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Main forum => GLBasic - en => Topic started by: Kyo on 2013-Dec-19

Title: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-19
I read in a forum the Max Size for APK file is 50MB.

and i found this: http://developer.android.com/google/play/expansion-files.html (http://developer.android.com/google/play/expansion-files.html)

this procedure is fine in gl_b ?????
or should I do otherwise?

My APK far exceeds the 50MB!  :glare:
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-20
sadly, its will NOT happens very soon. Glbasic does not support it at all, and that way its works now, im cannot just support it to AndroidExtras as well. Its can been a very compliced thing to do.

Before im will try to support that, Gernot need do a way to checkout a folder and DONT copy to the Media folder, but instead zip it down instead by using the guideline. Im thins any folder which contain the empty file, android.xclz could do that.

Also Its need a way to installing the files locally to, which seen pretty much complex.

When that happens, then im will look for the Java part of both the internal copy assest metod using ... screen, or doing that trought Check_Asset() in AndroidExtras (which will try copy media from zip, if not found from the apk).

So by now its wont happens support it very soon.
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-20
mmm so I was stationary! ....
This is not good!  :(
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-20
The main reason is.... glbasic is not designed to use those files in mind.

Howover its mightbeen possible to support it throught AndroidExtras, but its can been quite complex, due its need to support the obb by creating them directly, or you cannot test under compiling.

Howover not sure how its should detect and how. But sadly its wont been done very soon by trying support it.

Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-20
I understand!

GLB is a great engine, but it still has too many limitations for larger projects!

Instead of continuing to create exporter to other platforms, it is more important to stabilize and add more functions to platforms  that already exist!

Now I have a project stopped and this is a big problem for me!
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-20
(im have edited the previous post), but tis does not inteferere the next post. sorry about it.

You can do larger Projects using Ios, but Google Play have still its limits and complexlity (as typical Android is).

Alternative you can host the file your self in sandbox file format by using NETWEBGET. Howover the main issue is its dont support threading.
Title: Re: Request information on: APK Expansion Files
Post by: fuzzy70 on 2013-Dec-20
To be fair it sounds like you have only just discovered the 50MB max APK file size from seeing it on a forum & I bet there is a lot more people that don't know about it then those that do. If you had known about that limit before starting your project would have created it still.

Thanks to you more people will be aware that such a limit exists & there is such a thing as APK expansion files which while not currently supported may be added so GLB can handle them.

I know that doesn't help your current situation but am surprised Google hasn't changed the limit rather than offering "Expansion files". I haven't had a read of the forum post you mentioned but is it an Android issue or just the Playstore?

Lee
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-20
Its a Playstore issue, which is still limit to 50mb, even this day.....

If you want to upload bigger project, you need to use Expansion files, which seen too been a quite very tricky to been supported for glbasic, due glbasic not have programmed with this in mind.

Absolutte its can been possible for using OBB if the Media folder is over a contian size, example 40mb, then its could copy the Media folder from main project to Android\MediaExpansion Folder instead of Android\assets\Media and then invoke the JOBB command (http://developer.android.com/tools/help/jobb.html).

Im need the above to been doen first by glbasic, before im will implement the rest in the Java code part of it. If the above is not done, its would simply to been too complex and hence im wont try doing anything until the above happens.

Also this would property only Works with sdk 4.0 (due a least sdk 2.3 is required as im have seen).

Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-20
Ok, the only solution at the moment is download the external resource with NETWEBGET!

But it's possible ???
- Download a file from a website with  progress bar (or the calculation of MB downloaded)
- Resume a partially downloaded file

Example in the forum?
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-20
im never used Network commands really, so here im can ask. Howover im do look on a downloader with procent in one of the next AndroidExtras one of the follow weeks. That is the only comprimise by now.
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-20
Ok, I will wait your news!  :good:
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-21
One thing im have never every have understand Android that is how the XML ressource Works when putting in res/layout and in res/values when working with external text strings. Each time im try to those resouce handled by various project (often when R Strings is invoked), then im simply get a build.xml error.

But since its never have tell WHY the error is, then its just impossible to fix that and do anything else.

The main issue is The downloader_library uses a lots of those XML ressource and for some reason the build fails, without having a clue why it happens.

Due im sometimes im just hate Android when doing like that, im wont try to implement downloader_library due those silly errors.

