dioxus_core/virtual_dom.rs
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773
//! # Virtual DOM Implementation for Rust
//!
//! This module provides the primary mechanics to create a hook-based, concurrent VDOM for Rust.
use crate::innerlude::Work;
use crate::properties::RootProps;
use crate::root_wrapper::RootScopeWrapper;
use crate::{
arena::ElementId,
innerlude::{NoOpMutations, SchedulerMsg, ScopeOrder, ScopeState, VProps, WriteMutations},
runtime::{Runtime, RuntimeGuard},
scopes::ScopeId,
ComponentFunction, Element, Mutations,
};
use crate::{Task, VComponent};
use futures_util::StreamExt;
use slab::Slab;
use std::collections::BTreeSet;
use std::{any::Any, rc::Rc};
use tracing::instrument;
/// A virtual node system that progresses user events and diffs UI trees.
///
/// ## Guide
///
/// Components are defined as simple functions that take [`crate::properties::Properties`] and return an [`Element`].
///
/// ```rust
/// # use dioxus::prelude::*;
///
/// #[derive(Props, PartialEq, Clone)]
/// struct AppProps {
/// title: String
/// }
///
/// fn app(cx: AppProps) -> Element {
/// rsx!(
/// div {"hello, {cx.title}"}
/// )
/// }
/// ```
///
/// Components may be composed to make complex apps.
///
/// ```rust
/// # #![allow(unused)]
/// # use dioxus::prelude::*;
///
/// # #[derive(Props, PartialEq, Clone)]
/// # struct AppProps {
/// # title: String
/// # }
///
/// static ROUTES: &str = "";
///
/// #[component]
/// fn app(cx: AppProps) -> Element {
/// rsx!(
/// NavBar { routes: ROUTES }
/// Title { "{cx.title}" }
/// Footer {}
/// )
/// }
///
/// #[component]
/// fn NavBar( routes: &'static str) -> Element {
/// rsx! {
/// div { "Routes: {routes}" }
/// }
/// }
///
/// #[component]
/// fn Footer() -> Element {
/// rsx! { div { "Footer" } }
/// }
///
/// #[component]
/// fn Title( children: Element) -> Element {
/// rsx! {
/// div { id: "title", {children} }
/// }
/// }
/// ```
///
/// To start an app, create a [`VirtualDom`] and call [`VirtualDom::rebuild`] to get the list of edits required to
/// draw the UI.
///
/// ```rust
/// # use dioxus::prelude::*;
/// # use dioxus_core::*;
/// # fn app() -> Element { rsx! { div {} } }
///
/// let mut vdom = VirtualDom::new(app);
/// let edits = vdom.rebuild_to_vec();
/// ```
///
/// To call listeners inside the VirtualDom, call [`Runtime::handle_event`] with the appropriate event data.
///
/// ```rust, no_run
/// # use dioxus::prelude::*;
/// # use dioxus_core::*;
/// # fn app() -> Element { rsx! { div {} } }
/// # let mut vdom = VirtualDom::new(app);
/// # let runtime = vdom.runtime();
/// let event = Event::new(std::rc::Rc::new(0) as std::rc::Rc<dyn std::any::Any>, true);
/// runtime.handle_event("onclick", event, ElementId(0));
/// ```
///
/// While no events are ready, call [`VirtualDom::wait_for_work`] to poll any futures inside the VirtualDom.
///
/// ```rust, no_run
/// # use dioxus::prelude::*;
/// # use dioxus_core::*;
/// # fn app() -> Element { rsx! { div {} } }
/// # let mut vdom = VirtualDom::new(app);
/// tokio::runtime::Runtime::new().unwrap().block_on(async {
/// vdom.wait_for_work().await;
/// });
/// ```
///
/// Once work is ready, call [`VirtualDom::render_immediate`] to compute the differences between the previous and
/// current UI trees. This will write edits to a [`WriteMutations`] object you pass in that contains with edits that need to be
/// handled by the renderer.
