dioxus/packages/core/src/virtual_dom.rs

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//! # VirtualDOM Implementation for Rust
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//!
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//! This module provides the primary mechanics to create a hook-based, concurrent VDOM for Rust.
//!
//! In this file, multiple items are defined. This file is big, but should be documented well to
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//! navigate the inner workings of the Dom. We try to keep these main mechanics in this file to limit
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//! the possible exposed API surface (keep fields private). This particular implementation of VDOM
//! is extremely efficient, but relies on some unsafety under the hood to do things like manage
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//! micro-heaps for components. We are currently working on refactoring the safety out into safe(r)
//! abstractions, but current tests (MIRI and otherwise) show no issues with the current implementation.
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//!
//! Included is:
//! - The [`VirtualDom`] itself
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//! - The [`Scope`] object for managing component lifecycle
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//! - The [`ActiveFrame`] object for managing the Scope`s microheap
//! - The [`Context`] object for exposing VirtualDOM API to components
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//! - The [`NodeFactory`] object for lazily exposing the `Context` API to the nodebuilder API
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//!
//! This module includes just the barebones for a complete VirtualDOM API.
//! Additional functionality is defined in the respective files.
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use crate::innerlude::*;
use bumpalo::Bump;
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use futures_channel::mpsc::{UnboundedReceiver, UnboundedSender};
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use futures_util::{pin_mut, stream::FuturesUnordered, Future, FutureExt, StreamExt};
use fxhash::FxHashMap;
use fxhash::FxHashSet;
use indexmap::IndexSet;
use slab::Slab;
use std::pin::Pin;
use std::task::Poll;
use std::{
any::{Any, TypeId},
cell::{Cell, UnsafeCell},
collections::{HashSet, VecDeque},
rc::Rc,
};
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use crate::innerlude::*;
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/// An integrated virtual node system that progresses events and diffs UI trees.
///
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/// Differences are converted into patches which a renderer can use to draw the UI.
///
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/// If you are building an App with Dioxus, you probably won't want to reach for this directly, instead opting to defer
/// to a particular crate's wrapper over the [`VirtualDom`] API.
///
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/// Example
/// ```rust
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/// static App: FC<()> = |(cx, props)|{
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/// cx.render(rsx!{
/// div {
/// "Hello World"
/// }
/// })
/// }
///
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/// async fn main() {
/// let mut dom = VirtualDom::new(App);
/// let mut inital_edits = dom.rebuild();
/// initialize_screen(inital_edits);
///
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/// loop {
/// let next_frame = TimeoutFuture::new(Duration::from_millis(16));
/// let edits = dom.run_with_deadline(next_frame).await;
/// apply_edits(edits);
/// render_frame();
/// }
/// }
/// ```
pub struct VirtualDom {
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base_scope: ScopeId,
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root_fc: Box<dyn Any>,
root_props: Rc<dyn Any>,
// we need to keep the allocation around, but we don't necessarily use it
_root_caller: Box<dyn Any>,
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pub(crate) scopes: ScopeArena,
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receiver: UnboundedReceiver<SchedulerMsg>,
pub(crate) sender: UnboundedSender<SchedulerMsg>,
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// Every component that has futures that need to be polled
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pending_futures: FxHashSet<ScopeId>,
pending_messages: VecDeque<SchedulerMsg>,
dirty_scopes: IndexSet<ScopeId>,
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in_progress: bool,
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}
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// Methods to create the VirtualDom
impl VirtualDom {
/// Create a new VirtualDOM with a component that does not have special props.
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///
/// # Description
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///
/// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders.
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///
/// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive
/// to toss out the entire tree.
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///
///
/// # Example
/// ```
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/// fn Example(cx: Context<()>) -> DomTree {
/// cx.render(rsx!( div { "hello world" } ))
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/// }
///
/// let dom = VirtualDom::new(Example);
/// ```
///
/// Note: the VirtualDOM is not progressed, you must either "run_with_deadline" or use "rebuild" to progress it.
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pub fn new(root: FC<()>) -> Self {
Self::new_with_props(root, ())
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}
/// Create a new VirtualDOM with the given properties for the root component.
///
/// # Description
///
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/// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders.
///
/// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive
/// to toss out the entire tree.
