flutter/packages/flutter_tools/bin/macos_assemble.sh
Matej Knopp c719f03ded
[macOS] codesign native assets during embed (#148310)
Fixes https://github.com/flutter/flutter/issues/148051

Currently only the "embed" phase, which is run during the Runner target
build have access to code-signing identity. The flutter assemble target,
which does the main build (and also builds native assets) does not have
access to the code-signing identity.

## Pre-launch Checklist

- [x] I read the [Contributor Guide] and followed the process outlined
there for submitting PRs.
- [x] I read the [Tree Hygiene] wiki page, which explains my
responsibilities.
- [x] I read and followed the [Flutter Style Guide], including [Features
we expect every widget to implement].
- [x] I signed the [CLA].
- [x] I listed at least one issue that this PR fixes in the description
above.
- [x] I updated/added relevant documentation (doc comments with `///`).
- [x] I added new tests to check the change I am making, or this PR is
[test-exempt].
- [x] I followed the [breaking change policy] and added [Data Driven
Fixes] where supported.
- [x] All existing and new tests are passing.

If you need help, consider asking for advice on the #hackers-new channel
on [Discord].

<!-- Links -->
[Contributor Guide]:
https://github.com/flutter/flutter/wiki/Tree-hygiene#overview
[Tree Hygiene]: https://github.com/flutter/flutter/wiki/Tree-hygiene
[test-exempt]:
https://github.com/flutter/flutter/wiki/Tree-hygiene#tests
[Flutter Style Guide]:
https://github.com/flutter/flutter/wiki/Style-guide-for-Flutter-repo
[Features we expect every widget to implement]:
https://github.com/flutter/flutter/wiki/Style-guide-for-Flutter-repo#features-we-expect-every-widget-to-implement
[CLA]: https://cla.developers.google.com/
[flutter/tests]: https://github.com/flutter/tests
[breaking change policy]:
https://github.com/flutter/flutter/wiki/Tree-hygiene#handling-breaking-changes
[Discord]: https://github.com/flutter/flutter/wiki/Chat
[Data Driven Fixes]:
https://github.com/flutter/flutter/wiki/Data-driven-Fixes
2024-05-16 18:12:33 +02:00

