feat: split apart template mutations
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@@ -0,0 +1,110 @@
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use crate::any_props::VComponentProps;
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use crate::arena::ElementPath;
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use crate::component::Component;
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use crate::diff::DirtyScope;
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use crate::factory::RenderReturn;
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use crate::innerlude::{Renderer, Scheduler, SchedulerMsg};
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use crate::mutations::Mutation;
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use crate::nodes::{Template, TemplateId};
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use crate::{
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arena::ElementId,
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scopes::{ScopeId, ScopeState},
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};
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use crate::{scheduler, Element, Scope};
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use futures_channel::mpsc::{UnboundedReceiver, UnboundedSender};
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use futures_util::Future;
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use scheduler::{SuspenseBoundary, SuspenseContext, SuspenseId};
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use slab::Slab;
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use std::collections::{BTreeSet, HashMap};
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pub struct VirtualDom {
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pub(crate) templates: HashMap<TemplateId, Template<'static>>,
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pub(crate) elements: Slab<ElementPath>,
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pub(crate) scopes: Slab<ScopeState>,
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pub(crate) element_stack: Vec<ElementId>,
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pub(crate) dirty_scopes: BTreeSet<DirtyScope>,
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pub(crate) scheduler: Scheduler,
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// While diffing we need some sort of way of breaking off a stream of suspended mutations.
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pub(crate) scope_stack: Vec<ScopeId>,
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pub(crate) waiting_on: Vec<SuspenseId>,
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}
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impl VirtualDom {
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pub fn new(app: fn(Scope) -> Element) -> Self {
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let scheduler = Scheduler::new();
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let mut res = Self {
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templates: Default::default(),
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scopes: Slab::default(),
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elements: Default::default(),
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scope_stack: Vec::new(),
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element_stack: vec![ElementId(0)],
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dirty_scopes: BTreeSet::new(),
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waiting_on: Vec::new(),
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scheduler,
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};
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let props = Box::into_raw(Box::new(VComponentProps::new_empty(app)));
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let props: *mut VComponentProps<(), ()> = unsafe { std::mem::transmute(props) };
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let root = res.new_scope(props);
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// the root component is always a suspense boundary for any async children
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res.scopes[root.0].provide_context(SuspenseBoundary::new(root));
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assert_eq!(root, ScopeId(0));
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res
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}
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/// Render the virtualdom, without processing any suspense.
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///
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/// This does register futures with wakers, but does not process any of them.
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pub fn rebuild<'a>(&'a mut self) -> Renderer<'a> {
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let mut mutations = Renderer::new(0);
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let root_node: &RenderReturn = self.run_scope(ScopeId(0));
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let root_node: &RenderReturn = unsafe { std::mem::transmute(root_node) };
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let mut created = 0;
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match root_node {
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RenderReturn::Sync(Some(node)) => {
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self.scope_stack.push(ScopeId(0));
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created = self.create(&mut mutations, node);
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self.scope_stack.pop();
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}
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RenderReturn::Sync(None) => {
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//
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}
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RenderReturn::Async(_) => unreachable!(),
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}
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mutations.push(Mutation::AppendChildren { m: created });
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mutations
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}
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/// Render what you can given the timeline and then move on
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///
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/// It's generally a good idea to put some sort of limit on the suspense process in case a future is having issues.
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pub async fn render_with_deadline(
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&mut self,
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deadline: impl Future<Output = ()>,
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) -> Vec<Mutation> {
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todo!()
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}
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pub fn get_scope(&self, id: ScopeId) -> Option<&ScopeState> {
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self.scopes.get(id.0)
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}
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pub fn base_scope(&self) -> &ScopeState {
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self.scopes.get(0).unwrap()
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}
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}
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impl Drop for VirtualDom {
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fn drop(&mut self) {
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// self.drop_scope(ScopeId(0));
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}
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}
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