//! # 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 //! 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. //! //! 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 //! - The [`NodeFactory`] object for lazyily exposing the `Context` API to the nodebuilder API //! - 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. use crate::tasks::TaskQueue; use crate::{arena::SharedArena, innerlude::*}; use appendlist::AppendList; use slotmap::DefaultKey; use slotmap::SlotMap; use std::any::Any; use std::cell::RefCell; use std::pin::Pin; use std::{any::TypeId, fmt::Debug, rc::Rc}; pub type ScopeIdx = DefaultKey; /// 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 { /// All mounted components are arena allocated to make additions, removals, and references easy to work with /// A generational arena is used to re-use slots of deleted scopes without having to resize the underlying arena. /// /// 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. pub components: SharedArena, /// The index of the root component /// Should always be the first (gen=0, id=0) pub base_scope: ScopeIdx, /// All components dump their updates into a queue to be processed pub event_queue: EventQueue, pub tasks: TaskQueue, root_props: std::pin::Pin>, /// Type of the original cx. This is stored as TypeId so VirtualDom does not need to be generic. /// /// 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, } // ====================================== // Public Methods for the VirtualDom // ====================================== impl VirtualDom { /// 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. /// /// 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 /// /// let dom = VirtualDom::new(|cx| cx.render(rsx!{ div {"hello world"} })); /// /// // or pass in... /// /// let root = |cx| { /// cx.render(rsx!{ /// div {"hello world"} /// }) /// } /// let dom = VirtualDom::new(root); /// /// // or directly from a fn /// /// fn Example(cx: Context<()>) -> VNode { /// cx.render(rsx!{ div{"hello world"} }) /// } /// /// let dom = VirtualDom::new(Example); /// ``` pub fn new(root: FC<()>) -> Self { Self::new_with_props(root, ()) } /// Start a new VirtualDom instance with a dependent cx. /// 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. /// /// ```ignore /// // Directly from a closure /// /// let dom = VirtualDom::new(|cx| cx.render(rsx!{ div {"hello world"} })); /// /// // or pass in... /// /// let root = |cx| { /// cx.render(rsx!{ /// div {"hello world"} /// }) /// } /// let dom = VirtualDom::new(root); /// /// // or directly from a fn /// /// fn Example(cx: Context, props: &SomeProps) -> VNode { /// cx.render(rsx!{ div{"hello world"} }) /// } /// /// let dom = VirtualDom::new(Example); /// ``` pub fn new_with_props(root: FC

, root_props: P) -> Self { let components = SharedArena::new(SlotMap::new()); let root_props: Pin> = Box::pin(root_props); let props_ptr = root_props.as_ref().downcast_ref::

().unwrap() as *const P; // 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(); let link = components.clone(); let tasks = TaskQueue::new(); let submitter = tasks.new_submitter(); let base_scope = components .with(|arena| { arena.insert_with_key(move |myidx| { let event_channel = _event_queue.new_channel(0, myidx); let caller = crate::nodes::create_component_caller(root, props_ptr as *const _); Scope::new(caller, myidx, None, 0, event_channel, link, &[], submitter) }) }) .unwrap(); Self { base_scope, event_queue, components, root_props, tasks, _root_prop_type: TypeId::of::

(), } } pub fn launch_in_place(root: FC<()>) -> Self { let mut s = Self::new(root); s.rebuild_in_place(); s } /// Creates a new virtualdom and immediately rebuilds it in place, not caring about the RealDom to write into. /// pub fn launch_with_props_in_place(root: FC

, root_props: P) -> Self { let mut s = Self::new_with_props(root, root_props); s.rebuild_in_place(); s } /// Rebuilds the VirtualDOM from scratch, but uses a "dummy" RealDom. /// /// Used in contexts where a real copy of the structure doesn't matter, and the VirtualDOM is the source of truth. /// /// ## Why? /// /// This method uses the `DebugDom` under the hood - essentially making the VirtualDOM's diffing patches a "no-op". /// /// SSR takes advantage of this by using Dioxus itself as the source of truth, and rendering from the tree directly. pub fn rebuild_in_place(&mut self) -> Result<()> { let mut realdom = DebugDom::new(); self.rebuild(&mut realdom) } /// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom rom scratch /// 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<()> { let mut diff_machine = DiffMachine::new( realdom, &self.components, self.base_scope, self.event_queue.clone(), &self.tasks, ); // 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)?; let update = &base.event_channel; update(); self.progress_completely(&mut diff_machine)?; Ok(()) } /// 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 /// 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); /// } /// } /// ``` /// /// 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. /// /// ```ignore /// let (sender, receiver) = channel::new(); /// sender.send(EventTrigger::start()); /// /// let mut dom = VirtualDom::new(); /// dom.suspense_handler(|event| sender.send(event)); /// /// while let Ok(diffs) = dom.progress_with_event(receiver.recv().await) { /// render(diffs); /// } /// /// ``` // // 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. // // 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, trigger: EventTrigger, ) -> Result<()> { let id = trigger.originator.clone(); self.components.try_get_mut(id)?.call_listener(trigger)?; let mut diff_machine = DiffMachine::new( realdom, &self.components, id, self.event_queue.clone(), &self.tasks, ); self.progress_completely(&mut diff_machine)?; Ok(()) } /// 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<()> { // Now, there are events in the queue let mut updates = self.event_queue.queue.as_ref().borrow_mut(); // Order the nodes by their height, we want the nodes with the smallest depth on top // This prevents us from running the same component multiple times updates.sort_unstable(); log::debug!("There are: {:#?} updates to be processed", updates.len()); // Iterate through the triggered nodes (sorted by height) and begin to diff them for update in updates.drain(..) { log::debug!("Running updates for: {:#?}", update); // 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 if diff_machine.seen_nodes.contains(&update.idx) { continue; } // Now, all the "seen nodes" are nodes that got notified by running this listener diff_machine.seen_nodes.insert(update.idx.clone()); // Start a new mutable borrow to components // We are guaranteeed that this scope is unique because we are tracking which nodes have modified let cur_component = self.components.try_get_mut(update.idx).unwrap(); cur_component.run_scope()?; let (old, new) = (cur_component.old_frame(), cur_component.next_frame()); diff_machine.diff_node(old, new); } Ok(()) } pub fn base_scope(&self) -> &Scope { let idx = self.base_scope; self.components.try_get(idx).unwrap() } } // TODO! // These impls are actually wrong. The DOM needs to have a mutex implemented. unsafe impl Sync for VirtualDom {} unsafe impl Send for VirtualDom {}