Files
dioxus/packages/cli/src/build/request.rs
T
Juan VásquezandJonathan Kelley 1d3168dc4a Allows desktop apps to open mailto links (#4282)
* Allows desktop apps to open mailto links

* Drop webbrowser, use `open` only

* switch to that_detached

* use workspace `open`

---------

Co-authored-by: Jonathan Kelley <jkelleyrtp@gmail.com>
2025-06-18 16:14:54 -07:00

4197 lines
171 KiB
Rust

//! # [`BuildRequest`] - the core of the build process
//!
//! The [`BuildRequest`] object is the core of the build process. It contains all the resolved arguments
//! flowing in from the CLI, dioxus.toml, env vars, and the workspace.
//!
//! Every BuildRequest is tied to a given workspace and BuildArgs. For simplicity's sake, the BuildArgs
//! struct is used to represent the CLI arguments and all other configuration is basically just
//! extra CLI arguments, but in a configuration format.
//!
//! When [`BuildRequest::build`] is called, it will prepare its work directory in the target folder
//! and then start running the build process. A [`BuildContext`] is required to customize this
//! build process, containing a channel for progress updates and the build mode.
//!
//! The [`BuildMode`] is extremely important since it influences how the build is performed. Most
//! "normal" builds just use [`BuildMode::Base`], but we also support [`BuildMode::Fat`] and
//! [`BuildMode::Thin`]. These builds are used together to power the hot-patching and fast-linking
//! engine.
//! - BuildMode::Base: A normal build generated using `cargo rustc`
//! - BuildMode::Fat: A "fat" build where all dependency rlibs are merged into a static library
//! - BuildMode::Thin: A "thin" build that dynamically links against the artifacts produced by the "fat" build
//!
//! The BuildRequest is also responsible for writing the final build artifacts to disk. This includes
//!
//! - Writing the executable
//! - Processing assets from the artifact
//! - Writing any metadata or configuration files (Info.plist, AndroidManifest.xml)
//! - Bundle splitting (for wasm) and wasm-bindgen
//!
//! In some cases, the BuildRequest also handles the linking of the final executable. Specifically,
//! - For Android, we use `dx` as an opaque linker to dynamically find the true android linker
//! - For hotpatching, the CLI manually links the final executable with a stub file
//!
//! ## Build formats:
//!
//! We support building for the most popular platforms:
//! - Web via wasm-bindgen
//! - macOS via app-bundle
//! - iOS via app-bundle
//! - Android via gradle
//! - Linux via app-image
//! - Windows via exe, msi/msix
//!
//! Note that we are missing some setups that we *should* support:
//! - PWAs, WebWorkers, ServiceWorkers
//! - Web Extensions
//! - Linux via flatpak/snap
//!
//! There are some less popular formats that we might want to support eventually:
//! - TVOS, watchOS
//! - OpenHarmony
//!
//! Also, some deploy platforms have their own bespoke formats:
//! - Cloudflare workers
//! - AWS Lambda
//!
//! Currently, we defer most of our deploy-based bundling to Tauri bundle, though we should migrate
//! to just bundling everything ourselves. This would require us to implement code-signing which
//! is a bit of a pain, but fortunately a solved process (<https://github.com/rust-mobile/xbuild>).
//!
//! ## Build Structure
//!
//! Builds generally follow the same structure everywhere:
//! - A main executable
//! - Sidecars (alternate entrypoints, framewrok plugins, etc)
//! - Assets (images, fonts, etc)
//! - Metadata (Info.plist, AndroidManifest.xml)
//! - Glue code (java, kotlin, javascript etc)
//! - Entitlements for code-signing and verification
//!
//! We need to be careful to not try and put a "round peg in a square hole," but most platforms follow
//! the same pattern.
//!
//! As such, we try to assemble a build directory that's somewhat sensible:
//! - A main "staging" dir for a given app
//! - Per-profile dirs (debug/release)
//! - A platform dir (ie web/desktop/android/ios)
//! - The "bundle" dir which is basically the `.app` format or `wwww` dir.
//! - The "executable" dir where the main exe is housed
//! - The "assets" dir where the assets are housed
//! - The "meta" dir where stuff like Info.plist, AndroidManifest.xml, etc are housed
//!
//! There's also some "quirky" folders that need to be stable between builds but don't influence the
//! bundle itself:
//! - session_cache_dir which stores stuff like window position
//!
//! ### Web:
//!
//! Create a folder that is somewhat similar to an app-image (exe + asset)
//! The server is dropped into the `web` folder, even if there's no `public` folder.
//! If there's no server (SPA), we still use the `web` folder, but it only contains the
//! public folder.
//!
//! ```
//! web/
//! server
//! assets/
//! public/
//! index.html
//! wasm/
//! app.wasm
//! glue.js
//! snippets/
//! ...
//! assets/
//! logo.png
//! ```
//!
//! ### Linux:
//!
//! <https://docs.appimage.org/reference/appdir.html#ref-appdir>
//! current_exe.join("Assets")
//! ```
//! app.appimage/
//! AppRun
//! app.desktop
//! package.json
//! assets/
//! logo.png
//! ```
//!
//! ### Macos
//!
//! We simply use the macos format where binaries are in `Contents/MacOS` and assets are in `Contents/Resources`
//! We put assets in an assets dir such that it generally matches every other platform and we can
//! output `/assets/blah` from manganis.
//! ```
//! App.app/
//! Contents/
//! Info.plist
//! MacOS/
//! Frameworks/
//! Resources/
//! assets/
//! blah.icns
//! blah.png
//! CodeResources
//! _CodeSignature/
//! ```
//!
//! ### iOS
//!
//! Not the same as mac! ios apps are a bit "flattened" in comparison. simpler format, presumably
//! since most ios apps don't ship frameworks/plugins and such.
//!
//! todo(jon): include the signing and entitlements in this format diagram.
//! ```
//! App.app/
//! main
//! assets/
//! ```
//!
//! ### Android:
//!
//! Currently we need to generate a `src` type structure, not a pre-packaged apk structure, since
//! we need to compile kotlin and java. This pushes us into using gradle and following a structure
//! similar to that of cargo mobile2. Eventually I'd like to slim this down (drop buildSrc) and
//! drive the kotlin build ourselves. This would let us drop gradle (yay! no plugins!) but requires
//! us to manage dependencies (like kotlinc) ourselves (yuck!).
//!
//! <https://github.com/WanghongLin/miscellaneous/blob/master/tools/build-apk-manually.sh>
//!
//! Unfortunately, it seems that while we can drop the `android` build plugin, we still will need
//! gradle since kotlin is basically gradle-only.
//!
//! Pre-build:
//! ```
//! app.apk/
//! .gradle
//! app/
//! src/
//! main/
//! assets/
//! jniLibs/
//! java/
//! kotlin/
//! res/
//! AndroidManifest.xml
//! build.gradle.kts
//! proguard-rules.pro
//! buildSrc/
//! build.gradle.kts
//! src/
//! main/
//! kotlin/
//! BuildTask.kt
//! build.gradle.kts
//! gradle.properties
//! gradlew
//! gradlew.bat
//! settings.gradle
//! ```
//!
//! Final build:
//! ```
//! app.apk/
//! AndroidManifest.xml
//! classes.dex
//! assets/
//! logo.png
//! lib/
//! armeabi-v7a/
//! libmyapp.so
//! arm64-v8a/
//! libmyapp.so
//! ```
//! Notice that we *could* feasibly build this ourselves :)
//!
//! ### Windows:
//! <https://superuser.com/questions/749447/creating-a-single-file-executable-from-a-directory-in-windows>
//! Windows does not provide an AppImage format, so instead we're going build the same folder
//! structure as an AppImage, but when distributing, we'll create a .exe that embeds the resources
//! as an embedded .zip file. When the app runs, it will implicitly unzip its resources into the
//! Program Files folder. Any subsequent launches of the parent .exe will simply call the AppRun.exe
//! entrypoint in the associated Program Files folder.
//!
//! This is, in essence, the same as an installer, so we might eventually just support something like msi/msix
//! which functionally do the same thing but with a sleeker UI.
//!
//! This means no installers are required and we can bake an updater into the host exe.
//!
//! ## Handling asset lookups:
//! current_exe.join("assets")
//! ```
//! app.appimage/
//! main.exe
//! main.desktop
//! package.json
//! assets/
//! logo.png
//! ```
//!
//! Since we support just a few locations, we could just search for the first that exists
//! - usr
//! - ../Resources
//! - assets
//! - Assets
//! - $cwd/assets
//!
//! ```
//! assets::root() ->
//! mac -> ../Resources/
//! ios -> ../Resources/
//! android -> assets/
//! server -> assets/
//! liveview -> assets/
//! web -> /assets/
//! root().join(bundled)
//! ```
//!
//! Every dioxus app can have an optional server executable which will influence the final bundle.
//! This is built in parallel with the app executable during the `build` phase and the progres/status
//! of the build is aggregated.
//!
//! The server will *always* be dropped into the `web` folder since it is considered "web" in nature,
//! and will likely need to be combined with the public dir to be useful.
//!
//! We do our best to assemble read-to-go bundles here, such that the "bundle" step for each platform
//! can just use the build dir
//!
//! When we write the AppBundle to a folder, it'll contain each bundle for each platform under the app's name:
//! ```
//! dog-app/
//! build/
//! web/
//! server.exe
//! assets/
//! some-secret-asset.txt (a server-side asset)
//! public/
//! index.html
//! assets/
//! logo.png
//! desktop/
//! App.app
//! App.appimage
//! App.exe
//! server/
//! server
//! assets/
//! some-secret-asset.txt (a server-side asset)
//! ios/
//! App.app
//! App.ipa
//! android/
//! App.apk
//! bundle/
//! build.json
//! Desktop.app
//! Mobile_x64.ipa
//! Mobile_arm64.ipa
//! Mobile_rosetta.ipa
//! web.appimage
//! web/
//! server.exe
//! assets/
//! some-secret-asset.txt
//! public/
//! index.html
//! assets/
//! logo.png
//! style.css
//! ```
//!
//! When deploying, the build.json file will provide all the metadata that dx-deploy will use to
//! push the app to stores, set up infra, manage versions, etc.
//!
//! The format of each build will follow the name plus some metadata such that when distributing you
//! can easily trim off the metadata.
//!
//! The idea here is that we can run any of the programs in the same way that they're deployed.
//!
//! ## Bundle structure links
//! - apple: <https://developer.apple.com/documentation/bundleresources/placing_content_in_a_bundle>
//! - appimage: <https://docs.appimage.org/packaging-guide/manual.html#ref-manual>
//!
//! ## Extra links
//! - xbuild: <https://github.com/rust-mobile/xbuild/blob/master/xbuild/src/command/build.rs>
use crate::{
AndroidTools, BuildContext, DioxusConfig, Error, LinkAction, LinkerFlavor, Platform, Result,
RustcArgs, TargetArgs, TraceSrc, WasmBindgen, WasmOptConfig, Workspace,
DX_RUSTC_WRAPPER_ENV_VAR,
};
use anyhow::Context;
use cargo_metadata::diagnostic::Diagnostic;
use dioxus_cli_config::format_base_path_meta_element;
use dioxus_cli_config::{APP_TITLE_ENV, ASSET_ROOT_ENV};
use dioxus_cli_opt::{process_file_to, AssetManifest};
use itertools::Itertools;
use krates::{cm::TargetKind, NodeId};
use manganis::{AssetOptions, JsAssetOptions};
use rayon::prelude::{IntoParallelRefIterator, ParallelIterator};
use serde::{Deserialize, Serialize};
use std::{
collections::{BTreeMap, HashSet},
io::Write,
path::{Path, PathBuf},
process::Stdio,
sync::{
atomic::{AtomicUsize, Ordering},
Arc,
},
time::{SystemTime, UNIX_EPOCH},
};
use target_lexicon::{OperatingSystem, Triple};
use tempfile::{NamedTempFile, TempDir};
use tokio::{io::AsyncBufReadExt, process::Command};
use toml_edit::Item;
use uuid::Uuid;
use super::HotpatchModuleCache;
/// This struct is used to plan the build process.
///
/// The point here is to be able to take in the user's config from the CLI without modifying the
/// arguments in place. Creating a buildplan "resolves" their config into a build plan that can be
/// introspected. For example, the users might not specify a "Triple" in the CLI but the triple will
/// be guaranteed to be resolved here.
///
/// Creating a buildplan also lets us introspect build requests and modularize our build process.
/// This will, however, lead to duplicate fields between the CLI and the build engine. This is fine
/// since we have the freedom to evolve the schema internally without breaking the API.
///
/// All updates from the build will be sent on a global "BuildProgress" channel.
#[derive(Clone)]
pub(crate) struct BuildRequest {
pub(crate) workspace: Arc<Workspace>,
pub(crate) config: DioxusConfig,
pub(crate) crate_package: NodeId,
pub(crate) crate_target: krates::cm::Target,
pub(crate) profile: String,
pub(crate) release: bool,
pub(crate) platform: Platform,
pub(crate) enabled_platforms: Vec<Platform>,
pub(crate) triple: Triple,
pub(crate) device: bool,
pub(crate) package: String,
pub(crate) main_target: String,
pub(crate) features: Vec<String>,
pub(crate) extra_cargo_args: Vec<String>,
pub(crate) extra_rustc_args: Vec<String>,
pub(crate) no_default_features: bool,
pub(crate) target_dir: PathBuf,
pub(crate) skip_assets: bool,
pub(crate) wasm_split: bool,
pub(crate) debug_symbols: bool,
pub(crate) inject_loading_scripts: bool,
pub(crate) custom_linker: Option<PathBuf>,
pub(crate) session_cache_dir: Arc<TempDir>,
pub(crate) link_args_file: Arc<NamedTempFile>,
pub(crate) link_err_file: Arc<NamedTempFile>,
pub(crate) rustc_wrapper_args_file: Arc<NamedTempFile>,
pub(crate) base_path: Option<String>,
}
/// dx can produce different "modes" of a build. A "regular" build is a "base" build. The Fat and Thin
/// modes are used together to achieve binary patching and linking.
///
/// Guide:
/// ----------
/// - Base: A normal build generated using `cargo rustc`, intended for production use cases
///
/// - Fat: A "fat" build with -Wl,-all_load and no_dead_strip, keeping *every* symbol in the binary.
/// Intended for development for larger up-front builds with faster link times and the ability
/// to binary patch the final binary. On WASM, this also forces wasm-bindgen to generate all
/// JS-WASM bindings, saving us the need to re-wasmbindgen the final binary.
///
/// - Thin: A "thin" build that dynamically links against the dependencies produced by the "fat" build.
/// This is generated by calling rustc *directly* and might be more fragile to construct, but
/// generates *much* faster than a regular base or fat build.
#[derive(Clone, Debug, PartialEq)]
pub enum BuildMode {
/// A normal build generated using `cargo rustc`
Base,
/// A "Fat" build generated with cargo rustc and dx as a custom linker without -Wl,-dead-strip
Fat,
/// A "thin" build generated with `rustc` directly and dx as a custom linker
Thin {
rustc_args: RustcArgs,
changed_files: Vec<PathBuf>,
aslr_reference: u64,
cache: Arc<HotpatchModuleCache>,
},
}
/// The end result of a build.
///
/// Contains the final asset manifest, the executable, and metadata about the build.
/// Note that the `exe` might be stale and/or overwritten by the time you read it!
///
/// The patch cache is only populated on fat builds and then used for thin builds (see `BuildMode::Thin`).
#[derive(Clone, Debug)]
pub struct BuildArtifacts {
pub(crate) platform: Platform,
pub(crate) exe: PathBuf,
pub(crate) direct_rustc: RustcArgs,
pub(crate) time_start: SystemTime,
pub(crate) time_end: SystemTime,
pub(crate) assets: AssetManifest,
pub(crate) mode: BuildMode,
pub(crate) patch_cache: Option<Arc<HotpatchModuleCache>>,
}
pub(crate) static PROFILE_WASM: &str = "wasm-dev";
pub(crate) static PROFILE_ANDROID: &str = "android-dev";
pub(crate) static PROFILE_SERVER: &str = "server-dev";
impl BuildRequest {
/// Create a new build request.
///
/// This method consolidates various inputs into a single source of truth. It combines:
/// - Command-line arguments provided by the user.
/// - The crate's `Cargo.toml`.
/// - The `dioxus.toml` configuration file.
/// - User-specific CLI settings.
/// - The workspace metadata.
/// - Host-specific details (e.g., Android tools, installed frameworks).
/// - The intended target platform.
///
/// Fields may be duplicated from the inputs to allow for autodetection and resolution.
///
/// Autodetection is performed for unspecified fields where possible.
///
/// Note: Build requests are typically created only when the CLI is invoked or when significant
/// changes are detected in the `Cargo.toml` (e.g., features added or removed).
pub(crate) async fn new(
args: &TargetArgs,
main_target: Option<String>,
workspace: Arc<Workspace>,
) -> Result<Self> {
let crate_package = workspace.find_main_package(args.package.clone())?;
let config = workspace
.load_dioxus_config(crate_package)?
