Change the way macOS app names are located (#32706)
Instead of requiring a name_output.sh, expect a file called
.app_filename in the macos/Flutter directory containing just the name of
the application. The expectation is that the Xcode build will create
that file with a script.
This is not intended as a long-term solution, but it's a substantial
improvement over name_output.sh:
- name_output.sh required constructing the full build output path; this
made sense when it was coupled with build.sh, but now that the
decision for where build output goes lives in flutter_tool, that logic
should as well.
- Changing the name of the application required also updating
name_output.sh, which is error-prone. With .app_filename, it can be
created using $PRODUCT_NAME, which means that the usual way of setting
the application name will automatically update this flow as well.
Part of #30706
diff --git a/packages/flutter_tools/lib/src/macos/application_package.dart b/packages/flutter_tools/lib/src/macos/application_package.dart
index 90220a3..cfa4abc 100644
--- a/packages/flutter_tools/lib/src/macos/application_package.dart
+++ b/packages/flutter_tools/lib/src/macos/application_package.dart
@@ -6,8 +6,6 @@
import '../application_package.dart';
import '../base/file_system.dart';
-import '../base/io.dart';
-import '../base/process_manager.dart';
import '../build_info.dart';
import '../globals.dart';
import '../ios/plist_utils.dart' as plist;
@@ -123,21 +121,25 @@
@override
String applicationBundle(BuildMode buildMode) {
- final ProcessResult result = processManager.runSync(<String>[
- project.nameScript.path,
- buildMode == BuildMode.debug ? 'debug' : 'release'
- ], runInShell: true);
- final String directory = result.stdout.toString().trim();
- return directory;
+ final File appBundleNameFile = project.nameFile;
+ if (!appBundleNameFile.existsSync()) {
+ printError('Unable to find app name. ${appBundleNameFile.path} does not exist');
+ return null;
+ }
+ return fs.path.join(
+ getMacOSBuildDirectory(),
+ 'Build',
+ 'Products',
+ buildMode == BuildMode.debug ? 'Debug' : 'Release',
+ appBundleNameFile.readAsStringSync().trim());
}
@override
String executable(BuildMode buildMode) {
- final ProcessResult result = processManager.runSync(<String>[
- project.nameScript.path,
- buildMode == BuildMode.debug ? 'debug' : 'release'
- ], runInShell: true);
- final String directory = result.stdout.toString().trim();
+ final String directory = applicationBundle(buildMode);
+ if (directory == null) {
+ return null;
+ }
final _ExecutableAndId executableAndId = MacOSApp._executableFromBundle(fs.directory(directory));
return executableAndId.executable;
}
diff --git a/packages/flutter_tools/lib/src/macos/macos_device.dart b/packages/flutter_tools/lib/src/macos/macos_device.dart
index 450aeb9..db1375a 100644
--- a/packages/flutter_tools/lib/src/macos/macos_device.dart
+++ b/packages/flutter_tools/lib/src/macos/macos_device.dart
@@ -77,10 +77,18 @@
Cache.releaseLockEarly();
await buildMacOS(FlutterProject.current(), debuggingOptions?.buildInfo);
}
+
+ // Ensure that the executable is locatable.
+ final String executable = package.executable(debuggingOptions?.buildInfo?.mode);
+ if (executable == null) {
+ printError('Unable to find executable to run');
+ return LaunchResult.failed();
+ }
+
// Make sure to call stop app after we've built.
await stopApp(package);
final Process process = await processManager.start(<String>[
- package.executable(debuggingOptions?.buildInfo?.mode)
+ executable
]);
if (debuggingOptions?.buildInfo?.isRelease == true) {
return LaunchResult.succeeded();
diff --git a/packages/flutter_tools/lib/src/project.dart b/packages/flutter_tools/lib/src/project.dart
index 0032d10..8fec10a 100644
--- a/packages/flutter_tools/lib/src/project.dart
+++ b/packages/flutter_tools/lib/src/project.dart
@@ -575,15 +575,20 @@
Directory get _editableDirectory => project.directory.childDirectory('macos');
+ Directory get _cacheDirectory => _editableDirectory.childDirectory('Flutter');
+
/// Contains definitions for FLUTTER_ROOT, LOCAL_ENGINE, and more flags for
/// the Xcode build.
- File get generatedXcodePropertiesFile => _editableDirectory.childDirectory('Flutter').childFile('Generated.xcconfig');
+ File get generatedXcodePropertiesFile => _cacheDirectory.childFile('Generated.xcconfig');
/// The Xcode project file.
Directory get xcodeProjectFile => _editableDirectory.childDirectory('Runner.xcodeproj');
- // Note: The name script file exists as a temporary shim.
- File get nameScript => project.directory.childDirectory('macos').childFile('name_output.sh');
+ /// The file where the Xcode build will write the name of the built app.
+ ///
+ /// Ideally this will be replaced in the future with inpection of the Runner
+ /// scheme's target.
+ File get nameFile => _cacheDirectory.childFile('.app_filename');
}
/// The Windows sub project