List was skipping directories. Include them, and add tests to ensure
the order and precedence is correct.
Bug: 72511641
Test: make libandroidfw_tests
Test: atest CtsContentTestCases:AssetManagerTest
Change-Id: Iadf45883283d3e4aae93bd7c3343745912e34fa0
When an app is loaded as a shared library (eg. monochrome),
make sure to set the bit that it loaded as such, so that
conversions from package ID 7f -> shared library ID are done.
Bug: 72511998
Test: make libandroidfw_tests
Test: out/host/<host_os>/nativetest64/libandroidfw_tests/libandroidfw_tests
Change-Id: Icd11b7a5adff351165ca16d5853fb5a0002c34b1
This added more up-front cost to loading an APK and didn't provide
a significant benefit to resource retrieval.
Test: make libandroidfw_tests
Change-Id: Idbf993abc433fa8c8950d106c66469b310b66f7f
If the value passed to AssetManager::ResolveReference is not a
reference, the caller may be expecting for the last reference to
not be cleared, as a more appropriate value should most likely be
retained.
This was causing an issue when a caller was manually resolving
references and expecting the last resource ID resolved to be propagated
across calls to ResolveReference.
Test: make libandroidfw_tests
Change-Id: I5b7f586e2cd541059023eaa9ba23e324a21a9a1e
ApkAssets who have failed verification should still run for
compatibility. Not all resources are accessed, and therefore
errors in the APK are not necessarily fatal. However, this means
we must do bounds checks when retrieving resources, which is
slower.
Test: make libandroidfw_tests && $ANDROID_BUILD_TOP/out/host/<host>/nativetest64/libandroidfw_tests/libandroidfw_tests
Test: make libandroidfw_benchmarks && adb sync system && adb sync data && /data/benchmarktest64/libandroidfw_benchmarks/libandroidfw_benchmarks
Change-Id: I4cc926c064bca0491785d82cdac0419d74d7d9b0
If @empty is encountered in XML, do not fallback
to searching through the theme.
Bug: 36891052
Test: make aapt2_tests
Test: bit CtsContentTestCases:android.content.res.cts.TypedArrayTest
Change-Id: Ie3bf7b70af9c7913513a1092afd95d26bec5e635
- Use FileMaps to open Assets (prevents closing of ApkAssets underlying
zip)
- Implement OpenDir and List methods
- Fix issue where DynamicRefTable wasn't properly constructed
Test: make libandroidfw_tests
Change-Id: Ib21a84e1114d028120744aa3bc1c6eb9d9399fa8
This adds support for shared resource libraries in the new
ResTable/AssetManager implementation.
The dynamic package map encoded in resources.arsc is parsed
and stored with LoadedArsc, and combined to form a resolved table
in AssetManager2.
Benchmarks show that this implementation is an order of magnitude
faster on angler-userdebug (make libandroidfw_benchmarks).
Test: libandroidfw_tests
Change-Id: I57c80248728b63b162bf8269ac9495b53c3e7fa0
The multiwindow model and Resources-per-activity
model that came in N puts greater demands on AssetManagers.
They are created whenever window dimensions change, which
can be frequently. There is a need to be able to cheaply
create a new AssetManager for each Activity, which shares
a lot of underlying state.
In order to make the creation of AssetManagers cheap,
we need a new implementation of the native AssetManager
and ResTable to support immutable representations of
APKs. This new data structure/class is ApkAssets.
ApkAssets have the same functionality of an AssetManager, except
that they operate on a single APK, and they do not do any caching.
Once loaded, they are immutable.
ApkAssets will be exposed as a Java object, with its implementation in
native code. The existing Java StringBlock will be owned by ApkAssets,
which means that Strings can be shared across AssetManagers.
ApkAssets can be cached by the ResourcesManager. Creating an AssetManager
requires only a list of ApkAssets and a configuration.
AssetManager2 (named with the suffix '2' for now while transitioning
to the new implementation) caches bags that are accessed.
Since ApkAssets are expected to be kept around longer, they do more validation
of the resource table, which cause slower load times. Measured on an angler-userdebug,
loading the framework assets takes 11ms with ApkAssets, and 2ms with the old
AssetManager implementation.
The tradeoff is that there does not need to be any security checks once an ApkAssets
is loaded, and regular resource retrieval is faster. Measured on an angler-userdebug,
accessing resource (android:string/ok) with many locales takes 18us with AssetManager2,
and 19us with AssetManager (this is per resource, so these add up).
Test: make libandroidfw_tests
Change-Id: Id0e57ee828f17008891fe3741935a9be8830b01d