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CrowdControl/Assets/MaxSdk/Scripts/MaxSdkUtils.cs

663 lines
27 KiB
C#

1 month ago
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using AppLovinMax.ThirdParty.MiniJson;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class MaxSdkUtils
{
/// <summary>
/// An Enum to be used when comparing two versions.
///
/// If:
/// A &lt; B return <see cref="Lesser"/>
/// A == B return <see cref="Equal"/>
/// A &gt; B return <see cref="Greater"/>
/// </summary>
public enum VersionComparisonResult
{
Lesser = -1,
Equal = 0,
Greater = 1
}
#if UNITY_ANDROID && !UNITY_EDITOR
private static readonly AndroidJavaClass MaxUnityPluginClass = new AndroidJavaClass("com.applovin.mediation.unity.MaxUnityPlugin");
#endif
#if UNITY_IOS
[DllImport("__Internal")]
private static extern float _MaxGetAdaptiveBannerHeight(float width);
#endif
/// <summary>
/// Get the adaptive banner size for the provided width.
/// If the width is not provided, will assume full screen width for the current orientation.
///
/// NOTE: Only AdMob / Google Ad Manager currently has support for adaptive banners and the maximum height is 15% the height of the screen.
/// </summary>
///
/// <param name="width">The width to retrieve the adaptive banner height for.</param>
/// <returns>The adaptive banner height for the current orientation and width.</returns>
public static float GetAdaptiveBannerHeight(float width = -1.0f)
{
#if UNITY_EDITOR
return 50.0f;
#elif UNITY_IOS
return _MaxGetAdaptiveBannerHeight(width);
#elif UNITY_ANDROID
return MaxUnityPluginClass.CallStatic<float>("getAdaptiveBannerHeight", width);
#else
return -1.0f;
#endif
}
/// <summary>
/// Tries to get a dictionary for the given key if available, returns the default value if unavailable.
/// </summary>
/// <param name="dictionary">The dictionary from which to get the dictionary</param>
/// <param name="key">The key to be used to retrieve the dictionary</param>
/// <param name="defaultValue">The default value to be returned when a value for the given key is not found.</param>
/// <returns>The dictionary for the given key if available, the default value otherwise.</returns>
public static Dictionary<string, object> GetDictionaryFromDictionary(IDictionary<string, object> dictionary, string key, Dictionary<string, object> defaultValue = null)
{
if (dictionary == null) return defaultValue;
object value;
if (dictionary.TryGetValue(key, out value) && value is Dictionary<string, object>)
{
return value as Dictionary<string, object>;
}
return defaultValue;
}
/// <summary>
/// Tries to get a list from the dictionary for the given key if available, returns the default value if unavailable.
/// </summary>
/// <param name="dictionary">The dictionary from which to get the list</param>
/// <param name="key">The key to be used to retrieve the list</param>
/// <param name="defaultValue">The default value to be returned when a value for the given key is not found.</param>
/// <returns>The list for the given key if available, the default value otherwise.</returns>
public static List<object> GetListFromDictionary(IDictionary<string, object> dictionary, string key, List<object> defaultValue = null)
{
if (dictionary == null) return defaultValue;
object value;
if (dictionary.TryGetValue(key, out value) && value is List<object>)
{
return value as List<object>;
}
return defaultValue;
}
/// <summary>
/// Tries to get a <c>string</c> value from dictionary for the given key if available, returns the default value if unavailable.
/// </summary>
/// <param name="dictionary">The dictionary from which to get the <c>string</c> value.</param>
/// <param name="key">The key to be used to retrieve the <c>string</c> value.</param>
/// <param name="defaultValue">The default value to be returned when a value for the given key is not found.</param>
/// <returns>The <c>string</c> value from the dictionary if available, the default value otherwise.</returns>
public static string GetStringFromDictionary(IDictionary<string, object> dictionary, string key, string defaultValue = "")
{
if (dictionary == null) return defaultValue;
object value;
if (dictionary.TryGetValue(key, out value) && value != null)
{
return value.ToString();
}
return defaultValue;
}
/// <summary>
/// Tries to get a <c>bool</c> value from dictionary for the given key if available, returns the default value if unavailable.
