCompressionFormat.Default);
return nameToTextureFormatToPath;
}
finally
{
EditorUserBuildSettings.androidBuildSubtarget = originalAndroidBuildSubtarget;
}
}
private static Dictionary<string, Dictionary<DeviceTier, string>> BuildAssetBundlesDeviceTierInternal(
string outputPath, BuildAssetBundleOptions assetBundleOptions,
Dictionary<DeviceTier, AssetBundleBuild[]> deviceTierToBuilds, IEnumerable<string> assetBundleNames)
{
// Use a dictionary to capture the generated AssetBundles' file names.
var nameToDeviceTierToPath = assetBundleNames.ToDictionary(
bundleName => bundleName, _ => new Dictionary<DeviceTier, string>());
foreach (var deviceTier in deviceTierToBuilds.Keys)
{
var tierBuilds = deviceTierToBuilds[deviceTier];
// Build AssetBundles in the the base format's directory.
BuildAssetBundles(outputPath, tierBuilds, assetBundleOptions);
// Then move the files to a new directory with the device tier suffix.
var outputPathWithSuffix = outputPath + DeviceTierTargetingTools.GetTargetingSuffix(deviceTier);
Directory.Move(outputPath, outputPathWithSuffix);
UpdateDictionaryDeviceTier(nameToDeviceTierToPath, outputPathWithSuffix, deviceTier);
}
return nameToDeviceTierToPath;
}
private static void UpdateDictionaryDeviceTier(
Dictionary<string, Dictionary<DeviceTier, string>> nameToDeviceTierToPath,
string outputPath, DeviceTier deviceTier)
{
foreach (var entry in nameToDeviceTierToPath)
{
var filePath = Path.Combine(outputPath, entry.Key);
entry.Value[deviceTier] = filePath;
if (!File.Exists(filePath))
{
throw new InvalidOperationException(string.Format("Missing AssetBundle file: " + filePath));
}
}
}
private static void BuildAssetBundles(
string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions)
{
// The output directory must exist before calling BuildAssetBundles(), so create it first.
Directory.CreateDirectory(outputPath);
var assetPackManifest =
BuildPipeline.BuildAssetBundles(outputPath, builds, assetBundleOptions, BuildTarget.Android);
if (assetPackManifest == null)
{
throw new InvalidOperationException("Error building AssetBundles");
}
}
private static void UpdateDictionary(
Dictionary<string, Dictionary<TextureCompressionFormat, string>> nameToTextureFormatToPath,
string outputPath, TextureCompressionFormat textureCompressionFormat)
{
foreach (var entry in nameToTextureFormatToPath)
{
var filePath = Path.Combine(outputPath, entry.Key);
entry.Value[textureCompressionFormat] = filePath;
if (!File.Exists(filePath))
{
throw new InvalidOperationException(string.Format("Missing AssetBundle file: " + filePath));
}
}
}
private static string GetCompressionFormatSuffix(MobileTextureSubtarget subtarget)
{
var format = GetCompressionFormat(subtarget);
return TextureTargetingTools.GetTargetingSuffix(format);
}
private static TextureCompressionFormat GetCompressionFormat(MobileTextureSubtarget subtarget)
{
switch (subtarget)
{
case MobileTextureSubtarget.ASTC:
return TextureCompressionFormat.Astc;
case MobileTextureSubtarget.DXT:
return TextureCompressionFormat.Dxt1;
case MobileTextureSubtarget.ETC:
return TextureCompressionFormat.Etc1;
case MobileTextureSubtarget.ETC2:
return TextureCompressionFormat.Etc2;
case MobileTextureSubtarget.PVRTC:
return TextureCompressionFormat.Pvrtc;
default:
throw new ArgumentException("Unsupported MobileTextureSubtarget: " + subtarget);
}
}
private static void CheckDirectory(string path, bool allowClearDirectory)
{
var directoryInfo = new DirectoryInfo(path);
if (!directoryInfo.Exists)
{
return;
}
if (!allowClearDirectory && directoryInfo.GetFileSystemInfos().Any())
{
throw new ArgumentException("Directory is not empty: " + path);
}
directoryInfo.Delete( /* recursive= */ true);
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 6103140ca35a146aebf90b0d5001cf9d
timeCreated: 1582783480
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,71 @@
// Copyright 2021 Google LLC
//
// 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
//
// https://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.
using System;
using System.Collections.Generic;
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Options that configure the behavior of an asset-only app bundle build.
/// </summary>
public class AssetOnlyBuildOptions
{
/// <summary>
/// Constructor.
/// </summary>
/// <param name="assetPackConfig">AssetPackConfig specifying which asset packs to include in the build.</param>>
/// <exception cref="ArgumentException">Thrown if the AssetPackConfig contains install-time packs.</exception>
public AssetOnlyBuildOptions(AssetPackConfig assetPackConfig)
{
foreach (var keyValue in assetPackConfig.AssetPacks)
{
var deliveryMode = keyValue.Value.DeliveryMode;
if (deliveryMode == AssetPackDeliveryMode.InstallTime)
{
throw new ArgumentException(
"AssetPackConfig contains install-time asset packs which are not supported in asset-only app bundles.");
}
}
AssetPackConfig = assetPackConfig;
}
/// <summary>
/// Returns the AssetPackConfig to use for the build, or null.
/// </summary>
public AssetPackConfig AssetPackConfig { get; private set; }
/// <summary>
/// The version codes identifying which app versions should be served these asset packs.
/// </summary>
public IList<long> AppVersions { get; set; }
/// <summary>
/// A string that uniquely identifies this asset-only bundle.
/// </summary>
public string AssetVersionTag { get; set; }
/// <summary>
/// The path where the asset only bundle will be built.
/// </summary>
public string LocationPathName { get; set; }
/// <summary>
/// If true, forces the entire build to run on the main thread, potentially freezing the Editor UI during some
/// build steps. This setting doesn't affect batch mode builds, which always run on the main thread.
/// </summary>
public bool ForceSingleThreadedBuild { get; set; }
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d1bdcdd916a424a938fe54bd01767156
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,332 @@
// Copyright 2020 Google LLC
//
// 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
//
// https://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.
using System;
using System.Collections.Generic;
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Contains configuration about an asset pack including its <see cref="AssetPackDeliveryMode"/>
/// and the location on disk of the files that should be included in the pack.
/// </summary>
public class AssetPack
{
private string _assetBundleFilePath;
private string _assetPackDirectoryPath;
private Dictionary<TextureCompressionFormat, string> _compressionFormatToAssetBundleFilePath;
private Dictionary<TextureCompressionFormat, string> _compressionFormatToAssetPackDirectoryPath;
private Dictionary<DeviceTier, string> _deviceTierToAssetBundleFilePath;
private Dictionary<DeviceTier, string> _deviceTierToAssetPackDirectoryPath;
/// <summary>
/// Indicates how this asset pack will be delivered.
/// </summary>
public AssetPackDeliveryMode DeliveryMode { get; set; }
/// <summary>
/// Location on disk of a single AssetBundle file. This file can be fetched at runtime using the Play Asset
/// Delivery APIs.
/// </summary>
/// <exception cref="ArgumentException">
/// Thrown on set if any other path property is already set (non-null).
/// </exception>
public string AssetBundleFilePath
{
get { return _assetBundleFilePath; }
set
{
if (value == null)
{
_assetBundleFilePath = null;
return;
}
if (_assetPackDirectoryPath != null)
{
throw new ArgumentException("AssetPackDirectoryPath is already set.");
}
if (_compressionFormatToAssetBundleFilePath != null)
{
throw new ArgumentException("CompressionFormatToAssetBundleFilePath is already set.");
}
if (_compressionFormatToAssetPackDirectoryPath != null)
{
throw new ArgumentException("CompressionFormatToAssetPackDirectoryPath is already set.");
}
if (_deviceTierToAssetBundleFilePath != null)
{
throw new ArgumentException("DeviceTierToAssetBundleFilePath is already set.");
}
if (_deviceTierToAssetPackDirectoryPath != null)
{
throw new ArgumentException("DeviceTierToAssetPackDirectoryPath is already set.");
}
_assetBundleFilePath = value;
}
}
/// <summary>
/// Location on disk of a folder containing raw asset files.
/// </summary>
/// <exception cref="ArgumentException">
/// Thrown on set if any other path property is already set (non-null).
/// </exception>
public string AssetPackDirectoryPath
{
get { return _assetPackDirectoryPath; }
set
{
if (value == null)
{
_assetPackDirectoryPath = null;
return;
}
if (_assetBundleFilePath != null)
{
throw new ArgumentException("AssetBundleFilePath is already set.");
}
if (_compressionFormatToAssetBundleFilePath != null)
{
throw new ArgumentException("CompressionFormatToAssetBundleFilePath is already set.");
}
if (_compressionFormatToAssetPackDirectoryPath != null)
{
throw new ArgumentException("CompressionFormatToAssetPackDirectoryPath is already set.");
}
if (_deviceTierToAssetBundleFilePath != null)
{
throw new ArgumentException("DeviceTierToAssetBundleFilePath is already set.");
}
if (_deviceTierToAssetPackDirectoryPath != null)
{
throw new ArgumentException("DeviceTierToAssetPackDirectoryPath is already set.");
}
_assetPackDirectoryPath = value;
}
}
/// <summary>
/// Dictionary from <see cref="TextureCompressionFormat"/> to the location on disk of a single AssetBundle file.
/// The AssetBundles should be identical except for their texture compression format. When using Play
/// Asset Delivery APIs, only the AssetBundle for the device's preferred texture compression format will
/// be delivered.
/// </summary>
/// <exception cref="ArgumentException">
/// Thrown on set if any other path property is already set (non-null).
/// </exception>
public Dictionary<TextureCompressionFormat, string> CompressionFormatToAssetBundleFilePath
{
get { return _compressionFormatToAssetBundleFilePath; }
set
{
if (value == null)
{
_compressionFormatToAssetBundleFilePath = null;
return;
}
if (_assetBundleFilePath != null)
{
throw new ArgumentException("AssetBundleFilePath is already set.");
}
if (_assetPackDirectoryPath != null)
{
throw new ArgumentException("AssetPackDirectoryPath is already set.");
}
if (_compressionFormatToAssetPackDirectoryPath != null)
{
throw new ArgumentException("CompressionFormatToAssetPackDirectoryPath is already set.");
}
if (_deviceTierToAssetBundleFilePath != null)
{
throw new ArgumentException("DeviceTierToAssetBundleFilePath is already set.");
}
if (_deviceTierToAssetPackDirectoryPath != null)
{
throw new ArgumentException("DeviceTierToAssetPackDirectoryPath is already set.");
}
_compressionFormatToAssetBundleFilePath = value;
}
}
/// <summary>
/// Dictionary from <see cref="TextureCompressionFormat"/> to the location on disk of a folder containing
/// raw asset files.
/// When using Play Asset Delivery APIs, only the folder for the device's preferred texture compression format
/// will be delivered.
/// </summary>
/// <exception cref="ArgumentException">
/// Thrown on set if any other path property is already set (non-null).
/// </exception>
public Dictionary<TextureCompressionFormat, string> CompressionFormatToAssetPackDirectoryPath
{
get { return _compressionFormatToAssetPackDirectoryPath; }
set
{
if (value == null)
{
_compressionFormatToAssetPackDirectoryPath = null;
return;
}
if (_assetBundleFilePath != null)
{
throw new ArgumentException("AssetBundleFilePath is already set.");
}
if (_assetPackDirectoryPath != null)
{
throw new ArgumentException("AssetPackDirectoryPath is already set.");
}
if (_compressionFormatToAssetBundleFilePath != null)
{
throw new ArgumentException("CompressionFormatToAssetBundleFilePath is already set.");
}
if (_deviceTierToAssetBundleFilePath != null)
{
throw new ArgumentException("DeviceTierToAssetBundleFilePath is already set.");
}
if (_deviceTierToAssetPackDirectoryPath != null)
{
throw new ArgumentException("DeviceTierToAssetPackDirectoryPath is already set.");
}
_compressionFormatToAssetPackDirectoryPath = value;
}
}
/// <summary>
/// Dictionary from <see cref="DeviceTier"/> to the location on disk of a single AssetBundle file.
/// When using Play Asset Delivery APIs, only the AssetBundle for the device's tier will be delivered.
/// </summary>
/// <exception cref="ArgumentException">
/// Thrown on set if any other path property is already set (non-null).
/// </exception>
public Dictionary<DeviceTier, string> DeviceTierToAssetBundleFilePath
{
get { return _deviceTierToAssetBundleFilePath; }
set
{
if (value == null)
{
_deviceTierToAssetBundleFilePath = null;
return;
}
if (_assetBundleFilePath != null)
{
throw new ArgumentException("AssetBundleFilePath is already set.");
}
if (_assetPackDirectoryPath != null)
{
throw new ArgumentException("AssetPackDirectoryPath is already set.");
}
if (_compressionFormatToAssetBundleFilePath != null)
{
throw new ArgumentException("CompressionFormatToAssetBundleFilePath is already set.");
}
if (_compressionFormatToAssetPackDirectoryPath != null)
{
throw new ArgumentException("CompressionFormatToAssetPackDirectoryPath is already set.");
}
if (_deviceTierToAssetPackDirectoryPath != null)
{
throw new ArgumentException("DeviceTierToAssetPackDirectoryPath is already set.");
}
_deviceTierToAssetBundleFilePath = value;
}
}
/// <summary>
/// Dictionary from <see cref="DeviceTier"/> to the location on disk of a folder containing
/// raw asset files.
/// When using Play Asset Delivery APIs, only the folder for the device's tier will be delivered.
/// </summary>
/// <exception cref="ArgumentException">
/// Thrown on set if any other path property is already set (non-null).
/// </exception>
public Dictionary<DeviceTier, string> DeviceTierToAssetPackDirectoryPath
{
get { return _deviceTierToAssetPackDirectoryPath; }
set
{
if (value == null)
{
_deviceTierToAssetPackDirectoryPath = null;
return;
}
if (_assetBundleFilePath != null)
{
throw new ArgumentException("AssetBundleFilePath is already set.");
}
if (_assetPackDirectoryPath != null)
{
throw new ArgumentException("AssetPackDirectoryPath is already set.");
}
if (_compressionFormatToAssetBundleFilePath != null)
{
throw new ArgumentException("CompressionFormatToAssetBundleFilePath is already set.");
}
if (_compressionFormatToAssetPackDirectoryPath != null)
{
throw new ArgumentException("CompressionFormatToAssetPackDirectoryPath is already set.");
}
if (_deviceTierToAssetBundleFilePath != null)
{
throw new ArgumentException("DeviceTierToAssetBundleFilePath is already set.");
}
_deviceTierToAssetPackDirectoryPath = value;
}
}
}
}

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fileFormatVersion: 2
guid: 8b308e30f8f2a419fa2d96ce08ab2697
timeCreated: 1583258649
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,276 @@
// Copyright 2020 Google LLC
//
// 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
//
// https://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.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Configuration for all asset packs that will be packaged in an Android App Bundle (AAB).
/// </summary>
public class AssetPackConfig
{
/// <summary>
/// Indicates that the assets in an AAB's base module should be split into a separate install-time asset
/// pack. Usually when building a game, some assets are stored in the base module's "assets" directory.
/// Games that run into APK size limits may have previously used the "Split Application Binary"
/// option to create APK Expansion (*.obb) files, however this is unsupported with AABs.
/// If Play Console indicates that the base module exceeds a download size limit, for example 150 MB,
/// enabling this option may resolve the issue. See https://developer.android.com/guide/app-bundle.
/// </summary>
public bool SplitBaseModuleAssets;
/// <summary>
/// Dictionary from asset pack name to <see cref="AssetPack"/> object containing info such as delivery mode.
/// Note: asset pack names must start with a letter and can contain only letters, numbers, and underscores.
/// Note: convenience methods such as <see cref="AddAssetBundle"/> are recommended to more safely add new
/// Asset packs, but this dictionary is available for direct modification for advanced use cases.
/// </summary>
public readonly Dictionary<string, AssetPack> AssetPacks = new Dictionary<string, AssetPack>();
/// <summary>
/// A dictionary containing the subset of <see cref="AssetPacks"/> that are marked for delivery.
/// Note: the returned Dictionary doesn't indicate whether <see cref="SplitBaseModuleAssets"/> is enabled.
/// </summary>
public Dictionary<string, AssetPack> DeliveredAssetPacks
{
get
{
return AssetPacks
.Where(pair => pair.Value.DeliveryMode != AssetPackDeliveryMode.DoNotPackage)
.ToDictionary(pair => pair.Key, pair => pair.Value);
}
}
/// <summary>
/// When asset packs for multiple texture compression formats are present, this specifies the format used
/// when building standalone APKs for Android pre-Lollipop devices.
/// </summary>
public TextureCompressionFormat DefaultTextureCompressionFormat = TextureCompressionFormat.Default;
/// <summary>
/// When asset packs for multiple device tiers are present, this specifies the tier used
/// when building standalone APKs for Android pre-Lollipop devices.
/// </summary>
public DeviceTier DefaultDeviceTier = 0;
/// <summary>
/// Returns true if this configuration includes at least 1 asset pack that may be packaged in an AAB.
/// Return true if <see cref="SplitBaseModuleAssets"/> is enabled, even if there are no other asset packs.
/// </summary>
public bool HasDeliveredAssetPacks()
{
return SplitBaseModuleAssets || DeliveredAssetPacks.Any();
}
/// <summary>
/// Package the specified AssetBundle file in its own <see cref="AssetPack"/> with the specified delivery mode.
/// The name of the created asset pack will match that of the specified AssetBundle file.
/// </summary>
/// <param name="assetBundleFilePath">The path to a single AssetBundle file.</param>
/// <param name="deliveryMode">The <see cref="AssetPackDeliveryMode"/> for the asset pack.</param>
/// <exception cref="ArgumentException">If the asset pack name is invalid.</exception>
/// <exception cref="FileNotFoundException">If the AssetBundle file doesn't exist.</exception>
public void AddAssetBundle(string assetBundleFilePath, AssetPackDeliveryMode deliveryMode)
{
var assetPackName = GetAssetPackName(assetBundleFilePath);
AssetPacks[assetPackName] = new AssetPack
{
DeliveryMode = deliveryMode,
AssetBundleFilePath = assetBundleFilePath
};
}
/// <summary>
/// Package all raw assets in the specified folder in an <see cref="AssetPack"/> with the specified name and
/// using the specified delivery mode.
/// </summary>
/// <param name="assetPackName">The name of the asset pack.</param>
/// <param name="assetsFolderPath">
/// The path to a directory whose files will be directly copied into the asset pack during app bundle creation.
/// </param>
/// <param name="deliveryMode">The <see cref="AssetPackDeliveryMode"/> for the asset pack.</param>
/// <exception cref="ArgumentException">If the <see cref="assetPackName"/> is invalid.</exception>
/// <exception cref="FileNotFoundException">If the <see cref="assetsFolderPath"/> doesn't exist.</exception>
public void AddAssetsFolder(string assetPackName, string assetsFolderPath, AssetPackDeliveryMode deliveryMode)
{
var directoryInfo = new DirectoryInfo(assetsFolderPath);
if (!directoryInfo.Exists)
{
throw new FileNotFoundException("Asset pack directory doesn't exist", assetsFolderPath);
}
CheckAssetPackName(assetPackName);
AssetPacks[assetPackName] = new AssetPack
{
DeliveryMode = deliveryMode,
AssetPackDirectoryPath = assetsFolderPath
};
}
/// <summary>
/// Package the specified raw assets in the specified folders, keyed by <see cref="TextureCompressionFormat"/>,
/// in an <see cref="AssetPack"/> with the specified delivery mode.
/// When using Play Asset Delivery APIs, only the folder for the device's preferred texture compression format
/// will be delivered.
/// </summary>
/// <param name="assetPackName">The name of the asset pack.</param>
/// <param name="compressionFormatToAssetPackDirectoryPath">
/// A dictionary from <see cref="TextureCompressionFormat"/> to the path of directories of files that will be
/// directly copied into the asset pack during app bundle creation.</param>
/// <param name="deliveryMode">The <see cref="AssetPackDeliveryMode"/> for the asset pack.</param>
/// <exception cref="ArgumentException">If the dictionary or asset pack name is invalid.</exception>
public void AddAssetsFolders(
string assetPackName,
IDictionary<TextureCompressionFormat, string> compressionFormatToAssetPackDirectoryPath,
AssetPackDeliveryMode deliveryMode)
{
if (compressionFormatToAssetPackDirectoryPath.Count == 0)
{
throw new ArgumentException("Dictionary should contain at least one path");
}
if (compressionFormatToAssetPackDirectoryPath.All(kvp => kvp.Key != TextureCompressionFormat.Default))
{
throw new ArgumentException("Dictionary should contain at least one Default compression path");
}
CheckAssetPackName(assetPackName);
AssetPacks[assetPackName] = new AssetPack
{
DeliveryMode = deliveryMode,
CompressionFormatToAssetPackDirectoryPath =
new Dictionary<TextureCompressionFormat, string>(compressionFormatToAssetPackDirectoryPath)
};
}
/// <summary>
/// Package the specified AssetBundle files, which vary only by <see cref="TextureCompressionFormat"/>, in an
/// <see cref="AssetPack"/> with the specified delivery mode.
/// When using Play Asset Delivery APIs, only the AssetBundle for the device's preferred texture compression
/// format will be delivered.
/// </summary>
/// <param name="compressionFormatToAssetBundleFilePath">
/// A dictionary from <see cref="TextureCompressionFormat"/> to AssetBundle files.</param>
/// <param name="deliveryMode">The <see cref="AssetPackDeliveryMode"/> for the asset pack.</param>
/// <exception cref="ArgumentException">If the dictionary or asset pack name is invalid.</exception>
/// <exception cref="FileNotFoundException">If any AssetBundle file doesn't exist.</exception>
public void AddAssetBundles(
IDictionary<TextureCompressionFormat, string> compressionFormatToAssetBundleFilePath,
AssetPackDeliveryMode deliveryMode)
{
if (compressionFormatToAssetBundleFilePath.Count == 0)
{
throw new ArgumentException("Dictionary should contain at least one AssetBundle");
}
if (compressionFormatToAssetBundleFilePath.All(kvp => kvp.Key != TextureCompressionFormat.Default))
{
throw new ArgumentException("Dictionary should contain at least one Default compression AssetBundle");
}
var assetPackName = GetAssetPackName(compressionFormatToAssetBundleFilePath.Values.First());
if (compressionFormatToAssetBundleFilePath.Any(kvp => assetPackName != GetAssetPackName(kvp.Value)))
{
throw new ArgumentException("All AssetBundles in the Dictionary must have the same name");
}
AssetPacks[assetPackName] = new AssetPack
{
DeliveryMode = deliveryMode,
CompressionFormatToAssetBundleFilePath =
new Dictionary<TextureCompressionFormat, string>(compressionFormatToAssetBundleFilePath)
};
}
/// <summary>
/// Package the specified raw assets in the specified folders, keyed by <see cref="DeviceTier"/>,
/// in an <see cref="AssetPack"/> with the specified delivery mode.
/// When using Play Asset Delivery APIs, only the AssetBundle for the device's tier will be delivered.
/// </summary>
public void AddAssetsFolders(
string assetPackName,
IDictionary<DeviceTier, string> deviceTierToAssetPackDirectoryPath,
AssetPackDeliveryMode deliveryMode)
{
if (deviceTierToAssetPackDirectoryPath.Count == 0)
{
throw new ArgumentException("Dictionary should contain at least one path");
}
CheckAssetPackName(assetPackName);
AssetPacks[assetPackName] = new AssetPack
{
DeliveryMode = deliveryMode,
DeviceTierToAssetPackDirectoryPath =
new Dictionary<DeviceTier, string>(deviceTierToAssetPackDirectoryPath)
};
}
/// <summary>
/// Package the specified AssetBundle files, which vary only by <see cref="DeviceTier"/>, in an
/// <see cref="AssetPack"/> with the specified delivery mode.
/// When using Play Asset Delivery APIs, only the AssetBundle for the device's tier will be delivered.
/// </summary>
public void AddAssetBundles(
IDictionary<DeviceTier, string> deviceTierToAssetBundleFilePath,
AssetPackDeliveryMode deliveryMode)
{
if (deviceTierToAssetBundleFilePath.Count == 0)
{
throw new ArgumentException("Dictionary should contain at least one AssetBundle");
;
}
var assetPackName = GetAssetPackName(deviceTierToAssetBundleFilePath.Values.First());
if (deviceTierToAssetBundleFilePath.Any(kvp => assetPackName != GetAssetPackName(kvp.Value)))
{
throw new ArgumentException("All AssetBundles in the Dictionary must have the same name");
}
AssetPacks[assetPackName] = new AssetPack
{
DeliveryMode = deliveryMode,
DeviceTierToAssetBundleFilePath =
new Dictionary<DeviceTier, string>(deviceTierToAssetBundleFilePath)
};
}
private static string GetAssetPackName(string assetBundleFilePath)
{
var fileInfo = new FileInfo(assetBundleFilePath);
if (!fileInfo.Exists)
{
throw new FileNotFoundException("AssetBundle file doesn't exist", assetBundleFilePath);
}
var assetPackName = fileInfo.Name;
CheckAssetPackName(assetPackName);
return assetPackName;
}
private static void CheckAssetPackName(string assetPackName)
{
if (!AndroidAppBundle.IsValidModuleName(assetPackName))
{
throw new ArgumentException("Invalid asset pack name: " + assetPackName);
}
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: a0d123655d73c4856b6f7c6790c62082
timeCreated: 1582764640
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,79 @@
// Copyright 2020 Google LLC
//
// 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
//
// https://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.
using System.IO;
using Google.Android.AppBundle.Editor.Internal.Config;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.AssetPacks
{
/// <summary>
/// Provides methods for serializing <see cref="AssetPackConfig"/> to a JSON file and for deserializing the config.
/// </summary>
public static class AssetPackConfigSerializer
{
/// <summary>
/// Save the specified <see cref="AssetPackConfig"/> config to disk.
/// </summary>
public static void SaveConfig(
AssetPackConfig assetPackConfig, string configurationFilePath = SerializationHelper.ConfigurationFilePath)
{
Debug.LogFormat("Saving {0}", configurationFilePath);
var config = SerializationHelper.Serialize(assetPackConfig);
var jsonText = JsonUtility.ToJson(config);
File.WriteAllText(configurationFilePath, jsonText);
}
/// <summary>
/// Returns an <see cref="AssetPackConfig"/> loaded from disk.
/// </summary>
public static AssetPackConfig LoadConfig()
{
if (!File.Exists(SerializationHelper.ConfigurationFilePath))
{
Debug.LogFormat("Creating new config {0}", SerializationHelper.ConfigurationFilePath);
return new AssetPackConfig();
}
Debug.LogFormat("Loading config {0}", SerializationHelper.ConfigurationFilePath);
var jsonText = File.ReadAllText(SerializationHelper.ConfigurationFilePath);
var config = JsonUtility.FromJson<SerializableAssetPackConfig>(jsonText);
return SerializationHelper.Deserialize(config);
}
/// <summary>
/// Returns an <see cref="AssetPackConfig"/> loaded from the specified file on disk.
/// </summary>
public static AssetPackConfig LoadConfig(string configurationFilePath)
{
Debug.LogFormat("Loading custom config {0}", configurationFilePath);
if (!File.Exists(configurationFilePath))
{
throw new FileNotFoundException("AssetPackConfig not found", configurationFilePath);
}
var jsonText = File.ReadAllText(configurationFilePath);
var config = JsonUtility.FromJson<SerializableAssetPackConfig>(jsonText);
return SerializationHelper.Deserialize(config);
}
/// <summary>
/// Delete config file.
/// </summary>
public static void DeleteConfig()
{
File.Delete(SerializationHelper.ConfigurationFilePath);
}
}
}

