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When the `"${native_assets_path}"*.framework` glob doesn't resolve anything, the bash will run the loop once with the original unglobbed value: `/path/to/native/assets/*.framework`. Skip this case to prevent the build from failing when there are no frameworks to sign. To reproduce this build failure: 1. Enable native assets in the Flutter tool: `flutter config --enable-native-assets` 2. Create a Flutter project with the default template: `flutter create test_native_assets` 3. Add a build hook that does nothing (`hook/build.dart`). 4. Try to build/run the app: `flutter run --debug -d macos`
246 lines
10 KiB
Bash
Executable File
246 lines
10 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Copyright 2014 The Flutter Authors. All rights reserved.
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# Use of this source code is governed by a BSD-style license that can be
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# found in the LICENSE file.
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# TODO(zanderso): refactor this and xcode_backend.sh into one script
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# once iOS is using 'assemble'.
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RunCommand() {
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if [[ -n "$VERBOSE_SCRIPT_LOGGING" ]]; then
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echo "♦ $*"
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fi
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"$@"
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return $?
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}
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EchoError() {
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echo "$@" 1>&2
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}
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ParseFlutterBuildMode() {
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# Use FLUTTER_BUILD_MODE if it's set, otherwise use the Xcode build configuration name
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# This means that if someone wants to use an Xcode build config other than Debug/Profile/Release,
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# they _must_ set FLUTTER_BUILD_MODE so we know what type of artifact to build.
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local build_mode="$(echo "${FLUTTER_BUILD_MODE:-${CONFIGURATION}}" | tr "[:upper:]" "[:lower:]")"
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case "$build_mode" in
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*release*) build_mode="release";;
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*profile*) build_mode="profile";;
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*debug*) build_mode="debug";;
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*)
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EchoError "========================================================================"
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EchoError "ERROR: Unknown FLUTTER_BUILD_MODE: ${build_mode}."
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EchoError "Valid values are 'Debug', 'Profile', or 'Release' (case insensitive)."
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EchoError "This is controlled by the FLUTTER_BUILD_MODE environment variable."
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EchoError "If that is not set, the CONFIGURATION environment variable is used."
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EchoError ""
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EchoError "You can fix this by either adding an appropriately named build"
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EchoError "configuration, or adding an appropriate value for FLUTTER_BUILD_MODE to the"
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EchoError ".xcconfig file for the current build configuration (${CONFIGURATION})."
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EchoError "========================================================================"
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exit -1;;
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esac
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echo "${build_mode}"
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}
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BuildApp() {
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# Set the working directory to the project root
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local project_path="${SOURCE_ROOT}/.."
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RunCommand pushd "${project_path}" > /dev/null
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# Set the target file.
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local target_path="lib/main.dart"
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if [[ -n "$FLUTTER_TARGET" ]]; then
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target_path="${FLUTTER_TARGET}"
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fi
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# Use FLUTTER_BUILD_MODE if it's set, otherwise use the Xcode build configuration name
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# This means that if someone wants to use an Xcode build config other than Debug/Profile/Release,
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# they _must_ set FLUTTER_BUILD_MODE so we know what type of artifact to build.
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local build_mode="$(ParseFlutterBuildMode)"
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if [[ -n "$LOCAL_ENGINE" ]]; then
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if [[ $(echo "$LOCAL_ENGINE" | tr "[:upper:]" "[:lower:]") != *"$build_mode"* ]]; then
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EchoError "========================================================================"
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EchoError "ERROR: Requested build with Flutter local engine at '${LOCAL_ENGINE}'"
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EchoError "This engine is not compatible with FLUTTER_BUILD_MODE: '${build_mode}'."
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EchoError "You can fix this by updating the LOCAL_ENGINE environment variable, or"
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EchoError "by running:"
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EchoError " flutter build macos --local-engine=host_${build_mode} --local-engine-host=host_${build_mode}"
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EchoError "or"
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EchoError " flutter build macos --local-engine=host_${build_mode}_unopt --local-engine-host=host_${build_mode}_unopt"
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EchoError "========================================================================"
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exit -1
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fi
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fi
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if [[ -n "$LOCAL_ENGINE_HOST" ]]; then
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if [[ $(echo "$LOCAL_ENGINE_HOST" | tr "[:upper:]" "[:lower:]") != *"$build_mode"* ]]; then
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EchoError "========================================================================"
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EchoError "ERROR: Requested build with Flutter local engine at '${LOCAL_ENGINE_HOST}'"
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EchoError "This engine is not compatible with FLUTTER_BUILD_MODE: '${build_mode}'."
