Depending on the user's build configuration, we may output
multi-architecture or single-architecture binaries. Prefer to install
the multi-architecture binary if built, otherwise fall back to the
single-architecture binary.
This eliminates the use of the Install.ps1 script during Windows app
installation and instead uses uwptool install. Install.ps1 was the
slowest part of app install, and had resource contention issues that
frequently caused it to fail.
Adds UwpTool.install and UwpTool.uninstall methods. Refactors the
PowerShell-based install code to move the powershell-related bits out of
the Device class and into UwpTool so that when we swap out the
PowerShell-based install for the uwptool-based install, it's transparent
to the WindowsUWPDevice class.
Adds implementations for:
* WindowsUWPDevice.isAppInstalled
* WindowsUWPDevice.uninstallApp
Refactors:
* WindowsUWPDevice.installApp
Allow flutter run to work end-to-end with a UWP device.
Uses win32/ffi for the actual launch of the application, injected via
the native API class. This is structured to avoid a g3 dependency.
Install and amuid require powershell scripts for now.
Actually connecting to the observatory requires running a command in an
elevated prompt. Instructions are presented to the user if a terminal is
attached.
This is a rebased version of https://github.com/flutter/flutter/pull/79684
by @jonahwilliams, updated to remove `NativeApi` and replace is with calls
to `uwptool`.
Part of https://github.com/flutter/flutter/issues/82085
Adds the rest of the scaffolding for building a UWP application. The actual build functionality needs to be implemented, but could use buildWindows as an example (if it is going through cmake)
#14967
Our current top crasher is an unclear error when ProcessManager fails to resolve an executable path. To fix this, we'd like to being adjusting the process resolution logic and adding more instrumentation to track failures. In order to begin the process, the ProcessManager has been folded back into the flutter tool
Reland of #67669
The flutter tool has a number of crashes on stable where an ArgumentError is thrown due to the process manager not being able to resolve an executable.
So that we can adjust/modify this logic, fold it into flutter and add some additional logging.
caches the resolved executable per target directory, to avoid repeated look ups.
Instead of throwing an argument error, attempts to run the executable as given if an exact path can't be found
Accept files or symlinks for the executable path.
user where/which to resolve path instead of package:process logic.
The flutter tool has a number of crashes on stable where an ArgumentError is thrown due to the process manager not being able to resolve an executable. Fold the resolution logic into the tool and use where/which instead of the package:process specific logic.
Refactors the desktop devices and workflow to remove unnecessary usage of global variables. This should make it easier to test and continue enhancing the desktop functionality of the tooling
#47161
Removes the template version from the Windows template; the API and
tooling boundary will now be considered stable, so there will no longer
be frequent breaking changes.
Also updates the link for adding desktop support to a project for all
three platforms to reflect the current location.
Fixes https://github.com/flutter/flutter/issues/52748
Adds support for size analysis on iOS, macOS, linux, and Windows - using an uncompressed directory based approach. The output format is not currently specified.
Adds support for size analysis on android on windows, switching to package:archive
Updates the console format to display as a tree, allowing longer paths. Increases the number of dart libraries shown (to avoid only ever printing the flutter/dart:ui libraries, which dominate the size)
* First pass at CMake files; untested
* First pass of adding CMake generation logic on Windows
* Misc fixes
* Get bundling working, start incoprorating CMake build into tool
* Fix debug, exe name.
* Add resources
* Move cmake.dart
* Rip out all the vcxproj/solution plumbing
* Fix plugin cmake generation
* Build with cmake rather than calling VS directly
* Adjust Windows plugin template to match standard header directory structure
* Pass config selection when building
* Partially fix multi-config handling
* Rev template version
* Share the CMake generation instead of splitting it out
* VS build/run cycle works, with slightly awkward requirement to always build all
* Update manifest
* Plugin template fixes
* Minor adjustments
* Build install as part of build command, instead of separately
* Test cleanup
* Update Linux test for adjusted generated CMake approach
* Plugin test typo fix
* Add missing stub file for project test
* Add a constant for VS generator
In google3, the Linux device is always available, and it has confused
people who run the Flutter doctor and see
"• Linux • Linux • linux-x64 • Linux" listed.
Rename the Linux device name to "Linux desktop" and the device ID to
be "linux". Make similar changes to the Windows and macOS
devices for consistency. This is also consistent with the web
devices.
The device ID change shouldn't be break -d usage since that does a
case-insensitive prefix match.
On Windows, Process.run assumes the output uses the system codepage by default. This allows specifying it in our wrapper, and sets the encoding for vswhere to UTF-8 since we're passing a flag that forces it to use UTF-8 output.
Fixes#53515
Current versions of the Windows desktop build files don't require a specific Windows 10 SDK version, but doctor still checks for one since vswhere doesn't allow for flexible queries. This has been a common source of issues for people setting up on Windows for the first time, because the current VS installer by default only includes a newer version of the SDK than what doctor is looking for.
This removes the vswhere SDK check, and instead uses a manual check for SDKs. Since this uses undocumented (although fairly widely used, so relatively unlikely to change) registry information, the check is non-fatal, so that builds can progress even if the SDK isn't found by doctor; in practice, it's very unlikely that someone would install the C++ Windows development workload but remove the selected-by-default SDK from the install.
Now that all requirements are default, the instructions when missing VS have been simplified so that they no longer list individual components, and instead just say to include default items.
Fixes#50487
Throw a toolExit if the windows plugin logic runs on an invalid windows project. Update the supported project check to validate the existence of a Runner.sln file