///
/// ```rust, no_run
/// # use dioxus::prelude::*;
/// # use dioxus_core::*;
/// # fn app() -> Element { rsx! { div {} } }
/// # let mut vdom = VirtualDom::new(app);
/// let mut mutations = Mutations::default();
///
/// vdom.render_immediate(&mut mutations);
/// ```
///
/// To not wait for suspense while diffing the VirtualDom, call [`VirtualDom::render_immediate`].
///
///
/// ## Building an event loop around Dioxus:
///
/// Putting everything together, you can build an event loop around Dioxus by using the methods outlined above.
/// ```rust, no_run
/// # use dioxus::prelude::*;
/// # use dioxus_core::*;
/// # struct RealDom;
/// # struct Event {}
/// # impl RealDom {
/// # fn new() -> Self {
/// # Self {}
/// # }
/// # fn apply(&mut self) -> Mutations {
/// # unimplemented!()
/// # }
/// # async fn wait_for_event(&mut self) -> std::rc::Rc<dyn std::any::Any> {
/// # unimplemented!()
/// # }
/// # }
/// #
/// # tokio::runtime::Runtime::new().unwrap().block_on(async {
/// let mut real_dom = RealDom::new();
///
/// #[component]
/// fn app() -> Element {
/// rsx! {
/// div { "Hello World" }
/// }
/// }
///
/// let mut dom = VirtualDom::new(app);
///
/// dom.rebuild(&mut real_dom.apply());
///
/// loop {
/// tokio::select! {
/// _ = dom.wait_for_work() => {}
/// evt = real_dom.wait_for_event() => {
/// let evt = dioxus_core::Event::new(evt, true);
/// dom.runtime().handle_event("onclick", evt, ElementId(0))
/// },
/// }
///
/// dom.render_immediate(&mut real_dom.apply());
/// }
/// # });
/// ```
///
/// ## Waiting for suspense
///
/// Because Dioxus supports suspense, you can use it for server-side rendering, static site generation, and other use cases
/// where waiting on portions of the UI to finish rendering is important. To wait for suspense, use the
/// [`VirtualDom::wait_for_suspense`] method:
///
/// ```rust, no_run
/// # use dioxus::prelude::*;
/// # use dioxus_core::*;
/// # fn app() -> Element { rsx! { div {} } }
/// tokio::runtime::Runtime::new().unwrap().block_on(async {
/// let mut dom = VirtualDom::new(app);
///
/// dom.rebuild_in_place();
/// dom.wait_for_suspense().await;
/// });
///
/// // Render the virtual dom
/// ```
pub struct VirtualDom {
pub(crate) scopes: Slab<ScopeState>,
pub(crate) dirty_scopes: BTreeSet<ScopeOrder>,
pub(crate) runtime: Rc<Runtime>,
// The scopes that have been resolved since the last render
pub(crate) resolved_scopes: Vec<ScopeId>,
rx: futures_channel::mpsc::UnboundedReceiver<SchedulerMsg>,
}
impl VirtualDom {
/// Create a new VirtualDom with a component that does not have special props.
///
/// # Description
///
/// 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.
///
///
/// # Example
/// ```rust, no_run
/// # use dioxus::prelude::*;
/// # use dioxus_core::*;
/// fn Example() -> Element {
/// rsx!( div { "hello world" } )
/// }
///
/// let dom = VirtualDom::new(Example);
/// ```
///
/// Note: the VirtualDom is not progressed, you must either "run_with_deadline" or use "rebuild" to progress it.
pub fn new(app: fn() -> Element) -> Self {
Self::new_with_props(
move || {
use warnings::Warning;
// The root props don't come from a vcomponent so we need to manually rerun them sometimes
crate::properties::component_called_as_function::allow(app)
},
(),
)
}
/// Create a new VirtualDom with the given properties for the root component.
///
/// # Description
///
/// 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.
///
///
/// # Example
/// ```rust, no_run
/// # use dioxus::prelude::*;
/// # use dioxus_core::*;
/// #[derive(PartialEq, Props, Clone)]
/// struct SomeProps {
/// name: &'static str
/// }
///
/// fn Example(cx: SomeProps) -> Element {
/// rsx! { div { "hello {cx.name}" } }
/// }
///
/// let dom = VirtualDom::new_with_props(Example, SomeProps { name: "world" });
/// ```
///
/// Note: the VirtualDom is not progressed on creation. You must either "run_with_deadline" or use "rebuild" to progress it.
