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RoboCommander/node_modules/schedule/cjs/schedule.development.js

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2026-04-05 16:14:49 -04:00
/** @license React v16.5.2
* schedule.development.js
*
* 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.
*/
'use strict';
if (process.env.NODE_ENV !== "production") {
(function() {
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
/* eslint-disable no-var */
// TODO: Currently there's only a single priority level, Deferred. Will add
// additional priorities.
var DEFERRED_TIMEOUT = 5000;
// Callbacks are stored as a circular, doubly linked list.
var firstCallbackNode = null;
var isPerformingWork = false;
var isHostCallbackScheduled = false;
var hasNativePerformanceNow = typeof performance === 'object' && typeof performance.now === 'function';
var timeRemaining;
if (hasNativePerformanceNow) {
timeRemaining = function () {
// 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.
var remaining = getFrameDeadline() - performance.now();
return remaining > 0 ? remaining : 0;
};
} else {
timeRemaining = function () {
// Fallback to Date.now()
var remaining = getFrameDeadline() - Date.now();
return remaining > 0 ? remaining : 0;
};
}
var deadlineObject = {
timeRemaining: timeRemaining,
didTimeout: false
};
function ensureHostCallbackIsScheduled() {
if (isPerformingWork) {
// Don't schedule work yet; wait until the next time we yield.
return;
}
// Schedule the host callback using the earliest timeout in the list.
var timesOutAt = firstCallbackNode.timesOutAt;
if (!isHostCallbackScheduled) {
isHostCallbackScheduled = true;
} else {
// Cancel the existing host callback.
cancelCallback();
}
requestCallback(flushWork, timesOutAt);
}
function flushFirstCallback(node) {
var flushedNode = firstCallbackNode;
// Remove the node from the list before calling the callback. That way the
// list is in a consistent state even if the callback throws.
var next = firstCallbackNode.next;
if (firstCallbackNode === next) {
// This is the last callback in the list.
firstCallbackNode = null;
next = null;
} else {
var previous = firstCallbackNode.previous;
firstCallbackNode = previous.next = next;
next.previous = previous;
}
flushedNode.next = flushedNode.previous = null;
// Now it's safe to call the callback.
var callback = flushedNode.callback;
callback(deadlineObject);
}
function flushWork(didTimeout) {
isPerformingWork = true;
deadlineObject.didTimeout = didTimeout;
try {
if (didTimeout) {
// Flush all the timed out callbacks without yielding.
while (firstCallbackNode !== null) {
// Read the current time. Flush all the callbacks that expire at or
// earlier than that time. Then read the current time again and repeat.
// This optimizes for as few performance.now calls as possible.
var currentTime = exports.unstable_now();
if (firstCallbackNode.timesOutAt <= currentTime) {
do {
flushFirstCallback();
} while (firstCallbackNode !== null && firstCallbackNode.timesOutAt <= currentTime);
continue;
}
break;
}
} else {
// Keep flushing callbacks until we run out of time in the frame.
if (firstCallbackNode !== null) {
do {
flushFirstCallback();
} while (firstCallbackNode !== null && getFrameDeadline() - exports.unstable_now() > 0);
}
}
} finally {
isPerformingWork = false;
if (firstCallbackNode !== null) {
// There's still work remaining. Request another callback.
ensureHostCallbackIsScheduled(firstCallbackNode);
} else {
isHostCallbackScheduled = false;
}
}
}
function unstable_scheduleWork(callback, options) {
var currentTime = exports.unstable_now();
var timesOutAt;
if (options !== undefined && options !== null && options.timeout !== null && options.timeout !== undefined) {
// Check for an explicit timeout
timesOutAt = currentTime + options.timeout;
} else {
// Compute an absolute timeout using the default constant.
timesOutAt = currentTime + DEFERRED_TIMEOUT;
}
var newNode = {
callback: callback,
timesOutAt: timesOutAt,
next: null,
previous: null
};
// Insert the new callback into the list, sorted by its timeout.
if (firstCallbackNode === null) {
// This is the first callback in the list.
firstCallbackNode = newNode.next = newNode.previous = newNode;
ensureHostCallbackIsScheduled(firstCallbackNode);
} else {
var next = null;
var node = firstCallbackNode;
do {
if (node.timesOutAt > timesOutAt) {
// The new callback times out before this one.
next = node;
break;
}
node = node.next;
} while (node !== firstCallbackNode);
if (next === null) {
// No callback with a later timeout was found, which means the new
// callback has the latest timeout in the list.
next = firstCallbackNode;
} else if (next === firstCallbackNode) {
// The new callback has the earliest timeout in the entire list.
firstCallbackNode = newNode;
ensureHostCallbackIsScheduled(firstCallbackNode);
}
var previous = next.previous;
previous.next = next.previous = newNode;
newNode.next = next;
newNode.previous = previous;
}
return newNode;
}
function unstable_cancelScheduledWork(callbackNode) {
var next = callbackNode.next;
if (next === null) {
// Already cancelled.
return;
}
if (next === callbackNode) {
// This is the only scheduled callback. Clear the list.
firstCallbackNode = null;
} else {
// Remove the callback from its position in the list.
if (callbackNode === firstCallbackNode) {
firstCallbackNode = next;
}
var previous = callbackNode.previous;
previous.next = next;
next.previous = previous;
}
callbackNode.next = callbackNode.previous = null;
}
// The remaining code is essentially a 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.
