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* main: LEGO: Merge pull request 8818 Bump to dotnet/installer@b40c44502d 9.0.100-preview.3.24165.20 (#8817) Bump com.android.tools:r8 from 8.2.47 to 8.3.37 (#8816) [Mono.Android] Prevent NullPointerException in TranslateStackTrace (#8795) Localized file check-in by OneLocBuild Task (#8815) [Xamarin.Android.Build.Tasks] Make all assemblies RID-specific (#8478) Localized file check-in by OneLocBuild Task (#8813) [Xamarin.Android.Build.Tasks] %(AndroidAsset.AssetPack) Support (#8631) [runtime] Remove the last vestiges of desktop builds (#8810) [ci] Don't auto-retry APK test suites. (#8811) [Microsoft.Android.Templates] Update EN l10n template strings (#8808) Bump to xamarin/Java.Interop/main@651de42 (#8809) [Mono.Android] is now "trimming safe" (#8778) [Mono.Android] Fix missing enum issues that cause BG8800 warnings. (#8707) Bump external/Java.Interop from `3436a30` to `5bca8ad` (#8803) Bump to xamarin/monodroid@77124dc1 (#8804) Bump to dotnet/installer@e911f5c82c 9.0.100-preview.3.24161.2 (#8802) Bump to xamarin/Java.Interop/main@3436a30 (#8799)
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xamarin/monodroid:main@e13723e701307f9f6966d4b309c3eba10a741694 | ||
xamarin/monodroid:main@77124dc16985a92077e62b0cfeaeb007c4d4fd2a |
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# Android Asset Packs | ||
|
||
Google Android began supporting splitting up the app package into multiple | ||
packs with the introduction of the `aab` package format. This format allows | ||
the developer to split the app up into multiple `packs`. Each `pack` can be | ||
downloaded to the device either at install time or on demand. This allows | ||
application developers to save space and install time by only installing | ||
the required parts of the app initially, then installing other `packs` | ||
as required. | ||
|
||
There are two types of `pack`: Feature packs and Asset packs. | ||
*Feature* pack contains *non-native* Java code and other resources. | ||
Code in these types of `pack` can be launched via the `Context.StartActivity()` | ||
API call. At this time due to various constraints .NET Android cannot support | ||
Feature packs. | ||
|
||
*Asset* packs contain *only* | ||
[`@(AndroidAsset)`](~/android/deploy-test/building-apps/build-items.md#androidasset) items. | ||
It *cannot* contain any code or other resources. This type of `pack` can be | ||
installed at install-time, fast-follow or ondemand. It is most useful for apps | ||
which contain a lot of Assets, such as Games or Multi Media applications. | ||
See the [Android Asset Delivery documentation](https://developer.android.com/guide/playcore/asset-delivery) | ||
for details on how this all works. | ||
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## Asset Pack Specification | ||
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We want to provide our users the ability to use `Asset` packs without relying | ||
on [Alternative Methods](#alternativemethods) | ||
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Add support for new `%(AndroidAsset.AssetPack)` item metadata, which | ||
allows the build system to split up the assets into packs automatically: | ||
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```xml | ||
<ItemGroup> | ||
<AndroidAsset Include="Asset/data.xml" /> | ||
<AndroidAsset Include="Asset/movie.mp4" AssetPack="assets1" /> | ||
<AndroidAsset Include="Asset/movie2.mp4" AssetPack="assets1" /> | ||
</ItemGroup> | ||
``` | ||
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The default value for `%(AndroidAsset.AssetPack)` is `base`, which will | ||
cause the asset to be included in the main application package. | ||
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As auto import of items is now common, we need a way for a user to add | ||
this additional attribute to auto included items. This can be done by | ||
using `Update`: | ||
|
||
```xml | ||
<ItemGroup> | ||
<AndroidAsset Update="Asset/movie.mp4" AssetPack="assets1" /> | ||
<AndroidAsset Update="Asset/movie2.mp4" AssetPack="assets1" /> | ||
<AndroidAsset Update="Asset/movie3.mp4" AssetPack="assets2" /> | ||
</ItemGroup> | ||
``` | ||
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`%(AndroidAsset.DeliveryType)` item metadata can be specified to control what | ||
*type* of asset pack is produced. Valid values are: | ||
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* `InstallTime`: Asset pack will be delivered when the app is installed. | ||
This is the default value for assets not in the base package. | ||
* `FastFollow`: Asset pack will be downloaded automatically as soon as the app is installed. | ||
* `OnDemand`: Asset pack will be downloaded while the app is running. | ||
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The `DeliveryType` for a given asset pack is based on the *first* | ||
`@(AndroidAsset.DeliveryType)` value encountered for a `%(AssetPack)` name. | ||
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Consider the following example, in which `Asset/movie2.mp4` and `Asset/movie3.mp4` | ||
are both in the `assets1` pack, which will have a `%(DeliveryType)` of `InstallTime` | ||
(the first encountered value "wins"). `Asset/movie1.mp4` will be in the base package, | ||
while `Asset/movie4.mp4` will be in the "asset2" asset pack. | ||
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```xml | ||
<ItemGroup> | ||
<AndroidAsset Update="Asset/movie1.mp4" /> | ||
<AndroidAsset Update="Asset/movie2.mp4" AssetPack="assets1" DeliveryType="InstallTime" /> | ||
<AndroidAsset Update="Asset/movie3.mp4" AssetPack="assets1" DeliveryType="FastFollow" /> | ||