///
/// ```rust, no_run
/// # use dioxus::prelude::*;
/// # use dioxus_core::*;
/// # #[derive(PartialEq, Props, Clone)]
/// # struct SomeProps {
/// # name: &'static str
/// # }
/// # fn Example(cx: SomeProps) -> Element {
/// # rsx! { div { "hello {cx.name}" } }
/// # }
/// let mut dom = VirtualDom::new_with_props(Example, SomeProps { name: "jane" });
/// dom.rebuild_in_place();
/// ```
pub fn new_with_props<P: Clone + 'static, M: 'static>(
root: impl ComponentFunction<P, M>,
root_props: P,
) -> Self {
let render_fn = root.id();
let props = VProps::new(root, |_, _| true, root_props, "Root");
Self::new_with_component(VComponent {
name: "root",
render_fn,
props: Box::new(props),
})
}
/// Create a new virtualdom and build it immediately
pub fn prebuilt(app: fn() -> Element) -> Self {
let mut dom = Self::new(app);
dom.rebuild_in_place();
dom
}
/// Create a new VirtualDom from something that implements [`AnyProps`]
#[instrument(skip(root), level = "trace", name = "VirtualDom::new")]
pub(crate) fn new_with_component(root: VComponent) -> Self {
let (tx, rx) = futures_channel::mpsc::unbounded();
let mut dom = Self {
rx,
runtime: Runtime::new(tx),
scopes: Default::default(),
dirty_scopes: Default::default(),
resolved_scopes: Default::default(),
};
let root = VProps::new(
RootScopeWrapper,
|_, _| true,
RootProps(root),
"RootWrapper",
);
dom.new_scope(Box::new(root), "app");
dom
}
/// Get the state for any scope given its ID
///
/// This is useful for inserting or removing contexts from a scope, or rendering out its root node
pub fn get_scope(&self, id: ScopeId) -> Option<&ScopeState> {
self.scopes.get(id.0)
}
/// Get the single scope at the top of the VirtualDom tree that will always be around
///
/// This scope has a ScopeId of 0 and is the root of the tree
pub fn base_scope(&self) -> &ScopeState {
self.get_scope(ScopeId::ROOT).unwrap()
}
/// Run a closure inside the dioxus runtime
#[instrument(skip(self, f), level = "trace", name = "VirtualDom::in_runtime")]
pub fn in_runtime<O>(&self, f: impl FnOnce() -> O) -> O {
let _runtime = RuntimeGuard::new(self.runtime.clone());
f()
}
/// Build the virtualdom with a global context inserted into the base scope
///
/// This is useful for what is essentially dependency injection when building the app
pub fn with_root_context<T: Clone + 'static>(self, context: T) -> Self {
self.base_scope().state().provide_context(context);
self
}
/// Provide a context to the root scope
pub fn provide_root_context<T: Clone + 'static>(&self, context: T) {
self.base_scope().state().provide_context(context);
}
/// Build the virtualdom with a global context inserted into the base scope
///
/// This method is useful for when you want to provide a context in your app without knowing its type
pub fn insert_any_root_context(&mut self, context: Box<dyn Any>) {
self.base_scope().state().provide_any_context(context);
}
/// Manually mark a scope as requiring a re-render
///
/// Whenever the Runtime "works", it will re-render this scope
pub fn mark_dirty(&mut self, id: ScopeId) {
let Some(scope) = self.runtime.get_state(id) else {
return;
};
tracing::event!(tracing::Level::TRACE, "Marking scope {:?} as dirty", id);
let order = ScopeOrder::new(scope.height(), id);
drop(scope);
self.queue_scope(order);
}
/// Mark a task as dirty
fn mark_task_dirty(&mut self, task: Task) {
let Some(scope) = self.runtime.task_scope(task) else {
return;
};
let Some(scope) = self.runtime.get_state(scope) else {
return;
};
tracing::event!(
tracing::Level::TRACE,
"Marking task {:?} (spawned in {:?}) as dirty",
task,
scope.id,
);
let order = ScopeOrder::new(scope.height(), scope.id);
drop(scope);
self.queue_task(task, order);
}
/// Wait for the scheduler to have any work.
