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(not to be committed yet / not done yet) Allow custom build/link configuration #1643

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@mkustermann mkustermann commented Oct 10, 2024

This PR allows users of package:native_assets_builder to supply custom build/link configuration. This allows e.g. flutter to add additional configuration to hook/{build,link}.dart scripts that require flutter specific things.

As opposed to earlier PRs that merged Foo and FooImpl we have a different approach for build/link config/output as they are something different:

The current API (even before the recent refactoring to it) allows read and write access to (e.g. assets, ...). We remove this capability as this is conceptually problematic:

  • Currently those API classes are both mutable and at the same time support operator==/hashCode:
    => This is problematic as inserting such an object into a set/map and then modifying it means one can later on not find it anymore. Mutable objects can have operator==/hashCode iff it doesn't change (e.g. the default implementation based on identity). Otherwise objects should be immutable if they want to support operator==/hashCode.
    => For our purposes we have no need for operator==/hashCode and therefore remove this (problematic) capability.

  • Currently those API classes are serving both the hook writers and the bundling tool. The bundling tool would use Impl versions of those, but in the end operate on the same structures.

We now change this to be using the builder pattern: The code that

  • creates build/link config/output will use a builder object that allows only write access

  • consumes build/link config/output will uses a view object that only allows read access

We then make those build/link config/output objects flexible in the sense that

  • a bundling tool can add more configuration to build/link configuration
  • a hook can consume this additional configuration

To support this we

a) Make the builders operate on a json map that allows incrementally add more
things to the build/link config.

=> The bundling tool gives package:native_assets_builder a function
that creates the initial configuration which allows it to add
bundling-tool specific configs (e.g. flutter specific things).
=> Initializing the configs is split up into groups that belong together
=> Named with {Build,Link}ConfigBuilder.setup*() methods which
initialize things that conceptually belong together.
=> A bundling tool can then e.g. add code asset specifics via
configBuilder.setupCodeConfig(...)

b) Make the hooks operate on a json map that allows viewing this
additional information via extension methods.

=> A hook can use e.g. config.codeConfig.cCompiler

Since not all bundling tools may want support code assets (web builds), the code asset specific configuration is now moved out of the core packages and is one such bundling-tool specific configuration.

=> Hook writers can now access it via config.codeConfig.*
=> This sets up the stage to change the CLI protocol to move
those code-asset specific things into a subtree of the config
(e.g. json['code_asset_config'])
=> Then we can allow hook writers to easily detect it by introducing a
config.hasCodeConfig getter.

We make various smaller other changes, e.g.

  • The package:native_assets_builder APIs now either return a result on successfull build or null in case of error.
    => This makes callers have to check (due to nullable type of result) whether build/link succeeded or not (easy to forget to check for a result.success boolean - as evidenced a number of tests that didn't check this success boolean)
    => It avoids returning a result that is only partial (i.e. has some assets but not all due to some builds failing)

  • The Architecture is now moved to be a code-asset specific configuration
    => It makes sense for code assets.
    => It wouldn't make sense for e.g. web builds where there's no code assets available.
    => For now we keep the target operating system, but even that's somewhat problematic for web builds.

  • We no longer need the (temporary) output.{code,data}Assets.all getters
    => This is now natural due to the seperation via builder pattern.

Overall:

  • The changes on the bundling tool side are rather minimal:
     final buildResult = await nativeAssetsBuildRunner.build(
+      configCreator: () => BuildConfigBuilder()
+        ..setupCodeConfig(
+          linkModePreference: LinkModePreference.dynamic,
+          targetArchitecture: target.architecture,
+          targetMacOSVersion: targetMacOSVersion,
+          cCompilerConfig:  _getCCompilerConfig(),
+        ),
       workingDirectory: workingDirectory,
-      target: target,
-      linkModePreference: LinkModePreference.dynamic,
+      targetOS: target.os,
       buildMode: BuildMode.release,
       includeParentEnvironment: true,
-      targetMacOSVersion: targetMacOSVersion,
       linkingEnabled: true,
       supportedAssetTypes: [
         CodeAsset.type,
@@ -160,7 +168,7 @@ class BuildCommand extends DartdevCommand {
         ...await validateCodeAssetsInApplication(assets),
       ],
     );
-    if (!buildResult.success) {
+    if (buildResult == null) {
       stderr.writeln('Native assets build failed.');
       return 255;
     }
@
  • The changes on the hook writer side are rather minimal as well, e.g.:
-      final iosVersion = config.targetIOSVersion;
+      final iosVersion = config.codeConfig.targetIOSVersion;

The main changes are all encapsulated within the
package:native_assets_builder and package:native_assets_cli and the many tests that need updating.

…iguration

This PR allows users of `package:native_assets_builder` to supply custom
build/link configuration. This allows e.g. flutter to add additional
configuration to `hook/{build,link}.dart` scripts that require flutter
specific things.

