1.5 to 1.6 migration

A couple of changes to the way that projects are structured were effected with the PlayN 1.6 release. This document describes those changes and how to update your PlayN project to accommodate them.

Separate assets submodule

Prior to PlayN 1.6, projects included their assets (images, sounds, etc.) directly in their core submodule. The resources were then included in the core jar file for the project and accessed from there by the different platform backends.

This bundling of the media assets on Android has long been a source of problems. Android has a special approach to bundling media into an app’s APK and because PlayN was not using this mechanism, certain media (fonts and audio) had to first be extracted from the jar file and written to temporary storage on the filesystem before it could be passed to the Android APIs. This complicated the code and provided worse app performance than if the assets were included “properly”.

Properly including the assets means putting them in an assets directory at the top-level of the Android project. In the case of a PlayN game, the android directory is the top-level of the Android project. It so happens that the iOS backend also requires assets to be placed into an assets directory at the top-level of the project, and a hacky approach to making this work had been in effect prior to PlayN 1.6. With PlayN 1.6 the way Android and iOS assets are configured have been unified and everything is simpler and cleaner.

In the new app organization, games have a top-level assets submodule which contains all of their assets. The android and ios submodules do not depend (in the Maven sense) on the assets submodule, but instead symlink the assets directly into their respective project directories so that they can be found by the Android and iOS build systems. This ensures that the assets are not included twice into the project (once in the jar file and once via the custom Android and iOS build systems). The other backends (HTML, Flash, Java) still load assets via the classpath and do have a dependency on the new assets submodule (in addition to their existing dependecy on the core submodule).

Instructions for converting your game to this new structure now follow.

Migrating your assets to a separate submodule

We are going to assume in these instructions that your game is in a top-level directory called yourgame which contains core, android, html, etc. subdirectories.

Depending on when your project was created, your assets might be in:

yourgame/core/src/main/java/yourpackage/resources/...

or

yourgame/core/src/main/resources/...

In either case, you should create a new top-level directory:

yourgame/assets

And populate it with a pom.xml file. The easiest way to create this POM file is to copy core/pom.xml to assets/pom.xml, delete everything except the configuration at the top of the new file and change -core to -assets. Here is the Hello sample app assets/pom.xml file, for example:

<?xml version="1.0" encoding="UTF-8"?>
<project xmlns="http://maven.apache.org/POM/4.0.0"
  xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
  xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/maven-v4_0_0.xsd">
  <modelVersion>4.0.0</modelVersion>
  <parent>
    <groupId>com.googlecode.playn</groupId>
    <artifactId>playn-hello</artifactId>
    <version>1.0-SNAPSHOT</version>
  </parent>

  <artifactId>playn-hello-assets</artifactId>
  <name>PlayN Hello Assets</name>
</project>

Also add the assets submodule to your top-level pom.xml file:

  <modules>
    <module>assets</module>
    <module>core</module>
  </modules>

Now create the yourgame/assets/src/main/resource/assets directory. Move all of your assets from their current location to this new assets directory. For example, if you previously had:

yourgame/core/src/main/java/yourpackage/resources/images/...
yourgame/core/src/main/java/yourpackage/resources/sounds/...

You should end up with a directory structure like so:

yourgame/assets/src/main/resources/assets/images/...
yourgame/assets/src/main/resources/assets/sounds/...

If you are using the HTML backend, you also need to create assets/src/main/resources/YourGameAssets.gwt.xml and put the following XML code into it:

<module>
  <public path="assets" />
</module>

Next you need to update your Java, HTML and Flash POMs to depend on the new assets submodule. This will invole adding a dependency that looks something like:

    <dependency>
      <groupId>com.googlecode.playn</groupId>
      <artifactId>playn-hello-assets</artifactId>
      <version>${project.version}</version>
    </dependency>

to java/pom.xml, hmtl/pom.xml and flash/pom.xml. Of course you should a groupId and artifactId that are appropriate for your game.

