* Update Flow to 0.84
* Fix violations
* Use inexact object syntax in files from fbsource
* Fix warning extraction to use a modern parser
* Codemod inexact objects to new syntax
* Tighten types that can be exact
* Revert unintentional formatting changes from codemod
* Revert "Revert "Dispatch commands to both UIManagers from both renderers (#17211)" (#17232)"
This reverts commit d0fc0ba0a6.
* Clean up another __DEV__ warning check
* Replace all warning/lowPriWarning with console calls
* Replace console.warn/error with a custom wrapper at build time
* Fail the build for console.error/warn() where we can't read the stack
* prep for codemod
* prep warnings
* rename lint rules
* codemod for ifs
* shim www functions
* Handle more cases in the transform
* Thanks De Morgan
* Run the codemod
* Delete the transform
* Fix up confusing conditions manually
* Fix up www shims to match expected API
* Also check for low-pri warning in the lint rule
* Replace Babel plugin with an ESLint plugin
* Fix ESLint rule violations
* Move shared conditions higher
* Test formatting nits
* Tweak ESLint rule
* Bugfix: inside else branch, 'if' tests are not satisfactory
* Use a stricter check for exactly if (__DEV__)
This makes it easier to see what's going on and matches dominant style in the codebase.
* Fix remaining files after stricter check
* Remove "Invariant Violation" from dev errors
When I made the change to compile `invariant` to throw expressions, I
left a small runtime to set the error's `name` property to "Invariant
Violation" to maintain the existing behavior.
I think we can remove it. The argument for keeping it is to preserve
continuity in error logs, but this only affects development errors,
anyway: production error messages are replaced with error codes.
* Pass prod error messages directly to constructor
Updates the `invariant` transform to pass an error message string
directly to the Error constructor, instead of mutating the
message property.
Turns this code:
```js
invariant(condition, 'A %s message that contains %s', adj, noun);
```
into this:
```js
if (!condition) {
throw Error(
__DEV__
? `A ${adj} message that contains ${noun}`
: formatProdErrorMessage(ERR_CODE, adj, noun)
);
}
```
* Add Event Replaying Infra
* Wire up Roots and Suspense boundaries, to retry events, after they commit
* Replay discrete events in order in a separate scheduler callback
* Add continuous events
These events only replay their last target if the target is not yet
hydrated. That way we don't have to wait for a previously hovered
boundary before invoking the current target.
* Enable tests from before
These tests were written with replaying in mind and now we can properly
enable them.
* Unify replaying and dispatching
* Mark system flags as a replay and pass to legacy events
That way we can check if this is a replay and therefore needs a special
case. One such special case is "mouseover" where we check the
relatedTarget.
* Eagerly listen to all replayable events
To minimize breakages in a minor, I only do this for the new root APIs
since replaying only matters there anyway. Only if hydrating.
For Flare, I have to attach all active listeners since the current
system has one DOM listener for each. In a follow up I plan on optimizing
that by only attaching one if there's at least one active listener
which would allow us to start with only passive and then upgrade.
* Desperate attempt to save bytese
* Add test for mouseover replaying
We need to check if the "relatedTarget" is mounted due to how the old
event system dispatches from the "out" event.
* Fix for nested boundaries and suspense in root container
This is a follow up to #16673 which didn't have a test because it wasn't
observable yet. This shows that it had a bug.
* Rename RESPONDER_EVENT_SYSTEM to PLUGIN_EVENT_SYSTEM