Im which build.xml told why the error accours rather just return a 1..... But its dont do that with glbasic. So by now im simply cant do anything with it.

Howover im do look for a simple url downloader with Progress bar instead, which is a only work around.
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-21
OK!
If I knew there were all these problems, I would have followed a different route!

Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-21
That limit is property Down for the some devices cannot do more than this and many devices also have low internal memory, where glbasic copy external data to (which can been limit throught AndroidExtras). So this is more a Android / Google Play limit, not Glbasic itsself.

Howover exists other Android shop, example Samsung Apps. That shop should not have that limit at all, while Amazon AppStore just point to a external FTP after a contain limit (which is 125mb):
https://developer.amazon.com/help/faq.html

Amazon also point size over 100mb can been problematic too generally and advise to uses a external download source for resources, also bandwidth issues when updating.

With the above in mind...

Property if im would add something to Glbasic v13, then could been nice to haveing some DOWNLOAD commands (using FTP as well HTTP), something like those:

id=DOWNLOADINIT(fileurl$, fileto$, protocol$, username$, password$)
filesize=DOWNLOADFILESIZE(id)
progress=DOWNLOADPROGRESS(id)
status$=DOWNLOADSTATUS$(id)
DOWNLOADCLOSE(id)

That would help very much for workaround those various limits (regaardless of platform) and would been much easier to download the expansion (as well ads) files too (since im would only need to deliver the url and support it throught check_assest()). With those new commands would then not breaks compatible.

Im thinks that could go for the next version of glbasic....
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-21
I hope you're right or is a big trouble for me!
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-21
But for now, im cant do anything right now. You need to ask Gernot for that, not me. For now checkout Samsung Apps as well Amazon Appstore.
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-21
I have to ask Gernot ... I understand!

but I believe that Gernot,'re thinking of something else!
a single programmer can not follow the requirements of all!

That's why I believe that at this time the addition of HTML 5 was wrong!

First it was better to give all the services on major platforms (iOS and Android) and then add more!
Title: Re: Request information on: APK Expansion Files
Post by: fuzzy70 on 2013-Dec-21
The problem with adding all the services for a platform (i.e. Android or iOS) is that it risks breaking the multi platform nature of GLBasic.

Things like stores/inapp purchases, GPS, camera roll etc are all pretty much specific to a platform & adding such would make updating and/or bug fixing GLB more work.

Hence why the Android Extras was created, to fill the gap of missing features some people wanted or needed without affecting the core of GLB & the platforms it supports.

GLBasic is not the only multiple platform language that exists that has issues with some Android features, I'm sure a read an article about unity having issues with the 50mb playstore limit & someone wrote a tool to split the apk. Even then it wasn't a "one click fix all problems tool" & required some editing in eclipse.

Add to that some companies modify parts of Android to their own needs (Samsung springs to mind), the countless variations on hardware & screen resolutions along with many different versions of Android probably makes it the hardest platform to create for outside of the official sdk.

Lee

Sent from my C6603 using Tapatalk

Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-21
I understand perfectly, but it does not change my situation!
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-21
Now I'm have not a clue what kind if assets that take the size? And your current project size. This is why research is good to been start, before surpricing, when discovered too late (im did scrapped a game too for around 10 years ago for similar reasons, when doing thing in wrong order).

On this area, Android sucks big balls. Google Play should have been better, when Amazon AppStore and Samsung Apps not have those 50mb limits.

PS. Unity did have the extract same issues.

Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-21

And so I should trashing an almost finished project?  :S
I'll have to wait until the problem is solved! (I do not know when or how)  :whistle:

Amazon AppStore and Samsung Apps not have the same visibility of Google Play!


P.S.: Unity solved with a split APK!
http://labs.exoa.fr/tutorial-unity-4-apk-splitting-google-play-obb/ (http://labs.exoa.fr/tutorial-unity-4-apk-splitting-google-play-obb/)
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-21
Yes, but glbasic is far from alone to have those issues. Google Play Expansion files is just crap designed and wierd way. Its should been more or less automatic, but instead do require a lots of manual work (etc im Wonder why they diddent do a central downloader for this kind of files?). Full support might take from weeks too month.

While you cant uses Google Play, you should still checkout those shops as well of course Apple Appstore.