As opposed to earlier PRs that merged `Foo` and `FooImpl` we have a
different approach for build/link config/output as they are something
different:

The current API (even before the recent refactoring to it) allows read
and write access to e.g. assets, ...). We remove this capability as this
is conceptually problematic:

- Currently those API classes are both mutable and at the same time
  support operator==/hashCode:
  => This is problematic as inserting such an object into a set/map and
  then modifying it means one can later on not find it anymore. Mutable
  objects can have operator==/hashCode iff it doesn't change (e.g. the
  default implementation based on identity). Otherwise objects should be
  immutable if they want to support operator==/hashCode.
  => For our puroses we have no need for operator==/hashCode and
  therefore remove this (problematic) capability.

- Currently those API classes are serving both the hook writers and the
  bundling tool. The bundling tool would use Impl versions of those, but
  in the end operate on the same structures.

We now change this to be using the builder pattern: The code that
  * creates build/link config/output will use a builder object that allows
    mutationonly

  * consumes build/link config/output will uses a view object that only
    allows read access

We then make those build/link config/output objects flexible in the
sense that

  * a bundling tool can add more configuration to build/link
    configuration
  * a hook can consume this additional configuration

To support this we

a) Make the builders operate on a json map that allows incrementally add more
   things to the build/link config.

  => The bundling tool gives `package:native_assets_builder` a function
  that creates the initial configuration which allows it to add
  bundling-tool specific configs (e.g. flutter specific things).
  => Initializing the configs is split up into groups that belong together
  => Named with `{Build,Link}ConfigBuilder.setup*()` methods which
     initialize things that conceptually belong together.
  => A bundling tool can then e.g. add code asset specifics via
    `configBuilder.setupCodeConfig(...)`

b) Make the hooks operate on a json map that allows viewing this
  additional information via extension methods.

  => A hook can use e.g. `config.codeConfig.cCompiler`

Since not all bundling tools may want support code assets (web builds),
the code asset specific configuration is now moved out of the core packages
and is one such bundling-tool specific configuration.

  => Hook writers can now access it via `config.codeConfig.*`
  => This sets up the stage to change the CLI protocol to move
      those code-asset specific things into a subtree of the config
      (e.g. json['code_asset_config'])
  => Then we can allow hook writers to easily detect it by introducing a
     `config.hasCodeConfig` getter.

We make various smaller other changes, e.g.

* The `package:native_assets_builder` APIs now either return a result on
  successfull build or `null` in case of error.
  => This makes callers have to check (due to nullable type of result)
    whether build/link succeeded or not (easy to forget to check for a
    `result.success` boolean - as evidenced a number of tests that
    didn't check this `success` boolean)
  => It avoids returning a result that is only partial (i.e. has some
  assets but not all due to some builds failing)

* The `Architecture` is now moved to be a code-asset specific
  configuration
  => It makes sense for code assets.
  => It wouldn't make sense for e.g. web builds where there's no code
     assets available.
  => For now we keep the target operating system, but even that's
     somewhat problematic for web builds.

* We no longer need the (temporary) `output.{code,data}Assets.all`
  getters
  => This is now natural due to the seperation via builder pattern.

Overall:
* The changes on the bundling tool side are rather minimal:
```diff
     final buildResult = await nativeAssetsBuildRunner.build(
+      configCreator: () => BuildConfigBuilder()
+        ..setupCodeConfig(
+          linkModePreference: LinkModePreference.dynamic,
+          targetArchitecture: target.architecture,
+          targetMacOSVersion: targetMacOSVersion,
+          cCompilerConfig:  _getCCompilerConfig(),
+        ),
       workingDirectory: workingDirectory,
-      target: target,
-      linkModePreference: LinkModePreference.dynamic,
+      targetOS: target.os,
       buildMode: BuildMode.release,
       includeParentEnvironment: true,
-      targetMacOSVersion: targetMacOSVersion,
       linkingEnabled: true,
       supportedAssetTypes: [
         CodeAsset.type,
@@ -160,7 +168,7 @@ class BuildCommand extends DartdevCommand {
         ...await validateCodeAssetsInApplication(assets),
       ],
     );
-    if (!buildResult.success) {
+    if (buildResult == null) {
       stderr.writeln('Native assets build failed.');
       return 255;
     }
@
```

* The changes on the hook writer side are rather minimal as well, e.g.:
```
-      final iosVersion = config.targetIOSVersion;
+      final iosVersion = config.codeConfig.targetIOSVersion;
```

The main changes are all encapsulated within the
`package:native_assets_builder` and `package:native_assets_cli` and the
*many* tests that need updating.
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package:native_assets_cli pkgs/native_assets_cli/lib/native_assets_cli.dart
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pkgs/native_assets_cli/lib/src/api/build.dart
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@mkustermann
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This is how the changes in the standalone bundling tool look like: cl/389500: As we pull the code-asset specific configuration out into bundling tool, we have now (as a nice side-effect) more of the Dart CI testing code living in dart-lang/sdk.

