Files
dioxus/packages/cli/src/serve/handle.rs
T
Andrew Voynov 67515ce812 Allow to connect to the dev server from a physical Android device (#3634)
* fix(android): now dev server just works on devices

* fix: allow custom port for Android app development

* refactor: simplified URL creation in LaunchBuilder
2025-01-31 14:29:54 -08:00

851 lines
33 KiB
Rust

use crate::{AppBundle, DioxusCrate, Platform, Result};
use anyhow::Context;
use dioxus_cli_opt::process_file_to;
use std::{
net::SocketAddr,
path::{Path, PathBuf},
process::Stdio,
};
use tokio::{
io::{AsyncBufReadExt, BufReader, Lines},
process::{Child, ChildStderr, ChildStdout, Command},
};
/// A handle to a running app.
///
/// Also includes a handle to its server if it exists.
/// The actual child processes might not be present (web) or running (died/killed).
///
/// The purpose of this struct is to accumulate state about the running app and its server, like
/// any runtime information needed to hotreload the app or send it messages.
///
/// We might want to bring in websockets here too, so we know the exact channels the app is using to
/// communicate with the devserver. Currently that's a broadcast-type system, so this struct isn't super
/// duper useful.
///
/// todo: restructure this such that "open" is a running task instead of blocking the main thread
pub(crate) struct AppHandle {
pub(crate) app: AppBundle,
// These might be None if the app died or the user did not specify a server
pub(crate) app_child: Option<Child>,
pub(crate) server_child: Option<Child>,
// stdio for the app so we can read its stdout/stderr
// we don't map stdin today (todo) but most apps don't need it
pub(crate) app_stdout: Option<Lines<BufReader<ChildStdout>>>,
pub(crate) app_stderr: Option<Lines<BufReader<ChildStderr>>>,
pub(crate) server_stdout: Option<Lines<BufReader<ChildStdout>>>,
pub(crate) server_stderr: Option<Lines<BufReader<ChildStderr>>>,
/// The executables but with some extra entropy in their name so we can run two instances of the
/// same app without causing collisions on the filesystem.
pub(crate) entropy_app_exe: Option<PathBuf>,
pub(crate) entropy_server_exe: Option<PathBuf>,
/// The virtual directory that assets will be served from
/// Used mostly for apk/ipa builds since they live in simulator
pub(crate) runtime_asst_dir: Option<PathBuf>,
}
impl AppHandle {
pub async fn new(app: AppBundle) -> Result<Self> {
Ok(AppHandle {
app,
runtime_asst_dir: None,
app_child: None,
app_stderr: None,
app_stdout: None,
server_child: None,
server_stdout: None,
server_stderr: None,
entropy_app_exe: None,
entropy_server_exe: None,
})
}
pub(crate) async fn open(
&mut self,
devserver_ip: SocketAddr,
start_fullstack_on_address: Option<SocketAddr>,
open_browser: bool,
) -> Result<()> {
let krate = &self.app.build.krate;
// Set the env vars that the clients will expect
// These need to be stable within a release version (ie 0.6.0)
let mut envs = vec![
(dioxus_cli_config::CLI_ENABLED_ENV, "true".to_string()),
(
dioxus_cli_config::ALWAYS_ON_TOP_ENV,
krate.settings.always_on_top.unwrap_or(true).to_string(),
),
(
dioxus_cli_config::APP_TITLE_ENV,
krate.config.web.app.title.clone(),
),
("RUST_BACKTRACE", "1".to_string()),
(
dioxus_cli_config::DEVSERVER_IP_ENV,
devserver_ip.ip().to_string(),
),
(
dioxus_cli_config::DEVSERVER_PORT_ENV,
devserver_ip.port().to_string(),
),
// unset the cargo dirs in the event we're running `dx` locally
// since the child process will inherit the env vars, we don't want to confuse the downstream process
("CARGO_MANIFEST_DIR", "".to_string()),
(
dioxus_cli_config::SESSION_CACHE_DIR,
self.app
.build
.krate
.session_cache_dir()
.display()
.to_string(),
),
];
if let Some(base_path) = &krate.config.web.app.base_path {
envs.push((dioxus_cli_config::ASSET_ROOT_ENV, base_path.clone()));
}
// Launch the server if we were given an address to start it on, and the build includes a server. After we
// start the server, consume its stdout/stderr.
