Where does React-Native AsyncStorage save data on disk using iPhone Simulator? - react-native

Using IOS Simulator, where does React-Native AsyncStorage save the data on disk ?
I am using IOS Simulator version 10.0 and running IOS 10.2 and react-native 0.40.0

React Native async storage data is inside Documents folder of you application sandbox. For react-native 0.40.0 it is Documents/RCTAsyncLocalStorage_V1/manifest.json.
Path to sandbox folder for iOS Simulator (Xcode 8.2) is: ~/Library/Developer/CoreSimulator/Devices/{DEVICE_ID}/data/Containers/Data/Application/{APP_ID}
To find DEVICE_ID you can use xcrun simctl list from terminal.
Since your application gets new APP_ID on each run, you can't easily find it. I simple list all files inside Application and get most recently updated. See Xcode 6 keeps renaming my app's directory in iOS8 simulator after each run. and related for other solutions.

Based on the other helpful comments and answers, let me summarize how to inspect AsyncStorage:
First, cd into the Async directory.
cd `xcrun simctl get_app_container booted $BUNDLE_ID data`/Documents/RCTAsyncLocalStorage_V1
Then review the manifest:
jq < manifest.json
Then to pretty-print a non-null value in the manifest:
jq '."somekey"|fromjson' < manifest.json
For null values, find the file that has the value:
md5 -s "otherkey"
# 90f5ba064f8280d4c94b1f0b1a85a79e
Then pretty-print that file:
jq < 90f5ba064f8280d4c94b1f0b1a85a79e
I have also shared this in a gist

Related

How do I customize the location of index.js with Sentry in React Native?

Our bundle entry point is at src/index.tsx, which appears not to match the Sentry default of ./index.js.
Sentry is failing on sentry-cli react-native-xcode with the error EOF while parsing a value at line 1 column 0.
Using debug log level, I see:
+ ENTRY_FILE=index.js
...
Error: The resource `/Users/lukecwilliams/Projects/mobile2mr/index.js` was not found.
And in the actual CLI command, this is being run: --entry-file index.js
We need instead --entry-file src/index.tsx. How can we customize this? I can't find an answer in the docs or source code.
I've found this solution (custom build script) but it's still not working.
I have a script in the project root:
sentry-cli-xcode-build.sh:
./node_modules/react-native/packager/react-native-xcode.sh ./src/index.tsx
And in the build command in project.pbxproj:
shellScript = "export SENTRY_PROPERTIES=sentry.properties\nexport EXTRA_PACKAGER_ARGS=\"--sourcemap-output $DERIVED_FILE_DIR/main.jsbundle.map\"\nexport NODE_BINARY=node\n../node_modules/#sentry/cli/bin/sentry-cli react-native xcode ../sentry-cli-xcode-build.sh";
But the result is a fairly ambiguous: error: Permission denied (os error 13)
Do I need to change the directory setup somehow? I don't see a concrete example in Sentry docs or the GH answer above regarding where to put the script and how to reference it exactly.
It turns out that this build step should simply be disabled in iOS projects using Bitcode (which is the default). So, we have no more need to run a custom build script.
We'll use Fastlane afterward to upload debug symbols.
Docs for reference:: https://docs.sentry.io/platforms/react-native/#ios-specifics
The answer is
export ENTRY_FILE=index.ios.js
in the script

Deprecated API Usage Apple [duplicate]