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@dcharkes I haven't polished it yet, but as you're soon OOO I decided to upload it now, so you can have a look.

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High level concerns:

versioning of protocol, versioning of extensions

A very high level question that I have now that the protocol is no longer monolithic: How do we deal with version skew between the Dart/Flutter SDK and hooks?

Should all extensions rock their own versioning? And then the versioning failure should occur when an extension is accessed if it's incompatible. I think that's probably the way to go.

This PR ignores versioning (and removes most/all support for v1.4.0 and v1.5.0 of the protocol). It's probably fine to break our current users 😢 🤷 . However we really need a solution for the long term for the evolution of the protocol. If we don't come up with something now, we paint ourselves in a corner.

For reference:

If we rock a version per extension, then:

  • Extensions can provide default values for config not provided in an older version of the extension in the hook.
  • Extensions can provide default values for output not provided in an older version of the extension in the Dart/Flutter SDK.
  • Extensions can error on access on config values not being able to be defaulted in the hook.
  • Extensions can error on adding output on things not supported by the older version of the SDK in the hook. (This is now addX rather than toJson.)
  • Extensions can error on things it cannot parse in the Dart/Flutter SDK, whether it's from an old hook or not, since we don't do validation inside the hooks anymore anyway. However, extensions might give better error messages if there's a version number output: "upgrade your hook dependencies" rather than some vague parsing error.

As a side note, this PR could probably be extended to support protocol v1.4 and v1.5 based from the CHANGELOG.md's

Validation / correct by construction

Extensibility seems to open up more opportunities for partial instantiation of a config/output. Things cannot be correct by construction anymore. Also we can't really run validators of extensions we don't know. So we'll end up with state errors on access (on access by hook writers in the hook and on access by Dart/Flutter SDK by reading the output).

I guess this is the price to pay for extensibility, which is unfortunate.

Eco system fragmentation

hook/{build,link}.dart scripts that require flutter specific things.

This sounds like an anti-pattern to me. Did you mean "hooks that can use flutter-specific things"?

E.g. I'd want packages that if they are on Flutter Android they use some Java-specific config provided by flutter to produce a jar, but if they are on Linux (standalone or Flutter) they produce a dylib. E.g. sqlite is available in Java and in C and probably easier to use in Java.

We should be trying to avoid ecosystem fragmentation.

No objection against this PR in general, we still want the flexibility. But I'd really want to discourage hook writers from writing hooks that only work on Flutter. Instead, the hook authors should write hooks that do something special if some special config is present. This also leads to the idea that probably all extensions on the config should always be nullable or have a getter isAvailable as you suggested somewhere.

(If you have use cases where you really want to have a hook that only works in Flutter and not in Dart standalone, we should discuss this.)

Small things

  • Currently those API classes are both mutable and at the same time support operator==/hashCode:
    => This is problematic as inserting such an object into a set/map and then modifying it means one can later on not find it anymore.

Good point. 🤓

We now change this to be using the builder pattern: The code that

  • creates build/link config/output will use a builder object that allows mutationonly
  • consumes build/link config/output will uses a view object that only allows read access

Right, especially for the output, we need the mutation.
And we'd like the operator == for users writing unit tests.

And it kind of makes sense we mirror that in the config.

This sets up the stage to change the CLI protocol to move those code-asset specific things into a subtree of the config (e.g. json['code_asset_config'])

That will be a breaking change to the protocol. If you want to avoid breaking users, you should introduce a duplicate of the config under the subkey, and then wait until a new Dart stable comes out and then release a new version that removes the top level keys. Or, commit to tracking down our users and migrating them eagerly.

@@ -38,7 +38,8 @@ Future<void> main(List<String> args) async {
file: assetPath,
linkMode: DynamicLoadingBundled(),
os: config.targetOS,
architecture: config.targetArchitecture,
architecture:
config.dryRun ? null : config.codeConfig.targetArchitecture,
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We made targetArchtecture nullable to avoid this code pattern. It cascades on multiple places.

(We can upgrade targetArchtecture to non-nullable once we remove dryRun.)

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Conceptually if we have code asset support we have to know which target architecture we compile to.

This dry-run is an artifact that hopefully soon goes away, which is why I made it already now non-nullable. I can temporarily change it back if you prefer.


// XXX TODO: Migrate to json decoding api.
extension CodeAssetBuildConfigBuilder on HookConfigBuilder {
void setupCodeConfig({
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buildCodeConfig (consistently using build as a name)

}
}

void setupBuildRunConfig({
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I kind of like this splitting up in separate parts.
However, it leads to the possiblity where an embedder might forget to call one of the parts.
Of course, having the 'subtypes' calling the 'parent' ones leads to forwarding a million parameters, which is also ugly.
"Correct by construction" design pattern goes out of the window with this PR.
I'd expect a bunch of StateErrors to be introduced by this PR to alert embedder-writers and hook-test-writers on invalid states.

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I kind of like this splitting up in separate parts.

