how to set the path to where aapt add command adds the file - path

I'm using aapt tool to remove some files from different folders of my apk. This works fine.
But when I want to add files to the apk, the aapt tool add command doesn't let me specify the path to where I want the file to be added, therefore I can add files only to the root folder of the apk.
This is strange because I don't think that developers would never want to add files to a subfolder of the apk (res folder for example). Is this possible with aapt or any other method? Cause removing files from any folder works fine, and adding file works only for the root folder of the apk. Can't use it for any other folder.
Thanks

The aapt tool retains the directory structure specified in the add command, if you want to add something to an existing folder in an apk you simply must have a similar folder on your system and must specify each file to add fully listing the directory. Example
$ aapt list test.apk
res/drawable-hdpi/pic1.png
res/drawable-hdpi/pic2.png
AndroidManifest.xml
$ aapt remove test.apk res/drawable-hdpi/pic1.png
$ aapt add test.apk res/drawable-hdpi/pic1.png
The pic1.png that will is added resides in a folder in the current working directory of the terminal res/drawable-hdpi/ , hope this answered your question

There is actually a bug in aapt that will make this randomly impossible. The way it is supposed to work is as the other answer claims: paths are kept, unless you pass -k. Let's see how this is implemented:
The flag that controls whether the path is ignored is mJunkPath:
bool mJunkPath;
This variable is in a class called Bundle, and is controlled by two accessors:
bool getJunkPath(void) const { return mJunkPath; }
void setJunkPath(bool val) { mJunkPath = val; }
If the user specified -k at the command line, it is set to true:
case 'k':
bundle.setJunkPath(true);
break;
And, when the data is being added to the file, it is checked:
if (bundle->getJunkPath()) {
String8 storageName = String8(fileName).getPathLeaf();
printf(" '%s' as '%s'...\n", fileName, storageName.string());
result = zip->add(fileName, storageName.string(),
bundle->getCompressionMethod(), NULL);
} else {
printf(" '%s'...\n", fileName);
result = zip->add(fileName, bundle->getCompressionMethod(), NULL);
}
Unfortunately, the one instance of Bundle used by the application is allocated in main on the stack, and there is no initialization of mJunkPath in the constructor, so the value of the variable is random; without a way to explicitly set it to false, on my system I (seemingly deterministically) am unable to add files at specified paths.
However, you can also just use zip, as an APK is simply a Zip file, and the zip tool works fine.
(For the record, I have not submitted the trivial fix for this as a patch to Android yet, if someone else wants to the world would likely be a better place. My experience with the Android code submission process was having to put up with an incredibly complex submission mechanism that in the end took six months for someone to get back to me, in some cases with minor modifications that could have just been made on their end were their submission process not so horribly complex. Given that there is a really easy workaround to this problem, I do not consider it important enough to bother with all of that again.)

Related

Flutter ZipFile.extractToDirectory doesn't overwrite existing files on iOS

I am using flutter_archive 4.0.1 (just updated to 4.1.1) and attempting to unzip a file into an existing directory.
My scenario is that I am backing up this folder, sending to a web server, then at some point, I will want to restore into the same folder. This folder will have many files that are the same filenames as in the zip. I need to overwrite the local files with the ones in the zip.
This works perfect on Android. iOS has always had problems when it comes to working with Zip files.
The extractToDirectory does not have an overwrite switch, so I attempted to use the onExtracting, to check if the file already exists locally, delete the local one, then allow the zip one to take its place.
The problem I am experiencing is that to check if it exists, and to delete, I have to use a Future, but as they are async, I cannot get them to synchronise.
Here is what I have tried.
if (Platform.isIOS) {
await ZipFile.extractToDirectory(
zipFile: zipFile,
destinationDir: destinationDir,
onExtracting: (zipEntry, progress) {
exists(zipEntry.name).then((value) {
if (value) {
deleteFile(zipEntry.name).then((value) {
return ZipFileOperation.includeItem;
});
} else {
return ZipFileOperation.includeItem;
}
});
return ZipFileOperation.includeItem;
}
);
}
Both exists and deleteFile are local Futures, that uses the File functionality.
What I have tried, is that the zipEntry.name will be the same as the file I need to overwrite, so this aspect should work fine. It is now just trying to make things work in order.
The Android version is the same, apart from it does not have the onExtracting functionality.
Not sure if you have found the answer or even if there is a good answer. I ran into this issue myself, and it seems the alternative is delete the target dir before unzipping. There seems no override option for unzip. Here is some snip bits about deletion (as also suggested by the package's unit test code):
final _appDataDir = Directory.systemTemp; //from dart.io
final destinationDir = Directory("${_appDataDir.path}/unzip");
if (destinationDir.existsSync()) {
print("Deleting existing unzip directory: ${destinationDir.path}");
destinationDir.deleteSync(recursive: true);
}
Hope this solution helps others who may have similar issues.

