Stacked on #34625.
This is a nice way to step through the timeline and simulate the visuals
on screen as you do it. It's also convenient to step through one at a
time, especially with the forwards button.
However, the secondary purpose of this is that it helps anchor the UI
visually as something like a timeline like in a video so that the
timeline itself becomes more identifiable.
https://github.com/user-attachments/assets/cb367c8e-9efb-4a00-a58e-4579be20beb8
The settings dialog appears on all tabs and should be reachable from
Suspense tab too. It's a bit weird because it's not contextual to the
tab and it shows you whatever your last settings tab was opened. Maybe
it should default to opening to the current tab's settings?
There aren't any Suspense specific settings yet but there definitely
will be. We could move the "Show all" into settings but it might be
frequently that you want to check why something isn't suspending a
Suspense boundary or test SSR streaming.
However, the general settings still apply to the Suspense tab. E.g.
switching dark/light mode.
<img width="857" height="233" alt="Screenshot 2025-09-27 at 12 35 05 PM"
src="https://github.com/user-attachments/assets/4a38e94f-2074-4dce-906b-9a1c40bccb9b"
/>
It's possible for the children to overflow the bounding rect of the root
in general when they overflow in the DOM. However even when it doesn't
overflow in the DOM, the bounding rect of the root can shrink while the
content is suspended. In fact, it's very likely.
Originally I thought we didn't need to consider this recursively because
document scrolling takes absolute positioned content into account but
because we're using nested overflow scrolling, we have to manually
compute this.
One thing that always bothered me is that the collapse buttons on either
side of the toolbar looks like left/right buttons which would conflict
with some steps buttons I plan to add. Another issue is that we'll need
to add more tool buttons to the top and probably eventually a Search
field. Ideally this whole section should line up vertically with the
height of the title row.
I also realized that all UIs that have some kind of timeline control
(and play/pause/skip) do that in the bottom below the content. E.g.
music players and video players all do that. We're better off playing
into that structure since that's the UI analogy we're going for here.
Makes it clearer what the weird timeline is for.
By moving it to the bottom it also frees up the top for the collapse
buttons and more controls.
__Horizontal__
<img width="794" height="809" alt="Screenshot 2025-09-26 at 3 40 35 PM"
src="https://github.com/user-attachments/assets/dacad9c4-d52f-4b66-9585-5cc74f230e6f"
/>
__Vertical__
<img width="570" height="812" alt="Screenshot 2025-09-26 at 3 40 53 PM"
src="https://github.com/user-attachments/assets/db225413-849e-46f1-b764-8fbd08b395c4"
/>
Tracks the environment names of the I/O in each SuspenseNode and sent it
to the front end when the suspenders change.
In the front end, every child boundary should really be treated as it
has all environment names of the parents too since they're blocked by
the parent too. We could do this tracking on backend but if there's ever
one added on the root would need to be send for every child.
This lets us highlight which subtrees are blocked by content on the
server.
---------
Co-authored-by: Sebastian "Sebbie" Silbermann <silbermann.sebastian@gmail.com>
When there are no named Activities we should hide the tree side panel
(and the button to show it). Since it's not implemented yet there are
never any ones so it's always hidden.
When the search query changes, we kick off a transition that updates the
search query in a reducer for TreeContext. The search input is also
using this value for an `input` HTML element.
For a larger applications, sometimes there is a noticeable delay in
displaying the updated search query. This changes the approach to also
keep a local synchronous state that is being updated on a change
callback.
A Flow upgrade removed the bundled library definitinos for
SynthaticEvent and we probably want to use our internal definitions.
Those are not properly typed at this point yet, but we can look into
that as a followup.
This update was a bit more involved.
- `React$Component` was removed, I replaced it with Flow component
types.
- Flow removed shipping the standard library. This adds the environment
libraries back from `flow-typed` which seemed to have changed slightly
(probably got more precise and less `any`s). Suppresses some new type
errors.
This is intended to be used by various client side resources where the
transfer size is interesting to know how it'll perform in various
network conditions. Not intended to be added by the server.