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#!/usr/bin/env bash
# Copyright 2014 The Flutter Authors. All rights reserved.
# Use of this source code is governed by a BSD-style license that can be
# found in the LICENSE file.
# TODO(zanderso): refactor this and xcode_backend.sh into one script
# once iOS is using 'assemble'.
RunCommand() {
if [[ -n "$VERBOSE_SCRIPT_LOGGING" ]]; then
echo "$*"
fi
"$@"
return $?
}
EchoError() {
echo "$@" 1>&2
}
ParseFlutterBuildMode() {
# Use FLUTTER_BUILD_MODE if it's set, otherwise use the Xcode build configuration name
# This means that if someone wants to use an Xcode build config other than Debug/Profile/Release,
# they _must_ set FLUTTER_BUILD_MODE so we know what type of artifact to build.
local build_mode="$(echo "${FLUTTER_BUILD_MODE:-${CONFIGURATION}}" | tr "[:upper:]" "[:lower:]")"
case "$build_mode" in
*release*) build_mode="release";;
*profile*) build_mode="profile";;
*debug*) build_mode="debug";;
*)
EchoError "========================================================================"
EchoError "ERROR: Unknown FLUTTER_BUILD_MODE: ${build_mode}."
EchoError "Valid values are 'Debug', 'Profile', or 'Release' (case insensitive)."
EchoError "This is controlled by the FLUTTER_BUILD_MODE environment variable."
EchoError "If that is not set, the CONFIGURATION environment variable is used."
EchoError ""
EchoError "You can fix this by either adding an appropriately named build"
EchoError "configuration, or adding an appropriate value for FLUTTER_BUILD_MODE to the"
EchoError ".xcconfig file for the current build configuration (${CONFIGURATION})."
EchoError "========================================================================"
exit -1;;
esac
echo "${build_mode}"
}
BuildApp() {
# Set the working directory to the project root
local project_path="${SOURCE_ROOT}/.."
RunCommand pushd "${project_path}" > /dev/null
# Set the target file.
local target_path="lib/main.dart"
if [[ -n "$FLUTTER_TARGET" ]]; then
target_path="${FLUTTER_TARGET}"
fi
# Use FLUTTER_BUILD_MODE if it's set, otherwise use the Xcode build configuration name
# This means that if someone wants to use an Xcode build config other than Debug/Profile/Release,
# they _must_ set FLUTTER_BUILD_MODE so we know what type of artifact to build.
local build_mode="$(ParseFlutterBuildMode)"
if [[ -n "$LOCAL_ENGINE" ]]; then
if [[ $(echo "$LOCAL_ENGINE" | tr "[:upper:]" "[:lower:]") != *"$build_mode"* ]]; then
EchoError "========================================================================"
EchoError "ERROR: Requested build with Flutter local engine at '${LOCAL_ENGINE}'"
EchoError "This engine is not compatible with FLUTTER_BUILD_MODE: '${build_mode}'."
EchoError "You can fix this by updating the LOCAL_ENGINE environment variable, or"
EchoError "by running:"
EchoError " flutter build macos --local-engine=host_${build_mode} --local-engine-host=host_${build_mode}"
EchoError "or"
EchoError " flutter build macos --local-engine=host_${build_mode}_unopt --local-engine-host=host_${build_mode}_unopt"
EchoError "========================================================================"
exit -1
fi
fi
if [[ -n "$LOCAL_ENGINE_HOST" ]]; then
if [[ $(echo "$LOCAL_ENGINE_HOST" | tr "[:upper:]" "[:lower:]") != *"$build_mode"* ]]; then
EchoError "========================================================================"
EchoError "ERROR: Requested build with Flutter local engine at '${LOCAL_ENGINE_HOST}'"
EchoError "This engine is not compatible with FLUTTER_BUILD_MODE: '${build_mode}'."
EchoError "You can fix this by updating the LOCAL_ENGINE_HOST environment variable, or"
EchoError "by running:"
EchoError " flutter build macos --local-engine=host_${build_mode} --local-engine-host=host_${build_mode}"
EchoError "or"
EchoError " flutter build macos --local-engine=host_${build_mode}_unopt --local-engine-host=host_${build_mode}_unopt"
EchoError "========================================================================"
exit -1
fi
fi
# The path where the input/output xcfilelists are stored. These are used by xcode
# to conditionally skip this script phase if neither have changed.
local ephemeral_dir="${SOURCE_ROOT}/Flutter/ephemeral"
local build_inputs_path="${ephemeral_dir}/FlutterInputs.xcfilelist"
local build_outputs_path="${ephemeral_dir}/FlutterOutputs.xcfilelist"