.unwrap_or_default();
let target_kind = match args.example.is_some() {
true => TargetKind::Example,
false => TargetKind::Bin,
};
let main_package = &workspace.krates[crate_package];
let target_name = args
.example
.clone()
.or(args.bin.clone())
.or_else(|| {
if let Some(default_run) = &main_package.default_run {
return Some(default_run.to_string());
}
let bin_count = main_package
.targets
.iter()
.filter(|x| x.kind.contains(&target_kind))
.count();
if bin_count != 1 {
return None;
}
main_package.targets.iter().find_map(|x| {
if x.kind.contains(&target_kind) {
Some(x.name.clone())
} else {
None
}
})
})
.unwrap_or(workspace.krates[crate_package].name.clone());
// Use the main_target for the client + server build if it is set, otherwise use the target name for this
// specific build
let main_target = main_target.unwrap_or(target_name.clone());
let crate_target = main_package
.targets
.iter()
.find(|target| {
target_name == target.name.as_str() && target.kind.contains(&target_kind)
})
.with_context(|| {
let target_of_kind = |kind|-> String {
let filtered_packages = main_package
.targets
.iter()
.filter_map(|target| {
target.kind.contains(kind).then_some(target.name.as_str())
}).collect::<Vec<_>>();
filtered_packages.join(", ")};
if let Some(example) = &args.example {
let examples = target_of_kind(&TargetKind::Example);
format!("Failed to find example {example}. \nAvailable examples are:\n{}", examples)
} else if let Some(bin) = &args.bin {
let binaries = target_of_kind(&TargetKind::Bin);
format!("Failed to find binary {bin}. \nAvailable binaries are:\n{}", binaries)
} else {
format!("Failed to find target {target_name}. \nIt looks like you are trying to build dioxus in a library crate. \
You either need to run dx from inside a binary crate or build a specific example with the `--example` flag. \
Available examples are:\n{}", target_of_kind(&TargetKind::Example))
}
})?
.clone();
// The crate might enable multiple platforms or no platforms at
// We collect all the platforms it enables first and then select based on the --platform arg
let enabled_platforms =
Self::enabled_cargo_toml_platforms(main_package, args.no_default_features);
let using_dioxus_explicitly = main_package
.dependencies
.iter()
.any(|dep| dep.name == "dioxus");
let mut features = args.features.clone();
let mut no_default_features = args.no_default_features;
let platform: Platform = match args.platform {
Some(platform) => match enabled_platforms.len() {
0 => platform,
// The user passed --platform XYZ but already has `default = ["ABC"]` in their Cargo.toml or dioxus = { features = ["abc"] }
// We want to strip out the default platform and use the one they passed, setting no-default-features
_ => {
features.extend(Self::platformless_features(main_package));
no_default_features = true;
platform
}
},
None if !using_dioxus_explicitly => Platform::autodetect_from_cargo_feature("desktop").unwrap(),
None => match enabled_platforms.len() {
0 => return Err(anyhow::anyhow!("No platform specified and no platform marked as default in Cargo.toml. Try specifying a platform with `--platform`").into()),
1 => enabled_platforms[0],
_ => {
return Err(anyhow::anyhow!(
"Multiple platforms enabled in Cargo.toml. Please specify a platform with `--platform` or set a default platform in Cargo.toml"
)
.into())
}
},
};
// Add any features required to turn on the client
if using_dioxus_explicitly {
features.push(Self::feature_for_platform(main_package, platform));
}
// Set the profile of the build if it's not already set
// This is mostly used for isolation of builds (preventing thrashing) but also useful to have multiple performance profiles
// We might want to move some of these profiles into dioxus.toml and make them "virtual".
let profile = match args.profile.clone() {
Some(profile) => profile,
None if args.release => "release".to_string(),
None => match platform {
Platform::Android => PROFILE_ANDROID.to_string(),
Platform::Web => PROFILE_WASM.to_string(),
Platform::Server => PROFILE_SERVER.to_string(),
_ => "dev".to_string(),
},
};
// Determining release mode is based on the profile, actually, so we need to check that
let release = workspace.is_release_profile(&profile);
// Determine the --package we'll pass to cargo.
// todo: I think this might be wrong - we don't want to use main_package necessarily...
let package = args
.package
.clone()
.unwrap_or_else(|| main_package.name.clone());
// We usually use the simulator unless --device is passed *or* a device is detected by probing.
// For now, though, since we don't have probing, it just defaults to false
// Tools like xcrun/adb can detect devices
let device = args.device.unwrap_or(false);
// We want a real triple to build with, so we'll autodetect it if it's not provided
// The triple ends up being a source of truth for us later hence all this work to figure it out
let triple = match args.target.clone() {
Some(target) => target,
None => match platform {
// Generally just use the host's triple for native executables unless specified otherwise
Platform::MacOS
| Platform::Windows
| Platform::Linux
| Platform::Server
| Platform::Liveview => target_lexicon::HOST,
// We currently assume unknown-unknown for web, but we might want to eventually
// support emscripten
Platform::Web => "wasm32-unknown-unknown".parse().unwrap(),
// For iOS we should prefer the actual architecture for the simulator, but in lieu of actually
// figuring that out, we'll assume aarch64 on m-series and x86_64 otherwise
Platform::Ios => {
// use the host's architecture and sim if --device is passed
use target_lexicon::{Architecture, HOST};
match HOST.architecture {
Architecture::Aarch64(_) if device => "aarch64-apple-ios".parse().unwrap(),
Architecture::Aarch64(_) => "aarch64-apple-ios-sim".parse().unwrap(),
_ if device => "x86_64-apple-ios".parse().unwrap(),
_ => "x86_64-apple-ios-sim".parse().unwrap(),
}
}
// Same idea with android but we figure out the connected device using adb
Platform::Android => {
workspace
.android_tools()?
.autodetect_android_device_triple()
.await
}
},
};
// Somethings we override are also present in the user's config.
// If we can't get them by introspecting cargo, then we need to get them from the config
let cargo_config = cargo_config2::Config::load().unwrap();
let mut custom_linker = if platform == Platform::Android {
Some(workspace.android_tools()?.android_cc(&triple))
} else {
None
};
if let Ok(Some(linker)) = cargo_config.linker(triple.to_string()) {
custom_linker = Some(linker);
}
let target_dir = std::env::var("CARGO_TARGET_DIR")
.ok()
.map(PathBuf::from)
.or_else(|| cargo_config.build.target_dir.clone())
.unwrap_or_else(|| workspace.workspace_root().join("target"));
// Set up some tempfiles so we can do some IPC between us and the linker/rustc wrapper (which is occasionally us!)
let link_args_file = Arc::new(
NamedTempFile::with_suffix(".txt")
.context("Failed to create temporary file for linker args")?,
);
let link_err_file = Arc::new(
NamedTempFile::with_suffix(".txt")
.context("Failed to create temporary file for linker args")?,
);
let rustc_wrapper_args_file = Arc::new(
NamedTempFile::with_suffix(".json")
.context("Failed to create temporary file for rustc wrapper args")?,
);
let session_cache_dir = Arc::new(
TempDir::new().context("Failed to create temporary directory for session cache")?,
);
let extra_rustc_args = shell_words::split(&args.rustc_args.clone().unwrap_or_default())
.context("Failed to parse rustc args")?;
let extra_cargo_args = shell_words::split(&args.cargo_args.clone().unwrap_or_default())
.context("Failed to parse cargo args")?;
tracing::debug!(
r#"Log Files:
• link_args_file: {},
• link_err_file: {},
• rustc_wrapper_args_file: {},
• session_cache_dir: {}
• linker: {:?}
• target_dir: {:?}
"#,
link_args_file.path().display(),
link_err_file.path().display(),
rustc_wrapper_args_file.path().display(),
session_cache_dir.path().display(),
custom_linker,
target_dir,
);
Ok(Self {
platform,
features,
no_default_features,
crate_package,
crate_target,
profile,
triple,
device,
workspace,
config,
enabled_platforms,
target_dir,
custom_linker,
link_args_file,
link_err_file,
session_cache_dir,
rustc_wrapper_args_file,
extra_rustc_args,
extra_cargo_args,
release,
package,
main_target,
skip_assets: args.skip_assets,
base_path: args.base_path.clone(),
wasm_split: args.wasm_split,
debug_symbols: args.debug_symbols,
inject_loading_scripts: args.inject_loading_scripts,
})
}
pub(crate) async fn build(&self, ctx: &BuildContext) -> Result<BuildArtifacts> {
// If we forget to do this, then we won't get the linker args since rust skips the full build
// We need to make sure to not react to this though, so the filemap must cache it
_ = self.bust_fingerprint(ctx);
// Run the cargo build to produce our artifacts
let mut artifacts = self.cargo_build(ctx).await?;
// Write the build artifacts to the bundle on the disk
match &ctx.mode {
BuildMode::Thin {
aslr_reference,
cache,
rustc_args,
..
} => {
self.write_patch(ctx, *aslr_reference, &mut artifacts, cache, rustc_args)
.await?;
}
BuildMode::Base | BuildMode::Fat => {
ctx.status_start_bundle();
self.write_executable(ctx, &artifacts.exe, &mut artifacts.assets)
.await
.context("Failed to write main executable")?;
self.write_frameworks(ctx, &artifacts.direct_rustc)
.await
.context("Failed to write frameworks")?;
self.write_assets(ctx, &artifacts.assets)
.await
.context("Failed to write assets")?;
self.write_metadata().await?;
self.optimize(ctx).await?;
self.assemble(ctx)
.await
.context("Failed to assemble app bundle")?;
tracing::debug!("Bundle created at {}", self.root_dir().display());
}
}
// Populate the patch cache if we're in fat mode
if matches!(ctx.mode, BuildMode::Fat) {
artifacts.patch_cache = Some(Arc::new(self.create_patch_cache(&artifacts.exe).await?));
}
Ok(artifacts)
}
/// Run the cargo build by assembling the build command and executing it.
///
/// This method needs to be very careful with processing output since errors being swallowed will
/// be very confusing to the user.
async fn cargo_build(&self, ctx: &BuildContext) -> Result<BuildArtifacts> {
let time_start = SystemTime::now();
// Extract the unit count of the crate graph so build_cargo has more accurate data
// "Thin" builds only build the final exe, so we only need to build one crate
let crate_count = match ctx.mode {
BuildMode::Thin { .. } => 1,
_ => self.get_unit_count_estimate(ctx).await,
};
// Update the status to show that we're starting the build and how many crates we expect to build
ctx.status_starting_build(crate_count);
let mut cmd = self.build_command(ctx)?;
tracing::debug!(dx_src = ?TraceSrc::Build, "Executing cargo for {} using {}", self.platform, self.triple);
let mut child = cmd
.stdout(Stdio::piped())
.stderr(Stdio::piped())
.spawn()
.context("Failed to spawn cargo build")?;
let stdout = tokio::io::BufReader::new(child.stdout.take().unwrap());
let stderr = tokio::io::BufReader::new(child.stderr.take().unwrap());
let mut output_location: Option<PathBuf> = None;
let mut stdout = stdout.lines();
let mut stderr = stderr.lines();
let mut units_compiled = 0;
let mut emitting_error = false;
loop {
use cargo_metadata::Message;
let line = tokio::select! {
Ok(Some(line)) = stdout.next_line() => line,
Ok(Some(line)) = stderr.next_line() => line,
else => break,
};
let Some(Ok(message)) = Message::parse_stream(std::io::Cursor::new(line)).next() else {
continue;
};
match message {
Message::BuildScriptExecuted(_) => units_compiled += 1,
Message::CompilerMessage(msg) => ctx.status_build_diagnostic(msg.message),
Message::TextLine(line) => {
// Handle the case where we're getting lines directly from rustc.
// These are in a different format than the normal cargo output, though I imagine
// this parsing code is quite fragile/sensitive to changes in cargo, cargo_metadata, rustc, etc.
#[derive(Deserialize)]
struct RustcArtifact {
artifact: PathBuf,
emit: String,
}
// These outputs look something like:
//
// { "artifact":"target/debug/deps/libdioxus_core-4f2a0b3c1e5f8b7c.rlib", "emit":"link" }
//
// There are other outputs like depinfo that we might be interested in in the future.
if let Ok(artifact) = serde_json::from_str::<RustcArtifact>(&line) {
if artifact.emit == "link" {
output_location = Some(artifact.artifact);
}
}
// Handle direct rustc diagnostics
if let Ok(diag) = serde_json::from_str::<Diagnostic>(&line) {
ctx.status_build_diagnostic(diag);
}
// For whatever reason, if there's an error while building, we still receive the TextLine
// instead of an "error" message. However, the following messages *also* tend to
// be the error message, and don't start with "error:". So we'll check if we've already
// emitted an error message and if so, we'll emit all following messages as errors too.
//
// todo: This can lead to some really ugly output though, so we might want to look
// into a more reliable way to detect errors propagating out of the compiler. If
// we always wrapped rustc, then we could store this data somewhere in a much more
// reliable format.
if line.trim_start().starts_with("error:") {
emitting_error = true;
}
// Note that previous text lines might have set emitting_error to true
match emitting_error {
true => ctx.status_build_error(line),
false => ctx.status_build_message(line),
}
}
Message::CompilerArtifact(artifact) => {
units_compiled += 1;
ctx.status_build_progress(units_compiled, crate_count, artifact.target.name);
output_location = artifact.executable.map(Into::into);
}
// todo: this can occasionally swallow errors, so we should figure out what exactly is going wrong
// since that is a really bad user experience.
Message::BuildFinished(finished) => {
if !finished.success {
return Err(anyhow::anyhow!(
"Cargo build failed, signaled by the compiler. Toggle tracing mode (press `t`) for more information."
)
.into());
}
}
_ => {}
}
}
// Accumulate the rustc args from the wrapper, if they exist and can be parsed.
let mut direct_rustc = RustcArgs::default();
if let Ok(res) = std::fs::read_to_string(self.rustc_wrapper_args_file.path()) {
if let Ok(res) = serde_json::from_str(&res) {
direct_rustc = res;
}
}
// If there's any warnings from the linker, we should print them out
if let Ok(linker_warnings) = std::fs::read_to_string(self.link_err_file.path()) {
if !linker_warnings.is_empty() {
if output_location.is_none() {
tracing::error!("Linker warnings: {}", linker_warnings);
} else {
tracing::debug!("Linker warnings: {}", linker_warnings);
}
}
}
// Collect the linker args from the and update the rustc args
direct_rustc.link_args = std::fs::read_to_string(self.link_args_file.path())
.context("Failed to read link args from file")?
.lines()
.map(|s| s.to_string())
.collect::<Vec<_>>();
let exe = output_location.context("Cargo build failed - no output location. Toggle tracing mode (press `t`) for more information.")?;
// Fat builds need to be linked with the fat linker. Would also like to link here for thin builds
if matches!(ctx.mode, BuildMode::Fat) {
let link_start = SystemTime::now();
self.run_fat_link(ctx, &exe, &direct_rustc).await?;
tracing::debug!(
"Fat linking completed in {}us",
SystemTime::now()
.duration_since(link_start)
.unwrap()
.as_micros()
);
}
let assets = self.collect_assets(&exe, ctx)?;
let time_end = SystemTime::now();
let mode = ctx.mode.clone();
let platform = self.platform;
tracing::debug!(
"Build completed successfully in {}us: {:?}",
time_end.duration_since(time_start).unwrap().as_micros(),
exe
);
Ok(BuildArtifacts {
time_end,
platform,
exe,
direct_rustc,
time_start,
assets,
mode,
patch_cache: None,
})
}
/// Collect the assets from the final executable and modify the binary in place to point to the right
/// hashed asset location.
fn collect_assets(&self, exe: &Path, ctx: &BuildContext) -> Result<AssetManifest> {
// walk every file in the incremental cache dir, reading and inserting items into the manifest.
let mut manifest = AssetManifest::default();
// And then add from the exe directly, just in case it's LTO compiled and has no incremental cache
if !self.skip_assets {
ctx.status_extracting_assets();
manifest = super::assets::extract_assets_from_file(exe)?;
}
Ok(manifest)
}
/// Take the output of rustc and make it into the main exe of the bundle
///
/// For wasm, we'll want to run `wasm-bindgen` to make it a wasm binary along with some other optimizations
/// Other platforms we might do some stripping or other optimizations
/// Move the executable to the workdir
async fn write_executable(
&self,
ctx: &BuildContext,
exe: &Path,
assets: &mut AssetManifest,
) -> Result<()> {
match self.platform {
// Run wasm-bindgen on the wasm binary and set its output to be in the bundle folder
// Also run wasm-opt on the wasm binary, and sets the index.html since that's also the "executable".
//
// The wasm stuff will be in a folder called "wasm" in the workdir.
//
// Final output format:
// ```
// dx/
// app/
// web/
// bundle/
// build/
// server.exe
// public/
// index.html
// wasm/
// app.wasm
// glue.js
// snippets/
// ...
// assets/
// logo.png
// ```
Platform::Web => {
self.bundle_web(ctx, exe, assets).await?;
}
// this will require some extra oomf to get the multi architecture builds...
// for now, we just copy the exe into the current arch (which, sorry, is hardcoded for my m1)
// we'll want to do multi-arch builds in the future, so there won't be *one* exe dir to worry about
// eventually `exe_dir` and `main_exe` will need to take in an arch and return the right exe path
//
// todo(jon): maybe just symlink this rather than copy it?
// we might want to eventually use the objcopy logic to handle this
//
// https://github.com/rust-mobile/xbuild/blob/master/xbuild/template/lib.rs
// https://github.com/rust-mobile/xbuild/blob/master/apk/src/lib.rs#L19
//
// These are all super simple, just copy the exe into the folder
// eventually, perhaps, maybe strip + encrypt the exe?
