perf(android): R8, bitmap downscaling, edge-to-edge; recover device compat; publish to production
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Device compatibility (regression fix):
- The CAMERA permission (from zxing_barcode_scanner / image_picker) implicitly
  required android.hardware.camera, excluding camera-less devices — Play showed
  Automotive -96%, Chromebook -86%, TV -25%. Declare camera & location
  uses-feature required="false" to keep those devices supported.
- Detect a real camera at runtime (PackageManager.FEATURE_CAMERA_ANY via the
  existing MethodChannel), cache it at bootstrap, and hide the QR scan button and
  the camera photo-source option when absent, so no broken actions are offered.

Play "app optimization" recommendations:
- Enable R8 (isMinifyEnabled + isShrinkResources) with keep rules for the
  OCR (tesseract4android), SQLCipher and notifications JNI/reflection code.
- Bitmap downscaling: cacheWidth/cacheHeight (and ResizeImage for avatars) on
  list thumbnails and avatars so photos decode to on-screen size, not full res.
- Edge-to-edge: opt in with transparent system bars in main().

Release flow:
- Tagged builds now publish to the production track at 100% (was internal);
  add a manual deploy_internal lane as a QA safety net.
- Document country/region availability as a Play Console setting (not in-repo).
This commit is contained in:
vjrj 2026-07-20 22:50:57 +02:00
parent f17ae7751c
commit 071be44851
17 changed files with 232 additions and 21 deletions

View file

@ -0,0 +1,35 @@
import 'package:flutter/foundation.dart';
import 'package:flutter/services.dart';
/// Whether this device has any camera. Resolved once at startup (via the native
/// channel, `PackageManager.FEATURE_CAMERA_ANY`) and cached so `build()` methods
/// can read it synchronously the QR scan button ([qrScanSupported]) and the
/// photo-source sheet hide their camera options when it is false.
///
/// Defaults to `true` so a normal phone never loses camera UI over a transient
/// channel error; only genuinely camera-less devices (Chromebooks, Android
/// Automotive, some TVs kept installable by the `uses-feature required=false`
/// in AndroidManifest) flip it to false. Non-Android platforms keep the default
/// (iOS devices have a camera; desktop/web gate camera UI elsewhere).
bool _deviceHasCamera = true;
bool get deviceHasCamera => _deviceHasCamera;
@visibleForTesting
set deviceHasCamera(bool value) => _deviceHasCamera = value;
const _channel = MethodChannel('org.comunes.tane/coarse_location');
/// Queries the native camera-presence check and caches it. Called once during
/// bootstrap, before the first real frame, so synchronous readers see the right
/// value. Android-only; elsewhere the default stands. Never throws a channel
/// error leaves the safe default in place.
Future<void> initCameraAvailability() async {
if (defaultTargetPlatform != TargetPlatform.android) return;
try {
final has = await _channel.invokeMethod<bool>('hasCamera');
if (has != null) _deviceHasCamera = has;
} catch (_) {
// Keep the default; a normal phone shouldn't lose camera UI over this.
}
}