Files
react/packages/react-dom/src/events/ReactDOMEventReplaying.js
T
salazarm b5cca182ff Clean up Selective Hydration / Event Replay flag (#24156)
* clean up selective hydration / replay flag

* dont export return_targetInst
2022-04-13 11:19:32 -04:00

537 lines
16 KiB
JavaScript

/**
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @flow
*/
import type {AnyNativeEvent} from '../events/PluginModuleType';
import type {Container, SuspenseInstance} from '../client/ReactDOMHostConfig';
import type {DOMEventName} from '../events/DOMEventNames';
import type {EventSystemFlags} from './EventSystemFlags';
import type {FiberRoot} from 'react-reconciler/src/ReactInternalTypes';
import type {EventPriority} from 'react-reconciler/src/ReactEventPriorities';
import {enableSelectiveHydration} from 'shared/ReactFeatureFlags';
import {
unstable_scheduleCallback as scheduleCallback,
unstable_NormalPriority as NormalPriority,
} from 'scheduler';
import {
getNearestMountedFiber,
getContainerFromFiber,
getSuspenseInstanceFromFiber,
} from 'react-reconciler/src/ReactFiberTreeReflection';
import {findInstanceBlockingEvent} from './ReactDOMEventListener';
import {setReplayingEvent, resetReplayingEvent} from './CurrentReplayingEvent';
import {
getInstanceFromNode,
getClosestInstanceFromNode,
} from '../client/ReactDOMComponentTree';
import {HostRoot, SuspenseComponent} from 'react-reconciler/src/ReactWorkTags';
import {isHigherEventPriority} from 'react-reconciler/src/ReactEventPriorities';
import {isRootDehydrated} from 'react-reconciler/src/ReactFiberShellHydration';
let _attemptSynchronousHydration: (fiber: Object) => void;
export function setAttemptSynchronousHydration(fn: (fiber: Object) => void) {
_attemptSynchronousHydration = fn;
}
export function attemptSynchronousHydration(fiber: Object) {
_attemptSynchronousHydration(fiber);
}
let attemptContinuousHydration: (fiber: Object) => void;
export function setAttemptContinuousHydration(fn: (fiber: Object) => void) {
attemptContinuousHydration = fn;
}
let attemptHydrationAtCurrentPriority: (fiber: Object) => void;
export function setAttemptHydrationAtCurrentPriority(
fn: (fiber: Object) => void,
) {
attemptHydrationAtCurrentPriority = fn;
}
let getCurrentUpdatePriority: () => EventPriority;
export function setGetCurrentUpdatePriority(fn: () => EventPriority) {
getCurrentUpdatePriority = fn;
}
let attemptHydrationAtPriority: <T>(priority: EventPriority, fn: () => T) => T;
export function setAttemptHydrationAtPriority(
fn: <T>(priority: EventPriority, fn: () => T) => T,
) {
attemptHydrationAtPriority = fn;
}
// TODO: Upgrade this definition once we're on a newer version of Flow that
// has this definition built-in.
type PointerEvent = Event & {
pointerId: number,
relatedTarget: EventTarget | null,
...
};
type QueuedReplayableEvent = {|
blockedOn: null | Container | SuspenseInstance,
domEventName: DOMEventName,
eventSystemFlags: EventSystemFlags,
nativeEvent: AnyNativeEvent,
targetContainers: Array<EventTarget>,
|};
let hasScheduledReplayAttempt = false;
// The queue of discrete events to be replayed.
const queuedDiscreteEvents: Array<QueuedReplayableEvent> = [];
// Indicates if any continuous event targets are non-null for early bailout.
const hasAnyQueuedContinuousEvents: boolean = false;
// The last of each continuous event type. We only need to replay the last one
// if the last target was dehydrated.
let queuedFocus: null | QueuedReplayableEvent = null;
let queuedDrag: null | QueuedReplayableEvent = null;
let queuedMouse: null | QueuedReplayableEvent = null;
// For pointer events there can be one latest event per pointerId.
const queuedPointers: Map<number, QueuedReplayableEvent> = new Map();
const queuedPointerCaptures: Map<number, QueuedReplayableEvent> = new Map();
// We could consider replaying selectionchange and touchmoves too.
