Using compiler directive to warn if a file is missing - ios

I have a file that is included on the bundle that has the following name:
databaseX.sqlite
where X is the app's version. If the version is 2.8, the file should be named database2.8.sqlite. I have to be sure to include this file when the app is submitted to Apple.
Is it possible to create a compiler directive to check if the file is in the bundle?
I have tried this, without success
#define fileInBundle [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:[NSString stringWithFormat:#"LoteriaMac%#.sqlite", [[NSBundle mainBundle] objectForInfoDictionaryKey: #"CFBundleShortVersionString"]]]
#if defined(fileInBundle)
#pragma message("file in bundle")
#else
#pragma message("file missing")
#endif
file in bundle is always shown even if the file is not in bundle.

This is not possible. You are trying to use a runtime check inside a compilation directive.
In general, when compiling you cannot know whether there is a file in a bundle or not because the files are usually added to the bundle independently on code, after compiling.
This is the same as checking whether there is a file present in the filesystem on another computer when compiling.
To check that during build time, you can create a custom build script (Build Phases => + button) in your target, something similar to:
APP_PATH="${TARGET_BUILD_DIR}/${WRAPPER_NAME}"
// there is probably some easier way to get the version than from the Info.plist
INFO_FILE="${APP_PATH}/Info.plist"
VERSION=`/usr/libexec/plistbuddy -c Print:CFBundleShortVersionString "${INFO_FILE}"`
// the file we want to exist
DB_FILE="${APP_PATH}/database${VERSION}.sqlite"
// if the file does not exist
if [ ! -f "${DB_FILE}" ]; then
// emit an error
echo "error: File \"${DB_FILE}\" not found!" >&2;
// and stop the build
exit 1
fi

Related

React Native: Bundle Identifier does not exist

I have a project in React Native that has two different build schemes and uses cocoapods. To compile it I run:
react-native run-ios --scheme="RNProject-(SCHEME_NAME)"
The resulting apps are for example:
./build/Build/Products/Debug/iphonesimulator/RNProject-customer1.app
./build/Build/Products/Debug/iphonesimulator/RNProject-customer2.app
Using the command it builds for one of the build schemes, but not for the other
Xcode always builds the project for both build schemes
Furthermore, build/Build/Products/Debug-iphonesimulator/RNProject-customer1.app/Info.plist exists in that path and the file contains valid CFBundleIdentifier (it matches General > Identity > Bundle Identifier for each of the two build schemes)
Project settings seem to be correct for both schemes (after checking ios/RNProject.xcodeproj/project.pbxproj)
Schema-specific settings are located in ios/Pods/Target Support Files/Pods-RNProject-customer1 and ios/Pods/Target Support Files/Pods-RNProject-customer2
I tried different ways to solve it:
Running sudo react-native
Restarting RN packager
Manually editing Info.plist
Changing build locations
Console:
** BUILD SUCCEEDED **
Installing build/Build/Products/Debug-iphonesimulator/RNProject.app
An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=2):
Failed to install the requested application
An application bundle was not found at the provided path.
Provide a valid path to the desired application bundle.
Print: Entry, ":CFBundleIdentifier", Does Not Exist
child_process.js:509
throw err;
^
Error: Command failed: /usr/libexec/PlistBuddy -c Print:CFBundleIdentifier build/Build/Products/Debug-iphonesimulator/RNProject.app/Info.plist
Print: Entry, ":CFBundleIdentifier", Does Not Exist
at checkExecSyncError (child_process.js:486:13)
at Object.execFileSync (child_process.js:506:13)
at ChildProcess.xcodeBuildProcess.on.code (node_modules/react-native/local-cli/runIOS/runIOS.js:109:36)
at emitTwo (events.js:106:13)
at ChildProcess.emit (events.js:191:7)
at maybeClose (internal/child_process.js:852:16)
at Process.ChildProcess._handle.onexit (internal/child_process.js:215:5)
The problem was with how React Native names labels the executable files.
My Xcode project created two executable files with different names based on Xcode project settings.
React Native on the other hand forms the executable filename from .xcworkspace filename in this script (./node_modules/react-native/local-cli/runIOS/runIOS.js:57):
const inferredSchemeName = path.basename(xcodeProject.name, path.extname(xcodeProject.name));
The two approaches are different and lead to two different executable file names (e.g. Xcode build/Build/Products/Debug-iphonesimulator/RNProject-customer1.app vs React Native build/Build/Products/Debug-iphonesimulator/RNProject.app).
