npx skills add ...
npx skills add flutter/agent-plugins --skill dart-setup-ffi-assets
npx skills add flutter/agent-plugins --skill dart-setup-ffi-assets
Guides agents in compiling and packaging C/C++ source code into dynamic or static libraries (Code Assets) using Dart's Native Assets hook system (via hook/build.dart and hook/link.dart utilizing package:hooks and package:native_toolchain_c). Use when a user asks to: 'setup native assets', 'compile C/C++ source code', 'bundle dynamic libraries', 'build native C code', 'link native assets', 'implement build.dart or link.dart hooks', or 'integrate C/C++ interop in Dart/Flutter'. Helps agents avoid manual toolchain orchestration and configures secure hash-validated binary downloads or advanced linker tree-shaking with package:record_use mapping.
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Integrate and automate the compilation and packaging of native C/C++ source code into Code Assets under Dart's overarching Native Assets feature using build and link hooks.
Under Dart's Native Assets feature, packages can package native code (like C/C++ libraries) as Code Assets and bundle them automatically during standard development cycles (e.g., dart run, dart test, dart build, and flutter run). The packaging of Code Assets is driven by two programmatic hook scripts placed inside a package's hook/ folder:
hook/build.dart: Compiles local C sources to machine code or bundles prebuilt native binaries as code assets for a specific host/target architecture.hook/link.dart: Links built code assets, applying advanced tree-shaking optimizations to strip unused native symbols and compress the runtime binary size.[!IMPORTANT] Keep all file resolving platform-independent. Never hardcode absolute target paths, shell scripts, or system command variables. Always use
Platform.script.resolve()orUri-based resolution to ensure scripts are fully portable.
hook/ directory at the package's root:
hook/build.dart (Build execution phase)hook/link.dart (Optional packaging/linking/tree-shaking phase)package:native_toolchain_c (e.g. CBuilder and CLibrary) to run compile toolchains. Never invoke raw gcc, clang, or msvc via shell commands.Method.name) back to their raw native C symbol names using a record use mapping generated by FFIgen. The mapping file must reside under lib/src/third_party/ and strictly use the .g.dart extension (e.g., sqlite3.record_use_mapping.g.dart).local_build).Programmatic build and link hooks for Code Assets leverage three specialized native interop packages:
| Dependency | Purpose | Key API Abstractions |
|---|---|---|
package:hooks | Main orchestrator defining execution bounds. | build(args, callback), link(args, callback) |
package:native_toolchain_c | Detects local compilers (MSVC, Xcode/Clang, GCC) and executes build toolchains. | CLibrary, CBuilder, LinkerOptions.treeshake |
package:code_assets | Models code metadata records passed to dynamic loaders. | CodeAsset, DynamicLoadingBundled |
Add Code Assets hook and toolchain dependencies to your package. You must fetch these dependencies directly from pub.dev.
You can add it automatically using the CLI:
Or manually declare them in your target package's pubspec.yaml:
Define your target C library compilation metadata inside lib/src/c_library.dart. This lets both the build and link hooks share a single source of truth for assets, names, and sources.
Write the compilation orchestration script inside hook/build.dart and the dead-code elimination logic inside hook/link.dart.
Running standard test suites dynamically launches the build and link hook lifecycle in the background:
There are two primary methods for integrating and delivering C/C++ native assets in Dart. Select the one that matches your project requirements:
| Aspect | Method 1: Local Compilation & Tree-Shaking | Method 2: Precompiled Downloads |
|---|---|---|
| Primary Use Case | When C/C++ source code is included directly in the package and you want maximum size optimization. | When compiling locally is slow/complex, or when avoiding developer host toolchain requirements. |
| Host Toolchain Requirements | Requires pre-installed platform C compiler (Xcode tools, MSVC, GCC). | Zero compiler setup required on developer/user machines. |
| Binary Optimization | Premium. Unused symbols are completely tree-shaken, decreasing library size. | Standard. Standard compiled binaries are shipped as-is. |
| Offline Setup | Fully compliant. Works completely offline. | Requires network access to download libraries, with offline fallback. |
In this approach, the build hook invokes local toolchains (GCC, Clang, MSVC) to compile source files directly. The link hook subsequently filters output symbols utilizing compiler options, retaining only target methods invoked in user code. This represents the standard, robust SQLite pattern under pkgs/code_assets/example/sqlite.
Since package:native_toolchain_c delegates actual dynamic compilation to the host operating system's default toolchain, the development machine must have one of the following compiler packages pre-installed:
Note: If no compatible toolchain is discovered on the host path, the build hook script will throw a compilation execution exception. Ensure to specify compiler constraints or adopt Method 2 if toolchains cannot be guaranteed.
Assume a C source defining simple math functions at third_party/sqlite/sqlite3.c with its entry point header at third_party/sqlite/sqlite3.h:
We utilize a programmatic FFIgen script (tool/ffigen.dart) to create FFI bindings in lib/src/third_party/sqlite3.g.dart, enabling recorded usage tracking and producing the lookup metadata map in lib/src/third_party/sqlite3.record_use_mapping.g.dart:
Define the centralized library specification in lib/src/c_library.dart:
hook/build.dartImplement hook/build.dart using CLibrary.build. This builds the library to a dynamic library (e.g. .so, .dylib, or .dll) inside the hook's target directory:
hook/link.dartImplement the link optimization phase in hook/link.dart. This utilizes compiler tree-shaking options (LinkerOptions.treeshake) to compile a minimized, dead-code-eliminated binary based on symbol usage records:
An alternative approach compiles binaries beforehand on a central build machine, archives them, and downloads the target binary during the build hook execution. This matches the paradigm demonstrated in the download_asset hook package.
We configure our build hook to detect local compiler flags (e.g. local_build). If not specified, the hook utilizes HttpClient to pull down platform-specific libraries, calculates the MD5 hash to confirm download safety against a configured hashes lookup table, and registers the binary file as a CodeAsset:
lib/src/hook_helpers/hashes.dart)Define target MD5 hash checks per platform file in your package sources:
lib/src/hook_helpers/download.dart)Implement the downloading and integrity check logic using dynamic target filename matching:
hook/build.dartWrite the final download build hook incorporating local compilation fallback:
Before declaring a build or link hook implementation complete, always perform the following checks:
Run unit tests and confirm the native assets compile/link process completes with no runtime or build tool exceptions:
Navigate to your package target directory and verify that dynamic binary assets are created for the host system:
.dart_tool/resources/ or target directories contain .dylib files..dart_tool/resources/ or target directories contain .so files..dart_tool/resources/ or target directories contain .dll files.To ensure the link hook is actually stripping unused native symbols and compressing binary packaging, perform the following validation:
sqlite3_libversion) and does not output any unreferenced/stripped symbols.Skipping linking as no symbols are to be kept..dylib/.so/.dll file is not generated, saving bundle size).Confirm offline compliance is fully active and the download fallback executes perfectly offline:
local_build: true define for your package in the package's pubspec.yaml (or the workspace root pubspec.yaml):
dart testdart testdart test