///
/// This method polls the internal future queue, waiting for suspense nodes, tasks, or other work. This completes when
/// any work is ready. If multiple scopes are marked dirty from a task or a suspense tree is finished, this method
/// will exit.
///
/// This method is cancel-safe, so you're fine to discard the future in a select block.
///
/// This lets us poll async tasks and suspended trees during idle periods without blocking the main thread.
///
/// # Example
///
/// ```rust, no_run
/// # use dioxus::prelude::*;
/// # fn app() -> Element { rsx! { div {} } }
/// let dom = VirtualDom::new(app);
/// ```
#[instrument(skip(self), level = "trace", name = "VirtualDom::wait_for_work")]
pub async fn wait_for_work(&mut self) {
loop {
// Process all events - Scopes are marked dirty, etc
// Sometimes when wakers fire we get a slew of updates at once, so its important that we drain this completely
self.process_events();
// Now that we have collected all queued work, we should check if we have any dirty scopes. If there are not, then we can poll any queued futures
if self.has_dirty_scopes() {
return;
}
// Make sure we set the runtime since we're running user code
let _runtime = RuntimeGuard::new(self.runtime.clone());
// There isn't any more work we can do synchronously. Wait for any new work to be ready
self.wait_for_event().await;
}
}
/// Wait for the next event to trigger and add it to the queue
#[instrument(skip(self), level = "trace", name = "VirtualDom::wait_for_event")]
async fn wait_for_event(&mut self) {
match self.rx.next().await.expect("channel should never close") {
SchedulerMsg::Immediate(id) => self.mark_dirty(id),
SchedulerMsg::TaskNotified(id) => {
// Instead of running the task immediately, we insert it into the runtime's task queue.
// The task may be marked dirty at the same time as the scope that owns the task is dropped.
self.mark_task_dirty(Task::from_id(id));
}
SchedulerMsg::EffectQueued => {}
};
}
/// Queue any pending events
fn queue_events(&mut self) {
// Prevent a task from deadlocking the runtime by repeatedly queueing itself
while let Ok(Some(msg)) = self.rx.try_next() {
match msg {
SchedulerMsg::Immediate(id) => self.mark_dirty(id),
SchedulerMsg::TaskNotified(task) => self.mark_task_dirty(Task::from_id(task)),
SchedulerMsg::EffectQueued => {}
}
}
}
/// Process all events in the queue until there are no more left
#[instrument(skip(self), level = "trace", name = "VirtualDom::process_events")]
pub fn process_events(&mut self) {
self.queue_events();
// Now that we have collected all queued work, we should check if we have any dirty scopes. If there are not, then we can poll any queued futures
if self.has_dirty_scopes() {
return;
}
self.poll_tasks()
}
/// Poll any queued tasks
#[instrument(skip(self), level = "trace", name = "VirtualDom::poll_tasks")]
fn poll_tasks(&mut self) {
// Make sure we set the runtime since we're running user code
let _runtime = RuntimeGuard::new(self.runtime.clone());
// Keep polling tasks until there are no more effects or tasks to run
// Or until we have no more dirty scopes
while !self.runtime.dirty_tasks.borrow().is_empty()
|| !self.runtime.pending_effects.borrow().is_empty()
{
// Next, run any queued tasks
// We choose not to poll the deadline since we complete pretty quickly anyways
while let Some(task) = self.pop_task() {
let _ = self.runtime.handle_task_wakeup(task);
// Running that task, may mark a scope higher up as dirty. If it does, return from the function early
self.queue_events();
if self.has_dirty_scopes() {
return;
}
}
// At this point, we have finished running all tasks that are pending and we haven't found any scopes to rerun. This means it is safe to run our lowest priority work: effects
while let Some(effect) = self.pop_effect() {
effect.run();
// Check if any new scopes are queued for rerun
self.queue_events();
if self.has_dirty_scopes() {
return;
}
}
}
}
/// Rebuild the virtualdom without handling any of the mutations
///
/// This is useful for testing purposes and in cases where you render the output of the virtualdom without
/// handling any of its mutations.
pub fn rebuild_in_place(&mut self) {
self.rebuild(&mut NoOpMutations);
}
/// [`VirtualDom::rebuild`] to a vector of mutations for testing purposes
pub fn rebuild_to_vec(&mut self) -> Mutations {
let mut mutations = Mutations::default();
self.rebuild(&mut mutations);
mutations
}
/// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom from scratch.