PS. Im found some downloader service code (which require API-9+), but that do require own download server throught. Im look on that.
Title: Re: Request information on: APK Expansion Files
Post by: fuzzy70 on 2013-Dec-21
Quote from: diego on 2013-Dec-21
P.S.: Unity solved with a split APK!
http://labs.exoa.fr/tutorial-unity-4-apk-splitting-google-play-obb/ (http://labs.exoa.fr/tutorial-unity-4-apk-splitting-google-play-obb/)

Have you read all the stuff you have to do to get it to work. Again it is not a one click tool & requires editing xml, adding a bulk of code to Unity plus other things. Like I said above its a 3rd party tool not made by the creators of Unity itself & if your lucky & only need the basic Android features that comes with the $1500 price tag you have to spend another $1500 for the Android Pro license.

That's a hell of a lot more money than the cost of GLBasic & it doesn't handle the 50mb limit WITHOUT an external tool.

Lee
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-21
howover more important is really to get full zip support (not just shoenox), which would prevent a another issue this limit:
Glbasic will copy assests files from the apk/obb to internal memory, which is not very smart for large projects, which will consume double of the devices memory.

If glbasic could support zip files directly, then its would been awesome (obb is more or less just renamed zip files).

Howover its seen all its does when uploading is renaming the expansion file to obb, renamed from whatever uploaded files (which can been anything). So really the expansion file using for Google Play should been inside a shoebox file, etc android.sbx. Then its would been easier to integrate to a project (and prevent glbasic to copy to the internal memory).

So start shoebox your larger files and then get access from that files to Work in your project.
Title: Re: Request information on: APK Expansion Files
Post by: Ian Price on 2013-Dec-22
@diego - I'm presuming it's pretty much all media that's taking up the 50MB+ of your project. Have you looked at methods of file reduction, like reducing the music/sfx quality a bit or using imaging software to reduce the size of your images? Or reducing texture sizes. Most people wouldn't even notice a difference. I use https://tinypng.com/ quite a lot and it's amazing how much this can reduce the size of an already small .PNG without losing any quality.
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-22
tingpng does loss some information, which was noticable, but howover is a excellent software. For sound its good to uses 22khz mono, rather than using 44khz stereo. For music, often you can go after 128kbit stereo without problem.

im remember im did a very much sport to reduce so much of possible to the Java Space Taxi im created in the past (which could been fun to port that game to glbasic) by using example jpg (Picture) + gif (Alpha) on the main menu.

Another issue could been eventuelly videos?
Title: Re: Request information on: APK Expansion Files
Post by: Ian Price on 2013-Dec-22
Yeah, I did wonder about videos and animations when I posted. GLBasic does/did support .AVI, but not on mobile platforms (IIRC).

Perhaps diego needs to evaluate how much of this media is just fluff and how much is really required. Can detail and quality be reduced without affecting the overall enjoyment of the game? Will cutting a few corners actually be noticed?
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-22
to been fair, Jungool (none glbasic game, im created music for) used around 130mb, even when used the compressed PVR format and contain 60min music. The size is due the 4096kb textures that did it. Howover its was designed with iOS in mind and used MACS and xCode directly for it. The game will never come to Android and will remain Ios exclusive.

When glbasic ever support Expansion Files, its will only do that with shoebox file to prevent copy to the internal memory (im do not now glbasic can uses obb as its was a sbx file). Im hope so.
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-22
Quote from: spacefractal on 2013-Dec-21
Yes, but glbasic is far from alone to have those issues. Google Play Expansion files is just crap designed and wierd way. Its should been more or less automatic, but instead do require a lots of manual work (etc im Wonder why they diddent do a central downloader for this kind of files?). Full support might take from weeks too month.

While you cant uses Google Play, you should still checkout those shops as well of course Apple Appstore.

PS. Im found some downloader service code (which require API-9+), but that do require own download server throught. Im look on that.

You're absolutely right! Android only complicates our life! :rant:

Quote from: fuzzy70 on 2013-Dec-21
Quote from: diego on 2013-Dec-21
P.S.: Unity solved with a split APK!
http://labs.exoa.fr/tutorial-unity-4-apk-splitting-google-play-obb/ (http://labs.exoa.fr/tutorial-unity-4-apk-splitting-google-play-obb/)

Have you read all the stuff you have to do to get it to work. Again it is not a one click tool & requires editing xml, adding a bulk of code to Unity plus other things. Like I said above its a 3rd party tool not made by the creators of Unity itself & if your lucky & only need the basic Android features that comes with the $1500 price tag you have to spend another $1500 for the Android Pro license.