if let (Some(addr), Some(server)) = (start_fullstack_on_address, self.server_exe()) {
tracing::debug!("Proxying fullstack server from port {:?}", addr);
envs.push((dioxus_cli_config::SERVER_IP_ENV, addr.ip().to_string()));
envs.push((dioxus_cli_config::SERVER_PORT_ENV, addr.port().to_string()));
tracing::debug!("Launching server from path: {server:?}");
let mut child = Command::new(server)
.envs(envs.clone())
.stderr(Stdio::piped())
.stdout(Stdio::piped())
.kill_on_drop(true)
.spawn()?;
let stdout = BufReader::new(child.stdout.take().unwrap());
let stderr = BufReader::new(child.stderr.take().unwrap());
self.server_stdout = Some(stdout.lines());
self.server_stderr = Some(stderr.lines());
self.server_child = Some(child);
}
// We try to use stdin/stdout to communicate with the app
let running_process = match self.app.build.build.platform() {
// Unfortunately web won't let us get a proc handle to it (to read its stdout/stderr) so instead
// use use the websocket to communicate with it. I wish we could merge the concepts here,
// like say, opening the socket as a subprocess, but alas, it's simpler to do that somewhere else.
Platform::Web => {
// Only the first build we open the web app, after that the user knows it's running
if open_browser {
self.open_web(devserver_ip);
}
None
}
Platform::Ios => Some(self.open_ios_sim(envs).await?),
// https://developer.android.com/studio/run/emulator-commandline
Platform::Android => {
self.open_android_sim(devserver_ip, envs).await;
None
}
// These are all just basically running the main exe, but with slightly different resource dir paths
Platform::Server
| Platform::MacOS
| Platform::Windows
| Platform::Linux
| Platform::Liveview => Some(self.open_with_main_exe(envs)?),
};
// If we have a running process, we need to attach to it and wait for its outputs
if let Some(mut child) = running_process {
let stdout = BufReader::new(child.stdout.take().unwrap());
let stderr = BufReader::new(child.stderr.take().unwrap());
self.app_stdout = Some(stdout.lines());
self.app_stderr = Some(stderr.lines());
self.app_child = Some(child);
}
Ok(())
}
/// Gracefully kill the process and all of its children
///
/// Uses the `SIGTERM` signal on unix and `taskkill` on windows.
/// This complex logic is necessary for things like window state preservation to work properly.
///
/// Also wipes away the entropy executables if they exist.
pub(crate) async fn cleanup(&mut self) {
// Soft-kill the process by sending a sigkill, allowing the process to clean up
self.soft_kill().await;
// Wipe out the entropy executables if they exist
if let Some(entropy_app_exe) = self.entropy_app_exe.take() {
_ = std::fs::remove_file(entropy_app_exe);
}
if let Some(entropy_server_exe) = self.entropy_server_exe.take() {
_ = std::fs::remove_file(entropy_server_exe);
}
}
/// Kill the app and server exes
pub(crate) async fn soft_kill(&mut self) {
use futures_util::FutureExt;
// Kill any running executables on Windows
let server_process = self.server_child.take();
let client_process = self.app_child.take();
let processes = [server_process, client_process]
.into_iter()
.flatten()
.collect::<Vec<_>>();
for mut process in processes {
let Some(pid) = process.id() else {
_ = process.kill().await;
continue;
};
// on unix, we can send a signal to the process to shut down
#[cfg(unix)]
{
_ = Command::new("kill")
.args(["-s", "TERM", &pid.to_string()])
.spawn();
}
// on windows, use the `taskkill` command
#[cfg(windows)]
{
_ = Command::new("taskkill")
.args(["/F", "/PID", &pid.to_string()])
.spawn();
}
// join the wait with a 100ms timeout
futures_util::select! {
_ = process.wait().fuse() => {}
_ = tokio::time::sleep(std::time::Duration::from_millis(1000)).fuse() => {}
};
}
}
/// Hotreload an asset in the running app.
