|
15 | 15 | */
|
16 | 16 | using System.IO;
|
17 | 17 | using System.Linq;
|
| 18 | +using System.Xml; |
18 | 19 | using UnityEngine;
|
19 | 20 | using UnityEditor;
|
20 | 21 | using UnityEditor.Build;
|
21 | 22 | using UnityEditor.Build.Reporting;
|
22 | 23 |
|
23 | 24 | namespace Firebase.Messaging.Editor {
|
24 | 25 |
|
25 |
| -// Handles the generation of the MessagingUnityPlayerActivity java file. |
26 |
| -// Note this regenerates the file every time an Android build occurs, |
27 |
| -// but local changes can be preserved by using the PreserveTag below. |
28 |
| -// This is needed because the source code needs to be present to work across |
29 |
| -// different Unity versions, due to changes in mUnityPlayer. |
30 |
| -// It also adjusts the base class of the file based on if GameActivity is being |
31 |
| -// used (a new feature in Unity 2023). |
32 |
| -public class FirebaseMessagingActivityGenerator : IPreprocessBuildWithReport { |
33 |
| - // TODO: Ideally this should use a template file, the tricky part is locating |
34 |
| - // the template file when it is either in the Assets path, or the Packages path. |
35 |
| - // There are some similar cases in EDM4U, so a solution might be to use that. |
36 |
| - private readonly string[] ActivityClassContents = new string[]{ |
| 26 | + // Handles the generation of the MessagingUnityPlayerActivity java file. |
| 27 | + // Note this regenerates the file every time an Android build occurs, |
| 28 | + // but local changes can be preserved by using the PreserveTag below. |
| 29 | + // This is needed because the source code needs to be present to work across |
| 30 | + // different Unity versions, due to changes in mUnityPlayer. |
| 31 | + // It also adjusts the base class of the file based on if GameActivity is being |
| 32 | + // used (a new feature in Unity 2023). |
| 33 | + public class FirebaseMessagingActivityGenerator : IPreprocessBuildWithReport { |
| 34 | + // TODO: Ideally this should use a template file, the tricky part is locating |
| 35 | + // the template file when it is either in the Assets path, or the Packages path. |
| 36 | + // There are some similar cases in EDM4U, so a solution might be to use that. |
| 37 | + private readonly string[] ActivityClassContents = new string[]{ |
37 | 38 | "/*",
|
38 | 39 | " * This file is generated by the FirebaseMessagingActivityGenerator script.",
|
39 | 40 | " * Refer to that script for more information.",
|
@@ -116,83 +117,155 @@ public class FirebaseMessagingActivityGenerator : IPreprocessBuildWithReport {
|
116 | 117 | " super.onCreate(savedInstanceState);",
|
117 | 118 | " }}",
|
118 | 119 | "}}"
|
119 |
| - }; |
120 |
| - private readonly string BaseActivityClass = "UnityPlayerActivity"; |
| 120 | + }; |
| 121 | + private readonly string BaseActivityClass = "UnityPlayerActivity"; |
121 | 122 | #if UNITY_2023_1_OR_NEWER
|
122 |
| - private readonly string BaseGameActivityClass = "UnityPlayerGameActivity"; |
| 123 | + private readonly string BaseGameActivityClass = "UnityPlayerGameActivity"; |
123 | 124 | #endif
|
124 | 125 |
|
125 | 126 | #if UNITY_2023_1_OR_NEWER
|
126 |
| - private readonly string UnityPlayerQuitFunction = "destroy"; |
| 127 | + private readonly string UnityPlayerQuitFunction = "destroy"; |
127 | 128 | #else
|
128 |
| - private readonly string UnityPlayerQuitFunction = "quit"; |
| 129 | + private readonly string UnityPlayerQuitFunction = "quit"; |
129 | 130 | #endif
|
130 | 131 |
|
131 |
| - private readonly string GeneratedFileTag = "FirebaseMessagingActivityGenerated"; |
132 |
| - // If this tag is present on the generated file, it will not be replaced. |
