/** @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; })(); }