# Construct the "flutter assemble" argument array. Arguments should be added
# as quoted string elements of the flutter_args array, otherwise an argument
# (like a path) with spaces in it might be interpreted as two separate
# arguments.
local flutter_args=("${FLUTTER_ROOT}/bin/flutter")
if [[ -n "$VERBOSE_SCRIPT_LOGGING" ]]; then
flutter_args+=('--verbose')
fi
if [[ -n "$FLUTTER_ENGINE" ]]; then
flutter_args+=("--local-engine-src-path=${FLUTTER_ENGINE}")
fi
if [[ -n "$LOCAL_ENGINE" ]]; then
flutter_args+=("--local-engine=${LOCAL_ENGINE}")
fi
if [[ -n "$LOCAL_ENGINE_HOST" ]]; then
flutter_args+=("--local-engine-host=${LOCAL_ENGINE_HOST}")
fi
flutter_args+=(
"assemble"
"--no-version-check"
"-dTargetPlatform=darwin"
"-dDarwinArchs=${ARCHS}"
"-dTargetFile=${target_path}"
"-dBuildMode=${build_mode}"
"-dTreeShakeIcons=${TREE_SHAKE_ICONS}"
"-dDartObfuscation=${DART_OBFUSCATION}"
"-dSplitDebugInfo=${SPLIT_DEBUG_INFO}"
"-dTrackWidgetCreation=${TRACK_WIDGET_CREATION}"
"-dAction=${ACTION}"
"-dFrontendServerStarterPath=${FRONTEND_SERVER_STARTER_PATH}"
"--DartDefines=${DART_DEFINES}"
"--ExtraGenSnapshotOptions=${EXTRA_GEN_SNAPSHOT_OPTIONS}"
"--ExtraFrontEndOptions=${EXTRA_FRONT_END_OPTIONS}"
"--build-inputs=${build_inputs_path}"
"--build-outputs=${build_outputs_path}"
"--output=${BUILT_PRODUCTS_DIR}"
)
if [[ -n "$FLAVOR" ]]; then
flutter_args+=("-dFlavor=${FLAVOR}")
fi
if [[ -n "$PERFORMANCE_MEASUREMENT_FILE" ]]; then
flutter_args+=("--performance-measurement-file=${PERFORMANCE_MEASUREMENT_FILE}")
fi
if [[ -n "$BUNDLE_SKSL_PATH" ]]; then
flutter_args+=("-dBundleSkSLPath=${BUNDLE_SKSL_PATH}")
fi
if [[ -n "$CODE_SIZE_DIRECTORY" ]]; then
flutter_args+=("-dCodeSizeDirectory=${CODE_SIZE_DIRECTORY}")
fi
# Run flutter assemble with the build mode specific target that was passed in.
# If no target was passed it, default to build mode specific
# macos_bundle_flutter_assets target.
if [[ -n "$1" ]]; then
flutter_args+=("${build_mode}$1")
else
flutter_args+=("${build_mode}_macos_bundle_flutter_assets")
fi
RunCommand "${flutter_args[@]}"
}
PrepareFramework() {
BuildApp "_unpack_macos"
}
# Adds the App.framework as an embedded binary, the flutter_assets as
# resources, and the native assets.
EmbedFrameworks() {
# Embed App.framework from Flutter into the app (after creating the Frameworks directory
# if it doesn't already exist).
local xcode_frameworks_dir="${TARGET_BUILD_DIR}/${FRAMEWORKS_FOLDER_PATH}"
RunCommand mkdir -p -- "${xcode_frameworks_dir}"
RunCommand rsync -av --delete --filter "- .DS_Store" "${BUILT_PRODUCTS_DIR}/App.framework" "${xcode_frameworks_dir}"
# Embed the actual FlutterMacOS.framework that the Flutter app expects to run against,
# which could be a local build or an arch/type specific build.
# Copy Xcode behavior and don't copy over headers or modules.
RunCommand rsync -av --delete --filter "- .DS_Store" --filter "- Headers" --filter "- Modules" "${BUILT_PRODUCTS_DIR}/FlutterMacOS.framework" "${xcode_frameworks_dir}/"
# Sign the binaries we moved.
if [[ -n "${EXPANDED_CODE_SIGN_IDENTITY:-}" ]]; then
RunCommand codesign --force --verbose --sign "${EXPANDED_CODE_SIGN_IDENTITY}" -- "${xcode_frameworks_dir}/App.framework/App"
RunCommand codesign --force --verbose --sign "${EXPANDED_CODE_SIGN_IDENTITY}" -- "${xcode_frameworks_dir}/FlutterMacOS.framework/FlutterMacOS"
fi
# Copy the native assets. These do not have to be codesigned here because,
# they are already codesigned in buildNativeAssetsMacOS.
local project_path="${SOURCE_ROOT}/.."
if [[ -n "$FLUTTER_APPLICATION_PATH" ]]; then
project_path="${FLUTTER_APPLICATION_PATH}"
fi
local native_assets_path="${project_path}/${FLUTTER_BUILD_DIR}/native_assets/macos/"
if [[ -d "$native_assets_path" ]]; then
RunCommand rsync -av --filter "- .DS_Store" --filter "- native_assets.yaml" "${native_assets_path}" "${xcode_frameworks_dir}"
# Iterate through all .frameworks in native assets directory.
for native_asset in "${native_assets_path}"*.framework; do
# Codesign the framework inside the app bundle.
RunCommand codesign --force --verbose --sign "${EXPANDED_CODE_SIGN_IDENTITY}" -- "${xcode_frameworks_dir}/$(basename "$native_asset")"
done
fi
}
# Main entry point.
if [[ $# == 0 ]]; then
# Unnamed entry point defaults to build.
BuildApp
else
case $1 in
"build")
BuildApp ;;
"embed")
EmbedFrameworks ;;
"prepare")
PrepareFramework ;;
esac
fi