Meta and appflyer deeper intregration
This commit is contained in:
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Assets/Firebase/Editor/Firebase.Messaging.Editor.dll
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Assets/Firebase/Editor/Firebase.Messaging.Editor.dll
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Assets/Firebase/Editor/FirebaseMessaging_version-13.11.0_manifest.txt
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Assets/Firebase/Editor/Messaging/FirebaseMessagingActivityGenerator.cs
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Assets/Firebase/Editor/Messaging/FirebaseMessagingActivityGenerator.cs
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||||
/*
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||||
* Copyright 2023 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
|
||||
*
|
||||
* http://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 System.Linq;
|
||||
using System.Xml;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Build;
|
||||
using UnityEditor.Build.Reporting;
|
||||
|
||||
namespace Firebase.Messaging.Editor {
|
||||
|
||||
// Handles the generation of the MessagingUnityPlayerActivity java file.
|
||||
// Note this regenerates the file every time an Android build occurs,
|
||||
// but local changes can be preserved by using the PreserveTag below.
|
||||
// This is needed because the source code needs to be present to work across
|
||||
// different Unity versions, due to changes in mUnityPlayer.
|
||||
// It also adjusts the base class of the file based on if GameActivity is being
|
||||
// used (a new feature in Unity 2023).
|
||||
public class FirebaseMessagingActivityGenerator : IPreprocessBuildWithReport {
|
||||
// TODO: Ideally this should use a template file, the tricky part is locating
|
||||
// the template file when it is either in the Assets path, or the Packages path.
|
||||
// There are some similar cases in EDM4U, so a solution might be to use that.
|
||||
private readonly string[] ActivityClassContents = new string[]{
|
||||
"/*",
|
||||
" * This file is generated by the FirebaseMessagingActivityGenerator script.",
|
||||
" * Refer to that script for more information.",
|
||||
" */",
|
||||
"",
|
||||
"package com.google.firebase;",
|
||||
"",
|
||||
"import android.content.Intent;",
|
||||
"import android.os.Bundle;",
|
||||
"import com.google.firebase.messaging.MessageForwardingService;",
|
||||
"import com.unity3d.player.{0};",
|
||||
"",
|
||||
"/**",
|
||||
" * MessagingUnityPlayerActivity is a {0} that updates its intent when new intents",
|
||||
" * are sent to it.",
|
||||
" *",
|
||||
" * This is a workaround for a known issue that prevents Firebase Cloud Messaging from responding to",
|
||||
" * data payloads when both a data and notification payload are sent to the app while it is in the",
|
||||
" * background.",
|
||||
" */",
|
||||
"public class MessagingUnityPlayerActivity extends {0} {{",
|
||||
" // The key in the intent's extras that maps to the incoming message's message ID. Only sent by",
|
||||
" // the server, GmsCore sends EXTRA_MESSAGE_ID_KEY below. Server can't send that as it would get",
|
||||
" // stripped by the client.",
|
||||
" private static final String EXTRA_MESSAGE_ID_KEY_SERVER = \"message_id\";",
|
||||
"",
|
||||
" // An alternate key value in the intent's extras that also maps to the incoming message's message",
|
||||
" // ID. Used by upstream, and set by GmsCore.",
|
||||
" private static final String EXTRA_MESSAGE_ID_KEY = \"google.message_id\";",
|
||||
"",
|
||||
" // The key in the intent's extras that maps to the incoming message's sender value.",
|
||||
" private static final String EXTRA_FROM = \"google.message_id\";",
|
||||
"",
|
||||
" /**",
|
||||
" * Workaround for when a message is sent containing both a Data and Notification payload.",
|
||||
" *",
|
||||
" * <p>When the app is in the background, if a message with both a data and notification payload is",
|
||||
" * received the data payload is stored on the Intent passed to onNewIntent. By default, that",
|
||||
" * intent does not get set as the Intent that started the app, so when the app comes back online",
|
||||
" * it doesn't see a new FCM message to respond to. As a workaround, we override onNewIntent so",
|
||||
" * that it sends the intent to the MessageForwardingService which forwards the message to the",
|
||||
" * FirebaseMessagingService which in turn sends the message to the application.",
|
||||
" */",
|
||||
" @Override",
|
||||
" protected void onNewIntent(Intent intent) {{",
|
||||
" super.onNewIntent(intent);",
|
||||
"",
|
||||