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fileFormatVersion: 2
guid: 3f277e21537064a51a435fbc4d4c713a
timeCreated: 1582761043
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,43 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Indicates whether an asset pack will be included in an Android App Bundle, and if so how it is delivered.
/// </summary>
public enum AssetPackDeliveryMode
{
/// <summary>
/// Do not include the corresponding asset pack in the Android App Bundle.
/// </summary>
DoNotPackage = 0,
/// <summary>
/// Deliver the corresponding asset pack when the app is installed.
/// </summary>
InstallTime = 1,
/// <summary>
/// Deliver the corresponding asset pack immediately after the app is installed and potentially before it is
/// opened.
/// </summary>
FastFollow = 2,
/// <summary>
/// Only deliver the corresponding asset pack when it is explicitly requested by the app.
/// </summary>
OnDemand = 3
}
}

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fileFormatVersion: 2
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timeCreated: 1548906103
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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// Copyright 2020 Google LLC
//
// 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
//
// https://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.
using Google.Android.AppBundle.Editor.Internal;
using Google.Android.AppBundle.Editor.Internal.BuildTools;
using UnityEditor;
#if UNITY_2018_4_OR_NEWER && !NET_LEGACY
using System.Threading.Tasks;
#endif
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Helper to build <a href="https://developer.android.com/platform/technology/app-bundle/">Android App Bundle</a>
/// files suitable for publishing on <a href="https://play.google.com/console/">Google Play Console</a>.
/// </summary>
public static class Bundletool
{
#if UNITY_2018_4_OR_NEWER && !NET_LEGACY
/// <summary>
/// Builds an Android App Bundle using the specified build options.
///
/// Before calling this method use PlayInstantBuildSettings.SetInstantBuildType() to decide whether to build an
/// instant app bundle or a regular app bundle for installed apps.
///
/// This method returns an async Task because it partially runs on a background thread (except in Batch Mode).
/// As with other methods that return async tasks, the result can be awaited on or accessed via ContinueWith().
/// </summary>
/// <param name="androidBuildOptions">Configuration options for the build.</param>
/// <returns>An async task that provides an AndroidBuildReport.</returns>
/// <exception cref="AndroidBuildException">
/// Thrown in case of certain build failures. Includes an AndroidBuildReport when thrown.
/// </exception>
public static async Task<AndroidBuildReport> BuildBundle(AndroidBuildOptions androidBuildOptions)
{
return await AppBundlePublisher.BuildTask(androidBuildOptions);
}
/// <summary>
/// Build an App Bundle containing only the specified asset packs.
/// </summary>
/// <param name="assetOnlyBuildOptions">
/// Configuration options for the build, including what asset packs to include in the Android App Bundle.
/// </param>
/// <returns>
/// True if the build completed successfully and false otherwise.
/// </returns>
public static async Task BuildAssetOnlyBundle(AssetOnlyBuildOptions assetOnlyBuildOptions)
{
await AppBundlePublisher.BuildAssetOnlyBundle(assetOnlyBuildOptions);
}
#endif
/// <summary>
/// Builds an Android App Bundle using the specified build options.
///
/// Before calling this method use PlayInstantBuildSettings.SetInstantBuildType() to decide whether to build an
/// instant app bundle or a regular app bundle for installed apps.
///
/// If this method is invoked in Batch Mode, for example from a command line build, then the entire build will
/// run on the main thread. In this case the <see cref="forceSynchronousBuild"/> parameter has no effect.
///
/// If this method is invoked by a script running from an interactive Editor UI, some of the build will run on
/// a background thread and this method will return before the full build is complete. This behavior can be
/// overridden by setting the <see cref="forceSynchronousBuild"/> parameter to true; in this case the entire
/// build will run on the main thread. Note that this freezes the Editor UI.
///
/// The asynchronous BuildBundle() method method should be preferred when building on Unity 2018.4 or higher.
/// </summary>
/// <param name="buildPlayerOptions">A Unity BuildPlayerOptions including the output file path.</param>
/// <param name="assetPackConfig">The asset packs to include in the Android App Bundle, if any.</param>
/// <param name="forceSynchronousBuild">If true, the build should only run on the main thread.</param>
/// <returns>
/// True if the build succeeded or began running in the background, false if it failed or was cancelled.
/// </returns>
public static bool BuildBundle(
BuildPlayerOptions buildPlayerOptions,
AssetPackConfig assetPackConfig = null,
bool forceSynchronousBuild = false)
{
return AppBundlePublisher.Build(buildPlayerOptions, assetPackConfig, forceSynchronousBuild);
}
/// <summary>
/// Builds an APK Set (.apks) file from the specified Android App Bundle file (.aab).
/// </summary>
/// <param name="aabFilePath">An .aab file.</param>
/// <param name="apksFilePath">An .apks output ZIP file containing APK files.</param>
/// <param name="buildMode">The type of APKs to build from the Android App Bundle.</param>
/// <param name="enableLocalTesting">
/// If true, enables a testing mode where fast-follow and on-demand asset packs are fetched from local storage
/// rather than downloaded.
/// </param>
/// <returns>An error message if there was a problem running bundletool, or null if successful.</returns>
public static string BuildApks(
string aabFilePath,
string apksFilePath,
BundletoolBuildMode buildMode = BundletoolBuildMode.Default,
bool enableLocalTesting = false)
{
var bundletoolHelper = new BundletoolHelper(new JavaUtils());
if (bundletoolHelper.Initialize(new BuildToolLogger()))
{
return bundletoolHelper.BuildApkSet(aabFilePath, apksFilePath, buildMode, enableLocalTesting);
}
return "Failed to initialize bundletool.";
}
}
}

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fileFormatVersion: 2
guid: 801cb4138f93a4a9e9d7dfd5926fefba
timeCreated: 1581697831
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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// Copyright 2020 Google LLC
//
// 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
//
// https://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.
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Indicates the build mode when building an APK Set with <see cref="Bundletool"/>.
/// </summary>
public enum BundletoolBuildMode
{
Default,
Universal,
System,
SystemCompressed,
Persistent,
Instant
}
}

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fileFormatVersion: 2
guid: 316269c5a97a14720bbcfb91400cf2a8
timeCreated: 1581700818
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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// Copyright 2021 Google LLC
//
// 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
//
// https://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.
using System.Collections.Generic;
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// Options that override the default Android App Bundle (AAB) compression settings for base APKs and install-time
/// asset pack APKs. The asset files in on-demand and fast-follow asset packs are always stored uncompressed.
///
/// The default values for these options lead to APKs containing uncompressed files. This generally results in
/// faster APK downloads, smaller update patches, and straightforward asset loading. These settings should
/// generally only be changed in advanced use cases when the top priority is reducing on-disk APK size.
/// </summary>
public class CompressionOptions
{
/// <summary>
/// A list of file globs for matching files that should be kept uncompressed within the base APK or
/// install-time asset pack APKs. Matching occurs against the path of files within a generated APK using
/// forward slash ('/') as a separator, for example "assets/**/*.txt".
/// </summary>
public List<string> UncompressedGlobs { get; set; }
/// <summary>
/// Indicates the compression strategy for asset files in install-time asset packs. By default (when false),
/// asset files are stored uncompressed in the generated install-time asset pack APKs. If this setting is
/// enabled and a file matches one of the <see cref="UncompressedGlobs"/>, the <see cref="UncompressedGlobs"/>
/// setting takes precedence and the file is stored uncompressed in the generated APK.
/// </summary>
public bool CompressInstallTimeAssetPacks { get; set; }
/// <summary>
/// Indicates the compression strategy for asset files added to an AAB from the
/// <a href="https://docs.unity3d.com/Manual/StreamingAssets.html">StreamingAssets folder</a>.
/// By default (when false), the asset files are stored uncompressed in both the generated base APK and any
/// install-time asset pack APKs. If this setting is enabled and a file matches one of the
/// <see cref="UncompressedGlobs"/>, the <see cref="UncompressedGlobs"/> takes
/// precedence and the file is stored uncompressed in the generated APK.
/// </summary>
public bool CompressStreamingAssets { get; set; }
}
}

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// Copyright 2020 Google LLC
//
// 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
//
// https://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.
using System;
namespace Google.Android.AppBundle.Editor
{
/// <summary>
/// The device tier labels that can be recognized in an asset pack folder name.
/// </summary>
public class DeviceTier
{
/// <summary>
/// Factory method.
/// </summary>
/// <param name="tier">The tier level.</param>>
/// <exception cref="ArgumentException">Thrown if the level is a negative int.</exception>
public static DeviceTier From(int tier)
{
return new DeviceTier(tier);
}
/// <summary>
/// Returns the tier level.
///
/// Device tier levels determines the priority of what variation of app content gets
/// served to a specific device, for device-targeted content.
/// Tiers are evaluated from the highest to the lowest level; the highest
/// tier matching a given device is selected for that device.
/// </summary>
public int Tier { get; private set; }
/// <summary>
/// Implicit conversion from DeviceTier to int.
/// </summary>
public static implicit operator int(DeviceTier deviceTier)
{
return deviceTier.Tier;
}
/// <summary>
/// Implicit conversion from int to DeviceTier.
/// </summary>
public static implicit operator DeviceTier(int tier)
{
return new DeviceTier(tier);
}
/// <summary>
/// ToString conversion.
/// </summary>
public override string ToString()
{
return Convert.ToString(Tier);
}
/// <summary>
/// Equal comparision override for DeviceTier objects.
/// </summary>
public override bool Equals(object other)
{
var otherTier = other as DeviceTier;
if (otherTier != null)
{
return Tier == otherTier.Tier;
}
return false;
}
/// <summary>
/// Creates hash code for DeviceTier object from underlying tier value.
/// </summary>
public override int GetHashCode()
{
return Tier.GetHashCode();
}
/// <summary>
/// Constructor.
/// </summary>
/// <param name="tier">The tier level.</param>>
/// <exception cref="ArgumentException">Thrown if the level is a negative int.</exception>
private DeviceTier(int tier)
{
if (tier < 0)
{
throw new ArgumentException(
String.Format("Tier levels are required to be non-negative integers, but found {0}.", tier));
}
Tier = tier;
}
}
}

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guid: 7633a19d17e4c452a9c98b305f25746e
folderAsset: yes
timeCreated: 1580752771
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using UnityEditor;
namespace Google.Android.AppBundle.Editor.Internal
{
/// <summary>
/// Provides utilities for checking whether this version of Unity supports building ARM64 libraries.
/// </summary>
public static class AndroidArchitectureHelper
{
/// <summary>
/// Indicates the current status of architecture-related build settings.
/// </summary>
public enum Status
{
/// <summary>
/// No issues with selected architectures.
/// </summary>
Ok,
/// <summary>
/// ARMv7 is disabled.
/// </summary>
ArmV7Disabled,
/// <summary>
/// IL2CPP is disabled, also implying that ARM64 is unavailable.
/// </summary>
Il2CppDisabled,
/// <summary>
/// IL2CPP is enabled, but ARM64 is disabled.
/// </summary>
Arm64Disabled
}
/// <summary>
/// Returns true if this version of the Unity Editor has native support for building an Android App Bundle,
/// and false otherwise.
/// </summary>
public static Status ArchitectureStatus
{
get
{
if (!IsArchitectureEnabled(AndroidArchitecture.ARMv7))
{
return Status.ArmV7Disabled;
}
if (PlayerSettings.GetScriptingBackend(BuildTargetGroup.Android) != ScriptingImplementation.IL2CPP)
{
return Status.Il2CppDisabled;
}
return IsArchitectureEnabled(AndroidArchitecture.ARM64)
? Status.Ok
: Status.Arm64Disabled;
}
}
/// <summary>
/// Enables an IL2CPP build of ARMv7 and ARM64 without affecting whether X86 is enabled.
/// IL2CPP is required since Unity's Mono scripting backend doesn't support ARM64.
/// </summary>
public static void FixTargetArchitectures()
{
PlayerSettings.SetScriptingBackend(BuildTargetGroup.Android, ScriptingImplementation.IL2CPP);
PlayerSettings.Android.targetArchitectures |= AndroidArchitecture.ARMv7 | AndroidArchitecture.ARM64;
}
/// <summary>
/// Enable the IL2CPP scripting backend and all Android architectures supported by IL2CPP builds.
/// </summary>
public static void EnableIl2CppBuildArchitectures()
{
PlayerSettings.SetScriptingBackend(BuildTargetGroup.Android, ScriptingImplementation.IL2CPP);
PlayerSettings.Android.targetArchitectures = AndroidArchitecture.All;
}
/// <summary>
/// Enable the Mono scripting backend and all Android architectures supported by Mono builds.
/// Note: Unity 2019.4.31+ only supports x86 for IL2CPP builds.
/// </summary>
public static void EnableMonoBuildArchitectures()
{
PlayerSettings.SetScriptingBackend(BuildTargetGroup.Android, ScriptingImplementation.Mono2x);
#if UNITY_2019_3_OR_NEWER
PlayerSettings.Android.targetArchitectures = AndroidArchitecture.ARMv7;
#else
PlayerSettings.Android.targetArchitectures = AndroidArchitecture.ARMv7 | AndroidArchitecture.X86;
#endif
}
private static bool IsArchitectureEnabled(AndroidArchitecture androidArchitecture)
{
// Note: Enum.HasFlag() was introduced in .NET 4.x
return (PlayerSettings.Android.targetArchitectures & androidArchitecture) == androidArchitecture;
}
}
}

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externalObjects: {}
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executionOrder: 0
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userData:
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fileFormatVersion: 2
guid: dac17760a2fd2434188c3671e822fcc2
folderAsset: yes
timeCreated: 1540331103
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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// Copyright 2018 Google LLC
//
// 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
//
// https://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.
using System;
using System.Xml.Linq;
using Google.Android.AppBundle.Editor.AssetPacks;
namespace Google.Android.AppBundle.Editor.Internal.AndroidManifest
{
/// <summary>
/// A helper class for creating asset pack AndroidManifest xml documents.
/// </summary>
public static class AssetPackManifestHelper
{
/// <summary>
/// Creates a new XDocument representing the AndroidManifest.xml for an asset pack.
/// </summary>
/// <param name="packageName">Package name of this application.</param>
/// <param name="assetPackName">The name of the asset pack.</param>
/// <param name="deliveryMode">The <see cref="AssetPackDeliveryMode"/> of this asset pack.</param>
public static XDocument CreateAssetPackManifestXDocument(
string packageName, string assetPackName, AssetPackDeliveryMode deliveryMode)
{
// TODO(b/129943210): Add support for <dist:instant-delivery>
var deliveryTypeXName = ManifestConstants.DistDeliveryXName;
XName deliveryModeXName;
switch (deliveryMode)
{
case AssetPackDeliveryMode.OnDemand:
deliveryModeXName = ManifestConstants.DistOnDemandXName;
break;
case AssetPackDeliveryMode.InstallTime:
deliveryModeXName = ManifestConstants.DistInstallTimeName;
break;
case AssetPackDeliveryMode.FastFollow:
deliveryModeXName = ManifestConstants.DistFastFollowName;
break;
default:
throw new ArgumentException("Unexpected delivery mode: " + deliveryMode, "deliveryMode");
}
var moduleElement = new XElement(
ManifestConstants.DistModuleXName,
new XAttribute(ManifestConstants.DistTypeXName, ManifestConstants.AssetPack),
new XElement(deliveryTypeXName,
new XElement(deliveryModeXName)),
new XElement(ManifestConstants.DistFusingXName,
new XAttribute(ManifestConstants.DistIncludeXName, ManifestConstants.ValueTrue))
);
return new XDocument(new XElement(
ManifestConstants.Manifest,
new XAttribute(ManifestConstants.AndroidXmlns, XNamespace.Get(ManifestConstants.AndroidNamespaceUrl)),
new XAttribute(ManifestConstants.DistXmlns, XNamespace.Get(ManifestConstants.DistNamespaceUrl)),
new XAttribute(ManifestConstants.Package, packageName),
new XAttribute(ManifestConstants.Split, assetPackName),
moduleElement));
}
}
}

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fileFormatVersion: 2
guid: f3c4c13f33e6f48dc9e8130d699f1428
timeCreated: 1540331105
licenseType: Pro
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System.Xml.Linq;
using Google.Android.AppBundle.Editor.Internal.BuildTools;
namespace Google.Android.AppBundle.Editor.Internal.AndroidManifest
{
/// <summary>
/// Provides an interface to modify the AndroidManifest xml documents configured for asset packs.
/// </summary>
public interface IAssetPackManifestTransformer : IBuildTool
{
/// <summary>
/// Modifies the specified AndroidManifest xml document. Returns an error message if the operation fails and
/// null otherwise.
/// </summary>
string Transform(XDocument document);
}
}

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fileFormatVersion: 2
guid: 12432c2ade03483e9e956f11ddde2992
timeCreated: 1574716612

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// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System.Xml.Linq;
namespace Google.Android.AppBundle.Editor.Internal.AndroidManifest
{
/// <summary>
/// String constants used by AndroidManifest.xml files.
/// </summary>
public static class ManifestConstants
{
public const string Action = "action";
public const string Activity = "activity";
public const string Application = "application";
public const string AssetPack = "asset-pack";
public const string Category = "category";
public const string Data = "data";
public const string IntentFilter = "intent-filter";
public const string Manifest = "manifest";
public const string Package = "package";
public const string Service = "service";
public const string Split = "split";
public const string ValueTrue = "true";
public const string AndroidNamespaceAlias = "android";
public const string AndroidNamespaceUrl = "http://schemas.android.com/apk/res/android";
public static readonly XName AndroidXmlns = XNamespace.Xmlns + AndroidNamespaceAlias;
public static readonly XName AndroidEnabledXName = XName.Get("enabled", AndroidNamespaceUrl);
public static readonly XName AndroidIconXName = XName.Get("icon", AndroidNamespaceUrl);
public static readonly XName AndroidLabelXName = XName.Get("label", AndroidNamespaceUrl);
public static readonly XName AndroidNameXName = XName.Get("name", AndroidNamespaceUrl);
public static readonly XName AndroidTargetSandboxVersionXName =
XName.Get("targetSandboxVersion", AndroidNamespaceUrl);
public const string DistNamespaceAlias = "dist";
public const string DistNamespaceUrl = "http://schemas.android.com/apk/distribution";
public static readonly XName DistXmlns = XNamespace.Xmlns + DistNamespaceAlias;
public static readonly XName DistDeliveryXName = XName.Get("delivery", DistNamespaceUrl);
public static readonly XName DistFastFollowName = XName.Get("fast-follow", DistNamespaceUrl);
public static readonly XName DistFusingXName = XName.Get("fusing", DistNamespaceUrl);
public static readonly XName DistIncludeXName = XName.Get("include", DistNamespaceUrl);
public static readonly XName DistInstallTimeName = XName.Get("install-time", DistNamespaceUrl);
public static readonly XName DistInstantXName = XName.Get("instant", DistNamespaceUrl);
public static readonly XName DistModuleXName = XName.Get("module", DistNamespaceUrl);
public static readonly XName DistOnDemandXName = XName.Get("on-demand", DistNamespaceUrl);
public static readonly XName DistTypeXName = XName.Get("type", DistNamespaceUrl);
public const string ToolsNamespaceAlias = "tools";
public const string ToolsNamespaceUrl = "http://schemas.android.com/tools";
public static readonly XName ToolsXmlns = XNamespace.Xmlns + ToolsNamespaceAlias;
public static readonly XName ToolsReplaceXName = XName.Get("replace", ToolsNamespaceUrl);
}
}

