nodeIntegration true ignored? - electron

I'm trying to use a require directive in my js file attached to an html file. However, I am getting a require not defined error message with that file. My understanding is in newer versions of Electron after 5.0 that nodeIntegration was disabled by default. However, even after enabling nodeIntegration in web preferences I still am getting the require error message. My understanding was this nodeIntegration should solve that issue. Why am I still running into not defined issues with require? Here's the relevant section of the main.js file.
EDIT: I was missing a comma between preload and nodeIntegration, so thanks to the individual who pointed that out! However, I am still experiencing the issue. Still getting "Uncaught ReferenceError: require is not defined".
Second EDIT: Here's a minimal reproduction of the issue. The require function is undefined even when nodeIntegration is set to override it. In the end I'm just trying to read from a local json file but every instance I can find to do so in a simplistic manner when working with electron uses a require in some way, whether it is requiring fs or requiring the file. If the require statement won't function at all I can't make either work.
main.js:
// Modules to control application life and create native browser window
const {app, BrowserWindow} = require('electron')
const path = require('path')
// Keep a global reference of the window object, if you don't, the window will
// be closed automatically when the JavaScript object is garbage collected.
let mainWindow
function createWindow () {
// Create the browser window.
mainWindow = new BrowserWindow({
width: 800,
height: 600,
webPreferences: {
preload: path.join(__dirname, 'preload.js'),
nodeIntegration:true
}
})
// and load the index.html of the app.
mainWindow.loadFile('index.html')
// Open the DevTools.
// mainWindow.webContents.openDevTools()
// Emitted when the window is closed.
mainWindow.on('closed', function () {
// Dereference the window object, usually you would store windows
// in an array if your app supports multi windows, this is the time
// when you should delete the corresponding element.
mainWindow = null
})
}
// This method will be called when Electron has finished
// initialization and is ready to create browser windows.
// Some APIs can only be used after this event occurs.
app.on('ready', createWindow)
// Quit when all windows are closed.
app.on('window-all-closed', function () {
// On macOS it is common for applications and their menu bar
// to stay active until the user quits explicitly with Cmd + Q
if (process.platform !== 'darwin') app.quit()
})
app.on('activate', function () {
// On macOS it's common to re-create a window in the app when the
// dock icon is clicked and there are no other windows open.
if (mainWindow === null) createWindow()
})
// In this file you can include the rest of your app's specific main process
// code. You can also put them in separate files and require them here.
index.html
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<!-- https://developer.mozilla.org/en-US/docs/Web/HTTP/CSP -->
<link href="https://fonts.googleapis.com/css?family=Roboto&display=swap" rel="stylesheet">
<link href="main.css" rel="stylesheet">
<title>Destiny Guide</title>
<script src="problem.js"></script>
</head>
<body>
<h1>Hello World</h1>
Hello World
<br>
<h1>helloWorld<h1>
<!-- You can also require other files to run in this process -->
<script src="./renderer.js"></script>
</body>
</html>
problem.js:
var dataArc = require("./ZeroHourArc.json");
Third, and Last, EDIT: see answer below.

Just try to add contextIsolation: false like this:
mainWindow = new BrowserWindow({
width: 500,
height: 500,
icon: './public/logo.png',
backgroundColor: 'white',
webPreferences: {nodeIntegration: true, contextIsolation: false}
});

In Electron 12, contextIsolation will be enabled by default, so require() cannot be used in the renderer process unless nodeIntegration = true and contextIsolation = false.
For more details see: https://github.com/electron/electron/issues/23506

I'm a bit oblivious. I was editing a random file that had the same name and layout as my main.js but it wasn't in the same place. Editing the correct file in the right place, same name, allowed me to make nodeIntegration work as expected.