<AndroidAsset Update="Asset/movie4.mp4" AssetPack="assets2" /> | ||
</ItemGroup> | ||
``` | ||
|
||
See Google's [documentation](https://developer.android.com/guide/playcore/asset-delivery#asset-updates) for details on what each of the `DeliveryType` values do. | ||
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If however you have a large number of assets it might be cleaner in the | ||
`.csproj` to make use of the `base` value for the `%(AssetPack)` attribute. | ||
In this scenario you update *all* assets to be in a single asset pack then use | ||
`AssetPack="base"` metadata to declare which specific assets end up in the base | ||
aab file. With this you can use wildcards to move most assets into the asset pack: | ||
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```xml | ||
<ItemGroup> | ||
<AndroidAsset Update="Assets/*" AssetPack="assets1" /> | ||
<AndroidAsset Update="Assets/movie.mp4" AssetPack="base" /> | ||
<AndroidAsset Update="Assets/some.png" AssetPack="base" /> | ||
</ItemGroup> | ||
``` | ||
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In this example, `movie.mp4` and `some.png` will end up in the `base` aab file, | ||
but *all the other assets* will end up in the `assets1` asset pack. | ||
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At this time the `@(AndroidAsset)` build action does not support `%(AssetPack)` | ||
or `%(DeliveryType)` Metadata in Library Projects. | ||
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NOTE: `AssetPacks` are only used when the | ||
[`$(AndroidPackageFormat)`](~/android/deploy-test/building-apps/build-properties.md#debugsymbols) | ||
property is set to `aab` (the default for Release). | ||
When using the `apk` setting the assets will be placed inside the `apk`. | ||
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## Release Configuration | ||
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In order for the application to function correctly we need to inform the `R8` | ||
linker which Java classes we need to keep. To do this we need to add the | ||
following lines to a `ProGuard.cfg` file which is in the root of our project folder: | ||
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||
``` | ||
-keep com.google.android.play.* | ||
``` | ||
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Alternatively you can create a file called `ProGuard.cfg` and use the | ||
[@(ProguardConfiguration)](~/android/deploy-test/building-apps/build-items.md#proguardconfiguration) | ||
build action. Adding these lines will ensure that all the required Java components are not linked | ||
away during the Release build. | ||
|
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## Testing and Debugging | ||
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In order to test your asset packs in the `Debug` configuration, you will need to | ||
make some changes to your `.csproj`. Firstly we need to change the | ||
`$(AndroidPackageFormat)` to `aab`. It will be `aab` by default for `Release` builds, | ||
but will default to `apk` for `Debug` builds. Setting the `AndroidPackageFormat` to `aab` | ||
will disable fast deployment, so it is advised that you only do this when you need to test | ||
your `AssetPacks`. | ||
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To test your asset packs add the following to the first `<PropertyGroup/>` in your `.csproj`. | ||
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```xml | ||
<AndroidPackageFormat>aab</AndroidPackageFormat> | ||
<AndroidBundleToolExtraArgs Condition=" '$(Configuration)' == 'Debug' ">--local-testing $(AndroidBundleToolExtraArgs)</AndroidBundleToolExtraArgs> | ||
``` | ||
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The `--local-testing` argument tells the `bundletool` application to install all the asset packs | ||
in a local cache on the device. `InstallTime` packs will be installed during the app installation process. | ||
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`FastFollow` packs behave like `OnDemand` packs. They will not automatically installed when the app | ||
is sideloaded. You will need to request them manually when the game starts. | ||
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For more details see [https://developer.android.com/guide/playcore/asset-delivery/test](https://developer.android.com/guide/playcore/asset-delivery/test). | ||
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## Implementation Details | ||
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There are a few changes we need to make in order to support this feature. | ||
One of the issues we will hit is the build times when dealing with large assets. | ||
Current the assets which are to be included in the `aab` are ***copied*** | ||
into the `$(IntermediateOutputPath)assets` directory. This folder is | ||
then passed to `aapt2` for the build process. | ||
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The new system adds a new directory `$(IntermediateOutputPath)assetpacks`. | ||
This directory would contain a subdirectory for each `pack` that the | ||
user wants to include. | ||
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```dotnetcli | ||
assetpacks/ | ||
assets1/ | ||
assets/ | ||
movie2.mp4 | ||
assets2/ | ||
assets/ | ||
movie3.mp4 | ||
``` | ||
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||
All the building of the `pack` zip file would take place in these subfolders. | ||
The name of the pack will be based on the main "packagename" with the asset pack | ||
name appended to the end. e.g `com.microsoft.assetpacksample.assets1`. | ||
|