For now it's only added internally by DevTools itself on img/css but
I'll add it from Flight Client too in a follow up.
This now shows this as the "transfer size" which is the encoded body
size + headers/overhead. Where as the "fileSize" that I add to images is
the decoded body size, like what you'd see on disk. This is what Chrome
shows so it's less confusing if you compare Network tab and this view.
We currently only track the reason something might suspend in
development mode through debug info but this excludes some cases. As a
result we can end up with boundary that suspends but has no cause. This
tries to detect that and show a notice for why that might be. I'm also
trying to make it work with old React versions to cover everything.
In production we don't track any of this meta data like `_debugInfo`,
`_debugThenable` etc. so after resolution there's no information to take
from. Except suspensey images / css which we can track in prod too. We
could track lazy component types already. We'd have to add something
that tracks after the fact if something used a lazy child, child as a
promise, hooks, etc. which doesn't exist today. So that's not backwards
compatible and might add some perf/memory cost. However, another
strategy is also to try to replay the components after the fact which
could be backwards compatible. That's tricky for child position since
there's so many rules for how to do that which would have to be
replicated.
If you're in development you get a different error. Given that we've
added instrumentation very recently. If you're on an older development
version of React, then you get a different error. Unfortunately I think
my feature test is not quite perfect because it's tricky to test for the
instrumentation I just added.
https://github.com/facebook/react/pull/34146 So I think for some
prereleases that has `_debugOwner` but doesn't have that you'll get a
misleading error.
Finally, if you're in a modern development environment, the only reason
we should have any gaps is because of throw-a-Promise. This will
highlight it as missing. We can detect that something threw if a
Suspense boundary commits with a RetryCache but since it's a WeakSet we
can't look into it to see anything about what it might have been. I
don't plan on doing anything to improve this since it would only apply
to new versions of React anyway and it's just inherently flawed. So just
deprecate it #34032.
Note that nothing in here can detect that we suspended Transition. So
throwing at the root or in an update won't show that anywhere.
This computes a min and max range for the whole suspense boundary even
when selecting a single component so that each component in a boundary
has a consistent range.
The start of this range is the earliest start of I/O in that boundary or
the end of the previous suspense boundary, whatever is earlier. If the
end of the previous boundary would make the range large, then we cap it
since it's likely that the other boundary was just an independent
render.
The end of the range is the latest end of I/O in that boundary. If this
is smaller than the end of the previous boundary plus the 300ms
throttle, then we extend the end. This visualizes what throttling could
potentially do if the previous boundary committed right at its end. Ofc,
it might not have committed exactly at that time in this render. So this
is just showing a potential throttle that could happen. To see actual
throttle, you look in the Performance Track.
<img width="661" height="353" alt="Screenshot 2025-08-14 at 12 41 43 AM"
src="https://github.com/user-attachments/assets/b0155e5e-a83f-400c-a6b9-5c38a9d8a34f"
/>
We could come up with some annotation to highlight that this is eligible
to be throttled in this case. If the lines don't extend to the edge,
then it's likely it was throttled.
The skeletons right now are too jarring because they're visually heavier
than the content that comes in later. This makes them draw attention to
themselves as flashing things.
A good skeleton and loading indicator should ideally start as invisible
as possible and then gradually become more visible the longer time
passes so that if it loads quickly then it was never much visible at
all.
Even at its max it should never be heavier weight than the final content
so that it visually reverts into lesser. Another rule of thumb is that
it should be as close as possible to the final content in size but if
it's unknown it should always be smaller than the final content so that
the content grows into its slot rather than the slot contracting.
This makes the skeleton fade from invisible into the dimmest color just
as a subtle hint that something is still loading.
I also added a missing skeleton since the stack traces in rendered by
can now suspend while source mapping.
The other tweak I did is use disabled buttons in all the cases where we
load the ability to enable a button. This is more subtle and if you
hover over you can see why it's still disabled. Rather than flashing the
button each time you change element.