A macOS library for managing, booting and interacting with multiple iOS Simulators simultaneously.
- Enables 'Multisim' for iOS: Booting of multiple Simulators on the same host OS.
- Runs independently of Xcode and
xcodebuild
. Uses the toolchain defined byxcode-select
. - Boots iPhone & iPad Simulators for iOS 8, 9 & 10.
- Launches both 'Agent' and 'Application' processes, with Arguments and Environment.
- Can boot Simulators via Xcode's
Simulator.app
or by launching 'Directly' inCoreSimulator
. - 'Direct Launch' supports video recording, screenshot fetching & interfacing with the
SimulatorBridge
. - 'Diagnostic' API for fetching System, App & Crash logs as well as Screenshots & Video.
- An 'Event Bus' that exposes the details of a Simulator's lifecycle including Applications, Agents & the Simulator itself.
NSNotification
s interface for the 'Event Bus'.- Stateless by Default: Knowledge the current state of Simulators can be re-built when
FBSimulatorControl
is launched. - BFFs with
WebDriverAgent
. - No external dependencies.
- A Pure Objective-C Framework, so as not to force a Swift-Version dependency.
- An API designed with Swift in mind.
The original use-case for FBSimulatorControl
was to boot Simulators to run End-to-End tests with WebDriverAgent
. As FBSimulatorControl
is a macOS framework, it can be linked to from inside any macOS Library, Application, or xctest
target. There may be additional use-cases that you may find beyond UI Test Automation.
FBSimulatorControl
works by linking with the private DVTFoundation
, CoreSimulator
and DVTiPhoneSimulatorRemoteClient
frameworks that are present inside the Xcode bundle. Doing this allows FBSimulatorControl
to talk directly to the same APIs that Xcode and simctl
do. This, combined with launching the Simulator binaries directly, means that multiple Simulators can be launched simultaneously. Test targets can be made that don't depend on any Application targets, or that launch multiple Application targets. This enables running against pre-built and archived Application binaries, rather than a binary that is built by a Test Target.
As FBSimulatorControl
nears a stable version, the API may change but can be considered mostly stable.
The fastest way to get a usable installation of the Framework is to install fbsimctl
with homebrew
. This will build the FBSimulatorFramework
at the same time and install it to /usr/local/Cellar/fbsimctl/Frameworks
by default.
The homebrew installation is derived from the build.sh
script in this directory. You can build FBSimulatorControl
with the following: build.sh framework build
The FBSimulatorControl.xcodeproj
will build the FBSimulatorControl.framework
and the FBSimulatorControlTests.xctest
bundles without any additional dependencies. The Project File is checked into the repo and the Framework can be build from this project.
Once you build the FBSimulatorControl.framework
, it can be linked like any other 3rd-party Framework for your project:
- Add
FBSimulatorControl.framework
to the Target's 'Link Binary With Libraries' build phase. - Ensure that
FBSimulatorControl
is copied into the Target's bundle (if your Target is an Application or Framework) or a path relative to the Executable if your project does not have a bundle.
In order to support different Xcode versions and system environments, FBSimulatorControl
weakly links against Xcode's Private Frameworks and load these Frameworks when they are needed. FBSimulatorControl
will link against the version of Xcode that you have set with xcode-select
. The Xcode version can be overridden by setting the DEVELOPER_DIR
environment variable in the process that links with FBSimulatorControl
.
Since the Frameworks upon which FBSimulatorControl
depends are loaded lazily, they must be loaded before using the Framework. Any of the FBSimulatorControl
classes that have this runtime dependency will load these Private Frameworks when they are used for the first time.
The tests should provide you with some basic guidance for using the API. FBSimulatorControl
has an umbrella header that can be imported to give access to the entire API.
For a high level overview:
FBSimulatorControl
is the Principal Class. It is the first object that you should create with+[FBSimulatorControl withConfiguration:error:]
. It creates aFBSimulatorSet
upon creation.FBSimulatorSet
wrapsSimDeviceSet
and provides a resiliant CRUD API for Deleting, Creating and Erasing Simulators.FBSimulator
is a reference type that represents an individual Simulator. It has a number of convenience methods for accessing information about a Simulator. Many of the possible actions you can perform on a Simulator are present on instances of this class.FBSimulatorDiagnostics
is a facade around available diagnostics for a Simulator. It fetches static logs such as the System Log on-demand and receives new logs from components such asFBFramebufferVideo
.- Configuration objects:
FBApplicationLaunchConfiguration
,FBAgentLaunchConfiguration
,FBSimulatorApplication
,FBSimulatorControlConfiguration
,FBSimulatorConfiguration
&FBSimulatorBootConfiguration
.
