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// Copyright (c) 2024, the Dart project authors. Please see the AUTHORS file
// for details. All rights reserved. Use of this source code is governed by a
// BSD-style license that can be found in the LICENSE file.
import 'dart:convert';
import 'dart:io';
import '../args_parser.dart';
import '../config.dart';
import '../validation.dart';
/// Builds assets in a `hook/build.dart`.
///
/// If a build hook is defined (`hook/build.dart`) then `build` must be called
/// by that hook, to write the [BuildInput.outputFile], even if the [builder]
/// function has no work to do.
///
/// Can build native assets which are not already available, or expose existing
/// files. Each individual asset is assigned a unique asset ID.
///
/// Example using `package:native_toolchain_c`:
///
/// <!-- file://./../../../example/api/build_snippet_1.dart -->
/// ```dart
/// import 'package:hooks/hooks.dart';
/// import 'package:native_toolchain_c/native_toolchain_c.dart';
///
/// void main(List<String> args) async {
/// await build(args, (input, output) async {
/// final packageName = input.packageName;
/// final cbuilder = CBuilder.library(
/// name: packageName,
/// assetName: '$packageName.dart',
/// sources: ['src/$packageName.c'],
/// );
/// await cbuilder.run(input: input, output: output);
/// });
/// }
/// ```
///
/// Example outputting assets manually:
///
/// <!-- file://./../../../example/api/build_snippet_2.dart -->
/// ```dart
/// import 'dart:io';
///
/// import 'package:code_assets/code_assets.dart';
/// import 'package:hooks/hooks.dart';
///
/// const assetName = 'asset.txt';
/// final packageAssetPath = Uri.file('data/$assetName');
///
/// void main(List<String> args) async {
/// await build(args, (input, output) async {
/// if (input.config.code.linkModePreference == .static) {
/// // Simulate that this hook only supports dynamic libraries.
/// throw UnsupportedError('LinkModePreference.static is not supported.');
/// }
///
/// final packageName = input.packageName;
/// final assetPath = input.outputDirectory.resolve(assetName);
/// final assetSourcePath = input.packageRoot.resolveUri(packageAssetPath);
/// // Insert code that downloads or builds the asset to `assetPath`.
/// await File.fromUri(assetSourcePath).copy(assetPath.toFilePath());
///
/// output.dependencies.add(assetSourcePath);
///
/// output.assets.code.add(
/// // TODO: Change to DataAsset once the Dart/Flutter SDK can consume it.
/// CodeAsset(
/// package: packageName,
/// name: 'asset.txt',
/// file: assetPath,
/// linkMode: DynamicLoadingBundled(),
/// ),
/// );
/// });
/// }
/// ```
///
/// ## Environment
///
/// Build hooks are executed in a semi-hermetic environment. This means that
/// `Platform.environment` does not expose all environment variables from the
/// parent process. This ensures that hook invocations are reproducible and
/// cacheable, and do not depend on accidental environment variables.
///
/// However, some environment variables are necessary for locating tools (like
/// compilers) or configuring network access. The following environment
/// variables are passed through to the hook process:
///
/// * **Path and system roots:**
/// * `PATH`: Invoke native tools.
/// * `HOME`, `USERPROFILE`: Find tools in default install locations.
/// * `SYSTEMDRIVE`, `SYSTEMROOT`, `WINDIR`: Process invocations and CMake
/// on Windows.
/// * `PROGRAMDATA`: For `vswhere.exe` on Windows.
/// * **Temporary directories:**
/// * `TEMP`, `TMP`, `TMPDIR`: Temporary directories.
/// * **HTTP proxies:**
/// * `HTTP_PROXY`, `HTTPS_PROXY`, `NO_PROXY`: Network access behind
/// proxies.
/// * **Clang/LLVM:**
/// * `LIBCLANG_PATH`: Rust's `bindgen` + `clang-sys`.
/// * **Android NDK:**
/// * `ANDROID_HOME`: Standard location for the Android SDK/NDK.
/// * `ANDROID_NDK`, `ANDROID_NDK_HOME`, `ANDROID_NDK_LATEST_HOME`,
/// `ANDROID_NDK_ROOT`: Alternative locations for the NDK.
/// * **Ccache:**
/// * Any variable starting with `CCACHE_`.
/// * **Nix:**
/// * Any variable starting with `NIX_`.
///
/// Any changes to these environment variables will cause cache invalidation for
/// hooks.
///
/// All other environment variables are stripped.
///
/// ## Debugging
///
/// When a build hook doesn't work as expected, you can investigate the
/// intermediate files generated by the Dart and Flutter SDK build process.
///
/// The most important files for debugging are located in a subdirectory
/// specific to your hook's execution. The path is of the form
/// `.dart_tool/hooks_runner/<package_name>/<some_hash>/`, where
/// `<package_name>` is the name of the package containing the hook. Inside, you
/// will find:
///
/// * `input.json`: The configuration and data passed into your build hook.
