> ## Documentation Index
> Fetch the complete documentation index at: https://lastwar.tech/llms.txt
> Use this file to discover all available pages before exploring further.

# Android platform layer

> Permissions, third-party SDK wiring, and the Java-native-C# bridge on Android, none of which gates the SFS2X/HTTP game protocol.

Everything outside the game protocol: permissions, third-party SDK wiring, and the Java↔native↔C# bridge. None of it duplicates or gates the SFS2X/HTTP game protocol; this layer is platform shell, cleanly separable from the client a Go reimplementation needs.

## Why the permissions you wouldn't expect

A war-strategy game asking for `CAMERA`/`RECORD_AUDIO`/calendar access looks suspicious until traced to real, named features:

| Permission            | Actual use                                                                                          |
| --------------------- | --------------------------------------------------------------------------------------------------- |
| `CAMERA`              | Avatar/chat photo upload, plus Zendesk support-ticket attachments (when that support SDK is active) |
| `RECORD_AUDIO`        | Tencent GME/TRTC voice chat rooms + short voice-message recording                                   |
| `READ/WRITE_CALENDAR` | Genuine "remind me before this event" feature, writes to `CalendarContract`                         |

## Third-party SDK inventory

| Category              | SDK                                                                                                        |
| --------------------- | ---------------------------------------------------------------------------------------------------------- |
| Analytics/attribution | AppsFlyer, Firebase (Analytics/Crashlytics/FCM), ThinkingData (China market)                               |
| Anti-fraud            | ShuMei (数美), device fingerprint, heavily Obfuscator-LLVM hardened                                          |
| Anti-cheat            | Tencent ACE ("anogs"), root/inline-hook detection                                                          |
| Voice chat            | Tencent GME/TRTC, own BoringSSL TLS stack, unrelated to game protocol                                      |
| IAP                   | Google Play Billing **v8.3.0** (supports alt-billing programs)                                             |
| Customer support      | **Two full SDKs bundled**: Zendesk and AIHelp, switched server-side by a remote-config flag, not hardcoded |
| Ad mediation          | **None found**: no AppLovin/ironSource/Unity Ads/AdMob anywhere. Monetization is IAP-only.                 |

<Warning>
  **Cleartext HTTP, by design.** `usesCleartextTraffic="true"` is set at the manifest level; two FunPlus-owned endpoints (`analyse-aps.readygo.tech` push-analytics beacons, `upload-img-aps.readygo.tech/get_apk_ver.php` a side-loaded self-update check) are called over plain HTTP. Neither gates gameplay; both are safe to skip for a Go client.
</Warning>

## The JNI split for anti-cheat is worth knowing

`libanogs.so` (Tencent ACE) has a full Java wrapper class (`com.gamesafe.ano.AnoSdk`) that turns out to be dead code. **C# calls into the native library directly via `[DllImport("anogs")]` P/Invoke**, bypassing Java entirely. Its detection/report data appears to travel over a local Unix pipe to Tencent's own backend, not the FunPlus game server's wire protocol.