///
/// The mutations item expects the RealDom's stack to be the root of the application.
///
/// Tasks will not be polled with this method, nor will any events be processed from the event queue. Instead, the
/// root component will be run once and then diffed. All updates will flow out as mutations.
///
/// All state stored in components will be completely wiped away.
///
/// Any templates previously registered will remain.
///
/// # Example
/// ```rust, no_run
/// # use dioxus::prelude::*;
/// # use dioxus_core::*;
/// fn app() -> Element {
/// rsx! { "hello world" }
/// }
///
/// let mut dom = VirtualDom::new(app);
/// let mut mutations = Mutations::default();
/// dom.rebuild(&mut mutations);
/// ```
#[instrument(skip(self, to), level = "trace", name = "VirtualDom::rebuild")]
pub fn rebuild(&mut self, to: &mut impl WriteMutations) {
let _runtime = RuntimeGuard::new(self.runtime.clone());
let new_nodes = self
.runtime
.clone()
.while_rendering(|| self.run_scope(ScopeId::ROOT));
self.scopes[ScopeId::ROOT.0].last_rendered_node = Some(new_nodes.clone());
// Rebuilding implies we append the created elements to the root
let m = self.create_scope(Some(to), ScopeId::ROOT, new_nodes, None);
to.append_children(ElementId(0), m);
}
/// Render whatever the VirtualDom has ready as fast as possible without requiring an executor to progress
/// suspended subtrees.
#[instrument(skip(self, to), level = "trace", name = "VirtualDom::render_immediate")]
pub fn render_immediate(&mut self, to: &mut impl WriteMutations) {
// Process any events that might be pending in the queue
// Signals marked with .write() need a chance to be handled by the effect driver
// This also processes futures which might progress into immediately rerunning a scope
self.process_events();
// Next, diff any dirty scopes
// We choose not to poll the deadline since we complete pretty quickly anyways
let _runtime = RuntimeGuard::new(self.runtime.clone());
while let Some(work) = self.pop_work() {
match work {
Work::PollTask(task) => {
_ = self.runtime.handle_task_wakeup(task);
// Make sure we process any new events
self.queue_events();
}
Work::RerunScope(scope) => {
// If the scope is dirty, run the scope and get the mutations
self.runtime.clone().while_rendering(|| {
self.run_and_diff_scope(Some(to), scope.id);
});
}
}
}
self.runtime.finish_render();
}
/// [`Self::render_immediate`] to a vector of mutations for testing purposes
pub fn render_immediate_to_vec(&mut self) -> Mutations {
let mut mutations = Mutations::default();
self.render_immediate(&mut mutations);
mutations
}
/// Render the virtual dom, waiting for all suspense to be finished
///
/// The mutations will be thrown out, so it's best to use this method for things like SSR that have async content
///
/// We don't call "flush_sync" here since there's no sync work to be done. Futures will be progressed like usual,
/// however any futures waiting on flush_sync will remain pending
#[instrument(skip(self), level = "trace", name = "VirtualDom::wait_for_suspense")]
pub async fn wait_for_suspense(&mut self) {
loop {
if !self.suspended_tasks_remaining() {
break;
}
self.wait_for_suspense_work().await;
self.render_suspense_immediate().await;
}
}
/// Check if there are any suspended tasks remaining
pub fn suspended_tasks_remaining(&self) -> bool {
self.runtime.suspended_tasks.get() > 0
}
/// Wait for the scheduler to have any work that should be run during suspense.
