[pull] main from facebook:main#138
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…efore hydration (#33129) This fixes a long standing issue that controlled inputs gets out of sync with the browser state if it's changed before we hydrate. This resolves the issue by replaying the change events (click, input and change) if the value has changed by the time we commit the hydration. That way you can reflect the new value in state to bring it in sync. It does this whether controlled or uncontrolled. The idea is that this should be ok to replay because it's similar to the continuous events in that it doesn't replay a sequence but only reflects the current state of the tree. Since this is a breaking change I added it behind `enableHydrationChangeEvent` flag. There is still an additional issue remaining that I intend to address in a follow up. If a `useLayoutEffect` triggers an sync rerender on hydration (always a bad idea) then that can rerender before we have had a chance to replay the change events. If that renders through a input then that input will always override the browser value with the controlled value. Which will reset it before we've had a change to update to the new value.
Stacked on #33129. Flagged behind `enableHydrationChangeEvent`. If you type into a controlled input before hydration and something else rerenders like a setState in an effect, then the controlled input will reset to whatever React thought it was. Even with event replaying that this is stacked on, if the second render happens before event replaying has fired in a separate task. We don't want to flush inside the commit phase because then things like flushSync in these events wouldn't work since they're inside the commit stack. This flushes all event replaying between renders by flushing it at the end of `flushSpawned` work. We've already committed at that point and is about to either do subsequent renders or yield to event loop for passive effects which could have these events fired anyway. This just ensures that they've already happened by the time subsequent renders fire. This means that there's now a type of event that fire between sync render passes.
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