perf(android): R8, bitmap downscaling, edge-to-edge; recover device compat; publish to production
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).
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apps/app_seeds/lib/services/camera_availability.dart
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apps/app_seeds/lib/services/camera_availability.dart
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import 'package:flutter/foundation.dart';
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import 'package:flutter/services.dart';
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/// Whether this device has any camera. Resolved once at startup (via the native
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/// channel, `PackageManager.FEATURE_CAMERA_ANY`) and cached so `build()` methods
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/// can read it synchronously — the QR scan button ([qrScanSupported]) and the
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/// photo-source sheet hide their camera options when it is false.
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///
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/// Defaults to `true` so a normal phone never loses camera UI over a transient
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/// channel error; only genuinely camera-less devices (Chromebooks, Android
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/// Automotive, some TVs — kept installable by the `uses-feature required=false`
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/// in AndroidManifest) flip it to false. Non-Android platforms keep the default
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/// (iOS devices have a camera; desktop/web gate camera UI elsewhere).
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bool _deviceHasCamera = true;
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bool get deviceHasCamera => _deviceHasCamera;
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@visibleForTesting
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set deviceHasCamera(bool value) => _deviceHasCamera = value;
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const _channel = MethodChannel('org.comunes.tane/coarse_location');
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/// Queries the native camera-presence check and caches it. Called once during
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/// bootstrap, before the first real frame, so synchronous readers see the right
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/// value. Android-only; elsewhere the default stands. Never throws — a channel
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/// error leaves the safe default in place.
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Future<void> initCameraAvailability() async {
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if (defaultTargetPlatform != TargetPlatform.android) return;
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try {
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final has = await _channel.invokeMethod<bool>('hasCamera');
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if (has != null) _deviceHasCamera = has;
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} catch (_) {
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// Keep the default; a normal phone shouldn't lose camera UI over this.
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}
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}
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