dioxus/packages/core/src/scope_arena.rs

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use std::task::Context;
use futures_util::task::noop_waker_ref;
use crate::{
any_props::AnyProps,
arena::ElementId,
bump_frame::BumpFrame,
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factory::RenderReturn,
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scopes::{ScopeId, ScopeState},
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virtualdom::VirtualDom, innerlude::SuspenseLeaf,
};
impl VirtualDom {
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pub fn new_scope(&mut self, props: *mut dyn AnyProps<'static>) -> ScopeId {
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let parent = self.acquire_current_scope_raw();
let container = self.acquire_current_container();
let entry = self.scopes.vacant_entry();
let height = unsafe { parent.map(|f| (*f).height).unwrap_or(0) + 1 };
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let id = ScopeId(entry.key());
entry.insert(ScopeState {
parent,
container,
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id,
height,
props,
node_arena_1: BumpFrame::new(50),
node_arena_2: BumpFrame::new(50),
render_cnt: Default::default(),
hook_arena: Default::default(),
hook_vals: Default::default(),
hook_idx: Default::default(),
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shared_contexts: Default::default(),
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tasks: self.scheduler.handle.clone(),
});
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id
}
pub fn acquire_current_container(&self) -> ElementId {
self.element_stack
.last()
.copied()
.expect("Always have a container")
}
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fn acquire_current_scope_raw(&mut self) -> Option<*mut ScopeState> {
self.scope_stack
.last()
.copied()
.and_then(|id| self.scopes.get_mut(id.0).map(|f| f as *mut ScopeState))
}
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pub fn run_scope(&mut self, id: ScopeId) -> &mut RenderReturn {
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let scope = &mut self.scopes[id.0];
scope.hook_idx.set(0);
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let mut new_nodes = {
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let props = unsafe { &mut *scope.props };
let props: &mut dyn AnyProps = unsafe { std::mem::transmute(props) };
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let res: RenderReturn = props.render(scope);
let res: RenderReturn<'static> = unsafe { std::mem::transmute(res) };
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res
};
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// immediately resolve futures that can be resolved immediatelys
let res = match &mut new_nodes {
RenderReturn::Sync(_) => new_nodes,
RenderReturn::Async(fut) => {
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// use futures_util::FutureExt;
let leaves = self.scheduler.handle.leaves.borrow_mut();
leaves.insert(Rc::new(SuspenseLeaf {
id: todo!(),
scope: todo!(),
boundary: todo!(),
tx: todo!(),
task: todo!(),
}));
let waker = crate::scheduler::make_suspense_waker(task);
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match fut.poll_unpin(&mut cx) {
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std::task::Poll::Ready(nodes) => {
leaves.remove(key;)
RenderReturn::Sync(nodes)
},
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std::task::Poll::Pending => new_nodes,
}
}
};
let frame = match scope.render_cnt % 2 {
0 => &mut scope.node_arena_1,
1 => &mut scope.node_arena_2,
_ => unreachable!(),
};
// set the head of the bump frame
let alloced = frame.bump.alloc(res);
frame.node.set(alloced);
// rebind the lifetime now that its stored internally
unsafe { std::mem::transmute(alloced) }
}
}