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fileFormatVersion: 2
guid: 16b5ed2898b684f67ab9286244de2e19
timeCreated: 1556563916
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using Google.Android.AppBundle.Editor.Internal.AssetPacks;
using UnityEditor;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal
{
/// <summary>
/// Provides "Android App Bundle" and Android build related menu items for the Unity Editor.
/// </summary>
public static class AppBundleEditorMenu
{
private const string AppBundleMenuName = GoogleEditorMenu.MainMenuName + "/Android App Bundle/";
private const string RootMenuName = GoogleEditorMenu.MainMenuName + "/";
private const int AboveLine = GoogleEditorMenu.AndroidAppBundlePriority;
private const int BelowLine = GoogleEditorMenu.AndroidAppBundlePriority + GoogleEditorMenu.SeparatorSize;
[MenuItem(AppBundleMenuName + "Asset Delivery Settings...", false, AboveLine)]
private static void ShowAssetDeliveryWindow()
{
AssetDeliveryWindow.ShowWindow();
}
[MenuItem(AppBundleMenuName + GoogleEditorMenu.BuildSettings, false, AboveLine + 1)]
private static void OpenEditorSettings()
{
BuildSettingsWindow.ShowWindow();
}
[MenuItem(AppBundleMenuName + GoogleEditorMenu.ViewDocumentation, false, BelowLine)]
private static void ViewDocumentation()
{
Application.OpenURL("https://developer.android.com/guide/app-bundle/asset-delivery/build-unity");
}
[MenuItem(AppBundleMenuName + GoogleEditorMenu.ViewLicense, false, BelowLine + 1)]
private static void ViewLicense()
{
// The guid is for GooglePlayPlugins/com.google.android.appbundle/LICENSE.md
GoogleEditorMenu.OpenFileByGuid("4b995f494568e47259d526c5211d778b");
}
[MenuItem(AppBundleMenuName + GoogleEditorMenu.FileBug, false, BelowLine + 2)]
private static void ViewPlayPluginsIssuesPage()
{
GoogleEditorMenu.ViewPlayPluginsIssuesPage();
}
[MenuItem(RootMenuName + "Build Android App Bundle...", false, GoogleEditorMenu.RootMenuPriority + 10)]
private static void BuildAndroidAppBundle()
{
AppBundlePublisher.Build();
}
[MenuItem(RootMenuName + "Build and Run #%r", false, GoogleEditorMenu.RootMenuPriority + 11)]
private static void BuildAndRun()
{
BuildAndRunner.BuildAndRun();
}
}
}

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fileFormatVersion: 2
guid: 79f87642d146d41d7bdaaa2328b529b8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,310 @@
// Copyright 2018 Google LLC
//
// 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
//
// https://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.
using System;
using System.IO;
using Google.Android.AppBundle.Editor.AssetPacks;
using Google.Android.AppBundle.Editor.Internal.BuildTools;
using UnityEditor;
#if !UNITY_2018_3_OR_NEWER
using Google.Android.AppBundle.Editor.Internal.Config;
#endif
#if UNITY_2018_2_OR_NEWER
using UnityEngine;
#endif
#if UNITY_2018_4_OR_NEWER && !NET_LEGACY
using System.Threading.Tasks;
#endif
namespace Google.Android.AppBundle.Editor.Internal
{
/// <summary>
/// Helper to build <a href="https://developer.android.com/platform/technology/app-bundle/">Android App Bundles</a>.
/// </summary>
public static class AppBundlePublisher
{
private class AppBundleBuildSettings
{
public BuildPlayerOptions buildPlayerOptions;
public AssetPackConfig assetPackConfig;
public bool runOnDevice;
public bool forceSynchronousBuild;
}
#if !UNITY_2018_3_OR_NEWER
/// <summary>
/// A <see cref="PostBuildTask"/> that serializes state to resume an app bundle build after a script reload
/// occurs. Starting with Unity 2018.3 player builds no longer reset the application domain.
/// </summary>
[Serializable]
private class AppBundlePostBuildTask : PostBuildTask
{
public SerializableAssetPackConfig serializableAssetPackConfig;
public string workingDirectoryPath;
public string aabFilePath;
public bool runOnDevice;
public override void RunPostBuildTask()
{
var buildToolLogger = new BuildToolLogger();
var appBundleBuilder = CreateAppBundleBuilder(workingDirectoryPath);
if (!appBundleBuilder.Initialize(buildToolLogger))
{
buildToolLogger.DisplayErrorDialog("Failed to initialize AppBundleBuilder in post-build task.");
return;
}
var assetPackConfig = SerializationHelper.Deserialize(serializableAssetPackConfig);
CreateBundleAsync(appBundleBuilder, aabFilePath, assetPackConfig, runOnDevice);
}
}
#endif
private static IBuildModeProvider _buildModeProvider;
#if UNITY_2018_4_OR_NEWER && !NET_LEGACY
/// <summary>
/// Builds an Android App Bundle given the specified configuration.
/// </summary>
public static async Task<AndroidBuildReport> BuildTask(AndroidBuildOptions androidBuildOptions)
{
var appBundleBuilder = CreateAppBundleBuilder();
if (!appBundleBuilder.Initialize(new BuildToolLogger()))
{
throw new Exception("Failed to initialize AppBundleBuilder");
}
return await appBundleBuilder.CreateBundleWithTask(androidBuildOptions);
}
/// <summary>
/// Builds an Android App Bundle containing only asset packs.
/// </summary>
public static async Task BuildAssetOnlyBundle(AssetOnlyBuildOptions assetOnlyBuildOptions)
{
var appBundleBuilder = CreateAppBundleBuilder();
if (!appBundleBuilder.Initialize(new BuildToolLogger()))
{
throw new Exception("Failed to initialize AppBundleBuilder");
}
await appBundleBuilder.CreateAssetOnlyBundle(assetOnlyBuildOptions);
}
#endif
/// <summary>
/// Builds an Android App Bundle given the specified configuration.
/// </summary>
public static bool Build(
BuildPlayerOptions buildPlayerOptions, AssetPackConfig assetPackConfig, bool forceSynchronousBuild)
{
var appBundleBuilder = CreateAppBundleBuilder();
if (!appBundleBuilder.Initialize(new BuildToolLogger()))
{
return false;
}
var buildSettings = new AppBundleBuildSettings
{
buildPlayerOptions = buildPlayerOptions,
assetPackConfig = assetPackConfig ?? new AssetPackConfig(),
forceSynchronousBuild = forceSynchronousBuild
};
return Build(appBundleBuilder, buildSettings);
}
/// <summary>
/// Builds an Android App Bundle at a location specified in a file save dialog.
/// The AAB will include asset packs configured in Asset Delivery Settings.
/// </summary>
public static void Build()
{
// Check that we're ready to build before displaying the file save dialog.
var appBundleBuilder = CreateAppBundleBuilder();
if (!appBundleBuilder.Initialize(new BuildToolLogger()))
{
return;
}
var aabFilePath = EditorUtility.SaveFilePanel("Create Android App Bundle", null, null, "aab");
if (string.IsNullOrEmpty(aabFilePath))
{
// Assume cancelled.
return;
}
var buildSettings = new AppBundleBuildSettings
{
buildPlayerOptions = AndroidBuildHelper.CreateBuildPlayerOptions(aabFilePath),
assetPackConfig = AssetPackConfigSerializer.LoadConfig()
};
Build(appBundleBuilder, buildSettings);
}
/// <summary>
/// Builds an Android App Bundle to a temp directory and then runs it on device.
/// </summary>
/// <param name="assetPackConfig">The asset pack configuration to use when building.</param>
public static void BuildAndRun(AssetPackConfig assetPackConfig)
{
var appBundleBuilder = CreateAppBundleBuilder();
if (!appBundleBuilder.Initialize(new BuildToolLogger()))
{
return;
}
var tempOutputFilePath = Path.Combine(appBundleBuilder.WorkingDirectoryPath, "temp.aab");
var buildSettings = new AppBundleBuildSettings
{
buildPlayerOptions = AndroidBuildHelper.CreateBuildPlayerOptions(tempOutputFilePath),
assetPackConfig = assetPackConfig,
runOnDevice = true
};
Build(appBundleBuilder, buildSettings);
}
/// <summary>
/// Sets the current BuildModeProvider. Should be called in a class annotated with "InitializeOnLoad" in order
/// for it to be assigned after assembly reload.
/// </summary>
public static void SetBuildModeProvider(IBuildModeProvider buildModeProvider)
{
_buildModeProvider = buildModeProvider;
}
private static bool Build(AppBundleBuilder appBundleBuilder, AppBundleBuildSettings buildSettings)
{
var androidBuildResult = appBundleBuilder.BuildAndroidPlayer(buildSettings.buildPlayerOptions);
if (!androidBuildResult.Succeeded)
{
return false;
}
var aabFilePath = buildSettings.buildPlayerOptions.locationPathName;
if (IsBatchMode || buildSettings.forceSynchronousBuild)
{
var createBundleOptions = new CreateBundleOptions
{
AabFilePath = aabFilePath, AssetPackConfig = buildSettings.assetPackConfig
};
var errorMessage = appBundleBuilder.CreateBundle(createBundleOptions);
return errorMessage == null;
}
#if UNITY_2018_3_OR_NEWER
CreateBundleAsync(appBundleBuilder, aabFilePath, buildSettings.assetPackConfig, buildSettings.runOnDevice);
#else
var task = new AppBundlePostBuildTask
{
serializableAssetPackConfig = SerializationHelper.Serialize(buildSettings.assetPackConfig),
workingDirectoryPath = appBundleBuilder.WorkingDirectoryPath,
aabFilePath = aabFilePath,
runOnDevice = buildSettings.runOnDevice
};
PostBuildRunner.RunTask(task);
#endif
// This return value should be ignored since the build is being finished asynchronously.
return true;
}
private static void CreateBundleAsync(
AppBundleBuilder appBundleBuilder, string aabFilePath, AssetPackConfig assetPackConfig, bool runOnDevice)
{
var callback =
runOnDevice
? (AppBundleBuilder.PostBuildCallback) RunBundle
: EditorUtility.RevealInFinder;
var createBundleOptions = new CreateBundleOptions
{
AabFilePath = aabFilePath, AssetPackConfig = assetPackConfig
};
appBundleBuilder.CreateBundleAsync(createBundleOptions, callback);
}
private static void RunBundle(string aabFile)
{
var buildToolLogger = new BuildToolLogger();
var appBundleRunner = CreateAppBundleRunner();
if (!appBundleRunner.Initialize(buildToolLogger))
{
buildToolLogger.DisplayErrorDialog("Failed to initialize AppBundleRunner.");
return;
}
appBundleRunner.RunBundle(aabFile, GetBuildMode());
}
private static AppBundleBuilder CreateAppBundleBuilder()
{
return CreateAppBundleBuilder(GetTempFolder());
}
private static AppBundleBuilder CreateAppBundleBuilder(string workingDirectoryPath)
{
var androidSdk = new AndroidSdk();
var javaUtils = new JavaUtils();
var androidSdkPlatform = new AndroidSdkPlatform(androidSdk);
var androidBuildTools = new AndroidBuildTools(androidSdk);
var jarSigner = new JarSigner(javaUtils);
return new AppBundleBuilder(
new AndroidAssetPackagingTool(androidBuildTools, androidSdkPlatform),
new AndroidBuilder(androidSdkPlatform),
new BundletoolHelper(javaUtils),
jarSigner,
workingDirectoryPath,
new ZipUtils(javaUtils));
}
private static AppBundleRunner CreateAppBundleRunner()
{
var androidSdk = new AndroidSdk();
var javaUtils = new JavaUtils();
var adb = new AndroidDebugBridge(androidSdk);
var bundletool = new BundletoolHelper(javaUtils);
return new AppBundleRunner(adb, bundletool);
}
private static string GetTempFolder()
{
// Create a new temp folder with each build. Some developers prefer a random path here since there may be
// multiple builds running concurrently, e.g. on an automated build machine. See Issue #69.
// Note: this plugin doesn't clear out old temporary build folders, so disk usage will grow over time.
// Note: we use the 2 argument Path.Combine() to support .NET 3.
return Path.Combine(Path.Combine(Path.GetTempPath(), "play-unity-build"), Path.GetRandomFileName());
}
private static BundletoolBuildMode GetBuildMode()
{
if (_buildModeProvider != null)
{
return _buildModeProvider.GetBuildMode();
}
return BundletoolBuildMode.Persistent;
}
private static bool IsBatchMode
{
get
{
#if UNITY_2018_2_OR_NEWER
return Application.isBatchMode;
#else
return Environment.CommandLine.Contains("-batchmode");
#endif
}
}
}
}

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fileFormatVersion: 2
guid: 067a2af83af994d2bab4a749cba47b73
timeCreated: 1540331104
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,34 @@
// Copyright 2021 Google LLC
//
// 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
//
// https://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.
using System.Collections.Generic;
namespace Google.Android.AppBundle.Editor.Internal
{
/// <summary>
/// Build Options for building asset-only app bundles.
/// </summary>
public class AssetOnlyOptions
{
/// <summary>
/// A list of app versions that are eligible to update to this asset-only app bundle.
/// </summary>
public IList<long> AppVersions { get; set; }
/// <summary>
/// A string uniquely identifying this asset-only app bundle.
/// </summary>
public string AssetVersionTag { get; set; }
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 36ce805c46a1445b5b499fbe670efae4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,39 @@
// Copyright 2020 Google LLC
//
// 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
//
// https://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.
using Google.Android.AppBundle.Editor.Internal.AndroidManifest;
namespace Google.Android.AppBundle.Editor.Internal
{
/// <summary>
/// Provides a <see cref="Registry"/> of <see cref="IAssetPackManifestTransformer"/>s.
/// </summary>
public class AssetPackManifestTransformerRegistry : Registry<IAssetPackManifestTransformer>
{
private static AssetPackManifestTransformerRegistry _instance;
public static AssetPackManifestTransformerRegistry Registry
{
get
{
if (_instance == null)
{
_instance = new AssetPackManifestTransformerRegistry();
}
return _instance;
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d02bb9eaf0454eeda560629d83c032ce
timeCreated: 1574886319

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f68087b1bfbaa4196b496b765b6f3b91
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,184 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal.AssetPacks
{
/// <summary>
/// Internal-only representation of a folder containing AssetBundles.
/// </summary>
public class AssetBundleFolder
{
/// <summary>
/// The error state of this folder or <see cref="AssetPackFolderState.Ok"/>.
/// </summary>
public AssetPackFolderState State { get; private set; }
/// <summary>
/// The path represented by the folder.
/// </summary>
public string FolderPath { get; private set; }
/// <summary>
/// The texture compression format of AssetBundles inside this folder, based on the folder name.
/// </summary>
public TextureCompressionFormat TextureCompressionFormat { get; private set; }
/// <summary>
/// The number of AssetBundles found in this folder.
/// Note: this value is cached during calls to <see cref="ExtractAssetBundleVariant"/>.
/// </summary>
public int AssetBundleCount { get; private set; }
private string _searchedManifestFileName;
/// <summary>
/// Create a new AssetBundleFolder for a given path (which is then immutable).
/// Call <see cref="Refresh"/> to update the folder state and texture compression format targeting.
/// </summary>
public AssetBundleFolder(string folderPath)
{
AssetBundleCount = 0;
FolderPath = folderPath;
}
/// <summary>
/// Update the folder state and texture compression format targeting, if any.
/// </summary>
/// <returns>true if the refresh was properly done (no errors)</returns>
public bool Refresh()
{
var directoryInfo = new DirectoryInfo(FolderPath);
if (!directoryInfo.Exists)
{
AssetBundleCount = 0;
State = AssetPackFolderState.FolderMissing;
return false;
}
var files = directoryInfo.GetFiles();
if (files.Length == 0)
{
AssetBundleCount = 0;
State = AssetPackFolderState.FolderEmpty;
return false;
}
TextureCompressionFormat textureCompressionFormat;
TextureTargetingTools.GetTextureCompressionFormatAndStripSuffix(
directoryInfo.Name,
out textureCompressionFormat,
out _searchedManifestFileName);
TextureCompressionFormat = textureCompressionFormat;
return true;
}
/// <summary>
/// Scans and returns every <see cref="AssetBundleVariant"/> found in this folder.
/// </summary>
public IDictionary<string, AssetBundleVariant> ExtractAssetBundleVariant()
{
AssetBundleCount = 0;
var assetBundleVariants = new Dictionary<string, AssetBundleVariant>();
if (!Refresh())
{
return assetBundleVariants;
}
var directoryInfo = new DirectoryInfo(FolderPath);
var files = directoryInfo.GetFiles();
var fileDictionary = files.ToDictionary(file => file.Name, file => file);
// Look for an AssetBundle file with the same name as the directory that contains it.
// This AssetBundle file contains a single asset, which is of type AssetBundleManifest.
// See https://unity3d.com/learn/tutorials/topics/best-practices/assetbundle-fundamentals
FileInfo manifestFileInfo;
if (!fileDictionary.TryGetValue(_searchedManifestFileName, out manifestFileInfo))
{
State = AssetPackFolderState.ManifestFileMissing;
return assetBundleVariants;
}
var manifestFilePath = manifestFileInfo.FullName;
AssetBundle manifestAssetBundle;
try
{
manifestAssetBundle = AssetBundle.LoadFromFile(manifestFilePath);
}
catch (Exception ex)
{
Debug.LogErrorFormat("Exception loading AssetBundle file containing manifest ({0}): {1}",
manifestFilePath, ex);
State = AssetPackFolderState.ManifestFileLoadError;
return assetBundleVariants;
}
try
{
var manifest = manifestAssetBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
if (manifest == null)
{
State = AssetPackFolderState.ManifestAssetMissing;
return assetBundleVariants;
}
var allAssetBundles = manifest.GetAllAssetBundles();
if (allAssetBundles.Length == 0)
{
State = AssetPackFolderState.AssetBundlesMissing;
return assetBundleVariants;
}
foreach (var assetBundleName in allAssetBundles)
{
FileInfo assetBundleFileInfo;
var fileSizeBytes = fileDictionary.TryGetValue(assetBundleName, out assetBundleFileInfo)
? assetBundleFileInfo.Length
: AssetBundleVariant.FileSizeIfMissing;
assetBundleVariants.Add(
assetBundleName,
AssetBundleVariant.CreateVariant(
assetBundleName,
fileSizeBytes,
manifest.GetDirectDependencies(assetBundleName),
manifest.GetAllDependencies(assetBundleName),
Path.Combine(FolderPath, assetBundleName)));
}
AssetBundleCount = assetBundleVariants.Count;
return assetBundleVariants;
}
catch (Exception ex)
{
Debug.LogErrorFormat(
"Exception loading AssetBundleManifest from AssetBundle ({0}): {1}", manifestFilePath, ex);
State = AssetPackFolderState.ManifestAssetLoadError;
return assetBundleVariants;
}
finally
{
// If an AssetBundle isn't unloaded, the Editor will have to be restarted to load it again.
manifestAssetBundle.Unload(true);
}
}
}
}

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fileFormatVersion: 2
guid: 2c3bd268718fc41b48090fadb8eee0bd
timeCreated: 1548906103
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

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// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System.Collections.Generic;
using System.Linq;
using Google.Android.AppBundle.Editor.Internal.Utils;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal.AssetPacks
{
/// <summary>
/// Internal-only wrapper around <see cref="AssetBundleVariant"/>s that are identical except for their
/// texture compression formats.
/// </summary>
public class AssetBundlePack
{
/// <summary>
/// The name of the asset pack, which is the same as the name of every included AssetBundle.
/// </summary>
public readonly string Name;
/// <summary>
/// Indicates whether this pack will be included in an Android App Bundle, and if so how it is delivered.
/// </summary>
public AssetPackDeliveryMode DeliveryMode;
/// <summary>
/// The AssetBundles, all with the same name but generated for different texture compression formats.
/// </summary>
public IDictionary<TextureCompressionFormat, AssetBundleVariant> Variants { get; private set; }
/// <summary>
/// If non-empty, these errors will prevent this AssetBundlePack from being packaged in an App Bundle.
/// </summary>
public readonly HashSet<AssetPackError> Errors = new HashSet<AssetPackError>();
/// <summary>
/// Constructor.
/// </summary>
public AssetBundlePack(string name, AssetPackDeliveryMode deliveryMode)
{
Name = name;
DeliveryMode = deliveryMode;
Variants = new Dictionary<TextureCompressionFormat, AssetBundleVariant>();
}
/// <summary>
/// Adds an <see cref="AssetBundleVariant"/> to this asset pack.
/// <returns>true if the AssetBundle was added, false if another AssetBundle with the same compression
/// is already present.</returns>
/// </summary>
public bool Add(TextureCompressionFormat textureCompressionFormat, AssetBundleVariant variant)
{
AssetBundleVariant existingVariant;
if (Variants.TryGetValue(textureCompressionFormat, out existingVariant))
{
Debug.LogErrorFormat("Multiple AssetBundles for texture format {0} are used for {1}.",
textureCompressionFormat.ToString(), Name);
existingVariant.Errors.Add(AssetPackError.DuplicateName);
return false;
}
Variants.Add(textureCompressionFormat, variant);
return true;
}
/// <summary>
/// Adds the specified error to all children.
/// </summary>
public void AddErrorToVariants(AssetPackError error)
{
foreach (var assetPack in Variants.Values)
{
assetPack.Errors.Add(error);
}
}
/// <summary>
/// The names of any AssetBundles that the AssetBundles inside this AssetBundlePack directly depend on.
/// </summary>
public IList<string> DirectDependencies
{
get
{
var directDependencies =
Variants.Values.SelectMany(pack => pack.DirectDependencies).Distinct().ToList();
directDependencies.Sort();
return directDependencies;
}
}
/// <summary>
/// A UI friendly way of displaying the error with this AssetBundlePack (if one) or the number of errors
/// (if more than one). If there are no errors, returns null.
/// </summary>
public string ErrorSummary
{
get
{
switch (Errors.Count)
{
case 0:
return null;
case 1:
return NameAndDescriptionAttribute.GetAttribute(Errors.First()).Name;
default:
return Errors.Count + " Errors";
}
}
}
/// <summary>
/// Delegate to find an AssetBundlePack when doing the dependencies check.
/// </summary>
/// <param name="name">The name of the other AssetBundlePack.</param>
/// <param name="assetBundlePack">If found, will contain the AssetBundlePack.</param>
public delegate bool TryGetAssetBundlePack(string name, out AssetBundlePack assetBundlePack);
/// <summary>
/// Evaluates whether to set any <see cref="Errors"/> based on problems with the dependencies.
/// </summary>
/// <param name="tryGetAssetBundlePack">Function to get an <see cref="AssetBundlePack"/> given its name.</param>
public void CheckDependencyErrors(TryGetAssetBundlePack tryGetAssetBundlePack)
{
if (DeliveryMode == AssetPackDeliveryMode.DoNotPackage)
{
return;
}
foreach (var variant in Variants)
{
var textureCompressionFormat = variant.Key;
var assetPack = variant.Value;
assetPack.CheckDependencyErrors(
DeliveryMode,
TryGetDependency(tryGetAssetBundlePack, textureCompressionFormat));
}
}
private static AssetBundleVariant.TryGetDependency TryGetDependency(
TryGetAssetBundlePack tryGetAssetBundlePack, TextureCompressionFormat textureCompressionFormat)
{
return (string name, out AssetBundleVariant dependency, out AssetPackDeliveryMode deliveryMode) =>
{
deliveryMode = AssetPackDeliveryMode.DoNotPackage;
dependency = null;
AssetBundlePack assetBundlePack;
if (tryGetAssetBundlePack(name, out assetBundlePack) &&
assetBundlePack.Variants.TryGetValue(textureCompressionFormat, out dependency))
{
deliveryMode = assetBundlePack.DeliveryMode;
return true;
}
return false;
};
}
}
}

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fileFormatVersion: 2
guid: 20e43cae4a4245538a68b920730857b6
timeCreated: 1571324952