// We capture a local reference to any global, in case it gets polyfilled after
// this module is initially evaluated. We want to be using a
// consistent implementation.
var localDate = Date;
// This initialization code may run even on server environments if a component
// just imports ReactDOM (e.g. for findDOMNode). Some environments might not
// have setTimeout or clearTimeout. However, we always expect them to be defined
// on the client. https://github.com/facebook/react/pull/13088
var localSetTimeout = typeof setTimeout === 'function' ? setTimeout : undefined;
var localClearTimeout = typeof clearTimeout === 'function' ? clearTimeout : undefined;
// We don't expect either of these to necessarily be defined, but we will error
// later if they are missing on the client.
var localRequestAnimationFrame = typeof requestAnimationFrame === 'function' ? requestAnimationFrame : undefined;
var localCancelAnimationFrame = typeof cancelAnimationFrame === 'function' ? cancelAnimationFrame : undefined;
// requestAnimationFrame does not run when the tab is in the background. If
// we're backgrounded we prefer for that work to happen so that the page
// continues to load in the background. So we also schedule a 'setTimeout' as
// a fallback.
// TODO: Need a better heuristic for backgrounded work.
var ANIMATION_FRAME_TIMEOUT = 100;
var rAFID;
var rAFTimeoutID;
var requestAnimationFrameWithTimeout = function (callback) {
// schedule rAF and also a setTimeout
rAFID = localRequestAnimationFrame(function (timestamp) {
// cancel the setTimeout
localClearTimeout(rAFTimeoutID);
callback(timestamp);
});
rAFTimeoutID = localSetTimeout(function () {
// cancel the requestAnimationFrame
localCancelAnimationFrame(rAFID);
callback(exports.unstable_now());
}, ANIMATION_FRAME_TIMEOUT);
};
if (hasNativePerformanceNow) {
var Performance = performance;
exports.unstable_now = function () {
return Performance.now();
};
} else {
exports.unstable_now = function () {
return localDate.now();
};
}
var requestCallback;
var cancelCallback;
var getFrameDeadline;
if (typeof window === 'undefined') {
// If this accidentally gets imported in a non-browser environment, fallback
// to a naive implementation.
var timeoutID = -1;
requestCallback = function (callback, absoluteTimeout) {
timeoutID = setTimeout(callback, 0, true);
};
cancelCallback = function () {
clearTimeout(timeoutID);
};
getFrameDeadline = function () {
return 0;
};
} else if (window._schedMock) {
// Dynamic injection, only for testing purposes.
var impl = window._schedMock;
requestCallback = impl[0];
cancelCallback = impl[1];
getFrameDeadline = impl[2];
} else {
if (typeof console !== 'undefined') {
if (typeof localRequestAnimationFrame !== 'function') {
console.error("This browser doesn't support requestAnimationFrame. " + 'Make sure that you load a ' + 'polyfill in older browsers. https://fb.me/react-polyfills');
}
if (typeof localCancelAnimationFrame !== 'function') {
console.error("This browser doesn't support cancelAnimationFrame. " + 'Make sure that you load a ' + 'polyfill in older browsers. https://fb.me/react-polyfills');
}
}
var scheduledCallback = null;
var isIdleScheduled = false;
var timeoutTime = -1;
var isAnimationFrameScheduled = false;
var isPerformingIdleWork = false;
var 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.
var previousFrameTime = 33;
var activeFrameTime = 33;
getFrameDeadline = function () {
return frameDeadline;
};
// We use the postMessage trick to defer idle work until after the repaint.
var messageKey = '__reactIdleCallback$' + Math.random().toString(36).slice(2);
var idleTick = function (event) {
if (event.source !== window || event.data !== messageKey) {
return;
}
isIdleScheduled = false;
var currentTime = exports.unstable_now();
var didTimeout = false;
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.
didTimeout = true;
} else {
// No timeout.
if (!isAnimationFrameScheduled) {
// Schedule another animation callback so we retry later.
isAnimationFrameScheduled = true;
requestAnimationFrameWithTimeout(animationTick);
}
// Exit without invoking the callback.
return;
}
}
timeoutTime = -1;
var callback = scheduledCallback;
scheduledCallback = null;
if (callback !== null) {
isPerformingIdleWork = true;
try {
callback(didTimeout);
} finally {
isPerformingIdleWork = false;
}
}
};
// Assumes that we have addEventListener in this environment. Might need
// something better for old IE.
window.addEventListener('message', idleTick, false);
var animationTick = function (rafTime) {
isAnimationFrameScheduled = false;
var 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, '*');
}
};
requestCallback = function (callback, absoluteTimeout) {
scheduledCallback = callback;
timeoutTime = absoluteTimeout;
if (isPerformingIdleWork) {
// If we're already performing idle work, an error must have been thrown.
// Don't wait for the next frame. Continue working ASAP, in a new event.
window.postMessage(messageKey, '*');
} else 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;
requestAnimationFrameWithTimeout(animationTick);
}
};
cancelCallback = function () {
scheduledCallback = null;
isIdleScheduled = false;
timeoutTime = -1;
};
}
exports.unstable_scheduleWork = unstable_scheduleWork;
exports.unstable_cancelScheduledWork = unstable_cancelScheduledWork;
})();
}