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.