Related

Electron: remove beforeunload event listeners

I have an electron-application that is used to show webpages which I have no control over.
The app is used so a different page can be shown every few seconds.
One of the pages shown attaches an 'beforeunload' listener like so
window.addEventListener('beforeunload', function(event) {
event.returnValue="test";
});
This causes electron to fail when loading a new url, so the switching does not work anymore.
This is a known issue: https://github.com/electron/electron/issues/9966
Even worse, is also prevents the whole application from being closed.
Is there anything that can be done from the main process that removes/disables the beforeunload listener, so the switching works again?
To test this, I have a fiddle that shows this behavior:
https://gist.github.com/9a8acc3bf5dface09d46aae36807f6f9
You can simply prevent this event:
const { BrowserWindow, dialog } = require('electron')
const win = new BrowserWindow({ width: 800, height: 600 })
win.webContents.on('will-prevent-unload', (event) => {
event.preventDefault()
})
See Electron docs for details

Webview not rendering when Electron's sandbox is set to true

I am working off the Electron quickstart using Electron 2.0.9 and am just trying to find a way to get a webview tag to run in Sandbox mode.
However I can't seem to remedy this issue. I have searched for possible solutions but the only thing I came across was here and this issue as shown was closed and there was something merged over a year ago. So clearly that'd be in 2.0.9 and I wouldn't be having this issue.
index.html
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Sandbox Test</title>
<style>
webview {
width: 100%;
height: 500px;
border: solid 1px black;
}
</style>
</head>
<body>
<input id="urlInput" type="url" value="https://www.google.com/" placeholder="Enter Url">
<button onclick="setUrl();">Load Page</button>
<br>
<div id="webviewDiv">
</div>
<script>
// You can also require other files to run in this process
// require('./renderer.js');
function setUrl()
{
url = document.getElementById("urlInput").value;
document.getElementById("webviewDiv").innerHTML = '<webview src="' + url + '"></webview>';
}
</script>
</body>
</html>
main.js
// Modules to control application life and create native browser window
const {app, BrowserWindow} = require('electron')
// Keep a global reference of the window object, if you don't, the window will
// be closed automatically when the JavaScript object is garbage collected.
let mainWindow
function createWindow () {
// Create the browser window.
mainWindow = new BrowserWindow({
webPreferences: {
sandbox: true
},
width: 800,
height: 600
})
// and load the index.html of the app.
mainWindow.loadFile('index.html')
// Open the DevTools.
// mainWindow.webContents.openDevTools()
// Emitted when the window is closed.
mainWindow.on('closed', function () {
// Dereference the window object, usually you would store windows
// in an array if your app supports multi windows, this is the time
// when you should delete the corresponding element.
mainWindow = null
})
}
// This method will be called when Electron has finished
// initialization and is ready to create browser windows.
// Some APIs can only be used after this event occurs.
app.on('ready', createWindow)
// Quit when all windows are closed.
app.on('window-all-closed', function () {
// On OS X it is common for applications and their menu bar
// to stay active until the user quits explicitly with Cmd + Q
if (process.platform !== 'darwin') {
app.quit()
}
})
app.on('activate', function () {
// On OS X it's common to re-create a window in the app when the
// dock icon is clicked and there are no other windows open.
if (mainWindow === null) {
createWindow()
}
})
// In this file you can include the rest of your app's specific main process
// code. You can also put them in separate files and require them here.
package.json
{
"name": "electron-quick-start",
"version": "1.0.0",
"description": "A minimal Electron application",
"main": "main.js",
"scripts": {
"start": "electron . --enable-mixed-sandbox"
},
"repository": "https://github.com/electron/electron-quick-start",
"keywords": [
"Electron",
"quick",
"start",
"tutorial",
"demo"
],
"author": "GitHub",
"license": "CC0-1.0",
"devDependencies": {
"electron": "2.0.9"
}
}
So if anyone has any idea on possible reasons as to this being like this or can point to something I somehow missed on my attempts to fix this please do tell.
OS - Windows Server 2008 R2 (uses the same Kernel as Windows 7) (everything else in electron seems to work like normal so I doubt it's the OS.
It seems that the ability to use tag in sandbox didn't work until the 3.0.0 beta 3 release. Even though as in my previous post there seems to have been a merged change from over a year before the 3.0.0 beta 3 was released. Maybe this is somehow related to semantic versioning in someway so they had to wait until the next major release to add support for it.
https://electronjs.org/releases#3.0.0-beta.3