Since FBSimulatorControl
is built as a Framework Module, it's easy to make Swift Scripts that use the Framework:
To launch Safari on an iPhone 6, you can run the following:
#!/usr/bin/env xcrun swift -F /usr/local/Frameworks
// The -F Argument should be the directory in which the FBSimulatorControl.framework is located.
// Import the FBSimulatorControl Framework
import FBSimulatorControl
// Create the FBSimulatorControl Instance.
let options = FBSimulatorManagementOptions()
let config = FBSimulatorControlConfiguration(deviceSetPath: nil, options: options)
let logger = FBControlCoreGlobalConfiguration.defaultLogger()
let control = try FBSimulatorControl.withConfiguration(config, logger: logger)
// Get an existing iPhone 6 from the Simulator Pool.
let simulator = try control.pool.allocateSimulator(
with: FBSimulatorConfiguration.iPhone6(),
options: FBSimulatorAllocationOptions.reuse
)
print("Using \(simulator)")
// If it is booted, keep it booted, otherwise boot it.
if (simulator.state != .booted) {
print("Booting Simulator \(simulator)")
try simulator.boot()
}
// List the Installed Apps and get the first installed app
let applications = simulator.installedApplications()
let application = applications.first!
// Launch the first installed Application
let appLaunch = FBApplicationLaunchConfiguration(
application: application,
arguments: [],
environment: [:],
output: FBProcessOutputConfiguration.outputToDevNull()
)
print("Launching \(application)")
try simulator.launchApplication(appLaunch)
FBSimulatorControl
currently has two ways of launching Simulators that have tradeoffs for different use cases:
The CoreSimulator
Framework that is used by the Simulator.app
as well as Playgrounds & Interface Builder has long had the concept of custom 'Device Sets' which contain created Simulators. Multiple Device Sets can be used on the same host and are an effective way of ensuring that multiple processes using CoreSimulator
don't collide into each other. 'Device Sets' are also beneficial for an automation use-case, as using a different set other than the 'Default' will ensure that these Simulators aren't polluted.
CoreSimulator
itself is also capable of running multiple Simulators on the same host concurrently. You can see this for yourself by using the simctl
commandline. Booting Simulators this way can be of somewhat limited utility without the output of the screen. FBSimulatorControl
solves this problem in two different ways:
Simulator.app
is the macOS Application bundle with Xcode that you are probably familiar with for viewing and interacting with a Simulator. This Mac Application is the part of the Xcode Toolchain that you will be used to.
FBSimulatorControl
can launch the Application Excutable directly, thereby allowing specific Simulators to be booted by UDID and Device Set. This can be done by overriding the Simulator.app
s NSUserDefaults
by passing them as Arguments to the Application Process. Once the Simulator has booted, it can be interacted with via CoreSimulator
with commands such as installing Apps and launch executables.
However, this mode of operation does limit the amount that FBSimulatorControl
can manipulate the Simulator, once the Simulator.app
process has been launched. In particular it's not possible to execute custom code inside the Simulator Application process, which means that it's not possible to get video frames that the booted simulator passes back to the Simulator.app
process.
FBSimulatorControl
also supports 'Direct Launching'. This means that the Simulator is booted from the FBSimulatorControl
Framework. This gives increasing control over the operation of the Simulator, including fetching frames from the Framebuffer. This means that pixel-perfect videos and screenshots can be constructed from the Framebuffer. In addition, FBSimulatorControl
can communicate to the SimulatorBridge
process running on the Simulator over XPC.
Direct Launching does not currently support manipulation of the UI within the Simulator, so is much better suited to a use-case where the UI is manipulated by other means.
fbsimctl
is a Command Line Interface for FBSimulatorControl
API calls, so FBSimulatorControl
functionality can be used without the need to integrate with the Framework. It is currently under development. As fbsimctl
is under active development, the User Interface will be prone to change.
See the CONTRIBUTING file for how to help out. There's plenty to work on the issues!
- fbsimctl: Command line interface
- SimulatorController: GUI interface written in Swift
- FBSimulatorClient: Simulator interface using REST requests
FBSimulatorControl
is BSD-licensed. We also provide an additional patent grant.