I had set custom value for inferredSchemeNameto match the filename created by Xcode.
My solution is similar:
open ./node_modules/react-native/local-cli/runIOS.js file
change the build path from:
const getBuildPath = function(configuration = 'Debug', appName, isDevice) {
return `build/Build/Products/${configuration}-${isDevice ? 'iphoneos' : 'iphonesimulator'}/${appName}.app`;
};
to
const getBuildPath = function(configuration = 'Debug', appName, isDevice) {
return `build/Build/Products/${configuration}-${isDevice ? 'iphoneos' : 'iphonesimulator'}/${appName}.app`;
};
remove "Build" in the path.
I'm using Xcode-beta 8.2

Use different GoogleService-Info.plist for different build schemes

I am using a build scheme for prod and one for staging (with 2 different bundle identifiers) and I am trying to use a separate GoogleService-Info.plist for each scheme.
Is there any way to manually select the plist file to use when initialising GCM (and goole login)? Or is its possible to avoid using the plist and do the setup manually?
Thanks!
Details
Tested on:
Xcode 9.2
Xcode 10.2 (10E125)
Xcode 11.0 (11A420a)
Solution
Create folder with all your Google.plist files (with different names) in project
Add run script
Do not forget to change PATH_TO_GOOGLE_PLISTS value
Code
PATH_TO_GOOGLE_PLISTS="${PROJECT_DIR}/SM2/Application/Firebase"
case "${CONFIGURATION}" in
"Debug_Staging" | "AdHoc_Staging" )
cp -r "$PATH_TO_GOOGLE_PLISTS/GoogleService-Info-dev.plist" "${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app/GoogleService-Info.plist" ;;
"Debug_Production" | "AdHoc_Production" | "Distribution" | "Test_Production" )
cp -r "$PATH_TO_GOOGLE_PLISTS/GoogleService-Info-prod.plist" "${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app/GoogleService-Info.plist" ;;
*)
;;
esac
Build schemes names
#inidona 's answer worked for me. After I converted it to Swift
for Swift 2.3:
let filePath = NSBundle.mainBundle().pathForResource("GoogleService-Info", ofType: "plist")
let options = FIROptions(contentsOfFile: filePath)
FIRApp.configureWithOptions(options)
for Swift 3.0:
let filePath = Bundle.main.path(forResource: "GoogleService-Info", ofType: "plist")!
let options = FIROptions(contentsOfFile: filePath)
FIRApp.configure(with: options)
for Swift 4.0:
let filePath = Bundle.main.path(forResource: "GoogleService-Info", ofType: "plist")!
let options = FirebaseOptions(contentsOfFile: filePath)
FirebaseApp.configure(options: options!)
If the GoogleService-Info.plist has a different name it will affect your analytics results. Firebase will warn you about this. For this reason, none of these runtime-solutions will provide the best analytics results.
There are two solutions that won't mess with Analytics.
Use a different target with each scheme and associate each version of GoogleService-Info.plist with its own target. See Target Membership in the File inspector on the right hand side in Xcode. For further info See this question.
Use a build phase script to copy the correct version of GoogleService-Info.plist into the build directory. I use a different bundle ID for staging and production. This enables me to have both versions of the app installed in parallel. It also means with the script below I can name my different GoogleService-Info.plist files with the bundle ID. For example:
GoogleService-Info-com.example.app.plist
GoogleService-Info-com.example.app.staging.plist
Build Phase Script
PATH_TO_CONFIG=$SRCROOT/Config/GoogleService-Info-$PRODUCT_BUNDLE_IDENTIFIER.plist
FILENAME_IN_BUNDLE=GoogleService-Info.plist
BUILD_APP_DIR=${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app
echo cp $PATH_TO_CONFIG "$BUILD_APP_DIR/$FILENAME_IN_BUNDLE"
cp $PATH_TO_CONFIG "$BUILD_APP_DIR/$FILENAME_IN_BUNDLE"
Note: You will have to change PATH_TO_CONFIG to suit you setup.
Check this article: https://medium.com/#brunolemos/how-to-setup-a-different-firebase-project-for-debug-and-release-environments-157b40512164
On Xcode, create two directories inside your project: Debug and Release. Put each GoogleService-Info.plist file there.