View File

@@ -0,0 +1,206 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System.Collections.Generic;
using System.Linq;
using Google.Android.AppBundle.Editor.Internal.Utils;
namespace Google.Android.AppBundle.Editor.Internal.AssetPacks
{
/// <summary>
/// Internal-only wrapper around an AssetBundle that by virtue of its texture compression format is a
/// variant of the other AssetBundles contained in an <see cref="AssetBundlePack"/>.
/// </summary>
public class AssetBundleVariant
{
/// <summary>
/// Special value for <see cref="FileSizeBytes"/> indicating the AssetBundle file does not exist.
/// </summary>
public const long FileSizeIfMissing = -1L;
// Visible for testing.
public const string FileMissingText = "file missing";
// Visible for testing.
public const string NoneText = "none";
private static readonly string[] EmptyStringArray = new string[0];
/// <summary>
/// Constructor. Prefer <see cref="CreateVariant"/> for all cases except deserialization and testing.
/// </summary>
public AssetBundleVariant()
{
DirectDependencies = EmptyStringArray;
AllDependencies = EmptyStringArray;
}
/// <summary>
/// If non-empty, these errors will prevent this AssetBundle from being packaged in an app bundle.
/// </summary>
public readonly HashSet<AssetPackError> Errors = new HashSet<AssetPackError>();
/// <summary>
/// The names of any AssetBundles that this one directly depends on.
/// </summary>
public string[] DirectDependencies { get; private set; }
/// <summary>
/// The names of any AssetBundles that this one directly or transitively depends on.
/// </summary>
public string[] AllDependencies { get; private set; }
/// <summary>
/// The size of the file in bytes, or -1L if the file doesn't exist.
/// </summary>
public long FileSizeBytes { get; private set; }
/// <summary>
/// The path to the AssetBundle represented by this wrapper.
/// </summary>
public string Path { get; private set; }
/// <summary>
/// A UI friendly way of displaying dependency info.
/// </summary>
public string DependenciesText
{
// TODO: consider how to handle an extra long string in the UI.
get { return DirectDependencies.Length == 0 ? NoneText : string.Join(", ", DirectDependencies); }
}
/// <summary>
/// A UI friendly way of displaying file size or that the file doesn't exist on disk.
/// </summary>
public string FileSizeText
{
get
{
// Display file size in Kibibytes using "JEDEC" standard. See https://en.wikipedia.org/wiki/Kilobyte
return FileSizeBytes == FileSizeIfMissing ? FileMissingText : (FileSizeBytes / 1024) + " KB";
}
}
/// <summary>
/// A UI friendly way of displaying the error with this AssetBundle (if there is one) or the number of errors
/// (if there is more than one). If there are no errors, this is null.
/// </summary>
public string ErrorSummary
{
get
{
switch (Errors.Count)
{
case 0:
return null;
case 1:
return NameAndDescriptionAttribute.GetAttribute(Errors.First()).Name;
default:
return Errors.Count + " Errors";
}
}
}
/// <summary>
/// Delegate to find a variant when doing the dependencies check.
/// See <see cref="AssetBundleVariant.CheckDependencyErrors"/>.
/// </summary>
/// <param name="name">The asset pack to search.</param>
/// <param name="dependencyVariant">If found, will contain the searched asset pack.</param>
/// <param name="dependencyDeliveryMode">If found, will contain the delivery mode of the searched asset pack.</param>
/// <returns>true if the asset pack was found, false otherwise.</returns>
public delegate bool TryGetDependency(string name, out AssetBundleVariant dependencyVariant,
out AssetPackDeliveryMode dependencyDeliveryMode);
/// <summary>
/// Evaluates whether to set any <see cref="Errors"/> based on problems with this variant's dependencies.
/// </summary>
/// <param name="deliveryMode">The delivery mode of this asset pack.</param>
/// <param name="tryGetDependency">A function returning the asset pack for the given dependency name,
/// along with the delivery mode of the asset pack.</param>
public void CheckDependencyErrors(AssetPackDeliveryMode deliveryMode, TryGetDependency tryGetDependency)
{
if (deliveryMode == AssetPackDeliveryMode.DoNotPackage)
{
return;
}
foreach (var dependencyName in AllDependencies)
{
AssetBundleVariant dependencyVariant;
AssetPackDeliveryMode dependencyDeliveryMode;
if (!tryGetDependency(dependencyName, out dependencyVariant, out dependencyDeliveryMode))
{
Errors.Add(AssetPackError.DependencyMissing);
continue;
}
if (dependencyVariant.Errors.Count > 0)
{
Errors.Add(AssetPackError.DependencyError);
}
// If this asset pack is marked for delivery, all of its dependencies must be packaged for delivery.
if (dependencyDeliveryMode == AssetPackDeliveryMode.DoNotPackage)
{
Errors.Add(AssetPackError.DependencyNotPackaged);
continue;
}
// An asset pack cannot have dependencies on asset packs with later delivery modes,
// e.g. A FastFollow asset pack cannot depend on an OnDemand asset pack.
if (deliveryMode < dependencyDeliveryMode)
{
Errors.Add(AssetPackError.DependencyIncompatibleDelivery);
}
}
}
/// <summary>
/// Creates a new <see cref="AssetBundleVariant"/>. Evaluates some conditions and may set <see cref="Errors"/>.
/// </summary>
/// <param name="assetBundleName">Name of the AssetBundle represented by this variant.</param>
/// <param name="fileSizeBytes">Size of the file in bytes, or <see cref="FileSizeIfMissing"/>.</param>
/// <param name="directDependencies">AssetBundles that are direct dependencies of this one.</param>
/// <param name="allDependencies">AssetBundles that are direct or transitive dependencies of this one.</param>
/// <param name="path">The path to the AssetBundle represented by this variant.</param>
public static AssetBundleVariant CreateVariant(
string assetBundleName,
long fileSizeBytes,
string[] directDependencies,
string[] allDependencies,
string path)
{
var variant = new AssetBundleVariant
{
DirectDependencies = directDependencies ?? EmptyStringArray,
AllDependencies = allDependencies ?? EmptyStringArray,
FileSizeBytes = fileSizeBytes,
Path = path,
};
if (fileSizeBytes == FileSizeIfMissing)
{
variant.Errors.Add(AssetPackError.FileMissing);
}
if (!AndroidAppBundle.IsValidModuleName(assetBundleName))
{
variant.Errors.Add(AssetPackError.InvalidName);
}
return variant;
}
}
}

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fileFormatVersion: 2
guid: 6c348752fa8c94d3a8f6f085846aa228
timeCreated: 1548906103
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,251 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System.Collections.Generic;
using System.Linq;
using Google.Android.AppBundle.Editor.Internal.Config;
using UnityEditor;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal.AssetPacks
{
/// <summary>
/// Internal-only representation of asset packs being considered for packaging in an Android App Bundle.
/// </summary>
public class AssetDeliveryConfig
{
/// <summary>
/// Default texture compression format for building standalone APKs for Android pre-Lollipop devices.
/// </summary>
public TextureCompressionFormat DefaultTextureCompressionFormat = TextureCompressionFormat.Default;
/// <summary>
/// Whether to split the assets in an AAB's base module into a separate install-time asset pack.
/// </summary>
public bool SplitBaseModuleAssets;
/// <summary>
/// Dictionary from a folder path to a AssetBundleFolder object describing the folder's contents.
/// </summary>
public readonly IDictionary<string, AssetBundleFolder> Folders =
new SortedDictionary<string, AssetBundleFolder>();
/// <summary>
/// Dictionary from AssetBundle name to AssetBundlePacks.
/// </summary>
public IDictionary<string, AssetBundlePack> AssetBundlePacks { get; private set; }
// TODO(b/150701341): add support for managing this type of asset pack in the UI.
public List<SerializableAssetPack> rawAssetsPacks;
private readonly IEnumerable<IAssetPackValidator> _packValidators;
public AssetDeliveryConfig()
{
AssetBundlePacks = new Dictionary<string, AssetBundlePack>();
_packValidators = AssetPackValidatorRegistry.Registry.ConstructInstances();
}
/// <summary>
/// Updates the in-memory state based on the AssetBundles on disk.
/// </summary>
public void Refresh()
{
// Refresh the AssetBundlePacks according to AssetBundles contained in folders.
RefreshAssetBundlePacks();
// Check for errors.
foreach (var assetBundlePack in AssetBundlePacks.Values)
{
CheckBuildTypeErrors(assetBundlePack);
assetBundlePack.CheckDependencyErrors(
(string name, out AssetBundlePack pack) => AssetBundlePacks.TryGetValue(name, out pack));
}
}
/// <summary>
/// Potentially refresh all folders and/or add and remove the specified folders.
/// </summary>
/// <returns>true if changes were made.</returns>
public bool UpdateAndRefreshFolders(bool refreshFolders, List<string> foldersToAdd,
List<string> foldersToRemove)
{
if (!refreshFolders && foldersToRemove.Count == 0 && foldersToAdd.Count == 0)
{
return false;
}
foreach (var folder in foldersToAdd)
{
if (Folders.ContainsKey(folder))
{
Debug.LogWarningFormat("Skipping folder \"{0}\" because it is already in the list.", folder);
}
else
{
Folders.Add(folder, new AssetBundleFolder(folder));
}
}
foreach (var folder in foldersToRemove)
{
Folders.Remove(folder);
}
Refresh();
return true;
}
/// <summary>
/// Return a list of error messages that are applicable to AssetBundles marked for packaging/delivery
/// along with the number of AssetBundles that are marked for packaging/delivery.
/// </summary>
public List<string> GetPackagingErrorMessages(out int numAssetPacksToDeliver)
{
// Check for errors in asset packs
numAssetPacksToDeliver = 0;
var errors = new List<string>();
foreach (var assetBundlePack in AssetBundlePacks.Values)
{
if (assetBundlePack.DeliveryMode == AssetPackDeliveryMode.DoNotPackage)
{
continue;
}
var errorSummary = assetBundlePack.ErrorSummary;
if (errorSummary != null)
{
errors.Add(string.Format(
"Unable to package AssetBundle pack \"{0}\" because {1}.",
assetBundlePack.Name, errorSummary.ToLower()));
}
numAssetPacksToDeliver++;
foreach (var variant in assetBundlePack.Variants.Values)
{
var variantErrorSummary = variant.ErrorSummary;
if (variantErrorSummary != null)
{
errors.Add(string.Format(
"Unable to package AssetBundle \"{0}\" because {1}.",
variant.Path, variantErrorSummary.ToLower()));
}
}
}
// Check for errors in the rest of the configuration.
if (HasTextureCompressionFormatTargeting() &&
!GetAllTextureCompressionFormats().Contains(DefaultTextureCompressionFormat))
{
errors.Add(string.Format(
"The default texture compression format ({0}) is not used by any AssetBundles.",
DefaultTextureCompressionFormat.ToString()));
}
// TODO: think about moving to a build check.
if (HasTextureCompressionFormatTargeting() &&
EditorUserBuildSettings.androidBuildSubtarget != MobileTextureSubtarget.Generic)
{
errors.Add(string.Format(
"Texture Compression in the Build Settings for Android is set to \"{0}\". This is not compatible with asset packs having targeted textures. Set the texture compression in the Build Settings for Android to \"Don't override'\" before continuing.",
EditorUserBuildSettings.androidBuildSubtarget));
}
return errors;
}
/// <summary>
/// Refresh the list of all the <see cref="AssetBundlePacks"/> represented by the folders.
/// </summary>
public void RefreshAssetBundlePacks()
{
var assetBundlePacks = new Dictionary<string, AssetBundlePack>();
foreach (var folder in Folders.Values)
{
var assetPacks = folder.ExtractAssetBundleVariant();
foreach (var targetedAssetPackPair in assetPacks)
{
var targetedAssetPackName = targetedAssetPackPair.Key;
var targetedAssetPack = targetedAssetPackPair.Value;
AssetBundlePack assetBundlePack;
if (!assetBundlePacks.TryGetValue(targetedAssetPackName, out assetBundlePack))
{
var deliveryMode = GetMultiTargetingAssetPackDeliveryMode(targetedAssetPackName);
assetBundlePack = new AssetBundlePack(targetedAssetPackName, deliveryMode);
assetBundlePacks.Add(targetedAssetPackName, assetBundlePack);
}
if (!assetBundlePack.Add(folder.TextureCompressionFormat, targetedAssetPack))
{
assetBundlePack.Errors.Add(AssetPackError.DuplicateName);
}
}
}
AssetBundlePacks = assetBundlePacks;
}
/// <summary>
/// Returns the delivery mode for the AssetBundlePack with the given name, or DoNotPackage if not found.
/// </summary>
private AssetPackDeliveryMode GetMultiTargetingAssetPackDeliveryMode(string multiTargetingAssetPackName)
{
AssetBundlePack assetBundlePack;
if (AssetBundlePacks.TryGetValue(multiTargetingAssetPackName, out assetBundlePack))
{
return assetBundlePack.DeliveryMode;
}
return AssetPackDeliveryMode.DoNotPackage;
}
/// <summary>
/// Returns all texture compression formats used by asset packs.
/// </summary>
public IEnumerable<TextureCompressionFormat> GetAllTextureCompressionFormats()
{
return AssetBundlePacks.Values.SelectMany(
multiTargetingAssetPack => multiTargetingAssetPack.Variants.Keys).Distinct();
}
/// <summary>
/// Check if some asset packs are using targeted texture compression format.
/// </summary>
public bool HasTextureCompressionFormatTargeting()
{
return GetAllTextureCompressionFormats().Any(textureCompressionFormat =>
textureCompressionFormat != TextureCompressionFormat.Default);
}
/// <summary>
/// Checks the specified bundlePack for build errors using validators registered in AssetPackValidatorRegistry.
/// </summary>
private void CheckBuildTypeErrors(AssetBundlePack bundlePack)
{
var buildErrors = new HashSet<AssetPackError>();
foreach (var buildValidator in _packValidators)
{
buildErrors.UnionWith(buildValidator.CheckBuildErrors(bundlePack));
}
foreach (var error in buildErrors)
{
bundlePack.AddErrorToVariants(error);
}
}
}
}

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fileFormatVersion: 2
guid: bdc061489f3c64fd78ed0cefe895b007
timeCreated: 1549914493
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,111 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Google.Android.AppBundle.Editor.Internal.Config;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal.AssetPacks
{
/// <summary>
/// Provides methods for serializing <see cref="AssetDeliveryConfig"/> to a JSON file and for deserializing it.
/// </summary>
public static class AssetDeliveryConfigSerializer
{
/// <summary>
/// Save the specified AssetDeliveryConfig config to disk.
/// </summary>
public static void SaveConfig(AssetDeliveryConfig assetDeliveryConfig)
{
Debug.LogFormat("Saving {0}", SerializationHelper.ConfigurationFilePath);
var config = Serialize(assetDeliveryConfig);
var jsonText = JsonUtility.ToJson(config);
File.WriteAllText(SerializationHelper.ConfigurationFilePath, jsonText);
}
/// <summary>
/// Returns an AssetDeliveryConfig loaded from disk.
/// </summary>
public static AssetDeliveryConfig LoadConfig()
{
Debug.LogFormat("Loading {0}", SerializationHelper.ConfigurationFilePath);
SerializableAssetPackConfig config;
if (File.Exists(SerializationHelper.ConfigurationFilePath))
{
var jsonText = File.ReadAllText(SerializationHelper.ConfigurationFilePath);
config = JsonUtility.FromJson<SerializableAssetPackConfig>(jsonText);
}
else
{
config = new SerializableAssetPackConfig();
}
return Deserialize(config);
}
private static SerializableAssetPackConfig Serialize(AssetDeliveryConfig assetDeliveryConfig)
{
var config = new SerializableAssetPackConfig
{
DefaultTextureCompressionFormat = assetDeliveryConfig.DefaultTextureCompressionFormat,
splitBaseModuleAssets = assetDeliveryConfig.SplitBaseModuleAssets
};
foreach (var assetPack in assetDeliveryConfig.AssetBundlePacks.Values)
{
config.assetBundles.Add(new SerializableMultiTargetingAssetBundle
{
name = assetPack.Name,
DeliveryMode = assetPack.DeliveryMode,
assetBundles = assetPack.Variants.Select(pack => new SerializableAssetBundle
{
path = pack.Value.Path,
TextureCompressionFormat = pack.Key
}).ToList()
});
}
config.assetPacks = assetDeliveryConfig.rawAssetsPacks;
return config;
}
private static AssetDeliveryConfig Deserialize(SerializableAssetPackConfig config)
{
var assetDeliveryConfig = new AssetDeliveryConfig
{
DefaultTextureCompressionFormat = config.DefaultTextureCompressionFormat,
SplitBaseModuleAssets = config.splitBaseModuleAssets
};
var paths = new HashSet<string>();
foreach (var multiTargetingAssetBundle in config.assetBundles)
{
paths.UnionWith(
multiTargetingAssetBundle.assetBundles.Select(item => Path.GetDirectoryName(item.path)));
assetDeliveryConfig.AssetBundlePacks.Add(multiTargetingAssetBundle.name,
new AssetBundlePack(multiTargetingAssetBundle.name,
multiTargetingAssetBundle.DeliveryMode));
}
paths.ToList().ForEach(path => assetDeliveryConfig.Folders.Add(path, new AssetBundleFolder(path)));
assetDeliveryConfig.rawAssetsPacks = config.assetPacks;
return assetDeliveryConfig;
}
}
}