type QueuedHydrationTarget = {|
blockedOn: null | Container | SuspenseInstance,
target: Node,
priority: EventPriority,
|};
const queuedExplicitHydrationTargets: Array<QueuedHydrationTarget> = [];
export function hasQueuedDiscreteEvents(): boolean {
return queuedDiscreteEvents.length > 0;
}
export function hasQueuedContinuousEvents(): boolean {
return hasAnyQueuedContinuousEvents;
}
const synchronouslyHydratedEvents: Array<DOMEventName> = [
'mousedown',
'mouseup',
'touchcancel',
'touchend',
'touchstart',
'auxclick',
'dblclick',
'pointercancel',
'pointerdown',
'pointerup',
'dragend',
'dragstart',
'drop',
'compositionend',
'compositionstart',
'keydown',
'keypress',
'keyup',
'input',
'textInput', // Intentionally camelCase
'copy',
'cut',
'paste',
'click',
'change',
'contextmenu',
'reset',
'submit',
];
export function isDiscreteEventThatRequiresHydration(
eventType: DOMEventName,
): boolean {
return synchronouslyHydratedEvents.indexOf(eventType) > -1;
}
function createQueuedReplayableEvent(
blockedOn: null | Container | SuspenseInstance,
domEventName: DOMEventName,
eventSystemFlags: EventSystemFlags,
targetContainer: EventTarget,
nativeEvent: AnyNativeEvent,
): QueuedReplayableEvent {
return {
blockedOn,
domEventName,
eventSystemFlags,
nativeEvent,
targetContainers: [targetContainer],
};
}
// Resets the replaying for this type of continuous event to no event.
export function clearIfContinuousEvent(
domEventName: DOMEventName,
nativeEvent: AnyNativeEvent,
): void {
switch (domEventName) {
case 'focusin':
case 'focusout':
queuedFocus = null;
break;
case 'dragenter':
case 'dragleave':
queuedDrag = null;
break;
case 'mouseover':
case 'mouseout':
queuedMouse = null;
break;
case 'pointerover':
case 'pointerout': {
const pointerId = ((nativeEvent: any): PointerEvent).pointerId;
queuedPointers.delete(pointerId);
break;
}
case 'gotpointercapture':
case 'lostpointercapture': {
const pointerId = ((nativeEvent: any): PointerEvent).pointerId;
queuedPointerCaptures.delete(pointerId);
break;
}
}
}
function accumulateOrCreateContinuousQueuedReplayableEvent(
existingQueuedEvent: null | QueuedReplayableEvent,
blockedOn: null | Container | SuspenseInstance,
domEventName: DOMEventName,
eventSystemFlags: EventSystemFlags,
targetContainer: EventTarget,
nativeEvent: AnyNativeEvent,
): QueuedReplayableEvent {
if (
existingQueuedEvent === null ||
existingQueuedEvent.nativeEvent !== nativeEvent
) {
const queuedEvent = createQueuedReplayableEvent(
blockedOn,
domEventName,
eventSystemFlags,
targetContainer,
nativeEvent,
);
if (blockedOn !== null) {
const fiber = getInstanceFromNode(blockedOn);
if (fiber !== null) {
// Attempt to increase the priority of this target.
attemptContinuousHydration(fiber);
}
}
return queuedEvent;
}
// If we have already queued this exact event, then it's because
// the different event systems have different DOM event listeners.
// We can accumulate the flags, and the targetContainers, and
// store a single event to be replayed.
existingQueuedEvent.eventSystemFlags |= eventSystemFlags;
const targetContainers = existingQueuedEvent.targetContainers;
if (
targetContainer !== null &&
targetContainers.indexOf(targetContainer) === -1
) {
targetContainers.push(targetContainer);
}
return existingQueuedEvent;
}
export function queueIfContinuousEvent(
blockedOn: null | Container | SuspenseInstance,
domEventName: DOMEventName,
eventSystemFlags: EventSystemFlags,
targetContainer: EventTarget,
nativeEvent: AnyNativeEvent,
): boolean {
// These set relatedTarget to null because the replayed event will be treated as if we
// moved from outside the window (no target) onto the target once it hydrates.