Yesterday, I uploaded my App to TestFlight and after a while Apple sent me this warning:
ITMS-90809: Deprecated API Usage - Apple will stop accepting submissions of apps that use UIWebView APIs . See https://developer.apple.com/documentation/uikit/uiwebview for more information.
The thing is that I don't use UIWebView in my app so I tried to update my pods but still the same thing.By the way this is my 3rd build on TestFlight and this is the first time apple sends me this. Any ideas?
Update
These are my pods:
pod 'Firebase/Core'
pod 'Firebase/Firestore'
pod 'Firebase/MLVision'
pod 'Firebase/MLVisionTextModel'
pod 'SVProgressHUD'
pod 'SPPermission/Camera'
pod 'SPPermission/PhotoLibrary'
pod 'Mantis'
pod 'SwiftKeychainWrapper'
pod 'SwiftyOnboard'
pod 'Fabric'
pod 'Crashlytics'
Update 2
Seems like I found the frameworks with the issue.
Binary file ./Pods/FirebaseMLCommon/Frameworks/FirebaseMLCommon.framework/FirebaseMLCommon matches
Binary file ./Pods/Crashlytics/iOS/Crashlytics.framework/Crashlytics matches
Binary file ./Pods/GoogleMobileVision/Detector/Frameworks/GoogleMobileVision.framework/GoogleMobileVision matches
So now do I have to wait for google to fix them and update my pods?
Check if you use in your code the UIWebView class; if yes replace your implementation with WKWebView, else need check your Pods.
Go with terminal into your project folder and execute the command:
grep -r "UIWebView" .
All matched pod must be updated.
Now I'm stuck because I found UIWebView into Google AdMob (version 7.49.0) and I'm waiting a new version from Google.
You can examine each of the frameworks in the archived app to see if any of them refer to UIWebView. From the command line, cd to the archived app, e.g.:
cd ~/Library/Developer/Xcode/Archives/<date>/myapp.xcarchive/Products/Applications/myapp.app
Once there, use the nm command to dump the symbols of your app and each of the app's frameworks:
nm myapp | grep UIWeb
for framework in Frameworks/*.framework; do
fname=$(basename $framework .framework)
echo $fname
nm $framework/$fname | grep UIWeb
done
This will at least tell you which framework is the culprit.
I will answer my own question as I have news about this email. Google told me that there are several tickets about this issue and they are going to resolve this as soon as possible.
Also today my app has been approved for the AppStore so it seems to be just a warning for the time being.
For project with cocoapods:
grep -r UIWebView Pods/
WKWebView is the replacement for UIWebView. If you don't have UIWebView usage in your code than by executing the below terminal command you can easily get to know that which library is still using UIWebView reference (don't miss the . (dot)).
From the command line, cd to the archived app, e.g
cd ~/Library/Developer/Xcode/Archives/<date>/myapp.xcarchive/Products/Applications/myapp.app
And then Run
grep -r UIWebView
OR call
grep -r UIWebView /Path/To/Project/*
This will give you Output for framework match
./<ANY>.framework/Headers/ANY.h:#define ANYUseUIWebView ANY_NAME_PASTE(ANY_PREFIX_NAME, ANYUseUIWebView)
Output for library match
Binary file ./<FRAMEWORK-NAME>.framework/<LIB-FILE>.a matches
Update these Libraries
pod update
also check out this Medium Article
brew install ripgrep
cd Pods
rg UIWebView
YoutubePlayer-in-WKWebView/README.md
10:- using WKWebView instead of UIWebView.
TTTAttributedLabel/TTTAttributedLabel/TTTAttributedLabel.h
166: to emulate the link detection behaviour of UIWebView.
TwitterKit/iOS/TwitterKit.framework/Headers/Twitter.h
28: * either UIWebView or SFSafariViewController depending on iOS
TwitterKit/iOS/TwitterKit.framework/Headers/TWTRTweet.h
84: * Suitable for loading in a `UIWebView`, `WKWebView` or passing to Safari:
In order to find where you are using a UIWebView, Go to your project root in terminal
and use this command
grep -r -F "UIWebView" .
The '.' is very important.
It tells the system to search the string "UIWebView" in the current folder and subfolders.
This will search the cocoapods libraries also
I solved this issue by updating ionic webview plugin and adding preferences in config.
I followed following steps:
1.cordova plugin rm cordova-plugin-ionic-webview
2.cordova plugin add cordova-plugin-ionic-webview#latest
3.Added preferences in config file under ios platform :
<preference name="WKWebViewOnly" value="true" />
<feature name="CDVWKWebViewEngine">
<param name="ios-package" value="CDVWKWebViewEngine" />
</feature>
<preference name="CordovaWebViewEngine" value="CDVWKWebViewEngine" />
After following these steps my app is submitted and later approved in review.
Use latest firebase version
https://firebase.google.com/support/release-notes/ios
Version 6.8.1 : Removed references to UIWebViewDelegate to comply with App Store Submission warning (#3722).
If you are building with Unity 3D, this is a know-issue (acknowledged in changelogs), it's currently fixed for version 2019.3 (being tested and backported).
Check the ticket here https://unity3d.com/unity/whats-new/2019.2.4