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fileFormatVersion: 2
guid: f127ef3c767384ec89ad3e3aef7ae1bb
timeCreated: 1548906103
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,399 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System.Collections.Generic;
using System.Linq;
using Google.Android.AppBundle.Editor.Internal.Utils;
using UnityEditor;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal.AssetPacks
{
public class AssetDeliveryWindow : EditorWindow
{
/// <summary>
/// Label for the split base APK checkbox. Visible for referencing from error messages.
/// </summary>
public const string SeparateAssetsLabel = "Separate Base APK Assets";
private const string RefreshButtonText = "Refresh";
private const int WindowMinWidth = 610;
private const int WindowMinHeight = 300;
private const int ButtonWidth = 150;
private const int FieldWidth = 100;
private AssetDeliveryConfig _assetDeliveryConfig;
private Vector2 _scrollPosition;
/// <summary>
/// The names of asset packs that are shown collapsed.
/// </summary>
private HashSet<string> _collapsedAssetPacks;
/// <summary>
/// Displays this window, creating it if necessary.
/// </summary>
public static void ShowWindow()
{
var window = GetWindow(typeof(AssetDeliveryWindow), false, "Asset Delivery");
window.minSize = new Vector2(WindowMinWidth, WindowMinHeight);
}
private void OnGUI()
{
if (_assetDeliveryConfig == null)
{
_assetDeliveryConfig = AssetDeliveryConfigSerializer.LoadConfig();
_assetDeliveryConfig.Refresh();
}
if (_collapsedAssetPacks == null)
{
_collapsedAssetPacks = new HashSet<string>();
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Base APK Asset Delivery", EditorStyles.boldLabel);
RenderDescription(
"When building an Android App Bundle (AAB), automatically move assets that would normally be " +
"delivered in the base APK into an install-time asset pack. This option reduces base APK size " +
"similarly to the \"Split Application Binary\" publishing setting, but it uses Play Asset Delivery " +
"instead of APK Expansion (OBB) files, so it's compatible with AABs. This option is recommended for " +
"apps with a large base APK, e.g. over 150 MB.");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(SeparateAssetsLabel, GUILayout.Width(145));
var pendingSplitBaseModuleAssets = EditorGUILayout.Toggle(_assetDeliveryConfig.SplitBaseModuleAssets);
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField("Asset Pack Configuration", EditorStyles.boldLabel);
RenderDescription(
"Add folders that directly contain AssetBundle files, for example the output folder from Unity's " +
"AssetBundle Browser. All AssetBundles directly contained in the specified folders will be displayed " +
"below. Update the \"Delivery Mode\" to include an AssetBundle in AAB builds.");
EditorGUILayout.Space();
// TODO(b/144677274): Remove this #if once TCF support is available in Play, to make TCF targeting discoverable.
#if SHOW_TCF_IN_UI
if (_assetDeliveryConfig.Folders.Count != 0 && !_assetDeliveryConfig.HasTextureCompressionFormatTargeting())
{
// TODO(b/144677274): Add link to public documentation when available.
EditorGUILayout.HelpBox(
"These AssetBundles don't specify texture compression format targeting. Generate additional " +
"AssetBundles into folders ending with #tcf_xxx (e.g. AssetBundles#tcf_astc), and the " +
"AssetBundles will be delivered to devices supporting that format.", MessageType.Info);
EditorGUILayout.Space();
}
#endif
EditorGUILayout.BeginHorizontal();
// Store the changes and defer the actual update at the end to avoid modifications during rendering.
var refreshAssetDeliveryConfig = false;
var foldersToRemove = new List<string>();
var foldersToAdd = new List<string>();
if (GUILayout.Button("Add Folder...", GUILayout.Width(ButtonWidth)))
{
var folderPath = EditorUtility.OpenFolderPanel("Add Folder Containing AssetBundles", null, null);
if (string.IsNullOrEmpty(folderPath))
{
// Assume cancelled.
return;
}
if (_assetDeliveryConfig.Folders.ContainsKey(folderPath))
{
var errorMessage =
string.Format(
"Cannot add a folder that has already been added. Use \"{0}\" to analyze existing folders.",
RefreshButtonText);
EditorUtility.DisplayDialog("Add Folder Error", errorMessage, WindowUtils.OkButtonText);
}
else
{
foldersToAdd.Add(folderPath);
}
}
if (GUILayout.Button(RefreshButtonText, GUILayout.Width(ButtonWidth)))
{
refreshAssetDeliveryConfig = true;
}
if (GUILayout.Button("App Bundle Summary...", GUILayout.Width(ButtonWidth)))
{
_assetDeliveryConfig.Refresh();
EditorUtility.DisplayDialog("App Bundle Summary", GetPackagingSummary(), WindowUtils.OkButtonText);
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Hide this setting for projects targeting SDK 21+ since it only affects install-time asset pack
// installation on older devices.
if (_assetDeliveryConfig.HasTextureCompressionFormatTargeting() &&
TextureTargetingTools.IsSdkVersionPreLollipop(PlayerSettings.Android.minSdkVersion))
{
EditorGUILayout.LabelField("Texture Compression Configuration", EditorStyles.boldLabel);
EditorGUILayout.Space();
bool targetingUpdated;
RenderTextureCompressionFormatTargetingConfiguration(_assetDeliveryConfig, out targetingUpdated);
refreshAssetDeliveryConfig |= targetingUpdated;
}
_scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition);
EditorGUILayout.LabelField("AssetBundle Folders", EditorStyles.boldLabel);
EditorGUILayout.Space();
foreach (var folderPair in _assetDeliveryConfig.Folders)
{
var folderPath = folderPair.Key;
bool removeFolder;
RenderFolder(folderPath, folderPair.Value, out removeFolder);
if (removeFolder)
{
foldersToRemove.Add(folderPath);
}
}
if (_assetDeliveryConfig.Folders.Count == 0)
{
EditorGUILayout.HelpBox("Add folders that directly contain AssetBundles.", MessageType.None);
EditorGUILayout.Space();
}
else
{
EditorGUILayout.LabelField("AssetBundle Configuration", EditorStyles.boldLabel);
EditorGUILayout.Space();
foreach (var assetBundlePack in _assetDeliveryConfig.AssetBundlePacks.Values)
{
bool refreshFolder;
RenderAssetBundlePack(assetBundlePack, out refreshFolder);
refreshAssetDeliveryConfig |= refreshFolder;
}
}
EditorGUILayout.EndScrollView();
// Defer folder refresh, addition and removal to avoid modification of the collection while iterating.
var pendingConfigChanges =
_assetDeliveryConfig.UpdateAndRefreshFolders(refreshAssetDeliveryConfig, foldersToAdd, foldersToRemove);
pendingConfigChanges |= pendingSplitBaseModuleAssets != _assetDeliveryConfig.SplitBaseModuleAssets;
if (pendingConfigChanges)
{
_assetDeliveryConfig.SplitBaseModuleAssets = pendingSplitBaseModuleAssets;
AssetDeliveryConfigSerializer.SaveConfig(_assetDeliveryConfig);
}
}
private void RenderAssetBundlePack(AssetBundlePack assetBundlePack, out bool refreshFolder)
{
refreshFolder = false;
#if UNITY_2019_1_OR_NEWER
var showGroupExpanded = !_collapsedAssetPacks.Contains(assetBundlePack.Name);
var groupExpanded =
EditorGUILayout.BeginFoldoutHeaderGroup(showGroupExpanded, assetBundlePack.Name);
if (groupExpanded)
{
_collapsedAssetPacks.Remove(assetBundlePack.Name);
RenderAssetBundlePackContent(assetBundlePack, out refreshFolder);
}
else
{
_collapsedAssetPacks.Add(assetBundlePack.Name);
}
EditorGUILayout.EndFoldoutHeaderGroup();
#else
// Old Unity versions don't support foldable headers. Use a simple label instead.
EditorGUILayout.LabelField(assetBundlePack.Name, EditorStyles.boldLabel);
RenderAssetBundlePackContent(assetBundlePack, out refreshFolder);
EditorGUILayout.Separator();
#endif
}
private static void RenderAssetBundlePackContent(AssetBundlePack assetBundlePack, out bool refreshFolder)
{
refreshFolder = false;
EditorGUI.BeginChangeCheck();
var newDeliveryMode =
(AssetPackDeliveryMode) EditorGUILayout.EnumPopup("Delivery Mode", assetBundlePack.DeliveryMode,
GUILayout.Width(300));
if (EditorGUI.EndChangeCheck())
{
assetBundlePack.DeliveryMode = newDeliveryMode;
// Don't use a short-circuit evaluation one-liner to ensure EndChangeCheck() is called above.
refreshFolder = true;
}
// Display the direct dependencies of all the contained asset packs.
var directDependencies = assetBundlePack.DirectDependencies;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Dependencies");
GUILayout.TextArea(
directDependencies.Count > 0 ? string.Join(", ", directDependencies.ToArray()) : "None");
EditorGUILayout.EndHorizontal();
EditorGUILayout.LabelField("AssetBundles");
EditorGUI.indentLevel++;
foreach (var variant in assetBundlePack.Variants)
{
RenderVariant(variant.Value, variant.Key);
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
private static void RenderVariant(AssetBundleVariant variant, TextureCompressionFormat targeting)
{
EditorGUILayout.BeginHorizontal();
// TODO: revisit TextureCompressionFormat enum extension methods.
var targetingDescription = targeting == TextureCompressionFormat.Default
? targeting.ToString()
: targeting.ToString().ToUpper();
EditorGUILayout.PrefixLabel(targetingDescription);
EditorGUILayout.LabelField(variant.FileSizeText, GUILayout.ExpandWidth(false));
var errors = variant.Errors;
if (errors.Count == 0)
{
EditorGUILayout.LabelField("No errors", GUILayout.ExpandWidth(true));
}
else
{
if (GUILayout.Button(variant.ErrorSummary + "...", GUILayout.ExpandWidth(true)))
{
var errorDialogTitle = "AssetBundle Error" + (errors.Count == 1 ? string.Empty : "s");
var errorDialogMessage = string.Join("\n\n",
errors.Select(e => NameAndDescriptionAttribute.GetAttribute(e).Description).ToArray());
EditorUtility.DisplayDialog(errorDialogTitle, errorDialogMessage, WindowUtils.OkButtonText);
}
}
EditorGUILayout.EndHorizontal();
}
private static void RenderFolder(string folderPath, AssetBundleFolder assetBundleFolder, out bool removeFolder)
{
// Folder path and associated management buttons.
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(folderPath, EditorStyles.wordWrappedLabel);
removeFolder = GUILayout.Button("Remove", GUILayout.Width(FieldWidth));
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Display the folder state.
if (assetBundleFolder.State == AssetPackFolderState.Ok)
{
EditorGUILayout.HelpBox(
string.Format("Found {0} AssetBundle(s) in this folder", assetBundleFolder.AssetBundleCount),
MessageType.None);
}
else
{
var errorMessage = NameAndDescriptionAttribute.GetAttribute(assetBundleFolder.State).Description;
EditorGUILayout.HelpBox(errorMessage, MessageType.Warning);
}
EditorGUILayout.Space();
EditorGUILayout.Space();
}
private static void RenderTextureCompressionFormatTargetingConfiguration(
AssetDeliveryConfig assetDeliveryConfig, out bool targetingUpdated)
{
targetingUpdated = false;
const string label = "Format for pre-L devices";
var width = GUILayout.Width(300);
EditorGUI.BeginChangeCheck();
#if UNITY_2018_3_OR_NEWER
var validTextureCompressionFormats = assetDeliveryConfig.GetAllTextureCompressionFormats();
var newDefaultTextureCompressionFormat =
(TextureCompressionFormat) EditorGUILayout.EnumPopup(new GUIContent(label),
assetDeliveryConfig.DefaultTextureCompressionFormat,
textureCompressionFormat =>
validTextureCompressionFormats.Contains((TextureCompressionFormat) textureCompressionFormat),
false, width);
#else
var newDefaultTextureCompressionFormat =
(TextureCompressionFormat) EditorGUILayout.EnumPopup(label,
assetDeliveryConfig.DefaultTextureCompressionFormat, width);
#endif
if (EditorGUI.EndChangeCheck())
{
assetDeliveryConfig.DefaultTextureCompressionFormat = newDefaultTextureCompressionFormat;
targetingUpdated = true;
}
EditorGUILayout.HelpBox(
"This compression format will be used for devices running Android 4.4.4 (SDK 20) or older. " +
"AssetBundles marked as install-time will be included in the APK generated for these devices. " +
"Android 5.0 (SDK 21) and newer devices aren't affected by this setting.",
MessageType.None);
}
private static void RenderDescription(string label)
{
var descriptionTextStyle = new GUIStyle(GUI.skin.label)
{
fontStyle = FontStyle.Italic,
wordWrap = true
};
EditorGUILayout.BeginVertical("textfield"); // Adds a light grey background.
EditorGUILayout.Space();
EditorGUILayout.LabelField(label, descriptionTextStyle);
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
}
private string GetPackagingSummary()
{
int numAssetPacksToDeliver;
var errorMessages = _assetDeliveryConfig.GetPackagingErrorMessages(out numAssetPacksToDeliver);
if (numAssetPacksToDeliver == 0)
{
return _assetDeliveryConfig.SplitBaseModuleAssets
? "The Base APK's assets will be packaged in an asset pack."
: "There are no AssetBundles marked for packaging.";
}
if (errorMessages.Count > 0)
{
const string separator = "\n\n- ";
return "The following error(s) will occur when building an Android App Bundle:" + separator +
string.Join(separator, errorMessages.ToArray());
}
var description = numAssetPacksToDeliver == 1
? "There is 1 AssetBundle marked for packaging."
: string.Format("There are {0} AssetBundles marked for packaging.", numAssetPacksToDeliver);
return _assetDeliveryConfig.SplitBaseModuleAssets
? description + " Also, the Base APK's assets will be packaged in an asset pack."
: description;
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 2fe34ebc6742d4f818529bc14c64c974
timeCreated: 1548906103
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,59 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using Google.Android.AppBundle.Editor.Internal.Utils;
namespace Google.Android.AppBundle.Editor.Internal.AssetPacks
{
/// <summary>
/// Describes various possible error states of an AssetPack.
/// </summary>
public enum AssetPackError
{
[NameAndDescription("Duplicate Name",
"AssetBundles with the same name and texture format exist in different folders. An " +
"AssetBundle's name and parent folder texture format must be unique.")]
DuplicateName,
[NameAndDescription("Invalid Name",
"A Play-delivered AssetBundle's name must start with an English letter and can only contain letters, " +
"numbers, and underscores. Please regenerate the AssetBundle with a new name.")]
InvalidName,
[NameAndDescription("Missing File", "An AssetBundle file with this name is missing from the folder.")]
FileMissing,
[NameAndDescription("Dependency Error", "One or more of this AssetBundle's dependencies has an error.")]
DependencyError,
[NameAndDescription("Missing Dependency", "One or more of this AssetBundle's dependencies is missing.")]
DependencyMissing,
[NameAndDescription("Dependency Not Packaged",
"This AssetBundle is marked for delivery, but one or more of its dependencies is not.")]
DependencyNotPackaged,
[NameAndDescription("Incompatible Dependency",
"This AssetBundle is marked to be delivered earlier than one or more of its dependencies.")]
DependencyIncompatibleDelivery,
[NameAndDescription("Instant Incompatible",
"Install-time asset packs aren't supported for instant apps.")]
InstallTimeAndInstant,
[NameAndDescription("Instant Incompatible",
"Fast-follow asset packs aren't supported for instant apps.")]
FastFollowAndInstant,
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 8cad3b640bc35422c88ba5dd808e4170
timeCreated: 1549483271
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,52 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using Google.Android.AppBundle.Editor.Internal.Utils;
namespace Google.Android.AppBundle.Editor.Internal.AssetPacks
{
/// <summary>
/// Describes various possible states of a folder containing AssetBundle files.
/// </summary>
public enum AssetPackFolderState
{
// Does not need NameAndDescription attribute.
Ok,
[NameAndDescription("Folder Missing", "This folder does not exist.")]
FolderMissing,
[NameAndDescription("Folder Empty", "This folder contains no files.")]
FolderEmpty,
[NameAndDescription("Manifest File Missing",
"This folder is missing an AssetBundle file that matches the folder name.")]
ManifestFileMissing,
[NameAndDescription("Manifest File Load Error",
"There was an error loading the AssetBundle containing the AssetBundleManifest asset.")]
ManifestFileLoadError,
[NameAndDescription("AssetBundleManifest Missing",
"This folder's AssetBundle manifest file is missing the AssetBundleManifest asset.")]
ManifestAssetMissing,
[NameAndDescription("AssetBundleManifest Load Error",
"There was an error loading the AssetBundleManifest asset.")]
ManifestAssetLoadError,
[NameAndDescription("AssetBundle Files Missing", "This folder contains no AssetBundle files.")]
AssetBundlesMissing,
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 0110294bad4d544c486274699623a0c2
timeCreated: 1548906103
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,37 @@
// Copyright 2020 Google LLC
//
// 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
//
// https://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.
namespace Google.Android.AppBundle.Editor.Internal.AssetPacks
{
/// <summary>
/// Provides a <see cref="Registry"/> of <see cref="IAssetPackValidator"/>s.
/// </summary>
public class AssetPackValidatorRegistry : Registry<IAssetPackValidator>
{
private static AssetPackValidatorRegistry _instance;
public static AssetPackValidatorRegistry Registry
{
get
{
if (_instance == null)
{
_instance = new AssetPackValidatorRegistry();
}
return _instance;
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4ad448820c8d482996636e3862c1a420
timeCreated: 1574899929

View File

@@ -0,0 +1,29 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System.Collections.Generic;
namespace Google.Android.AppBundle.Editor.Internal.AssetPacks
{
/// <summary>
/// Provides methods for validating whether an <see cref="AssetBundlePack"/> can be included in an app bundle.
/// </summary>
public interface IAssetPackValidator
{
/// <summary>
/// Returns a list of errors that would prevent the specified asset pack from being included in an app bundle.
/// </summary>
IList<AssetPackError> CheckBuildErrors(AssetBundlePack assetBundlePack);
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 56526b5a57974a7f8d23788f47d6a0db
timeCreated: 1574729323

View File

@@ -0,0 +1,115 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System;
using System.Text.RegularExpressions;
using Google.Android.AppBundle.Editor.Internal.BuildTools;
using UnityEditor;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal.AssetPacks
{
/// <summary>
/// Tools for adding texture compression format targeting to folders of an Android App Bundle.
/// </summary>
public static class TextureTargetingTools
{
/// <summary>
/// The key used by bundletool to recognize a folder targeted for a specific texture format
/// (for example, "tcf" in "textures#tcf_astc").
/// </summary>
private const string TextureCompressionFormatTargetingKey = "tcf";
/// <summary>
/// Returns the string used to designate a texture compression format in bundletool.
/// </summary>
public static string GetBundleToolTextureCompressionFormatName(TextureCompressionFormat format)
{
if (format == TextureCompressionFormat.Default)
{
return "";
}
var name = Enum.GetName(typeof(TextureCompressionFormat), format);
return name == null ? format.ToString() : name.ToLower();
}
/// <summary>
/// Get the targeting suffix for a given texture compression format, to
/// be appended to a folder name containing AssetBundles.
/// </summary>
public static string GetTargetingSuffix(TextureCompressionFormat format)
{
if (format == TextureCompressionFormat.Default)
{
return "";
}
return string.Format("#{0}_{1}", TextureCompressionFormatTargetingKey,
GetBundleToolTextureCompressionFormatName(format));
}
/// <summary>
/// Parse the folder name for a texture compression format, if any, and return it as
/// well as the name of the folder without the targeting.
/// </summary>
public static void GetTextureCompressionFormatAndStripSuffix(string folderName,
out TextureCompressionFormat targeting,
out string tcfStrippedFolderName)
{
targeting = TextureCompressionFormat.Default;
tcfStrippedFolderName = folderName;
// Parse the texture compression format used, if any, using the same convention
// as bundletool for folder suffixes.
Regex regex = new Regex(@"(?<base>.+?)#tcf_(?<value>.+)");
GroupCollection matchedGroups = regex.Match(folderName).Groups;
if (!matchedGroups["base"].Success || !matchedGroups["value"].Success)
{
// No texture compression format targeting found.
return;
}
string tcfValue = matchedGroups["value"].Captures[0].Value;
try
{
targeting = (TextureCompressionFormat) Enum.Parse(typeof(TextureCompressionFormat), tcfValue, true);
tcfStrippedFolderName = matchedGroups["base"].Captures[0].Value;
}
catch (ArgumentException)
{
Debug.LogWarningFormat(
"Ignoring unrecognized texture format \"{0}\" for folder: {1}",
tcfValue, folderName);
}
}
/// <summary>
/// Returns true if the specified SDK version is less than 21 and false if it's greater than or equal to 21.
///
/// This method can be used (along with the existence of install-time asset packs) to determine whether this
/// app requires <see cref="BundletoolConfig.StandaloneConfig"/> to support pre-L devices.
/// </summary>
public static bool IsSdkVersionPreLollipop(AndroidSdkVersions sdkVersion)
{
#if UNITY_2021_2_OR_NEWER
// The minimum API level supported by Unity 2021.2+ is 22.
return false;
#else
return sdkVersion < AndroidSdkVersions.AndroidApiLevel21;
#endif
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d474e3691efbb4141a8e8f46aeb406ef
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,109 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Google.Android.AppBundle.Editor.AssetPacks;
using Google.Android.AppBundle.Editor.Internal.BuildTools;
using UnityEditor;
namespace Google.Android.AppBundle.Editor.Internal
{
/// <summary>
/// Helper to build and run the app based on the current build configuration.
/// </summary>
public static class BuildAndRunner
{
/// <summary>
/// Builds the app, then runs it on device.
/// First checks if any IBuildAndRunnerExtensions opt to override this action.
/// If so, it calls their BuildAndRun method.
/// Otherwise, it builds an AppBundle or apk based on asset delivery settings.
/// </summary>
public static void BuildAndRun()
{
// IBuildAndRunExtensions can opt to override the default Build and Run functionality.
var extensions = GetOverridingExtensions();
switch (extensions.Count)
{
case 0:
break;
case 1:
extensions.First().BuildAndRun();
return;
default:
// TODO(b/144588472): Choose one of multiple implementations instead of throwing.
throw new InvalidOperationException(
"Multiple IBuildExtensions attempting to override Build and Run.");
}
BuildAndRunDefault();
}
/// <summary>
/// First builds the current project as an APK or Android App Bundle, and then installs and runs it on a
/// connected Android device.
/// </summary>
private static void BuildAndRunDefault()
{
var assetPackConfig = AssetPackConfigSerializer.LoadConfig();
if (assetPackConfig.HasDeliveredAssetPacks())
{
AppBundlePublisher.BuildAndRun(assetPackConfig);
}
else
{
EmulateUnityBuildAndRun();
}
}
/// <summary>
/// Emulates Unity's File -> Build And Run menu option.
/// </summary>
private static void EmulateUnityBuildAndRun()
{
var androidSdk = new AndroidSdk();
var androidSdkPlatform = new AndroidSdkPlatform(androidSdk);
var androidBuilder = new AndroidBuilder(androidSdkPlatform);
var buildToolLogger = new BuildToolLogger();
if (!androidBuilder.Initialize(buildToolLogger))
{
return;
}
var artifactName = EditorUserBuildSettings.buildAppBundle ? "temp.aab" : "temp.apk";
var artifactPath = Path.Combine(Path.GetTempPath(), artifactName);
var buildPlayerOptions = AndroidBuildHelper.CreateBuildPlayerOptions(artifactPath);
buildPlayerOptions.options |= BuildOptions.AutoRunPlayer;
androidBuilder.Build(buildPlayerOptions);
}
// Visible for testing
public static List<IBuildAndRunExtension> GetOverridingExtensions()
{
return GetExtensions().Where(x => x.ShouldOverride()).ToList();
}
private static IEnumerable<IBuildAndRunExtension> GetExtensions()
{
return AppDomain.CurrentDomain.GetAssemblies().SelectMany(assembly => assembly.GetTypes())
.Where(type =>
typeof(IBuildAndRunExtension).IsAssignableFrom(type) && !type.IsInterface && !type.IsAbstract)
.Select(Activator.CreateInstance)
.Cast<IBuildAndRunExtension>();
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 0928808bcd00049ba8435d9cfe4f410c
timeCreated: 1540331104
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,157 @@
// Copyright 2018 Google LLC
//
// 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
//
// https://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.
using System;
using Google.Android.AppBundle.Editor.Internal.Config;
using UnityEditor;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal
{
/// <summary>
/// A window for managing settings related to building an Android app for distribution on Google Play.
/// </summary>
public class BuildSettingsWindow : EditorWindow
{
public const string WindowTitle = "Play Build Settings";
private const int WindowMinWidth = 500;
private const int WindowMinHeight = 250;
private const int FieldWidth = 175;
private static BuildSettingsWindow _windowInstance;
private string _assetBundleManifestPath;
/// <summary>
/// Displays this window, creating it if necessary.
/// </summary>
public static void ShowWindow()
{
_windowInstance = (BuildSettingsWindow) GetWindow(typeof(BuildSettingsWindow), true, WindowTitle);
_windowInstance.minSize = new Vector2(WindowMinWidth, WindowMinHeight);
}
private void OnDestroy()
{
_windowInstance = null;
}
private void Awake()
{
ReadFromBuildConfiguration();
}
/// <summary>
/// Read and update the window with most recent build configuration values.
/// </summary>
void ReadFromBuildConfiguration()
{
_assetBundleManifestPath = AndroidBuildConfiguration.AssetBundleManifestPath;
}
/// <summary>
/// Update window with most recent build configuration values if the window is open.
/// </summary>
public static void UpdateWindowIfOpen()
{
if (_windowInstance != null)
{
_windowInstance.ReadFromBuildConfiguration();
_windowInstance.Repaint();
}
}
private void OnGUI()
{
// Edge case that takes place when the plugin code gets re-compiled while this window is open.
if (_windowInstance == null)
{
_windowInstance = this;
}
var descriptionTextStyle = new GUIStyle(GUI.skin.label)
{
fontStyle = FontStyle.Italic,
wordWrap = true
};
EditorGUILayout.LabelField("Scenes in Build", EditorStyles.boldLabel);
EditorGUILayout.LabelField(
string.Format(
"Note: the following settings affect APKs and app bundles built using the \"{0}\" menu's " +
"build actions, but not apps built using the \"File\" menu's build actions.",
GoogleEditorMenu.MainMenuName), descriptionTextStyle);
EditorGUILayout.Space();
EditorGUILayout.LabelField(
"The scenes in the build are selected via Unity's \"Build Settings\" window.", descriptionTextStyle);
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
var enabledScenes = string.Join(", ", AndroidBuildHelper.GetEditorBuildEnabledScenes());
EditorGUILayout.LabelField(string.Format("Scenes: {0}", enabledScenes), EditorStyles.wordWrappedLabel);
if (GUILayout.Button("Update", GUILayout.Width(100)))
{
GetWindow(Type.GetType("UnityEditor.BuildPlayerWindow,UnityEditor"), true);
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.LabelField(
"If you use AssetBundles, provide the path to your AssetBundle Manifest file below to ensure that " +
"required engine components are not stripped during the build process.", descriptionTextStyle);
EditorGUILayout.Space();
_assetBundleManifestPath =
GetLabelAndTextField("AssetBundle Manifest (Optional)", _assetBundleManifestPath);
EditorGUILayout.Space();
// Disable the Save button unless one of the fields has changed.
GUI.enabled = IsAnyFieldChanged();
if (GUILayout.Button("Save"))
{
SaveConfiguration();
}
GUI.enabled = true;
}
private bool IsAnyFieldChanged()
{
return _assetBundleManifestPath != AndroidBuildConfiguration.AssetBundleManifestPath;
}
private static string GetLabelAndTextField(string label, string text)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(label, GUILayout.Width(FieldWidth));
var result = EditorGUILayout.TextField(text);
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
return result;
}
private void SaveConfiguration()
{
_assetBundleManifestPath = _assetBundleManifestPath.Trim();
AndroidBuildConfiguration.SaveConfiguration(_assetBundleManifestPath);
Debug.Log("Saved Android Build Settings");
// If a TextField is in focus, it won't update to reflect the Trim(). So reassign focus to controlID 0.
GUIUtility.keyboardControl = 0;
Repaint();
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: d3494e8040ba74ee78ff64f1018b5969
timeCreated: 1540331105
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 2ee7c5073444e433eb10f83395460280
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,109 @@
// Copyright 2018 Google LLC
//
// 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
//
// https://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.
using System;
using System.IO;
using Google.Android.AppBundle.Editor.Internal.PlayServices;
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Build tool for running <a href="https://developer.android.com/studio/command-line/aapt2">aapt2</a> commands.
/// </summary>
public class AndroidAssetPackagingTool : IBuildTool
{
/// <summary>
/// Minimum version of Android SDK Build-Tools that supports "aapt2 link --proto-format".
/// </summary>
private const string BuildToolsMinimumVersion = "28.0.0";
private const string BuildToolsDisplayName = "Android SDK Build-Tools";
private readonly AndroidBuildTools _androidBuildTools;
private readonly AndroidSdkPlatform _androidSdkPlatform;
/// <summary>
/// Constructor.
/// </summary>
public AndroidAssetPackagingTool(AndroidBuildTools androidBuildTools, AndroidSdkPlatform androidSdkPlatform)
{
_androidBuildTools = androidBuildTools;
_androidSdkPlatform = androidSdkPlatform;
}
public virtual bool Initialize(BuildToolLogger buildToolLogger)
{
if (!_androidBuildTools.Initialize(buildToolLogger) || !_androidSdkPlatform.Initialize(buildToolLogger))
{
return false;
}
var newestBuildToolsVersion = _androidBuildTools.GetNewestBuildToolsVersion();
if (newestBuildToolsVersion == null)
{
buildToolLogger.DisplayErrorDialog(string.Format("Failed to locate {0}", BuildToolsDisplayName));
return false;
}
if (AndroidBuildTools.IsBuildToolsVersionAtLeast(newestBuildToolsVersion, BuildToolsMinimumVersion))
{
return true;
}
var message =
string.Format(
"This build requires {0} version {1} or later.", BuildToolsDisplayName, BuildToolsMinimumVersion);
buildToolLogger.DisplayErrorDialog(message);
return false;
}
/// <summary>
/// Given the AndroidManifest.xml file path, creates an APK whose
/// files are exploded into the specified output directory path.
/// </summary>
/// <returns>An error message if there was a problem running aapt2, or null if successful.</returns>
public virtual string Link(string manifestPath, string outputPath)
{
return Run(
"link -I {0} --manifest {1} --proto-format --output-to-dir -o {2}",
CommandLine.QuotePath(GetAndroidJarPath()),
CommandLine.QuotePath(manifestPath),
CommandLine.QuotePath(outputPath));
}
private string Run(string aaptCommand, params object[] args)
{
var aaptPath = Path.Combine(_androidBuildTools.GetNewestBuildToolsPath(), "aapt2");
var result = CommandLine.Run(aaptPath, string.Format(aaptCommand, args));
return result.exitCode == 0 ? null : result.message;
}
private string GetAndroidJarPath()
{
var newestPlatformPath = _androidSdkPlatform.GetNewestAndroidSdkPlatformPath();
if (newestPlatformPath == null)
{
throw new Exception("Unable to locate the latest version of the Android SDK Platform.");
}
var androidJarPath = Path.Combine(newestPlatformPath, "android.jar");
if (!File.Exists(androidJarPath))
{
throw new Exception("Unable to locate android.jar in path:" + androidJarPath);
}
return androidJarPath;
}
}
}