" // If we do not have a 'from' field this intent was not a message and should not be handled. It",
|
||||
" // probably means this intent was fired by tapping on the app icon.",
|
||||
" Bundle extras = intent.getExtras();",
|
||||
" if (extras == null) {{",
|
||||
" return;",
|
||||
" }}",
|
||||
" String from = extras.getString(EXTRA_FROM);",
|
||||
" String messageId = extras.getString(EXTRA_MESSAGE_ID_KEY);",
|
||||
" if (messageId == null) {{",
|
||||
" messageId = extras.getString(EXTRA_MESSAGE_ID_KEY_SERVER);",
|
||||
" }}",
|
||||
" if (from != null && messageId != null) {{",
|
||||
" Intent message = new Intent(this, MessageForwardingService.class);",
|
||||
" message.setAction(MessageForwardingService.ACTION_REMOTE_INTENT);",
|
||||
" message.putExtras(intent);",
|
||||
" message.setData(intent.getData());",
|
||||
" MessageForwardingService.enqueueWork(this, message);",
|
||||
" }}",
|
||||
" setIntent(intent);",
|
||||
" }}",
|
||||
"",
|
||||
" /**",
|
||||
" * Dispose of the mUnityPlayer when restarting the app.",
|
||||
" *",
|
||||
" * <p>This ensures that when the app starts up again it does not start with stale data.",
|
||||
" */",
|
||||
" @Override",
|
||||
" protected void onCreate(Bundle savedInstanceState) {{",
|
||||
" if (mUnityPlayer != null) {{",
|
||||
" mUnityPlayer.{1}();",
|
||||
" mUnityPlayer = null;",
|
||||
" }}",
|
||||
" super.onCreate(savedInstanceState);",
|
||||
" }}",
|
||||
"}}"
|
||||
};
|
||||
private readonly string BaseActivityClass = "UnityPlayerActivity";
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
private readonly string BaseGameActivityClass = "UnityPlayerGameActivity";
|
||||
#endif
|
||||
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
private readonly string UnityPlayerQuitFunction = "destroy";
|
||||
#else
|
||||
private readonly string UnityPlayerQuitFunction = "quit";
|
||||
#endif
|
||||
|
||||
private readonly string GeneratedFileTag = "FirebaseMessagingActivityGenerated";
|
||||
// If this tag is present on the generated file, it will not be replaced.
|
||||
private readonly string PreserveTag = "FirebasePreserve";
|
||||
|
||||
private readonly string OutputPath = Path.Combine("Plugins", "Android");
|
||||
private readonly string OutputFilename = "MessagingUnityPlayerActivity.java";
|
||||
|
||||
public int callbackOrder { get { return 0; } }
|
||||
public void OnPreprocessBuild(BuildReport report) {
|
||||
// Only run this logic when building for Android.
|
||||
if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Determine what the contents of the generated file should be.
|
||||
string baseClass = BaseActivityClass;
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
// If using the new GameActivity logic, we want to generate with that base class.
|
||||
if (PlayerSettings.Android.applicationEntry.HasFlag(AndroidApplicationEntry.GameActivity)) {
|
||||
baseClass = BaseGameActivityClass;
|
||||
}
|
||||
#endif
|
||||
string fileContents = System.String.Format(System.String.Join("\n", ActivityClassContents),
|
||||
baseClass, UnityPlayerQuitFunction);
|
||||
|
||||
// Check if the file has already been generated.
|
||||
string[] oldAssetGuids = AssetDatabase.FindAssets("l:" + GeneratedFileTag);
|
||||
if (oldAssetGuids != null && oldAssetGuids.Length > 0) {
|
||||
if (oldAssetGuids.Length != 1) {
|
||||
Debug.LogWarning("FirebaseMessagingActivityEditor found multiple generated files with the label: " +
|
||||
GeneratedFileTag + " \n" +
|
||||
"No changes will be made, but this can potentially cause problems on Android with duplicate classes.\n" +
|
||||
"Please check for duplicate classes, and remove any unnecessary uses of the label.");
|
||||
return;
|
||||
}
|
||||
string oldAssetPath = AssetDatabase.GUIDToAssetPath(oldAssetGuids[0]);
|
||||
Object oldAsset = AssetDatabase.LoadMainAssetAtPath(oldAssetPath);
|
||||
if (oldAsset != null) {
|
||||
string oldAssetFullPath = Path.Combine(Application.dataPath, "..", oldAssetPath);
|
||||
string oldFileContents = System.IO.File.ReadAllText(oldAssetFullPath);
|
||||
// If the old file matches what we would generate, exit early.
|
||||
if (oldFileContents == fileContents) {
|
||||
return;
|
||||
}
|
||||
// If the generated file has been tagged to be preserved, don't change it.
|
||||
string[] labelList = AssetDatabase.GetLabels(oldAsset);
|
||||
if (labelList.Contains(PreserveTag)) {
|
||||
return;
|
||||
}
|
||||
// Delete the old asset.
|
||||
Debug.Log("Changes detected, regenerating " + oldAssetPath + "\n" +
|
||||
"To preserve local changes to that file, add the label: " + PreserveTag);
|
||||
AssetDatabase.DeleteAsset(oldAssetPath);
|
||||
}
|
||||
}
|
||||
|
||||
// Generate the new file.