/// </summary>
/// <param name="dictionary">The dictionary from which to get the <c>bool</c> value.</param>
/// <param name="key">The key to be used to retrieve the <c>bool</c> value.</param>
/// <param name="defaultValue">The default value to be returned when a <c>bool</c> value for the given key is not found.</param>
/// <returns>The <c>bool</c> value from the dictionary if available, the default value otherwise.</returns>
public static bool GetBoolFromDictionary(IDictionary<string, object> dictionary, string key, bool defaultValue = false)
{
if (dictionary == null) return defaultValue;
object obj;
bool value;
if (dictionary.TryGetValue(key, out obj) && obj != null && bool.TryParse(obj.ToString(), out value))
{
return value;
}
return defaultValue;
}
/// <summary>
/// Tries to get a <c>int</c> value from dictionary for the given key if available, returns the default value if unavailable.
/// </summary>
/// <param name="dictionary">The dictionary from which to get the <c>int</c> value.</param>
/// <param name="key">The key to be used to retrieve the <c>int</c> value.</param>
/// <param name="defaultValue">The default value to be returned when a <c>int</c> value for the given key is not found.</param>
/// <returns>The <c>int</c> value from the dictionary if available, the default value otherwise.</returns>
public static int GetIntFromDictionary(IDictionary<string, object> dictionary, string key, int defaultValue = 0)
{
if (dictionary == null) return defaultValue;
object obj;
int value;
if (dictionary.TryGetValue(key, out obj) &&
obj != null &&
int.TryParse(InvariantCultureToString(obj), NumberStyles.Any, CultureInfo.InvariantCulture, out value))
{
return value;
}
return defaultValue;
}
/// <summary>
/// Tries to get a <c>long</c> value from dictionary for the given key if available, returns the default value if unavailable.
/// </summary>
/// <param name="dictionary">The dictionary from which to get the <c>long</c> value.</param>
/// <param name="key">The key to be used to retrieve the <c>long</c> value.</param>
/// <param name="defaultValue">The default value to be returned when a <c>long</c> value for the given key is not found.</param>
/// <returns>The <c>long</c> value from the dictionary if available, the default value otherwise.</returns>
public static long GetLongFromDictionary(IDictionary<string, object> dictionary, string key, long defaultValue = 0L)
{
if (dictionary == null) return defaultValue;
object obj;
long value;
if (dictionary.TryGetValue(key, out obj) &&
obj != null &&
long.TryParse(InvariantCultureToString(obj), NumberStyles.Any, CultureInfo.InvariantCulture, out value))
{
return value;
}
return defaultValue;
}
/// <summary>
/// Tries to get a <c>float</c> value from dictionary for the given key if available, returns the default value if unavailable.
/// </summary>
/// <param name="dictionary">The dictionary from which to get the <c>float</c> value.</param>
/// <param name="key">The key to be used to retrieve the <c>float</c> value.</param>
/// <param name="defaultValue">The default value to be returned when a <c>string</c> value for the given key is not found.</param>
/// <returns>The <c>float</c> value from the dictionary if available, the default value otherwise.</returns>
public static float GetFloatFromDictionary(IDictionary<string, object> dictionary, string key, float defaultValue = 0F)
{
if (dictionary == null) return defaultValue;
object obj;
float value;
if (dictionary.TryGetValue(key, out obj) &&
obj != null &&
float.TryParse(InvariantCultureToString(obj), NumberStyles.Any, CultureInfo.InvariantCulture, out value))
{
return value;
}
return defaultValue;
}
/// <summary>
/// Tries to get a <c>double</c> value from dictionary for the given key if available, returns the default value if unavailable.
/// </summary>
/// <param name="dictionary">The dictionary from which to get the <c>double</c> value.</param>
/// <param name="key">The key to be used to retrieve the <c>double</c> value.</param>
/// <param name="defaultValue">The default value to be returned when a <c>double</c> value for the given key is not found.</param>
/// <returns>The <c>double</c> value from the dictionary if available, the default value otherwise.</returns>
public static double GetDoubleFromDictionary(IDictionary<string, object> dictionary, string key, int defaultValue = 0)
{
if (dictionary == null) return defaultValue;
object obj;
double value;
if (dictionary.TryGetValue(key, out obj) &&
obj != null &&
double.TryParse(InvariantCultureToString(obj), NumberStyles.Any, CultureInfo.InvariantCulture, out value))
{
return value;
}
return defaultValue;
}
/// <summary>
/// Converts the given object to a string without locale specific conversions.