///
/// This will modify the build dir in place! Be careful! We generally assume you want all bundles
/// to reflect the latest changes, so we will modify the bundle.
///
/// However, not all platforms work like this, so we might also need to update a separate asset
/// dir that the system simulator might be providing. We know this is the case for ios simulators
/// and haven't yet checked for android.
///
/// This will return the bundled name of the asset such that we can send it to the clients letting
/// them know what to reload. It's not super important that this is robust since most clients will
/// kick all stylsheets without necessarily checking the name.
pub(crate) async fn hotreload_bundled_asset(&self, changed_file: &PathBuf) -> Option<PathBuf> {
let mut bundled_name = None;
// Use the build dir if there's no runtime asset dir as the override. For the case of ios apps,
// we won't actually be using the build dir.
let asset_dir = match self.runtime_asst_dir.as_ref() {
Some(dir) => dir.to_path_buf().join("assets/"),
None => self.app.build.asset_dir(),
};
tracing::debug!("Hotreloading asset {changed_file:?} in target {asset_dir:?}");
// If the asset shares the same name in the bundle, reload that
if let Some(legacy_asset_dir) = self.app.build.krate.legacy_asset_dir() {
if changed_file.starts_with(&legacy_asset_dir) {
tracing::debug!("Hotreloading legacy asset {changed_file:?}");
let trimmed = changed_file.strip_prefix(legacy_asset_dir).unwrap();
let res = std::fs::copy(changed_file, asset_dir.join(trimmed));
bundled_name = Some(trimmed.to_path_buf());
if let Err(e) = res {
tracing::debug!("Failed to hotreload legacy asset {e}");
}
}
}
// Canonicalize the path as Windows may use long-form paths "\\\\?\\C:\\".
let changed_file = dunce::canonicalize(changed_file)
.inspect_err(|e| tracing::debug!("Failed to canonicalize hotreloaded asset: {e}"))
.ok()?;
// The asset might've been renamed thanks to the manifest, let's attempt to reload that too
if let Some(resource) = self.app.app.assets.assets.get(&changed_file).as_ref() {
let output_path = asset_dir.join(resource.bundled_path());
// Remove the old asset if it exists
_ = std::fs::remove_file(&output_path);
// And then process the asset with the options into the **old** asset location. If we recompiled,
// the asset would be in a new location because the contents and hash have changed. Since we are
// hotreloading, we need to use the old asset location it was originally written to.
let options = *resource.options();
let res = process_file_to(&options, &changed_file, &output_path);
bundled_name = Some(PathBuf::from(resource.bundled_path()));
if let Err(e) = res {
tracing::debug!("Failed to hotreload asset {e}");
}
}
// If the emulator is android, we need to copy the asset to the device with `adb push asset /data/local/tmp/dx/assets/filename.ext`
if self.app.build.build.platform() == Platform::Android {
if let Some(bundled_name) = bundled_name.as_ref() {
let target = dioxus_cli_config::android_session_cache_dir().join(bundled_name);
tracing::debug!("Pushing asset to device: {target:?}");
let res = tokio::process::Command::new(DioxusCrate::android_adb())
.arg("push")
.arg(&changed_file)
.arg(target)
.output()
.await
.context("Failed to push asset to device");
if let Err(e) = res {
tracing::debug!("Failed to push asset to device: {e}");
}
}
}
// Now we can return the bundled asset name to send to the hotreload engine
bundled_name
}
/// Open the native app simply by running its main exe
///
/// Eventually, for mac, we want to run the `.app` with `open` to fix issues with `dylib` paths,
/// but for now, we just run the exe directly. Very few users should be caring about `dylib` search
/// paths right now, but they will when we start to enable things like swift integration.