Platform::Android
| Platform::MacOS
| Platform::Windows
| Platform::Linux
| Platform::Ios
| Platform::Liveview
| Platform::Server => {
std::fs::create_dir_all(self.exe_dir())?;
std::fs::copy(exe, self.main_exe())?;
}
}
Ok(())
}
async fn write_frameworks(&self, _ctx: &BuildContext, direct_rustc: &RustcArgs) -> Result<()> {
let framework_dir = self.frameworks_folder();
for arg in &direct_rustc.link_args {
// todo - how do we handle windows dlls? we don't want to bundle the system dlls
// for now, we don't do anything with dlls, and only use .dylibs and .so files
if arg.ends_with(".dylib") | arg.ends_with(".so") {
let from = PathBuf::from(arg);
let to = framework_dir.join(from.file_name().unwrap());
_ = std::fs::remove_file(&to);
tracing::debug!("Copying framework from {from:?} to {to:?}");
_ = std::fs::create_dir_all(&framework_dir);
// in dev and on normal oses, we want to symlink the file
// otherwise, just copy it (since in release you want to distribute the framework)
if cfg!(any(windows, unix)) && !self.release {
#[cfg(windows)]
std::os::windows::fs::symlink_file(from, to).with_context(|| {
"Failed to symlink framework into bundle: {from:?} -> {to:?}"
})?;
#[cfg(unix)]
std::os::unix::fs::symlink(from, to).with_context(|| {
"Failed to symlink framework into bundle: {from:?} -> {to:?}"
})?;
} else {
std::fs::copy(from, to)?;
}
}
}
Ok(())
}
fn frameworks_folder(&self) -> PathBuf {
match self.triple.operating_system {
OperatingSystem::Darwin(_) | OperatingSystem::MacOSX(_) => {
self.root_dir().join("Contents").join("Frameworks")
}
OperatingSystem::IOS(_) => self.root_dir().join("Frameworks"),
OperatingSystem::Linux | OperatingSystem::Windows => self.root_dir(),
_ => self.root_dir(),
}
}
/// Copy the assets out of the manifest and into the target location
///
/// Should be the same on all platforms - just copy over the assets from the manifest into the output directory
async fn write_assets(&self, ctx: &BuildContext, assets: &AssetManifest) -> Result<()> {
// Server doesn't need assets - web will provide them
if self.platform == Platform::Server {
return Ok(());
}
let asset_dir = self.asset_dir();
// First, clear the asset dir of any files that don't exist in the new manifest
_ = std::fs::create_dir_all(&asset_dir);
// Create a set of all the paths that new files will be bundled to
let mut keep_bundled_output_paths: HashSet<_> = assets
.assets()
.map(|a| asset_dir.join(a.bundled_path()))
.collect();
// The CLI creates a .version file in the asset dir to keep track of what version of the optimizer
// the asset was processed. If that version doesn't match the CLI version, we need to re-optimize
// all assets.
let version_file = self.asset_optimizer_version_file();
let clear_cache = std::fs::read_to_string(&version_file)
.ok()
.filter(|s| s == crate::VERSION.as_str())
.is_none();
if clear_cache {
keep_bundled_output_paths.clear();
}
tracing::trace!(
"Keeping bundled output paths: {:#?}",
keep_bundled_output_paths
);
// use walkdir::WalkDir;
// for item in WalkDir::new(&asset_dir).into_iter().flatten() {
// // If this asset is in the manifest, we don't need to remove it
// let canonicalized = dunce::canonicalize(item.path())?;
// if !keep_bundled_output_paths.contains(canonicalized.as_path()) {
// // Remove empty dirs, remove files not in the manifest
// if item.file_type().is_dir() && item.path().read_dir()?.next().is_none() {
// std::fs::remove_dir(item.path())?;
// } else {
// std::fs::remove_file(item.path())?;
// }
// }
// }
// todo(jon): we also want to eventually include options for each asset's optimization and compression, which we currently aren't
let mut assets_to_transfer = vec![];
// Queue the bundled assets
for bundled in assets.assets() {
let from = PathBuf::from(bundled.absolute_source_path());
let to = asset_dir.join(bundled.bundled_path());
// prefer to log using a shorter path relative to the workspace dir by trimming the workspace dir
let from_ = from
.strip_prefix(self.workspace_dir())
.unwrap_or(from.as_path());
let to_ = from
.strip_prefix(self.workspace_dir())
.unwrap_or(to.as_path());
tracing::debug!("Copying asset {from_:?} to {to_:?}");
assets_to_transfer.push((from, to, *bundled.options()));
}
let asset_count = assets_to_transfer.len();
let started_processing = AtomicUsize::new(0);
let copied = AtomicUsize::new(0);
// Parallel Copy over the assets and keep track of progress with an atomic counter
let progress = ctx.tx.clone();
let ws_dir = self.workspace_dir();
// Optimizing assets is expensive and blocking, so we do it in a tokio spawn blocking task
tokio::task::spawn_blocking(move || {
assets_to_transfer
.par_iter()
.try_for_each(|(from, to, options)| {
let processing = started_processing.fetch_add(1, Ordering::SeqCst);
let from_ = from.strip_prefix(&ws_dir).unwrap_or(from);
tracing::trace!(
"Starting asset copy {processing}/{asset_count} from {from_:?}"
);
let res = process_file_to(options, from, to);
if let Err(err) = res.as_ref() {
tracing::error!("Failed to copy asset {from:?}: {err}");
}
let finished = copied.fetch_add(1, Ordering::SeqCst);
BuildContext::status_copied_asset(
&progress,
finished,
asset_count,
from.to_path_buf(),
);
res.map(|_| ())
})
})
.await
.map_err(|e| anyhow::anyhow!("A task failed while trying to copy assets: {e}"))??;
// Remove the wasm dir if we packaged it to an "asset"-type app
if self.should_bundle_to_asset() {
_ = std::fs::remove_dir_all(self.wasm_bindgen_out_dir());
}
// Write the version file so we know what version of the optimizer we used
std::fs::write(self.asset_optimizer_version_file(), crate::VERSION.as_str())?;
Ok(())
}
/// Run our custom linker setup to generate a patch file in the right location
///
/// This should be the only case where the cargo output is a "dummy" file and requires us to
/// manually do any linking.
///
/// We also run some post processing steps here, like extracting out any new assets.
async fn write_patch(
&self,
ctx: &BuildContext,
aslr_reference: u64,
artifacts: &mut BuildArtifacts,
cache: &Arc<HotpatchModuleCache>,
rustc_args: &RustcArgs,
) -> Result<()> {
ctx.status_hotpatching();
tracing::debug!(
"Original builds for patch: {}",
self.link_args_file.path().display()
);
let raw_args = std::fs::read_to_string(self.link_args_file.path())
.context("Failed to read link args from file")?;
let args = raw_args.lines().collect::<Vec<_>>();
// Extract out the incremental object files.
//
// This is sadly somewhat of a hack, but it might be a moderately reliable hack.
//
// When rustc links your project, it passes the args as how a linker would expect, but with
// a somewhat reliable ordering. These are all internal details to cargo/rustc, so we can't
// rely on them *too* much, but the *are* fundamental to how rust compiles your projects, and
// linker interfaces probably won't change drastically for another 40 years.
//
// We need to tear apart this command and only pass the args that are relevant to our thin link.
// Mainly, we don't want any rlibs to be linked. Occasionally some libraries like objc_exception
// export a folder with their artifacts - unsure if we actually need to include them. Generally
// you can err on the side that most *libraries* don't need to be linked here since dlopen
// satisfies those symbols anyways when the binary is loaded.
//
// Many args are passed twice, too, which can be confusing, but generally don't have any real
// effect. Note that on macos/ios, there's a special macho header that needs to be set, otherwise
// dyld will complain.
//
// Also, some flags in darwin land might become deprecated, need to be super conservative:
// - https://developer.apple.com/forums/thread/773907
//
// The format of this command roughly follows:
// ```
// clang
// /dioxus/target/debug/subsecond-cli
// /var/folders/zs/gvrfkj8x33d39cvw2p06yc700000gn/T/rustcAqQ4p2/symbols.o
// /dioxus/target/subsecond-dev/deps/subsecond_harness-acfb69cb29ffb8fa.05stnb4bovskp7a00wyyf7l9s.rcgu.o
// /dioxus/target/subsecond-dev/deps/subsecond_harness-acfb69cb29ffb8fa.08rgcutgrtj2mxoogjg3ufs0g.rcgu.o
// /dioxus/target/subsecond-dev/deps/subsecond_harness-acfb69cb29ffb8fa.0941bd8fa2bydcv9hfmgzzne9.rcgu.o
// /dioxus/target/subsecond-dev/deps/libbincode-c215feeb7886f81b.rlib
// /dioxus/target/subsecond-dev/deps/libanyhow-e69ac15c094daba6.rlib
// /dioxus/target/subsecond-dev/deps/libratatui-c3364579b86a1dfc.rlib
// /.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/aarch64-apple-darwin/lib/libstd-019f0f6ae6e6562b.rlib
// /.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/aarch64-apple-darwin/lib/libpanic_unwind-7387d38173a2eb37.rlib
// /.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/aarch64-apple-darwin/lib/libobject-2b03cf6ece171d21.rlib
// -framework AppKit
// -lc
// -framework Foundation
// -framework Carbon
// -lSystem
// -framework CoreFoundation
// -lobjc
// -liconv
// -lm
// -arch arm64
// -mmacosx-version-min=11.0.0
// -L /dioxus/target/subsecond-dev/build/objc_exception-dc226cad0480ea65/out
// -o /dioxus/target/subsecond-dev/deps/subsecond_harness-acfb69cb29ffb8fa
// -nodefaultlibs
// -Wl,-all_load
// ```
let mut dylibs = vec![];
let mut object_files = args
.iter()
.filter(|arg| arg.ends_with(".rcgu.o"))
.sorted()
.map(PathBuf::from)
.collect::<Vec<_>>();
// On non-wasm platforms, we generate a special shim object file which converts symbols from
// fat binary into direct addresses from the running process.
//
// Our wasm approach is quite specific to wasm. We don't need to resolve any missing symbols
// there since wasm is relocatable, but there is considerable pre and post processing work to
// satisfy undefined symbols that we do by munging the binary directly.
//
// todo: can we adjust our wasm approach to also use a similar system?
// todo: don't require the aslr reference and just patch the got when loading.
//
// Requiring the ASLR offset here is necessary but unfortunately might be flakey in practice.
// Android apps can take a long time to open, and a hot patch might've been issued in the interim,
// making this hotpatch a failure.
if self.platform != Platform::Web {
let stub_bytes = crate::build::create_undefined_symbol_stub(
cache,
&object_files,
&self.triple,
aslr_reference,
)
.expect("failed to resolve patch symbols");
// Currently we're dropping stub.o in the exe dir, but should probably just move to a tempfile?
let patch_file = self.main_exe().with_file_name("stub.o");
std::fs::write(&patch_file, stub_bytes)?;
object_files.push(patch_file);
// Add the dylibs/sos to the linker args
// Make sure to use the one in the bundle, not the ones in the target dir or system.
for arg in &rustc_args.link_args {
if arg.ends_with(".dylib") || arg.ends_with(".so") {
let path = PathBuf::from(arg);
dylibs.push(self.frameworks_folder().join(path.file_name().unwrap()));
}
}
}
// And now we can run the linker with our new args
let linker = self.select_linker()?;
let out_exe = self.patch_exe(artifacts.time_start);
let out_arg = match self.triple.operating_system {
OperatingSystem::Windows => vec![format!("/OUT:{}", out_exe.display())],
_ => vec!["-o".to_string(), out_exe.display().to_string()],
};
tracing::trace!("Linking with {:?} using args: {:#?}", linker, object_files);
// Run the linker directly!
//
// We dump its output directly into the patch exe location which is different than how rustc
// does it since it uses llvm-objcopy into the `target/debug/` folder.
let res = Command::new(linker)
.args(object_files.iter())
.args(dylibs.iter())
.args(self.thin_link_args(&args)?)
.args(out_arg)
.env_clear()
.envs(rustc_args.envs.iter().map(|(k, v)| (k, v)))
.output()
.await?;
if !res.stderr.is_empty() {
let errs = String::from_utf8_lossy(&res.stderr);
if !self.patch_exe(artifacts.time_start).exists() || !res.status.success() {
tracing::error!("Failed to generate patch: {}", errs.trim());
} else {
tracing::trace!("Linker output during thin linking: {}", errs.trim());
}
}
// For some really weird reason that I think is because of dlopen caching, future loads of the
// jump library will fail if we don't remove the original fat file. I think this could be
// because of library versioning and namespaces, but really unsure.
//
// The errors if you forget to do this are *extremely* cryptic - missing symbols that never existed.
//
// Fortunately, this binary exists in two places - the deps dir and the target out dir. We
// can just remove the one in the deps dir and the problem goes away.
if let Some(idx) = args.iter().position(|arg| *arg == "-o") {
_ = std::fs::remove_file(PathBuf::from(args[idx + 1]));
}
// Now extract the assets from the fat binary
self.collect_assets(&self.patch_exe(artifacts.time_start), ctx)?;
// Clean up the temps manually
// todo: we might want to keep them around for debugging purposes
for file in object_files {
_ = std::fs::remove_file(file);
}
Ok(())
}
/// Take the original args passed to the "fat" build and then create the "thin" variant.
///
/// This is basically just stripping away the rlibs and other libraries that will be satisfied
/// by our stub step.
fn thin_link_args(&self, original_args: &[&str]) -> Result<Vec<String>> {
let mut out_args = vec![];
match self.linker_flavor() {
// wasm32-unknown-unknown -> use wasm-ld (gnu-lld)
//
// We need to import a few things - namely the memory and ifunc table.
//
// We can safely export everything, I believe, though that led to issues with the "fat"
// binaries that also might lead to issues here too. wasm-bindgen chokes on some symbols
// and the resulting JS has issues.
//
// We turn on both --pie and --experimental-pic but I think we only need --pie.
//
// We don't use *any* of the original linker args since they do lots of custom exports
// and other things that we don't need.
//
// The trickiest one here is -Crelocation-model=pic, which forces data symbols
// into a GOT, making it possible to import them from the main module.
//
// I think we can make relocation-model=pic work for non-wasm platforms, enabling
// fully relocatable modules with no host coordination in lieu of sending out
// the aslr slide at runtime.
LinkerFlavor::WasmLld => {
out_args.extend([
"--fatal-warnings".to_string(),
"--verbose".to_string(),
"--import-memory".to_string(),
"--import-table".to_string(),
"--growable-table".to_string(),
"--export".to_string(),
"main".to_string(),
"--allow-undefined".to_string(),
"--no-demangle".to_string(),
"--no-entry".to_string(),
"--pie".to_string(),
"--experimental-pic".to_string(),
]);
// retain exports so post-processing has hooks to work with
for (idx, arg) in original_args.iter().enumerate() {
if *arg == "--export" {
out_args.push(arg.to_string());
out_args.push(original_args[idx + 1].to_string());
}
}
}
// This uses "cc" and these args need to be ld compatible
//
// Most importantly, we want to pass `-dylib` to both CC and the linker to indicate that
// we want to generate the shared library instead of an executable.
LinkerFlavor::Darwin => {
out_args.extend(["-Wl,-dylib".to_string()]);
// Preserve the original args. We only preserve:
// -framework
// -arch
// -lxyz
// There might be more, but some flags might break our setup.
for (idx, arg) in original_args.iter().enumerate() {
if *arg == "-framework" || *arg == "-arch" || *arg == "-L" {
out_args.push(arg.to_string());
out_args.push(original_args[idx + 1].to_string());
}
if arg.starts_with("-l") || arg.starts_with("-m") {
out_args.push(arg.to_string());
}
}
}
// android/linux need to be compatible with lld
//
// android currently drags along its own libraries and other zany flags
LinkerFlavor::Gnu => {
out_args.extend([
"-shared".to_string(),
"-Wl,--eh-frame-hdr".to_string(),
"-Wl,-z,noexecstack".to_string(),
"-Wl,-z,relro,-z,now".to_string(),
"-nodefaultlibs".to_string(),
"-Wl,-Bdynamic".to_string(),
]);
// Preserve the original args. We only preserve:
// -L <path>
// -arch
// -lxyz
// There might be more, but some flags might break our setup.
for (idx, arg) in original_args.iter().enumerate() {
if *arg == "-L" {
out_args.push(arg.to_string());
out_args.push(original_args[idx + 1].to_string());
}
if arg.starts_with("-l")
|| arg.starts_with("-m")
|| arg.starts_with("-Wl,--target=")
|| arg.starts_with("-Wl,-fuse-ld")
|| arg.starts_with("-fuse-ld")
|| arg.contains("-ld-path")
{
out_args.push(arg.to_string());
}
}
}
LinkerFlavor::Msvc => {
out_args.extend([
"shlwapi.lib".to_string(),
"kernel32.lib".to_string(),
"advapi32.lib".to_string(),
"ntdll.lib".to_string(),
"userenv.lib".to_string(),
"ws2_32.lib".to_string(),
"dbghelp.lib".to_string(),
"/defaultlib:msvcrt".to_string(),
"/DLL".to_string(),
"/DEBUG".to_string(),
"/PDBALTPATH:%_PDB%".to_string(),
"/EXPORT:main".to_string(),
"/HIGHENTROPYVA:NO".to_string(),
]);
}
LinkerFlavor::Unsupported => {
return Err(anyhow::anyhow!("Unsupported platform for thin linking").into())
}
}
let extract_value = |arg: &str| -> Option<String> {
original_args
.iter()
.position(|a| *a == arg)
.map(|i| original_args[i + 1].to_string())
};
if let Some(vale) = extract_value("-target") {
out_args.push("-target".to_string());
out_args.push(vale);
}
if let Some(vale) = extract_value("-isysroot") {
out_args.push("-isysroot".to_string());
out_args.push(vale);
}
Ok(out_args)
}
/// Patches are stored in the same directory as the main executable, but with a name based on the
/// time the patch started compiling.
///
/// - lib{name}-patch-{time}.(so/dll/dylib) (next to the main exe)
///
/// Note that weirdly enough, the name of dylibs can actually matter. In some environments, libs
/// can override each other with symbol interposition.