/// * `output.json`: The JSON data that your build hook produced.
/// * `stdout.txt`: Any standard output from your build hook.
/// * `stderr.txt`: Any error messages or exceptions.
///
/// When you run a build, hooks for all dependencies are executed, so you might
/// see multiple package directories.
///
/// The `<some_hash>` is a checksum of the [BuildConfig] in the `input.json`. If
/// you are unsure which hash directory to inspect within your package's hook
/// directory, you can delete the `.dart_tool/hooks_runner/<package_name>/`
/// directory and re-run the command that failed. The newly created directory
/// will be for the latest invocation.
///
/// You can step through your code with a debugger by running the build hook
/// from its source file and providing the `input.json` via the `--config` flag:
///
/// ```sh
/// dart run hook/build.dart --config .dart_tool/hooks_runner/<package_name>/<some_hash>/input.json
/// ```
///
/// To debug in VS Code, you can create a `launch.json` file in a `.vscode`
/// directory in your project root. This allows you to run your hook with a
/// debugger attached.
///
/// Here is an example configuration:
///
/// ```json
/// {
/// "version": "0.2.0",
/// "configurations": [
/// {
/// "name": "Debug Build Hook",
/// "type": "dart",
/// "request": "launch",
/// "program": "hook/build.dart",
/// "args": [
/// "--config",
/// ".dart_tool/hooks_runner/your_package_name/some_hash/input.json"
/// ]
/// }
/// ]
/// }
/// ```
///
/// Again, make sure to replace `your_package_name`, and `some_hash` with the
/// actual paths from your project. After setting this up, you can run the
/// "Debug Build Hook" configuration from the "Run and Debug" view in VS Code.
Future<void> build(
List<String> arguments,
Future<void> Function(BuildInput input, BuildOutputBuilder output) builder,
) async {
final inputPath = getInputArgument(arguments);
final bytes = File(inputPath).readAsBytesSync();
final jsonInput =
const Utf8Decoder().fuse(const JsonDecoder()).convert(bytes)
as Map<String, Object?>;
final input = BuildInput(jsonInput);
final outputFile = input.outputFile;
final output = BuildOutputBuilder();
try {
await builder(input, output);
// ignore: avoid_catching_errors
} on HookError catch (e, st) {
output.setFailure(e.failureType);
await _writeOutput(output, outputFile);
_exitViaHookException(e, st);
}
final errors = await ProtocolBase.validateBuildOutput(
input,
BuildOutput(output.json),
);
if (errors.isNotEmpty) {
final message = [
'The output contained unsupported output:',
for (final error in errors) '- $error',
].join('\n');
stderr.writeln(message);
output.setFailure(.build);
await _writeOutput(output, outputFile);
exit(BuildError(message: message).exitCode);
}
await _writeOutput(output, outputFile);
}
/// Links assets in a `hook/link.dart`.
///
/// If a link hook is defined (`hook/link.dart`) then `link` must be called by
/// that hook, to write the [BuildInput.outputFile], even if the [linker]
/// function has no work to do.
///
/// Can link native assets which are not already available, or expose existing
/// files. Each individual asset is assigned a unique asset ID.
///
/// The linking script may receive assets from build scripts, which are accessed
/// through [LinkInputAssets.encodedAssets]. They will only be bundled with the
/// final application if included in the [LinkOutput].
///
///
/// <!-- file://./../../../example/api/link_snippet.dart -->
/// ```dart
/// import 'package:data_assets/data_assets.dart';
/// import 'package:hooks/hooks.dart';
///
/// void main(List<String> args) async {
/// await link(args, (input, output) async {
/// final dataEncodedAssets = input.assets.encodedAssets.where(
/// (e) => e.isDataAsset,
/// );
/// output.assets.addEncodedAssets(dataEncodedAssets);
/// });
/// }
/// ```
/// If the [linker] fails, it must `throw` a [HookError]. Link hooks are
/// guaranteed to be invoked with a process invocation and should return a
/// non-zero exit code on failure. Throwing will lead to an uncaught exception,
/// causing a non-zero exit code.
///
/// ## Environment
///
/// Link hooks are executed in a semi-hermetic environment. This means that
/// `Platform.environment` does not expose all environment variables from the
/// parent process. This ensures that hook invocations are reproducible and
/// cacheable, and do not depend on accidental environment variables.
///
/// However, some environment variables are necessary for locating tools (like
/// compilers) or configuring network access. The following environment
/// variables are passed through to the hook process:
///
/// * **Path and system roots:**
/// * `PATH`: Invoke native tools.
/// * `HOME`, `USERPROFILE`: Find tools in default install locations.
/// * `SYSTEMDRIVE`, `SYSTEMROOT`, `WINDIR`: Process invocations and CMake
/// on Windows.
/// * `PROGRAMDATA`: For `vswhere.exe` on Windows.
