tests passing, and tui updated
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@@ -8,7 +8,7 @@ use std::{
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use dioxus_core::{ElementId, Mutations, VNode, VirtualDom};
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use crate::real_dom_new_api::{AttributeMask, NodeMask, State};
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use crate::state::{union_ordered_iter, AttributeMask, NodeMask, State};
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/// A Dom that can sync with the VirtualDom mutations intended for use in lazy renderers.
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/// The render state passes from parent to children and or accumulates state from children to parents.
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@@ -166,7 +166,10 @@ impl<S: State> RealDom<S> {
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text: new_text,
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} => {
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let target = &mut self[root as usize];
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nodes_updated.push((root as usize, NodeMask::NONE));
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nodes_updated.push((
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root as usize,
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NodeMask::new(AttributeMask::NONE, false, false, true),
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));
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match &mut target.node_type {
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NodeType::Text { text } => {
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*text = new_text.to_string();
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@@ -177,7 +180,7 @@ impl<S: State> RealDom<S> {
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SetAttribute { root, field, .. } => {
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nodes_updated.push((
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root as usize,
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NodeMask::new(AttributeMask::single(field), false, false),
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NodeMask::new(AttributeMask::single(field), false, false, false),
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));
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}
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RemoveAttribute {
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@@ -185,7 +188,7 @@ impl<S: State> RealDom<S> {
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} => {
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nodes_updated.push((
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root as usize,
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NodeMask::new(AttributeMask::single(field), false, false),
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NodeMask::new(AttributeMask::single(field), false, false, false),
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));
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}
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PopRoot {} => {
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@@ -210,65 +213,122 @@ impl<S: State> RealDom<S> {
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All,
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Some(Vec<TypeId>),
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}
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impl StatesToCheck {
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fn union(&self, other: &Self) -> Self {
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match (self, other) {
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(Self::Some(s), Self::Some(o)) => Self::Some(union_ordered_iter(
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s.iter().copied(),
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o.iter().copied(),
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s.len() + o.len(),
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)),
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_ => Self::All,
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}
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}
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}
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#[derive(Debug, Clone)]
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struct NodeRef {
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id: usize,
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height: u16,
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node_mask: NodeMask,
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to_check: StatesToCheck,
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}
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impl NodeRef {
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fn union_with(&mut self, other: &Self) {
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self.node_mask = self.node_mask.union(&other.node_mask);
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self.to_check = self.to_check.union(&other.to_check);
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}
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}
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impl Eq for NodeRef {}
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impl PartialEq for NodeRef {
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fn eq(&self, other: &Self) -> bool {
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self.id == other.id && self.height == other.height
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}
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}
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impl Ord for NodeRef {
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fn cmp(&self, other: &Self) -> std::cmp::Ordering {
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self.partial_cmp(other).unwrap()
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}
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}
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impl PartialOrd for NodeRef {
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fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
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// Sort nodes first by height, then if the height is the same id.
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// The order of the id does not matter it just helps with binary search later
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Some(self.height.cmp(&other.height).then(self.id.cmp(&other.id)))
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}
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}
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let mut to_rerender = FxHashSet::default();
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to_rerender.extend(nodes_updated.iter().map(|(id, _)| id));
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let mut nodes_updated: Vec<_> = nodes_updated
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.into_iter()
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.map(|(id, mask)| (id, self[id].height, mask, StatesToCheck::All))
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.map(|(id, mask)| NodeRef {
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id,
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height: self[id].height,
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node_mask: mask,
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to_check: StatesToCheck::All,
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})
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.collect();
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// Sort nodes first by height, then if the height is the same id.
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nodes_updated.sort_by(|fst, snd| fst.1.cmp(&snd.1).then(fst.0.cmp(&snd.0)));
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{
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// Combine mutations that affect the same node.
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let current_key = None;
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for i in 0..nodes_updated.len() {
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let current = nodes_updated;
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nodes_updated.sort();
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// Combine mutations that affect the same node.
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let mut last_node: Option<NodeRef> = None;
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let mut new_nodes_updated = VecDeque::new();
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for current in nodes_updated.into_iter() {
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if let Some(node) = &mut last_node {
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if *node == current {
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node.union_with(¤t);
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} else {
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new_nodes_updated.push_back(last_node.replace(current).unwrap());
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}
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} else {
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last_node = Some(current);
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}
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}
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println!("{:?}", nodes_updated);
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if let Some(node) = last_node {
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new_nodes_updated.push_back(node);
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}
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let nodes_updated = new_nodes_updated;
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// update the state that only depends on nodes. The order does not matter.
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for (id, _height, mask, to_check) in &nodes_updated {
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for node_ref in &nodes_updated {
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let mut changed = false;
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let node = &mut self[*id as usize];
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let ids = match to_check {
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StatesToCheck::All => node.state.node_dep_types(&mask),
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let node = &mut self[node_ref.id];
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let ids = match &node_ref.to_check {
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StatesToCheck::All => node.state.node_dep_types(&node_ref.node_mask),
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StatesToCheck::Some(_) => unreachable!(),
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};
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for ty in ids {
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let node = &mut self[*id as usize];
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let el = if let &VNode::Element(e) = node.element(vdom) {
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Some(e)
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} else {
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None
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};
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changed |= node.state.update_node_dep_state(ty, el, &ctx);
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let node = &mut self[node_ref.id];
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let vnode = node.element(vdom);
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changed |= node.state.update_node_dep_state(ty, vnode, &ctx);
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}
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if changed {
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to_rerender.insert(*id);
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to_rerender.insert(node_ref.id);
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}
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}
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// bubble up state. To avoid calling reduce more times than nessisary start from the bottom and go up.