Using console.log() in Electron app

How can I log data or messages to the console in my Electron app?
This really basic hello world opens the dev tools by default, by I am unable to use console.log('hi'). Is there an alternative for Electron?
main.js
var app = require('app');
var BrowserWindow = require('browser-window');
require('crash-reporter').start();
var mainWindow = null;
app.on('window-all-closed', function() {
// Mac OS X - close is done explicitly with Cmd + Q, not just closing windows
if (process.platform != 'darwin') {
app.quit();
}
});
app.on('ready', function(){
mainWindow = new BrowserWindow({ width: 800, height: 600});
mainWindow.loadUrl('file://' + __dirname + '/index.html');
mainWindow.openDevTools();
mainWindow.on('closed', function(){
mainWindow = null;
});
});
console.log works, but where it logs to depends on whether you call it from the main process or the renderer process.
If you call it from the renderer process (i.e. JavaScript that is included from your index.html file) it will be logged to the dev tools window.
If you call it from the main process (i.e. in main.js) it will work the same way as it does in Node - it will log to the terminal window. If you're starting your Electron process from the Terminal using electron . you can see your console.log calls from the main process there.
You can also add an environment variable in windows:
ELECTRON_ENABLE_LOGGING=1
This will output console messages to your terminal.
There is another way of logging to the console from inside the renderer process. Given this is Electron, you can access Node's native modules. This includes the console module.
var nodeConsole = require('console');
var myConsole = new nodeConsole.Console(process.stdout, process.stderr);
myConsole.log('Hello World!');
When this code is run from inside the renderer process, you will get Hello World! in the terminal you ran Electron from.
See https://nodejs.org/api/console.html for further documentation on the console module.
Yet another possibility is accessing the main process console using remote.getGlobal(name):
const con = require('electron').remote.getGlobal('console')
con.log('This will be output to the main process console.')
Adding to M. Damian's answer, here's how I set it up so I could access the main process's console from any renderer.
In your main app, add:
const electron = require('electron');
const app = electron.app;
const console = require('console');
...
app.console = new console.Console(process.stdout, process.stderr);
In any renderer, you can add:
const remote = require('electron').remote;
const app = remote.app;
...
app.console.log('This will output to the main process console.');
process.stdout.write('your output to command prompt console or node js ')
You can use the npm package electron-log https://www.npmjs.com/package/electron-log
It will log your error, warn, info, verbose, debug, silly outputs in your native os log.
var log = require('electron-log');
log.info('Hello, log');
log.error('Damn it, an error');
Sorry to raise an old thread but this is the top result for "how to output console.log to terminal" (or similar searches.
For anyone looking to gain a bit more control over what is output to the terminal you can use webContents.on('console-message') like so:
mainWindow.webContents.on('console-message', (event, level, message, line, sourceId) => {
console.log(message + " " +sourceId+" ("+line+")");
});
See:
webContents Documentation
webContents entry on BrowserWindow docs
This is a follow up to cscsandy5's answer for some addition information, info from here
process.stdout.write('your output to command prompt console or node js ')
This code works great for just outputting a simple debug message to the terminal window you launched the electron app from and is is what console.log is build on top of.
Here is an example snippet (based on tutorialspoint electon tutorial) of a jQuery script that will write hello to the terminal every time the button is pressed (warning: you need to add your own line breaks in the output strings!)
let $ = require('jquery')
var clicks = 0;
$(function() {
$('#countbtn').click(function() {