cordova-plugin-file: files not accessible after app update (iOS)

I am experiencing a funny problem: I am developing an ionic app, using cordova-plugin-file to store images. The resulting paths (URIs in form file:///...) are stored in a SQLite DB along with more information. When I install the app and use it, all works perfect. But if I update (or reinstall) the app, the old images are not found anymore, while newly added images work perfect.
I first suspected that the image files were being deleted on update, but I checked the content of the directory and the files are still there. (FYI: I am using file.dataDirectory/scans/ to place my files).
Then I thought that maybe I could go around the problem loading into img src a base64 blob loaded with cordova.file.readAsUrl(), but cordova.file does not find the file as well (I insist, the files are there, I checked with XCode).
So I checked further with cordova.file and it only finds files that are added after last app install, but the older files are still present in the directory.
Here my code:
private getImgSrcFromDocument(doc: Document): any {
const uri = doc.fileName;
const src = this.webView.convertFileSrc(uri);
const sanitized = this.sanitizer.bypassSecurityTrustUrl(src);
console.log({uri, src, sanitized});
return sanitized;
}
<img class="document_thumbnail" [src]="getImgSrcFromDocument(doc)">
I have already checked this, but is not my case.
By the way, the same code works perfect on Android.
Any idea what could be the problem?
Thanks in advance!
I found the reason why and the solution (very obvious when you know the problem):
Reason
On every new install, iOS renames the data directory for the app. The directory path has this form:
file:///var/mobile/Containers/Data/Application/ABC0000-1234-99DD-00FA-E835FEA/Library/NoCloud/
The hash in the middle is renewed on every install, so the stored full paths in DB are not valid anymore.
Solution
If you still can do it (no deploy yet, no real users), store only the relative path and complete it every time with this.file.dataDirectory (or wherever you wanted to store your files).
If you already have real users and want your update to 'find the files', just ignore the first part of the stored path and build it like before:
const ValidUri = this.file.dataDirectory + // The injected cordova-plugin-file
'relativeSubDirectories/' + // If you store your files in some subdirectory
this.document.storedFullPath.substr( // Take from fullPath only the filename
this.document.storedFullPath.lastIndexOf('/') + 1
);
Where storedFullPath is the string file:///var/mobile/....
After that, you still have to do the webView conversion and the sanitizing, like in the question above.
Hope this helps someone.

What is the purpose of buildResources folder in electron-builder building process?