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// Copyright 2018 Google LLC
//
// 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
//
// https://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.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using Google.Android.AppBundle.Editor.Internal.Utils;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Provides utility methods related to Android SDK build-tools.
/// </summary>
public class AndroidBuildTools : IBuildTool
{
private const long VersionComponentMultiplier = 10000L;
private const long ReleaseCandidateComponentSubtractor = 5000L;
private static readonly Regex VersionRegex = RegexHelper.CreateCompiled(@"^(\d+)\.(\d+)\.(\d+)(-rc(\d+))?$");
private readonly AndroidSdk _androidSdk;
/// <summary>
/// Constructor. Must be called from the main thread.
/// </summary>
public AndroidBuildTools(AndroidSdk androidSdk)
{
_androidSdk = androidSdk;
}
public virtual bool Initialize(BuildToolLogger buildToolLogger)
{
return _androidSdk.Initialize(buildToolLogger);
}
/// <summary>
/// Returns the path to the newest version of build-tools path as a string, or null if it wasn't found.
/// </summary>
public virtual string GetNewestBuildToolsPath()
{
var newestBuildToolsVersion = GetNewestBuildToolsVersion();
return newestBuildToolsVersion == null ? null : Path.Combine(GetBuildToolsPath(), newestBuildToolsVersion);
}
/// <summary>
/// Returns the newest build-tools version as a string, or null if one couldn't be found.
/// </summary>
public virtual string GetNewestBuildToolsVersion()
{
var buildToolsPath = GetBuildToolsPath();
if (!Directory.Exists(buildToolsPath))
{
Debug.LogErrorFormat("Failed to locate build-tools path: {0}", buildToolsPath);
return null;
}
var directoryInfo = new DirectoryInfo(buildToolsPath);
var directoryNames = directoryInfo.GetDirectories().Select(dir => dir.Name);
var newestBuildTools = GetNewestVersion(directoryNames);
if (newestBuildTools == null)
{
Debug.LogErrorFormat("Failed to locate newest build-tools: {0}", buildToolsPath);
return null;
}
return newestBuildTools;
}
private string GetBuildToolsPath()
{
return Path.Combine(_androidSdk.RootPath, "build-tools");
}
/// <summary>
/// Returns true if the specified existing version is the same as or newer than the specified minimum version,
/// and false otherwise.
/// </summary>
public static bool IsBuildToolsVersionAtLeast(string existingVersion, string minimumRequiredVersion)
{
return ConvertVersionStringToLong(existingVersion) >= ConvertVersionStringToLong(minimumRequiredVersion);
}
// Visible for testing.
public static string GetNewestVersion(IEnumerable<string> versions)
{
var maxVersionLong = -1L;
string maxVersionString = null;
foreach (var versionString in versions)
{
var versionLong = ConvertVersionStringToLong(versionString);
if (versionLong > maxVersionLong)
{
maxVersionLong = versionLong;
maxVersionString = versionString;
}
}
return maxVersionString;
}
private static long ConvertVersionStringToLong(string versionString)
{
var match = VersionRegex.Match(versionString);
if (!match.Success)
{
return -1L;
}
var versionLong = 0L;
for (var i = 1; i <= 3; i++)
{
var versionComponent = long.Parse(match.Groups[i].Value);
if (versionComponent >= VersionComponentMultiplier)
{
throw new ArgumentException(
string.Format("Component {0} from {1} exceeds the limit.", versionComponent, versionString),
"versionString");
}
versionLong += versionComponent;
// Multiply by a somewhat arbitrary value since major version outweighs minor version.
// This particular arbitrary value supports up to 4 digits per version component.
versionLong *= VersionComponentMultiplier;
}
var releaseCandidateVersionGroup = match.Groups[5];
if (releaseCandidateVersionGroup.Success)
{
var releaseCandidateVersion = long.Parse(releaseCandidateVersionGroup.Value);
if (releaseCandidateVersion >= ReleaseCandidateComponentSubtractor)
{
throw new ArgumentException(
string.Format("rc{0} from {1} exceeds the limit.", releaseCandidateVersion, versionString),
"versionString");
}
// Add the release candidate version, e.g. rc2 is newer than rc1.
versionLong += releaseCandidateVersion;
// But also subtract a little, since any "rc" is earlier than the equivalent release,
// e.g. "28.0.0-rc2" is older than "28.0.0".
versionLong -= ReleaseCandidateComponentSubtractor;
}
return versionLong;
}
}
}

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// Copyright 2018 Google LLC
//
// 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
//
// https://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.
using System;
using System.IO;
using Google.Android.AppBundle.Editor.Internal.AssetPacks;
using UnityEditor;
using UnityEngine;
#if UNITY_2018_1_OR_NEWER
using UnityEditor.Build.Reporting;
#endif
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Indicates the results of an <see cref="AndroidBuilder"/> build. This provides similar information as
/// Task&lt;AndroidBuildReport&gt; without requiring the .NET 4.0 async task API.
/// </summary>
public class AndroidBuildResult
{
/// <summary>
/// Returns true if Android Player build Succeeded, otherwise false.
/// </summary>
public bool Succeeded
{
get { return !Cancelled && ErrorMessage == null; }
}
/// <summary>
/// Returns true if the Android Player build was cancelled before it finished.
/// </summary>
public bool Cancelled { get; internal set; }
/// <summary>
/// If non-null, the build failed and this message may indicate the cause.
/// </summary>
public string ErrorMessage { get; internal set; }
#if UNITY_2018_1_OR_NEWER
/// <summary>
/// Contains the BuildReport generated during the creation of the Android Player.
/// </summary>
public BuildReport Report { get; internal set; }
#endif
}
/// <summary>
/// Provides methods for building an Android app for distribution on Google Play.
/// </summary>
public class AndroidBuilder : IBuildTool
{
// This string is returned by pre-2018.1's BuildPipeline.BuildPlayer() when a build is cancelled.
private const string BuildCancelledMessage = "Building Player was cancelled";
private readonly AndroidSdkPlatform _androidSdkPlatform;
private BuildToolLogger _buildToolLogger;
public AndroidBuilder(AndroidSdkPlatform androidSdkPlatform)
{
_androidSdkPlatform = androidSdkPlatform;
}
// TODO(b/189958664): Needed for 1.x API compatibility. Should be removed with 2.x.
public AndroidBuilder(AndroidSdkPlatform androidSdkPlatform, ApkSigner apkSigner) : this(androidSdkPlatform)
{
}
public virtual bool Initialize(BuildToolLogger buildToolLogger)
{
_buildToolLogger = buildToolLogger;
if (EditorUserBuildSettings.androidBuildSystem != AndroidBuildSystem.Gradle)
{
// We require Gradle builds for APK Signature Scheme V2, which is required for Play Instant on Unity 2017+.
const string message = "This build requires the Gradle Build System.\n\n" +
"Click \"OK\" to change the Android Build System to Gradle.";
if (buildToolLogger.DisplayActionableErrorDialog(message))
{
EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
}
return false;
}
// TODO(b/154937088): remove this check if we add support for exporting a Gradle project.
if (EditorUserBuildSettings.exportAsGoogleAndroidProject)
{
const string message = "This build doesn't support exporting to Android Studio.\n\n" +
"Click \"OK\" to disable exporting a Gradle project.";
if (buildToolLogger.DisplayActionableErrorDialog(message))
{
EditorUserBuildSettings.exportAsGoogleAndroidProject = false;
}
return false;
}
if (BuiltInPadHelper.EditorSupportsPad() && BuiltInPadHelper.ProjectHasAndroidPacks())
{
var message =
"This build method doesn't support .androidpack folders. Assets within those folders will not be included" +
" in the build.";
buildToolLogger.DisplayOptOutDialog(message, "androidPackError");
}
if (PlayerSettings.Android.splitApplicationBinary)
{
string messagePrefix;
if (BuiltInPadHelper.EditorSupportsPad())
{
messagePrefix = "This build method doesn't support Unity's \"Split Application Binary\" option.";
}
else
{
messagePrefix = "This build method doesn't support APK Expansion (OBB) files.";
}
var message = string.Format(
"{0}\n\nLarge games can instead use the " +
"\"{1}\" option available through the \"Google > Android App Bundle > Asset Delivery " +
"Settings\" menu or the AssetPackConfig API's SplitBaseModuleAssets field.\n\n" +
"Click \"OK\" to disable the \"Split Application Binary\" setting.",
messagePrefix,
AssetDeliveryWindow.SeparateAssetsLabel);
if (buildToolLogger.DisplayActionableErrorDialog(message))
{
PlayerSettings.Android.splitApplicationBinary = false;
}
return false;
}
return _androidSdkPlatform.Initialize(buildToolLogger);
}
// TODO(b/189958664): Needed for 1.x API compatibility. Should be removed with 2.x.
public virtual bool BuildAndSign(BuildPlayerOptions buildPlayerOptions)
{
return Build(buildPlayerOptions).Succeeded;
}
/// <summary>
/// Builds an APK or AAB based on the specified options.
/// Displays warning/error dialogs if there are issues during the build.
/// </summary>
public virtual AndroidBuildResult Build(BuildPlayerOptions buildPlayerOptions)
{
if (_buildToolLogger == null)
{
throw new BuildToolNotInitializedException(this);
}
if (buildPlayerOptions.target != BuildTarget.Android)
{
throw new ArgumentException("The build target must be Android.", "buildPlayerOptions");
}
if (buildPlayerOptions.targetGroup != BuildTargetGroup.Android)
{
throw new ArgumentException("The build target group must be Android.", "buildPlayerOptions");
}
// Note: the type of the variable below differs by version. On 2018+ it's BuildReport. On pre-2018 it's
// string: if the string is null, the build was successful, otherwise it's a build error message.
var buildReportOrErrorMessage = BuildPipeline.BuildPlayer(buildPlayerOptions);
var androidBuildResult = GetAndroidBuildResult(buildReportOrErrorMessage);
if (androidBuildResult.Cancelled)
{
// Don't display an error message dialog if the user asked to cancel, just log to the Console.
Debug.Log(BuildCancelledMessage);
return androidBuildResult;
}
if (androidBuildResult.Succeeded && !File.Exists(buildPlayerOptions.locationPathName))
{
// Sometimes the build "succeeds" but the AAB/APK file is missing.
androidBuildResult.ErrorMessage =
string.Format(
"The Android Player file \"{0}\" is missing, possibly because of a late cancellation.",
buildPlayerOptions.locationPathName);
#if UNITY_2018_1_OR_NEWER
androidBuildResult.ErrorMessage += " TotalErrors=" + buildReportOrErrorMessage.summary.totalErrors;
#endif
}
if (androidBuildResult.Succeeded)
{
Debug.Log("Android Player build succeeded");
}
else
{
_buildToolLogger.DisplayErrorDialog(androidBuildResult.ErrorMessage);
}
return androidBuildResult;
}
#if UNITY_2018_1_OR_NEWER
private static AndroidBuildResult GetAndroidBuildResult(BuildReport buildReport)
{
var androidBuildResult = new AndroidBuildResult();
androidBuildResult.Report = buildReport;
switch (buildReport.summary.result)
{
case BuildResult.Succeeded:
// Do nothing.
break;
case BuildResult.Cancelled:
androidBuildResult.Cancelled = true;
break;
case BuildResult.Failed:
androidBuildResult.ErrorMessage =
string.Format("Build failed with {0} error(s)", buildReport.summary.totalErrors);
break;
case BuildResult.Unknown:
androidBuildResult.ErrorMessage = "Build failed with unknown result";
break;
default:
androidBuildResult.ErrorMessage =
"Build failed with unexpected result: " + buildReport.summary.result;
break;
}
return androidBuildResult;
}
#else
private static AndroidBuildResult GetAndroidBuildResult(string errorMessage)
{
var androidBuildResult = new AndroidBuildResult();
if (errorMessage == BuildCancelledMessage)
{
androidBuildResult.Cancelled = true;
}
else if (!string.IsNullOrEmpty(errorMessage))
{
// Assume that a null or empty error message string indicates success.
androidBuildResult.ErrorMessage = errorMessage;
}
return androidBuildResult;
}
#endif
}
}

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// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System.IO;
using Google.Android.AppBundle.Editor.Internal.PlayServices;
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Provides methods for <a href="https://developer.android.com/studio/command-line/adb">adb</a>.
/// </summary>
public class AndroidDebugBridge : IBuildTool
{
private const string AdbName = "adb";
private const string AdbDirectory = "platform-tools";
private readonly AndroidSdk _androidSdk;
private string _adbPath;
/// <summary>
/// Constructor.
/// </summary>
public AndroidDebugBridge(AndroidSdk androidSdk)
{
_androidSdk = androidSdk;
}
public virtual bool Initialize(BuildToolLogger buildToolLogger)
{
if (!_androidSdk.Initialize(buildToolLogger))
{
return false;
}
_adbPath = GetAdbPath();
return _adbPath != null;
}
/// <summary>
/// Launches the default activity in the specified package.
/// Assumes that there is exactly one adb connected device.
/// </summary>
/// <param name="packageName">The name of the package to be launched e.g. "com.package.name".</param>
/// <returns>An error message if the command failed or null if successful.</returns>
public string LaunchApp(string packageName)
{
// Run the Monkey tool restricted to packageName and with 1 event, thereby launching the app.
// See https://developer.android.com/studio/test/monkey.html
return Run("shell monkey -p {0} 1", packageName);
}
/// <summary>
/// Gets the path to the adb executable associated with the androidSdk object passed into Initialize().
/// </summary>
public string GetAdbPath()
{
var adbPath = Path.Combine(_androidSdk.RootPath,
Path.Combine(AdbDirectory, AdbName + CommandLine.GetExecutableExtension()));
if (File.Exists(adbPath))
{
return adbPath;
}
adbPath = CommandLine.FindExecutable(AdbName);
return File.Exists(adbPath) ? adbPath : null;
}
private string Run(string adbCommand, params object[] args)
{
var adbCommandWithArgs = string.Format(adbCommand, args);
var result = CommandLine.Run(_adbPath, adbCommandWithArgs);
return result.exitCode == 0 ? null : result.message;
}
}
}

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fileFormatVersion: 2
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// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Build tool for finding the Android SDK root path.
/// </summary>
public class AndroidSdk : IBuildTool
{
/// <summary>
/// The ANDROID_HOME environment variable key.
/// </summary>
public const string AndroidHomeEnvironmentVariableKey = "ANDROID_HOME";
private const string AndroidNdkHomeEnvironmentVariableKey = "ANDROID_NDK_HOME";
/// <summary>
/// The environment variable key we use when overriding existing Unity editor preferences.
/// We use UNITY_JAVA_HOME instead of JAVA_HOME because Unity will override JAVA_HOME to match it's editor preferences.
/// </summary>
private const string JavaHomeEnvironmentVariableKey = "UNITY_JAVA_HOME";
private const string AndroidSdkRootEditorPrefsKey = "AndroidSdkRoot";
private const string AndroidNdkRootEditorPrefsKey = "AndroidNdkRoot";
private const string JdkPathEditorPrefsKey = "JdkPath";
private const string JdkUseEmbeddedEditorPrefsKey = "JdkUseEmbedded";
private string _androidSdkRoot;
public virtual bool Initialize(BuildToolLogger buildToolLogger)
{
#if !UNITY_2019_3_OR_NEWER
return SetSdkRoot(buildToolLogger, EditorPrefs.GetString(AndroidSdkRootEditorPrefsKey));
#elif UNITY_ANDROID
// Guard with #if UNITY_ANDROID since UnityEditor.Android.Extensions.dll might be unavailable,
// e.g. on a build machine without the Android platform installed.
return SetSdkRoot(buildToolLogger, UnityEditor.Android.AndroidExternalToolsSettings.sdkRootPath);
#else
// This would be an unexpected and hopefully transient error.
if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android)
{
buildToolLogger.DisplayErrorDialog("ActiveBuildTarget disagrees with #if UNITY_ANDROID.");
return false;
}
// Handle the case where the UnityEditor.Android.Extensions.dll file may not be available by requiring that
// Android be the selected platform on 2019.3+.
const string message = "The Build Settings > Platform must be set to Android." +
"\n\nClick \"OK\" to switch the active platform to Android.";
if (buildToolLogger.DisplayActionableErrorDialog(message))
{
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
}
return false;
#endif
}
/// <summary>
/// Returns the AndroidSdkRoot from Unity preferences or from the ANDROID_HOME environment variable.
/// </summary>
public virtual string RootPath
{
get
{
if (_androidSdkRoot == null)
{
throw new BuildToolNotInitializedException(this);
}
return _androidSdkRoot;
}
}
/// <summary>
/// Override the AndroidSdkRoot/AndroidNdkRoot/JdkPath EditorPrefs with corresponding environment variables.
/// This is especially helpful for automated builds where the preferences may not be set.
/// </summary>
public static void OverrideEditorPreferences()
{
#if !UNITY_ANDROID
return;
#elif UNITY_2019_3_OR_NEWER
OverrideEditorPreference(AndroidHomeEnvironmentVariableKey,
() => UnityEditor.Android.AndroidExternalToolsSettings.sdkRootPath,
v => { UnityEditor.Android.AndroidExternalToolsSettings.sdkRootPath = v; });
OverrideEditorPreference(AndroidNdkHomeEnvironmentVariableKey,
() => UnityEditor.Android.AndroidExternalToolsSettings.ndkRootPath,
v => { UnityEditor.Android.AndroidExternalToolsSettings.ndkRootPath = v; });
OverrideEditorPreference(JavaHomeEnvironmentVariableKey,
() => UnityEditor.Android.AndroidExternalToolsSettings.jdkRootPath,
v => { UnityEditor.Android.AndroidExternalToolsSettings.jdkRootPath = v; });
#else
OverrideEditorPreference(AndroidHomeEnvironmentVariableKey,
() => EditorPrefs.GetString(AndroidSdkRootEditorPrefsKey),
v => { EditorPrefs.SetString(AndroidSdkRootEditorPrefsKey, v); });
OverrideEditorPreference(AndroidNdkHomeEnvironmentVariableKey,
() => EditorPrefs.GetString(AndroidNdkRootEditorPrefsKey),
v => { EditorPrefs.SetString(AndroidNdkRootEditorPrefsKey, v); });
OverrideEditorPreference(JavaHomeEnvironmentVariableKey,
() => EditorPrefs.GetString(JdkPathEditorPrefsKey),
v => { EditorPrefs.SetString(JdkPathEditorPrefsKey, v); });
// Older versions of Unity have an additional boolean preference that must be disabled.
// Otherwise, Unity will use the JDK installed with the editor instead of the path we set in EditorPrefs.
EditorPrefs.SetInt(JdkUseEmbeddedEditorPrefsKey, 0);
#endif
}
// TODO(b/189958664): Move this to a helper class and move the JDK portion of OverrideEditorPreferences into JavaUtils.
private static void OverrideEditorPreference(
string environmentVariableKey, Func<string> getPreference, Action<string> setPreference)
{
var environmentVariableValue = Environment.GetEnvironmentVariable(environmentVariableKey);
var existingPreferenceValue = getPreference();
Debug.LogFormat("Existing preference for {0} is \"{1}\"", environmentVariableKey, existingPreferenceValue);
if (environmentVariableValue == existingPreferenceValue)
{
// Nothing to do.
return;
}
if (string.IsNullOrEmpty(environmentVariableValue))
{
Debug.LogWarningFormat("Skipping empty environment variable: {0}", environmentVariableKey);
}
else
{
Debug.LogFormat("Setting preference for {0} to {1}", environmentVariableKey, environmentVariableValue);
setPreference(environmentVariableValue);
}
}
private bool SetSdkRoot(BuildToolLogger buildToolLogger, string sdkPath)
{
if (string.IsNullOrEmpty(sdkPath))
{
sdkPath = Environment.GetEnvironmentVariable(AndroidHomeEnvironmentVariableKey);
}
if (!Directory.Exists(sdkPath))
{
buildToolLogger.DisplayErrorDialog(
"Failed to locate the Android SDK. Check Preferences -> External Tools to set the path.");
return false;
}
_androidSdkRoot = sdkPath;
return true;
}
}
}

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// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System;
using System.IO;
using System.Text.RegularExpressions;
using Google.Android.AppBundle.Editor.Internal.Utils;
using UnityEditor;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Build tool for discovering Android SDK Platform versions.
/// </summary>
public class AndroidSdkPlatform : IBuildTool
{
// The minimum Android target SDK version supported by Google Play is described here:
// https://support.google.com/googleplay/android-developer/answer/113469#targetsdk
private const int MinimumVersion = 30;
private const int LatestVersion = 31;
private static readonly Regex PlatformVersionRegex = RegexHelper.CreateCompiled(@"^android-(\d+)$");
private readonly AndroidSdk _androidSdk;
public AndroidSdkPlatform(AndroidSdk androidSdk)
{
_androidSdk = androidSdk;
}
public virtual bool Initialize(BuildToolLogger buildToolLogger)
{
if (!_androidSdk.Initialize(buildToolLogger))
{
return false;
}
// If targetSdkVersion is higher than the MinimumVersion, we skip verifying the newest version,
// and instead trust that Unity will install it at build time if it isn't already available.
var targetSdkVersion = PlayerSettings.Android.targetSdkVersion;
if ((int)targetSdkVersion >= MinimumVersion)
{
return true;
}
string ignoredPath;
var newestVersion = GetNewestVersionAndPath(out ignoredPath);
if (newestVersion == null)
{
// Being unable to find any existing SDK may indicate a config issue, so don't try to install a new SDK.
buildToolLogger.DisplayErrorDialog(
"Failed to locate any Android SDK Platform version. Check that the Android SDK specified "
+ "through Preferences -> External Tools has at least one Android SDK Platform installed.");
return false;
}
if (newestVersion < MinimumVersion)
{
var installedVersionMessage = string.Format(
"The highest installed Android API Level is {0}, however version {1} is the minimum "
+ "required to build for Google Play.\n\nClick \"OK\" to install Android API Level {2}.",
newestVersion, MinimumVersion, LatestVersion);
if (buildToolLogger.DisplayActionableErrorDialog(installedVersionMessage))
{
// Note: this install can be slow, but it's not clear that it's any slower through Unity.
AndroidSdkPackageInstaller.InstallPackage(
string.Format("platforms;android-{0}", LatestVersion),
string.Format("Android SDK Platform {0}", LatestVersion),
_androidSdk.RootPath);
}
return false;
}
if (targetSdkVersion == AndroidSdkVersions.AndroidApiLevelAuto)
{
return true;
}
var selectedVersionMessage = string.Format(
"The currently selected Android Target API Level is {0}, however version {1} is the minimum "
+ "required to build for Google Play.\n\nClick \"OK\" to change the Target API Level to "
+ "\"Automatic (highest installed)\", which is currently {2}.",
(int)targetSdkVersion, MinimumVersion, newestVersion);
if (buildToolLogger.DisplayActionableErrorDialog(selectedVersionMessage))
{
PlayerSettings.Android.targetSdkVersion = AndroidSdkVersions.AndroidApiLevelAuto;
}
return false;
}
/// <summary>
/// Returns the path to the newest installed version of the Android SDK Platform, or null if it isn't found.
/// </summary>
public virtual string GetNewestAndroidSdkPlatformPath()
{
string newestPlatformPath;
GetNewestVersionAndPath(out newestPlatformPath);
return newestPlatformPath;
}
private int? GetNewestVersionAndPath(out string newestPlatformPath)
{
newestPlatformPath = null;
var platformsPath = Path.Combine(_androidSdk.RootPath, "platforms");
var platformsDirectoryInfo = new DirectoryInfo(platformsPath);
if (!platformsDirectoryInfo.Exists)
{
Debug.LogErrorFormat("Unable to locate Android SDK platforms directory: {0}", platformsPath);
return null;
}
int? newestPlatformVersion = null;
DirectoryInfo newestPlatformDirectory = null;
foreach (var platformDirectory in platformsDirectoryInfo.GetDirectories())
{
var match = PlatformVersionRegex.Match(platformDirectory.Name);
if (!match.Success)
{
continue;
}
var platformVersionString = match.Groups[1].Value;
var platformVersion = int.Parse(platformVersionString);
newestPlatformVersion = Math.Max(platformVersion, newestPlatformVersion ?? -1);
if (platformVersion == newestPlatformVersion)
{
newestPlatformDirectory = platformDirectory;
}
}
if (newestPlatformDirectory == null)
{
Debug.LogErrorFormat("Unable to locate newest Android SDK platform in directory: {0}", platformsPath);
return null;
}
newestPlatformPath = newestPlatformDirectory.FullName;
return newestPlatformVersion;
}
}
}

