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Initial commit of the Android Play Services jar resolver for Unity.
See the README.md for details. This initial commit includes the source code for the dll.
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LICENSE

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Copyright (C) 2014 Google Inc.
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README.md

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# JarResolver-Readme
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Google Play Services Jar Resolver Library for Unity
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# Overview
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This library is intended to be used by any Unity plugin that requires access to
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Google play-services or Android support libraries on Android. The goal is to
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minimize the risk of having multiple or conflicting versions of client
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libraries included in the Unity project.
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With this library, a plugin declares the dependencies needed and these are
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resolved by using the play-services and support repositories that are part of
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the Android SDK. These repositories are used to store .aar files in a Maven
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(Gradle) compatible repository.
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This library implements a subset of the resolution logic used by these build
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tools so the same functionality is available in Unity.
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# Requirements
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This library only works with Unity version 5.0 or better.
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The library relies on the installation of the Android Support Repository and
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the Google Repository SDK components. These are found in the "extras" section.
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# Packaging
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The library is packaged as a DLL which implements a Unity editor extension.
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The library contains no runtime components.
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There is sample code demonstrating how to declare dependencies and trigger
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resolution both from the menu, and as a background process when assets change.
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# Usage
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1. Copy the file [JarResolverLib.dll](Assets/Editor/JarResolver.dll) to the Assets/Editor folder in your Unity
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project.
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The dependency information is stored statically, so all plugins register their
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dependency in a common location. In the worse case, this results in multiple calls to
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resolve the dependencies, but they all get the same resolution outcome.
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2. Create an instance of PlayServicesSupport. Pass in a name for the
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client (needs to use valid filename characters), the path to the Android SDK,
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and the path to the settings directory. For Unity, this is "ProjectSettings".
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```
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PlayServicesSupport instance = PlayServicesSupport.CreateInstance("myPlugin",
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EditorPrefs.GetString("AndroidSdkRoot"),
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"ProjectSettings");
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```
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3. Specify the dependencies for your plugin. In your editor script, add a line
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for each direct dependency:
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```
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instance.DependOn(group, artifact, version);
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```
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This declares that the this application now depends on the specified artifact.
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Where:
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* group: indicates the artifact group, e.g. "com.android.support" or
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"com.google.android.gms"
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* artifact: indicates the artifact, e.g. "appcompat-v7" or
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"play-services-appinvite"
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* version: indicates the version. The version value supports both specific
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versions such as 8.1.0, and also the trailing '+' indicating "or greater" for
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the portion of the number preceding the period. For example 8.1.+ would match
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8.1.2, but not 8.2. The string "8+" would resolve to any version greater or
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equal to 8.0. The meta version 'LATEST' is also supported meaning the greatest
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version available, and "0+" indicates any version.
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When the dependency is added, the maven-metadata.xml file is read for this
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dependency. If there are no versions available (or the dependency is not
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found), there is an exception thrown. When the metadata is read, the list of
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known versions is filtered based on the version constraint. The remaining list
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of version is known as <em>possible versions</em>.
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The greatest value of the possible versions is known as the <em>best version</em>. The best version is what is used to perform resolution.
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2. Call Resolve. In your editor script call:
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```
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PlayServicesSupport.ResolveDependencies(useLatest);
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```
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Performs resolution of the dependencies. The parameter useLatest, if true,
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causes the latest version of any dependency to be used in the case of a
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conflict. If this flag is false, the resolution will fail by throwing an
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exception indicating the dependencies cannot be resolved.
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The return value is a dictionary of dependencies needed. The key is the
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"versionless" key of the dependency, and the value is the Dependency object.
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3. Copy/Update the dependencies in your project. Once ResolveDependencies
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returns, you need to copy and update the dependencies in your project. To do
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this, call
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```
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PlayServicesSupport.CopyDependencies(
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deps, "Assets/Plugins/Android", confirm);
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```
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Where:
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* <strong>deps</strong> is the dictionary returned from ResolveDependencies
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* <strong>"Assets/Plugins/Android" </strong>is the project relative path of where to copy the client libraries.
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* <strong>confirm</strong> is a delegate of type PlayServicesSupport.OverwriteConfirmation which is
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called when an a dependency already exists in the project. The delegate should
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return true to have the old dependency be overwritten by the new.
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The signature of PlayServicesSupport.OverwriteConfirmation is
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```
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bool OverwriteConfirmation (Dependency oldDep, Dependency newDep)
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```
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# Calling resolution from the menu
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If you want to make the resolution process manually started from the menu, you
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can use this class as a starter. It declares the dependencies statically (so
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other library clients will resolve them as well), and adds a menu item to
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perform resolution and copy the results. See
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[ManualResolution](Assets/Editor/ManualResolution.cs)
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# Calling resolution in the background
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If you want to make the resolution process automatically started when there is
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a change to the assets, you can kick off the process by implementing an
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AssetPostprocessor. See
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[BackgroundResolution](Assets/Editor/BackgroundResolution.cs)
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# How Resolution works
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Resolution is done by following the steps:
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1. All dependencies are added to the "unresolved" list. Then for each dependency
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in unresolved:
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2. check if there is already a candidate artifact
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1. if there is not, use the greatest version available (within the constraint) as
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the candidate and remove from the unresolved list.
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2. If there is an existing candidate, check if the unresolved version is satisfied
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by the candidate version.
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1. If it is, remove it from the unresolved list.
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2. If it is not, remove possible versions from the dependencies that have
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non-concrete version constraints (i.e. have a + in the version).
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3. If there
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4. If there are still possible versions to check, add the dependency to the end
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of the unresolved list for re-processing with a new version candidate.
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5. If there are no possible versions to resolve both the candidate and the
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unresolved dependencies, then either fail resolution with an exception, or use
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the greatest version value (depending on the useLatest flag passed to resolve).
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3. When a candidate version is selected, the pom file is read for that version and
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the
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4. If there is a candidate version, add it to the candidate list and remove from
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the unresolved.
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3. Process transitive dependencies
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5. for each candidate artifact, read the pom file for dependencies and add them to
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the unresolved list.
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# Code location and building instructions
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There are 3 assemblies that are part of the solution.
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1. The Unity Editor UI components
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2. The Jar resolver library
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3. The unit tests.

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