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let mut to_bubble: VecDeque<_> = nodes_updated.clone().into();
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while let Some((id, height, mask, to_check)) = to_bubble.pop_back() {
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let mut to_bubble = nodes_updated.clone();
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while let Some(node_ref) = to_bubble.pop_back() {
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let NodeRef {
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id,
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height,
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node_mask,
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to_check,
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} = node_ref;
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let (node, children) = self.get_node_children_mut(id).unwrap();
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let children_state: Vec<_> = children.iter().map(|c| &c.state).collect();
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let ids = match to_check {
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StatesToCheck::All => node.state.child_dep_types(&mask),
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StatesToCheck::All => node.state.child_dep_types(&node_mask),
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StatesToCheck::Some(ids) => ids,
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};
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let mut changed = Vec::new();
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for ty in ids {
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let el = if let &VNode::Element(e) = node.element(vdom) {
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Some(e)
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} else {
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None
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};
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let vnode = node.element(vdom);
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if node
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.state
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.update_child_dep_state(ty, el, &children_state, &ctx)
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.update_child_dep_state(ty, vnode, &children_state, &ctx)
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{
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changed.push(ty);
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}
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@@ -276,19 +336,28 @@ impl<S: State> RealDom<S> {
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if let Some(parent_id) = node.parent {
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if !changed.is_empty() {
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to_rerender.insert(id);
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let i = to_bubble.partition_point(|(other_id, h, ..)| {
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*h < height - 1 || (*h == height - 1 && *other_id < parent_id.0)
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});
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let i = to_bubble.partition_point(
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|NodeRef {
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id: other_id,
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height: h,
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..
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}| {
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*h < height - 1 || (*h == height - 1 && *other_id < parent_id.0)
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},
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);
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// make sure the parent is not already queued
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if i >= to_bubble.len() || to_bubble[i].0 != parent_id.0 {
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if i < to_bubble.len() && to_bubble[i].id == parent_id.0 {
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to_bubble[i].to_check =
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to_bubble[i].to_check.union(&StatesToCheck::Some(changed));
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} else {
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to_bubble.insert(
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i,
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(
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parent_id.0,
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height - 1,
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NodeMask::NONE,
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StatesToCheck::Some(changed),
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),
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NodeRef {
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id: parent_id.0,
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height: height - 1,
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node_mask: NodeMask::NONE,
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to_check: StatesToCheck::Some(changed),
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},
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);
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}
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}
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@@ -296,26 +365,28 @@ impl<S: State> RealDom<S> {
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}
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// push down state. To avoid calling reduce more times than nessisary start from the top and go down.
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let mut to_push: VecDeque<_> = nodes_updated.clone().into();
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while let Some((id, height, mask, to_check)) = to_push.pop_front() {
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let mut to_push = nodes_updated.clone();
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while let Some(node_ref) = to_push.pop_front() {
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let NodeRef {
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id,
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height,
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node_mask,
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to_check,
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} = node_ref;
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let node = &self[id];
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let ids = match to_check {
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StatesToCheck::All => node.state.parent_dep_types(&mask),
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StatesToCheck::All => node.state.parent_dep_types(&node_mask),
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StatesToCheck::Some(ids) => ids,
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};
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let mut changed = Vec::new();
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let (node, parent) = self.get_node_parent_mut(id).unwrap();
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for ty in ids {
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let el = if let &VNode::Element(e) = node.element(vdom) {
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Some(e)
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} else {
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None
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};
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let vnode = node.element(vdom);
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let parent = parent.as_deref();
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let state = &mut node.state;
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if state.update_parent_dep_state(
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ty,
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el,
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vnode,
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parent.filter(|n| n.id.0 != 0).map(|n| &n.state),
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&ctx,
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) {
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@@ -328,18 +399,28 @@ impl<S: State> RealDom<S> {
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let node = &self[id];
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if let NodeType::Element { children, .. } = &node.node_type {
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for c in children {
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let i = to_push.partition_point(|(other_id, h, ..)| {
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*h < height + 1 || (*h == height + 1 && *other_id < c.0)
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});
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if i >= to_push.len() || to_push[i].0 != c.0 {
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let i = to_push.partition_point(
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|NodeRef {
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id: other_id,
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height: h,
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..
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}| {
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*h < height + 1 || (*h == height + 1 && *other_id < c.0)
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},
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);
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if i < to_push.len() && to_push[i].id == c.0 {
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to_push[i].to_check = to_push[i]
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.to_check
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.union(&StatesToCheck::Some(changed.clone()));
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} else {
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to_push.insert(
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i,
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(
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c.0,
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height + 1,
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NodeMask::NONE,
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StatesToCheck::Some(changed.clone()),
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),
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NodeRef {
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id: c.0,
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height: height + 1,
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node_mask: NodeMask::NONE,
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to_check: StatesToCheck::Some(changed.clone()),
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},
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);
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}
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}
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