///
/// Also, on Android - and some Linux, we *need* to start the lib name with `lib` for the dynamic
/// loader to consider it a shared library.
///
/// todo: the time format might actually be problematic if two platforms share the same build folder.
pub(crate) fn patch_exe(&self, time_start: SystemTime) -> PathBuf {
let path = self.main_exe().with_file_name(format!(
"lib{}-patch-{}",
self.executable_name(),
time_start
.duration_since(UNIX_EPOCH)
.map(|f| f.as_millis())
.unwrap_or(0),
));
let extension = match self.linker_flavor() {
LinkerFlavor::Darwin => "dylib",
LinkerFlavor::Gnu => "so",
LinkerFlavor::WasmLld => "wasm",
LinkerFlavor::Msvc => "dll",
LinkerFlavor::Unsupported => "",
};
path.with_extension(extension)
}
/// When we link together the fat binary, we need to make sure every `.o` file in *every* rlib
/// is taken into account. This is the same work that the rust compiler does when assembling
/// staticlibs.
///
/// <https://github.com/rust-lang/rust/blob/191df20fcad9331d3a948aa8e8556775ec3fe69d/compiler/rustc_codegen_ssa/src/back/link.rs#L448>
///
/// Since we're going to be passing these to the linker, we need to make sure and not provide any
/// weird files (like the rmeta) file that rustc generates.
///
/// We discovered the need for this after running into issues with wasm-ld not being able to
/// handle the rmeta file.
///
/// <https://github.com/llvm/llvm-project/issues/55786>
///
/// Also, crates might not drag in all their dependent code. The monorphizer won't lift trait-based generics:
///
/// <https://github.com/rust-lang/rust/blob/191df20fcad9331d3a948aa8e8556775ec3fe69d/compiler/rustc_monomorphize/src/collector.rs>
///
/// When Rust normally handles this, it uses the +whole-archive directive which adjusts how the rlib
/// is written to disk.
///
/// Since creating this object file can be a lot of work, we cache it in the target dir by hashing
/// the names of the rlibs in the command and storing it in the target dir. That way, when we run
/// this command again, we can just used the cached object file.
///
/// In theory, we only need to do this for every crate accessible by the current crate, but that's
/// hard acquire without knowing the exported symbols from each crate.
///
/// todo: I think we can traverse our immediate dependencies and inspect their symbols, unless they `pub use` a crate
/// todo: we should try and make this faster with memmapping
pub(crate) async fn run_fat_link(
&self,
ctx: &BuildContext,
exe: &Path,
rustc_args: &RustcArgs,
) -> Result<()> {
ctx.status_starting_link();
// Filter out the rlib files from the arguments
let rlibs = rustc_args
.link_args
.iter()
.filter(|arg| arg.ends_with(".rlib"))
.map(PathBuf::from)
.collect::<Vec<_>>();
// Acquire a hash from the rlib names, sizes, modified times, and dx's git commit hash
// This ensures that any changes in dx or the rlibs will cause a new hash to be generated
// The hash relies on both dx and rustc hashes, so it should be thoroughly unique. Keep it
// short to avoid long file names.
let hash_id = Uuid::new_v5(
&Uuid::NAMESPACE_OID,
rlibs
.iter()
.map(|p| {
format!(
"{}-{}-{}-{}",
p.file_name().unwrap().to_string_lossy(),
p.metadata().map(|m| m.len()).unwrap_or_default(),
p.metadata()
.ok()
.and_then(|m| m.modified().ok())
.and_then(|f| f.duration_since(UNIX_EPOCH).map(|f| f.as_secs()).ok())
.unwrap_or_default(),
crate::dx_build_info::GIT_COMMIT_HASH.unwrap_or_default()
)
})
.collect::<String>()
.as_bytes(),
)
.to_string()
.chars()
.take(8)
.collect::<String>();
// Check if we already have a cached object file
let out_ar_path = exe.with_file_name(format!("libdeps-{hash_id}.a",));
let out_rlibs_list = exe.with_file_name(format!("rlibs-{hash_id}.txt"));
let mut archive_has_contents = out_ar_path.exists();
// Use the rlibs list if it exists
let mut compiler_rlibs = std::fs::read_to_string(&out_rlibs_list)
.ok()
.map(|s| s.lines().map(PathBuf::from).collect::<Vec<_>>())
.unwrap_or_default();
// Create it by dumping all the rlibs into it
// This will include the std rlibs too, which can severely bloat the size of the archive
//
// The nature of this process involves making extremely fat archives, so we should try and
// speed up the future linking process by caching the archive.
//
// Since we're using the git hash for the CLI entropy, debug builds should always regenerate
// the archive since their hash might not change, but the logic might.
if !archive_has_contents || cfg!(debug_assertions) {
compiler_rlibs.clear();
let mut bytes = vec![];
let mut out_ar = ar::Builder::new(&mut bytes);
for rlib in &rlibs {
// Skip compiler rlibs since they're missing bitcode
//
// https://github.com/rust-lang/rust/issues/94232#issuecomment-1048342201
//
// if the rlib is not in the target directory, we skip it.
if !rlib.starts_with(self.workspace_dir()) {
compiler_rlibs.push(rlib.clone());
tracing::trace!("Skipping rlib: {:?}", rlib);
continue;
}
tracing::trace!("Adding rlib to staticlib: {:?}", rlib);
let rlib_contents = std::fs::read(rlib)?;
let mut reader = ar::Archive::new(std::io::Cursor::new(rlib_contents));
let mut keep_linker_rlib = false;
while let Some(Ok(object_file)) = reader.next_entry() {
let name = std::str::from_utf8(object_file.header().identifier()).unwrap();
if name.ends_with(".rmeta") {
continue;
}
if object_file.header().size() == 0 {
continue;
}
// rlibs might contain dlls/sos/lib files which we don't want to include
//
// This catches .dylib, .so, .dll, .lib, .o, etc files that are not compatible with
// our "fat archive" linking process.
//
// We only trust `.rcgu.o` files to make it into the --all_load archive.
// This is a temporary stopgap to prevent issues with libraries that generate
// object files that are not compatible with --all_load.
// see https://github.com/DioxusLabs/dioxus/issues/4237
if !(name.ends_with(".rcgu.o") || name.ends_with(".obj")) {
keep_linker_rlib = true;
continue;
}
archive_has_contents = true;
out_ar
.append(&object_file.header().clone(), object_file)
.context("Failed to add object file to archive")?;
}
// Some rlibs contain weird artifacts that we don't want to include in the fat archive.
// However, we still want them around in the linker in case the regular linker can handle them.
if keep_linker_rlib {
compiler_rlibs.push(rlib.clone());
}
}
let bytes = out_ar.into_inner().context("Failed to finalize archive")?;
std::fs::write(&out_ar_path, bytes).context("Failed to write archive")?;
tracing::debug!("Wrote fat archive to {:?}", out_ar_path);
// Run the ranlib command to index the archive. This slows down this process a bit,
// but is necessary for some linkers to work properly.
// We ignore its error in case it doesn't recognize the architecture
if self.linker_flavor() == LinkerFlavor::Darwin {
if let Some(ranlib) = self.select_ranlib() {
_ = Command::new(ranlib).arg(&out_ar_path).output().await;
}
}
}
compiler_rlibs.dedup();
// We're going to replace the first rlib in the args with our fat archive
// And then remove the rest of the rlibs
//
// We also need to insert the -force_load flag to force the linker to load the archive
let mut args = rustc_args.link_args.clone();
if let Some(last_object) = args.iter().rposition(|arg| arg.ends_with(".o")) {
if archive_has_contents {
match self.linker_flavor() {
LinkerFlavor::WasmLld => {
args.insert(last_object, "--whole-archive".to_string());
args.insert(last_object + 1, out_ar_path.display().to_string());
args.insert(last_object + 2, "--no-whole-archive".to_string());
args.retain(|arg| !arg.ends_with(".rlib"));
for rlib in compiler_rlibs.iter().rev() {
args.insert(last_object + 3, rlib.display().to_string());
}
}
LinkerFlavor::Gnu => {
args.insert(last_object, "-Wl,--whole-archive".to_string());
args.insert(last_object + 1, out_ar_path.display().to_string());
args.insert(last_object + 2, "-Wl,--no-whole-archive".to_string());
args.retain(|arg| !arg.ends_with(".rlib"));
for rlib in compiler_rlibs.iter().rev() {
args.insert(last_object + 3, rlib.display().to_string());
}
}
LinkerFlavor::Darwin => {
args.insert(last_object, "-Wl,-force_load".to_string());
args.insert(last_object + 1, out_ar_path.display().to_string());
args.retain(|arg| !arg.ends_with(".rlib"));
for rlib in compiler_rlibs.iter().rev() {
args.insert(last_object + 2, rlib.display().to_string());
}
}
LinkerFlavor::Msvc => {
args.insert(
last_object,
format!("/WHOLEARCHIVE:{}", out_ar_path.display()),
);
args.retain(|arg| !arg.ends_with(".rlib"));
for rlib in compiler_rlibs.iter().rev() {
args.insert(last_object + 1, rlib.display().to_string());
}
}
LinkerFlavor::Unsupported => {
tracing::error!("Unsupported platform for fat linking");
}
};
}
}
// Add custom args to the linkers
match self.linker_flavor() {
LinkerFlavor::Gnu => {
// Export `main` so subsecond can use it for a reference point
args.push("-Wl,--export-dynamic-symbol,main".to_string());
}
LinkerFlavor::Darwin => {
args.push("-Wl,-exported_symbol,_main".to_string());
}
LinkerFlavor::Msvc => {
// Prevent alsr from overflowing 32 bits
args.push("/HIGHENTROPYVA:NO".to_string());
// Export `main` so subsecond can use it for a reference point
args.push("/EXPORT:main".to_string());
}
LinkerFlavor::WasmLld | LinkerFlavor::Unsupported => {}
}
// We also need to remove the `-o` flag since we want the linker output to end up in the
// rust exe location, not in the deps dir as it normally would.
if let Some(idx) = args
.iter()
.position(|arg| *arg == "-o" || *arg == "--output")
{
args.remove(idx + 1);
args.remove(idx);
}
// same but windows support
if let Some(idx) = args.iter().position(|arg| arg.starts_with("/OUT")) {
args.remove(idx);
}
// We want to go through wasm-ld directly, so we need to remove the -flavor flag
if self.platform == Platform::Web {
let flavor_idx = args.iter().position(|arg| *arg == "-flavor").unwrap();
args.remove(flavor_idx + 1);
args.remove(flavor_idx);
}
// And now we can run the linker with our new args
let linker = self.select_linker()?;
tracing::trace!("Fat linking with args: {:?} {:#?}", linker, args);
tracing::trace!("Fat linking with env: {:#?}", rustc_args.envs);
// Run the linker directly!
let out_arg = match self.triple.operating_system {
OperatingSystem::Windows => vec![format!("/OUT:{}", exe.display())],
_ => vec!["-o".to_string(), exe.display().to_string()],
};
let res = Command::new(linker)
.args(args.iter().skip(1))
.args(out_arg)
.env_clear()
.envs(rustc_args.envs.iter().map(|(k, v)| (k, v)))
.output()
.await?;
if !res.stderr.is_empty() {
let errs = String::from_utf8_lossy(&res.stderr);
if !res.status.success() {
tracing::error!("Failed to generate fat binary: {}", errs.trim());
} else {
tracing::trace!("Warnings during fat linking: {}", errs.trim());
}
}
if !res.stdout.is_empty() {
let out = String::from_utf8_lossy(&res.stdout);
tracing::trace!("Output from fat linking: {}", out.trim());
}
// Clean up the temps manually
for f in args.iter().filter(|arg| arg.ends_with(".rcgu.o")) {
_ = std::fs::remove_file(f);
}
// Cache the rlibs list
_ = std::fs::write(
&out_rlibs_list,
compiler_rlibs
.into_iter()
.map(|s| s.display().to_string())
.join("\n"),
);
Ok(())
}
/// Automatically detect the linker flavor based on the target triple and any custom linkers.
///
/// This tries to replicate what rustc does when selecting the linker flavor based on the linker
/// and triple.
fn linker_flavor(&self) -> LinkerFlavor {
if let Some(custom) = self.custom_linker.as_ref() {
let name = custom.file_name().unwrap().to_ascii_lowercase();
match name.to_str() {
Some("lld-link") => return LinkerFlavor::Msvc,
Some("lld-link.exe") => return LinkerFlavor::Msvc,
Some("wasm-ld") => return LinkerFlavor::WasmLld,
Some("ld64.lld") => return LinkerFlavor::Darwin,
Some("ld.lld") => return LinkerFlavor::Gnu,
Some("ld.gold") => return LinkerFlavor::Gnu,
Some("mold") => return LinkerFlavor::Gnu,
Some("sold") => return LinkerFlavor::Gnu,
Some("wild") => return LinkerFlavor::Gnu,
_ => {}
}
}
match self.triple.environment {
target_lexicon::Environment::Gnu
| target_lexicon::Environment::Gnuabi64
| target_lexicon::Environment::Gnueabi
| target_lexicon::Environment::Gnueabihf
| target_lexicon::Environment::GnuLlvm => LinkerFlavor::Gnu,
target_lexicon::Environment::Musl => LinkerFlavor::Gnu,
target_lexicon::Environment::Android => LinkerFlavor::Gnu,
target_lexicon::Environment::Msvc => LinkerFlavor::Msvc,
target_lexicon::Environment::Macabi => LinkerFlavor::Darwin,
_ => match self.triple.operating_system {
OperatingSystem::Darwin(_) => LinkerFlavor::Darwin,
OperatingSystem::IOS(_) => LinkerFlavor::Darwin,
OperatingSystem::MacOSX(_) => LinkerFlavor::Darwin,
OperatingSystem::Linux => LinkerFlavor::Gnu,
OperatingSystem::Windows => LinkerFlavor::Msvc,
_ => match self.triple.architecture {
target_lexicon::Architecture::Wasm32 => LinkerFlavor::WasmLld,
target_lexicon::Architecture::Wasm64 => LinkerFlavor::WasmLld,
_ => LinkerFlavor::Unsupported,
},
},
}
}
/// Select the linker to use for this platform.
///
/// We prefer to use the rust-lld linker when we can since it's usually there.
/// On macos, we use the system linker since macho files can be a bit finicky.
///
/// This means we basically ignore the linker flavor that the user configured, which could
/// cause issues with a custom linker setup. In theory, rust translates most flags to the right
/// linker format.
fn select_linker(&self) -> Result<PathBuf, Error> {
if let Some(linker) = self.custom_linker.clone() {
return Ok(linker);
}
let cc = match self.linker_flavor() {
LinkerFlavor::WasmLld => self.workspace.wasm_ld(),
// On macOS, we use the system linker since it's usually there.
// We could also use `lld` here, but it might not be installed by default.
//
// Note that this is *clang*, not `lld`.
LinkerFlavor::Darwin => self.workspace.cc(),
// On Linux, we use the system linker since it's usually there.
LinkerFlavor::Gnu => self.workspace.cc(),
// On windows, instead of trying to find the system linker, we just go with the lld.link
// that rustup provides. It's faster and more stable then reyling on link.exe in path.
LinkerFlavor::Msvc => self.workspace.lld_link(),
// The rest of the platforms use `cc` as the linker which should be available in your path,
// provided you have build-tools setup. On mac/linux this is the default, but on Windows
// it requires msvc or gnu downloaded, which is a requirement to use rust anyways.
//
// The default linker might actually be slow though, so we could consider using lld or rust-lld
// since those are shipping by default on linux as of 1.86. Window's linker is the really slow one.
//
// https://blog.rust-lang.org/2024/05/17/enabling-rust-lld-on-linux.html
//
// Note that "cc" is *not* a linker. It's a compiler! The arguments we pass need to be in
// the form of `-Wl,<args>` for them to make it to the linker. This matches how rust does it
// which is confusing.
LinkerFlavor::Unsupported => self.workspace.cc(),
};
Ok(cc)
}
/// Assemble the `cargo rustc` / `rustc` command
///
/// When building fat/base binaries, we use `cargo rustc`.
/// When building thin binaries, we use `rustc` directly.
///
/// When processing the output of this command, you need to make sure to handle both cases which
/// both have different formats (but with json output for both).
fn build_command(&self, ctx: &BuildContext) -> Result<Command> {
match &ctx.mode {
// We're assembling rustc directly, so we need to be *very* careful. Cargo sets rustc's
// env up very particularly, and we want to match it 1:1 but with some changes.
//
// To do this, we reset the env completely, and then pass every env var that the original
// rustc process had 1:1.
//
// We need to unset a few things, like the RUSTC wrappers and then our special env var
// indicating that dx itself is the compiler. If we forget to do this, then the compiler
// ends up doing some recursive nonsense and dx is trying to link instead of compiling.
//
// todo: maybe rustc needs to be found on the FS instead of using the one in the path?
BuildMode::Thin { rustc_args, .. } => {
let mut cmd = Command::new("rustc");
cmd.current_dir(self.workspace_dir());
cmd.env_clear();
cmd.args(rustc_args.args[1..].iter());
cmd.env_remove("RUSTC_WORKSPACE_WRAPPER");
cmd.env_remove("RUSTC_WRAPPER");
cmd.env_remove(DX_RUSTC_WRAPPER_ENV_VAR);
cmd.envs(self.cargo_build_env_vars(ctx)?);
cmd.arg(format!("-Clinker={}", Workspace::path_to_dx()?.display()));
if self.platform == Platform::Web {
cmd.arg("-Crelocation-model=pic");
}
tracing::debug!("Direct rustc: {:#?}", cmd);
cmd.envs(rustc_args.envs.iter().cloned());
// tracing::trace!("Setting env vars: {:#?}", rustc_args.envs);
Ok(cmd)
}
// For Base and Fat builds, we use a regular cargo setup, but we might need to intercept
// rustc itself in case we're hot-patching and need a reliable rustc environment to
// continuously recompile the top-level crate with.