///
/// Server/liveview/desktop are all basically the same, though
fn open_with_main_exe(&mut self, envs: Vec<(&str, String)>) -> Result<Child> {
// Create a new entropy app exe if we need to
let main_exe = self.app_exe();
let child = Command::new(main_exe)
.envs(envs)
.stderr(Stdio::piped())
.stdout(Stdio::piped())
.kill_on_drop(true)
.spawn()?;
Ok(child)
}
/// Open the web app by opening the browser to the given address.
/// Check if we need to use https or not, and if so, add the protocol.
/// Go to the basepath if that's set too.
fn open_web(&self, address: SocketAddr) {
let base_path = self.app.build.krate.config.web.app.base_path.clone();
let https = self
.app
.build
.krate
.config
.web
.https
.enabled
.unwrap_or_default();
let protocol = if https { "https" } else { "http" };
let base_path = match base_path.as_deref() {
Some(base_path) => format!("/{}", base_path.trim_matches('/')),
None => "".to_owned(),
};
_ = open::that(format!("{protocol}://{address}{base_path}"));
}
/// Use `xcrun` to install the app to the simulator
/// With simulators, we're free to basically do anything, so we don't need to do any fancy codesigning
/// or entitlements, or anything like that.
///
/// However, if there's no simulator running, this *might* fail.
///
/// TODO(jon): we should probably check if there's a simulator running before trying to install,
/// and open the simulator if we have to.
async fn open_ios_sim(&mut self, envs: Vec<(&str, String)>) -> Result<Child> {
tracing::debug!(
"Installing app to simulator {:?}",
self.app.build.root_dir()
);
let res = Command::new("xcrun")
.arg("simctl")
.arg("install")
.arg("booted")
.arg(self.app.build.root_dir())
.stderr(Stdio::piped())
.stdout(Stdio::piped())
.output()
.await?;
tracing::debug!("Installed app to simulator with exit code: {res:?}");
// Remap the envs to the correct simctl env vars
// iOS sim lets you pass env vars but they need to be in the format "SIMCTL_CHILD_XXX=XXX"
let ios_envs = envs
.iter()
.map(|(k, v)| (format!("SIMCTL_CHILD_{k}"), v.clone()));
let child = Command::new("xcrun")
.arg("simctl")
.arg("launch")
.arg("--console")
.arg("booted")
.arg(self.app.build.krate.bundle_identifier())
.envs(ios_envs)
.stderr(Stdio::piped())
.stdout(Stdio::piped())
.kill_on_drop(true)
.spawn()?;
Ok(child)
}
/// We have this whole thing figured out, but we don't actually use it yet.
///
/// Launching on devices is more complicated and requires us to codesign the app, which we don't
/// currently do.
///
/// Converting these commands shouldn't be too hard, but device support would imply we need
/// better support for codesigning and entitlements.
#[allow(unused)]
async fn open_ios_device(&self) -> Result<()> {
use serde_json::Value;
let app_path = self.app.build.root_dir();
install_app(&app_path).await?;
// 2. Determine which device the app was installed to
let device_uuid = get_device_uuid().await?;
// 3. Get the installation URL of the app
let installation_url = get_installation_url(&device_uuid, &app_path).await?;
// 4. Launch the app into the background, paused
launch_app_paused(&device_uuid, &installation_url).await?;
// 5. Pick up the paused app and resume it
resume_app(&device_uuid).await?;
async fn install_app(app_path: &PathBuf) -> Result<()> {
let output = Command::new("xcrun")
.args(["simctl", "install", "booted"])
.arg(app_path)
.output()
.await?;
if !output.status.success() {
return Err(format!("Failed to install app: {:?}", output).into());
}
Ok(())
}
async fn get_device_uuid() -> Result<String> {
let output = Command::new("xcrun")
.args([
"devicectl",
"list",
"devices",
"--json-output",
"target/deviceid.json",
])
.output()
.await?;
let json: Value =
serde_json::from_str(&std::fs::read_to_string("target/deviceid.json")?)
