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Tools: Trying to fix encodeAssets EEXIST error
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@ -25,7 +25,8 @@ async function encodeFile(sourcePath, destPath) {
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const hash = md5(buffer.toString('base64'));
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const js = `module.exports = \`${buffer.toString('base64')}\`;`;
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const outputPath = `${outputDir}/${destPath}.base64.js`;
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await fs.mkdirp(utils.dirname(outputPath));
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console.info(`Encoding "${sourcePath}" => "${outputPath}"`);
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await utils.mkdirp(utils.dirname(outputPath));
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await fs.writeFile(outputPath, js);
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const ext = utils.fileExtension(sourcePath).toLowerCase();
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@ -44,7 +45,7 @@ async function encodeFile(sourcePath, destPath) {
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async function main() {
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await fs.remove(outputDir);
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await fs.mkdirp(outputDir);
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await utils.mkdirp(outputDir);
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const encodedFiles = [];
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const sourceAssetDir = `${rootDir}/../renderer/assets`;
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@ -134,12 +134,31 @@ utils.copyDir = async function(src, dest, options) {
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}
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};
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// Occasionally, fs.mkdirp throws a "EEXIST" error if the directory already
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// exists, while it should actually ignore the error. So we have this wrapper
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// that actually handle the error. It means in general this method should be
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// preferred to avoid random failures on CI or when building the app.
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//
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// https://github.com/laurent22/joplin/issues/6935#issuecomment-1274404470
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utils.mkdir = async function(dir) {
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if (utils.isWindows()) {
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return utils.execCommand(`if not exist "${utils.toSystemSlashes(dir)}" mkdir "${utils.toSystemSlashes(dir)}"`);
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} else {
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return fs.mkdirp(dir);
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try {
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// Can't return right away, or the exception won't be caught
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const result = await fs.mkdirp(dir);
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return result;
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} catch (error) {
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// Shouldn't happen but sometimes does. So we ignore the error in
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// this case.
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if (error.code === 'EEXIST') return;
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throw error;
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}
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}
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};
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utils.mkdirp = async function(dir) {
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return utils.mkdir(dir);
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};
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utils.copyFile = async function(src, dest) {
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