/// * **Temporary directories:**
/// * `TEMP`, `TMP`, `TMPDIR`: Temporary directories.
/// * **HTTP proxies:**
/// * `HTTP_PROXY`, `HTTPS_PROXY`, `NO_PROXY`: Network access behind
/// proxies.
/// * **Clang/LLVM:**
/// * `LIBCLANG_PATH`: Rust's `bindgen` + `clang-sys`.
/// * **Android NDK:**
/// * `ANDROID_HOME`: Standard location for the Android SDK/NDK.
/// * `ANDROID_NDK`, `ANDROID_NDK_HOME`, `ANDROID_NDK_LATEST_HOME`,
/// `ANDROID_NDK_ROOT`: Alternative locations for the NDK.
/// * **Ccache:**
/// * Any variable starting with `CCACHE_`.
/// * **Nix:**
/// * Any variable starting with `NIX_`.
///
/// Any changes to these environment variables will cause cache invalidation for
/// hooks.
///
/// All other environment variables are stripped.
///
/// ## Debugging
///
/// When a link hook doesn't work as expected, you can investigate the
/// intermediate files generated by the Dart and Flutter SDK build process.
///
/// The most important files for debugging are located in a subdirectory
/// specific to your hook's execution. The path is of the form
/// `.dart_tool/hooks_runner/<package_name>/<some_hash>/`, where
/// `<package_name>` is the name of the package containing the hook. Inside, you
/// will find:
///
/// * `input.json`: The configuration and data passed into your link hook.
/// * `output.json`: The JSON data that your link hook produced.
/// * `stdout.txt`: Any standard output from your link hook.
/// * `stderr.txt`: Any error messages or exceptions.
///
/// When you run a build, hooks for all dependencies are executed, so you might
/// see multiple package directories.
///
/// The `<some_hash>` is a checksum of the [LinkConfig] in the `input.json`. If
/// you are unsure which hash directory to inspect within your package's hook
/// directory, you can delete the `.dart_tool/hooks_runner/<package_name>/`
/// directory and re-run the command that failed. The newly created directory
/// will be for the latest invocation.
///
/// You can step through your code with a debugger by running the link hook from
/// its source file and providing the `input.json` via the `--config` flag:
///
/// ```sh
/// dart run hook/link.dart --config .dart_tool/hooks_runner/<package_name>/<some_hash>/input.json
/// ```
///
/// To debug in VS Code, you can create a `launch.json` file in a `.vscode`
/// directory in your project root. This allows you to run your hook with a
/// debugger attached.
///
/// Here is an example configuration:
///
/// ```json
/// {
/// "version": "0.2.0",
/// "configurations": [
/// {
/// "name": "Debug Link Hook",
/// "type": "dart",
/// "request": "launch",
/// "program": "hook/link.dart",
/// "args": [
/// "--config",
/// ".dart_tool/hooks_runner/your_package_name/some_hash/input.json"
/// ]
/// }
/// ]
/// }
/// ```
///
/// Again, make sure to replace `your_package_name`, and `some_hash` with the
/// actual paths from your project. After setting this up, you can run the
/// "Debug Link Hook" configuration from the "Run and Debug" view in VS Code.
Future<void> link(
List<String> arguments,
Future<void> Function(LinkInput input, LinkOutputBuilder output) linker,
) async {
final inputPath = getInputArgument(arguments);
final bytes = File(inputPath).readAsBytesSync();
final jsonInput =
const Utf8Decoder().fuse(const JsonDecoder()).convert(bytes)
as Map<String, Object?>;
final input = LinkInput(jsonInput);
final outputFile = input.outputFile;
final output = LinkOutputBuilder();
try {
await linker(input, output);
// ignore: avoid_catching_errors
} on HookError catch (e, st) {
output.setFailure(e.failureType);
await _writeOutput(output, outputFile);
_exitViaHookException(e, st);
}
final errors = await ProtocolBase.validateLinkOutput(
input,
LinkOutput(output.json),
);
if (errors.isNotEmpty) {
final message = [
'The output contained unsupported output:',
for (final error in errors) '- $error',
].join('\n');
stderr.writeln(message);
output.setFailure(.build);
await _writeOutput(output, outputFile);
exit(BuildError(message: message).exitCode);
}
await _writeOutput(output, outputFile);
}
Future<void> _writeOutput(HookOutputBuilder output, Uri outputFile) async {
final jsonOutput = const JsonEncoder.withIndent(
' ',
).fuse(const Utf8Encoder()).convert(output.json);
await File.fromUri(outputFile).writeAsBytes(jsonOutput);
}
Never _exitViaHookException(HookError exception, StackTrace stackTrace) {
stderr.writeln(exception.message);
stderr.writeln(stackTrace);
if (exception.wrappedException != null) {
stderr.writeln('Wrapped exception:');
stderr.writeln(exception.wrappedException);
stderr.writeln(exception.wrappedTrace);
}
exit(exception.exitCode);
}