// Instead of mutating we could clone the event.
switch (domEventName) {
case 'focusin': {
const focusEvent = ((nativeEvent: any): FocusEvent);
queuedFocus = accumulateOrCreateContinuousQueuedReplayableEvent(
queuedFocus,
blockedOn,
domEventName,
eventSystemFlags,
targetContainer,
focusEvent,
);
return true;
}
case 'dragenter': {
const dragEvent = ((nativeEvent: any): DragEvent);
queuedDrag = accumulateOrCreateContinuousQueuedReplayableEvent(
queuedDrag,
blockedOn,
domEventName,
eventSystemFlags,
targetContainer,
dragEvent,
);
return true;
}
case 'mouseover': {
const mouseEvent = ((nativeEvent: any): MouseEvent);
queuedMouse = accumulateOrCreateContinuousQueuedReplayableEvent(
queuedMouse,
blockedOn,
domEventName,
eventSystemFlags,
targetContainer,
mouseEvent,
);
return true;
}
case 'pointerover': {
const pointerEvent = ((nativeEvent: any): PointerEvent);
const pointerId = pointerEvent.pointerId;
queuedPointers.set(
pointerId,
accumulateOrCreateContinuousQueuedReplayableEvent(
queuedPointers.get(pointerId) || null,
blockedOn,
domEventName,
eventSystemFlags,
targetContainer,
pointerEvent,
),
);
return true;
}
case 'gotpointercapture': {
const pointerEvent = ((nativeEvent: any): PointerEvent);
const pointerId = pointerEvent.pointerId;
queuedPointerCaptures.set(
pointerId,
accumulateOrCreateContinuousQueuedReplayableEvent(
queuedPointerCaptures.get(pointerId) || null,
blockedOn,
domEventName,
eventSystemFlags,
targetContainer,
pointerEvent,
),
);
return true;
}
}
return false;
}
// Check if this target is unblocked. Returns true if it's unblocked.
function attemptExplicitHydrationTarget(
queuedTarget: QueuedHydrationTarget,
): void {
// TODO: This function shares a lot of logic with findInstanceBlockingEvent.
// Try to unify them. It's a bit tricky since it would require two return
// values.
const targetInst = getClosestInstanceFromNode(queuedTarget.target);
if (targetInst !== null) {
const nearestMounted = getNearestMountedFiber(targetInst);
if (nearestMounted !== null) {
const tag = nearestMounted.tag;
if (tag === SuspenseComponent) {
const instance = getSuspenseInstanceFromFiber(nearestMounted);
if (instance !== null) {
// We're blocked on hydrating this boundary.
// Increase its priority.
queuedTarget.blockedOn = instance;
attemptHydrationAtPriority(queuedTarget.priority, () => {
attemptHydrationAtCurrentPriority(nearestMounted);
});
return;
}
} else if (tag === HostRoot) {
const root: FiberRoot = nearestMounted.stateNode;
if (isRootDehydrated(root)) {
queuedTarget.blockedOn = getContainerFromFiber(nearestMounted);
// We don't currently have a way to increase the priority of
// a root other than sync.
return;
}
}
}
}
queuedTarget.blockedOn = null;
}
export function queueExplicitHydrationTarget(target: Node): void {
if (enableSelectiveHydration) {
// TODO: This will read the priority if it's dispatched by the React
// event system but not native events. Should read window.event.type, like
// we do for updates (getCurrentEventPriority).
const updatePriority = getCurrentUpdatePriority();
const queuedTarget: QueuedHydrationTarget = {
blockedOn: null,
target: target,
priority: updatePriority,
};
let i = 0;
for (; i < queuedExplicitHydrationTargets.length; i++) {
// Stop once we hit the first target with lower priority than
if (
!isHigherEventPriority(
updatePriority,
queuedExplicitHydrationTargets[i].priority,
)
) {
break;
}
}
queuedExplicitHydrationTargets.splice(i, 0, queuedTarget);
if (i === 0) {
attemptExplicitHydrationTarget(queuedTarget);
}
}
}
function attemptReplayContinuousQueuedEvent(
queuedEvent: QueuedReplayableEvent,
): boolean {
if (queuedEvent.blockedOn !== null) {
return false;
}
const targetContainers = queuedEvent.targetContainers;
while (targetContainers.length > 0) {
const targetContainer = targetContainers[0];
const nextBlockedOn = findInstanceBlockingEvent(
queuedEvent.domEventName,
queuedEvent.eventSystemFlags,
targetContainer,
queuedEvent.nativeEvent,
);
if (nextBlockedOn === null) {
const nativeEvent = queuedEvent.nativeEvent;
const nativeEventClone = new nativeEvent.constructor(
nativeEvent.type,
(nativeEvent: any),
);
setReplayingEvent(nativeEventClone);
nativeEvent.target.dispatchEvent(nativeEventClone);
resetReplayingEvent();
} else {
// We're still blocked. Try again later.