/// </summary>
public static string InvariantCultureToString(object obj)
{
return string.Format(CultureInfo.InvariantCulture, "{0}", obj);
}
/// <summary>
/// The native iOS and Android plugins forward JSON arrays of JSON Objects.
/// </summary>
public static List<T> PropsStringsToList<T>(string str)
{
var result = new List<T>();
if (string.IsNullOrEmpty(str)) return result;
var infoArray = Json.Deserialize(str) as List<object>;
if (infoArray == null) return result;
foreach (var infoObject in infoArray)
{
var dictionary = infoObject as Dictionary<string, object>;
if (dictionary == null) continue;
// Dynamically construct generic type with string argument.
// The type T must have a constructor that creates a new object from an info string, i.e., new T(infoString)
var instance = (T) Activator.CreateInstance(typeof(T), dictionary);
result.Add(instance);
}
return result;
}
/// <summary>
/// Returns the hexidecimal color code string for the given Color.
/// </summary>
public static String ParseColor(Color color)
{
int a = (int) (Mathf.Clamp01(color.a) * Byte.MaxValue);
int r = (int) (Mathf.Clamp01(color.r) * Byte.MaxValue);
int g = (int) (Mathf.Clamp01(color.g) * Byte.MaxValue);
int b = (int) (Mathf.Clamp01(color.b) * Byte.MaxValue);
return BitConverter.ToString(new[]
{
Convert.ToByte(a),
Convert.ToByte(r),
Convert.ToByte(g),
Convert.ToByte(b),
}).Replace("-", "").Insert(0, "#");
}
#if UNITY_IOS
[DllImport("__Internal")]
private static extern bool _MaxIsTablet();
#endif
/// <summary>
/// Returns whether or not the device is a tablet.
/// </summary>
public static bool IsTablet()
{
#if UNITY_EDITOR
return false;
#elif UNITY_IOS
return _MaxIsTablet();
#elif UNITY_ANDROID
return MaxUnityPluginClass.CallStatic<bool>("isTablet");
#else
return false;
#endif
}
#if UNITY_IOS
[DllImport("__Internal")]
private static extern bool _MaxIsPhysicalDevice();
#endif
/// <summary>
/// Returns whether or not a physical device is being used, as opposed to an emulator / simulator.
/// </summary>
public static bool IsPhysicalDevice()
{
#if UNITY_EDITOR
return false;
#elif UNITY_IOS
return _MaxIsPhysicalDevice();
#elif UNITY_ANDROID
return MaxUnityPluginClass.CallStatic<bool>("isPhysicalDevice");
#else
return false;
#endif
}
#if UNITY_IOS
[DllImport("__Internal")]
private static extern float _MaxScreenDensity();
#endif
/// <summary>
/// Returns the screen density.
/// </summary>
public static float GetScreenDensity()
{
#if UNITY_EDITOR
return 1;
#elif UNITY_IOS
return _MaxScreenDensity();
#elif UNITY_ANDROID
return MaxUnityPluginClass.CallStatic<float>("getScreenDensity");
#else
return -1;
#endif
}
/// <summary>
/// Parses the IABTCF_VendorConsents string to determine the consent status of the IAB vendor with the provided ID.
/// NOTE: Must be called after AppLovin MAX SDK has been initialized.