I'm reading through electron and electron-builder docs, but I still do not quite understand what is the purpose of the buildResources folder?
Here's what a configuration doc for electron-builder says:
buildResources = build String - The path to build resources.
Kind of self-explanatory... But how or when they are involved in the build process, especially having that:
...build resources is not packed into the app. If you need to use some
files, e.g. as tray icon, please include required files explicitly
Can we simply put those icon files in an arbitrary folder and then copy over into the app/ manually (since we need to include buildResources manually anyway)?
TL;DR:
As far as I can tell from a quick glance at the source code, the buildResources folder is used to hold additional scripts, plugins, etc. that can be used by the package building software. Electron-builder doesn't generate the packages itself, it uses tools like NSIS.
Explanation:
I've had the same question and unfortunately find an answer for this isn't very straight-forward. The docs entry is pretty useless. I found out that someone asked about it in the GitHub issues but never got an answer.
I decided to dig in the code a bit myself to find out what it does. In NsisTargets.ts, you can see that the buildResources folder can contain custom includes and plugins for NSIS.
// NsisTargets.ts
taskManager.add(async () => {
const userPluginDir = path.join(packager.info.buildResourcesDir, pluginArch)
const stat = await statOrNull(userPluginDir)
if (stat != null && stat.isDirectory()) {
scriptGenerator.addPluginDir(pluginArch, userPluginDir)
}
})
// [...]
taskManager.add(async () => {
const customInclude = await packager.getResource(this.options.include, "installer.nsh")
if (customInclude != null) {
scriptGenerator.addIncludeDir(packager.info.buildResourcesDir)
scriptGenerator.include(customInclude)
}
})
and in pkg.ts it's used to load additional scripts to the pkg builder:
// pkg.ts
if (options.scripts != null) {
args.push("--scripts", path.resolve(this.packager.info.buildResourcesDir, options.scripts))
}
It appears as though buildResources can contain assets/scripts specifically used for the build process. That also explains why the contents of buildResources aren't included in the resulting app.asar file.
So, I'm going to say straight away that the documentation for this option is just awful.
Files included in buildResources will appear in the asar file which you can find documentation about on electron's website.
The option files will include files such as pictures which are not accessible in the asar file.
I.E.
given I have a folder called assets in my build folder I want to include with my app.
"files": [
"./build/**/*"
],
"directories": {
"buildResources": "assets"
}
This will put all folders inside build into the asar file, which you can then unpack by including,
"asarUnpack": "**/assets/*"
This will put the folder assets into the build folder in the app directory.

What tools support editing project.pbxproj files?

I want to edit project.pbxproj straight up using command line (for CI server script)
what tools can allow me to do this?
I used to use PlistBuddy to edit the output Info.plist; however, what i really want to do is to edit this user defined field, which is used in multiple places, and i really don't want to have to hunt that down in every plist location
project.pbxproj is an old-style ASCII property list file, too. So you can use /usr/libexec/PlistBuddy to edit it.
Print some User-Defined key's value like this,
# Get the key A83311AA20DA4A80004B8C0E in your project.pbxproj
# LZD_NOTIFICATION_SERVICE_BUNDLE_ID is defined by me,
# Replace key paths with your own.
/usr/libexec/PlistBuddy -c 'print :objects:A83311AA20DA4A80004B8C0E:buildSettings:LZD_NOTIFICATION_SERVICE_BUNDLE_ID' LAAppAdapter.xcodeproj/project.pbxproj
Set its value like this,
/usr/libexec/PlistBuddy -c 'set :objects:A83311AA20DA4A80004B8C0E:buildSettings:LZD_NOTIFICATION_SERVICE_BUNDLE_ID com.dawnsong.notification-service' LAAppAdapter.xcodeproj/project.pbxproj
UPDATE
PlistBuddy will automatically convert project.pbxproj into a xml-format plist file since macOS Catalina (or some earlier version). It's better to move the setting item into xcconfig file instead since xcconfig is much smaller and simpler than project.pbxproj and not easy to make mistakes when editing with perl script.
I know this has been answered for a while, but since the original question is about tools supporting the manipulation of .pbxproj files, and many other people may be looking for the same information, here's how I do it. It took me quite a while to figure this out because I was very unfamiliar with Xcode when I started attempting this, so I hope this saves others the hours of grief I had to put in.
You can use the plutil command to transform the .pbxproj file from the legacy .plist format into an XML or JSON format you will be able to manipulate more easily. I'm using JSON. To do so, just run:
plutil -convert json project.pbxproj
This will convert the format of project.pbxproj, but be aware that -contrary to common sense- the output won't be another file with a JSON extention such as project.json. What will happen is that project.pbxproj will be converted to JSON format, but retain it's cryptic .pbxproj extension. So even though the file's format has been changed, Xcode will still pick it up and use it in its new JSON format.
Then you can change project.pbxproj with ease using any JSON manipulation tool of your choosing. I'm using Groovy's JsonSlurper class in a Groovy script.
Note I also explored the XML option, but I found the project.pbxproj file in XML format to be cumbersome to parse. The elements are not properly nested to allow for traversing the tree with ease. It's plagued with:
<key>someKey</key>
<dict>
<!--More elements which provide configuration for the key above-->
</dict>
So it's positional in nature. You have to look for the key element corresponding to the setting you want to manipulate and then jump to the dict element just after it. Which means you have to mount the children of each XML element into an array, in order to index them.
Here are 3 open-source tools which implement .pbxproj file editing:
https://github.com/CocoaPods/Xcodeproj (Ruby based)
https://github.com/apache/cordova-node-xcode (NodeJS based)
https://github.com/kronenthaler/mod-pbxproj (Python based)
Personally, I made the best experience with the NodeJS based tool. So far it has covered all our needs reliably.
In the following is listed an example javascript file update-project.js which sets the developer team ID, app entitlements, adds a GoogleService-Info.plist file to the project and checks it as part of the build target. Take it as an inspiration and adapt the scripts and its paths to your needs:
const fs = require('fs')
const xcode = require('xcode')
if (process.argv.length !== 3) {
console.error("Please pass the development team ID as the first argument")
process.exit(1)
}
const developmentTeamId = process.argv[2]
const path = 'ios/App/App.xcodeproj/project.pbxproj'
const project = xcode.project(path)
project.parse(error => {
const targetKey = project.findTargetKey('App')
const appGroupKey = project.findPBXGroupKey({path: 'App'})
project.addBuildProperty('CODE_SIGN_ENTITLEMENTS', 'App/App.entitlements')
project.addBuildProperty('DEVELOPMENT_TEAM', developmentTeamId)
project.addFile('App.entitlements', appGroupKey)
project.removeFile('GoogleService-Info.plist', appGroupKey)
const f = project.addFile('GoogleService-Info.plist', appGroupKey, {target: targetKey})
f.uuid = project.generateUuid()
project.addToPbxBuildFileSection(f)
project.addToPbxResourcesBuildPhase(f)
fs.writeFileSync(path, project.writeSync())
})
Above script can be executed with
yarn run update-project <arguments...>
given that update-project is registered in package.json:
{
...,
"scripts": {
...
"update-project": "node update-project.js"
},
...
}