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During the build process we identify all the `AndroidAsset` items which | ||
have an `AssetPack` attribute. These files are then copied to the | ||
new `$(IntermediateOutputPath)assetpacks` directory rather than the | ||
existing `$(IntermediateOutputPath)assets` directory. This allows us to | ||
continue to support the normal `AndroidAsset` behavior while adding the | ||
new system. | ||
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Once we have collected and copied all the assets we then use the new | ||
`<GetAssetPacks/>` Task to figure out which asset packs we need to create. | ||
We then call the `<CreateDynamicFeatureManifest/>` task to create a required | ||
`AndroidManifest.xml` file for the asset pack. This file will end | ||
up in the same `$(IntermediateOutputPath)assetpacks` directory. | ||
We call this Task `<CreateDynamicFeatureManifest/>` because it can be used | ||
to create any feature pack if and when we get to implement full feature | ||
packs. | ||
|
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```dotnetcli | ||
assetpacks/ | ||
assets1/ | ||
AndroidManifest.xml | ||
assets/ | ||
movie2.mp4 | ||
assets2/ | ||
AndroidManifest.xml | ||
assets/ | ||
movie3.mp4 | ||
``` | ||
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We can then call `aapt2` to build these packs into `.zip` files. A new | ||
task `<Aapt2LinkAssetPack/>` task takes care of this. This is a special version | ||
of `Aapt2Link` which implements linking for asset packs only. | ||
It also takes care of a few problems which `aapt2` introduces. For some | ||
reason the zip file that is created has the `AndroidManifest.xml` file | ||
in the wrong place. It creates it in the root of the zip file, but the | ||
`bundletool` expects it to be in a `manifest` directory. | ||
`bundletool` will error out if its not in the right place. | ||
So `<Aapt2LinkAssetPack/>` takes care of this for us. It also removes a | ||
`resources.pb` which gets added. Again, `bundletool` will error if this | ||
file is in the zip file. | ||
|
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Once the zip files have been created they are then added to the | ||
`@(AndroidAppBundleModules)` ItemGroup. This will ensure that when the | ||
final `.aab` file is generated they are included as asset packs. | ||
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## Alternative Methods | ||
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An alternative method is available on [github](https://github.com/infinitespace-studios/MauiAndroidAssetPackExample). | ||
This method allows developers to place additional assets in a special | ||
[NoTargets](https://github.com/microsoft/MSBuildSdks/blob/main/src/NoTargets/README.md) project. | ||
This project is built just after the final `aab` is produced. It builds a zip | ||
file which is then added to the `@(Modules)` ItemGroup in the main application. | ||
This zip is then included into the | ||
final app as an additional feature. | ||
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Using a separate project like in the hack is one way to go. It does have some | ||
issues though. | ||
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1. It is a `special` type of project. It requires a `global.json` which imports | ||
the `NoTargets` sdk. | ||
2. There is no IDE support for building this type of project. | ||
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Having the user go through a number of hoops to implement this for | ||
.NET Android or .NET MAUI is not ideal. |
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title: Xamarin.Android error XA0138 | ||
description: XA0138 error code | ||
ms.date: 02/05/2024 | ||
--- | ||
# Xamarin.Android error XA0138 | ||
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## Issue | ||
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%(AndroidAsset.AssetPack) and %(AndroidAsset.AssetPack) item metadata are only supported when `$(AndroidApplication)` is `true`. | ||
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## Solution | ||
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Remove the 'AssetPack' or 'DeliveryType' Metadata from your `AndroidAsset` build Items in the project the error was raised for. |
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title: Xamarin.Android error XA0138 | ||
description: XA0138 error code | ||
ms.date: 02/05/2024 | ||
--- | ||
# Xamarin.Android error XA0138 | ||
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## Issue | ||
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`@(AndroidAsset)` `{0}` has an invalid `DeliveryType` metadata of `{1}`. Supported values are `installtime`, `ondemand` or `fastfollow`. | ||
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## Solution | ||
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Make sure that all `DeliveryType` attributes are one of the following valid values, `installtime`, `ondemand` or `fastfollow`. |
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title: Xamarin.Android error XA0138 | ||
description: XA0140 error code | ||
ms.date: 02/05/2024 | ||
--- | ||
# Xamarin.Android error XA0140 | ||
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## Issue | ||
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The AssetPack value defined for `{0}` has invalid characters. `{1}` should only contain A-z, a-z, 0-9 or an underscore. | ||
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## Solution | ||
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Make sure that all `AssetPack` attributes only contain valid characters. |
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