On AppDelegate.m, inside the didFinishLaunchingWithOptions method, put the code:
Objective-C
NSString *filePath;
#ifdef DEBUG
NSLog(#"[FIREBASE] Development mode.");
filePath = [[NSBundle mainBundle] pathForResource:#"GoogleService-Info" ofType:#"plist" inDirectory:#"Debug"];
#else
NSLog(#"[FIREBASE] Production mode.");
filePath = [[NSBundle mainBundle] pathForResource:#"GoogleService-Info" ofType:#"plist" inDirectory:#"Release"];
#endif
FIROptions *options = [[FIROptions alloc] initWithContentsOfFile:filePath];
[FIRApp configureWithOptions:options];
Swift 4
var filePath:String!
#if DEBUG
print("[FIREBASE] Development mode.")
filePath = Bundle.main.path(forResource: "GoogleService-Info", ofType: "plist", inDirectory: "Debug")
#else
print("[FIREBASE] Production mode.")
filePath = Bundle.main.path(forResource: "GoogleService-Info", ofType: "plist", inDirectory: "Release")
#endif
let options = FirebaseOptions.init(contentsOfFile: filePath)!
FirebaseApp.configure(options: options)
Drag & drop both Debug and Release folders to the Build Phases > Copy Bundle Resources:
That's it :)
I think you can use this way to configure your GoogleService-Info.plist dynamicly and use different names for different bundle identifiers.
ciao
Andreas
NSString *filePath = [[NSBundle mainBundle] pathForResource:#"GoogleService-Info" ofType:#"plist"];
FIROptions *options = [[FIROptions alloc] initWithContentsOfFile:filePath];
[FIRApp configureWithOptions:options];
I noticed that google expects the filename to be GoogleServiceInfo.plist in the code:
* The method |configureWithError:| will read from the file GoogleServices-Info.plist bundled with
* your app target for the keys to configure each individual API. To generate your
* GoogleServices-Info.plist, please go to https://developers.google.com/mobile/add
*
* #see GGLContext (Analytics)
* #see GGLContext (SignIn)
*/
#interface GGLContext : NSObject
the key phrase is this one
read from the file GoogleServices-Info.plist bundled with your app target
So I simply copied the same file and put it into different directories, and bounded it to different targets:
This answer is very much inspired by #abbood's answer, but a bit more specific on how to do it.
For each of your targets, e.g. dev, stg, prod:
Download the corresponding GoogleService-Info.plist to a separate folder named after your target
In Xcode, right-click your app folder and choose Add files to "your app"
Select the folder containing the target's GoogleService-Info.plist, make sure Copy items if needed and Create groups are selected, check only the corresponding target in the list of targets, and press Add
That's it. Now you should have something similar to this structure
When you build a target, the correct GoogleService-Info.plist will be used.
Late but I think I must post this answer to help new developers, I found a very good article that resole my problem and I promise it can help you as well :)
Check this article that resolve your problem as well.
Step 1:
Copy the GoogleService-Info.plist corresponding to your Firebase development environment into the Dev directory. Similarly, copy the GoogleService-Info.plist corresponding to your Firebase production environment in the Prod directory. Make sure to uncheck “Copy items if needed” and all targets under “Add to targets”.
Step 2:
In the Xcode project navigator, select the app target. Switch to the Build Phases tab at the top, then add a New Run Script Phase. Name the phase “Setup Firebase Environment GoogleService-Info.plist”, or something to that effect, and place it before the “Copy Bundle Resources” step.
Step 3:
Implement a shell script that will copy the appropriate GoogleService-Info.plist into the app bundle based on the build configuration. Copy and paste the following shell script into the run script phase you just created:
# Name of the resource we're selectively copying
GOOGLESERVICE_INFO_PLIST=GoogleService-Info.plist
# Get references to dev and prod versions of the GoogleService-Info.plist
# NOTE: These should only live on the file system and should NOT be part of the target (since we'll be adding them to the target manually)
GOOGLESERVICE_INFO_DEV=${PROJECT_DIR}/${TARGET_NAME}/Firebase/Dev/${GOOGLESERVICE_INFO_PLIST}
GOOGLESERVICE_INFO_PROD=${PROJECT_DIR}/${TARGET_NAME}/Firebase/Prod/${GOOGLESERVICE_INFO_PLIST}
# Make sure the dev version of GoogleService-Info.plist exists
echo "Looking for ${GOOGLESERVICE_INFO_PLIST} in ${GOOGLESERVICE_INFO_DEV}"
if [ ! -f $GOOGLESERVICE_INFO_DEV ]
then
echo "No Development GoogleService-Info.plist found. Please ensure it's in the proper directory."