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///
///
/// # Example
/// ```
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/// #[derive(PartialEq, Props)]
/// struct SomeProps {
/// name: &'static str
/// }
///
/// fn Example(cx: Context<SomeProps>) -> DomTree {
/// cx.render(rsx!{ div{ "hello {cx.name}" } })
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/// }
///
/// let dom = VirtualDom::new(Example);
/// ```
///
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/// Note: the VirtualDOM is not progressed on creation. You must either "run_with_deadline" or use "rebuild" to progress it.
///
/// ```rust
/// let mut dom = VirtualDom::new_with_props(Example, SomeProps { name: "jane" });
/// let mutations = dom.rebuild();
/// ```
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pub fn new_with_props<P: 'static + Send>(root: FC<P>, root_props: P) -> Self {
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let (sender, receiver) = futures_channel::mpsc::unbounded::<SchedulerMsg>();
Self::new_with_props_and_scheduler(root, root_props, sender, receiver)
}
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/// Launch the VirtualDom, but provide your own channel for receiving and sending messages into the scheduler
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///
/// This is useful when the VirtualDom must be driven from outside a thread and it doesn't make sense to wait for the
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/// VirtualDom to be created just to retrieve its channel receiver.
pub fn new_with_props_and_scheduler<P: 'static>(
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root: FC<P>,
root_props: P,
sender: UnboundedSender<SchedulerMsg>,
receiver: UnboundedReceiver<SchedulerMsg>,
) -> Self {
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let mut scopes = ScopeArena::new(sender.clone());
let base_scope = scopes.new_with_key(
//
root as _,
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todo!(),
// boxed_comp.as_ref(),
None,
0,
0,
sender.clone(),
);
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Self {
scopes,
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base_scope,
receiver,
sender,
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root_fc: todo!(),
root_props: todo!(),
_root_caller: todo!(),
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pending_messages: VecDeque::new(),
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pending_futures: Default::default(),
dirty_scopes: Default::default(),
in_progress: false,
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}
}
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}
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// Public utility methods
impl VirtualDom {
/// Get the [`ScopeState`] for the root component.
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///
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/// This is useful for traversing the tree from the root for heuristics or alternsative renderers that use Dioxus
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/// directly.
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///
/// # Example
pub fn base_scope(&self) -> &ScopeState {
self.get_scope(&self.base_scope).unwrap()
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}
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/// Get the [`ScopeState`] for a component given its [`ScopeId`]
///
/// # Example
///
///
///
pub fn get_scope<'a>(&'a self, id: &ScopeId) -> Option<&'a ScopeState> {
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self.scopes.get_scope(&id)
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}
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/// Get an [`UnboundedSender`] handle to the channel used by the scheduler.
///
/// # Example
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///
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///
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///
pub fn get_scheduler_channel(&self) -> futures_channel::mpsc::UnboundedSender<SchedulerMsg> {
self.sender.clone()
}
/// Check if the [`VirtualDom`] has any pending updates or work to be done.
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///
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/// # Example
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///
///
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///
pub fn has_any_work(&self) -> bool {
!(self.dirty_scopes.is_empty() && self.pending_messages.is_empty())
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}
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}
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// Methods to actually run the VirtualDOM
impl VirtualDom {
/// Waits for the scheduler to have work
/// This lets us poll async tasks during idle periods without blocking the main thread.
pub async fn wait_for_work(&mut self) {
// todo: poll the events once even if there is work to do to prevent starvation
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// if there's no futures in the virtualdom, just wait for a scheduler message and put it into the queue to be processed
if self.pending_futures.is_empty() {
self.pending_messages
.push_front(self.receiver.next().await.unwrap());
} else {
struct PollTasks<'a> {
pending_futures: &'a FxHashSet<ScopeId>,
scopes: &'a ScopeArena,
}
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impl<'a> Future for PollTasks<'a> {
type Output = ();
fn poll(
self: Pin<&mut Self>,
cx: &mut std::task::Context<'_>,
) -> Poll<Self::Output> {
let mut all_pending = true;
// Poll every scope manually
for fut in self.pending_futures.iter() {
let scope = self
.scopes
.get_scope(fut)
.expect("Scope should never be moved");
let mut items = scope.items.borrow_mut();
for task in items.tasks.iter_mut() {
let task = task.as_mut();
// todo: does this make sense?
