dioxus/packages/core/src/virtual_dom.rs

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//! # VirtualDOM Implementation for Rust
//! 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
//! navigate the innerworkings of the Dom. We try to keep these main mechanics in this file to limit
//! 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
//! - The [`Scope`] object for mangning component lifecycle
//! - 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 lazyily exposing the `Context` API to the nodebuilder API
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//! - The [`Hook`] object for exposing state management in components.
//!
//! 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::tasks::TaskQueue;
use crate::{arena::ScopeArena, innerlude::*};
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use slotmap::DefaultKey;
use slotmap::SlotMap;
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use std::{any::TypeId, fmt::Debug, rc::Rc};
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pub type ScopeIdx = DefaultKey;
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/// An integrated virtual node system that progresses events and diffs UI trees.
/// Differences are converted into patches which a renderer can use to draw the UI.
pub struct VirtualDom {
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/// All mounted components are arena allocated to make additions, removals, and references easy to work with
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/// A generational arena is used to re-use slots of deleted scopes without having to resize the underlying arena.
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///
/// This is wrapped in an UnsafeCell because we will need to get mutable access to unique values in unique bump arenas
/// and rusts's guartnees cannot prove that this is safe. We will need to maintain the safety guarantees manually.
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pub components: ScopeArena,
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/// The index of the root component
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/// Should always be the first (gen=0, id=0)
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pub base_scope: ScopeIdx,
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/// All components dump their updates into a queue to be processed
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pub(crate) event_queue: EventQueue,
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pub(crate) tasks: TaskQueue,
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/// a strong allocation to the "caller" for the original component and its props
#[doc(hidden)]
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_root_caller: Rc<OpaqueComponent>,
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/// Type of the original cx. This is stored as TypeId so VirtualDom does not need to be generic.
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///
/// Whenver props need to be updated, an Error will be thrown if the new props do not
/// match the props used to create the VirtualDom.
#[doc(hidden)]
_root_prop_type: std::any::TypeId,
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}
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/// The `RealDomNode` is an ID handle that corresponds to a foreign DOM node.
///
/// "u64" was chosen for two reasons
/// - 0 cost hashing
/// - use with slotmap and other versioned slot arenas
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct RealDomNode(pub u64);
impl RealDomNode {
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pub fn new(id: u64) -> Self {
Self(id)
}
pub fn empty() -> Self {
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Self(u64::MIN)
}
}
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// ======================================
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// Public Methods for the VirtualDom
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// ======================================
impl VirtualDom {
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/// Create a new instance of the Dioxus Virtual Dom with no properties for the root component.
///
/// This means that the root component must either consumes its own context, or statics are used to generate the page.
/// The root component can access things like routing in its context.
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///
/// As an end-user, you'll want to use the Renderer's "new" method instead of this method.
/// Directly creating the VirtualDOM is only useful when implementing a new renderer.
///
///
/// ```ignore
/// // Directly from a closure
///
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/// let dom = VirtualDom::new(|cx| cx.render(rsx!{ div {"hello world"} }));
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///
/// // or pass in...
///
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/// let root = |cx| {
/// cx.render(rsx!{
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/// div {"hello world"}
/// })
/// }
/// let dom = VirtualDom::new(root);
///
/// // or directly from a fn
///
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/// fn Example(cx: Context<()>) -> VNode {
/// cx.render(rsx!{ div{"hello world"} })
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/// }
///
/// let dom = VirtualDom::new(Example);
/// ```
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pub fn new(root: FC<()>) -> Self {
Self::new_with_props(root, ())
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}
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/// Start a new VirtualDom instance with a dependent cx.
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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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///
/// ```ignore
/// // Directly from a closure
///
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/// let dom = VirtualDom::new(|cx| cx.render(rsx!{ div {"hello world"} }));
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///
/// // or pass in...
///
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/// let root = |cx| {
/// cx.render(rsx!{
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/// div {"hello world"}
/// })
/// }
/// let dom = VirtualDom::new(root);
///
/// // or directly from a fn
///
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/// fn Example(cx: Context, props: &SomeProps) -> VNode {
/// cx.render(rsx!{ div{"hello world"} })
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/// }
///
/// let dom = VirtualDom::new(Example);
/// ```
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pub fn new_with_props<P: Properties + 'static>(root: FC<P>, root_props: P) -> Self {
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let components = ScopeArena::new(SlotMap::new());
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// Normally, a component would be passed as a child in the RSX macro which automatically produces OpaqueComponents
// Here, we need to make it manually, using an RC to force the Weak reference to stick around for the main scope.
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let _root_caller: Rc<OpaqueComponent> = Rc::new(move |scope| {
// let _root_caller: Rc<OpaqueComponent<'static>> = Rc::new(move |scope| {
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// the lifetime of this closure is just as long as the lifetime on the scope reference
// this closure moves root props (which is static) into this closure
let props = unsafe { &*(&root_props as *const _) };
root(Context {
props,
scope,
tasks: todo!(),
})
});
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// Create a weak reference to the OpaqueComponent for the root scope to use as its render function
let caller_ref = Rc::downgrade(&_root_caller);
// Build a funnel for hooks to send their updates into. The `use_hook` method will call into the update funnel.