View File

@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 36e42f83ed7a745ea9e4f4166d786141
timeCreated: 1556910452
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,36 @@
// Copyright 2018 Google LLC
//
// 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
//
// https://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.
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Provided methods on 2017.4 and earlier that call the Android SDK build tool "apksigner" to verify whether an APK
/// complies with <a href="https://source.android.com/security/apksigning/v2">APK Signature Scheme V2</a>.
/// </summary>
// TODO(b/189958664): Needed for 1.x API compatibility. Should be removed with 2.x.
public class ApkSigner : IBuildTool
{
/// <summary>
/// Constructor.
/// </summary>
public ApkSigner(AndroidBuildTools androidBuildTools, JavaUtils javaUtils)
{
}
public virtual bool Initialize(BuildToolLogger buildToolLogger)
{
return true;
}
}
}

View File

@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 960e36d9911aa4011958de1e7407757d
timeCreated: 1556916021
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,992 @@
// Copyright 2018 Google LLC
//
// 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
//
// https://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.
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Xml.Linq;
using Google.Android.AppBundle.Editor.Internal.AndroidManifest;
using Google.Android.AppBundle.Editor.Internal.AssetPacks;
using Google.Android.AppBundle.Editor.Internal.Config;
using Google.Android.AppBundle.Editor.Internal.Utils;
using UnityEditor;
using UnityEngine;
#if UNITY_2018_4_OR_NEWER && !NET_LEGACY
using System.Threading.Tasks;
#endif
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Helper to build an Android App Bundle file on Unity.
/// </summary>
public class AppBundleBuilder : IBuildTool
{
public delegate void PostBuildCallback(string finishedAabFilePath);
/// <summary>
/// Status for coordinating between the background thread and main thread on async builds.
/// </summary>
private enum BuildStatus
{
Running,
Failing,
Succeeding,
Halted
}
private const string AndroidManifestFileName = "AndroidManifest.xml";
private const string AssetsDirectoryName = "assets";
private const string BundleMetadataDirectoryName = "BUNDLE-METADATA";
private const string ManifestDirectoryName = "manifest";
private const string RequiredDirectoryName = "assets/bin/Data/Managed";
private const string ResourceTableFileName = "resources.pb";
private const float ProgressCreateBaseModule = 0.3f;
private const float ProgressProcessModules = 0.5f;
private const float ProgressRunBundletool = 0.7f;
private const int ProgressBarWaitHandleTimeoutMs = 100;
// For simplicity we use the same filename when building an APK or an AAB.
// Note: AAB builds fail if we use a .apk file extension, but APK builds can use any extension.
private const string AndroidPlayerFileName = "tmp.aab";
private const string AndroidPlayerFilePrefix = "tmp";
/// <summary>
/// The folder where to store the asset pack, inside the "assets" folder of an Android App Bundle module.
/// This intermediate folder name can be suffixed with a texture compression format targeting (e.g: #tcf_astc),
/// which will be stripped out by bundletool.
/// </summary>
private const string AssetPackFolder = "assetpack";
private readonly AndroidAssetPackagingTool _androidAssetPackagingTool;
private readonly AndroidBuilder _androidBuilder;
private readonly BundletoolHelper _bundletool;
private readonly JarSigner _jarSigner;
private readonly string _workingDirectoryPath;
private readonly ZipUtils _zipUtils;
private volatile BuildStatus _buildStatus = BuildStatus.Running;
private volatile string _progressBarMessage = "";
private volatile float _progressBarProgress;
private volatile string _buildErrorMessage;
private volatile string _finishedAabFilePath;
private volatile bool _canceled;
private Thread _backgroundThread;
private EventWaitHandle _progressBarWaitHandle;
private AndroidSdkVersions _minSdkVersion;
private string _packageName;
private int _versionCode;
private string _versionName;
private PostBuildCallback _createBundleAsyncOnSuccess = delegate { };
private IEnumerable<IAssetPackManifestTransformer> _assetPackManifestTransformers;
/// <summary>
/// Constructor.
/// </summary>
public AppBundleBuilder(
AndroidAssetPackagingTool androidAssetPackagingTool,
AndroidBuilder androidBuilder,
BundletoolHelper bundletool,
JarSigner jarSigner,
string workingDirectoryPath,
ZipUtils zipUtils)
{
_androidAssetPackagingTool = androidAssetPackagingTool;
_androidBuilder = androidBuilder;
_bundletool = bundletool;
_jarSigner = jarSigner;
_workingDirectoryPath = workingDirectoryPath;
_zipUtils = zipUtils;
}
public virtual bool Initialize(BuildToolLogger buildToolLogger)
{
// Cache information that is only accessible from the main thread.
_minSdkVersion = PlayerSettings.Android.minSdkVersion;
_packageName = PlayerSettings.GetApplicationIdentifier(BuildTargetGroup.Android);
_versionCode = PlayerSettings.Android.bundleVersionCode;
_versionName = PlayerSettings.bundleVersion;
_assetPackManifestTransformers = AssetPackManifestTransformerRegistry.Registry.ConstructInstances();
var initializedManifestTransformers = true;
foreach (var transformer in _assetPackManifestTransformers)
{
initializedManifestTransformers &= transformer.Initialize(buildToolLogger);
}
return CheckUnityVersion(buildToolLogger)
&& initializedManifestTransformers
&& _androidAssetPackagingTool.Initialize(buildToolLogger)
&& _androidBuilder.Initialize(buildToolLogger)
&& _jarSigner.Initialize(buildToolLogger)
&& _bundletool.Initialize(buildToolLogger)
&& _zipUtils.Initialize(buildToolLogger);
}
public string WorkingDirectoryPath
{
get { return _workingDirectoryPath; }
}
private string AndroidPlayerFilePath
{
get { return Path.Combine(_workingDirectoryPath, AndroidPlayerFileName); }
}
/// <summary>
/// Builds an Android Player with the specified options.
/// Note: the specified <see cref="BuildPlayerOptions.locationPathName"/> field is ignored and the
/// Android Player is written to a temporary file.
/// </summary>
public virtual AndroidBuildResult BuildAndroidPlayer(BuildPlayerOptions buildPlayerOptions)
{
var workingDirectory = new DirectoryInfo(_workingDirectoryPath);
if (workingDirectory.Exists)
{
workingDirectory.Delete(true);
}
workingDirectory.Create();
EditorUserBuildSettings.buildAppBundle = true;
Debug.LogFormat("Building Android Player: {0}", AndroidPlayerFilePath);
// This Android Player is an intermediate build artifact, so use a temporary path for the output file path.
var updatedBuildPlayerOptions = new BuildPlayerOptions
{
assetBundleManifestPath = buildPlayerOptions.assetBundleManifestPath,
locationPathName = AndroidPlayerFilePath,
options = buildPlayerOptions.options,
scenes = buildPlayerOptions.scenes,
target = buildPlayerOptions.target,
targetGroup = buildPlayerOptions.targetGroup
};
// Do not use BuildAndSign since this signature won't be used.
return _androidBuilder.Build(updatedBuildPlayerOptions);
}
/// <summary>
/// Synchronously builds an AAB given the specified options and existing Android Player on disk.
/// </summary>
/// <returns>An error message if there was an error, or null if successful.</returns>
public string CreateBundle(CreateBundleOptions options)
{
if (_buildStatus != BuildStatus.Running)
{
throw new Exception("Unexpected call to CreateBundle() with status: " + _buildStatus);
}
var moduleDirectoryList = new List<DirectoryInfo>();
var workingDirectory = new DirectoryInfo(_workingDirectoryPath);
var error = CreateAssetModules(moduleDirectoryList, options.AssetPackConfig, workingDirectory);
if (error != null)
{
return error;
}
IList<string> bundleMetadata;
error = CreateBaseModules(moduleDirectoryList, options, workingDirectory, out bundleMetadata);
if (error != null)
{
return error;
}
error = CreateBundle(moduleDirectoryList, options, bundleMetadata);
if (error != null)
{
return error;
}
Debug.LogFormat("Finished building app bundle: {0}", options.AabFilePath);
_finishedAabFilePath = options.AabFilePath;
_buildStatus = BuildStatus.Succeeding;
return null;
}
/// <summary>
/// Asynchronously builds an AAB at the specified path.
/// </summary>
/// <param name="aabFilePath">The AAB output file path.</param>
/// <param name="assetPackConfig">Asset packs to include in the AAB.</param>
/// <param name="onSuccess">
/// Callback that fires with the final aab file location, when the bundle creation succeeds.
/// </param>
public void CreateBundleAsync(CreateBundleOptions options, PostBuildCallback onSuccess)
{
// Copy the AssetPackConfig before leaving the main thread in case the original is modified later.
options.AssetPackConfig = SerializationHelper.DeepCopy(options.AssetPackConfig);
_createBundleAsyncOnSuccess = onSuccess;
StartCreateBundleAsync(() =>
{
try
{
CreateBundle(options);
}
catch (ThreadAbortException ex)
{
if (!_canceled)
{
// Unexpected ThreadAbortException.
DisplayBuildError("Exception", ex.ToString());
}
}
catch (Exception ex)
{
// Catch and display exceptions since they may otherwise be undetected on a background thread.
DisplayBuildError("Exception", ex.ToString());
}
});
}
#if UNITY_2018_4_OR_NEWER && !NET_LEGACY
/// <summary>
/// Synchronously builds an Android Player and then produces a final AAB synchronously or asynchronously,
/// as specified.
/// </summary>
/// <param name="androidBuildOptions">Options indicating how to build the AAB, including asset packs.</param>
/// <returns>An async task that provides an AndroidBuildReport.</returns>
public async Task<AndroidBuildReport> CreateBundleWithTask(AndroidBuildOptions androidBuildOptions)
{
var taskCompletionSource = new TaskCompletionSource<AndroidBuildReport>();
var androidBuildResult = BuildAndroidPlayer(androidBuildOptions.BuildPlayerOptions);
if (androidBuildResult.Cancelled)
{
taskCompletionSource.SetCanceled();
return await taskCompletionSource.Task;
}
var androidBuildReport = new AndroidBuildReport(androidBuildResult.Report);
if (androidBuildResult.ErrorMessage != null)
{
taskCompletionSource.SetException(
new AndroidBuildException(androidBuildResult.ErrorMessage, androidBuildReport));
return await taskCompletionSource.Task;
}
var createBundleOptions = new CreateBundleOptions
{
AabFilePath = androidBuildOptions.BuildPlayerOptions.locationPathName,
AssetPackConfig = androidBuildOptions.AssetPackConfig ?? new AssetPackConfig(),
CompressionOptions = androidBuildOptions.CompressionOptions
};
if (androidBuildOptions.ForceSingleThreadedBuild || Application.isBatchMode)
{
CreateBundleInternal(
taskCompletionSource,
() => CreateBundle(createBundleOptions),
androidBuildReport,
androidBuildReport);
}
else
{
// Copy the AssetPackConfig while still on the main thread in case the original is modified later.
createBundleOptions.AssetPackConfig = SerializationHelper.DeepCopy(createBundleOptions.AssetPackConfig);
StartCreateBundleAsync(() =>
{
CreateBundleInternal(
taskCompletionSource,
() => CreateBundle(createBundleOptions),
androidBuildReport,
androidBuildReport);
});
}
return await taskCompletionSource.Task;
}
/// <summary>
/// Builds an Android App Bundle containing only asset packs.
/// </summary>
public async Task CreateAssetOnlyBundle(AssetOnlyBuildOptions assetOnlyBuildOptions)
{
var assetOnlyOptions = new AssetOnlyOptions
{
AppVersions = new List<long>(assetOnlyBuildOptions.AppVersions),
AssetVersionTag = assetOnlyBuildOptions.AssetVersionTag
};
var createBundleOptions = new CreateBundleOptions
{
AabFilePath = assetOnlyBuildOptions.LocationPathName,
AssetPackConfig = SerializationHelper.DeepCopy(assetOnlyBuildOptions.AssetPackConfig),
AssetOnlyOptions = assetOnlyOptions
};
var completionSource = new TaskCompletionSource<bool>();
if (assetOnlyBuildOptions.ForceSingleThreadedBuild || Application.isBatchMode)
{
CreateBundleInternal(
completionSource,
() => CreateAssetOnlyBundle(createBundleOptions),
true);
}
else
{
StartCreateBundleAsync(() =>
{
CreateBundleInternal(
completionSource,
() => CreateAssetOnlyBundle(createBundleOptions),
true);
});
}
await completionSource.Task;
}
private string CreateAssetOnlyBundle(CreateBundleOptions options)
{
if (_buildStatus != BuildStatus.Running)
{
throw new Exception("Unexpected call to CreateAssetOnlyBundle() with status: " + _buildStatus);
}
var moduleDirectoryList = new List<DirectoryInfo>();
var workingDirectory = new DirectoryInfo(_workingDirectoryPath);
var error = CreateAssetModules(moduleDirectoryList, options.AssetPackConfig, workingDirectory);
if (error != null)
{
return error;
}
error = CreateBundle(moduleDirectoryList, options);
if (error != null)
{
return error;
}
Debug.LogFormat("Finished building asset-only app bundle: {0}", options.AabFilePath);
_finishedAabFilePath = options.AabFilePath;
_buildStatus = BuildStatus.Succeeding;
return null;
}
private void CreateBundleInternal<T>(
TaskCompletionSource<T> taskCompletionSource,
Func<string> createBundleFunc,
T successResult,
AndroidBuildReport androidBuildReport = null)
{
try
{
var errorMessage = createBundleFunc.Invoke();
if (errorMessage == null)
{
taskCompletionSource.SetResult(successResult);
}
else
{
// Already logged.
taskCompletionSource.SetException(new AndroidBuildException(errorMessage, androidBuildReport));
}
}
catch (ThreadAbortException ex)
{
if (_canceled)
{
taskCompletionSource.SetCanceled();
}
else
{
// Unexpected ThreadAbortException.
taskCompletionSource.SetException(new AndroidBuildException(ex, androidBuildReport));
DisplayBuildError("Exception", ex.ToString());
}
}
catch (Exception ex)
{
taskCompletionSource.SetException(new AndroidBuildException(ex, androidBuildReport));
DisplayBuildError("Exception", ex.ToString());
}
}
#endif
private string CreateBaseModules(IList<DirectoryInfo> moduleDirectoryList, CreateBundleOptions options,
DirectoryInfo workingDirectory, out IList<string> bundleMetadata)
{
// Create base module directory.
bundleMetadata = new List<string>();
var baseDirectory = workingDirectory.CreateSubdirectory(AndroidAppBundle.BaseModuleName);
var baseErrorMessage = CreateBaseModule(baseDirectory, out bundleMetadata);
if (baseErrorMessage != null)
{
// Already displayed the error.
return baseErrorMessage;
}
moduleDirectoryList.Add(baseDirectory);
if (options.AssetPackConfig.SplitBaseModuleAssets)
{
// Move assets from base module directory to the separate module's directory.
var splitBaseDirectory = workingDirectory.CreateSubdirectory(AndroidAppBundle.BaseAssetsModuleName);
var splitBaseErrorMessage = CreateSplitBaseModule(baseDirectory, splitBaseDirectory);
if (splitBaseErrorMessage != null)
{
// Already displayed the error.
return splitBaseErrorMessage;
}
moduleDirectoryList.Add(splitBaseDirectory);
}
return null;
}
private string CreateAssetModules(IList<DirectoryInfo> moduleDirectoryList, AssetPackConfig assetPackConfig,
DirectoryInfo workingDirectory)
{
// Create asset pack module directories.
var index = 0;
var assetPacks = assetPackConfig.DeliveredAssetPacks;
foreach (var entry in assetPacks)
{
DisplayProgress(
string.Format("Processing asset pack {0} of {1}", index + 1, assetPacks.Count),
Mathf.Lerp(0.1f, ProgressCreateBaseModule, (float)index / assetPacks.Count));
index++;
var assetPackName = entry.Key;
var assetPack = entry.Value;
var assetPackDirectoryInfo = workingDirectory.CreateSubdirectory(assetPackName);
var assetPackErrorMessage = CreateAssetPackModule(assetPackName, assetPack, assetPackDirectoryInfo);
if (assetPackErrorMessage != null)
{
// Already displayed the error.
return assetPackErrorMessage;
}
moduleDirectoryList.Add(assetPackDirectoryInfo);
}
return null;
}
private string CreateBundle(List<DirectoryInfo> moduleDirectoryList, CreateBundleOptions options,
IList<string> bundleMetadata = null)
{
// Create a ZIP file for each module directory.
var moduleFiles = new List<string>();
var numModules = moduleDirectoryList.Count;
for (var i = 0; i < numModules; i++)
{
if (numModules == 1)
{
DisplayProgress("Processing base module", ProgressProcessModules);
}
else
{
DisplayProgress(
string.Format("Processing module {0} of {1}", i + 1, numModules),
Mathf.Lerp(ProgressProcessModules, ProgressRunBundletool, (float)i / numModules));
}
var moduleDirectoryInfo = moduleDirectoryList[i];
var destinationDirectoryInfo = GetDestinationSubdirectory(moduleDirectoryInfo);
// Create ZIP file path, for example /path/to/files/base becomes /path/to/files/base/base.zip
var zipFilePath = Path.Combine(moduleDirectoryInfo.FullName, moduleDirectoryInfo.Name + ".zip");
var zipErrorMessage = _zipUtils.CreateZipFile(zipFilePath, destinationDirectoryInfo.FullName, ".");
if (zipErrorMessage != null)
{
return DisplayBuildError("Zip creation", zipErrorMessage);
}
moduleFiles.Add(zipFilePath);
}
if (bundleMetadata == null)
{
bundleMetadata = new List<string>();
}
DisplayProgress("Running bundletool", ProgressRunBundletool);
var configParams = CreateBuildBundleConfigParams(options);
var buildBundleErrorMessage =
_bundletool.BuildBundle(options.AabFilePath, moduleFiles, bundleMetadata, configParams);
if (buildBundleErrorMessage != null)
{
return DisplayBuildError("Bundletool", buildBundleErrorMessage);
}
// Only sign the .aab if a custom keystore is configured.
if (_jarSigner.UseCustomKeystore)
{
DisplayProgress("Signing bundle", 0.9f);
var signingErrorMessage = _jarSigner.Sign(options.AabFilePath);
if (signingErrorMessage != null)
{
Debug.LogError("Failed to sign");
return DisplayBuildError("Signing", signingErrorMessage);
}
}
else
{
Debug.LogFormat("Skipped signing since a Custom Keystore isn't configured in Android Player Settings");
}
MoveSymbolsZipFile(options.AabFilePath);
return null;
}
private BundletoolHelper.BuildBundleConfigParams CreateBuildBundleConfigParams(CreateBundleOptions options)
{
var configParams = new BundletoolHelper.BuildBundleConfigParams
{
defaultTcfSuffix = TextureTargetingTools.GetBundleToolTextureCompressionFormatName(
options.AssetPackConfig.DefaultTextureCompressionFormat),
defaultDeviceTier =
DeviceTierTargetingTools.GetBundleToolDeviceTierFormatName(
options.AssetPackConfig.DefaultDeviceTier),
minSdkVersion = _minSdkVersion,
compressionOptions = options.CompressionOptions ?? new CompressionOptions(),
containsInstallTimeAssetPack = options.AssetPackConfig.SplitBaseModuleAssets
};
var assetPacks = options.AssetPackConfig.DeliveredAssetPacks;
foreach (var entry in assetPacks)
{
var assetPackName = entry.Key;
var assetPack = entry.Value;
configParams.enableTcfTargeting |= assetPack.CompressionFormatToAssetBundleFilePath != null;
configParams.enableTcfTargeting |= assetPack.CompressionFormatToAssetPackDirectoryPath != null;
configParams.enableDeviceTierTargeting |= assetPack.DeviceTierToAssetBundleFilePath != null;
configParams.enableDeviceTierTargeting |= assetPack.DeviceTierToAssetPackDirectoryPath != null;
configParams.containsInstallTimeAssetPack |=
assetPack.DeliveryMode == AssetPackDeliveryMode.InstallTime;
}
configParams.containsInstallTimeAssetPack |= options.AssetPackConfig.SplitBaseModuleAssets;
configParams.assetOnlyOptions = options.AssetOnlyOptions;
return configParams;
}
private void StartCreateBundleAsync(ThreadStart threadStart)
{
_progressBarWaitHandle = new EventWaitHandle(false, EventResetMode.AutoReset);
EditorApplication.update += HandleUpdate;
_backgroundThread = new Thread(threadStart);
_backgroundThread.Name = "AppBundle";
_backgroundThread.Start();
}
// Handler for EditorApplication.update callbacks on the main thread.
private void HandleUpdate()
{
switch (_buildStatus)
{
case BuildStatus.Running:
// Checking for task cancellation during EditorApplication.update is much more responsive
// than only calling DisplayCancelableProgressBar() when the message changes.
if (EditorUtility.DisplayCancelableProgressBar(
"Building App Bundle", _progressBarMessage, _progressBarProgress))
{
Debug.Log("Cancelling app bundle build...");
EditorUtility.ClearProgressBar();
_canceled = true;
_backgroundThread.Abort();
_buildStatus = BuildStatus.Halted;
}
// Signal the background thread that we've handled an update since DisplayProgress() was called.
_progressBarWaitHandle.Set();
break;
case BuildStatus.Failing:
EditorUtility.ClearProgressBar();
EditorUtility.DisplayDialog(
BuildToolLogger.BuildErrorTitle, _buildErrorMessage, WindowUtils.OkButtonText);
_buildStatus = BuildStatus.Halted;
break;
case BuildStatus.Succeeding:
EditorUtility.ClearProgressBar();
_buildStatus = BuildStatus.Halted;
_createBundleAsyncOnSuccess(_finishedAabFilePath);
break;
case BuildStatus.Halted:
_progressBarWaitHandle.Close();
EditorApplication.update -= HandleUpdate;
break;
default:
throw new Exception("Unexpected BuildStatus: " + _buildStatus);
}
}
private string CreateAssetPackModule(
string assetPackName, AssetPack assetPack, DirectoryInfo assetPackDirectoryInfo)
{
var aaptErrorMessage =
CreateAssetPackWithManifest(assetPackDirectoryInfo, assetPackName, assetPack.DeliveryMode);
if (aaptErrorMessage != null)
{
// Already displayed the error.
return aaptErrorMessage;
}
// Copy all assets to an "assets" subdirectory in the destination folder.
var destinationAssetsDirectory =
GetDestinationSubdirectory(assetPackDirectoryInfo).CreateSubdirectory(AssetsDirectoryName);
if (assetPack.AssetBundleFilePath != null)
{
// Copy AssetBundle files into the module's "assets" folder, inside an "assetpack" folder.
var outputDirectory = destinationAssetsDirectory.CreateSubdirectory(AssetPackFolder).FullName;
File.Copy(assetPack.AssetBundleFilePath, Path.Combine(outputDirectory, assetPackName));
}
else if (assetPack.CompressionFormatToAssetBundleFilePath != null)
{
// Copy the AssetBundle files into the module's "assets" folder, inside an "assetpack#tcf_xxx" folder.
foreach (var compressionAndFilePath in assetPack.CompressionFormatToAssetBundleFilePath)
{
var targetedAssetsFolderName =
AssetPackFolder + TextureTargetingTools.GetTargetingSuffix(compressionAndFilePath.Key);
var outputDirectory = destinationAssetsDirectory.CreateSubdirectory(targetedAssetsFolderName);
File.Copy(compressionAndFilePath.Value, Path.Combine(outputDirectory.FullName, assetPackName));
}
}
else if (assetPack.DeviceTierToAssetBundleFilePath != null)
{
// Copy the AssetBundle files into the module's "assets" folder, inside an "assetpack#tier_xxx" folder.
foreach (var deviceTierAndFilePath in assetPack.DeviceTierToAssetBundleFilePath)
{
var targetedAssetsFolderName =
AssetPackFolder + DeviceTierTargetingTools.GetTargetingSuffix(deviceTierAndFilePath.Key);
var outputDirectory = destinationAssetsDirectory.CreateSubdirectory(targetedAssetsFolderName);
File.Copy(deviceTierAndFilePath.Value, Path.Combine(outputDirectory.FullName, assetPackName));
}
}
else if (assetPack.AssetPackDirectoryPath != null)
{
var sourceAssetsDirectory = new DirectoryInfo(assetPack.AssetPackDirectoryPath);
if (!sourceAssetsDirectory.Exists)
{
// TODO: check this earlier.
return DisplayBuildError("Missing directory for " + assetPackName, sourceAssetsDirectory.FullName);
}
// Copy asset pack files into the module's "assets" folder, inside an "assetpack" folder.
var outputDirectory = destinationAssetsDirectory.CreateSubdirectory(AssetPackFolder);
CopyFilesRecursively(sourceAssetsDirectory, outputDirectory);
}
else if (assetPack.CompressionFormatToAssetPackDirectoryPath != null)
{
// Copy asset pack files into the module's "assets" folder, inside an "assetpack#tcf_xxx" folder.
foreach (var compressionAndDirectoryPath in assetPack.CompressionFormatToAssetPackDirectoryPath)
{
var sourceAssetsDirectory = new DirectoryInfo(compressionAndDirectoryPath.Value);
if (!sourceAssetsDirectory.Exists)
{
// TODO: check this earlier.
return DisplayBuildError(
"Missing directory for " + assetPackName, sourceAssetsDirectory.FullName);
}
var targetedAssetsFolderName =
AssetPackFolder + TextureTargetingTools.GetTargetingSuffix(compressionAndDirectoryPath.Key);
var outputDirectory = destinationAssetsDirectory.CreateSubdirectory(targetedAssetsFolderName);
CopyFilesRecursively(sourceAssetsDirectory, outputDirectory);
}
}
else if (assetPack.DeviceTierToAssetPackDirectoryPath != null)
{
// Copy asset pack files into the module's "assets" folder, inside an "assetpack#tier_xxx" folder.
foreach (var deviceTierAndDirectoryPath in assetPack.DeviceTierToAssetPackDirectoryPath)
{
var sourceAssetsDirectory = new DirectoryInfo(deviceTierAndDirectoryPath.Value);
if (!sourceAssetsDirectory.Exists)
{
// TODO: check this earlier.
return DisplayBuildError("Missing directory for " + assetPackName,
sourceAssetsDirectory.FullName);
}
var targetedAssetsFolderName =
AssetPackFolder + DeviceTierTargetingTools.GetTargetingSuffix(deviceTierAndDirectoryPath.Key);
var outputDirectory = destinationAssetsDirectory.CreateSubdirectory(targetedAssetsFolderName);
CopyFilesRecursively(sourceAssetsDirectory, outputDirectory);
}
}
else
{
throw new InvalidOperationException("Missing asset pack files: " + assetPackName);
}
return null;
}
private void MoveSymbolsZipFile(string aabFilePath)
{
var outputDirectoryPath = Path.GetDirectoryName(aabFilePath);
if (_workingDirectoryPath == outputDirectoryPath)
{
// If the temporary player file and final output file are in the same directory, don't move the symbols.
// (This is likely a Build & Run.)
return;
}
var symbolsFilePath = Path.Combine(_workingDirectoryPath, GetSymbolsFileName(AndroidPlayerFilePrefix));
if (!File.Exists(symbolsFilePath))
{
// The file won't exist for Mono builds or if EditorUserBuildSettings.androidCreateSymbolsZip is false.
return;
}
var outputSymbolsFileName = GetSymbolsFileName(Path.GetFileNameWithoutExtension(aabFilePath));
var outputSymbolsFilePath = Path.Combine(outputDirectoryPath, outputSymbolsFileName);
if (File.Exists(outputSymbolsFilePath))
{
// If the symbols file already exists, we need to delete it first.
File.Delete(outputSymbolsFilePath);
}
File.Move(symbolsFilePath, outputSymbolsFilePath);
}
private string GetSymbolsFileName(string prefix)
{
return string.Format("{0}-{1}-v{2}.symbols.zip", prefix, _versionName, _versionCode);
}
private static void CopyFilesRecursively(DirectoryInfo sourceDirectory, DirectoryInfo destinationDirectory)
{
foreach (var sourceSubdirectory in sourceDirectory.GetDirectories())
{
var destinationSubdirectory = destinationDirectory.CreateSubdirectory(sourceSubdirectory.Name);
CopyFilesRecursively(sourceSubdirectory, destinationSubdirectory);
}
foreach (var file in sourceDirectory.GetFiles())
{
file.CopyTo(Path.Combine(destinationDirectory.FullName, file.Name), false);
}
}
private XDocument CreateAssetPackManifestXDocument(string packName, AssetPackDeliveryMode deliveryMode)
{
if (_assetPackManifestTransformers == null)
{
throw new BuildToolNotInitializedException(this);
}
var doc = AssetPackManifestHelper.CreateAssetPackManifestXDocument(
_packageName,
packName,
deliveryMode);
foreach (var transformer in _assetPackManifestTransformers)
{
var error = transformer.Transform(doc);
if (!string.IsNullOrEmpty(error))
{
DisplayBuildError("AndroidManifest configuration", error);
break;
}
}
return doc;
}
private string CreateBaseModule(DirectoryInfo baseWorkingDirectory, out IList<string> bundleMetadata)
{
DisplayProgress("Creating base module", ProgressCreateBaseModule);
var sourceDirectoryInfo = baseWorkingDirectory.CreateSubdirectory("source");
var unzipErrorMessage = _zipUtils.UnzipFile(AndroidPlayerFilePath, sourceDirectoryInfo.FullName);
if (unzipErrorMessage != null)
{
bundleMetadata = null;
return DisplayBuildError("Unzip", unzipErrorMessage);
}
bundleMetadata = GetExistingBundleMetadata(sourceDirectoryInfo);
var destinationDirectoryInfo = GetDestinationSubdirectory(baseWorkingDirectory);
var baseModuleDirectories = sourceDirectoryInfo.GetDirectories(AndroidAppBundle.BaseModuleName);
if (baseModuleDirectories.Length != 1)
{
return DisplayBuildError("Find base directory", sourceDirectoryInfo.FullName);
}
ArrangeFilesForExistingModule(baseModuleDirectories[0], destinationDirectoryInfo);
return null;
}
private string CreateSplitBaseModule(DirectoryInfo baseDirectory, DirectoryInfo splitBaseDirectory)
{
var aaptErrorMessage =
CreateAssetPackWithManifest(
splitBaseDirectory, AndroidAppBundle.BaseAssetsModuleName, AssetPackDeliveryMode.InstallTime);
if (aaptErrorMessage != null)
{
// Already displayed the error.
return aaptErrorMessage;
}
var baseDestination = GetDestinationSubdirectory(baseDirectory);
var baseAssetsDirectories = baseDestination.GetDirectories(AssetsDirectoryName);
if (baseAssetsDirectories.Length != 1)
{
return DisplayBuildError("Find base assets directory",
string.Format("Expected 1 directory but found {0}", baseAssetsDirectories.Length));
}
var splitBaseDestination = GetDestinationSubdirectory(splitBaseDirectory);
var splitBaseAssetsPath = Path.Combine(splitBaseDestination.FullName, AssetsDirectoryName);
baseAssetsDirectories[0].MoveTo(splitBaseAssetsPath);
// IL2CPP build crash unless the assets/bin/Data/Managed folder exists in the base apk.
// Create an empty file in that folder to ensure that folder is present.
var requiredDirPath = Path.Combine(baseDestination.FullName, RequiredDirectoryName);
var requiredDirInfo = Directory.CreateDirectory(requiredDirPath);
File.Create(Path.Combine(requiredDirInfo.FullName, ".keep_folder")).Close();
return null;
}
// Don't support certain versions of Unity due to the "Failed to load 'libmain.so'" crash.
// See https://github.com/google/play-unity-plugins/issues/80 and
// https://issuetracker.unity3d.com/issues/android-app-installed-using-apk-from-app-bundle-option-in-android-studio-fails-to-run
private static bool CheckUnityVersion(BuildToolLogger buildToolLogger)
{
#if UNITY_2020_2 || UNITY_2020_3_0 || UNITY_2020_3_1 || UNITY_2020_3_2 || UNITY_2021_1_0 || UNITY_2021_1_1
buildToolLogger.DisplayErrorDialog(
"Apps built as AABs with this version of Unity may crash at runtime. Upgrade to 2020.3.3f1, 2021.1.2f1, or later to avoid this issue.");
return false;
#else
return true;
#endif
}
private string CreateAssetPackWithManifest(
DirectoryInfo rootDirectory, string assetPackName, AssetPackDeliveryMode deliveryMode)
{
var androidManifestFilePath = Path.Combine(rootDirectory.FullName, AndroidManifestFileName);
var assetPackManifestXDocument = CreateAssetPackManifestXDocument(assetPackName, deliveryMode);
assetPackManifestXDocument.Save(androidManifestFilePath);
var source = rootDirectory.CreateSubdirectory("manifest");
var aaptErrorMessage = _androidAssetPackagingTool.Link(androidManifestFilePath, source.FullName);
if (aaptErrorMessage != null)
{
return DisplayBuildError("AAPT2 link " + assetPackName, aaptErrorMessage);
}
// aapt2 link creates an empty resource table even though asset packs have no resources.
// Bundletool fails if the asset pack has a resources.pb. Only retain the AndroidManifest.xml file.
var destination = GetDestinationSubdirectory(rootDirectory);
foreach (var sourceFileInfo in source.GetFiles())
{
if (sourceFileInfo.Name == AndroidManifestFileName)
{
var destinationSubdirectory = destination.CreateSubdirectory(ManifestDirectoryName);
sourceFileInfo.MoveTo(Path.Combine(destinationSubdirectory.FullName, sourceFileInfo.Name));
}
}
return null;
}
private static void ArrangeFilesForExistingModule(DirectoryInfo source, DirectoryInfo destination)
{
// Only include the resources.pb file located directly in the source directory.
foreach (var sourceFileInfo in source.GetFiles())
{
if (sourceFileInfo.Name == ResourceTableFileName)
{
sourceFileInfo.MoveTo(Path.Combine(destination.FullName, ResourceTableFileName));
}
}
// Include all directories located in the source directory.
foreach (var sourceDirectoryInfo in source.GetDirectories())
{
sourceDirectoryInfo.MoveTo(Path.Combine(destination.FullName, sourceDirectoryInfo.Name));
}
}
/// <summary>
/// Given the root directory of an existing AAB, return a list of all bundle metadata files in the specific
/// format expected by bundletool.
/// </summary>
private static IList<string> GetExistingBundleMetadata(DirectoryInfo rootDirectoryInfo)
{
var bundleMetadata = new List<string>();
var bundleMetadataDirectories = rootDirectoryInfo.GetDirectories(BundleMetadataDirectoryName);
if (bundleMetadataDirectories.Length != 1)
{
return bundleMetadata;
}
// The metadata files are usually one directory deep, but use Directory.GetFiles() since this isn't a given.
var bundleMetadataPath = bundleMetadataDirectories[0].FullName;
var metadataFiles = Directory.GetFiles(bundleMetadataPath, "*", SearchOption.AllDirectories);
foreach (var physicalFile in metadataFiles)
{
if (physicalFile.Substring(0, bundleMetadataPath.Length) != bundleMetadataPath)
{
throw new InvalidOperationException(
"A bundle metadata file doesn't match the expected parent path: " + physicalFile);
}
var startIndex = bundleMetadataPath.Length + 1;
var relativePath = physicalFile.Substring(startIndex, physicalFile.Length - startIndex);
// Expected format is "<bundle-path>:<physical-file>". "<bundle-path>" uses "/" directory separators.
var bundlePath = relativePath.Replace("\\", "/");
bundleMetadata.Add(string.Format("{0}:{1}", bundlePath, physicalFile));
}
return bundleMetadata;
}
private static DirectoryInfo GetDestinationSubdirectory(DirectoryInfo directoryInfo)
{
return directoryInfo.CreateSubdirectory("destination");
}
private void DisplayProgress(string info, float progress)
{
Debug.LogFormat("{0}...", info);
if (_backgroundThread == null)
{
// Running synchronously in batch mode.
return;
}
_progressBarMessage = info;
_progressBarProgress = progress;
// Wait for the main thread to display the message in at least one callback of the update handler.
// Give up after a short timeout since this is best effort, and we don't want to block indefinitely.
_progressBarWaitHandle.WaitOne(ProgressBarWaitHandleTimeoutMs);
}
private string DisplayBuildError(string errorType, string errorMessage)
{
if (_buildStatus == BuildStatus.Halted)
{
// Ignore any errors after we've halted, e.g. if the thread abort causes an exception to be thrown.
return null;
}
_buildStatus = BuildStatus.Failing;
_buildErrorMessage = string.Format("{0} failed: {1}", errorType, errorMessage);
Debug.LogError(_buildErrorMessage);
return _buildErrorMessage;
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: a4ee87517b6d8405f9af0cd4e6d2029e
timeCreated: 1556919555
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,111 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Helper to build an Android App Bundle file on Unity.
/// </summary>
public class AppBundleRunner : IBuildTool
{
private readonly AndroidDebugBridge _adb;
private readonly BundletoolHelper _bundletool;
private string _packageName;
/// <summary>
/// Constructor.
/// </summary>
public AppBundleRunner(AndroidDebugBridge adb, BundletoolHelper bundletool)
{
_adb = adb;
_bundletool = bundletool;
}
public virtual bool Initialize(BuildToolLogger buildToolLogger)
{
_packageName = PlayerSettings.GetApplicationIdentifier(BuildTargetGroup.Android);
return _adb.Initialize(buildToolLogger) && _bundletool.Initialize(buildToolLogger);
}
/// <summary>
/// Converts the specified app bundle into an apk set file,
/// installs the proper apks,
/// then runs the app on device.
/// Note: This is designed to run in the main thread.
/// TODO(b/139089705): Explore running this in a background thread.
/// </summary>
public void RunBundle(string aabFilePath, BundletoolBuildMode buildMode)
{
string apkSetFilePath;
var errorMessage = ConvertAabToApkSet(aabFilePath, buildMode, out apkSetFilePath);
if (errorMessage != null)
{
DisplayRunError("Creating apk set", errorMessage);
return;
}
errorMessage = _bundletool.InstallApkSet(apkSetFilePath, _adb.GetAdbPath());
if (errorMessage != null)
{
DisplayRunError("Installing app bundle", errorMessage);
return;
}
Debug.Log("Installing app bundle");
// TODO(b/138958246): Check the number of devices before launching to display a nicer error message.
errorMessage = _adb.LaunchApp(_packageName);
if (errorMessage != null)
{
DisplayRunError("Launching app bundle", errorMessage);
}
Debug.Log("Launching app bundle");
}
/// <summary>
/// Converts the specified app bundle into an apk set file.
/// </summary>
/// <returns>An error message if the operation failed and null otherwise.</returns>
public string ConvertAabToApkSet(string aabFilePath, BundletoolBuildMode buildMode, out string apkSetFilePath)
{
var aabFileDirectory = Path.GetDirectoryName(aabFilePath);
if (aabFileDirectory == null)
{
apkSetFilePath = null;
return "App Bundle does not exist at path " + aabFilePath;
}
var apkSetFileName = Path.GetFileNameWithoutExtension(aabFilePath);
apkSetFilePath = Path.Combine(aabFileDirectory, apkSetFileName + ".apks");
File.Delete(apkSetFilePath);
// TODO(b/149439143): Set this value to be true regardless of BuildMode once local testing works on instant.
var enableLocalTesting = buildMode == BundletoolBuildMode.Persistent;
return _bundletool.BuildApkSet(aabFilePath, apkSetFilePath, buildMode, enableLocalTesting);
}
// TODO(b/138958246): Display a dialog prompt and/or progress bar.
private void DisplayRunError(string errorType, string errorMessage)
{
var fullErrorMessage = string.Format("{0} failed: {1}", errorType, errorMessage);
Debug.LogError(fullErrorMessage);
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 8103f73350aca4529af9e65605055a8b
timeCreated: 1540331104
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,103 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using Google.Android.AppBundle.Editor.Internal.Utils;
using UnityEditor;
using UnityEngine;
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Provides methods for logging errors and/or displaying dialogs if there is a build issue.
/// </summary>
public class BuildToolLogger
{
public const string BuildErrorTitle = "Build Error";
public const string BuildWarningTitle = "Build Warning";
/// <summary>
/// Returns true if the running instance of Unity is headless (e.g. a command line build),
/// and false if it's a normal instance of Unity.
/// </summary>
public virtual bool IsHeadlessMode()
{
return WindowUtils.IsHeadlessMode();
}
/// <summary>
/// Displays the specified message indicating that a build error occurred. Displays an "OK" button that can
/// be used to indicate that the user wants to perform a followup action, e.g. fixing a build setting.
/// </summary>
/// <returns>True if the user clicks "OK", otherwise false.</returns>
public virtual bool DisplayActionableErrorDialog(string message)
{
Debug.LogErrorFormat("Actionable build error: {0}", message);
if (IsHeadlessMode())
{
// During a headless build it isn't possible to prompt to fix the issue, so always return false.
return false;
}
return EditorUtility.DisplayDialog(
BuildErrorTitle, message, WindowUtils.OkButtonText, WindowUtils.CancelButtonText);
}
/// <summary>
/// Displays dialog with an additional option to "Opt out for this session". If the user selects that setting,
/// they won't be shown the dialog again until they restart Unity. Instead, the specified message will be logged
/// as a warning.
///
/// On Unity versions 2019.2 and below, this method displays a normal dialog without the opt out option.
/// </summary>
/// <param name="message">The message included in the dialog.</param>
/// <param name="optOutPreferenceKey">The unique key used to determine if a user has opted out of this dialog.</param>
public virtual void DisplayOptOutDialog(string message, string optOutPreferenceKey)
{
Debug.LogWarningFormat("Build warning: {0}", message);
if (IsHeadlessMode())
{
return;
}
#if UNITY_2019_3_OR_NEWER
var didOptOut =
EditorUtility.GetDialogOptOutDecision(DialogOptOutDecisionType.ForThisSession, optOutPreferenceKey);
if (didOptOut)
{
return;
}
EditorUtility.DisplayDialog(BuildWarningTitle, message, WindowUtils.OkButtonText,
DialogOptOutDecisionType.ForThisSession, optOutPreferenceKey);
#else
EditorUtility.DisplayDialog(BuildWarningTitle, message, WindowUtils.OkButtonText);
#endif
}
/// <summary>
/// Displays the specified message indicating that a build error occurred.
/// </summary>
public virtual void DisplayErrorDialog(string message)
{
Debug.LogErrorFormat("Build error: {0}", message);
if (!IsHeadlessMode())
{
EditorUtility.DisplayDialog(BuildErrorTitle, message, WindowUtils.OkButtonText);
}
}
}
}