It was a long process, but I managed to solve the above mentioned issue. Let me walk you through the process and share my findings.
First things first, its not necessary what worked for me will work for you. You juts need to try every possible solution put out there.
I followed some of the solutions posted in various threads. (Linked below).
When I was on RN 0.59, I found these files comment mentioned here. Didn't work
I upgraded to RN 0.61, I didn't find these files. I tried uploading the app but still got the warning. Didn't work
I updated the following libraries to their latest versions. Didn't work
react-native-device-info
react-native-view
I tried this grep command mentioned here. There were certain libraries that showed up i.e react-native-fbsdk, react-native-google-sign, react-native-gesture-handler. So I upgraded all of them and uploaded the build but still got the warning. Didn't work
The last resort to update all the libraries, which i know was going to take a lot of time. So my first guess was to update 'react-native-firebase' to latest v6 version issue. But it had some issues with Notification not being on so I couldn't use it. Also they mentioned that their v.5.5.6 is clean and doesn't have any UIWebViewIssues given you update your iOS sdk to 6.12.+ More info here.
So this moved me to my second guess which in my case was 'react-native-ux-cam'. Luckily they updated their library to remove all the references of UIWebView. I updated to the lastest version and BOOM, the issue was solved. I submitted my app to Apple and no warnings so far. More info here Worked đŸ’„
Hope this helps someone.
Backstory
On my ReactJS + Cordova project I uploaded an app to the app store and it was successful. Shortly after I received an email citing ITMS-90809: Deprecated API Usage. After hours (over days) of research and multiple failed uploads I connected with Apple using a paid developer token ($50); they responded basically saying "check your node modules folder" and refunded my token because they weren't going to assist me with this extremely ambiguous error.
Previous Attempts
Updated cordova to use the wkwebview-engine and wkwebviewxhrfix plugins
Using grep -r on archives, ios source, and entire project source, I found a LOT of notes but nothing that really helped.
updated all npm packages
cleaned and updated all cocoapod pods
Final Attempt
After removing all "extra" cordova plugins, npm packages, and pods I was left with a shell of an application but still facing the apple rejection. using grep -r again there was still a reference to "facebook" which lead me to an old copy of the FBSDK.
Solution
FBSDK had been manually added to target > Build Phases > Link Binary With Libraries. There was also an associated cordovaFacebook.m in target > Build Phases > Compile Sources. After removing these old, un-maintained files I was able to upload to itunes connect without at issue.
In my case, Firebase/Auth was using deprecated UIWebView API and the version I was using was an older one. So I just updated the Firebase/Auth pod using the command,
pod update 'Firebase/Auth'
Note: To figure out the frameworks which are using this api, just search "UIWebView" (cmd+shift+F)
FB Sdk above Version 7.16.1 have this issue. Actually it have no files in framework folder.
This error remove when you build it using FBSDK v7.16.1, but Appstore got rejected the app, because of depreciated api usage(UIWebView).
I resolve it by using FBSDK v7.19.2.
1) When you build the project for xcode it shows the mention error, shareKit not found. I resolve it by copy the facebookSDK folder from the framework folder of my previous build(with fbsdk v7.16.1), into the same location of the current xcode folder(frameworks/FacebookSDK....)
2) Then, open your xcode project, add files from location: Frameworks/FacebookSDK/Plugins/IOS/ (sharekit, corekit, loginkit) into Frameworks in Xcode.
3) Add "$(PROJECT_DIR)/Frameworks/FacebookSDK/Plugins/iOS" into Framework Search Paths into build settings at Xcode.
4) Open Project into Terminal: type "grep -r "UIWebView" ." , if this shows any match with UIWebView remove it by opening the file.
5) If it shows match in a binary file of FBSDKCoreKit. Open the file in TextEdit at MAC and Find and Replace all "UIWebView" to "WKWebView"
6) Save it and again add it into Frameworks at Xcode. Build and push to appstore.
100% Working Solution #ionic #wkwebview #webview
Here Webview is deprecated by Apple so replace with WKWebview.
Follow few simple steps for solve this issue:-
1.Open Terminal and go to project path
2.cordova plugin rm cordova-plugin-ionic-webview
3.cordova plugin add cordova-plugin-ionic-webview#latest
4.open config.xml file and put below code inside <platform name="ios"> section.
<preference name="WKWebViewOnly" value="true" />
<feature name="CDVWKWebViewEngine">
<param name="ios-package" value="CDVWKWebViewEngine" />
</feature>
<preference name="CordovaWebViewEngine" value="CDVWKWebViewEngine" />
