Add a new `BuildTargets` class that provides commonly used build targets. And avoid importing files from `build_system/targets` except from the top level entrypoints or from top level commands.
Also move `scene_importer.dart` and `shader_compiler.dart` into `build_system/tools` because they are not `Target` classes, but wrapper for certain tools.
With this change, we can ignore all files in `build_system/targets` internally and make PR #142709 easier to land internally. See cl/603434066 for the corresponding internal change.
Related to:
https://github.com/flutter/flutter/pull/142709https://github.com/flutter/flutter/issues/142041
Also note that I have opted to add a new variable in `globals.dart` for `BuildTargets` in this PR, but I know that we are trying to get rid of globals. Several alternatives that I was considering:
1. Add a new field in `BuildSystem` that returns a `BuildTargets` instance. Since `BuildSystem` is already in `globals`, we can access build targets using `globals.buildSystem.buildTargets` without adding a new global variable.
2. Properly inject the `BuildTargetsImpl` instance from the top level `executable.dart` and top level commands.
Let me know if you want me to do one of the above instead. Thanks!
Part of work on https://github.com/flutter/flutter/pull/141194
The [`AssetBundle`](0833929c99/packages/flutter_tools/lib/src/asset.dart (L80)) class contains two members, `entries` and `entryKinds`. `entries` contains asset data indexed by asset key. `entryKinds` contains the "kinds" of these assets, again indexed by asset key.
**Change.** Rather than have two separate maps, this PR proposes combining these maps into one by wrapping the asset data and kind into a single data type `AssetBundleEntry`.
**Purpose.** In https://github.com/flutter/flutter/pull/141194, I am considering associating more information with an asset. In particular, what transformers are meant to be applied to it when copying it to the build output. Rather than adding another map member onto `AssetBundle` (e.g. `entryTransformers`), I decided to make things neater by introducing the `AssetBundleEntry` type.
Building an application for a desktop platform that transitively included any Dart-based plugins (such as path_provider) broke `flutter test`, because its compilation was overriding the provided main (in this case, the test main) with `generated_main.dart` if it was present. This PR:
- Changes the `flutter test` compilation path to update `generated_main.dart`, so that the tests will work, and will include any registered Dart plugins.
- Makes using `generated_main.dart` during recompile opt-in, to try to reduce the chance of a similar bug happening with other codepaths in the future.
Fixes https://github.com/flutter/flutter/issues/88794
On every hot reload, the flutter tool must file stat each asset in the bundle. With a large number of assets or a slow file system, this can take 20 - 30 ms. Do this operation while the flutter tool is waiting for a response from the frontend_server.
No tests updated since this is only a timing update. Any difference in behavior will be shown on benchmarks
For historical reasons, the flutter tool uploads dill files to paths based on the entrypoint URI. This isn't actually necessary, and the tool can use specific files : main.dart.incremental.dill for incremental dills, and main.dart.dill/main.dart.swap.dill for full dills. This allows hot restarting applications with an entrypoint outside of lib/ and simplifies the devFS code.
Fixes#63243
If the vm of an attached device rejects a hot reload, pretty print the reason. Suggest a hot restart so that users are aware that they do not have to detach and rebuild. Also resets the last compilation time, so a subsequent restart would still apply the last change. Adds an integration test for the const field removal.
Fixes#64027
Do not upload all assets on initial devFS sync. This should increase the reliability of the initial connection, even in the face of flaky devfs behavior, in addition to a moderate perf improvement.
Updates fast-start to build assets as part of the initial bundle
Requires flutter/engine#21436
Requires flutter/engine#21586
Requires flutter/engine#21611
To support #61407 , the tool needs to check if a single widget reload is feasible, and then conditionally perform a fast reassemble.
To accomplish this, the FlutterDevice class will have a WidgetCache injected. This will eventually contain the logic for parsing the invalidated dart script. Concurrent with the devFS update, the widget cache will be updated/checked if a single widget reload is feasible. If so, an expression evaluation with the target type is performed and the success is communicated through the devFS result. An integration test which demonstrates that this works is already present in https://github.com/flutter/flutter/blob/master/packages/flutter_tools/test/integration.shard/hot_reload_test.dart#L86
Finally, when actually performing the reassemble the tool simply checks if this flag has been set and calls the alternative reassemble method.
Cleanups:
Remove modules, as this is unused now.