That's a hell of a lot more money than the cost of GLBasic & it doesn't handle the 50mb limit WITHOUT an external tool.

Lee

it is true,  the Unity Pro version is more expensive.
But they worth the money spent for big problem!
The solution for external file in Android (in the free version) is complicated but it has been found!

The Indi market has grown by Unity!
But I prefer a system programming like GLB!  :good:
And I would pay more to have additional features!  =D

Quote from: spacefractal on 2013-Dec-21
howover more important is really to get full zip support (not just shoenox), which would prevent a another issue this limit:
Glbasic will copy assests files from the apk/obb to internal memory, which is not very smart for large projects, which will consume double of the devices memory.

If glbasic could support zip files directly, then its would been awesome (obb is more or less just renamed zip files).

Howover its seen all its does when uploading is renaming the expansion file to obb, renamed from whatever uploaded files (which can been anything). So really the expansion file using for Google Play should been inside a shoebox file, etc android.sbx. Then its would been easier to integrate to a project (and prevent glbasic to copy to the internal memory).

So start shoebox your larger files and then get access from that files to Work in your project.

It would be a great support to zip (also to protect files)!
The FTP download is the only solution!
Unfortunately I do not know the commands NET!

Quote from: Ian Price on 2013-Dec-22
@diego - I'm presuming it's pretty much all media that's taking up the 50MB+ of your project. Have you looked at methods of file reduction, like reducing the music/sfx quality a bit or using imaging software to reduce the size of your images? Or reducing texture sizes. Most people wouldn't even notice a difference. I use https://tinypng.com/ quite a lot and it's amazing how much this can reduce the size of an already small .PNG without losing any quality.

I use: PNG 8 Bit - 256 Color
SFX: Wav 8 Bit Mono
Music: Mp3

:)

Quote from: spacefractal on 2013-Dec-22
tingpng does loss some information, which was noticable, but howover is a excellent software. For sound its good to uses 22khz mono, rather than using 44khz stereo. For music, often you can go after 128kbit stereo without problem.

im remember im did a very much sport to reduce so much of possible to the Java Space Taxi im created in the past (which could been fun to port that game to glbasic) by using example jpg (Picture) + gif (Alpha) on the main menu.

Another issue could been eventuelly videos?

I do not have video in the game!
If I'm not mistaken on Android playMovie the command does not work! Right?  :blink:
Title: Re: Request information on: APK Expansion Files
Post by: fuzzy70 on 2013-Dec-22
Quote from: diego on 2013-Dec-22
If I'm not mistaken on Android playMovie the command does not work! Right?  :blink:

I'm not to sure as I haven't tried it yet but when I was looking for a new phone a couple of months back I narrowed it down to a HTC One, S4 & Xperia Z & looking up details on them there was some differences on what media they could play back (audio as well as video). So even if PLAYMOVIE does work on Android there's no guarantee that the device would be able to play it back.

Got to love Android  :sick:

Lee
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-22
im guess the music take the whole? How much do you use of them? they are property in 320kbit? Im normally uses 128 or 96kbit for music. Howover Karma Miwa will uses 320kbit music (3 tunes + 2 small jingles), due im still have comply of size left (around 25mb), so im do not have that issue. Howover im did need to rgb 565 dither the scenes for Android, which uses much more size than they diddent do that.

Yes Android is a complicered affiar, that why they often release to Ios first.
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-22
Quote from: spacefractal on 2013-Dec-22
im guess the music take the whole? How much do you use of them? they are property in 320kbit? Im normally uses 128 or 96kbit for music. Howover Karma Miwa will uses 320kbit music (3 tunes + 2 small jingles), due im still have comply of size left (around 25mb), so im do not have that issue. Howover im did need to rgb 565 dither the scenes for Android, which uses much more size than they diddent do that.

Yes Android is a complicered affiar, that why they often release to Ios first.

No the Music it's not big, The sprites are so many!
I do not want  to renounce at quality of the game!
I wanted to make a  high level game!
I have worked 3 months at sprite editor and level editor and 4 month to the games (and I still have not finished  :'( ) ....


Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-22
you dont have plans to release it to Ios and OUYA first? For Greedy Mouse im still got 10x more sale on Ios rather than Google Play, which is hard to got noticed there. Some also complian you will get more sale on Amazon AppStore than Google Play.

You would do need to shoebox your sprites and load them from that file. Its a zip like compressed format.
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-22
Yes I want to release first on iOS!
I would like to release it for free but with ADV! but I do not know if it works on glb with the new version of iOS!

Yes I know the command setshoebox!
I have to learn how to use the commands NET!
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-22
Im have not got a ads service to work correctly. Im looked shortly on LeadBolt, but some crappy antivirus dont want them and got 1 star reviews instead (even im was not used that other the sdk was included)..... Another issue to  deal with.

Expainsion Files would only works greatly with shoebox files (im trying to look on that one, howover the release day would been around end in jan/start feb). That due its platform compatible, and you only would need to change the pointer where the file is. That will cause easier to implement it really, without breaking compatible.

Also Glbasic 12 works nice with iOS7 with only few remaining issues, which all is fixable in xcode (like icon setup, remove the battery status on the top). Eventuelly if you want, im could mightbeen release it only my name, but if you have a Apple acoount, you should of course release that by your self.

Im uses Mountian Lion, xcode 5, and got Greedy Mouse accepted twice times im have updated it. You should have no issues, not even after february 2014, which force you to do that.
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-22
So for ads there are problems! mmmmmm ..... stress ....
The only solution is to put at payment??? ..... really  stress .....

What I liked about mobile media (smartphones and tablets) was the ability to release a game for free and earn from ads ..... really really  stress  ......

I have an iTunes account as developer!  :good:
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-22
people still buying games, so you could still just go the Premium route or do inapp purchases. people do still buying more on Ios than on Google Play (but heard they sell very well on Amazon AppStore as well, which got the most success full on that term).
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-22
Yes you are right! But the ads it's the best way to promote the game!  =D
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-22
I'm do not have planning integrate ads to android extras/iOS soon. I'm did have trouble with that last year with intent issues (etc glbasic coud close down on a new intent last time). So don't hope about at soon.

So better safe do premium to been safe or uses inapp purchases.

By now go after Apple Apppstore as well Ouya first (its a cool Android based console), and then Google Play when possible. Alternative you should not skips the alternative shops as well (Samsung and Amazon). So you do have some options, until the limit have been fixed.

PS. Im are currectly looking for both downloads as well supports Expansion, howover the finished version is property a release somewhere in January. Android v2.2 would not been supported at all (v2.3+ is required). As im wrote previous, except its only would do the shoebox way.
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-23
Today im got external file download from own server, which is important first, before trying to get the urls from the APK Expansion Files.

A least those two commands will been added to AndroidExtras after Christmas:

Destinationfile$=DownloadExternalFile$: HTTPFileName$, AndroidFileName$, Title$, Description$
DownloadStatus$: BYREF Status$, BYREF Procent$

Howver im have in Java make sure DownloadExternalFile$ fails, if only 3g Network exists. That because its mostly larger files that need to been downloaded, here 3d is not that good to doing that. Howover people do can a possible cheat around it. But howover, that is how Ios works anyway.

Ýou do not have control over the Download Manager, which is a app included with Android (its  not possible), howover you can checks status of the current downloadt, so you eventuelly can let redownload it Again if DownloadStatus$ should "Failed".

- Also this is not secure too, so its download to the public Download folder.
- Android v2.3 and up is required for users (so set minimum api to 9 instead of 8 ). This due Download Manager does not exists in v2.2 at all, which those commands uses.
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-23
Quote from: spacefractal on 2013-Dec-23
Today im got external file download from own server, which is important first, before trying to get the urls from the APK Expansion Files.

A least those two commands will been added to AndroidExtras after Christmas:

Destinationfile$=DownloadExternalFile$: HTTPFileName$, AndroidFileName$, Title$, Description$
DownloadStatus$: BYREF Status$, BYREF Procent$

Howver im have in Java make sure DownloadExternalFile$ fails, if only 3g Network exists. That because its mostly larger files that need to been downloaded, here 3d is not that good to doing that. Howover people do can a possible cheat around it. But howover, that is how Ios works anyway.