//
// In the future, when we support hot-patching *all* workspace crates, we will need to
// make use of the RUSTC_WORKSPACE_WRAPPER environment variable instead of RUSTC_WRAPPER
// and then keep track of env and args on a per-crate basis.
//
// We've also had a number of issues with incorrect canonicalization when passing paths
// through envs on windows, hence the frequent use of dunce::canonicalize.
_ => {
let mut cmd = Command::new("cargo");
cmd.arg("rustc")
.current_dir(self.crate_dir())
.arg("--message-format")
.arg("json-diagnostic-rendered-ansi")
.args(self.cargo_build_arguments(ctx))
.envs(self.cargo_build_env_vars(ctx)?);
if ctx.mode == BuildMode::Fat {
cmd.env(
DX_RUSTC_WRAPPER_ENV_VAR,
dunce::canonicalize(self.rustc_wrapper_args_file.path())
.unwrap()
.display()
.to_string(),
);
cmd.env(
"RUSTC_WRAPPER",
Workspace::path_to_dx()?.display().to_string(),
);
}
tracing::debug!("Cargo: {:#?}", cmd);
Ok(cmd)
}
}
}
/// Create a list of arguments for cargo builds
///
/// We always use `cargo rustc` *or* `rustc` directly. This means we can pass extra flags like
/// `-C` arguments directly to the compiler.
#[allow(clippy::vec_init_then_push)]
fn cargo_build_arguments(&self, ctx: &BuildContext) -> Vec<String> {
let mut cargo_args = Vec::with_capacity(4);
// Add required profile flags. --release overrides any custom profiles.
cargo_args.push("--profile".to_string());
cargo_args.push(self.profile.to_string());
// Pass the appropriate target to cargo. We *always* specify a target which is somewhat helpful for preventing thrashing
cargo_args.push("--target".to_string());
cargo_args.push(self.triple.to_string());
// We always run in verbose since the CLI itself is the one doing the presentation
cargo_args.push("--verbose".to_string());
if self.no_default_features {
cargo_args.push("--no-default-features".to_string());
}
if !self.features.is_empty() {
cargo_args.push("--features".to_string());
cargo_args.push(self.features.join(" "));
}
// We *always* set the package since that's discovered from cargo metadata
cargo_args.push(String::from("-p"));
cargo_args.push(self.package.clone());
// Set the executable
match self.executable_type() {
TargetKind::Bin => cargo_args.push("--bin".to_string()),
TargetKind::Lib => cargo_args.push("--lib".to_string()),
TargetKind::Example => cargo_args.push("--example".to_string()),
_ => {}
};
cargo_args.push(self.executable_name().to_string());
// Merge in extra args. Order shouldn't really matter.
cargo_args.extend(self.extra_cargo_args.clone());
cargo_args.push("--".to_string());
cargo_args.extend(self.extra_rustc_args.clone());
// The bundle splitter needs relocation data to create a call-graph.
// This will automatically be erased by wasm-opt during the optimization step.
if self.platform == Platform::Web && self.wasm_split {
cargo_args.push("-Clink-args=--emit-relocs".to_string());
}
// dx *always* links android and thin builds
if self.custom_linker.is_some()
|| matches!(ctx.mode, BuildMode::Thin { .. } | BuildMode::Fat)
{
cargo_args.push(format!(
"-Clinker={}",
Workspace::path_to_dx().expect("can't find dx").display()
));
}
// for debuggability, we need to make sure android studio can properly understand our build
// https://stackoverflow.com/questions/68481401/debugging-a-prebuilt-shared-library-in-android-studio
if self.platform == Platform::Android {
cargo_args.push("-Clink-arg=-Wl,--build-id=sha1".to_string());
}
// Handle frameworks/dylibs by setting the rpath
// This is dependent on the bundle structure - in this case, appimage and appbundle for mac/linux
// todo: we need to figure out what to do for windows
match self.triple.operating_system {
OperatingSystem::Darwin(_) | OperatingSystem::IOS(_) => {
cargo_args.push("-Clink-arg=-Wl,-rpath,@executable_path/../Frameworks".to_string());
cargo_args.push("-Clink-arg=-Wl,-rpath,@executable_path".to_string());
}
OperatingSystem::Linux => {
cargo_args.push("-Clink-arg=-Wl,-rpath,$ORIGIN/../lib".to_string());
cargo_args.push("-Clink-arg=-Wl,-rpath,$ORIGIN".to_string());
}
_ => {}
}
// Our fancy hot-patching engine needs a lot of customization to work properly.
//
// These args are mostly intended to be passed when *fat* linking but are generally fine to
// pass for both fat and thin linking.
//
// We need save-temps and no-dead-strip in both cases though. When we run `cargo rustc` with
// these args, they will be captured and re-ran for the fast compiles in the future, so whatever
// we set here will be set for all future hot patches too.
if matches!(ctx.mode, BuildMode::Thin { .. } | BuildMode::Fat) {
// rustc gives us some portable flags required:
// - link-dead-code: prevents rust from passing -dead_strip to the linker since that's the default.
// - save-temps=true: keeps the incremental object files around, which we need for manually linking.
cargo_args.extend_from_slice(&[
"-Csave-temps=true".to_string(),
"-Clink-dead-code".to_string(),
]);
// We need to set some extra args that ensure all symbols make it into the final output
// and that the linker doesn't strip them out.
//
// This basically amounts of -all_load or --whole-archive, depending on the linker.
// We just assume an ld-like interface on macos and a gnu-ld interface elsewhere.
//
// macOS/iOS use ld64 but through the `cc` interface.
// cargo_args.push("-Clink-args=-Wl,-all_load".to_string());
//
// Linux and Android fit under this umbrella, both with the same clang-like entrypoint
// and the gnu-ld interface.
//
// cargo_args.push("-Clink-args=-Wl,--whole-archive".to_string());
//
// If windows -Wl,--whole-archive is required since it follows gnu-ld convention.
// There might be other flags on windows - we haven't tested windows thoroughly.
//
// cargo_args.push("-Clink-args=-Wl,--whole-archive".to_string());
// https://learn.microsoft.com/en-us/cpp/build/reference/wholearchive-include-all-library-object-files?view=msvc-170
//
// ------------------------------------------------------------
//
// if web, -Wl,--whole-archive is required since it follows gnu-ld convention.
//
// We also use --no-gc-sections and --export-table and --export-memory to push
// said symbols into the export table.
//
// We use --emit-relocs to build up a solid call graph.
//
// rust uses its own wasm-ld linker which can be found here (it's just gcc-ld with a `-target wasm` flag):
// - ~/.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/aarch64-apple-darwin/bin/gcc-ld
// - ~/.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/aarch64-apple-darwin/bin/gcc-ld/wasm-ld
//
// Note that we can't use --export-all, unfortunately, since some symbols are internal
// to wasm-bindgen and exporting them causes the JS generation to fail.
//
// We are basically replicating what emscripten does here with its dynamic linking
// approach where the MAIN_MODULE is very "fat" and exports the necessary arguments
// for the side modules to be linked in. This guide is really helpful:
//
// https://github.com/WebAssembly/tool-conventions/blob/main/DynamicLinking.md
//
// The tricky one is -Ctarget-cpu=mvp, which prevents rustc from generating externref
// entries.
//
// https://blog.rust-lang.org/2024/09/24/webassembly-targets-change-in-default-target-features/#disabling-on-by-default-webassembly-proposals
//
// It's fine that these exist in the base module but not in the patch.
if self.platform == Platform::Web
|| self.triple.operating_system == OperatingSystem::Wasi
{
cargo_args.push("-Ctarget-cpu=mvp".into());
cargo_args.push("-Clink-arg=--no-gc-sections".into());
cargo_args.push("-Clink-arg=--growable-table".into());
cargo_args.push("-Clink-arg=--export-table".into());
cargo_args.push("-Clink-arg=--export-memory".into());
cargo_args.push("-Clink-arg=--emit-relocs".into());
cargo_args.push("-Clink-arg=--export=__stack_pointer".into());
cargo_args.push("-Clink-arg=--export=__heap_base".into());
cargo_args.push("-Clink-arg=--export=__data_end".into());
}
}
cargo_args
}
fn cargo_build_env_vars(&self, ctx: &BuildContext) -> Result<Vec<(&'static str, String)>> {
let mut env_vars = vec![];
// Make sure to set all the crazy android flags. Cross-compiling is hard, man.
if self.platform == Platform::Android {
env_vars.extend(self.android_env_vars()?);
};
// If we're either zero-linking or using a custom linker, make `dx` itself do the linking.
if self.custom_linker.is_some()
|| matches!(ctx.mode, BuildMode::Thin { .. } | BuildMode::Fat)
{
LinkAction {
triple: self.triple.clone(),
linker: self.custom_linker.clone(),
link_err_file: dunce::canonicalize(self.link_err_file.path())?,
link_args_file: dunce::canonicalize(self.link_args_file.path())?,
}
.write_env_vars(&mut env_vars)?;
}
// Disable reference types on wasm when using hotpatching
// https://blog.rust-lang.org/2024/09/24/webassembly-targets-change-in-default-target-features/#disabling-on-by-default-webassembly-proposals
if self.platform == Platform::Web
&& matches!(ctx.mode, BuildMode::Thin { .. } | BuildMode::Fat)
{
env_vars.push(("RUSTFLAGS", {
let mut rust_flags = std::env::var("RUSTFLAGS").unwrap_or_default();
rust_flags.push_str(" -Ctarget-cpu=mvp");
rust_flags
}));
}
// If this is a release build, bake the base path and title into the binary with env vars.
// todo: should we even be doing this? might be better being a build.rs or something else.
if self.release {
if let Some(base_path) = self.base_path() {
env_vars.push((ASSET_ROOT_ENV, base_path.to_string()));
}
env_vars.push((APP_TITLE_ENV, self.config.web.app.title.clone()));
}
Ok(env_vars)
}
fn android_env_vars(&self) -> Result<Vec<(&'static str, String)>> {
let mut env_vars = vec![];
let tools = self.workspace.android_tools()?;
let linker = tools.android_cc(&self.triple);
let min_sdk_version = tools.min_sdk_version();
let ar_path = tools.ar_path();
let target_cc = tools.target_cc();
let target_cxx = tools.target_cxx();
let java_home = tools.java_home();
let ndk = tools.ndk.clone();
tracing::debug!(
r#"Using android:
min_sdk_version: {min_sdk_version}
linker: {linker:?}
ar_path: {ar_path:?}
target_cc: {target_cc:?}
target_cxx: {target_cxx:?}
java_home: {java_home:?}
"#
);
env_vars.push(("ANDROID_NATIVE_API_LEVEL", min_sdk_version.to_string()));
env_vars.push(("TARGET_AR", ar_path.display().to_string()));
env_vars.push(("TARGET_CC", target_cc.display().to_string()));
env_vars.push(("TARGET_CXX", target_cxx.display().to_string()));
env_vars.push(("ANDROID_NDK_ROOT", ndk.display().to_string()));
if let Some(java_home) = java_home {
tracing::debug!("Setting JAVA_HOME to {java_home:?}");
env_vars.push(("JAVA_HOME", java_home.display().to_string()));
}
// Set the wry env vars - this is where wry will dump its kotlin files.
// Their setup is really annyoing and requires us to hardcode `dx` to specific versions of tao/wry.
env_vars.push(("WRY_ANDROID_PACKAGE", "dev.dioxus.main".to_string()));
env_vars.push(("WRY_ANDROID_LIBRARY", "dioxusmain".to_string()));
env_vars.push((
"WRY_ANDROID_KOTLIN_FILES_OUT_DIR",
self.wry_android_kotlin_files_out_dir()
.display()
.to_string(),
));
// Set the rust flags for android which get passed to *every* crate in the graph.
env_vars.push(("RUSTFLAGS", {
let mut rust_flags = std::env::var("RUSTFLAGS").unwrap_or_default();
rust_flags.push_str(" -Clink-arg=-landroid");
rust_flags.push_str(" -Clink-arg=-llog");
rust_flags.push_str(" -Clink-arg=-lOpenSLES");
rust_flags.push_str(" -Clink-arg=-Wl,--export-dynamic");
rust_flags
}));
// todo(jon): the guide for openssl recommends extending the path to include the tools dir
// in practice I couldn't get this to work, but this might eventually become useful.
//
// https://github.com/openssl/openssl/blob/master/NOTES-ANDROID.md#configuration
//
// They recommend a configuration like this:
//
// // export ANDROID_NDK_ROOT=/home/whoever/Android/android-sdk/ndk/20.0.5594570
// PATH=$ANDROID_NDK_ROOT/toolchains/llvm/prebuilt/linux-x86_64/bin:$ANDROID_NDK_ROOT/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin:$PATH
// ./Configure android-arm64 -D__ANDROID_API__=29
// make
//
// let tools_dir = arch.android_tools_dir(&ndk);
// let extended_path = format!(
// "{}:{}",
// tools_dir.display(),
// std::env::var("PATH").unwrap_or_default()
// );
// env_vars.push(("PATH", extended_path));
Ok(env_vars)
}
/// Get an estimate of the number of units in the crate. If nightly rustc is not available, this
/// will return an estimate of the number of units in the crate based on cargo metadata.
///
/// TODO: always use <https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#unit-graph> once it is stable
async fn get_unit_count_estimate(&self, ctx: &BuildContext) -> usize {
// Try to get it from nightly
if let Ok(count) = self.get_unit_count(ctx).await {
return count;
}
// Otherwise, use cargo metadata
let units = self
.workspace
.krates
.krates_filtered(krates::DepKind::Dev)
.iter()
.map(|k| k.targets.len())
.sum::<usize>();
(units as f64 / 3.5) as usize
}
/// Try to get the unit graph for the crate. This is a nightly only feature which may not be
/// available with the current version of rustc the user has installed.
///
/// It also might not be super reliable - I think in practice it occasionally returns 2x the units.
async fn get_unit_count(&self, ctx: &BuildContext) -> crate::Result<usize> {
#[derive(Debug, Deserialize)]
struct UnitGraph {
units: Vec<serde_json::Value>,
}
let output = tokio::process::Command::new("cargo")
.arg("+nightly")
.arg("build")
.arg("--unit-graph")
.arg("-Z")
.arg("unstable-options")
.args(self.cargo_build_arguments(ctx))
.envs(self.cargo_build_env_vars(ctx)?)
.output()
.await?;
if !output.status.success() {
return Err(anyhow::anyhow!("Failed to get unit count").into());
}
let output_text = String::from_utf8(output.stdout).context("Failed to get unit count")?;
let graph: UnitGraph =
serde_json::from_str(&output_text).context("Failed to get unit count")?;
Ok(graph.units.len())
}
pub(crate) fn all_target_features(&self) -> Vec<String> {
let mut features = self.features.clone();
if !self.no_default_features {
features.extend(
self.package()
.features
.get("default")
.cloned()
.unwrap_or_default(),
);
}
features.dedup();
features
}
/// returns the path to root build folder. This will be our working directory for the build.
///
/// we only add an extension to the folders where it sorta matters that it's named with the extension.
/// for example, on mac, the `.app` indicates we can `open` it and it pulls in icons, dylibs, etc.
///
/// for our simulator-based platforms, this is less important since they need to be zipped up anyways
/// to run in the simulator.
///
/// For windows/linux, it's also not important since we're just running the exe directly out of the folder
///
/// The idea of this folder is that we can run our top-level build command against it and we'll get
/// a final build output somewhere. Some platforms have basically no build command, and can simply
/// be ran by executing the exe directly.
pub(crate) fn root_dir(&self) -> PathBuf {
let platform_dir = self.platform_dir();
match self.platform {
Platform::Web => platform_dir.join("public"),
Platform::Server => platform_dir.clone(), // ends up *next* to the public folder
// These might not actually need to be called `.app` but it does let us run these with `open`
Platform::MacOS => platform_dir.join(format!("{}.app", self.bundled_app_name())),
Platform::Ios => platform_dir.join(format!("{}.app", self.bundled_app_name())),
// in theory, these all could end up directly in the root dir
Platform::Android => platform_dir.join("app"), // .apk (after bundling)
Platform::Linux => platform_dir.join("app"), // .appimage (after bundling)
Platform::Windows => platform_dir.join("app"), // .exe (after bundling)
Platform::Liveview => platform_dir.join("app"), // .exe (after bundling)
}
}
fn platform_dir(&self) -> PathBuf {
self.build_dir(self.platform, self.release)
}
fn platform_exe_name(&self) -> String {
match self.platform {
Platform::MacOS => self.executable_name().to_string(),
Platform::Ios => self.executable_name().to_string(),
Platform::Server => self.executable_name().to_string(),
Platform::Liveview => self.executable_name().to_string(),
Platform::Windows => format!("{}.exe", self.executable_name()),
// from the apk spec, the root exe is a shared library
// we include the user's rust code as a shared library with a fixed namespace
Platform::Android => "libdioxusmain.so".to_string(),
// this will be wrong, I think, but not important?
Platform::Web => format!("{}_bg.wasm", self.executable_name()),
// todo: maybe this should be called AppRun?
Platform::Linux => self.executable_name().to_string(),
}
}
/// Assemble the android app dir.