exit 1
fi
# Make sure the prod version of GoogleService-Info.plist exists
echo "Looking for ${GOOGLESERVICE_INFO_PLIST} in ${GOOGLESERVICE_INFO_PROD}"
if [ ! -f $GOOGLESERVICE_INFO_PROD ]
then
echo "No Production GoogleService-Info.plist found. Please ensure it's in the proper directory."
exit 1
fi
# Get a reference to the destination location for the GoogleService-Info.plist
PLIST_DESTINATION=${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app
echo "Will copy ${GOOGLESERVICE_INFO_PLIST} to final destination: ${PLIST_DESTINATION}"
# Copy over the prod GoogleService-Info.plist for Release builds
if [ "${CONFIGURATION}" == "Release" ]
then
echo "Using ${GOOGLESERVICE_INFO_PROD}"
cp "${GOOGLESERVICE_INFO_PROD}" "${PLIST_DESTINATION}"
else
echo "Using ${GOOGLESERVICE_INFO_DEV}"
cp "${GOOGLESERVICE_INFO_DEV}" "${PLIST_DESTINATION}"
fi
I found that in case of single target the only 100% viable way is to copy plist corresponding to build configuration during the build; but such answers here differ in details of how to do it, and no one was convenient enough for me. My answer is based on answer by #KnightFighter and this article on Medium.
Firstly add all different plists to project with different names (they must not be added to target as resources):
Next create user-defined build setting, where you can assign specific plist to each build configuration:
Finally add "Run script" phase with code:
GOOGLE_SERVICE_INFO_PLIST_SOURCE=${PROJECT_DIR}/${TARGET_NAME}/${GOOGLE_SERVICE_INFO_PLIST_FILENAME}
if [ ! -f $GOOGLE_SERVICE_INFO_PLIST_SOURCE ]
then
echo "${GOOGLE_SERVICE_INFO_PLIST_SOURCE} not found."
exit 1
fi
GOOGLE_SERVICE_INFO_PLIST_DESTINATION="${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app/GoogleService-Info.plist"
cp "${GOOGLE_SERVICE_INFO_PLIST_SOURCE}" "${GOOGLE_SERVICE_INFO_PLIST_DESTINATION}"
I think such way has some advantages:
no need to have folders hierarchy to store plists;
no need to duplicate file if single plist is used for several configurations;
it's easier to change filename in build settings than edit script if you need to add configuration or reassign plists; especially for non-programmers (i e build manager).
Let's suppose we have two configurations set, develop and production. You have to make two things:
Rename both plists to conform to given configuration:
GoogleService-Info-develop.plist
GoogleService-Info-production.plist
Add a run script which copies the correct plist for selected configuration:
FIREBASE_PLIST_PATH="${PROJECT_DIR}/App/Resources/Plists/GoogleService-Info-${CONFIGURATION}.plist"
echo "Firebase plist path: ${FIREBASE_PLIST_PATH}"
cp -r ${FIREBASE_PLIST_PATH} "${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app/GoogleService-Info.plist"
A run script needs to be positioned before FirebaseCrashlytics script.
You you can init firebase as you did before for single scheme: FirebaseApp.configure()
You cannot avoid to use the plist with Firebase. The best solution I found so far for you it would be to add both files and name it
GoogleService-Info_stage.plist
and
GoogleService-Info_prod.plist
Then from your code you can call the correct file. This way won't crash your app if you don't have the file. Just replace FILENAME with GoogleService-Info_prod or GoogleService-Info_stage.
if let configFile = Bundle.main.path(forResource: "FILENAME", ofType: "plist"),
let options = FirebaseOptions(contentsOfFile: configFile)
{
FirebaseApp.configure(options: options)
}
Here's my version of #Essam's solution.
Generate a GoogleServices version for the default scheme
(Google-Services.plist) with the default identifier
Generate a second GoogleServices version
for the variant scheme (Google-Services-debug.plist) with the correct identifier
Add both to
the root of your project (where it tells you to in their guide)
Add this code where you'd add configure:
let bundleID = Bundle.main.bundleIdentifier
if (bundleID!.contains("debug")) {
let resource: String = "GoogleService-Info-debug"
let filePath = Bundle.main.path(forResource: resource, ofType: "plist")!
let options = FirebaseOptions(contentsOfFile: filePath)
FirebaseApp.configure(options: options!)
} else {
FirebaseApp.configure()
}
I solved this by this:
#if STAGING
if let filePath = Bundle.main.path(forResource: "GoogleService-Info-Dev", ofType: "plist"),
let options = FirebaseOptions(contentsOfFile: filePath) {
FirebaseApp.configure(options: options)
} else {
fatalError("GoogleService-Info-Dev.plist is missing!")