/// </summary>
/// <param name="vendorId">Vendor ID as defined in the Global Vendor List.</param>
/// <returns><c>true</c> if the vendor has consent, <c>false</c> if not, or <c>null</c> if TC data is not available on disk.</returns>
/// <see href="https://vendor-list.consensu.org/v3/vendor-list.json">Current Version of Global Vendor List</see>
public static bool? GetTcfConsentStatus(int vendorId)
{
var tcfConsentStatus = GetPlatformSpecificTcfConsentStatus(vendorId);
return GetConsentStatusValue(tcfConsentStatus);
}
#if UNITY_IOS
[DllImport("__Internal")]
private static extern int _MaxGetTcfVendorConsentStatus(int vendorIdentifier);
#endif
private static int GetPlatformSpecificTcfConsentStatus(int vendorId)
{
#if UNITY_EDITOR
return -1;
#elif UNITY_IOS
return _MaxGetTcfVendorConsentStatus(vendorId);
#elif UNITY_ANDROID
return MaxUnityPluginClass.CallStatic<int>("getTcfVendorConsentStatus", vendorId);
#else
return -1;
#endif
}
/// <summary>
/// Parses the IABTCF_AddtlConsent string to determine the consent status of the advertising entity with the provided Ad Technology Provider (ATP) ID.
/// NOTE: Must be called after AppLovin MAX SDK has been initialized.
/// </summary>
/// <param name="atpId">ATP ID of the advertising entity (e.g. 89 for Meta Audience Network).</param>
/// <returns>
/// <c>true</c> if the advertising entity has consent, <c>false</c> if not, or <c>null</c> if no AC string is available on disk or the ATP network was not listed in the CMP flow.
/// </returns>
/// <see href="https://support.google.com/admanager/answer/9681920">Googles Additional Consent Mode technical specification</see>
/// <see href="https://storage.googleapis.com/tcfac/additional-consent-providers.csv">List of Google ATPs and their IDs</see>
public static bool? GetAdditionalConsentStatus(int atpId)
{
var additionalConsentStatus = GetPlatformSpecificAdditionalConsentStatus(atpId);
return GetConsentStatusValue(additionalConsentStatus);
}
#if UNITY_IOS
[DllImport("__Internal")]
private static extern int _MaxGetAdditionalConsentStatus(int atpIdentifier);
#endif
private static int GetPlatformSpecificAdditionalConsentStatus(int atpId)
{
#if UNITY_EDITOR
return -1;
#elif UNITY_IOS
return _MaxGetAdditionalConsentStatus(atpId);
#elif UNITY_ANDROID
return MaxUnityPluginClass.CallStatic<int>("getAdditionalConsentStatus", atpId);
#else
return -1;
#endif
}
/// <summary>
/// Parses the IABTCF_PurposeConsents String to determine the consent status of the IAB defined data processing purpose.
/// NOTE: Must be called after AppLovin MAX SDK has been initialized.
/// </summary>
/// <param name="purposeId">Purpose ID.</param>
/// <returns><c>true</c> if the purpose has consent, <c>false</c> if not, or <c>null</c> if TC data is not available on disk.</returns>
/// <see href="https://storage.googleapis.com/tcfac/additional-consent-providers.csv">see IAB Europe Transparency and Consent Framework Policies (Appendix A) for purpose definitions.</see>
public static bool? GetPurposeConsentStatus(int purposeId)
{
var purposeConsentStatus = GetPlatformSpecificPurposeConsentStatus(purposeId);
return GetConsentStatusValue(purposeConsentStatus);
}
#if UNITY_IOS
[DllImport("__Internal")]
private static extern int _MaxGetPurposeConsentStatus(int purposeIdentifier);
#endif
private static int GetPlatformSpecificPurposeConsentStatus(int purposeId)
{
#if UNITY_EDITOR
return -1;
#elif UNITY_IOS
return _MaxGetPurposeConsentStatus(purposeId);
#elif UNITY_ANDROID
return MaxUnityPluginClass.CallStatic<int>("getPurposeConsentStatus", purposeId);
#else
return -1;
#endif
}
/// <summary>
/// Parses the IABTCF_SpecialFeaturesOptIns String to determine the opt-in status of the IAB defined special feature.
/// NOTE: Must be called after AppLovin MAX SDK has been initialized.