pub async fn wait_for_suspense_work(&mut self) {
// Wait for a work to be ready (IE new suspense leaves to pop up)
loop {
// Process all events - Scopes are marked dirty, etc
// Sometimes when wakers fire we get a slew of updates at once, so its important that we drain this completely
self.queue_events();
// Now that we have collected all queued work, we should check if we have any dirty scopes. If there are not, then we can poll any queued futures
if self.has_dirty_scopes() {
break;
}
{
// Make sure we set the runtime since we're running user code
let _runtime = RuntimeGuard::new(self.runtime.clone());
// Next, run any queued tasks
// We choose not to poll the deadline since we complete pretty quickly anyways
let mut tasks_polled = 0;
while let Some(task) = self.pop_task() {
if self.runtime.task_runs_during_suspense(task) {
let _ = self.runtime.handle_task_wakeup(task);
// Running that task, may mark a scope higher up as dirty. If it does, return from the function early
self.queue_events();
if self.has_dirty_scopes() {
return;
}
}
tasks_polled += 1;
// Once we have polled a few tasks, we manually yield to the scheduler to give it a chance to run other pending work
if tasks_polled > 32 {
yield_now().await;
tasks_polled = 0;
}
}
}
self.wait_for_event().await;
}
}
/// Render any dirty scopes immediately, but don't poll any futures that are client only on that scope
/// Returns a list of suspense boundaries that were resolved
pub async fn render_suspense_immediate(&mut self) -> Vec<ScopeId> {
// Queue any new events before we start working
self.queue_events();
// Render whatever work needs to be rendered, unlocking new futures and suspense leaves
let _runtime = RuntimeGuard::new(self.runtime.clone());
let mut work_done = 0;
while let Some(work) = self.pop_work() {
match work {
Work::PollTask(task) => {
// During suspense, we only want to run tasks that are suspended
if self.runtime.task_runs_during_suspense(task) {
let _ = self.runtime.handle_task_wakeup(task);
}
}
Work::RerunScope(scope) => {
let scope_id: ScopeId = scope.id;
let run_scope = self
.runtime
.get_state(scope.id)
.filter(|scope| scope.should_run_during_suspense())
.is_some();
if run_scope {
// If the scope is dirty, run the scope and get the mutations
self.runtime.clone().while_rendering(|| {
self.run_and_diff_scope(None::<&mut NoOpMutations>, scope_id);
});
tracing::trace!("Ran scope {:?} during suspense", scope_id);
} else {
tracing::warn!(
"Scope {:?} was marked as dirty, but will not rerun during suspense. Only nodes that are under a suspense boundary rerun during suspense",
scope_id
);
}
}
}
// Queue any new events
self.queue_events();
work_done += 1;
// Once we have polled a few tasks, we manually yield to the scheduler to give it a chance to run other pending work
if work_done > 32 {
yield_now().await;
work_done = 0;
}
}
self.resolved_scopes
.sort_by_key(|&id| self.runtime.get_state(id).unwrap().height);
std::mem::take(&mut self.resolved_scopes)
}
/// Get the current runtime
pub fn runtime(&self) -> Rc<Runtime> {
self.runtime.clone()
}
/// Handle an event with the Virtual Dom. This method is deprecated in favor of [VirtualDom::runtime().handle_event] and will be removed in a future release.
#[deprecated = "Use [VirtualDom::runtime().handle_event] instead"]
pub fn handle_event(&self, name: &str, event: Rc<dyn Any>, element: ElementId, bubbling: bool) {
let event = crate::Event::new(event, bubbling);
self.runtime().handle_event(name, event, element);
}
}
impl Drop for VirtualDom {
fn drop(&mut self) {
// Drop all scopes in order of height
let mut scopes = self.scopes.drain().collect::<Vec<_>>();
scopes.sort_by_key(|scope| scope.state().height);
for scope in scopes.into_iter().rev() {
drop(scope);
}
}
}
/// Yield control back to the async scheduler. This is used to give the scheduler a chance to run other pending work. Or cancel the task if the client has disconnected.
async fn yield_now() {
let mut yielded = false;
std::future::poll_fn::<(), _>(move |cx| {
if !yielded {
cx.waker().wake_by_ref();
yielded = true;
std::task::Poll::Pending
} else {
std::task::Poll::Ready(())
}
})
.await;
}