}
#else
if let filePath = Bundle.main.path(forResource: "GoogleService-Info", ofType: "plist"),
let options = FirebaseOptions(contentsOfFile: filePath) {
FirebaseApp.configure(options: options)
} else {
fatalError("GoogleService-Info.plist is missing!")
}
#endif
So I have pondered the same question and using some ideas from earlier posts, some of which publish apps with GoogleServices-Info.plist for all environments in all apps and that is a bit of a concern.
I have come up with an extensible solution that copies the GoogleSerives-Info.plist file at build time. Further more this approach can support as many environments as you like with the ability to customise and follows a simple convention, making it easy to manage.
First and foremost i have three environments, debug (For running in simulator and device whist debugging and actively cutting code), staging (for deployment to test flight) and release for production.
Step one is to create your configuration(s):
Select "Product" -> "Scheme" -> "Edit Scheme" and duplicate/create new as required. Go through each Scheme and assign its respective configuration from the
"Build Configuration" drop down in each of the categories:
I go a step further and uncheck "run" for Schemes that need to be distributed i.e. release and staging, and conversely uncheck "archive" for debug. You should do what makes sense for you.
Under build phases add the following run scrip (CONFIGURATIONS_FOLDER variable can be customised as desired - just ensure you use the same folder name in the next step):
# Get a reference to the folder which contains the configuration subfolders.
CONFIGURATIONS_FOLDER=Firebase
# Get a refernce to the filename of a 'GoogleService-Info.plist' file.
GOOGLESERVICE_INFO_PLIST=GoogleService-Info.plist
# Get a reference to the 'GoogleService-Info.plist' for the current configuration.
GOOGLESERVICE_INFO_PLIST_LOCATION=${PROJECT_DIR}/${TARGET_NAME}/${CONFIGURATIONS_FOLDER}/${CONFIGURATION}/${GOOGLESERVICE_INFO_PLIST}
# Check if 'GoogleService-Info.plist' file for current configuration exist.
if [ ! -f $GOOGLESERVICE_INFO_PLIST_LOCATION ]
then
echo "No '${GOOGLESERVICE_INFO_PLIST}' file found for the configuration '${CONFIGURATION}' in the configuration directory '${PROJECT_DIR}/${TARGET_NAME}/${CONFIGURATIONS_FOLDER}/${CONFIGURATION}'."
exit 1
fi
# Get a reference to the destination location for the GoogleService-Info.plist.
GOOGLESERVICE_INFO_PLIST_DESTINATION=${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app
# Copy 'GoogleService-Info.plist' for current configution to destination.
cp "${GOOGLESERVICE_INFO_PLIST_LOCATION}" "${GOOGLESERVICE_INFO_PLIST_DESTINATION}"
echo "Successfully coppied the '${GOOGLESERVICE_INFO_PLIST}' file for the '${CONFIGURATION}' configuration from '${GOOGLESERVICE_INFO_PLIST_LOCATION}' to '${GOOGLESERVICE_INFO_PLIST_DESTINATION}'."
In your chosen configurations folder ("Firebase" in the above example) nest folders for each configuration named exactly the same as its respective configuration (case sensitive), inside of which place the respective GoogleServices-Info.plist files like so:
Last but not least, i also like to ensure that a root level GoogleServices-Info.plist is not added into the project by accident so I add the following to my .gitignore.
# Ignore project level GoogleService-Info.plist
/[Project Name]/GoogleService-Info.plist
This is my solution!
NSString *filePath;
if([self isProduction]){
filePath = [[NSBundle mainBundle] pathForResource:#"GoogleService-Info" ofType:#"plist"];
}else{
filePath = [[NSBundle mainBundle] pathForResource:#"GoogleService-Info-Sandbox" ofType:#"plist"];
}
FIROptions *options = [[FIROptions alloc] initWithContentsOfFile:filePath];
[FIRApp configureWithOptions:options];
And That's it!
I think it is not possible to achieve without using the GoogleService-Info.plist. Because before you can begin integrating your iOS app with the Google Sign-In components, you must download the dependencies and configure your Xcode project.
And this process shows that GoogleService-Info.plist has a big factor on it.
So the solutions and idea here in this SO question can help you with your problem. Just moved the main copy of the GoogleService-Info plist out of the app into 2 separate folders, then used the Build Phases "Copy Files" on each target to import the target specific plist into the Resources folder.
