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Bundle the entire CRT with our branded Release packages #5661
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For our release builds, we're just going to integrate the UWPDesktop CRT into our package and delete the package dependencies. It's very difficult for users who do not have access to the store to get our dependency packages, and we want to be robust and deployable everywhere. Since these libraries can be redistributed, it's easiest if we simply redistribute them. Our package grows by ~550kb per architecture (compressed) because of this. I've added validation that we don't have both the libs _and_ the dependencies in the same package. Fixes #3097.
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Works for me.
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this doesn't actually work on our build machines... come on, is that variable just magically not set? |
@msftbot merge this in 2 minutes |
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This removes the trick we pulled in #5661 and saves us ~550kb per arch. Some of our dependencies still depend on the "app" versions of the runtime libraries, so we are going to continue shipping the forwarders in our package. Build rules have been updated to remove the non-Desktop VCLibs dependency to slim down our package graph. This is not a problem on Windows 11 -- it looks like it's shipped inbox. **BREAKING CHANGE**: When launched unpackaged, Terminal now requires the vcruntime redist to be installed.
Four (4) squashed changes, with messages preserved. ## release: move symbol publication into its own phase Right now, symbol publication happens every time we produce a final bundle. In the future, we may be producing multiple bundles from the same pipeline run, and we need to make sure we only do *one* symbol publication to MSDL. When we do that, it will be advantageous for us to have just one phase that source-indexes and publishes all of the symbols. ## Remove Terminal's built-in copy of the VC Runtime This removes the trick we pulled in #5661 and saves us ~550kb per arch. Some of our dependencies still depend on the "app" versions of the runtime libraries, so we are going to continue shipping the forwarders in our package. Build rules have been updated to remove the non-Desktop VCLibs dependency to slim down our package graph. This is not a problem on Windows 11 -- it looks like it's shipped inbox. **BREAKING CHANGE**: When launched unpackaged, Terminal now requires the vcruntime redist to be installed. ## Prepare for toggling XAML between 2.7.0 and -prerelease on Win11 common.openconsole.props is a pretty good place to stash the XAML version since it is included in every project (including the WAP project (unlike the C++ build props!)). I've gone ahead and added a "double dependency" on multiple XAML versions. We'll toggle them with a build flag. ## Run the release pipeline twice, for Win10 and Win11, at the same time This required some changes in how we download artifacts to make sure that we could control which version of Windows we were processing in any individual step. We're also going to patch the package manifest on the Windows 11 version so the store targets it more specifically. On top of the prior three steps, this lets us ship a Windows 11 package that costs only ~15MB on disk. The Windows 10 version, for comparison, is about 40.
Four (4) squashed changes, with messages preserved. Right now, symbol publication happens every time we produce a final bundle. In the future, we may be producing multiple bundles from the same pipeline run, and we need to make sure we only do *one* symbol publication to MSDL. When we do that, it will be advantageous for us to have just one phase that source-indexes and publishes all of the symbols. This removes the trick we pulled in #5661 and saves us ~550kb per arch. Some of our dependencies still depend on the "app" versions of the runtime libraries, so we are going to continue shipping the forwarders in our package. Build rules have been updated to remove the non-Desktop VCLibs dependency to slim down our package graph. This is not a problem on Windows 11 -- it looks like it's shipped inbox. **BREAKING CHANGE**: When launched unpackaged, Terminal now requires the vcruntime redist to be installed. common.openconsole.props is a pretty good place to stash the XAML version since it is included in every project (including the WAP project (unlike the C++ build props!)). I've gone ahead and added a "double dependency" on multiple XAML versions. We'll toggle them with a build flag. This required some changes in how we download artifacts to make sure that we could control which version of Windows we were processing in any individual step. We're also going to patch the package manifest on the Windows 11 version so the store targets it more specifically. On top of the prior three steps, this lets us ship a Windows 11 package that costs only ~15MB on disk. The Windows 10 version, for comparison, is about 40. (cherry picked from commit 53a454f) Signed-off-by: Dustin Howett <duhowett@microsoft.com>
Four (4) squashed changes, with messages preserved. Right now, symbol publication happens every time we produce a final bundle. In the future, we may be producing multiple bundles from the same pipeline run, and we need to make sure we only do *one* symbol publication to MSDL. When we do that, it will be advantageous for us to have just one phase that source-indexes and publishes all of the symbols. This removes the trick we pulled in #5661 and saves us ~550kb per arch. Some of our dependencies still depend on the "app" versions of the runtime libraries, so we are going to continue shipping the forwarders in our package. Build rules have been updated to remove the non-Desktop VCLibs dependency to slim down our package graph. This is not a problem on Windows 11 -- it looks like it's shipped inbox. **BREAKING CHANGE**: When launched unpackaged, Terminal now requires the vcruntime redist to be installed. common.openconsole.props is a pretty good place to stash the XAML version since it is included in every project (including the WAP project (unlike the C++ build props!)). I've gone ahead and added a "double dependency" on multiple XAML versions. We'll toggle them with a build flag. This required some changes in how we download artifacts to make sure that we could control which version of Windows we were processing in any individual step. We're also going to patch the package manifest on the Windows 11 version so the store targets it more specifically. On top of the prior three steps, this lets us ship a Windows 11 package that costs only ~15MB on disk. The Windows 10 version, for comparison, is about 40. (cherry picked from commit 53a454f)
For our release builds, we're just going to integrate the UWPDesktop CRT
into our package and delete the package dependencies. It's very
difficult for users who do not have access to the store to get our
dependency packages, and we want to be robust and deployable everywhere.
Since these libraries can be redistributed, it's easiest if we simply
redistribute them.
Our package grows by ~550kb per architecture (compressed) because of
this. I've added validation that we don't have both the libs and the
dependencies in the same package.
Fixes #3097.
Validation
The script does it!