///
/// This is a bit of a mess since we need to create a lot of directories and files. Other approaches
/// would be to unpack some zip folder or something stored via `include_dir!()`. However, we do
/// need to customize the whole setup a bit, so it's just simpler (though messier) to do it this way.
fn build_android_app_dir(&self) -> Result<()> {
use std::fs::{create_dir_all, write};
let root = self.root_dir();
// gradle
let wrapper = root.join("gradle").join("wrapper");
create_dir_all(&wrapper)?;
// app
let app = root.join("app");
let app_main = app.join("src").join("main");
let app_kotlin = app_main.join("kotlin");
let app_jnilibs = app_main.join("jniLibs");
let app_assets = app_main.join("assets");
let app_kotlin_out = self.wry_android_kotlin_files_out_dir();
create_dir_all(&app)?;
create_dir_all(&app_main)?;
create_dir_all(&app_kotlin)?;
create_dir_all(&app_jnilibs)?;
create_dir_all(&app_assets)?;
create_dir_all(&app_kotlin_out)?;
tracing::debug!(
r#"Initialized android dirs:
- gradle: {wrapper:?}
- app/ {app:?}
- app/src: {app_main:?}
- app/src/kotlin: {app_kotlin:?}
- app/src/jniLibs: {app_jnilibs:?}
- app/src/assets: {app_assets:?}
- app/src/kotlin/main: {app_kotlin_out:?}
"#
);
// handlebars
#[derive(Serialize)]
struct AndroidHandlebarsObjects {
application_id: String,
app_name: String,
android_bundle: Option<crate::AndroidSettings>,
}
let hbs_data = AndroidHandlebarsObjects {
application_id: self.full_mobile_app_name(),
app_name: self.bundled_app_name(),
android_bundle: self.config.bundle.android.clone(),
};
let hbs = handlebars::Handlebars::new();
// Top-level gradle config
write(
root.join("build.gradle.kts"),
include_bytes!("../../assets/android/gen/build.gradle.kts"),
)?;
write(
root.join("gradle.properties"),
include_bytes!("../../assets/android/gen/gradle.properties"),
)?;
write(
root.join("gradlew"),
include_bytes!("../../assets/android/gen/gradlew"),
)?;
write(
root.join("gradlew.bat"),
include_bytes!("../../assets/android/gen/gradlew.bat"),
)?;
write(
root.join("settings.gradle"),
include_bytes!("../../assets/android/gen/settings.gradle"),
)?;
// Then the wrapper and its properties
write(
wrapper.join("gradle-wrapper.properties"),
include_bytes!("../../assets/android/gen/gradle/wrapper/gradle-wrapper.properties"),
)?;
write(
wrapper.join("gradle-wrapper.jar"),
include_bytes!("../../assets/android/gen/gradle/wrapper/gradle-wrapper.jar"),
)?;
// Now the app directory
write(
app.join("build.gradle.kts"),
hbs.render_template(
include_str!("../../assets/android/gen/app/build.gradle.kts.hbs"),
&hbs_data,
)?,
)?;
write(
app.join("proguard-rules.pro"),
include_bytes!("../../assets/android/gen/app/proguard-rules.pro"),
)?;
let manifest_xml = match self.config.application.android_manifest.as_deref() {
Some(manifest) => std::fs::read_to_string(self.package_manifest_dir().join(manifest))
.context("Failed to locate custom AndroidManifest.xml")?,
_ => hbs.render_template(
include_str!("../../assets/android/gen/app/src/main/AndroidManifest.xml.hbs"),
&hbs_data,
)?,
};
write(
app.join("src").join("main").join("AndroidManifest.xml"),
manifest_xml,
)?;
// Write the main activity manually since tao dropped support for it
write(
self.wry_android_kotlin_files_out_dir()
.join("MainActivity.kt"),
hbs.render_template(
include_str!("../../assets/android/MainActivity.kt.hbs"),
&hbs_data,
)?,
)?;
// Write the res folder, containing stuff like default icons, colors, and menubars.
let res = app_main.join("res");
create_dir_all(&res)?;
create_dir_all(res.join("values"))?;
write(
res.join("values").join("strings.xml"),
hbs.render_template(
include_str!("../../assets/android/gen/app/src/main/res/values/strings.xml.hbs"),
&hbs_data,
)?,
)?;
write(
res.join("values").join("colors.xml"),
include_bytes!("../../assets/android/gen/app/src/main/res/values/colors.xml"),
)?;
write(
res.join("values").join("styles.xml"),
include_bytes!("../../assets/android/gen/app/src/main/res/values/styles.xml"),
)?;
create_dir_all(res.join("drawable"))?;
write(
res.join("drawable").join("ic_launcher_background.xml"),
include_bytes!(
"../../assets/android/gen/app/src/main/res/drawable/ic_launcher_background.xml"
),
)?;
create_dir_all(res.join("drawable-v24"))?;
write(
res.join("drawable-v24").join("ic_launcher_foreground.xml"),
include_bytes!(
"../../assets/android/gen/app/src/main/res/drawable-v24/ic_launcher_foreground.xml"
),
)?;
create_dir_all(res.join("mipmap-anydpi-v26"))?;
write(
res.join("mipmap-anydpi-v26").join("ic_launcher.xml"),
include_bytes!(
"../../assets/android/gen/app/src/main/res/mipmap-anydpi-v26/ic_launcher.xml"
),
)?;
create_dir_all(res.join("mipmap-hdpi"))?;
write(
res.join("mipmap-hdpi").join("ic_launcher.webp"),
include_bytes!(
"../../assets/android/gen/app/src/main/res/mipmap-hdpi/ic_launcher.webp"
),
)?;
create_dir_all(res.join("mipmap-mdpi"))?;
write(
res.join("mipmap-mdpi").join("ic_launcher.webp"),
include_bytes!(
"../../assets/android/gen/app/src/main/res/mipmap-mdpi/ic_launcher.webp"
),
)?;
create_dir_all(res.join("mipmap-xhdpi"))?;
write(
res.join("mipmap-xhdpi").join("ic_launcher.webp"),
include_bytes!(
"../../assets/android/gen/app/src/main/res/mipmap-xhdpi/ic_launcher.webp"
),
)?;
create_dir_all(res.join("mipmap-xxhdpi"))?;
write(
res.join("mipmap-xxhdpi").join("ic_launcher.webp"),
include_bytes!(
"../../assets/android/gen/app/src/main/res/mipmap-xxhdpi/ic_launcher.webp"
),
)?;
create_dir_all(res.join("mipmap-xxxhdpi"))?;
write(
res.join("mipmap-xxxhdpi").join("ic_launcher.webp"),
include_bytes!(
"../../assets/android/gen/app/src/main/res/mipmap-xxxhdpi/ic_launcher.webp"
),
)?;
Ok(())
}
fn wry_android_kotlin_files_out_dir(&self) -> PathBuf {
let mut kotlin_dir = self
.root_dir()
.join("app")
.join("src")
.join("main")
.join("kotlin");
for segment in "dev.dioxus.main".split('.') {
kotlin_dir = kotlin_dir.join(segment);
}
kotlin_dir
}
/// Get the directory where this app can write to for this session that's guaranteed to be stable
/// for the same app. This is useful for emitting state like window position and size.
///
/// The directory is specific for this app and might be
pub(crate) fn session_cache_dir(&self) -> PathBuf {
self.session_cache_dir.path().to_path_buf()
}
/// Get the outdir specified by the Dioxus.toml, relative to the crate directory.
/// We don't support workspaces yet since that would cause a collision of bundles per project.
pub(crate) fn crate_out_dir(&self) -> Option<PathBuf> {
self.config
.application
.out_dir
.as_ref()
.map(|out_dir| self.crate_dir().join(out_dir))
}
/// Compose an out directory. Represents the typical "dist" directory that
/// is "distributed" after building an application (configurable in the
/// `Dioxus.toml`).
fn internal_out_dir(&self) -> PathBuf {
let dir = self.target_dir.join("dx");
std::fs::create_dir_all(&dir).unwrap();
dir
}
/// Create a workdir for the given platform
/// This can be used as a temporary directory for the build, but in an observable way such that
/// you can see the files in the directory via `target`
///
/// target/dx/build/app/web/
/// target/dx/build/app/web/public/
/// target/dx/build/app/web/server.exe
pub(crate) fn build_dir(&self, platform: Platform, release: bool) -> PathBuf {
self.internal_out_dir()
.join(&self.main_target)
.join(if release { "release" } else { "debug" })
.join(platform.build_folder_name())
}
/// target/dx/bundle/app/
/// target/dx/bundle/app/blah.app
/// target/dx/bundle/app/blah.exe
/// target/dx/bundle/app/public/
pub(crate) fn bundle_dir(&self, platform: Platform) -> PathBuf {
self.internal_out_dir()
.join(&self.main_target)
.join("bundle")
.join(platform.build_folder_name())
}
/// Get the workspace directory for the crate
pub(crate) fn workspace_dir(&self) -> PathBuf {
self.workspace
.krates
.workspace_root()
.as_std_path()
.to_path_buf()
}
/// Get the directory of the crate
pub(crate) fn crate_dir(&self) -> PathBuf {
self.package()
.manifest_path
.parent()
.unwrap()
.as_std_path()
.to_path_buf()
}
/// Get the package we are currently in
pub(crate) fn package(&self) -> &krates::cm::Package {
&self.workspace.krates[self.crate_package]
}
/// Get the name of the package we are compiling
pub(crate) fn executable_name(&self) -> &str {
&self.crate_target.name
}
/// Get the type of executable we are compiling
pub(crate) fn executable_type(&self) -> TargetKind {
self.crate_target.kind[0]
}
/// Get the features required to build for the given platform
fn feature_for_platform(package: &krates::cm::Package, platform: Platform) -> String {
// Try to find the feature that activates the dioxus feature for the given platform
let dioxus_feature = platform.feature_name();
let res = package.features.iter().find_map(|(key, features)| {
// if the feature is just the name of the platform, we use that
if key == dioxus_feature {
return Some(key.clone());
}
// Otherwise look for the feature that starts with dioxus/ or dioxus?/ and matches the platform
for feature in features {
if let Some((_, after_dioxus)) = feature.split_once("dioxus") {
if let Some(dioxus_feature_enabled) =
after_dioxus.trim_start_matches('?').strip_prefix('/')
{
// If that enables the feature we are looking for, return that feature
if dioxus_feature_enabled == dioxus_feature {
return Some(key.clone());
}
}
}
}
None
});
res.unwrap_or_else(|| {
let fallback = format!("dioxus/{}", platform.feature_name()) ;
tracing::debug!(
"Could not find explicit feature for platform {platform}, passing `fallback` instead"
);
fallback
})
}
// The `opt-level=1` increases build times, but can noticeably decrease time
// between saving changes and being able to interact with an app (for wasm/web). The "overall"
// time difference (between having and not having the optimization) can be
// almost imperceptible (~1 s) but also can be very noticeable (~6 s) — depends
// on setup (hardware, OS, browser, idle load).
//
// Find or create the client and server profiles in the top-level Cargo.toml file
// todo(jon): we should/could make these optional by placing some defaults somewhere
pub(crate) fn initialize_profiles(&self) -> crate::Result<()> {
let config_path = self.workspace_dir().join("Cargo.toml");
let mut config = match std::fs::read_to_string(&config_path) {
Ok(config) => config.parse::<toml_edit::DocumentMut>().map_err(|e| {
crate::Error::Other(anyhow::anyhow!("Failed to parse Cargo.toml: {}", e))
})?,
Err(_) => Default::default(),
};
if let Item::Table(table) = config
.as_table_mut()
.entry("profile")
.or_insert(Item::Table(Default::default()))
{
if let toml_edit::Entry::Vacant(entry) = table.entry(PROFILE_WASM) {
let mut client = toml_edit::Table::new();
client.insert("inherits", Item::Value("dev".into()));
client.insert("opt-level", Item::Value(1.into()));
entry.insert(Item::Table(client));
}
if let toml_edit::Entry::Vacant(entry) = table.entry(PROFILE_SERVER) {
let mut server = toml_edit::Table::new();
server.insert("inherits", Item::Value("dev".into()));
entry.insert(Item::Table(server));
}
if let toml_edit::Entry::Vacant(entry) = table.entry(PROFILE_ANDROID) {
let mut android = toml_edit::Table::new();
android.insert("inherits", Item::Value("dev".into()));
entry.insert(Item::Table(android));
}
}
std::fs::write(config_path, config.to_string())
.context("Failed to write profiles to Cargo.toml")?;
Ok(())
}
/// Return the version of the wasm-bindgen crate if it exists
fn wasm_bindgen_version(&self) -> Option<String> {
self.workspace
.krates
.krates_by_name("wasm-bindgen")
.next()
.map(|krate| krate.krate.version.to_string())
}
/// Return the platforms that are enabled for the package
///
/// Ideally only one platform is enabled but we need to be able to
pub(crate) fn enabled_cargo_toml_platforms(
package: &krates::cm::Package,
no_default_features: bool,
) -> Vec<Platform> {
let mut platforms = vec![];
// Attempt to discover the platform directly from the dioxus dependency
//
// [dependencies]
// dioxus = { features = ["web"] }
//
if let Some(dxs) = package.dependencies.iter().find(|dep| dep.name == "dioxus") {
for f in dxs.features.iter() {
if let Some(platform) = Platform::autodetect_from_cargo_feature(f) {
platforms.push(platform);
}
}
}
// Start searching through the default features
//
// [features]
// default = ["dioxus/web"]
//
// or
//
// [features]
// default = ["web"]
// web = ["dioxus/web"]
if no_default_features {
return platforms;
}
let Some(default) = package.features.get("default") else {
return platforms;
};
// we only trace features 1 level deep..
for feature in default.iter() {
// If the user directly specified a platform we can just use that.
if feature.starts_with("dioxus/") {
let dx_feature = feature.trim_start_matches("dioxus/");
let auto = Platform::autodetect_from_cargo_feature(dx_feature);
if let Some(auto) = auto {
platforms.push(auto);
}
}
// If the user is specifying an internal feature that points to a platform, we can use that
let internal_feature = package.features.get(feature);
if let Some(internal_feature) = internal_feature {
for feature in internal_feature {
if feature.starts_with("dioxus/") {
let dx_feature = feature.trim_start_matches("dioxus/");
let auto = Platform::autodetect_from_cargo_feature(dx_feature);
if let Some(auto) = auto {
platforms.push(auto);
}
}
}
}
}
platforms.sort();
platforms.dedup();
platforms
}
/// Gather the features that are enabled for the package
fn platformless_features(package: &krates::cm::Package) -> Vec<String> {
let Some(default) = package.features.get("default") else {
return Vec::new();
};
let mut kept_features = vec![];
// Only keep the top-level features in the default list that don't point to a platform directly
// IE we want to drop `web` if default = ["web"]
'top: for feature in default {
// Don't keep features that point to a platform via dioxus/blah
if feature.starts_with("dioxus/") {
let dx_feature = feature.trim_start_matches("dioxus/");
if Platform::autodetect_from_cargo_feature(dx_feature).is_some() {
continue 'top;
}
}
// Don't keep features that point to a platform via an internal feature
if let Some(internal_feature) = package.features.get(feature) {
for feature in internal_feature {
if feature.starts_with("dioxus/") {
let dx_feature = feature.trim_start_matches("dioxus/");
if Platform::autodetect_from_cargo_feature(dx_feature).is_some() {
continue 'top;
}
}
}
}
// Otherwise we can keep it
kept_features.push(feature.to_string());
}
kept_features
}
pub(crate) fn mobile_org(&self) -> String {
let identifier = self.bundle_identifier();
let mut split = identifier.splitn(3, '.');
let sub = split
.next()
.expect("Identifier to have at least 3 periods like `com.example.app`");
let tld = split
.next()
.expect("Identifier to have at least 3 periods like `com.example.app`");
format!("{}.{}", sub, tld)
}
pub(crate) fn bundled_app_name(&self) -> String {
use convert_case::{Case, Casing};
self.executable_name().to_case(Case::Pascal)
}
pub(crate) fn full_mobile_app_name(&self) -> String {
format!("{}.{}", self.mobile_org(), self.bundled_app_name())
}
pub(crate) fn bundle_identifier(&self) -> String {
if let Some(identifier) = self.config.bundle.identifier.clone() {
return identifier.clone();
}
format!("com.example.{}", self.bundled_app_name())
}
/// The item that we'll try to run directly if we need to.
///
/// todo(jon): we should name the app properly instead of making up the exe name. It's kinda okay for dev mode, but def not okay for prod
pub(crate) fn main_exe(&self) -> PathBuf {
self.exe_dir().join(self.platform_exe_name())
}
/// Does the app specify:
///
/// - Dioxus with "fullstack" enabled? (access to serverfns, etc)
/// - An explicit "fullstack" feature that enables said feature?
///
/// Note that we don't detect if dependencies enable it transitively since we want to be explicit about it.