Also check this SO question, it might give you more information/idea to your problem.
If some of you fall into an error and Xcode complains
"Multiple commands produce GoogleService-Info.plist"
after applying #Knight Fighter response, you may want to:
Check Build Phases > Copy Bundle Resources
Filter for files named GoogleService-Info.plist
Remove any references you have to it, since
it's already being copied through the script.
Here's how to do it in Xamarin C#:
string plistPath = NSBundle.MainBundle.PathForResource ("GoogleService-Info", "plist");
Options options = new Options (plistPath);
App.Configure (options);
Remember to include the Firebase namespace:
using Firebase.Analytics;
With Xcode 9.2, I have needed files for both targets to be named "googleServiceInfo.plist" but placed in different directories, with the directory/file for each target specified in "Build Phases", "Copy Bundle Resources".
The above was not my preferred solution, but I had previously tried using different filenames along the lines of #inidona's answer, converted to Swift 4:
let filePath = Bundle.main.path(forResource: "googleServiceInfo-Pro", ofType: "plist")!
let options = FirebaseOptions(contentsOfFile: filePath)
FirebaseApp.configure(options: options!)
Unfortunately, this did not correct the Firebase error messages. In this question: Firebase iOS SDK - Using configuration file other than GoogleService-Info.plist generates console warning the original poster seems to have fixed by updating the Firebase Pod but I have not confirmed this.
#Vasily Bodnarchuk answer worked for me. The only thing that you need to pay attention is that the scripts in Xcode have a precise order, so you need to put this script as first one, before the scripts with
${PODS_ROOT}/FirebaseCrashlytics/run
and
"${PODS_ROOT}/FirebaseCrashlytics/upload-symbols" -gsp "${PROJECT_DIR}/<yourapp>/Configuration Files/GoogleService-Info-dev.plist" -p ios "${DWARF_DSYM_FOLDER_PATH}/${DWARF_DSYM_FILE_NAME}"
For those who want to do it in Fastlane.
You can use the file manager plugin for fastlane (fastlane-plugin-file_manager), to run a simple copy command.
Add a GoogleService-info-app.plist to your xcode project the standard way so it's linked properly.
Use copy files to overwrite this linked file with the files you want in your build / beta lane.
copy_files(source: "firebase/GoogleService-Info-" + ENV["APP_IDENTIFIER"] + ".plist", destination: "GoogleService-Info.plist")
though late to the party, I have a solution implemented for this.
At first names your plists like below:
GoogleService-Info-target1
GoogleService-Info-target2
GoogleService-Info-target3
And then add the below Script in the Build Phases Tabs of each target by adding a new runs script phase:
PATH_TO_PLISTS="${PROJECT_DIR}/${PROJECT_NAME}/(Folder Name containing
all the plists)" case "${TARGET_NAME}" in
"target1 name" ) cp -r
"$PATH_TO_PLISTS/GoogleService-Info-target1.plist"
"${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app/GoogleService-Info.plist"
;;
"target2 name" ) cp -r
"$PATH_TO_PLISTS/GoogleService-Info-target2.plist"
"${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app/GoogleService-Info.plist"
;;
"target3 name" ) cp -r
"$PATH_TO_PLISTS/GoogleService-Info-target3.plist"
"${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app/GoogleService-Info.plist"
;;
*) ;; esac
!Finally it working for macOS App.
Thanks #vasily-bodnarchuk for his solution for iOS app.But for macOS app it needs little extra modification in script file.
Just append the designated resources directory for macOS "Contents\Resources". Please check for detail Copy Bundle Resources
Code
PATH_TO_GOOGLE_PLISTS="${PROJECT_DIR}/SM2/Application/Firebase"
case "${CONFIGURATION}" in
"Debug_Staging" | "AdHoc_Staging" )
cp -r "$PATH_TO_GOOGLE_PLISTS/GoogleService-Info-dev.plist" "${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app/Contents/Resources/GoogleService-Info.plist" ;;
"Debug_Poduction" | "AdHoc_Poduction" | "Distribution" | "Test_Poduction" )
cp -r "$PATH_TO_GOOGLE_PLISTS/GoogleService-Info-prod.plist" "${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app/Contents/Resources/GoogleService-Info.plist" ;;
*)
;;
esac
For multiple schemes like Stage, QA, UAT and PROD with one target below script worked for me.
Also i have maintained .xcconfig files with their configuration name
# Get a reference to the folder which contains the configuration
subfolders.