//output hello <<<<<<<<<<<<<<<<<<<<<<<
process.stdout.write('hello')
$('#click-counter').text(++clicks);
});
$('#click-counter').text(clicks);
});
This is what I use:
let mainWindow // main window reference, you should assign it below 'mainWindow = new BrowserWindow'
function log(...data) {
mainWindow.webContents.executeJavaScript("console.log('%cFROM MAIN', 'color: #800', '" + data + "');");
}
Example use (same as console.log):
log('Error', { msg: 'a common log message' })
log('hello')
Source: https://github.com/fuse-box/fuse-box-electron-seed/tree/master/src/main in the logger.js file, here you can see a real use case.
After some investigation, here my understanding:
Code
(1) main.js
const createPyProc = () => {
console.log('In createPyProc')
...
console.log('scriptStart=%s', scriptStart)
...
console.log('scriptOther=%s', scriptOther)
...
}
...
let mainWindow = null
const createWindow = () => {
mainWindow = new BrowserWindow(
{
width: 1024,
height: 768,
webPreferences: {
nodeIntegration: true,
}
}
)
mainWindow.loadURL(require('url').format({
pathname: path.join(__dirname, 'index.html'),
protocol: 'file:',
slashes: true
}))
mainWindow.webContents.openDevTools()
mainWindow.on('closed', () => {
mainWindow = null
})
}
...
Note: which use openDevTools to opened Electron Dev Tools
(2) render.js
const zerorpc = require("zerorpc")
...
console.log("clientStart %d server is ready", PORT_START)
...
})
(3) render.js is called by: index.html
<!DOCTYPE html>
<html>
...
<script>
require('./renderer.js')
</script>
</html>
console.log
Output Logic
two process and its console.log output:
main process = NodeJS process = here Electron UI process
-> console.log in main.js will output log to here
render process
-> console.log in render.js will output log to here
Screenshot Example
DEBUG=Development mode
run ./node_modules/.bin/electron .
Production=Release mode = the xxx.app pacakged by eletron-builder
run /path_to_your_packaged_mac_app/xxx.app/Contents/MacOS/yourBinaryExecutable
added export ELECTRON_ENABLE_LOGGING=true, render.js console.log ALSO output to main process terminal
console.log() will work fine for debugging. As the electron is built on top of browser, it has DevTools support you can use devtools for debugging purpose. However, there is a hysterical behaviour of console.log() method. When you call the console.log() from main process of electron app, it will output to the terminal window from where you just launched the app and when you call it from renderer process it will output to the DevTools console.
Everything Alex Warren wrote is true. Important here is how Electron is started. If you use the standard script in the package.json file it will not work. To make console.log() work replace the old script with this new one.
Old one:
"scripts": {
"start": "electron ."
}
New one:
"scripts": {
"start": ".\\node_modules\\electron\\dist\\electron.exe ."
}
Now all console.log() calls are displayed in the terminal as well.
With this You can use developer tools of main Browser window to see logs
function logEverywhere(s) {
if (_debug === true) {
console.log(s);
// mainWindow is main browser window of your app
if (mainWindow && mainWindow.webContents) {
mainWindow.webContents.executeJavaScript(`console.log("${s}")`);
}
}
}
Example logEverywhere('test')
will output // test in console panel of main browser window's developer tools
You may need enhance this method to accept multiple args (You can done it with spread operator by es6)
Well, this is 2019 and I cant believe no one mentioned this trick in all the answers above.
Ok, so, how about logging directly to the browser console directly from the main?
I provided my answer here: https://stackoverflow.com/a/58913251/8764808
Take a look.
A project I'm working on was using electron-react-boilerplate. That has electron-devtools-installer#2.4.4, which somehow via cross-unzip causes a process to crash with Error: Exited with code 9 .
Upgrading to electron-devtools-installer#3.1.1, as proposed in electron-react-boilerplate#v2.0.0 resolved it so my console.log, console.error, etc statements worked as expected.
for log purpose, i would recommend you to use the electron-log package