133 |
| - private readonly string PreserveTag = "FirebasePreserve"; |
| 132 | + private readonly string GeneratedFileTag = "FirebaseMessagingActivityGenerated"; |
| 133 | + // If this tag is present on the generated file, it will not be replaced. |
| 134 | + private readonly string PreserveTag = "FirebasePreserve"; |
134 | 135 |
|
135 |
| - private readonly string OutputPath = Path.Combine("Plugins", "Android"); |
136 |
| - private readonly string OutputFilename = "MessagingUnityPlayerActivity.java"; |
| 136 | + private readonly string OutputPath = Path.Combine("Plugins", "Android"); |
| 137 | + private readonly string OutputFilename = "MessagingUnityPlayerActivity.java"; |
137 | 138 |
|
138 |
| - public int callbackOrder { get { return 0; } } |
139 |
| - public void OnPreprocessBuild(BuildReport report) { |
140 |
| - // Only run this logic when building for Android. |
141 |
| - if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android) { |
142 |
| - return; |
143 |
| - } |
| 139 | + public int callbackOrder { get { return 0; } } |
| 140 | + public void OnPreprocessBuild(BuildReport report) { |
| 141 | + // Only run this logic when building for Android. |
| 142 | + if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android) { |
| 143 | + return; |
| 144 | + } |
144 | 145 |
|
145 |
| - // Determine what the contents of the generated file should be. |
146 |
| - string baseClass = BaseActivityClass; |
| 146 | + // Determine what the contents of the generated file should be. |
| 147 | + string baseClass = BaseActivityClass; |
147 | 148 | #if UNITY_2023_1_OR_NEWER
|
148 |
| - // If using the new GameActivity logic, we want to generate with that base class. |
149 |
| - if (PlayerSettings.Android.applicationEntry.HasFlag(AndroidApplicationEntry.GameActivity)) { |
150 |
| - baseClass = BaseGameActivityClass; |
| 149 | + // If using the new GameActivity logic, we want to generate with that base class. |
| 150 | + if (PlayerSettings.Android.applicationEntry.HasFlag(AndroidApplicationEntry.GameActivity)) { |
| 151 | + baseClass = BaseGameActivityClass; |
| 152 | + } |
| 153 | +#endif |
| 154 | + string fileContents = System.String.Format(System.String.Join("\n", ActivityClassContents), |
| 155 | + baseClass, UnityPlayerQuitFunction); |
| 156 | + |
| 157 | + // Check if the file has already been generated. |
| 158 | + string[] oldAssetGuids = AssetDatabase.FindAssets("l:" + GeneratedFileTag); |
| 159 | + if (oldAssetGuids != null && oldAssetGuids.Length > 0) { |
| 160 | + if (oldAssetGuids.Length != 1) { |
| 161 | + Debug.LogWarning("FirebaseMessagingActivityEditor found multiple generated files with the label: " + |
| 162 | + GeneratedFileTag + " \n" + |
| 163 | + "No changes will be made, but this can potentially cause problems on Android with duplicate classes.\n" + |
| 164 | + "Please check for duplicate classes, and remove any unnecessary uses of the label."); |
| 165 | + return; |
| 166 | + } |
| 167 | + string oldAssetPath = AssetDatabase.GUIDToAssetPath(oldAssetGuids[0]); |
| 168 | + Object oldAsset = AssetDatabase.LoadMainAssetAtPath(oldAssetPath); |
| 169 | + if (oldAsset != null) { |
| 170 | + string oldAssetFullPath = Path.Combine(Application.dataPath, "..", oldAssetPath); |
| 171 | + string oldFileContents = System.IO.File.ReadAllText(oldAssetFullPath); |
| 172 | + // If the old file matches what we would generate, exit early. |
| 173 | + if (oldFileContents == fileContents) { |
| 174 | + return; |
| 175 | + } |
| 176 | + // If the generated file has been tagged to be preserved, don't change it. |
