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C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails
Some platforms don't support hostfxr but we can use the coreclr/monosgen library directly to initialize the runtime. Android exports now use the `android` runtime identifier instead of `linux-bionic`, this removes the restrictions we previously had: - Adds support for all Android architectures (arm32, arm64, x32, and x64), previously only the 64-bit architectures were supported. - Loads `System.Security.Cryptography.Native.Android` (the .NET library that binds to the Android OS crypto functions).
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@@ -33,14 +33,29 @@ package com.godot.game;
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import org.godotengine.godot.GodotActivity;
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import android.os.Bundle;
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import android.util.Log;
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import androidx.core.splashscreen.SplashScreen;
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import com.godot.game.BuildConfig;
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/**
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* Template activity for Godot Android builds.
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* Feel free to extend and modify this class for your custom logic.
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*/
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public class GodotApp extends GodotActivity {
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static {
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// .NET libraries.
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if (BuildConfig.FLAVOR.equals("mono")) {
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try {
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Log.v("GODOT", "Loading System.Security.Cryptography.Native.Android library");
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System.loadLibrary("System.Security.Cryptography.Native.Android");
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} catch (UnsatisfiedLinkError e) {
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Log.e("GODOT", "Unable to load System.Security.Cryptography.Native.Android library");
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}
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}
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}
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@Override
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public void onCreate(Bundle savedInstanceState) {
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SplashScreen.installSplashScreen(this);
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