👍 it groups related things together. Much better then the enormous parameter lists of unrelated things.

However, it leads to the possiblity where an embedder might forget to call one of the parts.

We only have 2 embedders and they have to call that in 2 places (build & link). I'm not concerned we will forget about it (we'd know because each embedder is bundling things differently, so each embedder will have to have end-to-end tests that would fail if anything doesn't work - so it would be discovered before landing any code).

Of course, having the 'subtypes' calling the 'parent' ones leads to forwarding a million parameters, which is also ugly.

This isn't really possible, there's no such things as "subtypes", no hierarchy. A bundling tool can cherry-pick individual pieces it wants to support. Imagine later on in flutter it looks like this

BuildConfigBuilder()
  ..setupCodeConfig(...)
  ..setupFontConfig(...)
  ..setupIconConfig(...)
  ..setupShaderConfig(...)

none of them is a subtype of the other - they form no hierarchy.

@@ -12,10 +11,16 @@ void main() {
testBuildHook(
description: 'test my build hook',
mainMethod: build.main,
extraConfigSetup: (config) {
config.setupCodeConfig(
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I think config.setupCodeConfig( should maybe implicitly add CodeAsset.type to supportedAssetTypes. Or did you want to avoid modifying the json serialization of "base config" parts?

I think it's a bit smelly that

  BuildMode? buildMode,
  OS? targetOS,
  List<String>? supportedAssetTypes,
  bool? linkingEnabled,

are supplied as parameters while

        linkModePreference: LinkModePreference.dynamic,
        targetArchitecture: Architecture.current,

are supplied in a callback.

Can we use the builders for all instead?

Or instead of trying to go builders all the way, we could go the other way and introduce a code_assets/code_asset_test.dart with testCodeBuildHook that takes a flat list of parameters.

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Can we use the builders for all instead?

We do use builders for all - the entire config is built using {Build,Link}ConfigBuilder.setup* methods.

I think it's a bit smelly that

It's just a layered architecture:

  • "base protocol requirements" are initialized on the builder in package:native_assets_builder: right now taretOS, linkingEnabled - but also things determined internally such as the outputDirectory, ...
  • "extensible things" are initialized in the bundling tool (e.g. code asset configuration, code asset type, code asset encoding)

Some of these probably shouldn't be in the "base protocol requirements" (like targetOS) but that's a separate discussion.

Or did you want to avoid modifying the json serialization of "base config" parts?

It's just symmetric with the remaining layering. The package:native_assets_builder is responsible for the base protocol things and the bundling tool for any extensible things.

Or instead of trying to go builders all the way, we could go the other way and introduce a code_assets/code_asset_test.dart with testCodeBuildHook that takes a flat list of parameters.

Yes. Each asset type can have their own test wrapper. (as I mentioned the PR isn't quite done yet)

void addDependency(Uri uri) {
var dependencies = json[_dependenciesKey] as List?;
dependencies ??= json[_dependenciesKey] = [];
dependencies.add(uri.toFilePath());
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To aid in testing, I believe we should ensure things are sorted in the JSON so that when parsing later things are sorted.
Otherwise any code that accidentially is adding things in a non-deterministic order will become hard to test.

Sorting on add is inefficient, so I believe it to be better to sort when accessing the json getter.

So we should make json private and make a proper getter.
Maybe the getter should be called toJson() instead of a getter, to signify that it does work.

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To aid in testing, I believe we should ensure things are sorted in the JSON so that when parsing later things are sorted.

Tests can be written to not depend on sorting, for example

expect(json, equals({'a' : 1, 'b': 2}));  // <-- already now compares maps irrespective of order
expect(list, unorderedEquals([1, 3, 1]));  // <-- can use unordered compare
expect(dependencies.toSet(), equals([uri1, uri2].toSet()));
...

=> There's plenty of options how tests can be written robustly if we expect orderings to change a lot.

Why should we sacrifices production code performance?

'up the run configuration');
}
final hash = sha256
.convert(const JsonEncoder().fuse(const Utf8Encoder()).convert(json))
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We must ensure the jsons are deeply sorted, otherwise we'll not be sharing builds properly.

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A few things

  • Sharing builds is an optimistic thing: A user can always run flutter clean or rm -rf .dart_tool. So the fact it does something different now doesn't mean it's wrong.
  • The code is deterministic, the maps produced here will have the keys always in the same order in them (our maps have guarantees about iteration order being the same as insertion order). So that means caching will actually work just fine with this code (A Dart SDK with this code in it will build first time and skip second time)

But I have considered making a separate change for this: #1650

pkgs/native_assets_cli/lib/src/config.dart Outdated Show resolved Hide resolved
/// The asset types that the invoker of this hook supports.
final List<String> supportedAssetTypes;

HookConfig(this.json)
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It looks like we lost validation and backwards compatibility.