// I don't usually write futures by hand
// I think the futures neeed to be pinned using bumpbox or something
// right now, they're bump allocated so this shouldn't matter anyway - they're not going to move
let unpinned = unsafe { Pin::new_unchecked(task) };
if let Poll::Ready(_) = unpinned.poll(cx) {
all_pending = false
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}
}
}
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// Resolve the future if any singular task is ready
match all_pending {
true => Poll::Pending,
false => Poll::Ready(()),
}
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}
}
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// Poll both the futures and the scheduler message queue simulataneously
use futures_util::future::{select, Either};
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let scheduler_fut = self.receiver.next();
let tasks_fut = PollTasks {
pending_futures: &self.pending_futures,
scopes: &self.scopes,
};
match select(tasks_fut, scheduler_fut).await {
// Futures don't generate work
Either::Left((_, _)) => {}
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// Save these messages in FIFO to be processed later
Either::Right((msg, _)) => self.pending_messages.push_front(msg.unwrap()),
}
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}
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}
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/// Run the virtualdom with a deadline.
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///
/// This method will progress async tasks until the deadline is reached. If tasks are completed before the deadline,
/// and no tasks are pending, this method will return immediately. If tasks are still pending, then this method will
/// exhaust the deadline working on them.
///
/// This method is useful when needing to schedule the virtualdom around other tasks on the main thread to prevent
/// "jank". It will try to finish whatever work it has by the deadline to free up time for other work.
///
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/// Due to platform differences in how time is handled, this method accepts a future that resolves when the deadline
/// is exceeded. However, the deadline won't be met precisely, so you might want to build some wiggle room into the
/// deadline closure manually.
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///
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/// The deadline is polled before starting to diff components. This strikes a balance between the overhead of checking
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/// the deadline and just completing the work. However, if an individual component takes more than 16ms to render, then
/// the screen will "jank" up. In debug, this will trigger an alert.
///
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/// If there are no in-flight fibers when this method is called, it will await any possible tasks, aborting early if
/// the provided deadline future resolves.
///
/// For use in the web, it is expected that this method will be called to be executed during "idle times" and the
/// mutations to be applied during the "paint times" IE "animation frames". With this strategy, it is possible to craft
/// entirely jank-free applications that perform a ton of work.
///
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/// # Example
///
/// ```no_run
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/// static App: FC<()> = |(cx, props)|rsx!(cx, div {"hello"} );
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///
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/// let mut dom = VirtualDom::new(App);
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///
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/// loop {
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/// let mut timeout = TimeoutFuture::from_ms(16);
/// let deadline = move || timeout.now_or_never();
///
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/// let mutations = dom.run_with_deadline(deadline).await;
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///
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/// apply_mutations(mutations);
/// }
/// ```
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///
/// ## Mutations
///
/// This method returns "mutations" - IE the necessary changes to get the RealDOM to match the VirtualDOM. It also
/// includes a list of NodeRefs that need to be applied and effects that need to be triggered after the RealDOM has
/// applied the edits.
///
/// Mutations are the only link between the RealDOM and the VirtualDOM.
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pub fn work_with_deadline<'a>(
&'a mut self,
mut deadline: impl FnMut() -> bool,
) -> Vec<Mutations<'a>> {
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let mut committed_mutations = Vec::<Mutations>::new();
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while self.has_any_work() {
while let Ok(Some(msg)) = self.receiver.try_next() {
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self.pending_messages.push_front(msg);
}
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while let Some(msg) = self.pending_messages.pop_back() {
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match msg {
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SchedulerMsg::Immediate(id) => {
self.dirty_scopes.insert(id);
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}
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SchedulerMsg::UiEvent(event) => {
if let Some(element) = event.mounted_dom_id {
log::info!("Calling listener {:?}, {:?}", event.scope_id, element);
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let scope = self.scopes.get_scope(&event.scope_id).unwrap();
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// TODO: bubble properly here
scope.call_listener(event, element);
while let Ok(Some(dirty_scope)) = self.receiver.try_next() {
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self.pending_messages.push_front(dirty_scope);
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}
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} else {
log::debug!("User event without a targetted ElementId. Unsure how to proceed. {:?}", event);
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}
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}
}
}
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let mut diff_state: DiffState = DiffState::new(Mutations::new());
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let mut ran_scopes = FxHashSet::default();
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// todo: the 2021 version of rust will let us not have to force the borrow
let scopes = &self.scopes;
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// Sort the scopes by height. Theoretically, we'll de-duplicate scopes by height
self.dirty_scopes
.retain(|id| scopes.get_scope(id).is_some());
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self.dirty_scopes.sort_by(|a, b| {
let h1 = scopes.get_scope(a).unwrap().height;
let h2 = scopes.get_scope(b).unwrap().height;
h1.cmp(&h2).reverse()
});
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if let Some(scopeid) = self.dirty_scopes.pop() {
log::info!("handling dirty scope {:?}", scopeid);
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if !ran_scopes.contains(&scopeid) {
ran_scopes.insert(scopeid);
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log::debug!("about to run scope {:?}", scopeid);
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if self.run_scope(&scopeid) {
let scope = self.scopes.get_scope(&scopeid).unwrap();
let (old, new) = (scope.frames.wip_head(), scope.frames.fin_head());
diff_state.stack.scope_stack.push(scopeid);
diff_state.stack.push(DiffInstruction::Diff { new, old });
}
}
}
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let work_completed = self.scopes.work(&mut diff_state, &mut deadline);
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if work_completed {
let DiffState {
mutations,
seen_scopes,
stack,
..
