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[Fizz] Delay retrying hydration until after an animation frame #34220
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Notably I didn't change the client render one since that doesn't add anything new to paint first so that's immediate. |
gnoff
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Aug 16, 2025
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The theory here is that when we reveal a boundary coming from the server we want to paint that before hydrating it. Hydration gets scheduled in a macrotask with the scheduler but it's in theory possible that it runs before the paint. If that's the case, then the JS that runs before yielding during hydration might slightly delay the paint and we might miss a window to skip the previous paint. DiffTrain build for [7a36dfe](7a36dfe)
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…ook#34220) The theory here is that when we reveal a boundary coming from the server we want to paint that before hydrating it. Hydration gets scheduled in a macrotask with the scheduler but it's in theory possible that it runs before the paint. If that's the case, then the JS that runs before yielding during hydration might slightly delay the paint and we might miss a window to skip the previous paint. DiffTrain build for [7a36dfe](facebook@7a36dfe)
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Aug 17, 2025
…ook#34220) The theory here is that when we reveal a boundary coming from the server we want to paint that before hydrating it. Hydration gets scheduled in a macrotask with the scheduler but it's in theory possible that it runs before the paint. If that's the case, then the JS that runs before yielding during hydration might slightly delay the paint and we might miss a window to skip the previous paint. DiffTrain build for [7a36dfe](facebook@7a36dfe)
This was referenced Aug 18, 2025
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The theory here is that when we reveal a boundary coming from the server we want to paint that before hydrating it. Hydration gets scheduled in a macrotask with the scheduler but it's in theory possible that it runs before the paint. If that's the case, then the JS that runs before yielding during hydration might slightly delay the paint and we might miss a window to skip the previous paint.