|
||||
string newAssetFullDirectory = Path.Combine(Application.dataPath, OutputPath);
|
||||
System.IO.Directory.CreateDirectory(newAssetFullDirectory);
|
||||
System.IO.File.WriteAllText(Path.Combine(newAssetFullDirectory, OutputFilename), fileContents);
|
||||
string newAssetLocalPath = Path.Combine("Assets", OutputPath, OutputFilename);
|
||||
AssetDatabase.ImportAsset(newAssetLocalPath);
|
||||
Object newAsset = AssetDatabase.LoadMainAssetAtPath(newAssetLocalPath);
|
||||
AssetDatabase.SetLabels(newAsset, new[]{GeneratedFileTag});
|
||||
}
|
||||
}
|
||||
|
||||
// Handles adding the android:theme to the AndroidManifest file if it isn't present,
|
||||
// and swaps it on Unity versions that support GameActivity, which uses a different theme
|
||||
// by default.
|
||||
public class FirebaseMessagingAndroidManifestModifier : IPreprocessBuildWithReport {
|
||||
// Hard coded directories and file names.
|
||||
private static readonly string ANDROID_MANIFEST_DIRECTORY =
|
||||
Path.Combine(Path.Combine("Assets", "Plugins"), "Android");
|
||||
private static readonly string ANDROID_MANIFEST_FILE = "AndroidManifest.xml";
|
||||
private static readonly string ANDROID_MANIFEST_PATH =
|
||||
Path.Combine(ANDROID_MANIFEST_DIRECTORY, ANDROID_MANIFEST_FILE);
|
||||
|
||||
private static readonly string MESSAGING_ACTIVITY = "com.google.firebase.MessagingUnityPlayerActivity";
|
||||
|
||||
private static readonly string DEFAULT_THEME = "@style/UnityThemeSelector";
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
private static readonly string DEFAULT_GAME_THEME = "@style/BaseUnityGameActivityTheme";
|
||||
#endif
|
||||
|
||||
public int callbackOrder { get { return 0; } }
|
||||
public void OnPreprocessBuild(BuildReport report) {
|
||||
string projectDir = Path.Combine(Application.dataPath, "..");
|
||||
string manifestFile = Path.Combine(projectDir, ANDROID_MANIFEST_PATH);
|
||||
|
||||
if (!File.Exists(manifestFile)) {
|
||||
// Unable to locate the file, so exit early.
|
||||
return;
|
||||
}
|
||||
|
||||
var manifest = new XmlDocument();
|
||||
manifest.Load(manifestFile);
|
||||
|
||||
CheckTheme(manifest);
|
||||
|
||||
manifest.Save(manifestFile);
|
||||
}
|
||||
|
||||
private void CheckTheme(XmlDocument manifest) {
|
||||
// Create a NamespaceManager with the 'android' namespace.
|
||||
var nsManager = new XmlNamespaceManager(manifest.NameTable);
|
||||
var androidNamespace = manifest.DocumentElement.GetNamespaceOfPrefix("android");
|
||||
if (string.IsNullOrEmpty(androidNamespace)) {
|
||||
// If unable to find the android namespace, just exit out early, since we depend on it
|
||||
return;
|
||||
}
|
||||
nsManager.AddNamespace("android", androidNamespace);
|
||||
|
||||
// Find the activity node
|
||||
XmlNode activityNode = manifest.SelectSingleNode(
|
||||
$"//application/activity[@android:name='{MESSAGING_ACTIVITY}']",
|
||||
nsManager);
|
||||
|
||||
if (activityNode != null && activityNode is XmlElement activityElement) {
|
||||
string existingTheme = activityElement.GetAttribute("theme", androidNamespace);
|
||||
|
||||
string defaultTheme = DEFAULT_THEME;
|
||||
bool setTheme = string.IsNullOrEmpty(existingTheme);
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
string otherTheme = DEFAULT_GAME_THEME;
|
||||
// If using the new GameActivity logic, we want to use the default game theme.
|
||||
if (PlayerSettings.Android.applicationEntry.HasFlag(AndroidApplicationEntry.GameActivity)) {
|
||||
defaultTheme = DEFAULT_GAME_THEME;
|
||||
otherTheme = DEFAULT_THEME;
|
||||
}
|
||||
// We also want to change the theme if is is using the other default.
|
||||
setTheme |= existingTheme == otherTheme;
|
||||
#endif
|
||||
if (setTheme) {
|
||||
activityElement.SetAttribute("theme", androidNamespace, defaultTheme);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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Executable file
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Executable file
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|
||||
<!-- Copyright (C) 2019 Google Inc. All Rights Reserved.
|
||||
|
||||
FirebaseMessaging iOS and Android Dependencies.
|
||||
-->
|
||||
|
||||
<dependencies>
|
||||
<remoteSwiftPackage url="https://github.com/firebase/firebase-ios-sdk.git" version="12.13.0">
|
||||
<swiftPackage name="FirebaseMessaging" replacesPod="Firebase/Messaging"/>
|
||||
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|
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|
||||
<iosPod name="Firebase/Messaging" version="12.13.0" minTargetSdk="15.0">
|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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<androidPackage spec="com.google.flatbuffers:flatbuffers-java:1.12.0">
|
||||
</androidPackage>
|
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<androidPackage spec="com.google.firebase:firebase-messaging-unity:13.11.0">
|
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<repositories>
|
||||
<repository>Assets/Firebase/m2repository</repository>
|
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|
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Reference in New Issue
Block a user