Files
react/packages/shared/ReactDOMFrameScheduling.js
Andrew Clark 268a3f60df Add unstable APIs for async rendering to test renderer (#12478)
These are based on the ReactNoop renderer, which we use to test React
itself. This gives library authors (Relay, Apollo, Redux, et al.) a way
to test their components for async compatibility.

- Pass `unstable_isAsync` to `TestRenderer.create` to create an async
renderer instance. This causes updates to be lazily flushed.
- `renderer.unstable_yield` tells React to yield execution after the
currently rendering component.
- `renderer.unstable_flushAll` flushes all pending async work, and
returns an array of yielded values.
- `renderer.unstable_flushThrough` receives an array of expected values,
begins rendering, and stops once those values have been yielded. It
returns the array of values that are actually yielded. The user should
assert that they are equal.

Although we've used this pattern successfully in our own tests, I'm not
sure if these are the final APIs we'll make public.
2018-03-28 14:57:25 -07:00

225 lines
7.0 KiB
JavaScript

/**
* Copyright (c) 2013-present, Facebook, Inc.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @flow
*/
// This is a built-in polyfill for requestIdleCallback. It works by scheduling
// a requestAnimationFrame, storing the time for the start of the frame, then
// scheduling a postMessage which gets scheduled after paint. Within the
// postMessage handler do as much work as possible until time + frame rate.
// By separating the idle call into a separate event tick we ensure that
// layout, paint and other browser work is counted against the available time.
// The frame rate is dynamically adjusted.
import type {Deadline} from 'react-reconciler';
import {alwaysUseRequestIdleCallbackPolyfill} from 'shared/ReactFeatureFlags';
import ExecutionEnvironment from 'fbjs/lib/ExecutionEnvironment';
import warning from 'fbjs/lib/warning';
if (__DEV__) {
if (
ExecutionEnvironment.canUseDOM &&
typeof requestAnimationFrame !== 'function'
) {
warning(
false,
'React depends on requestAnimationFrame. Make sure that you load a ' +
'polyfill in older browsers. https://fb.me/react-polyfills',
);
}
}
const hasNativePerformanceNow =
typeof performance === 'object' && typeof performance.now === 'function';
let now;
if (hasNativePerformanceNow) {
now = function() {
return performance.now();
};
} else {
now = function() {
return Date.now();
};
}
// TODO: There's no way to cancel, because Fiber doesn't atm.
let rIC: (
callback: (deadline: Deadline, options?: {timeout: number}) => void,
) => number;
let cIC: (callbackID: number) => void;
if (!ExecutionEnvironment.canUseDOM) {
rIC = function(
frameCallback: (deadline: Deadline, options?: {timeout: number}) => void,
): number {
return setTimeout(() => {
frameCallback({
timeRemaining() {
return Infinity;
},
didTimeout: false,
});
});
};
cIC = function(timeoutID: number) {
clearTimeout(timeoutID);
};
} else if (
alwaysUseRequestIdleCallbackPolyfill ||
typeof requestIdleCallback !== 'function' ||
typeof cancelIdleCallback !== 'function'
) {
// Polyfill requestIdleCallback and cancelIdleCallback
let scheduledRICCallback = null;
let isIdleScheduled = false;
let timeoutTime = -1;
let isAnimationFrameScheduled = false;
let frameDeadline = 0;
// We start out assuming that we run at 30fps but then the heuristic tracking
// will adjust this value to a faster fps if we get more frequent animation
// frames.
let previousFrameTime = 33;
let activeFrameTime = 33;
let frameDeadlineObject;
if (hasNativePerformanceNow) {
frameDeadlineObject = {
didTimeout: false,
timeRemaining() {
// We assume that if we have a performance timer that the rAF callback
// gets a performance timer value. Not sure if this is always true.
const remaining = frameDeadline - performance.now();
return remaining > 0 ? remaining : 0;
},
};
} else {
frameDeadlineObject = {
didTimeout: false,
timeRemaining() {
// Fallback to Date.now()
const remaining = frameDeadline - Date.now();
return remaining > 0 ? remaining : 0;
},
};
}
// We use the postMessage trick to defer idle work until after the repaint.
const messageKey =
'__reactIdleCallback$' +
Math.random()
.toString(36)
.slice(2);
const idleTick = function(event) {
if (event.source !== window || event.data !== messageKey) {
return;
}
isIdleScheduled = false;
const currentTime = now();
if (frameDeadline - currentTime <= 0) {
// There's no time left in this idle period. Check if the callback has
// a timeout and whether it's been exceeded.
if (timeoutTime !== -1 && timeoutTime <= currentTime) {
// Exceeded the timeout. Invoke the callback even though there's no
// time left.
frameDeadlineObject.didTimeout = true;
} else {
// No timeout.
if (!isAnimationFrameScheduled) {
// Schedule another animation callback so we retry later.
isAnimationFrameScheduled = true;
requestAnimationFrame(animationTick);
}
// Exit without invoking the callback.
return;
}
} else {
// There's still time left in this idle period.
frameDeadlineObject.didTimeout = false;
}
timeoutTime = -1;
const callback = scheduledRICCallback;
scheduledRICCallback = null;
if (callback !== null) {
callback(frameDeadlineObject);
}
};
// Assumes that we have addEventListener in this environment. Might need
// something better for old IE.
window.addEventListener('message', idleTick, false);
const animationTick = function(rafTime) {
isAnimationFrameScheduled = false;
let nextFrameTime = rafTime - frameDeadline + activeFrameTime;
if (
nextFrameTime < activeFrameTime &&
previousFrameTime < activeFrameTime
) {
if (nextFrameTime < 8) {
// Defensive coding. We don't support higher frame rates than 120hz.
// If we get lower than that, it is probably a bug.
nextFrameTime = 8;
}
// If one frame goes long, then the next one can be short to catch up.
// If two frames are short in a row, then that's an indication that we
// actually have a higher frame rate than what we're currently optimizing.
// We adjust our heuristic dynamically accordingly. For example, if we're
// running on 120hz display or 90hz VR display.
// Take the max of the two in case one of them was an anomaly due to
// missed frame deadlines.
activeFrameTime =
nextFrameTime < previousFrameTime ? previousFrameTime : nextFrameTime;
} else {
previousFrameTime = nextFrameTime;
}
frameDeadline = rafTime + activeFrameTime;
if (!isIdleScheduled) {
isIdleScheduled = true;
window.postMessage(messageKey, '*');
}
};
rIC = function(
callback: (deadline: Deadline) => void,
options?: {timeout: number},
): number {
// This assumes that we only schedule one callback at a time because that's
// how Fiber uses it.
scheduledRICCallback = callback;
if (options != null && typeof options.timeout === 'number') {
timeoutTime = now() + options.timeout;
}
if (!isAnimationFrameScheduled) {
// If rAF didn't already schedule one, we need to schedule a frame.
// TODO: If this rAF doesn't materialize because the browser throttles, we
// might want to still have setTimeout trigger rIC as a backup to ensure
// that we keep performing work.
isAnimationFrameScheduled = true;
requestAnimationFrame(animationTick);
}
return 0;
};
cIC = function() {
scheduledRICCallback = null;
isIdleScheduled = false;
timeoutTime = -1;
};
} else {
rIC = window.requestIdleCallback;
cIC = window.cancelIdleCallback;
}
export {now, rIC, cIC};