Fixes#45075Fixes#57210
If an asset was included directly from the project root directory, then the same asset when copied to various output or ephemeral directories would also be picked up as an asset variant. This could cause assets to be recursively copied into asset/build/ephemeral directories, as each time it would run it would pick up all of the previous "variants".
The solution is to include project ephemeral directories, in addition to the build directory.
* a53782f69 Roll Skia from 6130d5079d55 to 0c0d8dd6d637 (3 revisions) (flutter/engine#19570)
* 0541502d7 kick build (flutter/engine#19575)
* 07d509035 Roll Skia from 0c0d8dd6d637 to cf5e35f72130 (13 revisions) (flutter/engine#19573)
* 35b5aa5af switch const finder to package_config (flutter/engine#19576)
* de0932b8c Manual roll of Dart 06cb010247...69aba23371 (flutter/engine#19577)
* b919945af include list_libraries.dart as a snapshot for fuchsia (flutter/engine#19567)
* 3fe5edf8e Roll Skia from cf5e35f72130 to b4d60f807dbd (5 revisions) (flutter/engine#19587)
* a15bc1be2 [CanvasKit] Dispose the overlay surface when a platform view is disposed (flutter/engine#19546)
* 0dc86cda1 Only attempt surface creation in viewDidLayoutSubviews if the application is active. (flutter/engine#19592)
update flutter precache --force to delete all stamp files. In the event that a user is hitting a cache issue, this should be easier than re-downloading all artifacts or manually blowing away the cache.
This is probably how it should have worked in the first place
This field is used to look-up the event in the platform
that resuted a given `PointerEvent`. This is currently only
used on Android, where the `embedderId` is set to be the
`motionEventId` for a given `MotionEvent`.
Roll engine to d0d6a4c2362d2ed478006bb3b01c34c0e96033b4
Remove globals from flutter_tester device and cleanup test case. Not completely gone since the Kernel Builder will still use them, but a good incremental improvement.
* 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