react/packages/react-reconciler/src/ReactFiberExpirationTime.js

145 lines
4.2 KiB
JavaScript

/**
* 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.
*
* @flow
*/
import type {ReactPriorityLevel} from './SchedulerWithReactIntegration';
import MAX_SIGNED_31_BIT_INT from './maxSigned31BitInt';
import {
ImmediatePriority,
UserBlockingPriority,
NormalPriority,
IdlePriority,
} from './SchedulerWithReactIntegration';
export type ExpirationTime = number;
export const NoWork = 0;
// TODO: Think of a better name for Never. The key difference with Idle is that
// Never work can be committed in an inconsistent state without tearing the UI.
// The main example is offscreen content, like a hidden subtree. So one possible
// name is Offscreen. However, it also includes dehydrated Suspense boundaries,
// which are inconsistent in the sense that they haven't finished yet, but
// aren't visibly inconsistent because the server rendered HTML matches what the
// hydrated tree would look like.
export const Never = 1;
// Idle is slightly higher priority than Never. It must completely finish in
// order to be consistent.
export const Idle = 2;
export const Sync = MAX_SIGNED_31_BIT_INT;
export const Batched = Sync - 1;
const UNIT_SIZE = 10;
const MAGIC_NUMBER_OFFSET = Batched - 1;
// 1 unit of expiration time represents 10ms.
export function msToExpirationTime(ms: number): ExpirationTime {
// Always add an offset so that we don't clash with the magic number for NoWork.
return MAGIC_NUMBER_OFFSET - ((ms / UNIT_SIZE) | 0);
}
export function expirationTimeToMs(expirationTime: ExpirationTime): number {
return (MAGIC_NUMBER_OFFSET - expirationTime) * UNIT_SIZE;
}
function ceiling(num: number, precision: number): number {
return (((num / precision) | 0) + 1) * precision;
}
function computeExpirationBucket(
currentTime,
expirationInMs,
bucketSizeMs,
): ExpirationTime {
return (
MAGIC_NUMBER_OFFSET -
ceiling(
MAGIC_NUMBER_OFFSET - currentTime + expirationInMs / UNIT_SIZE,
bucketSizeMs / UNIT_SIZE,
)
);
}
// TODO: This corresponds to Scheduler's NormalPriority, not LowPriority. Update
// the names to reflect.
export const LOW_PRIORITY_EXPIRATION = 5000;
export const LOW_PRIORITY_BATCH_SIZE = 250;
export function computeAsyncExpiration(
currentTime: ExpirationTime,
): ExpirationTime {
return computeExpirationBucket(
currentTime,
LOW_PRIORITY_EXPIRATION,
LOW_PRIORITY_BATCH_SIZE,
);
}
export function computeSuspenseExpiration(
currentTime: ExpirationTime,
timeoutMs: number,
): ExpirationTime {
// TODO: Should we warn if timeoutMs is lower than the normal pri expiration time?
return computeExpirationBucket(
currentTime,
timeoutMs,
LOW_PRIORITY_BATCH_SIZE,
);
}
// We intentionally set a higher expiration time for interactive updates in
// dev than in production.
//
// If the main thread is being blocked so long that you hit the expiration,
// it's a problem that could be solved with better scheduling.
//
// People will be more likely to notice this and fix it with the long
// expiration time in development.
//
// In production we opt for better UX at the risk of masking scheduling
// problems, by expiring fast.
export const HIGH_PRIORITY_EXPIRATION = __DEV__ ? 500 : 150;
export const HIGH_PRIORITY_BATCH_SIZE = 100;
export function computeInteractiveExpiration(currentTime: ExpirationTime) {
return computeExpirationBucket(
currentTime,
HIGH_PRIORITY_EXPIRATION,
HIGH_PRIORITY_BATCH_SIZE,
);
}
export function inferPriorityFromExpirationTime(
currentTime: ExpirationTime,
expirationTime: ExpirationTime,
): ReactPriorityLevel {
if (expirationTime === Sync) {
return ImmediatePriority;
}
if (expirationTime === Never || expirationTime === Idle) {
return IdlePriority;
}
const msUntil =
expirationTimeToMs(expirationTime) - expirationTimeToMs(currentTime);
if (msUntil <= 0) {
return ImmediatePriority;
}
if (msUntil <= HIGH_PRIORITY_EXPIRATION + HIGH_PRIORITY_BATCH_SIZE) {
return UserBlockingPriority;
}
if (msUntil <= LOW_PRIORITY_EXPIRATION + LOW_PRIORITY_BATCH_SIZE) {
return NormalPriority;
}
// TODO: Handle LowPriority
// Assume anything lower has idle priority
return IdlePriority;
}