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[Fiber][DevTools] Add scheduleRetry to DevTools Hook #34635
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Comparing: f78b234...f577f00 Critical size changesIncludes critical production bundles, as well as any change greater than 2%:
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eps1lon
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When forcing suspense/error we're doing that by scheduling a sync update on the fiber. Resuspending a Suspense boundary can only happen sync update so that makes sense. Erroring also forces a sync commit. This means that no View Transitions fire. However, unsuspending (and dismissing an error dialog) can be async so the reveal should be able to be async. This adds another hook for scheduling using the Retry lane. That way when you play through a reveal sequence of Suspense boundaries (like playing through the timeline), it'll run the animations that would've ran during a loading sequence. DiffTrain build for [8309724](8309724)
github-actions bot
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Sep 28, 2025
When forcing suspense/error we're doing that by scheduling a sync update on the fiber. Resuspending a Suspense boundary can only happen sync update so that makes sense. Erroring also forces a sync commit. This means that no View Transitions fire. However, unsuspending (and dismissing an error dialog) can be async so the reveal should be able to be async. This adds another hook for scheduling using the Retry lane. That way when you play through a reveal sequence of Suspense boundaries (like playing through the timeline), it'll run the animations that would've ran during a loading sequence. DiffTrain build for [8309724](8309724)
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Sep 28, 2025
When forcing suspense/error we're doing that by scheduling a sync update on the fiber. Resuspending a Suspense boundary can only happen sync update so that makes sense. Erroring also forces a sync commit. This means that no View Transitions fire. However, unsuspending (and dismissing an error dialog) can be async so the reveal should be able to be async. This adds another hook for scheduling using the Retry lane. That way when you play through a reveal sequence of Suspense boundaries (like playing through the timeline), it'll run the animations that would've ran during a loading sequence. DiffTrain build for [8309724](facebook@8309724)
github-actions bot
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Sep 28, 2025
When forcing suspense/error we're doing that by scheduling a sync update on the fiber. Resuspending a Suspense boundary can only happen sync update so that makes sense. Erroring also forces a sync commit. This means that no View Transitions fire. However, unsuspending (and dismissing an error dialog) can be async so the reveal should be able to be async. This adds another hook for scheduling using the Retry lane. That way when you play through a reveal sequence of Suspense boundaries (like playing through the timeline), it'll run the animations that would've ran during a loading sequence. DiffTrain build for [8309724](facebook@8309724)
EugeneChoi4
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Sep 29, 2025
When forcing suspense/error we're doing that by scheduling a sync update on the fiber. Resuspending a Suspense boundary can only happen sync update so that makes sense. Erroring also forces a sync commit. This means that no View Transitions fire. However, unsuspending (and dismissing an error dialog) can be async so the reveal should be able to be async. This adds another hook for scheduling using the Retry lane. That way when you play through a reveal sequence of Suspense boundaries (like playing through the timeline), it'll run the animations that would've ran during a loading sequence.
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When forcing suspense/error we're doing that by scheduling a sync update on the fiber. Resuspending a Suspense boundary can only happen sync update so that makes sense. Erroring also forces a sync commit. This means that no View Transitions fire.
However, unsuspending (and dismissing an error dialog) can be async so the reveal should be able to be async.
This adds another hook for scheduling using the Retry lane. That way when you play through a reveal sequence of Suspense boundaries (like playing through the timeline), it'll run the animations that would've ran during a loading sequence.