| 177 | + string[] labelList = AssetDatabase.GetLabels(oldAsset); |
| 178 | + if (labelList.Contains(PreserveTag)) { |
| 179 | + return; |
| 180 | + } |
| 181 | + // Delete the old asset. |
| 182 | + Debug.Log("Changes detected, regenerating " + oldAssetPath + "\n" + |
| 183 | + "To preserve local changes to that file, add the label: " + PreserveTag); |
| 184 | + AssetDatabase.DeleteAsset(oldAssetPath); |
| 185 | + } |
| 186 | + } |
| 187 | + |
| 188 | + // Generate the new file. |
| 189 | + string newAssetFullDirectory = Path.Combine(Application.dataPath, OutputPath); |
| 190 | + System.IO.Directory.CreateDirectory(newAssetFullDirectory); |
| 191 | + System.IO.File.WriteAllText(Path.Combine(newAssetFullDirectory, OutputFilename), fileContents); |
| 192 | + string newAssetLocalPath = Path.Combine("Assets", OutputPath, OutputFilename); |
| 193 | + AssetDatabase.ImportAsset(newAssetLocalPath); |
| 194 | + Object newAsset = AssetDatabase.LoadMainAssetAtPath(newAssetLocalPath); |
| 195 | + AssetDatabase.SetLabels(newAsset, new[]{GeneratedFileTag}); |
151 | 196 | }
|
| 197 | + } |
| 198 | + |
| 199 | + // Handles adding the android:theme to the AndroidManifest file if it isn't present, |
| 200 | + // and swaps it on Unity versions that support GameActivity, which uses a different theme |
| 201 | + // by default. |
| 202 | + public class FirebaseMessagingAndroidManifestModifier : IPreprocessBuildWithReport { |
| 203 | + // Hard coded directories and file names. |
| 204 | + private static readonly string ANDROID_MANIFEST_DIRECTORY = |
| 205 | + Path.Combine(Path.Combine("Assets", "Plugins"), "Android"); |
| 206 | + private static readonly string ANDROID_MANIFEST_FILE = "AndroidManifest.xml"; |
| 207 | + private static readonly string ANDROID_MANIFEST_PATH = |
| 208 | + Path.Combine(ANDROID_MANIFEST_DIRECTORY, ANDROID_MANIFEST_FILE); |
| 209 | + |
| 210 | + private static readonly string MESSAGING_ACTIVITY = "com.google.firebase.MessagingUnityPlayerActivity"; |
| 211 | + |
| 212 | + private static readonly string DEFAULT_THEME = "@style/UnityThemeSelector"; |
| 213 | +#if UNITY_2023_1_OR_NEWER |
| 214 | + private static readonly string DEFAULT_GAME_THEME = "@style/BaseUnityGameActivityTheme"; |
152 | 215 | #endif
|
153 |
| - string fileContents = System.String.Format(System.String.Join("\n", ActivityClassContents), |
154 |
| - baseClass, UnityPlayerQuitFunction); |
155 |
| - |
156 |
| - // Check if the file has already been generated. |
157 |
| - string[] oldAssetGuids = AssetDatabase.FindAssets("l:" + GeneratedFileTag); |
158 |
| - if (oldAssetGuids != null && oldAssetGuids.Length > 0) { |
159 |
| - if (oldAssetGuids.Length != 1) { |
160 |
| - Debug.LogWarning("FirebaseMessagingActivityEditor found multiple generated files with the label: " + |
161 |
| - GeneratedFileTag + " \n" + |
162 |
| - "No changes will be made, but this can potentially cause problems on Android with duplicate classes.\n" + |
163 |
| - "Please check for duplicate classes, and remove any unnecessary uses of the label."); |
| 216 | + |
| 217 | + public int callbackOrder { get { return 0; } } |
| 218 | + public void OnPreprocessBuild(BuildReport report) { |
| 219 | + string projectDir = Path.Combine(Application.dataPath, ".."); |
| 220 | + string manifestFile = Path.Combine(projectDir, ANDROID_MANIFEST_PATH); |
| 221 | + |
| 222 | + if (!File.Exists(manifestFile)) { |
| 223 | + // Unable to locate the file, so exit early. |
| 224 | + return; |
| 225 | + } |
| 226 | + |
| 227 | + var manifest = new XmlDocument(); |
| 228 | + manifest.Load(manifestFile); |
| 229 | + |
| 230 | + CheckTheme(manifest); |
| 231 | + |