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EchoError "You can fix this by updating the LOCAL_ENGINE_HOST environment variable, or"
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EchoError "by running:"
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EchoError " flutter build macos --local-engine=host_${build_mode} --local-engine-host=host_${build_mode}"
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EchoError "or"
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EchoError " flutter build macos --local-engine=host_${build_mode}_unopt --local-engine-host=host_${build_mode}_unopt"
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EchoError "========================================================================"
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exit -1
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fi
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fi
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# The path where the input/output xcfilelists are stored. These are used by xcode
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# to conditionally skip this script phase if neither have changed.
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local ephemeral_dir="${SOURCE_ROOT}/Flutter/ephemeral"
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local build_inputs_path="${ephemeral_dir}/FlutterInputs.xcfilelist"
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local build_outputs_path="${ephemeral_dir}/FlutterOutputs.xcfilelist"
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# Construct the "flutter assemble" argument array. Arguments should be added
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# as quoted string elements of the flutter_args array, otherwise an argument
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# (like a path) with spaces in it might be interpreted as two separate
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# arguments.
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local flutter_args=("${FLUTTER_ROOT}/bin/flutter")
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if [[ -n "$VERBOSE_SCRIPT_LOGGING" ]]; then
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flutter_args+=('--verbose')
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fi
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if [[ -n "$FLUTTER_ENGINE" ]]; then
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flutter_args+=("--local-engine-src-path=${FLUTTER_ENGINE}")
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fi
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if [[ -n "$LOCAL_ENGINE" ]]; then
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flutter_args+=("--local-engine=${LOCAL_ENGINE}")
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fi
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if [[ -n "$LOCAL_ENGINE_HOST" ]]; then
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flutter_args+=("--local-engine-host=${LOCAL_ENGINE_HOST}")
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fi
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local architectures="${ARCHS}"
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if [[ -n "$1" && "$1" == "prepare" ]]; then
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# The "prepare" command runs in a pre-action script, which doesn't always
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# filter the "ARCHS" build setting to only the active arch. To workaround,
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# if "ONLY_ACTIVE_ARCH" is true and the "NATIVE_ARCH" is arm, assume the
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# active arch is also arm to improve caching. If this assumption is
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# incorrect, it will later be corrected by the "build" command.
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if [[ -n "$ONLY_ACTIVE_ARCH" && "$ONLY_ACTIVE_ARCH" == "YES" && -n "$NATIVE_ARCH" ]]; then
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if [[ "$NATIVE_ARCH" == *"arm"* ]]; then
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architectures="arm64"
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else
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architectures="x86_64"
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fi
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fi
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fi
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flutter_args+=(
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"assemble"
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"--no-version-check"
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"-dTargetPlatform=darwin"
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"-dDarwinArchs=${architectures}"
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"-dTargetFile=${target_path}"
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"-dBuildMode=${build_mode}"
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"-dTreeShakeIcons=${TREE_SHAKE_ICONS}"
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"-dDartObfuscation=${DART_OBFUSCATION}"
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"-dSplitDebugInfo=${SPLIT_DEBUG_INFO}"
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"-dTrackWidgetCreation=${TRACK_WIDGET_CREATION}"
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"-dAction=${ACTION}"
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"-dFrontendServerStarterPath=${FRONTEND_SERVER_STARTER_PATH}"
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"--DartDefines=${DART_DEFINES}"
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"--ExtraGenSnapshotOptions=${EXTRA_GEN_SNAPSHOT_OPTIONS}"
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"--ExtraFrontEndOptions=${EXTRA_FRONT_END_OPTIONS}"
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"--build-inputs=${build_inputs_path}"
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"--build-outputs=${build_outputs_path}"
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"--output=${BUILT_PRODUCTS_DIR}"
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)
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local target="${build_mode}_macos_bundle_flutter_assets";
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if [[ -n "$1" && "$1" == "prepare" ]]; then
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# The "prepare" command only targets the UnpackMacOS target, which copies the
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# FlutterMacOS framework to the BUILT_PRODUCTS_DIR.