CONFIGURATIONS_FOLDER=Firebase
# Get a refernce to the filename of a 'GoogleService-Info.plist' file.
GOOGLESERVICE_INFO_PLIST=GoogleService-Info.plist
# Get a reference to the 'GoogleService-Info.plist' for the current
configuration. ENV_NAME name is the folder name(Dev,QA,Uat,Prod)
which i have in my .xcconfig file for each environment.
GOOGLESERVICE_INFO_PLIST_LOCATION=${PROJECT_DIR}/${TARGET_NAME}
/${CONFIGURATIONS_FOLDER}/${ENV_NAME}/${GOOGLESERVICE_INFO_PLIST}
# Check if 'GoogleService-Info.plist' file for current configuration
exist.
if [ ! -f $GOOGLESERVICE_INFO_PLIST_LOCATION ]
then
echo "No '${GOOGLESERVICE_INFO_PLIST}' file found for the
configuration '${CONFIGURATION}' in the configuration directory
'${PROJECT_DIR}/${TARGET_NAME}/${CONFIGURATIONS_FOLDER}/
${CONFIGURATION}'."
exit 1
fi
# Get a reference to the destination location for the GoogleService-
Info.plist.
GOOGLESERVICE_INFO_PLIST_DESTINATION=${BUILT_PRODUCTS_DIR}
/${PRODUCT_NAME}.app
# Copy 'GoogleService-Info.plist' for current configution to
destination.
cp "${GOOGLESERVICE_INFO_PLIST_LOCATION}"
"${GOOGLESERVICE_INFO_PLIST_DESTINATION}"
echo "Successfully coppied the '${GOOGLESERVICE_INFO_PLIST}' file
for the '${CONFIGURATION}' configuration from
'${GOOGLESERVICE_INFO_PLIST_LOCATION}' to
'${GOOGLESERVICE_INFO_PLIST_DESTINATION}'."

How to integrate LuaJIT with LuaRocks on Windows?

I downloaded the source of LuaJIT and compiled it with msvc120.dll (VS 2013 x64). When I run it from the command line I have no problems executing some basic lua. Now the LuaJIT installation guide mentions moving luajit.exe and lua51.dll into their own folder. From there it says to create a lua folder and under that a jit folder with the contents of src/jit moved underneath the newly created jit folder.
From my understanding my folder should look like and contain:
luajit.exe
lua51.dll
/lua
/jit
bc.lua
[rest of jit files]
vmdef.lua
Is this correct or am I missing files?
Now after I built my luajit I tried to wire it up into my luarocks to act as my interpreter using
install.bat /LUA C:\LuaJIT\2.0.3\[folder with above content]
However this cannot find the header files. I then copied over what are the header files into the folder above and that wires it up, but I can never actually get anything to compile when pointed over to LuaJIT. Edit: The error I get is the following,
C:\LuaJIT\2.0.3\bin\lua51.dll : fatal error LNK1107: invalid or corrupt file: cannot read at 0x2D0
Error: Failed installing dependency: https://rocks.moonscript.org/luafilesystem-1.6.2-2.src.rock - Build error: Failed compiling module lfs.dll
Is the correct way to handle this to simply point to my lua binaries and from there leverage LuaJIT to run my files or am I doing something wrong with wiring up LuaJIT and luarocks? The former seems to work for the most part, since I only ran into one library compilation issue, lua-cjson.
I've run on exactly the same problem, but they've found a solution right here:
https://github.com/keplerproject/luafilesystem/issues/22
I knew that for "linking DLLs statically" there is a so-called "export" .lib file, which is passed to the linker (and not the DLL itself).
So, for example, when compiling, LuaRocks was doing this:
cl /nologo /MD /O2 -c -Fosrc/mime.obj -ID:/LuaJIT-2.0.4/include/ src/mime.c -DLUA_COMPAT_APIINTCASTS -DLUASOCKET_DEBUG -DNDEBUG -DLUASOCKET_API=__declspec(dllexport) -DMIME_API=__declspec(dllexport) mime.c
link -dll -def:core.def -out:mime/core.dll D:/LuaJIT-2.0.4/bin/lua51.dll src/mime.obj
My LuaJIT was compiled from source in D:\LuaJIT-2.0.4\src, but I made two folders myself: D:\LuaJIT-2.0.4\include with all *.h files copied from src and D:\LuaJIT-2.0.4\bin with luajit.exe, lua51.dll, and then later lua51.exp and lua51.lib. Still same error, but this was the right track.