let event_queue = EventQueue::default();
let _event_queue = event_queue.clone();
// Make the first scope
// We don't run the component though, so renderers will need to call "rebuild" when they initialize their DOM
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let link = components.clone();
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let base_scope = components
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.with(|arena| {
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arena.insert_with_key(move |myidx| {
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let event_channel = _event_queue.new_channel(0, myidx);
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Scope::new(caller_ref, myidx, None, 0, event_channel, link, &[])
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})
})
.unwrap();
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Self {
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_root_caller,
base_scope,
event_queue,
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components,
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tasks: TaskQueue::new(),
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_root_prop_type: TypeId::of::<P>(),
}
}
}
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// ======================================
// Private Methods for the VirtualDom
// ======================================
impl VirtualDom {
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/// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom rom scratch
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/// Currently this doesn't do what we want it to do
pub fn rebuild<'s, Dom: RealDom<'s>>(&'s mut self, realdom: &mut Dom) -> Result<()> {
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let mut diff_machine = DiffMachine::new(
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realdom,
&self.components,
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self.base_scope,
self.event_queue.clone(),
);
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// Schedule an update and then immediately call it on the root component
// This is akin to a hook being called from a listener and requring a re-render
// Instead, this is done on top-level component
let base = self.components.try_get(self.base_scope)?;
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let update = &base.event_channel;
update();
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self.progress_completely(&mut diff_machine)?;
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Ok(())
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}
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/// This method is the most sophisticated way of updating the virtual dom after an external event has been triggered.
///
/// Given a synthetic event, the component that triggered the event, and the index of the callback, this runs the virtual
/// dom to completion, tagging components that need updates, compressing events together, and finally emitting a single
/// change list.
///
/// If implementing an external renderer, this is the perfect method to combine with an async event loop that waits on
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/// listeners, something like this:
///
/// ```ignore
/// while let Ok(event) = receiver.recv().await {
/// let edits = self.internal_dom.progress_with_event(event)?;
/// for edit in &edits {
/// patch_machine.handle_edit(edit);
/// }
/// }
/// ```
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///
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/// Note: this method is not async and does not provide suspense-like functionality. It is up to the renderer to provide the
/// executor and handlers for suspense as show in the example.
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///
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/// ```ignore
/// let (sender, receiver) = channel::new();
/// sender.send(EventTrigger::start());
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///
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/// let mut dom = VirtualDom::new();
/// dom.suspense_handler(|event| sender.send(event));
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///
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/// while let Ok(diffs) = dom.progress_with_event(receiver.recv().await) {
/// render(diffs);
/// }
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///
/// ```
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//
// Developer notes:
// ----
// This method has some pretty complex safety guarantees to uphold.
// We interact with bump arenas, raw pointers, and use UnsafeCell to get a partial borrow of the arena.
// The final EditList has edits that pull directly from the Bump Arenas which add significant complexity
// in crafting a 100% safe solution with traditional lifetimes. Consider this method to be internally unsafe
// but the guarantees provide a safe, fast, and efficient abstraction for the VirtualDOM updating framework.
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//
// A good project would be to remove all unsafe from this crate and move the unsafety into safer abstractions.
pub fn progress_with_event<'s, Dom: RealDom<'s>>(
&'s mut self,
realdom: &'_ mut Dom,
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trigger: EventTrigger,
) -> Result<()> {
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let id = trigger.originator.clone();
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self.components.try_get_mut(id)?.call_listener(trigger)?;
let mut diff_machine =
DiffMachine::new(realdom, &self.components, id, self.event_queue.clone());
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self.progress_completely(&mut diff_machine)?;
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Ok(())
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}
/// Consume the event queue, descending depth-first.
/// Only ever run each component once.
///
/// The DiffMachine logs its progress as it goes which might be useful for certain types of renderers.
pub(crate) fn progress_completely<'a, 'bump, Dom: RealDom<'bump>>(
&'bump self,
diff_machine: &'_ mut DiffMachine<'a, 'bump, Dom>,
) -> Result<()> {
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// Add this component to the list of components that need to be difed
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// #[allow(unused_assignments)]
// let mut cur_height: u32 = 0;
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// Now, there are events in the queue
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let mut updates = self.event_queue.0.as_ref().borrow_mut();
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// Order the nodes by their height, we want the nodes with the smallest depth on top
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// This prevents us from running the same component multiple times
updates.sort_unstable();
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log::debug!("There are: {:#?} updates to be processed", updates.len());
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// Iterate through the triggered nodes (sorted by height) and begin to diff them
for update in updates.drain(..) {
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log::debug!("Running updates for: {:#?}", update);
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// Make sure this isn't a node we've already seen, we don't want to double-render anything
// If we double-renderer something, this would cause memory safety issues
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if diff_machine.seen_nodes.contains(&update.idx) {
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continue;
}
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// Now, all the "seen nodes" are nodes that got notified by running this listener
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diff_machine.seen_nodes.insert(update.idx.clone());
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// Start a new mutable borrow to components
// We are guaranteeed that this scope is unique because we are tracking which nodes have modified
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let cur_component = self.components.try_get_mut(update.idx).unwrap();
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// let inner: &'s mut _ = unsafe { &mut *self.components.0.borrow().arena.get() };
// let cur_component = inner.get_mut(update.idx).unwrap();
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cur_component.run_scope()?;
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// diff_machine.change_list.load_known_root(1);
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let (old, new) = (cur_component.old_frame(), cur_component.next_frame());
// let (old, new) = cur_component.get_frames_mut();
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diff_machine.diff_node(old, new);
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// cur_height = cur_component.height;
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// log::debug!(
// "Processing update: {:#?} with height {}",
// &update.idx,
// cur_height
// );
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}
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Ok(())
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}
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pub fn base_scope(&self) -> &Scope {
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let idx = self.base_scope;
self.components.try_get(idx).unwrap()
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}
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}
// TODO!
// These impls are actually wrong. The DOM needs to have a mutex implemented.
unsafe impl Sync for VirtualDom {}
unsafe impl Send for VirtualDom {}