.context("Failed to parse xcrun output")?;
let device_uuid = json["result"]["devices"][0]["identifier"]
.as_str()
.ok_or("Failed to extract device UUID")?
.to_string();
Ok(device_uuid)
}
async fn get_installation_url(device_uuid: &str, app_path: &Path) -> Result<String> {
// xcrun devicectl device install app --device <uuid> --path <path> --json-output
let output = Command::new("xcrun")
.args([
"devicectl",
"device",
"install",
"app",
"--device",
device_uuid,
&app_path.display().to_string(),
"--json-output",
"target/xcrun.json",
])
.output()
.await?;
if !output.status.success() {
return Err(format!("Failed to install app: {:?}", output).into());
}
let json: Value = serde_json::from_str(&std::fs::read_to_string("target/xcrun.json")?)
.context("Failed to parse xcrun output")?;
let installation_url = json["result"]["installedApplications"][0]["installationURL"]
.as_str()
.ok_or("Failed to extract installation URL")?
.to_string();
Ok(installation_url)
}
async fn launch_app_paused(device_uuid: &str, installation_url: &str) -> Result<()> {
let output = Command::new("xcrun")
.args([
"devicectl",
"device",
"process",
"launch",
"--no-activate",
"--verbose",
"--device",
device_uuid,
installation_url,
"--json-output",
"target/launch.json",
])
.output()
.await?;
if !output.status.success() {
return Err(format!("Failed to launch app: {:?}", output).into());
}
Ok(())
}
async fn resume_app(device_uuid: &str) -> Result<()> {
let json: Value = serde_json::from_str(&std::fs::read_to_string("target/launch.json")?)
.context("Failed to parse xcrun output")?;
let status_pid = json["result"]["process"]["processIdentifier"]
.as_u64()
.ok_or("Failed to extract process identifier")?;
let output = Command::new("xcrun")
.args([
"devicectl",
"device",
"process",
"resume",
"--device",
device_uuid,
"--pid",
&status_pid.to_string(),
])
.output()
.await?;
if !output.status.success() {
return Err(format!("Failed to resume app: {:?}", output).into());
}
Ok(())
}
unimplemented!("dioxus-cli doesn't support ios devices yet.")
}
#[allow(unused)]
async fn codesign_ios(&self) -> Result<()> {
const CODESIGN_ERROR: &str = r#"This is likely because you haven't
- Created a provisioning profile before
- Accepted the Apple Developer Program License Agreement
The agreement changes frequently and might need to be accepted again.
To accept the agreement, go to https://developer.apple.com/account
To create a provisioning profile, follow the instructions here:
https://developer.apple.com/documentation/xcode/sharing-your-teams-signing-certificates"#;
let profiles_folder = dirs::home_dir()
.context("Your machine has no home-dir")?
.join("Library/MobileDevice/Provisioning Profiles");
if !profiles_folder.exists() || profiles_folder.read_dir()?.next().is_none() {
tracing::error!(
r#"No provisioning profiles found when trying to codesign the app.
We checked the folder: {}
{CODESIGN_ERROR}
"#,
profiles_folder.display()
)
}
let identities = Command::new("security")
.args(["find-identity", "-v", "-p", "codesigning"])
.output()
.await
.context("Failed to run `security find-identity -v -p codesigning`")
.map(|e| {
String::from_utf8(e.stdout)
.context("Failed to parse `security find-identity -v -p codesigning`")
})??;
// Parsing this:
// 51ADE4986E0033A5DB1C794E0D1473D74FD6F871 "Apple Development: jkelleyrtp@gmail.com (XYZYZY)"
let app_dev_name = regex::Regex::new(r#""Apple Development: (.+)""#)
.unwrap()
.captures(&identities)
.and_then(|caps| caps.get(1))
.map(|m| m.as_str())
.context(
"Failed to find Apple Development in `security find-identity -v -p codesigning`",
)?;
// Acquire the provision file
let provision_file = profiles_folder
.read_dir()?