system.io.directorynotfound -> But it works in Console

My files are referenced like so (it's all relative):
// WHERE YOU KEEP THE PAGE TITLE XML
public static string myPageTitleXML = "xml/pagetitles.xml";
and
using (StreamReader r = new StreamReader(myPageTitleXML))
{ //etc.. . .etc....etc..
}
I get system.io.directorynotfound, and "this problem needs to be shut down", when I double click the executable. But running it from the console works like a charm. What's wrong here?
I played around with attempting to set Environment.CurrentDirectory but couldn't get anything to work. Why should I have to do that anyway? It defeats the purpose of a relative path no?
responding.. .
"application" does not exist in the current context, i'll keep trying what people have mentioned, this is not a windows.form
testing
Path.GetDirectoryName(Reflection.Assembly.GetExecutingAssembly().GetName().CodeBase), myPageTitleXML); gives error URI formats are not supported, as does Path.GetFullPath(). Server.MapPath results in an error as well, this is currently offline
Well assuming this directory is somewhere under the directory in which your code is executing, it sounds like you can use ..
Application.ExecutablePath()
or
Application.StartUpPath()
.. to get an idea as to what your application is seeing when it goes in search of an 'xml' directory with the 'pagetitles.xml' file in it.
If the directory returned by one of these methods does not point where you thought it did, you'll need to move the location of your application or the location of this folder so that it is within the same directory as the app.
Hope this gets you on the right path.
So, when you run it from double clicking the executable, is there a file named pagetitles.xml in a folder named xml, where xml is a folder in the same location as the executable?
It's certainly possible to use relative paths like this, but I wouldn't really recommend it. Instead, maybe use something like:
string fileToOpen = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().GetName().CodeBase), myPageTitleXML);
using (StreamReader r = new StreamReader(fileToOpen))
{
//etc.. . .etc....etc..
}
Is this ASP.NET code? If so then you probably need to do MapPath("xml/pagetitles.xml")

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