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@ -193,6 +193,8 @@ export class Batch {
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// if we didn't start any new async work, and no async work
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// is outstanding from a previous flush, commit
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if (this.#async_effects.length === 0 && this.#pending === 0) {
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this.#commit();
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var render_effects = this.#render_effects;
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var effects = this.#effects;
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@ -200,8 +202,6 @@ export class Batch {
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this.#effects = [];
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this.#block_effects = [];
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this.#commit();
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flush_queued_effects(render_effects);
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flush_queued_effects(effects);
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@ -539,43 +539,43 @@ function flush_queued_effects(effects) {
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var length = effects.length;
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if (length === 0) return;
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for (var i = 0; i < length; i++) {
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var effect = effects[i];
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if ((effect.f & (DESTROYED | INERT)) === 0) {
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if (is_dirty(effect)) {
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var wv = write_version;
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update_effect(effect);
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// Effects with no dependencies or teardown do not get added to the effect tree.
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// Deferred effects (e.g. `$effect(...)`) _are_ added to the tree because we
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// don't know if we need to keep them until they are executed. Doing the check
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// here (rather than in `update_effect`) allows us to skip the work for
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// immediate effects.
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if (effect.deps === null && effect.first === null && effect.nodes_start === null) {
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// if there's no teardown or abort controller we completely unlink
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// the effect from the graph
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if (effect.teardown === null && effect.ac === null) {
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// remove this effect from the graph
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unlink_effect(effect);
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} else {
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// keep the effect in the graph, but free up some memory
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effect.fn = null;
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}
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}
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var i = 0;
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// if state is written in a user effect, abort and re-schedule, lest we run
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// effects that should be removed as a result of the state change
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if (write_version > wv && (effect.f & USER_EFFECT) !== 0) {
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break;
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while (i < length) {
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var effect = effects[i++];
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if ((effect.f & (DESTROYED | INERT)) === 0 && is_dirty(effect)) {
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var wv = write_version;
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update_effect(effect);
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// Effects with no dependencies or teardown do not get added to the effect tree.
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// Deferred effects (e.g. `$effect(...)`) _are_ added to the tree because we
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// don't know if we need to keep them until they are executed. Doing the check
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// here (rather than in `update_effect`) allows us to skip the work for
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// immediate effects.
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if (effect.deps === null && effect.first === null && effect.nodes_start === null) {
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// if there's no teardown or abort controller we completely unlink
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// the effect from the graph
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if (effect.teardown === null && effect.ac === null) {
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// remove this effect from the graph
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unlink_effect(effect);
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} else {
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// keep the effect in the graph, but free up some memory
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effect.fn = null;
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}
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}
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// if state is written in a user effect, abort and re-schedule, lest we run
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// effects that should be removed as a result of the state change
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if (write_version > wv && (effect.f & USER_EFFECT) !== 0) {
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break;
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}
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}
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}
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for (; i < length; i += 1) {
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schedule_effect(effects[i]);
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while (i < length) {
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schedule_effect(effects[i++]);
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}
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}
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