| 232 | + manifest.Save(manifestFile); |
| 233 | + } |
| 234 | + |
| 235 | + private void CheckTheme(XmlDocument manifest) { |
| 236 | + // Create a NamespaceManager with the 'android' namespace. |
| 237 | + var nsManager = new XmlNamespaceManager(manifest.NameTable); |
| 238 | + var androidNamespace = manifest.DocumentElement.GetNamespaceOfPrefix("android"); |
| 239 | + if (string.IsNullOrEmpty(androidNamespace)) { |
| 240 | + // If unable to find the android namespace, just exit out early, since we depend on it |
164 | 241 | return;
|
165 | 242 | }
|
166 |
| - string oldAssetPath = AssetDatabase.GUIDToAssetPath(oldAssetGuids[0]); |
167 |
| - Object oldAsset = AssetDatabase.LoadMainAssetAtPath(oldAssetPath); |
168 |
| - if (oldAsset != null) { |
169 |
| - string oldAssetFullPath = Path.Combine(Application.dataPath, "..", oldAssetPath); |
170 |
| - string oldFileContents = System.IO.File.ReadAllText(oldAssetFullPath); |
171 |
| - // If the old file matches what we would generate, exit early. |
172 |
| - if (oldFileContents == fileContents) { |
173 |
| - return; |
| 243 | + nsManager.AddNamespace("android", androidNamespace); |
| 244 | + |
| 245 | + // Find the activity node |
| 246 | + XmlNode activityNode = manifest.SelectSingleNode( |
| 247 | + $"//application/activity[@android:name='{MESSAGING_ACTIVITY}']", |
| 248 | + nsManager); |
| 249 | + |
| 250 | + if (activityNode != null && activityNode is XmlElement activityElement) { |
| 251 | + string existingTheme = activityElement.GetAttribute("theme", androidNamespace); |
| 252 | + |
| 253 | + string defaultTheme = DEFAULT_THEME; |
| 254 | + bool setTheme = string.IsNullOrEmpty(existingTheme); |
| 255 | +#if UNITY_2023_1_OR_NEWER |
| 256 | + string otherTheme = DEFAULT_GAME_THEME; |
| 257 | + // If using the new GameActivity logic, we want to use the default game theme. |
| 258 | + if (PlayerSettings.Android.applicationEntry.HasFlag(AndroidApplicationEntry.GameActivity)) { |
| 259 | + defaultTheme = DEFAULT_GAME_THEME; |
| 260 | + otherTheme = DEFAULT_THEME; |
174 | 261 | }
|
175 |
| - // If the generated file has been tagged to be preserved, don't change it. |
176 |
| - string[] labelList = AssetDatabase.GetLabels(oldAsset); |
177 |
| - if (labelList.Contains(PreserveTag)) { |
178 |
| - return; |
| 262 | + // We also want to change the theme if is is using the other default. |
| 263 | + setTheme |= existingTheme == otherTheme; |
| 264 | +#endif |
| 265 | + if (setTheme) { |
| 266 | + activityElement.SetAttribute("theme", androidNamespace, defaultTheme); |
179 | 267 | }
|
180 |
| - // Delete the old asset. |
181 |
| - Debug.Log("Changes detected, regenerating " + oldAssetPath + "\n" + |
182 |
| - "To preserve local changes to that file, add the label: " + PreserveTag); |
183 |
| - AssetDatabase.DeleteAsset(oldAssetPath); |
184 | 268 | }
|
185 | 269 | }
|
186 |
| - |
187 |
| - // Generate the new file. |
188 |
| - string newAssetFullDirectory = Path.Combine(Application.dataPath, OutputPath); |
189 |
| - System.IO.Directory.CreateDirectory(newAssetFullDirectory); |
190 |
| - System.IO.File.WriteAllText(Path.Combine(newAssetFullDirectory, OutputFilename), fileContents); |
191 |
| - string newAssetLocalPath = Path.Combine("Assets", OutputPath, OutputFilename); |
192 |
| - AssetDatabase.ImportAsset(newAssetLocalPath); |
193 |
| - Object newAsset = AssetDatabase.LoadMainAssetAtPath(newAssetLocalPath); |
194 |
| - AssetDatabase.SetLabels(newAsset, new[]{GeneratedFileTag}); |
195 | 270 | }
|
196 |
| -} |
197 |
| - |
198 | 271 | } // namespace Firebase.Messaging.Editor
|
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