.flatten()
.find(|entry| {
entry
.file_name()
.to_str()
.map(|s| s.contains("mobileprovision"))
.unwrap_or_default()
})
.context("Failed to find a provisioning profile. \n\n{CODESIGN_ERROR}")?;
// The .mobileprovision file has some random binary thrown into into, but it's still basically a plist
// Let's use the plist markers to find the start and end of the plist
fn cut_plist(bytes: &[u8], byte_match: &[u8]) -> Option<usize> {
bytes
.windows(byte_match.len())
.enumerate()
.rev()
.find(|(_, slice)| *slice == byte_match)
.map(|(i, _)| i + byte_match.len())
}
let bytes = std::fs::read(provision_file.path())?;
let cut1 = cut_plist(&bytes, b"<plist").context("Failed to parse .mobileprovision file")?;
let cut2 = cut_plist(&bytes, r#"</dict>"#.as_bytes())
.context("Failed to parse .mobileprovision file")?;
let sub_bytes = &bytes[(cut1 - 6)..cut2];
let mbfile: ProvisioningProfile =
plist::from_bytes(sub_bytes).context("Failed to parse .mobileprovision file")?;
#[derive(serde::Deserialize, Debug)]
struct ProvisioningProfile {
#[serde(rename = "TeamIdentifier")]
team_identifier: Vec<String>,
#[serde(rename = "ApplicationIdentifierPrefix")]
application_identifier_prefix: Vec<String>,
#[serde(rename = "Entitlements")]
entitlements: Entitlements,
}
#[derive(serde::Deserialize, Debug)]
struct Entitlements {
#[serde(rename = "application-identifier")]
application_identifier: String,
#[serde(rename = "keychain-access-groups")]
keychain_access_groups: Vec<String>,
}
let entielements_xml = format!(
r#"
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0"><dict>
<key>application-identifier</key>
<string>{APPLICATION_IDENTIFIER}</string>
<key>keychain-access-groups</key>
<array>
<string>{APP_ID_ACCESS_GROUP}.*</string>
</array>
<key>get-task-allow</key>
<true/>
<key>com.apple.developer.team-identifier</key>
<string>{TEAM_IDENTIFIER}</string>
</dict></plist>
"#,
APPLICATION_IDENTIFIER = mbfile.entitlements.application_identifier,
APP_ID_ACCESS_GROUP = mbfile.entitlements.keychain_access_groups[0],
TEAM_IDENTIFIER = mbfile.team_identifier[0],
);
// write to a temp file
let temp_file = tempfile::NamedTempFile::new()?;
std::fs::write(temp_file.path(), entielements_xml)?;
// codesign the app
let output = Command::new("codesign")
.args([
"--force",
"--entitlements",
temp_file.path().to_str().unwrap(),
"--sign",
app_dev_name,
])
.arg(self.app.build.root_dir())
.output()
.await
.context("Failed to codesign the app")?;
if !output.status.success() {
let stderr = String::from_utf8(output.stderr).unwrap_or_default();
return Err(format!("Failed to codesign the app: {stderr}").into());
}
Ok(())
}
async fn open_android_sim(
&self,
devserver_socket: SocketAddr,
envs: Vec<(&'static str, String)>,
) {
let apk_path = self.app.apk_path();
let session_cache = self.app.build.krate.session_cache_dir();
let full_mobile_app_name = self.app.build.krate.full_mobile_app_name();
// Start backgrounded since .open() is called while in the arm of the top-level match
tokio::task::spawn(async move {
let port = devserver_socket.port();
if let Err(e) = Command::new("adb")
.arg("reverse")
.arg(format!("tcp:{}", port))
.arg(format!("tcp:{}", port))
.stderr(Stdio::piped())
.stdout(Stdio::piped())
.output()
.await
{
tracing::error!("failed to forward port {port}: {e}");
}
// Install