Suppress the “are you sure you want to leave this page” popup in the Delphi TWebbrowser control

I have an Delphi application that uses TWebbrowser component to automate navigation to another web application we have.
My problem is that sometimes IE shows the infamous 'Are you sure you want to leave this page' message and when this happens, my app can't navigate to another pages unless an user clicks on 'Leave this page' button. I can't edit the website code to remove this warning, unfortunately.
This message is plaguing my app for weeks, and I could not reach to a proper solution anymore. What I did is to keep a background process do manually send a keystroke when this window is show, but this is not a good solution because nobody can use the computer while my app is working.
I saw possible solution for C# in the topic below but I need a Delphi code instead.
Supress the "are you sure you want to leave this page" popup in the .NET webbrowser control
Any help is very, very appreciated.
Thanks :)
This message is shown by the underlying MSHTML engine if the web page handles window.onbeforeunload event. Usually, it's there for a reason, to let the user know his/her input hasn't been saved or submitted yet. The prompt suppression script from the answer you linked doesn't work for cases when the page uses addEventListener("beforeonload", handler) or attachEvent("onbeforeunload", handler). I don't think there's a reliable way of doing this, without resorting to low-level Windows hooks.
[UPDATE] The following script (look for "Inject this script") is a hack which aggressively suppresses the page's own handlers for onbeforeunload event, via setInterval. It should work in 99% of cases, but it still leaves a gap for the page to override onbeforeonload right before navigating away.
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<title></title>
<script type="text/javascript">
window.attachEvent("onbeforeunload", function (ev) {
window.event.returnValue = "onbeforeunload via window.attachEvent()";
});
window.addEventListener("beforeunload", function (ev) {
window.event.returnValue = "onbeforeunload via window.addEventListener()";
});
window.onbeforeunload = function (ev) {
window.event.returnValue = "onbeforeunload via window.onbeforeunload";
};
</script>
<script type="text/javascript">
//
// Inject this script
//
(function () {
var onbeforeunloadHandler = function (ev) {
if (ev) {
if (ev.stopPropagation)
ev.stopPropagation();
if (ev.stopImmediatePropagation)
ev.stopImmediatePropagation();
ev.returnValue = undefined;
}
window.event.returnValue = undefined;
}
var handler = null;
var intervalHandler = function () {
if (handler)
window.detachEvent("onbeforeunload", handler);
// window.attachEvent works best
handler = window.attachEvent("onbeforeunload", onbeforeunloadHandler);
// handler = window.addEventListener("beforeunload", onbeforeunloadHandler);
// handler = window.onload = onbeforeunloadHandler;
};
window.setInterval(intervalHandler, 500);
intervalHandler();
})();
</script>
</head>
<body>
Go away
</body>
</html>
To inject this script with Delphi, you'd probably need to resort to low-level WebBrowser/MSHTML COM interfaces, like IWebBrowser2, IHTMLDocument2, IHTMLScriptElement, in a very similar way it's done in the linked answer. With some more efforts, the same can also be done via late binding, using IDispatch::GetIDsOfNames and IDispatch::Invoke only. If you're asking for exact Delphi code, I don't have one.
The other answer you link to handles the browser's Navigated event. In it, it injects a script element into the page and into each frame on the page. That script assigns a new value to window.alert so that when other code on the page calls it, it does nothing.
This code resets the event handler:
var
WrkIHTMLWindow2: IHTMLWindow2;
WrkIHTMLWindow2Disp: IHTMLWindow2Disp;
begin
WrkIHTMLWindow2 := IHTMLDocument2Disp(WrkIWebBrowser2.Document).parentWindow;
if WrkIHTMLWindow2.QueryInterface(IHTMLWindow2Disp, WrkIHTMLWindow2Disp) = S_OK then
if not VarIsNull(WrkIHTMLWindow2Disp.onbeforeunload) then
WrkIHTMLWindow2Disp.onbeforeunload := NULL;
end;

Trigger.io load page dynamically

So I was using trigger.io to create a page where there's a custom menu at the bottom and each button loads an external HTML page into main container. I had to hack around to make this work so I was wondering if there's a better way of doing it.
I started using the $('.main').load('pages/test.html') and it doesn't work. Instead I had to do:
forge.file.getLocal('pages/test.html', function (file) {
forge.file.string(file, function (str) {
$('.main').html(str);
});
});
which is kinda messy.
Also if the str HTML content as a img tag, the img doesn't show since the src attribute gets messed up. So I had to do another hack:
forge.file.getLocal('pages/test.html', function (file) {
forge.file.string(file, function (str) {
var $main = $('.main');
$main.html(str);
//Hack to resolve img src
var imgPath;
$main.find('img').each(function () {
var $this = $(this);
// First 8 chars is "file:///"
imgPath = $this.prop('src').substr(8);
forge.file.getLocal(imgPath, function (file) {
$this.prop('src', file.uri);
});
});
});
});
Any better way of purely loading an external HTML page without all the hassle?
Thanks!
Testing with forge platform v1.4 (at the time of writing, v1.4.18) on Android 4.1 and iOS (both the iPhone simulator and an iPad), I seem to be able to use jQuery's load method without any extra effort. Here's the structure for my testcase:
src/
index.html
face.png
pages/
hello.html
Here's the contents of index.html
<!DOCTYPE html>
<html>
<head>
<script src="js/jquery-1.7.1.min.js"></script>
<script type="text/javascript">
$(function () {
$('.content').load('pages/hello.html');
});
</script>
</head>
<body>
<div class="content">
</div>
</body>
</html>
And pages/hello.html:
<b>hello world</b><img src="face.png">
Which resulted in this just after app launch:
One gotcha I can see with this approach is that the src attribute for the img tag had to be relative to index.html. If you're still having problems then a more specific testcase and/or details of forge platform version used as well as what devices/simulators you tested on might be useful.

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