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target="${build_mode}_unpack_macos"
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# Use the PreBuildAction define flag to force the tool to use a different
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# filecache file for the "prepare" command. This will make the environment
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# buildPrefix for the "prepare" command unique from the "build" command.
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# This will improve caching since the "build" command has more target dependencies.
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flutter_args+=("-dPreBuildAction=PrepareFramework")
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fi
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if [[ -n "$FLAVOR" ]]; then
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flutter_args+=("-dFlavor=${FLAVOR}")
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fi
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if [[ -n "$PERFORMANCE_MEASUREMENT_FILE" ]]; then
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flutter_args+=("--performance-measurement-file=${PERFORMANCE_MEASUREMENT_FILE}")
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fi
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if [[ -n "$BUNDLE_SKSL_PATH" ]]; then
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flutter_args+=("-dBundleSkSLPath=${BUNDLE_SKSL_PATH}")
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fi
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if [[ -n "$CODE_SIZE_DIRECTORY" ]]; then
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flutter_args+=("-dCodeSizeDirectory=${CODE_SIZE_DIRECTORY}")
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fi
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flutter_args+=("${target}")
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RunCommand "${flutter_args[@]}"
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}
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PrepareFramework() {
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# The "prepare" command runs in a pre-action script, which also runs when
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# using the Xcode/xcodebuild clean command. Skip if cleaning.
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if [[ $ACTION == "clean" ]]; then
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exit 0
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fi
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BuildApp "prepare"
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}
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# Adds the App.framework as an embedded binary, the flutter_assets as
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# resources, and the native assets.
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EmbedFrameworks() {
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# Embed App.framework from Flutter into the app (after creating the Frameworks directory
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# if it doesn't already exist).
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local xcode_frameworks_dir="${TARGET_BUILD_DIR}/${FRAMEWORKS_FOLDER_PATH}"
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RunCommand mkdir -p -- "${xcode_frameworks_dir}"
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RunCommand rsync -av --delete --filter "- .DS_Store" "${BUILT_PRODUCTS_DIR}/App.framework" "${xcode_frameworks_dir}"
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# Embed the actual FlutterMacOS.framework that the Flutter app expects to run against,
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# which could be a local build or an arch/type specific build.
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# Copy Xcode behavior and don't copy over headers or modules.
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RunCommand rsync -av --delete --filter "- .DS_Store" --filter "- Headers" --filter "- Modules" "${BUILT_PRODUCTS_DIR}/FlutterMacOS.framework" "${xcode_frameworks_dir}/"
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# Sign the binaries we moved.
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if [[ -n "${EXPANDED_CODE_SIGN_IDENTITY:-}" ]]; then
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RunCommand codesign --force --verbose --sign "${EXPANDED_CODE_SIGN_IDENTITY}" -- "${xcode_frameworks_dir}/App.framework/App"
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RunCommand codesign --force --verbose --sign "${EXPANDED_CODE_SIGN_IDENTITY}" -- "${xcode_frameworks_dir}/FlutterMacOS.framework/FlutterMacOS"
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fi
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# Copy the native assets. These do not have to be codesigned here because,
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# they are already codesigned in buildNativeAssetsMacOS.
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local project_path="${SOURCE_ROOT}/.."
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if [[ -n "$FLUTTER_APPLICATION_PATH" ]]; then
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project_path="${FLUTTER_APPLICATION_PATH}"
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fi
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local native_assets_path="${project_path}/${FLUTTER_BUILD_DIR}/native_assets/macos/"
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if [[ -d "$native_assets_path" ]]; then
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RunCommand rsync -av --filter "- .DS_Store" --filter "- native_assets.yaml" "${native_assets_path}" "${xcode_frameworks_dir}"
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# Iterate through all .frameworks in native assets directory.
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for native_asset in "${native_assets_path}"*.framework; do
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[ -e "$native_asset" ] || continue # Skip when there are no matches.
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# Codesign the framework inside the app bundle.
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RunCommand codesign --force --verbose --sign "${EXPANDED_CODE_SIGN_IDENTITY}" -- "${xcode_frameworks_dir}/$(basename "$native_asset")"
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done
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fi
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}
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# Main entry point.
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if [[ $# == 0 ]]; then
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# Unnamed entry point defaults to build.
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BuildApp
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else
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case $1 in
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"build")
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BuildApp ;;
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"embed")
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EmbedFrameworks ;;
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"prepare")
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PrepareFramework ;;
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esac
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fi
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