///
/// The intention here is to detect if "fullstack" is enabled in the target's features list:
/// ```toml
/// [dependencies]
/// dioxus = { version = "0.4", features = ["fullstack"] }
/// ```
///
/// or as an explicit feature in default:
/// ```toml
/// [features]
/// default = ["dioxus/fullstack"]
/// ```
///
/// or as a default feature that enables the dioxus feature:
/// ```toml
/// [features]
/// default = ["fullstack"]
/// fullstack = ["dioxus/fullstack"]
/// ```
///
/// or as an explicit feature (that enables the dioxus feature):
/// ```
/// dx serve app --features "fullstack"
/// ```
pub(crate) fn fullstack_feature_enabled(&self) -> bool {
let dioxus_dep = self
.package()
.dependencies
.iter()
.find(|dep| dep.name == "dioxus");
// If we don't have a dioxus dependency, we can't be fullstack. This shouldn't impact non-dioxus projects
let Some(dioxus_dep) = dioxus_dep else {
return false;
};
// Check if the dioxus dependency has the "fullstack" feature enabled
if dioxus_dep.features.iter().any(|f| f == "fullstack") {
return true;
}
// Check if any of the features in our feature list enables a feature that enables "fullstack"
let transitive = self
.package()
.features
.iter()
.filter(|(_name, list)| list.iter().any(|f| f == "dioxus/fullstack"));
for (name, _list) in transitive {
if self.features.contains(name) {
return true;
}
}
false
}
/// todo(jon): use handlebars templates instead of these prebaked templates
async fn write_metadata(&self) -> Result<()> {
// write the Info.plist file
match self.platform {
Platform::MacOS => {
let dest = self.root_dir().join("Contents").join("Info.plist");
let plist = self.info_plist_contents(self.platform)?;
std::fs::write(dest, plist)?;
}
Platform::Ios => {
let dest = self.root_dir().join("Info.plist");
let plist = self.info_plist_contents(self.platform)?;
std::fs::write(dest, plist)?;
}
// AndroidManifest.xml
// er.... maybe even all the kotlin/java/gradle stuff?
Platform::Android => {}
// Probably some custom format or a plist file (haha)
// When we do the proper bundle, we'll need to do something with wix templates, I think?
Platform::Windows => {}
// eventually we'll create the .appimage file, I guess?
Platform::Linux => {}
// These are served as folders, not appimages, so we don't need to do anything special (I think?)
// Eventually maybe write some secrets/.env files for the server?
// We could also distribute them as a deb/rpm for linux and msi for windows
Platform::Web => {}
Platform::Server => {}
Platform::Liveview => {}
}
Ok(())
}
/// Run the optimizers, obfuscators, minimizers, signers, etc
async fn optimize(&self, ctx: &BuildContext) -> Result<()> {
match self.platform {
Platform::Web => {
// Compress the asset dir
// If pre-compressing is enabled, we can pre_compress the wasm-bindgen output
let pre_compress = self.should_pre_compress_web_assets(self.release);
if pre_compress {
ctx.status_compressing_assets();
let asset_dir = self.asset_dir();
tokio::task::spawn_blocking(move || {
crate::fastfs::pre_compress_folder(&asset_dir, pre_compress)
})
.await
.unwrap()?;
}
}
Platform::MacOS => {}
Platform::Windows => {}
Platform::Linux => {}
Platform::Ios => {}
Platform::Android => {}
Platform::Server => {}
Platform::Liveview => {}
}
Ok(())
}
/// Check if assets should be pre_compressed. This will only be true in release mode if the user
/// has enabled pre_compress in the web config.
fn should_pre_compress_web_assets(&self, release: bool) -> bool {
self.config.web.pre_compress & release
}
/// Check if the wasm output should be bundled to an asset type app.
fn should_bundle_to_asset(&self) -> bool {
self.release && !self.wasm_split && self.platform == Platform::Web
}
/// Bundle the web app
/// - Run wasm-bindgen
/// - Bundle split
/// - Run wasm-opt
/// - Register the .wasm and .js files with the asset system
async fn bundle_web(
&self,
ctx: &BuildContext,
exe: &Path,
assets: &mut AssetManifest,
) -> Result<()> {
use crate::{wasm_bindgen::WasmBindgen, wasm_opt};
use std::fmt::Write;
// Locate the output of the build files and the bindgen output
// We'll fill these in a second if they don't already exist
let bindgen_outdir = self.wasm_bindgen_out_dir();
let post_bindgen_wasm = self.wasm_bindgen_wasm_output_file();
let should_bundle_split: bool = self.wasm_split;
let bindgen_version = self
.wasm_bindgen_version()
.expect("this should have been checked by tool verification");
// Prepare any work dirs
_ = std::fs::remove_dir_all(&bindgen_outdir);
std::fs::create_dir_all(&bindgen_outdir)?;
// Lift the internal functions to exports
if ctx.mode == BuildMode::Fat {
let unprocessed = std::fs::read(exe)?;
let all_exported_bytes = crate::build::prepare_wasm_base_module(&unprocessed)?;
std::fs::write(exe, all_exported_bytes)?;
}
// Prepare our configuration
//
// we turn off debug symbols in dev mode but leave them on in release mode (weird!) since
// wasm-opt and wasm-split need them to do better optimizations.
//
// We leave demangling to false since it's faster and these tools seem to prefer the raw symbols.
// todo(jon): investigate if the chrome extension needs them demangled or demangles them automatically.
let will_wasm_opt = self.release || self.wasm_split;
let keep_debug = self.config.web.wasm_opt.debug
|| self.debug_symbols
|| self.wasm_split
|| !self.release
|| will_wasm_opt
|| ctx.mode == BuildMode::Fat;
let keep_names = will_wasm_opt || ctx.mode == BuildMode::Fat;
let package_to_asset = self.release && !should_bundle_split;
let demangle = false;
let wasm_opt_options = WasmOptConfig {
memory_packing: self.wasm_split,
debug: self.debug_symbols,
..self.config.web.wasm_opt.clone()
};
// Run wasm-bindgen. Some of the options are not "optimal" but will be fixed up by wasm-opt
//
// There's performance implications here. Running with --debug is slower than without
// We're keeping around lld sections and names but wasm-opt will fix them
// todo(jon): investigate a good balance of wiping debug symbols during dev (or doing a double build?)
ctx.status_wasm_bindgen_start();
tracing::debug!(dx_src = ?TraceSrc::Bundle, "Running wasm-bindgen");
let start = std::time::Instant::now();
WasmBindgen::new(&bindgen_version)
.input_path(exe)
.target("web")
.debug(keep_debug)
.demangle(demangle)
.keep_debug(keep_debug)
.keep_lld_sections(true)
.out_name(self.executable_name())
.out_dir(&bindgen_outdir)
.remove_name_section(!keep_names)
.remove_producers_section(!keep_names)
.run()
.await
.context("Failed to generate wasm-bindgen bindings")?;
tracing::debug!(dx_src = ?TraceSrc::Bundle, "wasm-bindgen complete in {:?}", start.elapsed());
// Run bundle splitting if the user has requested it
// It's pretty expensive but because of rayon should be running separate threads, hopefully
// not blocking this thread. Dunno if that's true
if should_bundle_split {
ctx.status_splitting_bundle();
if !will_wasm_opt {
return Err(anyhow::anyhow!(
"Bundle splitting should automatically enable wasm-opt, but it was not enabled."
)
.into());
}
// Load the contents of these binaries since we need both of them
// We're going to use the default makeLoad glue from wasm-split
let original = std::fs::read(exe)?;
let bindgened = std::fs::read(&post_bindgen_wasm)?;
let mut glue = wasm_split_cli::MAKE_LOAD_JS.to_string();
// Run the emitter
let splitter = wasm_split_cli::Splitter::new(&original, &bindgened);
let modules = splitter
.context("Failed to parse wasm for splitter")?
.emit()
.context("Failed to emit wasm split modules")?;
// Write the chunks that contain shared imports
// These will be in the format of chunk_0_modulename.wasm - this is hardcoded in wasm-split
tracing::debug!("Writing split chunks to disk");
for (idx, chunk) in modules.chunks.iter().enumerate() {
let path = bindgen_outdir.join(format!("chunk_{}_{}.wasm", idx, chunk.module_name));
wasm_opt::write_wasm(&chunk.bytes, &path, &wasm_opt_options).await?;
writeln!(
glue, "export const __wasm_split_load_chunk_{idx} = makeLoad(\"/assets/{url}\", [], fusedImports);",
url = assets
.register_asset(&path, AssetOptions::Unknown)?.bundled_path(),
)?;
}
// Write the modules that contain the entrypoints
tracing::debug!("Writing split modules to disk");
for (idx, module) in modules.modules.iter().enumerate() {
let comp_name = module
.component_name
.as_ref()
.context("generated bindgen module has no name?")?;
let path = bindgen_outdir.join(format!("module_{}_{}.wasm", idx, comp_name));
wasm_opt::write_wasm(&module.bytes, &path, &wasm_opt_options).await?;
let hash_id = module
.hash_id
.as_ref()
.context("generated wasm-split bindgen module has no hash id?")?;
writeln!(
glue,
"export const __wasm_split_load_{module}_{hash_id}_{comp_name} = makeLoad(\"/assets/{url}\", [{deps}], fusedImports);",
module = module.module_name,
// Again, register this wasm with the asset system
url = assets
.register_asset(&path, AssetOptions::Unknown)?.bundled_path(),
// This time, make sure to write the dependencies of this chunk
// The names here are again, hardcoded in wasm-split - fix this eventually.
deps = module
.relies_on_chunks
.iter()
.map(|idx| format!("__wasm_split_load_chunk_{idx}"))
.collect::<Vec<_>>()
.join(", ")
)?;
}
// Write the js binding
// It's not registered as an asset since it will get included in the main.js file
let js_output_path = bindgen_outdir.join("__wasm_split.js");
std::fs::write(&js_output_path, &glue)?;
// Make sure to write some entropy to the main.js file so it gets a new hash
// If we don't do this, the main.js file will be cached and never pick up the chunk names
let uuid = Uuid::new_v5(&Uuid::NAMESPACE_URL, glue.as_bytes());
std::fs::OpenOptions::new()
.append(true)
.open(self.wasm_bindgen_js_output_file())
.context("Failed to open main.js file")?
.write_all(format!("/*{uuid}*/").as_bytes())?;
// Write the main wasm_bindgen file and register it with the asset system
// This will overwrite the file in place
// We will wasm-opt it in just a second...
std::fs::write(&post_bindgen_wasm, modules.main.bytes).unwrap();
}
if matches!(ctx.mode, BuildMode::Fat) {
// add `export { __wbg_get_imports };` to the end of the wasmbindgen js file
let mut js = std::fs::read(self.wasm_bindgen_js_output_file())?;
writeln!(js, "\nexport {{ __wbg_get_imports }};")?;
std::fs::write(self.wasm_bindgen_js_output_file(), js)?;
}
// Make sure to optimize the main wasm file if requested or if bundle splitting
if should_bundle_split || self.release {
ctx.status_optimizing_wasm();
wasm_opt::optimize(&post_bindgen_wasm, &post_bindgen_wasm, &wasm_opt_options).await?;
}
// In release mode, we make the wasm and bindgen files into assets so they get bundled with max
// optimizations.
let wasm_path = if package_to_asset {
// Make sure to register the main wasm file with the asset system
let name = assets.register_asset(&post_bindgen_wasm, AssetOptions::Unknown)?;
format!("assets/{}", name.bundled_path())
} else {
let asset = self.wasm_bindgen_wasm_output_file();
format!("wasm/{}", asset.file_name().unwrap().to_str().unwrap())
};
let js_path = if package_to_asset {
// Register the main.js with the asset system so it bundles in the snippets and optimizes
let name = assets.register_asset(
&self.wasm_bindgen_js_output_file(),
AssetOptions::Js(JsAssetOptions::new().with_minify(true).with_preload(true)),
)?;
format!("assets/{}", name.bundled_path())
} else {
let asset = self.wasm_bindgen_js_output_file();
format!("wasm/{}", asset.file_name().unwrap().to_str().unwrap())
};
// Write the index.html file with the pre-configured contents we got from pre-rendering
std::fs::write(
self.root_dir().join("index.html"),
self.prepare_html(assets, &wasm_path, &js_path).unwrap(),
)?;
Ok(())
}
fn info_plist_contents(&self, platform: Platform) -> Result<String> {
#[derive(Serialize)]
pub struct InfoPlistData {
pub display_name: String,
pub bundle_name: String,
pub bundle_identifier: String,
pub executable_name: String,
}
// Attempt to use the user's manually specified
let _app = &self.config.application;
match platform {
Platform::MacOS => {
if let Some(macos_info_plist) = _app.macos_info_plist.as_deref() {
return Ok(std::fs::read_to_string(macos_info_plist)?);
}
}
Platform::Ios => {
if let Some(macos_info_plist) = _app.ios_info_plist.as_deref() {
return Ok(std::fs::read_to_string(macos_info_plist)?);
}
}
_ => {}
}
match platform {
Platform::MacOS => handlebars::Handlebars::new()
.render_template(
include_str!("../../assets/macos/mac.plist.hbs"),
&InfoPlistData {
display_name: self.bundled_app_name(),
bundle_name: self.bundled_app_name(),
executable_name: self.platform_exe_name(),
bundle_identifier: self.bundle_identifier(),
},
)
.map_err(|e| e.into()),
Platform::Ios => handlebars::Handlebars::new()
.render_template(
include_str!("../../assets/ios/ios.plist.hbs"),
&InfoPlistData {
display_name: self.bundled_app_name(),
bundle_name: self.bundled_app_name(),
executable_name: self.platform_exe_name(),
bundle_identifier: self.bundle_identifier(),
},
)
.map_err(|e| e.into()),
_ => Err(anyhow::anyhow!("Unsupported platform for Info.plist").into()),
}
}
/// Run any final tools to produce apks or other artifacts we might need.
///
/// This might include codesigning, zipping, creating an appimage, etc
async fn assemble(&self, ctx: &BuildContext) -> Result<()> {
if let Platform::Android = self.platform {
ctx.status_running_gradle();
// When the build mode is set to release and there is an Android signature configuration, use assembleRelease
let build_type = if self.release && self.config.bundle.android.is_some() {
"assembleRelease"
} else {
"assembleDebug"
};
let output = Command::new(self.gradle_exe()?)
.arg(build_type)
.current_dir(self.root_dir())
.output()
.await?;
if !output.status.success() {
return Err(anyhow::anyhow!("Failed to assemble apk: {output:?}").into());
}
}
Ok(())
}
/// Run bundleRelease and return the path to the `.aab` file
///
/// <https://stackoverflow.com/questions/57072558/whats-the-difference-between-gradlewassemblerelease-gradlewinstallrelease-and>
pub(crate) async fn android_gradle_bundle(&self) -> Result<PathBuf> {
let output = Command::new(self.gradle_exe()?)
.arg("bundleRelease")
.current_dir(self.root_dir())
.output()
.await
.context("Failed to run gradle bundleRelease")?;
if !output.status.success() {
return Err(anyhow::anyhow!("Failed to bundleRelease: {output:?}").into());
}
let app_release = self
.root_dir()
.join("app")
.join("build")
.join("outputs")
.join("bundle")
.join("release");
// Rename it to Name-arch.aab
let from = app_release.join("app-release.aab");
let to = app_release.join(format!("{}-{}.aab", self.bundled_app_name(), self.triple));
std::fs::rename(from, &to).context("Failed to rename aab")?;
Ok(to)
}
fn gradle_exe(&self) -> Result<PathBuf> {
// make sure we can execute the gradlew script
#[cfg(unix)]
{
use std::os::unix::prelude::PermissionsExt;
std::fs::set_permissions(
self.root_dir().join("gradlew"),
std::fs::Permissions::from_mode(0o755),
)?;
}
let gradle_exec_name = match cfg!(windows) {
true => "gradlew.bat",
false => "gradlew",
};
Ok(self.root_dir().join(gradle_exec_name))
}
pub(crate) fn debug_apk_path(&self) -> PathBuf {
self.root_dir()
.join("app")
.join("build")
.join("outputs")
.join("apk")
.join("debug")
.join("app-debug.apk")
}
/// We only really currently care about:
///
/// - app dir (.app, .exe, .apk, etc)
/// - assetas dir
/// - exe dir (.exe, .app, .apk, etc)
/// - extra scaffolding
///
/// It's not guaranteed that they're different from any other folder
pub(crate) fn prepare_build_dir(&self) -> Result<()> {
use std::fs::{create_dir_all, remove_dir_all};
use std::sync::OnceLock;
static INITIALIZED: OnceLock<Result<()>> = OnceLock::new();
let success = INITIALIZED.get_or_init(|| {
if self.platform != Platform::Server {
_ = remove_dir_all(self.exe_dir());
}
self.flush_session_cache();
create_dir_all(self.root_dir())?;
create_dir_all(self.exe_dir())?;
create_dir_all(self.asset_dir())?;
tracing::debug!(
r#"Initialized build dirs:
• root dir: {:?}
• exe dir: {:?}
• asset dir: {:?}"#,
self.root_dir(),
self.exe_dir(),
self.asset_dir(),
);
// we could download the templates from somewhere (github?) but after having banged my head against
// cargo-mobile2 for ages, I give up with that. We're literally just going to hardcode the templates
// by writing them here.
if let Platform::Android = self.platform {
self.build_android_app_dir()?;
}
Ok(())
});
if let Err(e) = success.as_ref() {
return Err(format!("Failed to initialize build directory: {e}").into());
}
Ok(())
}
pub(crate) fn asset_dir(&self) -> PathBuf {
match self.platform {
Platform::MacOS => self
.root_dir()
.join("Contents")
.join("Resources")
.join("assets"),
Platform::Android => self
.root_dir()
.join("app")
.join("src")
.join("main")
.join("assets"),
// everyone else is soooo normal, just app/assets :)
Platform::Web
| Platform::Ios
| Platform::Windows
| Platform::Linux
| Platform::Server
| Platform::Liveview => self.root_dir().join("assets"),
}
}
/// The directory in which we'll put the main exe
///
/// Mac, Android, Web are a little weird
/// - mac wants to be in Contents/MacOS
/// - android wants to be in jniLibs/arm64-v8a (or others, depending on the platform / architecture)
/// - web wants to be in wasm (which... we don't really need to, we could just drop the wasm into public and it would work)
///
/// I think all others are just in the root folder
///
/// todo(jon): investigate if we need to put .wasm in `wasm`. It kinda leaks implementation details, which ideally we don't want to do.
fn exe_dir(&self) -> PathBuf {
match self.platform {
Platform::MacOS => self.root_dir().join("Contents").join("MacOS"),
Platform::Web => self.root_dir().join("wasm"),
// Android has a whole build structure to it
Platform::Android => self
.root_dir()
.join("app")
.join("src")
.join("main")
.join("jniLibs")
.join(AndroidTools::android_jnilib(&self.triple)),
// these are all the same, I think?