const fiber = getInstanceFromNode(nextBlockedOn);
if (fiber !== null) {
attemptContinuousHydration(fiber);
}
queuedEvent.blockedOn = nextBlockedOn;
return false;
}
// This target container was successfully dispatched. Try the next.
targetContainers.shift();
}
return true;
}
function attemptReplayContinuousQueuedEventInMap(
queuedEvent: QueuedReplayableEvent,
key: number,
map: Map<number, QueuedReplayableEvent>,
): void {
if (attemptReplayContinuousQueuedEvent(queuedEvent)) {
map.delete(key);
}
}
function replayUnblockedEvents() {
hasScheduledReplayAttempt = false;
// Next replay any continuous events.
if (queuedFocus !== null && attemptReplayContinuousQueuedEvent(queuedFocus)) {
queuedFocus = null;
}
if (queuedDrag !== null && attemptReplayContinuousQueuedEvent(queuedDrag)) {
queuedDrag = null;
}
if (queuedMouse !== null && attemptReplayContinuousQueuedEvent(queuedMouse)) {
queuedMouse = null;
}
queuedPointers.forEach(attemptReplayContinuousQueuedEventInMap);
queuedPointerCaptures.forEach(attemptReplayContinuousQueuedEventInMap);
}
function scheduleCallbackIfUnblocked(
queuedEvent: QueuedReplayableEvent,
unblocked: Container | SuspenseInstance,
) {
if (queuedEvent.blockedOn === unblocked) {
queuedEvent.blockedOn = null;
if (!hasScheduledReplayAttempt) {
hasScheduledReplayAttempt = true;
// Schedule a callback to attempt replaying as many events as are
// now unblocked. This first might not actually be unblocked yet.
// We could check it early to avoid scheduling an unnecessary callback.
scheduleCallback(NormalPriority, replayUnblockedEvents);
}
}
}
export function retryIfBlockedOn(
unblocked: Container | SuspenseInstance,
): void {
// Mark anything that was blocked on this as no longer blocked
// and eligible for a replay.
if (queuedDiscreteEvents.length > 0) {
scheduleCallbackIfUnblocked(queuedDiscreteEvents[0], unblocked);
// This is a exponential search for each boundary that commits. I think it's
// worth it because we expect very few discrete events to queue up and once
// we are actually fully unblocked it will be fast to replay them.
for (let i = 1; i < queuedDiscreteEvents.length; i++) {
const queuedEvent = queuedDiscreteEvents[i];
if (queuedEvent.blockedOn === unblocked) {
queuedEvent.blockedOn = null;
}
}
}
if (queuedFocus !== null) {
scheduleCallbackIfUnblocked(queuedFocus, unblocked);
}
if (queuedDrag !== null) {
scheduleCallbackIfUnblocked(queuedDrag, unblocked);
}
if (queuedMouse !== null) {
scheduleCallbackIfUnblocked(queuedMouse, unblocked);
}
const unblock = queuedEvent =>
scheduleCallbackIfUnblocked(queuedEvent, unblocked);
queuedPointers.forEach(unblock);
queuedPointerCaptures.forEach(unblock);
for (let i = 0; i < queuedExplicitHydrationTargets.length; i++) {
const queuedTarget = queuedExplicitHydrationTargets[i];
if (queuedTarget.blockedOn === unblocked) {
queuedTarget.blockedOn = null;
}
}
while (queuedExplicitHydrationTargets.length > 0) {
const nextExplicitTarget = queuedExplicitHydrationTargets[0];
if (nextExplicitTarget.blockedOn !== null) {
// We're still blocked.
break;
} else {
attemptExplicitHydrationTarget(nextExplicitTarget);
if (nextExplicitTarget.blockedOn === null) {
// We're unblocked.
queuedExplicitHydrationTargets.shift();
}
}
}
}