Commit Graph

4 Commits

Author SHA1 Message Date
Josh Story
b09e102ff1 [Fizz] Prevent uncloned large precomputed chunks without relying on render-time assertions (#28568)
A while back we implemented a heuristic that if a chunk was large it was
assumed to be produced by the render and thus was safe to stream which
results in transferring the underlying object memory. Later we ran into
an issue where a precomputed chunk grew large enough to trigger this
hueristic and it started causing renders to fail because once a second
render had occurred the precomputed chunk would not have an underlying
buffer of bytes to send and these bytes would be omitted from the
stream. We implemented a technique to detect large precomputed chunks
and we enforced that these always be cloned before writing.
Unfortunately our test coverage was not perfect and there has been for a
very long time now a usage pattern where if you complete a boundary in
one flush and then complete a boundary that has stylehsheet dependencies
in another flush you can get a large precomputed chunk that was not
being cloned to be sent twice causing streaming errors.

I've thought about why we even went with this solution in the first
place and I think it was a mistake. It relies on a dev only check to
catch paired with potentially version specific order of operations on
the streaming side. This is too unreliable. Additionally the low limit
of view size for Edge is not used in Node.js but there is not real
justification for this.

In this change I updated the view size for edge streaming to match Node
at 2048 bytes which is still relatively small and we have no data one
way or another to preference 512 over this. Then I updated the assertion
logic to error anytime a precomputed chunk exceeds the size. This
eliminates the need to clone these chunks by just making sure our view
size is always larger than the largest precomputed chunk we can possibly
write. I'm generally in favor of this for a few reasons.

First, we'll always know during testing whether we've violated the limit
as long as we exercise each stream config because the precomputed chunks
are created in module scope. Second, we can always split up large chunks
so making sure the precomptued chunk is smaller than whatever view size
we actually desire is relatively trivial.
2024-03-16 12:39:37 -07:00
Sebastian Markbåge
9a5b6bd84f [Flight] Instrument the Console in the RSC Environment and Replay Logs on the Client (#28384)
When developing in an RSC environment, you should be able to work in a
single environment as if it was a unified environment. With thrown
errors we already serialize them and then rethrow them on the client.

Since by default we log them via onError both in Flight and Fizz, you
can get the same log in the RSC runtime, the SSR runtime and on the
client.

With console logs made in SSR renders, you typically replay the same
code during hydration on the client. So for example warnings already
show up both in the SSR logs and on the client (although not guaranteed
to be the same). You could just spend your time in the client and you'd
be fine.

Previously, RSC logs would not be replayed because they don't hydrate.
So it's easy to miss warnings for example.

With this approach, we replay RSC logs both during SSR so they end up in
the SSR logs and on the client. That way you can just stay in the
browser window during normal development cycles. You shouldn't have to
care if your component is a server or client component when working on
logical things or iterating on a product.

With this change, you probably should mostly ignore the Flight log
stream and just look at the client or maybe the SSR one. Unless you're
digging into something specific. In particular if you just naively run
both Flight and Fizz in the same terminal you get duplicates. I like to
run out fixtures `yarn dev:region` and `yarn dev:global` in two separate
terminals.

Console logs may contain complex objects which can be inspected. Ideally
a DevTools inspector could reach into the RSC server and remotely
inspect objects using the remote inspection protocol. That way complex
objects can be loaded on demand as you expand into them. However, that
is a complex environment to set up and the server might not even be
alive anymore by the time you inspect the objects. Therefore, I do a
best effort to serialize the objects using the RSC protocol but limit
the depth that can be rendered.

This feature is only own in dev mode since it can be expensive.

In a follow up, I'll give the logs a special styling treatment to
clearly differentiate them from logs coming from the client. As well as
deal with stacks.
2024-02-21 14:47:55 -05:00
Andrey Lunyov
c17a27ef49 FB-specific builds of Flight Server, Flight Client, and React Shared Subset (#27579)
This PR adds a new FB-specific configuration of Flight. We also need to
bundle a version of ReactSharedSubset that will be used for running
Flight on the server.

This initial implementation does not support server actions yet.

The FB-Flight still uses the text protocol on the server (the flag
`enableBinaryFlight` is set to false). It looks like we need some
changes in Hermes to properly support this binary format.
2023-11-27 18:34:58 -05:00
Andrey Lunyov
b67ddaa434 [meta-only] Move ReactServerStreamConfigFB to react-server from react-server-dom-fb (#27544)
Code organization PR.

It looks like the `ReactServerStreamConfigFB` is only used in the
`relay-server` package. This PR moves it to `react-server` from
`react-server-dom-fb` (similar to how we have config for bun, for
example). This avoids cross-package imports from `react-server` to
`react-server-dom-fb.`
2023-10-19 12:35:41 -04:00