ff34e291d8
update and create bundle config pb python library update config.pb file to the source of truth: google3/third_party/java_src/android_appbundle/bundletool/schemas/proto/config.proto current config.pb is stale and needs update. Also, add a python library host soong module config_proto, so that it can be used by other python code. BUG: b/240288941 TETS: tested along with primary_train_build_worker that reuse BundleConfig.pb Change-Id: I426a5cb7ec42573ed2110494c50813abc0a96296
300 lines
11 KiB
Protocol Buffer
300 lines
11 KiB
Protocol Buffer
// Messages describing APK Set's table of contents (toc.pb entry).
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// Please be advised that the ultimate source is at
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// https://github.com/google/bundletool/tree/master/src/main/proto
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// so you have been warned.
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syntax = "proto3";
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package android.bundle;
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option go_package = "android/soong/cmd/extract_apks/bundle_proto";
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option java_package = "com.android.bundle";
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message BundleConfig {
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Bundletool bundletool = 1;
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Optimizations optimizations = 2;
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Compression compression = 3;
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// Resources to be always kept in the master split.
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MasterResources master_resources = 4;
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ApexConfig apex_config = 5;
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// APKs to be signed with the same key as generated APKs.
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repeated UnsignedEmbeddedApkConfig unsigned_embedded_apk_config = 6;
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AssetModulesConfig asset_modules_config = 7;
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enum BundleType {
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REGULAR = 0;
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APEX = 1;
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ASSET_ONLY = 2;
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}
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BundleType type = 8;
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// Configuration for locales.
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Locales locales = 9;
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}
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message Bundletool {
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reserved 1;
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// Version of BundleTool used to build the Bundle.
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string version = 2;
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}
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message Compression {
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// Glob matching the list of files to leave uncompressed in the APKs.
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// The matching is done against the path of files in the APK, thus excluding
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// the name of the modules, and using forward slash ("/") as a name separator.
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// Examples: "res/raw/**", "assets/**/*.uncompressed", etc.
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repeated string uncompressed_glob = 1;
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enum AssetModuleCompression {
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UNSPECIFIED = 0;
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// Assets are left uncompressed in the generated asset module.
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UNCOMPRESSED = 1;
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// Assets are compressed in the generated asset module.
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// This option can be overridden at a finer granularity by specifying
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// files or folders to keep uncompressed in `uncompressed_glob`.
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// This option should only be used if the app is able to handle compressed
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// asset module content at runtime (some runtime APIs may misbehave).
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COMPRESSED = 2;
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}
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// Default compression strategy for install-time asset modules.
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// If the compression strategy indicates to compress a file and the same file
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// matches one of the `uncompressed_glob` values, the `uncompressed_glob`
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// takes precedence (the file is left uncompressed in the generated APK).
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//
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// If unspecified, asset module content is left uncompressed in the
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// generated asset modules.
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//
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// Note: this flag only configures the compression strategy for install-time
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// asset modules; the content of on-demand and fast-follow asset modules is
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// always kept uncompressed.
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AssetModuleCompression install_time_asset_module_default_compression = 2;
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enum ApkCompressionAlgorithm {
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// Default in the current version of bundletool is zlib deflate algorithm
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// with compression level 9 for the application's resources and compression
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// level 6 for other entries.
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//
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// This is a good trade-off between size of final APK and size of patches
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// which are used to update the application from previous to next version.
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DEFAULT_APK_COMPRESSION_ALGORITHM = 0;
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// 7zip implementation of deflate algorithm which gives smaller APK size
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// but size of patches required to update the application are larger.
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P7ZIP = 1;
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}
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// Compression algorithm which is used to compress entries in final APKs.
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ApkCompressionAlgorithm apk_compression_algorithm = 3;
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}
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// Resources to keep in the master split.
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message MasterResources {
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// Resource IDs to be kept in master split.
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repeated int32 resource_ids = 1;
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// Resource names to be kept in master split.
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repeated string resource_names = 2;
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}
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message Optimizations {
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SplitsConfig splits_config = 1;
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// This is for uncompressing native libraries on M+ devices (L+ devices on
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// instant apps).
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UncompressNativeLibraries uncompress_native_libraries = 2;
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// This is for uncompressing dex files.
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UncompressDexFiles uncompress_dex_files = 3;
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// Configuration for the generation of standalone APKs.
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// If no StandaloneConfig is set, the configuration is inherited from
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// splits_config.
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StandaloneConfig standalone_config = 4;
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// Optimizations that are applied to resources.
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ResourceOptimizations resource_optimizations = 5;
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// Configuration for archiving the app.
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StoreArchive store_archive = 6;
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}
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message ResourceOptimizations {
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// Whether to use sparse encoding for resource tables.
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// Resources in sparse resource table are accessed using a binary search tree.
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// This decreases APK size at the cost of resource retrieval performance.
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SparseEncoding sparse_encoding = 1;
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enum SparseEncoding {
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// Previously 'ENFORCED'. This option is deprecated because of issues found
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// in Android O up to Android Sv2 and causes segfaults in
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// Resources#getIdentifier.
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reserved 1;
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reserved "ENFORCED";
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// Disables sparse encoding.
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UNSPECIFIED = 0;
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// Generates special APKs for Android SDK +32 with sparse resource tables.
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// Devices with Android SDK below 32 will still receive APKs with regular
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// resource tables.
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VARIANT_FOR_SDK_32 = 2;
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}
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}
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message UncompressNativeLibraries {
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bool enabled = 1;
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}
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message UncompressDexFiles {
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// A new variant with uncompressed dex will be generated. The sdk targeting
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// of the variant is determined by 'uncompressed_dex_target_sdk'.
