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Support loading flutter assets from dynamic patch (flutter/engine#7308)
This replicates similar logic found in ApkAssetProvider that locates assets by their short name in a sudbirectory inside of an archive file, instead of only at the root of archive.
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@ -22,8 +22,8 @@ void UniqueUnzipperTraits::Free(void* file) {
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unzClose(file);
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}
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ZipAssetStore::ZipAssetStore(std::string file_path)
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: file_path_(std::move(file_path)) {
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ZipAssetStore::ZipAssetStore(std::string file_path, std::string directory)
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: file_path_(std::move(file_path)), directory_(std::move(directory)) {
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BuildStatCache();
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}
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@ -43,8 +43,8 @@ std::unique_ptr<fml::Mapping> ZipAssetStore::GetAsMapping(
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const std::string& asset_name) const {
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TRACE_EVENT1("flutter", "ZipAssetStore::GetAsMapping", "name",
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asset_name.c_str());
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auto found = stat_cache_.find(asset_name);
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auto found = stat_cache_.find(directory_ + "/" + asset_name);
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if (found == stat_cache_.end()) {
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return nullptr;
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}
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@ -23,7 +23,7 @@ using UniqueUnzipper = fml::UniqueObject<void*, UniqueUnzipperTraits>;
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class ZipAssetStore final : public AssetResolver {
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public:
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ZipAssetStore(std::string file_path);
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ZipAssetStore(std::string file_path, std::string directory);
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~ZipAssetStore() override;
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@ -35,7 +35,9 @@ class ZipAssetStore final : public AssetResolver {
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: file_pos(p_file_pos), uncompressed_size(p_uncompressed_size) {}
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};
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std::string file_path_;
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const std::string file_path_;
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const std::string directory_;
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mutable std::map<std::string, CacheEntry> stat_cache_;
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// |blink::AssetResolver|
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@ -253,7 +253,7 @@ static void RunBundleAndSnapshotFromLibrary(JNIEnv* env,
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const auto file_ext_index = bundlepath.rfind(".");
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if (bundlepath.substr(file_ext_index) == ".zip") {
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asset_manager->PushBack(
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std::make_unique<blink::ZipAssetStore>(bundlepath));
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std::make_unique<blink::ZipAssetStore>(bundlepath, "flutter_assets"));
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} else {
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asset_manager->PushBack(
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std::make_unique<blink::DirectoryAssetBundle>(fml::OpenDirectory(
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