You will also need to update yourgame/html/src/main/java/yourpackage/YourGame.gwt.xml and yourgame/flash/src/main/java/yourpackage/YourGameFlash.gwt.xml to include a reference to the new YourGameAssets.gwt.xml GWT module. Simply add the following to YourGame.gwt.xml and YourGameFlash.gwt.xml:

  <inherits name='YourGameAssets'/>

Next, you will need to edit the Java, Android and iOS backend bootstrap classes and remove the code that configures an asset path prefix (asset path prefixes are no longer needed on those platforms):

In yourgame/java/src/main/java/yourpackage/YourGameJava.java, remove:

  platform.assets().setPathPrefix(yourpackage/resources");

In yourgame/android/src/main/java/yourpackage/YourGameActivity.java, remove:

  platform().assets().setPathPrefix("yourpackage/resources");

In yourgame/ios/Main.cs, remove:

  p.assets().setPathPrefix("assets");

Finally, you will need to add some Maven boilerplate that will cause the android/assets and ios/assets symlinks to be generated during the build. Add the following to the <plugins> section of android/pom.xml and ios/pom.xml:

      <plugin>
        <groupId>com.pyx4j</groupId>
        <artifactId>maven-junction-plugin</artifactId>
        <version>1.0.3</version>
        <executions>
          <execution>
            <phase>generate-sources</phase>
            <goals>
              <goal>link</goal>
            </goals>
          </execution>
        </executions>
        <!-- generate a symlink to our assets directory in the proper location -->
        <configuration>
          <links>
            <link>
              <src>${basedir}/../assets/src/main/resources/assets</src>
              <dst>${basedir}/assets</dst>
            </link>
          </links>
        </configuration>
      </plugin>

Alternatively, you can simply create the symlinks and commit them to your version control system. The links should be from android/assets to assets/src/main/resources/assets, for example.

Source code no longer included with binary jar files

GWT (which is used by the HTML and Flash backends of a PlayN game) requires the source code as well as the compiled .class files normally distributed for a library. To accommodate this requirement, PlayN previously included its source files into the .jar file used to distribte its compiled class files. PlayN games then followed suit and included their source files into their core submodule’s jar files so that their html and flash submodules could find them.

This causes problems, particularly when one is trying to set up more rapid development for GWT apps, because the source files get copied into the target/classes directory which is necesarily included in the classpath when doing incremental development in GWT (using devmode or the new super devmode). If someone then put their real source directory after the target/classes in the classpath, GWT would inadvertently find the copied source files first and potentially use out of date copies of the source, leading to confusion.

Maven already has a mechanism for distributing the source files for a project, using the <classifier> mechanism for dependencies. Thus PlayN has switched to not bundling its source code in its binary jar files and instead requires projects to add dependencies on the sources jar files.

If your project uses the HTML or Flash backends, you will need to add the following to the <dependencies> section of your html/pom.xml and flash/pom.xml:

    <dependency>
      <groupId>com.googlecode.playn</groupId>
      <artifactId>playn-html</artifactId>
      <version>${playn.version}</version>
      <classifier>sources</classifier>
    </dependency>

The play-html:sources dependency will automatically include the playn-core:sources and pythagoras:sources dependencies.

If you use jbox2d on your project, you will also need to add:

    <dependency>
      <groupId>com.googlecode.playn</groupId>
      <artifactId>playn-jbox2d</artifactId>
      <version>${playn.version}</version>
      <classifier>sources</classifier>
    </dependency>

If you use tripleplay on your project, you will also need to add:

    <dependency>
      <groupId>com.threerings</groupId>
      <artifactId>tripleplay</artifactId>
      <version>${playn.version}</version>
      <classifier>sources</classifier>
    </dependency>

If you want to convert your game to no longer include source files in its binary core jar file, make the following changes to your core/pom.xml.

Remove:

    <resources>
      <!-- include the source files in our main jar for use by GWT -->
      <resource>
        <directory>${project.build.sourceDirectory}</directory>
      </resource>
      <!-- and continue to include our standard resources -->
      <resource>
        <directory>${basedir}/src/main/resources</directory>
      </resource>
    </resources>

and change this:

    <plugin>
      <groupId>org.apache.maven.plugins</groupId>
      <artifactId>maven-source-plugin</artifactId>
    </plugin>

to this:

    <plugin>
      <groupId>org.apache.maven.plugins</groupId>
      <artifactId>maven-source-plugin</artifactId>
      <executions>
        <execution>
          <id>attach-sources</id>
          <phase>generate-resources</phase>
          <goals>
            <goal>jar-no-fork</goal>
          </goals>
        </execution>
      </executions>
   </plugin>

Then add a dependency to your sources jar file to your html/pom.xml and flash/pom.xml files. In the Hello sample project, this dependency looks like this:

    <dependency>
      <groupId>com.googlecode.playn</groupId>
      <artifactId>playn-hello-core</artifactId>
      <version>${project.version}</version>
      <classifier>sources</classifier>
    </dependency>