There were situations where adding/removing members from a group
would update the group member list, but the short string (the little
text listing the first couple members of the group) wouldn't be updated
until you left the screen and came back.
1. Due to ShareActivity having noHistory=true, it will already be
ditched when you leave the activity.
2. We only need to truly finish() here if we've dropped the underlying
media.
Fixes#8591
Prevent users from trying to send videos that exceed the size limit.
Also, this commit properly populates height/width on media shared into
the app.
Fixes#8573
It didn't re-measure when pulling an item from the cache, screwing stuff
up after a phone rotation. Had a workaround for it for specific screens,
but this fixes the problem at the source.
Fixes#8583
There's odd corner cases where channels can be duplicated. This commit
adds some hard checks where we trim any dead channels, and unset any
notification channels from recipients whose notification channel isn't
present in the system settings.
`DEFAULT_CHANNEL_ID` is a String, but `channel` is a NotificationChannel. Equals will therefore always return `false`. I think my fix (using `getId()`) is what was intended.
TreeSets are annoying. contains() is calculated with the comparator,
which can lead to some weird bugs. Made sure the comparator didn't think
two items with the same date were identical.
Also fixed stableId generation to avoid any potential weirdness there.
Update our media send flow to allow users to send multiple images/videos
at once. This change includes:
- New in-app media picker flow.
- Ability to caption images and videos.
- Image editing tools are made more prominent in the flow.
- Some fixes to the image editing tools.
On some devices, pausing+resuming (or seeking) would restart playback
from the beginning, but show a progress bar further up. This seems to
have been caused by same race condition-y thing where we were seeking
multiple times in rapid succession. Now we'll only play once, and things
seem to be fine now.
Also removed usage of some deprecated methods.
Fixes#8432
The Android animators were getting out of sync when frames were dropped
(despite my best efforts), so now we just manually render each animation
frame as a function of time, so it never gets screwed up.
Fixes#8388
There are several (popular) phone models out there that have bugs in
their MediaPlayer implementation that cause them to be unable to play
voice notes. By moving to ExoPlayer, an application-level media player,
we should avoid most of these headaches and stardardize playback.
Fixes#7748
In the case where we add new fields to a Job's InputData, we want to
make sure that initialize() is called in the try block so that if it
fails, it simply fails the job (allowing the user to retry with the new
field) instead of crashing.
This is to guard against behavior WorkManager has where it may
re-enqueue a job that has already been completed (if, for instance, it
was preempted).
Fixes#8268
The aim of this is to help performance by breaking up the single massive
spritesheet into smaller ones. This will limit the amount of data that
needs to be kept in memory to render emoji.
(Hopefully) Fixes#8357
Because SMS sending is split over two jobs, there's no max retry limit
respected if we find out about the failure in SmsSentJob -- it's
requeued as a new job with a fresh attempt counter.
This commit carries a retry count between the two jobs. It also verifies
that we have service before attempting to send a message at all.
Relates to #8268
There are rare corner cases where a Job could be preempted by the
JobScheduler and then be rescheduled before the preempted job finished
running. This could create weird race conditions with bad consequences.
To fix this, we create a fun locking system that prevents two jobs with
the same UUID from running at the same time.
Includes display support for more genders, and more notably, skin tones.
These are not currently selectable in the UI, but they will be rendered
properly when other clients send them.
There's some ANRs, not many, that are likely caused by us riding the
5-second ANR timeout a little too closely. Giving us a little buffer to
see if that helps.
Some phones, notably the Pixel 3, had some problems with scaling after
taking photos. This fixes it by using the takePicture API instead of
pulling the bitmap from the TextureView.
Fixes#8292
Android P's new ringtone selector is a whole new activity that can cause
RecipientPreferenceActivity to go through the full onCreate() flow after
the ringtone selection. This could cause a race between setting the
preference and reading the preference from the notification channel.
Just threw them on a serial executor to guarantee ordering.
Due to an Android P bug, we basically need to stop calling
startService() in onResume()/onPause(). That means I had to turn
MessageRetrieval service into a singlton instead of a service. I also
moved the offending KeyCachingService calls into static methods that
didn't have to start the service.
If we already have two active processing GCM messages, there's no
benefit to a third. In fact, enqueuing additional ones will likely only
end up showing the foreground notification unnecessariliy.
Previously we were starting a background service, which isn't allowed
for targetSdk 26. This will do the same thing but at a time decided by
the system.
This gives us more control over when it happens, as well as lets us set
things like the debug level. Also let's us get rid of the synchronized
block we had in Application#onCreate().
This sound isn't supposed to play when you have notification sound off,
but apparently some Huawei phones will play it anyway. Until we can
figure out a better way to handle it, we're just removing it.
We don't store non-user-selected colors in the database. That means that
when we update the palette, we still have to hash based off of the legacy
palette when generating a color if we want to migrate to a
similar-looking color.
Unfortunately, because the new palette is smaller, some colors are
"overloaded", meaning that when we hash based off of the legacy palette,
some colors will be more/less common than others. To fix this, we simply
persist all current colors in the database, then switch our hashing list
to what we really want.