Platform::Windows
| Platform::Linux
| Platform::Ios
| Platform::Server
| Platform::Liveview => self.root_dir(),
}
}
/// Get the path to the wasm bindgen temporary output folder
fn wasm_bindgen_out_dir(&self) -> PathBuf {
self.root_dir().join("wasm")
}
/// Get the path to the wasm bindgen javascript output file
pub(crate) fn wasm_bindgen_js_output_file(&self) -> PathBuf {
self.wasm_bindgen_out_dir()
.join(self.executable_name())
.with_extension("js")
}
/// Get the path to the wasm bindgen wasm output file
pub(crate) fn wasm_bindgen_wasm_output_file(&self) -> PathBuf {
self.wasm_bindgen_out_dir()
.join(format!("{}_bg", self.executable_name()))
.with_extension("wasm")
}
/// Get the path to the asset optimizer version file
pub(crate) fn asset_optimizer_version_file(&self) -> PathBuf {
self.platform_dir().join(".cli-version")
}
fn flush_session_cache(&self) {
let cache_dir = self.session_cache_dir();
_ = std::fs::remove_dir_all(&cache_dir);
_ = std::fs::create_dir_all(&cache_dir);
}
/// Check for tooling that might be required for this build.
///
/// This should generally be only called on the first build since it takes time to verify the tooling
/// is in place, and we don't want to slow down subsequent builds.
pub(crate) async fn verify_tooling(&self, ctx: &BuildContext) -> Result<()> {
ctx.status_installing_tooling();
self
.initialize_profiles()
.context("Failed to initialize profiles - dioxus can't build without them. You might need to initialize them yourself.")?;
match self.platform {
Platform::Web => self.verify_web_tooling().await?,
Platform::Ios => self.verify_ios_tooling().await?,
Platform::Android => self.verify_android_tooling().await?,
Platform::Linux => self.verify_linux_tooling().await?,
Platform::MacOS | Platform::Windows | Platform::Server | Platform::Liveview => {}
}
Ok(())
}
async fn verify_web_tooling(&self) -> Result<()> {
// Install target using rustup.
#[cfg(not(feature = "no-downloads"))]
if !self.workspace.has_wasm32_unknown_unknown() {
tracing::info!(
"Web platform requires wasm32-unknown-unknown to be installed. Installing..."
);
let _ = tokio::process::Command::new("rustup")
.args(["target", "add", "wasm32-unknown-unknown"])
.output()
.await?;
}
// Ensure target is installed.
if !self.workspace.has_wasm32_unknown_unknown() {
return Err(Error::Other(anyhow::anyhow!(
"Missing target wasm32-unknown-unknown."
)));
}
// Wasm bindgen
let krate_bindgen_version = self.wasm_bindgen_version().ok_or(anyhow::anyhow!(
"failed to detect wasm-bindgen version, unable to proceed"
))?;
WasmBindgen::verify_install(&krate_bindgen_version).await?;
Ok(())
}
/// Currently does nothing, but eventually we need to check that the mobile tooling is installed.
///
/// For ios, this would be just aarch64-apple-ios + aarch64-apple-ios-sim, as well as xcrun and xcode-select
///
/// We don't auto-install these yet since we're not doing an architecture check. We assume most users
/// are running on an Apple Silicon Mac, but it would be confusing if we installed these when we actually
/// should be installing the x86 versions.
async fn verify_ios_tooling(&self) -> Result<()> {
// open the simulator
// _ = tokio::process::Command::new("open")
// .arg("/Applications/Xcode.app/Contents/Developer/Applications/Simulator.app")
// .output()
// .await;
// Now xcrun to open the device
// todo: we should try and query the device list and/or parse it rather than hardcode this simulator
// _ = tokio::process::Command::new("xcrun")
// .args(["simctl", "boot", "83AE3067-987F-4F85-AE3D-7079EF48C967"])
// .output()
// .await;
// if !rustup
// .installed_toolchains
// .contains(&"aarch64-apple-ios".to_string())
// {
// tracing::error!("You need to install aarch64-apple-ios to build for ios. Run `rustup target add aarch64-apple-ios` to install it.");
// }
// if !rustup
// .installed_toolchains
// .contains(&"aarch64-apple-ios-sim".to_string())
// {
// tracing::error!("You need to install aarch64-apple-ios to build for ios. Run `rustup target add aarch64-apple-ios` to install it.");
// }
Ok(())
}
/// Check if the android tooling is installed
///
/// looks for the android sdk + ndk
///
/// will do its best to fill in the missing bits by exploring the sdk structure
/// IE will attempt to use the Java installed from android studio if possible.
async fn verify_android_tooling(&self) -> Result<()> {
let linker = self.workspace.android_tools()?.android_cc(&self.triple);
tracing::debug!("Verifying android linker: {linker:?}");
if linker.exists() {
return Ok(());
}
Err(anyhow::anyhow!(
"Android linker not found. Please set the `ANDROID_NDK_HOME` environment variable to the root of your NDK installation."
).into())
}
/// Ensure the right dependencies are installed for linux apps.
/// This varies by distro, so we just do nothing for now.
///
/// Eventually, we want to check for the prereqs for wry/tao as outlined by tauri:
/// <https://tauri.app/start/prerequisites/>
async fn verify_linux_tooling(&self) -> Result<()> {
Ok(())
}
/// update the mtime of the "main" file to bust the fingerprint, forcing rustc to recompile it.
///
/// This prevents rustc from using the cached version of the binary, which can cause issues
/// with our hotpatching setup since it uses linker interception.
///
/// This is sadly a hack. I think there might be other ways of busting the fingerprint (rustc wrapper?)
/// but that would require relying on cargo internals.
///
/// This might stop working if/when cargo stabilizes contents-based fingerprinting.
fn bust_fingerprint(&self, ctx: &BuildContext) -> Result<()> {
if !matches!(ctx.mode, BuildMode::Thin { .. }) {
std::fs::File::open(&self.crate_target.src_path)?.set_modified(SystemTime::now())?;
// read and write the file to update the mtime
if cfg!(target_os = "windows") {
let contents = std::fs::read_to_string(&self.crate_target.src_path)?;
_ = std::fs::write(&self.crate_target.src_path, contents);
}
}
Ok(())
}
async fn create_patch_cache(&self, exe: &Path) -> Result<HotpatchModuleCache> {
let exe = match self.platform {
Platform::Web => self.wasm_bindgen_wasm_output_file(),
_ => exe.to_path_buf(),
};
Ok(HotpatchModuleCache::new(&exe, &self.triple)?)
}
/// Users create an index.html for their SPA if they want it
///
/// We always write our wasm as main.js and main_bg.wasm
///
/// In prod we run the optimizer which bundles everything together properly
///
/// So their index.html needs to include main.js in the scripts otherwise nothing happens?
///
/// Seems like every platform has a weird file that declares a bunch of stuff
/// - web: index.html
/// - ios: info.plist
/// - macos: info.plist
/// - linux: appimage root thing?
/// - android: androidmanifest.xml
///
/// You also might different variants of these files (staging / prod) and different flavors (eu/us)
///
/// web's index.html is weird since it's not just a bundle format but also a *content* format
pub(crate) fn prepare_html(
&self,
assets: &AssetManifest,
wasm_path: &str,
js_path: &str,
) -> Result<String> {
let mut html = {
const DEV_DEFAULT_HTML: &str = include_str!("../../assets/web/dev.index.html");
const PROD_DEFAULT_HTML: &str = include_str!("../../assets/web/prod.index.html");
let crate_root: &Path = &self.crate_dir();
let custom_html_file = crate_root.join("index.html");
let default_html = match self.release {
true => PROD_DEFAULT_HTML,
false => DEV_DEFAULT_HTML,
};
std::fs::read_to_string(custom_html_file).unwrap_or_else(|_| String::from(default_html))
};
// Inject any resources from the config into the html
self.inject_resources(assets, &mut html)?;
// Inject loading scripts if they are not already present
self.inject_loading_scripts(&mut html);
// Replace any special placeholders in the HTML with resolved values
self.replace_template_placeholders(&mut html, wasm_path, js_path);
let title = self.config.web.app.title.clone();
Self::replace_or_insert_before("{app_title}", "</title", &title, &mut html);
Ok(html)
}
fn is_dev_build(&self) -> bool {
!self.release
}
// Inject any resources from the config into the html
fn inject_resources(&self, assets: &AssetManifest, html: &mut String) -> Result<()> {
use std::fmt::Write;
// Collect all resources into a list of styles and scripts
let resources = &self.config.web.resource;
let mut style_list = resources.style.clone().unwrap_or_default();
let mut script_list = resources.script.clone().unwrap_or_default();
if self.is_dev_build() {
style_list.extend(resources.dev.style.iter().cloned());
script_list.extend(resources.dev.script.iter().cloned());
}
let mut head_resources = String::new();
// Add all styles to the head
for style in &style_list {
writeln!(
&mut head_resources,
"<link rel=\"stylesheet\" href=\"{}\">",
&style.to_str().unwrap(),
)?;
}
// Add all scripts to the head
for script in &script_list {
writeln!(
&mut head_resources,
"<script src=\"{}\"></script>",
&script.to_str().unwrap(),
)?;
}
// Add the base path to the head if this is a debug build
if self.is_dev_build() {
if let Some(base_path) = &self.base_path() {
head_resources.push_str(&format_base_path_meta_element(base_path));
}
}
// Inject any resources from manganis into the head
for asset in assets.assets() {
let asset_path = asset.bundled_path();
match asset.options() {
AssetOptions::Css(css_options) => {
if css_options.preloaded() {
head_resources.push_str(&format!(
"<link rel=\"preload\" as=\"style\" href=\"/{{base_path}}/assets/{asset_path}\" crossorigin>"
))
}
}
AssetOptions::Image(image_options) => {
if image_options.preloaded() {
head_resources.push_str(&format!(
"<link rel=\"preload\" as=\"image\" href=\"/{{base_path}}/assets/{asset_path}\" crossorigin>"
))
}
}
AssetOptions::Js(js_options) => {
if js_options.preloaded() {
head_resources.push_str(&format!(
"<link rel=\"preload\" as=\"script\" href=\"/{{base_path}}/assets/{asset_path}\" crossorigin>"
))
}
}
_ => {}
}
}
// Manually inject the wasm file for preloading. WASM currently doesn't support preloading in the manganis asset system
let wasm_source_path = self.wasm_bindgen_wasm_output_file();
if let Some(wasm_assets) = assets.get_assets_for_source(&wasm_source_path) {
let wasm_path = wasm_assets
.iter()
.next()
.expect("There should be exactly one optimized wasm asset");
let wasm_path = wasm_path.bundled_path();
head_resources.push_str(&format!(
"<link rel=\"preload\" as=\"fetch\" type=\"application/wasm\" href=\"/{{base_path}}/assets/{wasm_path}\" crossorigin>"
));
Self::replace_or_insert_before("{style_include}", "</head", &head_resources, html);
}
Ok(())
}
/// Inject loading scripts if they are not already present
fn inject_loading_scripts(&self, html: &mut String) {
// If it looks like we are already loading wasm or the current build opted out of injecting loading scripts, don't inject anything
if !self.inject_loading_scripts || html.contains("__wbindgen_start") {
return;
}
// If not, insert the script
*html = html.replace(
"</body",
r#" <script>
// We can't use a module script here because we need to start the script immediately when streaming
import("/{base_path}/{js_path}").then(
({ default: init, initSync, __wbg_get_imports }) => {
// export initSync in case a split module needs to initialize
window.__wasm_split_main_initSync = initSync;
// Actually perform the load
init({module_or_path: "/{base_path}/{wasm_path}"}).then((wasm) => {
// assign this module to be accessible globally
window.__dx_mainWasm = wasm;
window.__dx_mainInit = init;
window.__dx_mainInitSync = initSync;
window.__dx___wbg_get_imports = __wbg_get_imports;
if (wasm.__wbindgen_start == undefined) {
wasm.main();
}
});
}
);
</script>
</body"#,
);
}
/// Replace any special placeholders in the HTML with resolved values
fn replace_template_placeholders(&self, html: &mut String, wasm_path: &str, js_path: &str) {
let base_path = self.base_path_or_default();
*html = html.replace("{base_path}", base_path);
let app_name = &self.executable_name();
// If the html contains the old `{app_name}` placeholder, replace {app_name}_bg.wasm and {app_name}.js
// with the new paths
*html = html.replace("wasm/{app_name}_bg.wasm", wasm_path);
*html = html.replace("wasm/{app_name}.js", js_path);
// Otherwise replace the new placeholders
*html = html.replace("{wasm_path}", wasm_path);
*html = html.replace("{js_path}", js_path);
// Replace the app_name if we find it anywhere standalone
*html = html.replace("{app_name}", app_name);
}
/// Replace a string or insert the new contents before a marker
fn replace_or_insert_before(
replace: &str,
or_insert_before: &str,
with: &str,
content: &mut String,
) {
if content.contains(replace) {
*content = content.replace(replace, with);
} else if let Some(pos) = content.find(or_insert_before) {
content.insert_str(pos, with);
}
}
/// Get the base path from the config or None if this is not a web or server build
pub(crate) fn base_path(&self) -> Option<&str> {
self.base_path
.as_deref()
.or(self.config.web.app.base_path.as_deref())
.filter(|_| matches!(self.platform, Platform::Web | Platform::Server))
}
/// Get the normalized base path for the application with `/` trimmed from both ends. If the base path is not set, this will return `.`.
pub(crate) fn base_path_or_default(&self) -> &str {
let trimmed_path = self.base_path().unwrap_or_default().trim_matches('/');
if trimmed_path.is_empty() {
"."
} else {
trimmed_path
}
}
/// Get the path to the package manifest directory
pub(crate) fn package_manifest_dir(&self) -> PathBuf {
self.workspace.krates[self.crate_package]
.manifest_path
.parent()
.unwrap()
.to_path_buf()
.into()
}
pub(crate) async fn start_simulators(&self) -> Result<()> {
if self.device {
return Ok(());
}
match self.platform {
// Boot an iOS simulator if one is not already running.
//
// We always choose the most recently opened simulator based on the xcrun list.
// Note that simulators can be running but the simulator app itself is not open.
// Calling `open::that` is always fine, even on running apps, since apps are singletons.
Platform::Ios => {
#[derive(Deserialize, Debug)]
struct XcrunListJson {
// "com.apple.CoreSimulator.SimRuntime.iOS-18-4": [{}, {}, {}]
devices: BTreeMap<String, Vec<XcrunDevice>>,
}
#[derive(Deserialize, Debug)]
struct XcrunDevice {
#[serde(rename = "lastBootedAt")]
last_booted_at: Option<String>,
udid: String,
name: String,
state: String,
}
let xcrun_list = Command::new("xcrun")
.arg("simctl")
.arg("list")
.arg("-j")
.output()
.await?;
let as_str = String::from_utf8_lossy(&xcrun_list.stdout);
let xcrun_list_json = serde_json::from_str::<XcrunListJson>(as_str.trim());
if let Ok(xcrun_list_json) = xcrun_list_json {
if xcrun_list_json.devices.is_empty() {
tracing::warn!(
"No iOS sdks installed found. Please install the iOS SDK in Xcode."
);
}
if let Some((_rt, devices)) = xcrun_list_json.devices.iter().next() {
if devices.iter().all(|device| device.state != "Booted") {
let last_booted =
devices
.iter()
.max_by_key(|device| match device.last_booted_at {
Some(ref last_booted) => last_booted,
None => "2000-01-01T01:01:01Z",
});
if let Some(device) = last_booted {
tracing::info!("Booting iOS simulator: \"{}\"", device.name);
Command::new("xcrun")
.arg("simctl")
.arg("boot")
.arg(&device.udid)
.output()
.await?;
}
}
}
}
let path_to_xcode = Command::new("xcode-select")
.arg("--print-path")
.output()
.await?;
let path_to_xcode: PathBuf = String::from_utf8_lossy(&path_to_xcode.stdout)
.as_ref()
.trim()
.into();
let path_to_sim = path_to_xcode.join("Applications").join("Simulator.app");
open::that_detached(path_to_sim)?;
}
Platform::Android => {
let tools = self.workspace.android_tools()?;
tokio::spawn(async move {
let emulator = tools.emulator();
let avds = Command::new(&emulator)
.arg("-list-avds")
.output()
.await
.unwrap();
let avds = String::from_utf8_lossy(&avds.stdout);
let avd = avds.trim().lines().next().map(|s| s.trim().to_string());
if let Some(avd) = avd {
tracing::info!("Booting Android emulator: \"{avd}\"");
Command::new(&emulator)
.arg("-avd")
.arg(avd)
.args(["-netdelay", "none", "-netspeed", "full"])
.stdout(std::process::Stdio::null()) // prevent accumulating huge amounts of mem usage
.stderr(std::process::Stdio::null()) // prevent accumulating huge amounts of mem usage
.output()
.await
.unwrap();
} else {
tracing::warn!("No Android emulators found. Please create one using `emulator -avd <name>`");
}
});
}
_ => {
// nothing - maybe on the web we should open the browser?
}
};
Ok(())
}
fn select_ranlib(&self) -> Option<PathBuf> {
// prefer the modern llvm-ranlib if they have it
which::which("llvm-ranlib")
.or_else(|_| which::which("ranlib"))
.ok()
}
}