Fix
Now, check where your LuaRocks configs are:
luarocks.bat help
Scroll down to a section like:
CONFIGURATION
Lua version: 5.1
Configuration files:
System: D:/luarocks/config-5.1.lua (ok)
User : (... snip ...)
Edit the System configuration file, specifically see the part:
variables = {
MSVCRT = 'VCRUNTIME140',
LUALIB = 'lua51.dll'
}
Here! LUALIB should be the .lib file. If your export lib is alongside the DLL, you just need to change to:
variables = {
MSVCRT = 'VCRUNTIME140',
LUALIB = 'lua51.lib' -- here!
}
Verification
And now:
luarocks.bat install luasocket
(...)
link -dll -def:core.def -out:socket/core.dll D:/LuaJIT-2.0.4/bin/lua51.lib src/luasocket.obj (...)
(...)
luasocket 3.0rc1-2 is now built and installed in D:\luarocks\systree (license: MIT)
Note the first argument passed to the linker.

Settings Bundle in xcode for iphone

I'm trying to set my build version and build date in my app in settings bundle following this tutorial.
But I keep getting this error no matter what:
line 9: File Doesn't Exist, Will Create: /Volumes/Work Invalid
Arguments + 1: syntax error: invalid arithmetic operator (error token
is "'t Exist, Will Create: /Volumes/Work Invalid Arguments + 1")
Command /bin/sh failed with exit code 1
Could somebody please help me....
Thanks in advance.
Ok , I found the mistake : when we post, revers quotes are use to formate the message. So, please replace all  by a reverse quote `
echo "#define BUILD_DATE #\"date "+%d/%m/%Y %H:%M"\"" > build.h
build, and check your build.h
My solution is to create a build.h header with the build date (build version is related to build date), and use this from my app to display the App version + build date.
Of course, build.h need to be refresh each time you build your App.
So, here is how I do this :
Select your Targets (where you can set Bundle ID ...) / Build Phases. Go to menu Editor/Add Build Phase/Add Run Script Build Phase. Move the new created line (Run Script) up to the line "Compile sources" (use drag&drop).
open the line "Run script", and replace Type a script... with :
echo "#define BUILD_DATE #\"date "+%d/%m/%Y %H:%M"\"" > build.h
Now each time you will build, build.h will be re-create.
So, now you need to build => you will have your 1st build.h avail at root of your project.
Add it to your project.
Now, import build.h in the VC where you need the information.
Here is how I use it (I have a iboultet to a label)
- (void)viewDidLoad
{
[super viewDidLoad];
//cf http://stackoverflow.com/questions/3015796/how-to-programmatically-display-version-of-target-in-iphone-app-xcode
NSString * appVersionString = [[NSBundle mainBundle] objectForInfoDictionaryKey:#"CFBundleShortVersionString"];
self.version.text = [NSString stringWithFormat:#"v %# %#", appVersionString,BUILD_DATE];
}

scons: source directory does not get copied into build directory

Part of my build process is to create a tar file of an input directory, located at src/bundle/bundle. In src/bundle/SConscript:
Import('*')
bundleDir = Dir("bundle")
jsontar = Command("bundle.tar", bundleDir,
"/home/dbender/bin/mkvgconf $SOURCE $TARGET")
in my SConstruct:
SConscript(Split('src/bundle/SConscript'),
exports='bin_env lib_env', build_dir='tmp/bundle')
When attempting to build:
scons: Reading SConscript files ...
scons: done reading SConscript files.
scons: Building targets ...
/home/dbender/bin/mkvgconf tmp/bundle/bundle tmp/bundle/bundle.tar
Input directory tmp/bundle/bundle not found!
scons: *** [tmp/bundle/bundle.tar] Error 1
scons: building terminated because of errors.
Clearly scons is not copying the src/bundle/bundle to tmp/bundle/bundle, but I am stumped as to why.
Footnotes:
Using absolute pathname for mkvgconf is bad practice but just intermediate until I have this problem solved.
SCons doesn't know anything about the contents of your input src/bundle/bundle - only the program mkvgconf knows what it does with that directory.
One solution is to add an explicit dependency in the SConscript:
import os
Depends('bundle.tar', Glob(str(bundleDir) + os.path.sep + '*'))
That also means that when you update the contents of the bundle directory, the mkvgconf script will be rerun.
PS. you might want to change the build_dir argument name to variant_dir, as the former is deprecated in favor of the latter in recent SCons releases.

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