Are you intending to remove support for protocol versions v1.4 and v1.5?

packageName = json.string(_packageNameConfigKey),
targetOS = OS.fromString(json.string(_targetOSConfigKey)),
supportedAssetTypes =
json.optionalStringList(_supportedAssetTypesKey) ?? const [],
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This is not the right default. The right default for older SDKs is CodeAssets.
However, it should always be passed as this param was added in protocol version 1.1.
So this should be non-optional string list instead.

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Already the previous CL required a bundling tool to be explicit about the supported assets. If it doesn't supply any it's empty. We shouldn't silently assume that a bundling tool supports code assets - it may not support it.

We should go through the json writers to encode things no longer in an optional way (i.e. empty list is written as empty list not as null) and make readers mandate them.

final buildConfig = BuildConfig.build(
supportedAssetTypes: [CodeAsset.type],
final buildConfigBuilder = BuildConfigBuilder()
..setupHookConfig(
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This code is much less nice than what it was before. Ditto for all the other tests.

I guess that's just what it is, much less nice API for our users due to having to deal with extensibility.

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Then we very much disagree here:

  • before we have a whole bunch of parameters being passed down, some of them being related (e.g. cCompilerConfig, linkModePreference) others completely unrelated (e.g. dryRun, packageName)
  • now we group the things together that belong together

Imagine we had to extend the parameters here with fonts, icons, proguard rules, ... we'd end up in a long list of unrelated things mashed together into a long parameter list.

How is the new way not nicer?

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  • You can easily forget to call setupBuildConfig. The resulting BuildConfig no longer correct by construction.
  • It's more verbose.
  • It's imperative instead of an object literal. Configs as object literals are beautiful.

(The grouping with object literals could have been done with nested object literals, at the cost of some verbosity.)

Anyway, I don't see a way to get the benefits of the previous design and having extensibility. So, I'm not opposed to landing this. It just hurts my eyes, I can live with that. 😆

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@dcharkes I haven't polished it yet, but as you're soon OOO I decided to upload it now, so you can have a look.

I've done a first pass and tried to formulate some high level concerns.

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Coverage Status

coverage: 89.772% (-0.5%) from 90.285%
when pulling 251a334 on flexible-config
into d7cdac4 on main.

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High level concerns:

Absolutely anticipated those :)

@mkustermann
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versioning of protocol, versioning of extensions

Breaking changes

Right now we are in a situation where the packages are checking compatibility with one version and will throw if it’s not compatible. That means if anything in the protocol changes in a breaking way that makes us increase the major version number, it breaks all packages using hooks out there. Assuming we’re out of experimental and many packages use this, this would be massively breaking for our ecosystem. But it will break much more than it actually has to: Example: we make a breaking change to code asset encoding or code configuration - it will also break packages that only use data assets (and aren’t actually affected by this change).

By breaking up the protocol into individual orthogonal pieces, we have the flexibility (if we decide to) to version things individually. That means e.g. if we break code asset config or output encoding, we only break packages actually using code assets.
=> So this seems to be very much desirable over the status quo.

Backwards compatible changes

Currently the version (minor) number is being continuously increased because many things in the protocol aren’t stable yet - that’s because it’s an experimental feature that is in-development and things are changing. By breaking it up into orthogonal pieces we can make individual things stable when they’re ready before other things.

The new structure allows handling backwards compatible changes just like the old structure. There’s nothing fundamentally different that would prevent this.

For compatible changes to the build/link config one doesn’t even strictly need a version number as the json reader can just look for new encoding and if it doesn’t find it fallback to old encoding.

Build/Link hook outputs would always use the oldest encoding so it works on older SDKs.

New features & versioning

If we introduce new features in the configuration (or in the output) which is required by a package, then the hook packages should make it clear they need that new feature and won’t work otherwise.

The best way to solve this would be via our existing versioning mechanism: pub’s version solving. If a user is on an old flutter/dart SDK and wants to use a package that requires these new hook features, then ideally that user is told to upgrade the SDK (via an incompatible version constraint error).

=> We’d much rather have pub report incompatible version error (or select a better version of a dependency) over a hook invocation to fail at runtime due to major version changing and it throwing.

So if we introduce new features in bundling tools (be it configuration or output support) we’d want the support packages to have a lower bound dart/flutter sdk constraint on that version, making every user of the feature require a newer SDK.

Performing actual breaking changes

If we wanted to do a breaking change, then we’ll be forced to do this via transition periods. We announce the breaking change, we offer an option to use the new mechanism and after a while we remove the old mechanism - similar to how we do breaking changes in dart:* APIs (where we don't increase major Dart SDK version from 3.x to 4.x btw).

How exactly we do this may be different from case to case. An example could be: We could offer a new code_asset_v2 type and after a longer transition period remove support for the older code_asset type.

If we have to make a breaking change, it's much better to do that in a smoother way that allows migrating ecosystem vs increasing a major version number in the json and make all the hooks throw.