/// </summary>
/// <param name="specialFeatureId">Special feature ID.</param>
/// <returns><c>true</c> if the user opted in for the special feature, <c>false</c> if not, or <c>null</c> if TC data is not available on disk.</returns>
/// <see href="https://iabeurope.eu/iab-europe-transparency-consent-framework-policies">IAB Europe Transparency and Consent Framework Policies (Appendix A) for special features </see>
public static bool? GetSpecialFeatureOptInStatus(int specialFeatureId)
{
var specialFeatureOptInStatus = GetPlatformSpecificSpecialFeatureOptInStatus(specialFeatureId);
return GetConsentStatusValue(specialFeatureOptInStatus);
}
#if UNITY_IOS
[DllImport("__Internal")]
private static extern int _MaxGetSpecialFeatureOptInStatus(int specialFeatureIdentifier);
#endif
private static int GetPlatformSpecificSpecialFeatureOptInStatus(int specialFeatureId)
{
#if UNITY_EDITOR
return -1;
#elif UNITY_IOS
return _MaxGetSpecialFeatureOptInStatus(specialFeatureId);
#elif UNITY_ANDROID
return MaxUnityPluginClass.CallStatic<int>("getSpecialFeatureOptInStatus", specialFeatureId);
#else
return -1;
#endif
}
private static bool? GetConsentStatusValue(int consentStatus)
{
if (consentStatus == -1)
{
return null;
}
else
{
return consentStatus == 1;
}
}
/// <summary>
/// Compares AppLovin MAX Unity mediation adapter plugin versions. Returns <see cref="VersionComparisonResult.Lesser"/>, <see cref="VersionComparisonResult.Equal"/>,
/// or <see cref="VersionComparisonResult.Greater"/> as the first version is less than, equal to, or greater than the second.
///
/// If a version for a specific platform is only present in one of the provided versions, the one that contains it is considered newer.
/// </summary>
/// <param name="versionA">The first version to be compared.</param>
/// <param name="versionB">The second version to be compared.</param>
/// <returns>
/// <see cref="VersionComparisonResult.Lesser"/> if versionA is less than versionB.
/// <see cref="VersionComparisonResult.Equal"/> if versionA and versionB are equal.
/// <see cref="VersionComparisonResult.Greater"/> if versionA is greater than versionB.
/// </returns>
public static VersionComparisonResult CompareUnityMediationVersions(string versionA, string versionB)
{
if (versionA.Equals(versionB)) return VersionComparisonResult.Equal;
// Unity version would be of format: android_w.x.y.z_ios_a.b.c.d
// For Android only versions it would be: android_w.x.y.z
// For iOS only version it would be: ios_a.b.c.d
// After splitting into their respective components, the versions would be at the odd indices.
var versionAComponents = versionA.Split('_').ToList();
var versionBComponents = versionB.Split('_').ToList();
var androidComparison = VersionComparisonResult.Equal;
if (versionA.Contains("android") && versionB.Contains("android"))
{
var androidVersionA = versionAComponents[1];
var androidVersionB = versionBComponents[1];
androidComparison = CompareVersions(androidVersionA, androidVersionB);
// Remove the Android version component so that iOS versions can be processed.
versionAComponents.RemoveRange(0, 2);
versionBComponents.RemoveRange(0, 2);
}
else if (versionA.Contains("android"))
{
androidComparison = VersionComparisonResult.Greater;
// Remove the Android version component so that iOS versions can be processed.
versionAComponents.RemoveRange(0, 2);
}
else if (versionB.Contains("android"))
{
androidComparison = VersionComparisonResult.Lesser;
// Remove the Android version component so that iOS version can be processed.
versionBComponents.RemoveRange(0, 2);
}
var iosComparison = VersionComparisonResult.Equal;
if (versionA.Contains("ios") && versionB.Contains("ios"))
{
var iosVersionA = versionAComponents[1];
var iosVersionB = versionBComponents[1];
iosComparison = CompareVersions(iosVersionA, iosVersionB);
}
else if (versionA.Contains("ios"))
{
iosComparison = VersionComparisonResult.Greater;
}
else if (versionB.Contains("ios"))
{
iosComparison = VersionComparisonResult.Lesser;
}
// If either one of the Android or iOS version is greater, the entire version should be greater.
return (androidComparison == VersionComparisonResult.Greater || iosComparison == VersionComparisonResult.Greater) ? VersionComparisonResult.Greater : VersionComparisonResult.Lesser;
}
/// <summary>
/// Compares its two arguments for order. Returns <see cref="VersionComparisonResult.Lesser"/>, <see cref="VersionComparisonResult.Equal"/>,
/// or <see cref="VersionComparisonResult.Greater"/> as the first version is less than, equal to, or greater than the second.