Ýou do not have control over the Download Manager, which is a app included with Android (its  not possible), howover you can checks status of the current downloadt, so you eventuelly can let redownload it Again if DownloadStatus$ should "Failed".

- Also this is not secure too, so its download to the public Download folder.
- Android v2.3 and up is required for users (so set minimum api to 9 instead of 8 ). This due Download Manager does not exists in v2.2 at all, which those commands uses.

It's a great news!   :nw:
Title: Re: Request information on: APK Expansion Files
Post by: Ian Price on 2013-Dec-23
Android Extras just gets better and better :)
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-25
Later this week, im will release a v1.6 with the two above commands as well possible to checks the license from the Google server (etc you dont download file, if its unlicensed). Howover license part could been more security, but its does Works (etc its does fails correctly here, due im have not setup the sample correct on Google Play Console). Those is required before can working on the Expansion File system (which uses a similar license check, but for the url). All required is really to just change from DownloadExternalFile$ to DownloadExpansionFile$ and setshoebox to that file returned.

Howover Im have do nothing to do if file have failed download, howover you would do get a status about that if happens, so the user can send it to redownload eventuelly. You do else wise not have any control over the Download Manager, apart checking a file download status. Im guess the most seamless without breaking for much compatible is simply uses a single shoebox, but im have do no idea glbasic want to open the required "obb" file, which is just a renamed version of the uploaded file (Google does not do anything with that, except rename on a strict filename, which must not been changed). So im dont hope glbasic strict sbx to been sbx, but more try to open the file regaardless of filetype.

Im have also added OnPause() and OnResume() back (which was missing for some reasons, even they are imperfect, but seen working better with sdk 4.x), so no SUB calls to that was called. That also Means the BACK button would quit the app, which is normal on Android. Howover you can also disable that if you want by a function (etc practical you can enable it on pause/menus, but disabled in gameplay).
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-26
Great Man!  :nw:
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-26
im are uploading AndroidExtras v1.6 with 5 new functions. SDK-14-16_for_glbasic.zip is still uploading, but AndroidExtras_update.zip have been uploaded.

While this not adding Expansion, you can still uses this for testing from a external server. Code changes to when Expansion files supports would been pretty much small and easy. Property only one function.

Im have not tested shoebox, so im hope some of you can test how glbasic take with obb files as shoebox. Im really hope that.

Checkout the sticky Android Extras news in the glbasic forum (its a chatter free thread, and im sometimes even delete my own message to keep it clean).
Title: Re: Request information on: APK Expansion Files
Post by: Kyo on 2013-Dec-26
OK! Now I'll do some testing! thank you!  :booze:
Title: Re: Request information on: APK Expansion Files
Post by: Kitty Hello on 2013-Dec-30
See the networking for cowards example how to get a file from the Server. It's really easy.

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Title: Re: Request information on: APK Expansion Files
Post by: Ian Price on 2013-Dec-30
Quote from: Kitty Hello on 2013-Dec-30
See the networking for cowards example how to get a file from the Server. It's really easy.
I still look at that thread and shudder! It's really easy. For you...
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-31
This is a more official way on Android, using Androids own Download Manager (which do require v2.3, since its dosent exists in v2.2 at all, but few uses that today), which is what im did for Android Extras with few new commads. You cannot just uses NET commands for retrive expansion url, which im have not looked on (im have take a break around those days).

Gernoy, can you check for setshoebox, so its can open it whatever filename you give, sbx or not. of course its should still act as a shoebox, even the filename might have been renamed (here its can been renamed to obb).
Title: Re: Request information on: APK Expansion Files
Post by: Ian Price on 2013-Dec-31
You don't have to use .sbx for shoebox - you can already call it .obb if you wish. I haven't tried under Android, but it worked on Windows last time I tried.
Title: Re: Request information on: APK Expansion Files
Post by: spacefractal on 2013-Dec-31
sound perfect! If its works on Windows, its should works on Android too. There wont been much changes for the correct download functions for supports Expansion (which im will add a new one). What that is missing is a way to get the urls. So im lookin in this one later this or next week.

Im did  think shoebox as the best way, because that would not breaks compatible very much between platforms. Im have not used shotbox by my self.

im could also uses NETWEBGET, but its dosent uses thread and its dosent uses procent on download, which is important, when you downloading big files. When you need to do Expansion file, then you property need download over 50mb big file anyway.