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Stacked on #32862 and #32842. This means that Activity boundaries now act as boundaries which can have their effects mounted independently. Just like Suspense boundaries, we hydrate the outer content first and then start hydrating the content in an Offscreen lane. Flowing props or interacting with the content increases the priority just like Suspense boundaries. This skips emitting even the comments for `<Activity mode="hidden">` so we don't hydrate those. Instead those are deferred to a later client render. The implementation are just forked copies of the SuspenseComponent branches and then carefully going through each line and tweaking it. The main interesting bit is that, unlike Suspense, Activity boundaries don't have fallbacks so all those branches where you might commit a suspended tree disappears. Instead, if something suspends while hydration, we can just leave the dehydrated content in place. However, if something does suspend during client rendering then it should bubble up to the parent. Therefore, we have to be careful to only pushSuspenseHandler when hydrating. That's really the main difference. This just uses the existing basic Activity tests but I've started work on port all of the applicable Suspense tests in SelectiveHydration-test and PartialHydration-test to Activity versions.
26 lines
966 B
JavaScript
26 lines
966 B
JavaScript
/**
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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*
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* This source code is licensed under the MIT license found in the
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* LICENSE file in the root directory of this source tree.
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*
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* @flow
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*/
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import type {ActivityInstance} from './ReactFiberConfig';
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import type {CapturedValue} from './ReactCapturedValue';
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import type {Lane} from './ReactFiberLane';
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import type {TreeContext} from './ReactFiberTreeContext';
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// A non-null ActivityState represents a dehydrated Activity boundary.
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export type ActivityState = {
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dehydrated: ActivityInstance,
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treeContext: null | TreeContext,
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// Represents the lane we should attempt to hydrate a dehydrated boundary at.
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// OffscreenLane is the default for dehydrated boundaries.
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// NoLane is the default for normal boundaries, which turns into "normal" pri.
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retryLane: Lane,
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// Stashed Errors that happened while attempting to hydrate this boundary.
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hydrationErrors: Array<CapturedValue<mixed>> | null,
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};
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