If we wanted to have stronger guarantees we could make the support packages have narrower SDK constraints (in particular narrow upper bound) but that would require us re-publishing the packages every few months with higher SDK bounds. Not sure this is worthwhile.

/cc @jonasfj opinions?

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Validation / correct by construction
Extensibility seems to open up more opportunities for partial instantiation of a config/output. Things cannot be correct by construction anymore.

Not sure what “correct by construction” means here.

Yes, these changes allow e.g. flutter to support additional asset types & configuration compared to standalone dart. The bundling tool decides what assets & config it supports - and is “correct by construction” when it builds the configurations. If a hook wants to add flutter fonts, then it needs flutter SDK constraint which ensures that it gets this capability - it's an agreement between the two.

Also we can't really run validators of extensions we don't know.

The bundling tool will ensure the configs it gives to hooks is correct (it could “validate” it) and ensure the output of the hooks is correct (it can “validate” it). It knows all the configuration, all asset types it supports - anything that matters it can validate.

The hook itself could (redundantly) validate that the config it gets is what was promised. But of course only for things the hook cares about. e.g. if a hook wants to add code assets why on earth would it want to validate anything about flutter font asset config (which doesn't affect it at all)? Even if we wanted to "double check" that the encoding/semantic agreement is uphold, it only makes sense to do that "double checking" on things that the hook relies on.

It also depends what “validation” here means: Let’s break it apart:

  • Encoding validation (that json is formatted according to schema)
  • Semantic validation (e.g. that a file mentioned in the json actually exists on disc and is a valid ELF file)

Before my changes these two things were intermingled. Now we decouple these two aspects more and more (e.g. the json builder & json view classes in this PR focus on the former, i.e. encoding).

Here’s a thought experiment about the former: Imagine we chose protobuf as a format instead of json. Then there would be a proto message format (aka schema), the bundling tool would construct it and the hook would consume it (and vice-versa for output). There will be no “validation” of the encoding happening - except for the fact that the proto decoder will throw an encoding error if it gets a message that isn’t a valid encoding of the proto it expects. The json equivalent of this could be throwing StateError/ArgumentError. We can extend a proto in a backwards compatible way by adding new optional fields and we have the same capability in json.
=> This is fine - it’s a schema which the writer and reader agrees upon.

Similarly for the semantics: If e.g. if a record_uses.json is provided to the link config hook, then the semantics say it has to exist on disc and must be a json file.
=> This is fine - it’s a semantic that is agreed upon by the writer and reader.

I'm not quite sure I understand the concrete concern here.

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This PR ignores versioning (and removes most/all support for v1.4.0 and v1.5.0 of the protocol).
As a side note, this PR could probably be extended to support protocol v1.4 and v1.5 based from the CHANGELOG.md's

We have to do this gradually anyway: We don't want to carry all this baggage forever. When we go out of experimental we should have one way of encoding things in json - not X different ways. Since we have to do it anyway: the earlier the better - as it reduces complexity.

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Breaking changes

By breaking up the protocol into individual orthogonal pieces, we have the flexibility (if we decide to) to version things individually. That means e.g. if we break code asset config or output encoding, we only break packages actually using code assets.

That is very beneficial indeed!

Should we already be adding a code-assets-assets and data-assets-version for the two extensions of the base protocol in this PR?

Backwards compatible changes

For compatible changes to the build/link config one doesn’t even strictly need a version number as the json reader can just look for new encoding and if it doesn’t find it fallback to old encoding.

Build/Link hook outputs would always use the oldest encoding so it works on older SDKs.

We need the version in the config to know what version to use in the output. (Hooks cannot output an older version if they rely on a newer feature though.)

New features & versioning

So if we introduce new features in bundling tools (be it configuration or output support) we’d want the support packages to have a lower bound dart/flutter sdk constraint on that version, making every user of the feature require a newer SDK.

Completely agreed!

We need to be careful to avoid having a different version in the Dart SDK then in the Flutter SDK during branch alignment. Otherwise the Dart language constraint is useless in Flutter. (Note that we just passed a branch alignment period while changes are continuously rolled into Dart SDK and we have not rolled them into Flutter yet.) We'll probably need to add a step to the branch alignment process to cover this.

(Maybe the sanity check in the branch alignment process could be a test in the Flutter SDK that tries to run hooks for both the dart and flutter executable and inspects the versions of the known extensions: base, data assets, and code assets, that these are identical.)

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Eco system fragmentation
hook/{build,link}.dart scripts that require flutter specific things.

This sounds like an anti-pattern to me. Did you mean "hooks that can use flutter-specific things"?

I mean flutter can provide more asset types, more configuration that standalone sdk will not provide. Packages can take advantage of those. This is something we want, not an antipattern.

If flutter is the only one supporting such asset types, such configuration, the package may start out being flutter specific. Once other bundling tools may also want to support such asset types / configuration, the package may be made independent of flutter. That's backwards compatible.