// adb install -r app-debug.apk
if let Err(e) = Command::new(DioxusCrate::android_adb())
.arg("install")
.arg("-r")
.arg(apk_path)
.stderr(Stdio::piped())
.stdout(Stdio::piped())
.output()
.await
{
tracing::error!("Failed to install apk with `adb`: {e}");
};
// Write the env vars to a .env file in our session cache
let env_file = session_cache.join(".env");
let contents: String = envs
.iter()
.map(|(key, value)| format!("{key}={value}"))
.collect::<Vec<_>>()
.join("\n");
_ = std::fs::write(&env_file, contents);
// Push the env file to the device
if let Err(e) = tokio::process::Command::new(DioxusCrate::android_adb())
.arg("push")
.arg(env_file)
.arg(dioxus_cli_config::android_session_cache_dir().join(".env"))
.output()
.await
.context("Failed to push asset to device")
{
tracing::error!("Failed to push .env file to device: {e}");
}
// eventually, use the user's MainAcitivty, not our MainAcitivty
// adb shell am start -n dev.dioxus.main/dev.dioxus.main.MainActivity
let activity_name = format!("{}/dev.dioxus.main.MainActivity", full_mobile_app_name,);
if let Err(e) = Command::new(DioxusCrate::android_adb())
.arg("shell")
.arg("am")
.arg("start")
.arg("-n")
.arg(activity_name)
.stderr(Stdio::piped())
.stdout(Stdio::piped())
.output()
.await
{
tracing::error!("Failed to start app with `adb`: {e}");
};
});
}
fn make_entropy_path(exe: &PathBuf) -> PathBuf {
let id = uuid::Uuid::new_v4();
let name = id.to_string();
let some_entropy = name.split('-').next().unwrap();
// Make a copy of the server exe with a new name
let entropy_server_exe = exe.with_file_name(format!(
"{}-{}",
exe.file_name().unwrap().to_str().unwrap(),
some_entropy
));
std::fs::copy(exe, &entropy_server_exe).unwrap();
entropy_server_exe
}
fn server_exe(&mut self) -> Option<PathBuf> {
let mut server = self.app.server_exe()?;
// Create a new entropy server exe if we need to
if cfg!(target_os = "windows") || cfg!(target_os = "linux") {
// If we already have an entropy server exe, return it - this is useful for re-opening the same app
if let Some(existing_server) = self.entropy_server_exe.clone() {
return Some(existing_server);
}
// Otherwise, create a new entropy server exe and save it for re-opning
let entropy_server_exe = Self::make_entropy_path(&server);
self.entropy_server_exe = Some(entropy_server_exe.clone());
server = entropy_server_exe;
}
Some(server)
}
fn app_exe(&mut self) -> PathBuf {
let mut main_exe = self.app.main_exe();
// The requirement here is based on the platform, not necessarily our current architecture.
let requires_entropy = match self.app.build.build.platform() {
// When running "bundled", we don't need entropy
Platform::Web => false,
Platform::MacOS => false,
Platform::Ios => false,
Platform::Android => false,
// But on platforms that aren't running as "bundled", we do.
Platform::Windows => true,
Platform::Linux => true,
Platform::Server => true,
Platform::Liveview => true,
};
if requires_entropy || std::env::var("DIOXUS_ENTROPY").is_ok() {
// If we already have an entropy app exe, return it - this is useful for re-opening the same app
if let Some(existing_app_exe) = self.entropy_app_exe.clone() {
return existing_app_exe;
}
let entropy_app_exe = Self::make_entropy_path(&main_exe);
self.entropy_app_exe = Some(entropy_app_exe.clone());
main_exe = entropy_app_exe;
}
main_exe
}
}