/// </summary>
/// <param name="versionA">The first version to be compared.</param>
/// <param name="versionB">The second version to be compared.</param>
/// <returns>
/// <see cref="VersionComparisonResult.Lesser"/> if versionA is less than versionB.
/// <see cref="VersionComparisonResult.Equal"/> if versionA and versionB are equal.
/// <see cref="VersionComparisonResult.Greater"/> if versionA is greater than versionB.
/// </returns>
public static VersionComparisonResult CompareVersions(string versionA, string versionB)
{
if (versionA.Equals(versionB)) return VersionComparisonResult.Equal;
// Check if either of the versions are beta versions. Beta versions could be of format x.y.z-beta or x.y.z-betaX.
// Split the version string into beta component and the underlying version.
int piece;
var isVersionABeta = versionA.Contains("-beta");
var versionABetaNumber = 0;
if (isVersionABeta)
{
var components = versionA.Split(new[] { "-beta" }, StringSplitOptions.None);
versionA = components[0];
versionABetaNumber = int.TryParse(components[1], out piece) ? piece : 0;
}
var isVersionBBeta = versionB.Contains("-beta");
var versionBBetaNumber = 0;
if (isVersionBBeta)
{
var components = versionB.Split(new[] { "-beta" }, StringSplitOptions.None);
versionB = components[0];
versionBBetaNumber = int.TryParse(components[1], out piece) ? piece : 0;
}
// Now that we have separated the beta component, check if the underlying versions are the same.
if (versionA.Equals(versionB))
{
// The versions are the same, compare the beta components.
if (isVersionABeta && isVersionBBeta)
{
if (versionABetaNumber < versionBBetaNumber) return VersionComparisonResult.Lesser;
if (versionABetaNumber > versionBBetaNumber) return VersionComparisonResult.Greater;
}
// Only VersionA is beta, so A is older.
else if (isVersionABeta)
{
return VersionComparisonResult.Lesser;
}
// Only VersionB is beta, A is newer.
else
{
return VersionComparisonResult.Greater;
}
}
// Compare the non beta component of the version string.
var versionAComponents = versionA.Split('.').Select(version => int.TryParse(version, out piece) ? piece : 0).ToArray();
var versionBComponents = versionB.Split('.').Select(version => int.TryParse(version, out piece) ? piece : 0).ToArray();
var length = Mathf.Max(versionAComponents.Length, versionBComponents.Length);
for (var i = 0; i < length; i++)
{
var aComponent = i < versionAComponents.Length ? versionAComponents[i] : 0;
var bComponent = i < versionBComponents.Length ? versionBComponents[i] : 0;
if (aComponent < bComponent) return VersionComparisonResult.Lesser;
if (aComponent > bComponent) return VersionComparisonResult.Greater;
}
return VersionComparisonResult.Equal;
}
/// <summary>
/// Check if the given string is valid - not <c>null</c> and not empty.
/// </summary>
/// <param name="toCheck">The string to be checked.</param>
/// <returns><c>true</c> if the given string is not <c>null</c> and not empty.</returns>
public static bool IsValidString(string toCheck)
{
return !string.IsNullOrEmpty(toCheck);
}
#if UNITY_EDITOR
/// <summary>
/// Gets the path of the asset in the project for a given MAX plugin export path.
/// </summary>
/// <param name="exportPath">The actual exported path of the asset.</param>
/// <returns>The exported path of the MAX plugin asset or the default export path if the asset is not found.</returns>
public static string GetAssetPathForExportPath(string exportPath)
{
var defaultPath = Path.Combine("Assets", exportPath);
var assetLabelToFind = "l:al_max_export_path-" + exportPath.Replace(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
var assetGuids = AssetDatabase.FindAssets(assetLabelToFind);
return assetGuids.Length < 1 ? defaultPath : AssetDatabase.GUIDToAssetPath(assetGuids[0]);
}
#endif
}