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fileFormatVersion: 2
guid: 1fb883fe4e14d4d90a8d664e93cb0b81
timeCreated: 1556899571
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,32 @@
// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System;
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Exception thrown if an <see cref="IBuildTool"/> method is called before <see cref="IBuildTool.Initialize"/>.
/// </summary>
public class BuildToolNotInitializedException : Exception
{
/// <summary>
/// Constructor.
/// </summary>
public BuildToolNotInitializedException(IBuildTool buildTool) :
base(string.Format("Call {0}.Initialize() before calling this method/property.", buildTool.GetType().Name))
{
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 09bfd5773b8db4b3ebc596a1c11cae96
timeCreated: 1556899570
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

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// Copyright 2019 Google LLC
//
// 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
//
// https://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.
using System;
using System.Collections.Generic;
namespace Google.Android.AppBundle.Editor.Internal.BuildTools
{
/// <summary>
/// Provides a C# mirror of
/// <a href="https://github.com/google/bundletool/blob/master/src/main/proto/config.proto">BundletoolConfig</a>
/// for use with JsonUtility.
/// Inner class fields are camelCase to match json style.
/// </summary>
public static class BundletoolConfig
{
// Options for installTimeAssetModuleDefaultCompression
public const string Unspecified = "UNSPECIFIED";
public const string Compressed = "COMPRESSED";
public const string Abi = "ABI";
public const string Language = "LANGUAGE";
public const string ScreenDensity = "SCREEN_DENSITY";
public const string TextureCompressionFormat = "TEXTURE_COMPRESSION_FORMAT";
public const string DeviceTier = "DEVICE_TIER";
// Options for BundleType
public const string Regular = "REGULAR";
public const string AssetOnly = "ASSET_ONLY";
[Serializable]
public class Config
{
public Optimizations optimizations = new Optimizations();
public Compression compression = new Compression();
public string type = Regular;
public AssetModulesConfig asset_modules_config = new AssetModulesConfig();
}
[Serializable]
public class Optimizations
{
public SplitsConfig splitsConfig = new SplitsConfig();
public UncompressNativeLibraries uncompressNativeLibraries = new UncompressNativeLibraries();
public UncompressDexFiles uncompressDexFiles = new UncompressDexFiles();
public StandaloneConfig standaloneConfig = new StandaloneConfig();
}
[Serializable]
public class SplitsConfig
{
public List<SplitDimension> splitDimension = new List<SplitDimension>();
}
[Serializable]
public class StandaloneConfig
{
public List<SplitDimension> splitDimension = new List<SplitDimension>();
public bool strip64BitLibraries;
}
[Serializable]
public class SplitDimension
{
public string value;
public bool negate;
public SuffixStripping suffixStripping = new SuffixStripping();
}
[Serializable]
public class Compression
{
public List<string> uncompressedGlob = new List<string>();
public string installTimeAssetModuleDefaultCompression = Unspecified;
}
[Serializable]
public class UncompressNativeLibraries
{
public bool enabled;
}
[Serializable]
public class UncompressDexFiles
{
public bool enabled;
}
[Serializable]
public class SuffixStripping
{
public bool enabled;
public string defaultSuffix;
}
[Serializable]
public class AssetModulesConfig
{
public List<long> app_version = new List<long>();
public string asset_version_tag;
}
}
}

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fileFormatVersion: 2
guid: f770d51f7cfa14c9da2a31e08a167e73
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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