This sets up the stage to change the CLI protocol to move those code-asset specific things into a subtree of the config (e.g. json['code_asset_config'])

That will be a breaking change to the protocol. If you want to avoid breaking users, you should introduce a duplicate of the config under the subkey, and then wait until a new Dart stable comes out and then release a new version that removes the top level keys. Or, commit to tracking down our users and migrating them eagerly.

Correct, we we can provide both encodings in the toJson and remove the old one a version later.
I think it's very important to clean up the CLI protocol before we mark it as stable.

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Validation / correct by construction
Extensibility seems to open up more opportunities for partial instantiation of a config/output. Things cannot be correct by construction anymore.

Not sure what “correct by construction” means here.

I meant something simple: You can only have an object of BuildConfig if it doesn't have state errors. This was achieved by throwing in the factory constructors if there was invalid params.

The bundling tool will ensure the configs it gives to hooks is correct (it could “validate” it) and ensure the output of the hooks is correct (it can “validate” it). It knows all the configuration, all asset types it supports - anything that matters it can validate.

Yes, so this responsibility of correctness moves from the BuildConfig class to the bundling tool / embedder. The embedder has to not forget to check that after the builds are run and a BuildConfig is the result, that its contents are valid. That's why I said no longer correct by construction (by construction of the object succeeding and not throwing).

As I mentioned, this is just the price of extensibility. (Builders can only validate their own sub-parts.)

As a side note, every responsibility that we move to the bundling tool / embedder gets duplicated between dartdev and flutter_tools. This is toilsome. Maintenance is going to require almost identical PRs in two places. My goal with native_assets_builder was to have as much code shared as possible.

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Eco system fragmentation
hook/{build,link}.dart scripts that require flutter specific things.
This sounds like an anti-pattern to me. Did you mean "hooks that can use flutter-specific things"?

I mean flutter can provide more asset types, more configuration that standalone sdk will not provide. Packages can take advantage of those. This is something we want, not an antipattern.

If flutter is the only one supporting such asset types, such configuration, the package may start out being flutter specific. Once other bundling tools may also want to support such asset types / configuration, the package may be made independent of flutter. That's backwards compatible.

Yes, we want the technical capability. However, what I was trying to convey is that we should encourage package authors to not make their packages unseccarily only work on Flutter:

  • Maybe you have some financial-visualizer package that emits FontAssets, if you're running on Flutter, but only provides asci art if you're running on Dart standalone.
  • Maybe you emit a JarAsset and ProguardRules, if you're running on Flutter Android, but a dylib in all other cases.

Yes, it's okay if package authors make a hook that requires Flutter for some specific use case that really cannot work in standalone. But we should not go ahead and encourage package authors to do so from the get-go.

Again, I agree with the technical capabilities in this PR. I'm saying we should be careful on what guidance we give to package-with-hooks-authors.

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Yes, so this responsibility of correctness moves from the BuildConfig class to the bundling tool / embedder.
The embedder has to not forget to check that after the builds are run and a BuildConfig is the result, that its contents are valid. That's why I said no longer correct by construction (by construction of the object succeeding and not throwing).
As I mentioned, this is just the price of extensibility. (Builders can only validate their own sub-parts.)

So yes, embedders can have custom configuration, custom asset types - so naturally only the embedder can know the full picture - not package:native_assets_builder. We could pass down a configValidator that will validate the final configuration (just like we have a buildValidator and linkValidator that we pass down and runs on the output of running build/link hooks) - if that would be helpful.

As a side note, every responsibility that we move to the bundling tool / embedder gets duplicated between dartdev and flutter_tools. This is toilsome. Maintenance is going to require almost identical PRs in two places. My goal with native_assets_builder was to have as much code shared as possible.

This PR doesn't really cause any meaningful duplication in embedders, it just moves parameters around to different place:

     final buildResult = await nativeAssetsBuildRunner.build(
+      configCreator: () => BuildConfigBuilder()
+        ..setupCodeConfig(
+          linkModePreference: LinkModePreference.dynamic,
+          targetArchitecture: target.architecture,
+          targetMacOSVersion: targetMacOSVersion,
+          cCompilerConfig:  _getCCompilerConfig(),
+        ),
       workingDirectory: workingDirectory,
-      target: target,
-      linkModePreference: LinkModePreference.dynamic,
+      targetOS: target.os,
       buildMode: BuildMode.release,
       includeParentEnvironment: true,
-      targetMacOSVersion: targetMacOSVersion,
       linkingEnabled: true,
       supportedAssetTypes: [
         CodeAsset.type,
@@ -160,7 +168,7 @@ class BuildCommand extends DartdevCommand {
         ...await validateCodeAssetsInApplication(assets),
       ],
     );
-    if (!buildResult.success) {
+    if (buildResult == null) {
       stderr.writeln('Native assets build failed.');
       return 255;
     }
@

It's already embedder-specific how to produce values for those things (e.g. how flutter finds android ndk compiler etc)

What "duplication" are you concretely concerned about? What is "toilsome"?

