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Summary: There is an optimization in FabricUIManager.surfaceActiveForExecution that ensures it returns the same value (true or false) for a given SurfaceId for a single frame (the value is cached until the next frame). It seems like this can be causing a few different crashes, in a couple different ways: 1) If StopSurface is called off the UI thread, in the middle of a batch of operations (probably less likely to cause problems) 2) If StopSurface is called on the UI thread, in between different operations; the latter operations will still execute because the `true` value of `surfaceActiveForExecution` was cached. I don't think that this optimization was providing much for us, and could be causing crashes. Remove it for now and we'll analyze impact on crashes and perf. Changelog: [Internal] Reviewed By: mdvacca Differential Revision: D25379970 fbshipit-source-id: 2c15c971bd0c828e1d38a34662d93293271041b2