} = diff_state;
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for scope in seen_scopes {
self.dirty_scopes.remove(&scope);
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}
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// I think the stack should be empty at the end of diffing?
debug_assert_eq!(stack.scope_stack.len(), 0);
committed_mutations.push(mutations);
} else {
todo!("don't have a mechanism to pause work (yet)");
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return committed_mutations;
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}
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}
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committed_mutations
}
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/// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom from scratch
///
/// The diff machine expects the RealDom's stack to be the root of the application.
///
/// Tasks will not be polled with this method, nor will any events be processed from the event queue. Instead, the
/// root component will be ran once and then diffed. All updates will flow out as mutations.
///
/// All state stored in components will be completely wiped away.
///
/// # Example
/// ```
/// static App: FC<()> = |(cx, props)| cx.render(rsx!{ "hello world" });
/// let mut dom = VirtualDom::new();
/// let edits = dom.rebuild();
///
/// apply_edits(edits);
/// ```
pub fn rebuild(&mut self) -> Mutations {
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// todo: I think we need to append a node or something
// diff_machine
// .stack
// .create_node(cur_component.frames.fin_head(), MountType::Append);
let scope = self.base_scope;
self.hard_diff(&scope).unwrap()
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}
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/// Compute a manual diff of the VirtualDOM between states.
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///
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/// This can be useful when state inside the DOM is remotely changed from the outside, but not propagated as an event.
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///
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/// In this case, every component will be diffed, even if their props are memoized. This method is intended to be used
/// to force an update of the DOM when the state of the app is changed outside of the app.
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///
///
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/// # Example
/// ```rust
/// #[derive(PartialEq, Props)]
/// struct AppProps {
/// value: Shared<&'static str>,
/// }
///
/// static App: FC<AppProps> = |(cx, props)|{
/// let val = cx.value.borrow();
/// cx.render(rsx! { div { "{val}" } })
/// };
///
/// let value = Rc::new(RefCell::new("Hello"));
/// let mut dom = VirtualDom::new_with_props(
/// App,
/// AppProps {
/// value: value.clone(),
/// },
/// );
///
/// let _ = dom.rebuild();
///
/// *value.borrow_mut() = "goodbye";
///
/// let edits = dom.diff();
/// ```
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pub fn hard_diff<'a>(&'a mut self, scope_id: &ScopeId) -> Option<Mutations<'a>> {
log::debug!("hard diff {:?}", scope_id);
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if self.run_scope(&scope_id) {
let mut diff_machine = DiffState::new(Mutations::new());
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diff_machine.force_diff = true;
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self.scopes.diff_scope(&mut diff_machine, scope_id);
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Some(diff_machine.mutations)
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} else {
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None
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}
}
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pub fn run_scope(&self, id: &ScopeId) -> bool {
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let scope = self
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.scopes
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.get_scope(id)
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.expect("The base scope should never be moved");
// Cycle to the next frame and then reset it
// This breaks any latent references, invalidating every pointer referencing into it.
