fix: ensure topological order for render effects (#10175)

* fix: ensure topological order for render effects

* optimize
pull/10164/head
Dominic Gannaway 12 months ago committed by GitHub
parent d5cab3cb28
commit c628904861
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GPG Key ID: 4AEE18F83AFDEB23

@ -0,0 +1,5 @@
---
"svelte": patch
---
fix: ensure topological order for render effects

@ -214,6 +214,8 @@ function create_computation_signal(flags, value, block) {
f: flags,
// init
i: null,
// level
l: 0,
// references
r: null,
// value
@ -238,6 +240,8 @@ function create_computation_signal(flags, value, block) {
e: null,
// flags
f: flags,
// level
l: 0,
// init
i: null,
// references
@ -632,10 +636,48 @@ export function schedule_effect(signal, sync) {
mark_subtree_children_inert(signal, true);
}
} else {
// We need to ensure we insert the signal in the right topological order. In other words,
// we need to evaluate where to insert the signal based off its level and whether or not it's
// a pre-effect and within the same block. By checking the signals in the queue in reverse order
// we can find the right place quickly. TODO: maybe opt to use a linked list rather than an array
// for these operations.
const length = current_queued_pre_and_render_effects.length;
let should_append = length === 0;
if (!should_append) {
const target_level = signal.l;
const target_block = signal.b;
const is_pre_effect = (flags & PRE_EFFECT) !== 0;
let target_signal;
let is_target_pre_effect;
let i = length;
while (true) {
target_signal = current_queued_pre_and_render_effects[--i];
if (target_signal.l <= target_level) {
if (i + 1 === length) {
should_append = true;
} else {
is_target_pre_effect = (target_signal.f & PRE_EFFECT) !== 0;
if (target_signal.b !== target_block || (is_target_pre_effect && !is_pre_effect)) {
i++;
}
current_queued_pre_and_render_effects.splice(i, 0, signal);
}
break;
}
if (i === 0) {
current_queued_pre_and_render_effects.unshift(signal);
break;
}
}
}
if (should_append) {
current_queued_pre_and_render_effects.push(signal);
}
}
}
}
function process_task() {
is_task_queued = false;
@ -1310,12 +1352,15 @@ function internal_create_effect(type, init, sync, block, schedule) {
const signal = create_computation_signal(type | DIRTY, null, block);
signal.i = init;
signal.x = current_component_context;
if (current_effect !== null) {
signal.l = current_effect.l + 1;
if ((type & MANAGED) === 0) {
push_reference(current_effect, signal);
}
}
if (schedule) {
schedule_effect(signal, sync);
}
if (current_effect !== null && (type & MANAGED) === 0) {
push_reference(current_effect, signal);
}
return signal;
}

@ -108,6 +108,8 @@ export type ComputationSignal<V = unknown> = {
r: null | ComputationSignal[];
/** value: The latest value for this signal, doubles as the teardown for effects */
v: V;
/** level: the depth from the root signal, used for ordering render/pre-effects topologically **/
l: number;
};
export type Signal<V = unknown> = SourceSignal<V> | ComputationSignal<V>;

@ -0,0 +1,16 @@
import { flushSync } from 'svelte';
import { test } from '../../test';
export default test({
html: `<button>Click</button><p>expires in 1 click</p>`,
async test({ assert, target }) {
const [btn1] = target.querySelectorAll('button');
flushSync(() => {
btn1.click();
});
assert.htmlEqual(target.innerHTML, ``);
}
});

@ -0,0 +1,13 @@
<script>
let data = $state({ num: 1 });
function expire() {
data.num = data.num - 1;
if (data.num <= 0) data = undefined;
}
</script>
{#if data}
<button onclick={expire}>Click</button>
<p>expires in {data.num} click</p>
{/if}
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