(The linkValidator / buildValidator we currently pass down have like 5 lines of code in each embedder that call shared helper functions - I don't think that can be described as meaningful "duplication" or "toilsome")

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We need to be careful to avoid having a different version in the Dart SDK then in the Flutter SDK during branch alignment. Otherwise the Dart language constraint is useless in Flutter. (Note that we just passed a branch alignment period while changes are continuously rolled into Dart SDK and we have not rolled them into Flutter yet.) We'll probably need to add a step to the branch alignment process to cover this.

(Maybe the sanity check in the branch alignment process could be a test in the Flutter SDK that tries to run hooks for both the dart and flutter executable and inspects the versions of the known extensions: base, data assets, and code assets, that these are identical.)

Very Good! Yes, that's the main trickiness around versioning.

Though I disagree a bit about the goal: Ideally flutter and standalone SDKs can be developed independently - we may introduce an asset type only working in Dart SDK, flutter may introduce one that only works in Flutter SDK and we may have one that both support (possibly at different versions).

The fundamental problem issue that would be nice to solve is the following:

A package may work in flutter and non-flutter. It can use conditional imports to do different things in flutter vs non-flutter.

  • If it's used in flutter we may want to have a specific flutter SDK constraint (guaranteeing the flutter specifics are there that we need for the flutter code path).
  • If it's used in non-flutter we may want to have a specific Dart SDK constraint (guaranteeing the dart standalone specifics are there that we need for the non-flutter code path)

Right now this is not expressible. (I guess the "federated flutter plugins" is somewhat related to this)

/cc @jonasfj any chance we can this problem solved?

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jonasfj commented Oct 11, 2024

There is an issue here:
dart-lang/pub#3563

We have no good proposals, but we definitely need to solve it.

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jonasfj commented Oct 11, 2024

Can't an SDK constraint Dart be enough? That'll pretty much guarantee that you get at-least the corresponding version of the Flutter SDK.

Do we think people will want to conditionally import package:flutter ?

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sigurdm commented Oct 11, 2024

A package may work in flutter and non-flutter. It can use conditional imports to do different things in flutter vs non-flutter.

Do we really want to enable this? It sounds inconsistent for a ffi-plugin to behave in a different way on flutter vs. non-flutter.

I can see behaving differently depending on the platform where you are running (ie where to search for the dynamic library). But that should not really have to do with the embedder (eg. other embedders than Flutter might exist for Android: A native plugin should behave in an "android" way, not in a "flutter" way). I believe we have https://pub.dev/packages/os_detect for this.

That might all be too idealistic, and there might be technical reasons I don't see for giving flutter a special treatment.

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A package may work in flutter and non-flutter. It can use conditional imports to do different things in flutter vs non-flutter.

Do we really want to enable this? It sounds inconsistent for a ffi-plugin to behave in a different way on flutter vs. non-flutter.

Let's say we want to have one package our users should use for cryptography - it's optimized on all environments & target platforms. Users use it and it will internally make sure it's fast, small and secure wherever it runs. Let's call it package:crypto. Now

  • on the web this package may want to use dart:html / package:web
  • on flutter-android it will want to use android's super secure cryptography libraries, exposed via a package:flutter_android_java_crypto_apis flutter plugin
  • on linux it uses ffi-based cryptography libraries installed on the system
  • everywhere else it uses algorithms written in Dart

=> This allows the entire ecosystem to use package:crypto and it hides/abstracts implementations away.
=> The alternative is that we cannot have non-flutter depend on flutter-specific package which means all the way up to the application package, everything is either flutter or non-flutter.

The issue already exists today: We cannot have such a packate:http so we have package:cupertino_http that application packages have to use and somehow dependency inject, but that doesn't work everywhere so an app may use multiple different http implementations.

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Can't an SDK constraint Dart be enough? That'll pretty much guarantee that you get at-least the corresponding version of the Flutter SDK.

That's what we'll do for now, yes.

(Though conceptually it creates creates unnecessary coupling and assumptions: It assumes Flutter SDK is a strict superset of Dart SDK - in terms of API functions, functionality, asset types supported in the new hooks proposal, etc - which isn't true even today, e.g. Isolate.spawnUri doesn't work in flutter, dart:cli doesn't exist in flutter, ... )

Do we think people will want to conditionally import package:flutter ?

One could imagine some packages doing conditionally flutter specifics - relying on flutter plugins or using dart:ui / dart:web_ui apis.

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sigurdm commented Oct 11, 2024

on flutter-android it will want to use android's super secure cryptography libraries, exposed via a package:flutter_android_java_crypto_apis flutter plugin

But should this not be android-specific instead of flutter specific? It sounds like package:flutter_android_java_crypto_apis should be called package:android_java_crypto_apis and not be a plugin but a dart:ffi package...

One could imagine some packages doing conditionally flutter specifics - relying on flutter plugins or using dart:ui / dart:web_ui apis.

In that case it should almost certainly be a flutter only plugin I think.

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