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I had thought I wouldn't fork this one because the new "lanes" module will be pretty different, but I need it to make some incremental changes.
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147 changes: 147 additions & 0 deletions
147
packages/react-reconciler/src/ReactFiberExpirationTime.new.js
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/** | ||
* Copyright (c) Facebook, Inc. and its affiliates. | ||
* | ||
* This source code is licensed under the MIT license found in the | ||
* LICENSE file in the root directory of this source tree. | ||
* | ||
* @flow | ||
*/ | ||
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import type {ReactPriorityLevel} from './ReactInternalTypes'; | ||
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import {MAX_SIGNED_31_BIT_INT} from './MaxInts'; | ||
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import { | ||
ImmediatePriority, | ||
UserBlockingPriority, | ||
NormalPriority, | ||
IdlePriority, | ||
} from './SchedulerWithReactIntegration.new'; | ||
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export type ExpirationTime = number; | ||
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export const NoWork = 0; | ||
// TODO: Think of a better name for Never. The key difference with Idle is that | ||
// Never work can be committed in an inconsistent state without tearing the UI. | ||
// The main example is offscreen content, like a hidden subtree. So one possible | ||
// name is Offscreen. However, it also includes dehydrated Suspense boundaries, | ||
// which are inconsistent in the sense that they haven't finished yet, but | ||
// aren't visibly inconsistent because the server rendered HTML matches what the | ||
// hydrated tree would look like. | ||
export const Never = 1; | ||
// Idle is slightly higher priority than Never. It must completely finish in | ||
// order to be consistent. | ||
export const Idle = 2; | ||
// Continuous Hydration is slightly higher than Idle and is used to increase | ||
// priority of hover targets. | ||
export const ContinuousHydration = 3; | ||
export const Sync = MAX_SIGNED_31_BIT_INT; | ||
export const Batched = Sync - 1; | ||
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const UNIT_SIZE = 10; | ||
const MAGIC_NUMBER_OFFSET = Batched - 1; | ||
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// 1 unit of expiration time represents 10ms. | ||
export function msToExpirationTime(ms: number): ExpirationTime { | ||
// Always subtract from the offset so that we don't clash with the magic number for NoWork. | ||
return MAGIC_NUMBER_OFFSET - ((ms / UNIT_SIZE) | 0); | ||
} | ||
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export function expirationTimeToMs(expirationTime: ExpirationTime): number { | ||
return (MAGIC_NUMBER_OFFSET - expirationTime) * UNIT_SIZE; | ||
} | ||
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function ceiling(num: number, precision: number): number { | ||
return (((num / precision) | 0) + 1) * precision; | ||
} | ||
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function computeExpirationBucket( | ||
currentTime, | ||
expirationInMs, | ||
bucketSizeMs, | ||
): ExpirationTime { | ||
return ( | ||
MAGIC_NUMBER_OFFSET - | ||
ceiling( | ||
MAGIC_NUMBER_OFFSET - currentTime + expirationInMs / UNIT_SIZE, | ||
bucketSizeMs / UNIT_SIZE, | ||
) | ||
); | ||
} | ||
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// TODO: This corresponds to Scheduler's NormalPriority, not LowPriority. Update | ||
// the names to reflect. | ||
export const LOW_PRIORITY_EXPIRATION = 5000; | ||
export const LOW_PRIORITY_BATCH_SIZE = 250; | ||
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export function computeAsyncExpiration( | ||
currentTime: ExpirationTime, | ||
): ExpirationTime { | ||
return computeExpirationBucket( | ||
currentTime, | ||
LOW_PRIORITY_EXPIRATION, | ||
LOW_PRIORITY_BATCH_SIZE, | ||
); | ||
} | ||
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export function computeSuspenseExpiration( | ||
currentTime: ExpirationTime, | ||
timeoutMs: number, | ||
): ExpirationTime { | ||
// TODO: Should we warn if timeoutMs is lower than the normal pri expiration time? | ||
return computeExpirationBucket( | ||
currentTime, | ||
timeoutMs, | ||
LOW_PRIORITY_BATCH_SIZE, | ||
); | ||
} | ||
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// We intentionally set a higher expiration time for interactive updates in | ||
// dev than in production. | ||
// | ||
// If the main thread is being blocked so long that you hit the expiration, | ||
// it's a problem that could be solved with better scheduling. | ||
// | ||
// People will be more likely to notice this and fix it with the long | ||
// expiration time in development. | ||
// | ||
// In production we opt for better UX at the risk of masking scheduling | ||
// problems, by expiring fast. | ||
export const HIGH_PRIORITY_EXPIRATION = __DEV__ ? 500 : 150; | ||
export const HIGH_PRIORITY_BATCH_SIZE = 100; | ||
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export function computeInteractiveExpiration(currentTime: ExpirationTime) { | ||
return computeExpirationBucket( | ||
currentTime, | ||
HIGH_PRIORITY_EXPIRATION, | ||
HIGH_PRIORITY_BATCH_SIZE, | ||
); | ||
} | ||
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export function inferPriorityFromExpirationTime( | ||
currentTime: ExpirationTime, | ||
expirationTime: ExpirationTime, | ||
): ReactPriorityLevel { | ||
if (expirationTime === Sync) { | ||
return ImmediatePriority; | ||
} | ||
if (expirationTime === Never || expirationTime === Idle) { | ||
return IdlePriority; | ||
} | ||
const msUntil = | ||
expirationTimeToMs(expirationTime) - expirationTimeToMs(currentTime); | ||
if (msUntil <= 0) { | ||
return ImmediatePriority; | ||
} | ||
if (msUntil <= HIGH_PRIORITY_EXPIRATION + HIGH_PRIORITY_BATCH_SIZE) { | ||
return UserBlockingPriority; | ||
} | ||
if (msUntil <= LOW_PRIORITY_EXPIRATION + LOW_PRIORITY_BATCH_SIZE) { | ||
return NormalPriority; | ||
} | ||
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// TODO: Handle LowPriority | ||
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// Assume anything lower has idle priority | ||
return IdlePriority; | ||
} |
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