// Remove all the outdated listeners
scope.ensure_drop_safety();
// Safety:
// - We dropped the listeners, so no more &mut T can be used while these are held
// - All children nodes that rely on &mut T are replaced with a new reference
unsafe { scope.hooks.reset() };
// Safety:
// - We've dropped all references to the wip bump frame
todo!("reset wip frame");
// unsafe { scope.frames.reset_wip_frame() };
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let items = scope.items.get_mut();
// just forget about our suspended nodes while we're at it
items.suspended_nodes.clear();
// guarantee that we haven't screwed up - there should be no latent references anywhere
debug_assert!(items.listeners.is_empty());
debug_assert!(items.suspended_nodes.is_empty());
debug_assert!(items.borrowed_props.is_empty());
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log::debug!("Borrowed stuff is successfully cleared");
// temporarily cast the vcomponent to the right lifetime
let vcomp = scope.load_vcomp();
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let render: &dyn Fn(&ScopeState) -> Element = todo!();
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// Todo: see if we can add stronger guarantees around internal bookkeeping and failed component renders.
if let Some(builder) = render(scope) {
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todo!("attach the niode");
// let new_head = builder.into_vnode(NodeFactory {
// bump: &scope.frames.wip_frame().bump,
// });
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log::debug!("Render is successful");
// the user's component succeeded. We can safely cycle to the next frame
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// scope.frames.wip_frame_mut().head_node = unsafe { std::mem::transmute(new_head) };
// scope.frames.cycle_frame();
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true
} else {
false
}
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}
pub fn reserve_node(&self, node: &VNode) -> ElementId {
todo!()
// self.node_reservations.insert(id);
}
pub fn collect_garbage(&self, id: ElementId) {
todo!()
}
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pub fn try_remove(&self, id: &ScopeId) -> Option<ScopeState> {
todo!()
}
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}
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pub enum SchedulerMsg {
// events from the host
UiEvent(UserEvent),
// setstate
Immediate(ScopeId),
}
#[derive(Debug)]
pub struct UserEvent {
/// The originator of the event trigger
pub scope_id: ScopeId,
pub priority: EventPriority,
/// The optional real node associated with the trigger
pub mounted_dom_id: Option<ElementId>,
/// The event type IE "onclick" or "onmouseover"
///
/// The name that the renderer will use to mount the listener.
pub name: &'static str,
/// The type of event
pub event: Box<dyn Any + Send>,
}
/// Priority of Event Triggers.
///
/// Internally, Dioxus will abort work that's taking too long if new, more important work arrives. Unlike React, Dioxus
/// won't be afraid to pause work or flush changes to the RealDOM. This is called "cooperative scheduling". Some Renderers
/// implement this form of scheduling internally, however Dioxus will perform its own scheduling as well.
///
/// The ultimate goal of the scheduler is to manage latency of changes, prioritizing "flashier" changes over "subtler" changes.
///
/// React has a 5-tier priority system. However, they break things into "Continuous" and "Discrete" priority. For now,
/// we keep it simple, and just use a 3-tier priority system.
///
/// - NoPriority = 0
/// - LowPriority = 1
/// - NormalPriority = 2
/// - UserBlocking = 3
/// - HighPriority = 4
/// - ImmediatePriority = 5
///
/// We still have a concept of discrete vs continuous though - discrete events won't be batched, but continuous events will.
/// This means that multiple "scroll" events will be processed in a single frame, but multiple "click" events will be
/// flushed before proceeding. Multiple discrete events is highly unlikely, though.
#[derive(Debug, PartialEq, Eq, Clone, Copy, Hash, PartialOrd, Ord)]
pub enum EventPriority {
/// Work that must be completed during the EventHandler phase.
///
/// Currently this is reserved for controlled inputs.
Immediate = 3,
/// "High Priority" work will not interrupt other high priority work, but will interrupt medium and low priority work.
///
/// This is typically reserved for things like user interaction.
///
/// React calls these "discrete" events, but with an extra category of "user-blocking" (Immediate).
High = 2,
/// "Medium priority" work is generated by page events not triggered by the user. These types of events are less important
/// than "High Priority" events and will take precedence over low priority events.
///
/// This is typically reserved for VirtualEvents that are not related to keyboard or mouse input.
///
/// React calls these "continuous" events (e.g. mouse move, mouse wheel, touch move, etc).
Medium = 1,
/// "Low Priority" work will always be preempted unless the work is significantly delayed, in which case it will be
/// advanced to the front of the work queue until completed.
///
/// The primary user of Low Priority work is the asynchronous work system (Suspense).
///
/// This is considered "idle" work or "background" work.
Low = 0,
}