after following all this step again build using "ionic cordova build ios" command and submit it to again in appstore.
When you build an Ionic app, you can choose between Cordova or Capacitor to deploy a native mobile version. While more recent versions use WKWebView automatically, Cordova still uses UIWebView APIs outright or contain references to them (Capacitor has been updated to remove these references – see below).
Upon app submission, Apple searches the app’s code for the “UIWebView” string then generates a submission warning if found. Therefore, a future release of cordova-ios (the Cordova iOS library) will be required to ensure that all references to UIWebView APIs removed.
another thought. I don't know if it makes sense or is technically possible.
Move UIWebView to a plugin as well and make cordova-ios use this or some of the WKWebView plugins. cordova-ios just contains the code to load a webview. By default the next version should load the Apache WKWebViewEngine (Plugin installed by default on new apps, Migration instruction for old apps). Users who need UIWebView, the Ionic one, a fork or others can specify their own one like it is now.
That way no UIWebView would be in cordova-ios and it would still be flexible enough like today.
I faced the same for React native app. Check below things :
1) You are using react-native-webview module rather than importing it directly from react-native(community webview is deprecated as a lean core removal in v0.60 and will be removed in the next stable release). (check here)
2) Please also verify if you are using any third-party libraries which use webview is up to date, If not please ask the library maintainers to upgrade the react-native-webview.
3) you are good to go for the upload, Please add comments if anyone finds some more difficulties.
Check here the breaking changes in v0.60
Another way to get rid of this warning is:
start passing useWebKit={true}, that is to say, you are using WKWebView not UIWebView at all. Then you can do the following to solve the problem -- Deprecated API Usage.
Remove Libraries/RNCWebView.xcodeproj/RNCUIWebView.h、RNCUIWebView.m、RNCUIWebViewManager.h、RNCUIWebViewManager.m
Remove Libraries/React.xcodeproj/React/Views/RCTWebView.h、RCTWebView.m、RCTWebViewManager.h、RCTWebViewManager.m
Now I has already uploaded app.ipa to AppStore successfully without any permission warnings.
<WebView
style={{flex: 1, backgroundColor: Colors.white}}
useWebKit={true}
startInLoadingState={true}
source={{uri: 'my http url'}}
/>```
If anyone helps I run pod update on terminal and then archive again. That works for me.
For me, scripts didn't help. I had to just manually go through each framework and look at release note, and update them.
I get rid out from this by following below steps-
Step 1:
Search “UIWebView” in xcode project directory
Step 2:
Right click (on RCTWebView.m) and select “Reveal In Project Navigator”
Step 3:
Scroll down and delete the following four files only:
1. RCTWebView.h
2. RCTWebView.m
3. RCTWebViewManager.h
4. RCTWebViewManager.m
Then clean the project & archive.
N.B: If you use 'react-native-community/react-native-webview' library then update with latest version otherwise it's done.
You should install this Cordova Plugin:
https://github.com/apache/cordova-plugin-wkwebview-engine
Then add <preference name="WKWebViewOnly" value="true" /> in your config.xml, under the iOS section.
Then increase the version and re-upload it.
To update WebView depreceated in ios
This solved my problem successfully
cd platforms/ios
grep -r UIWebView Pods/
Open Podfile and add/replace AFNetworking pod as
pod 'AFNetworking', '~> 4.0'
Finally in terminal pod update
As per new Apple policies, the new/old apps that use UIWebView are no longer accepted. The best solution is to use WKWebView for improved security. The issue is there because of some deprecated old plugins like GoogleAd or GoogleVR SDK. If you want a quick solution then replace the UIWebView with WKWebView framework.
In Terminal, run this command in your iOS project folder:
grep -r "UIWebView"
Then you will find the list of all the files that use UIWebview. Update whatever files to use WKWebView (Or replaced them with WKWebView using gVim). If your pod libraries are showing that it has UIWebView. Update the pods files as well.
In my case, the unsupported plugin was GVR SDK and steps to resolve are:
Step1: Remove UIWebView:
Get vim for mac.
List item In Vim open {Path to your build folder} \Pods\GVRSDK\Libraries\libGVRSDK.a
Click ESC
Type ":"
Paste "%s/UIWebView/WKWebView/g"
Click enter
Step 2: Adding Frameworks to Your Xcode Project
Select the project file from the project navigator on the left side of the project window.
Select the target for where you want to add frameworks in the project settings editor.
Select the “Build Phases” tab, and click the small triangle next to “Link Binary With Libraries” to view all of the frameworks in your application.
To Add frameworks, click the “+” below the list of frameworks.
Select WebKit.framework