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bool enabled = 1;
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// If 'enabled' field is set, this will determine the sdk targeting of the
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// generated variant.
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UncompressedDexTargetSdk uncompressed_dex_target_sdk = 2;
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enum UncompressedDexTargetSdk {
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// Q+ variant will be generated.
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UNSPECIFIED = 0;
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// S+ variant will be generated.
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SDK_31 = 1;
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}
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}
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message StoreArchive {
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// Archive is an app state that allows an official app store to reclaim device
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// storage and disable app functionality temporarily until the user interacts
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// with the app again. Upon interaction the latest available version of the
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// app will be restored while leaving user data unaffected.
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// Enabled by default.
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bool enabled = 1;
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}
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message Locales {
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// Instructs bundletool to generate locale config and inject it into
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// AndroidManifest.xml. A locale is marked as supported by the application if
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// there is at least one resource value in this locale. Be very careful with
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// this setting because if some of your libraries expose resources in some
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// locales which are not actually supported by your application it will mark
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// this locale as supported. Disabled by default.
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bool inject_locale_config = 1;
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}
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// Optimization configuration used to generate Split APKs.
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message SplitsConfig {
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repeated SplitDimension split_dimension = 1;
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}
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// Optimization configuration used to generate Standalone APKs.
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message StandaloneConfig {
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// Device targeting dimensions to shard.
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repeated SplitDimension split_dimension = 1;
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// Whether 64 bit libraries should be stripped from Standalone APKs.
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bool strip_64_bit_libraries = 2;
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// Dex merging strategy that should be applied to produce Standalone APKs.
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DexMergingStrategy dex_merging_strategy = 3;
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enum DexMergingStrategy {
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// Strategy that does dex merging for applications that have minimum SDK
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// below 21 to ensure dex files from all modules are merged into one or
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// mainDexList is applied when merging into one dex is not possible. For
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// applications with minSdk >= 21 dex files from all modules are copied into
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// standalone APK as is because Android supports multiple dex files natively
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// starting from Android 5.0.
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MERGE_IF_NEEDED = 0;
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// Requires to copy dex files from all modules into standalone APK as is.
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// If an application supports SDKs below 21 this strategy puts
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// responsibility of providing dex files compatible with legacy multidex on
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// application developers.
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NEVER_MERGE = 1;
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}
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}
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// BEGIN-INTERNAL
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// LINT.IfChange
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// END-INTERNAL
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message SplitDimension {
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enum Value {
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UNSPECIFIED_VALUE = 0;
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ABI = 1;
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SCREEN_DENSITY = 2;
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LANGUAGE = 3;
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TEXTURE_COMPRESSION_FORMAT = 4;
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// BEGIN-INTERNAL
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GRAPHICS_API = 5 [deprecated = true];
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// END-INTERNAL
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DEVICE_TIER = 6;
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}
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Value value = 1;
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// If set to 'true', indicates that APKs should *not* be split by this
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// dimension.
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bool negate = 2;
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// Optional transformation to be applied to asset directories where
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// the targeting is encoded in the directory name (e.g: assets/foo#tcf_etc1)
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SuffixStripping suffix_stripping = 3;
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}
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// BEGIN-INTERNAL
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// LINT.ThenChange(//depot/google3/wireless/android/vending/developer/proto/storage/app/apk_bundle.proto)
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// END-INTERNAL
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message SuffixStripping {
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// If set to 'true', indicates that the targeting suffix should be removed
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// from assets paths for this dimension when splits (e.g: "asset packs") or
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// standalone/universal APKs are generated.
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// This only applies to assets.
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// For example a folder with path "assets/level1_textures#tcf_etc1"
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// would be outputted to "assets/level1_textures". File contents are
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// unchanged.
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bool enabled = 1;
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// The default suffix to be used for the cases where separate slices can't
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// be generated for this dimension - typically for standalone or universal
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// APKs.
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// This default suffix defines the directories to retain. The others are
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// discarded: standalone/universal APKs will contain only directories
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// targeted at this value for the dimension.
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//
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// If not set or empty, the fallback directory in each directory group will be
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// used (for example, if both "assets/level1_textures#tcf_etc1" and
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// "assets/level1_textures" are present and the default suffix is empty,
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// then only "assets/level1_textures" will be used).
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string default_suffix = 2;
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}
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// Configuration for processing APEX bundles.
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// https://source.android.com/devices/tech/ota/apex
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message ApexConfig {
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// Configuration for processing of APKs embedded in an APEX image.
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repeated ApexEmbeddedApkConfig apex_embedded_apk_config = 1;
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// Explicit list of supported ABIs.
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// Default: See ApexBundleValidator.REQUIRED_ONE_OF_ABI_SETS
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repeated SupportedAbiSet supported_abi_set = 2;
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}
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// Represents a set of ABIs which must be supported by a single APEX image.
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message SupportedAbiSet {
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repeated string abi = 1;
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}
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message ApexEmbeddedApkConfig {
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// Android package name of the APK.
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string package_name = 1;
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// Path to the APK within the APEX system image.
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string path = 2;
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}
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message UnsignedEmbeddedApkConfig {
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// Path to the APK inside the module (e.g. if the path inside the bundle
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// is split/assets/example.apk, this will be assets/example.apk).
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string path = 1;
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}
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message AssetModulesConfig {
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// App versionCodes that will be updated with these asset modules.
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// Only relevant for asset-only bundles.
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repeated int64 app_version = 1;
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// Version tag for the asset upload.
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// Only relevant for asset-only bundles.
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string asset_version_tag = 2;
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}
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