Is there a method to clear Expo cache?

I'm working on a task where I have to update a product images. Expo cache is posing a problem, when I update the product images and re-render the screen it does update my store state but doesn't show it. When I manually cleared expo cache it did work.
I have also tried using the 'Cache-Control' header, but that didn't solve the problem.
Is there a method I can call to clear expo cache ?
As far as I know the only way to clear Expo's cache is to add the -c flag to your expo start command.
Here's their page on useful commands:
expo start -c --localhost --ios
start expo server, clear cache, load only on localhost and open on iOS simulator
I don't think there's a method in their SDK that clears the cache while the app is running like you want to.
If you want to delete the cache you can use FileSystem from Expo. In that example you can delete the directory in the cache using FileSystem.deleteAsync
// Deletes whole giphy directory with all its content
export async function deleteAllGifs() {
console.log('Deleting all GIF files...');
await FileSystem.deleteAsync(gifDir);
}

expo error installing or running app

when I try to run my app on the iOS simulator I get the error :
Error running xcrun simctl openurl booted exp://localhost:19000: An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=60):
The operation couldn’t be completed. Operation timed out
Operation timed out
Error installing or running app. Error: Process exited with non-zero code: 60
any idea how to solve this error ?
This usually is an error with the Simulator. If you remove expo (delete the app) from the simulator and run the command again, it should build fine.
However, if it still fails, Erasing all content and settings on the simulator does the trick too.
FOUNT IT!
you must have a .watchmanconfig file (like below)
File example
When you initialize a project with expo init "projectname", there is no .watchmanconfig file.
So, create one and in this file, just initialize an empty object like this : {}
Then you can start with expo start or yarn/npm start
It solved all my problem.
Hope it does for you too.
For anyone like me also searching this issue, it is possible to un-eject your app and run again like normal. From the docs, Delete the ios and android directories from your project. Delete the isDetached and detach keys from your project's app.json. You can now use your project like a normal Expo project (with no ExpoKit). Read more at https://docs.expo.io/versions/latest/expokit/advanced-expokit-topics/
It may be an issue with some outdated simulators in your simulator cache. On MacOS remove the sub-directories in the following directory:
~/Library/Developer/CoreSimulator/Caches/
check if you have .watchmanconfig file present in root, if not create one .watchmanconfig and initialize empty object and run command npm start again

Unity3D build error CommandInvokationFailure

When I try to build my project I get the following error
Error building Player: CommandInvokationFailure: Failed to recompile android resource files. See the Console for details.
C:\Program Files (x86)\Java\jdk1.7.0_55\bin\javac.exe -bootclasspath "C:/Users/Ryan/Documents/android sdk only/android-sdk-windows/platforms/android-20\android.jar" -d "C:\Users\Ryan\Documents\Game - Android\Temp\StagingArea\bin\classes" -source 1.6 -target 1.6 -encoding UTF-8 "-S\R.java" "com\RyanVitter\Game\R.java"
stderr[
-S\R.java:8: error: <identifier> expected
package -S;
Does anybody know why this error is being thrown?
My team had an error similar to this, while trying to integrate the facebook SDK.
It worked fine on the computer which was used to import the SDK, but once things were added to git and commited, all other computers could not build to android, and the above error was shown in the console.
This was because unity seems also change some files outside of the project folder once the SDK is imported( We imported it through the asset store).
The solution then was to also import the facebook SDK to all other PCs via the asset store, and then do a "git reset --hard", which seemed to set up the unity editor correctly.
After these steps the project could build again.