diff --git a/packages/svelte/src/internal/client/runtime.js b/packages/svelte/src/internal/client/runtime.js index f113e339e7..2ab833fc25 100644 --- a/packages/svelte/src/internal/client/runtime.js +++ b/packages/svelte/src/internal/client/runtime.js @@ -571,6 +571,53 @@ export function schedule_effect(signal) { current_queued_root_effects.push(effect); } +/** + * @param {Effect} effect + * @param {Effect[]} effects + */ +function process_effect_children(effect, effects) { + var current = effect.first; + + while (current !== null) { + var next = current.next; + process_effect(current, effects); + current = next; + } +} + +/** + * @param {Effect} effect + * @param {Effect[]} effects + */ +function process_effect(effect, effects) { + var flags = effect.f; + // TODO: we probably don't need to check for destroyed as it shouldn't be encountered? + var is_active = (flags & (DESTROYED | INERT)) === 0; + var is_branch = (flags & BRANCH_EFFECT) !== 0; + var is_clean = (flags & CLEAN) !== 0; + + // Skip this branch if it's clean + if (is_active && (!is_branch || !is_clean)) { + if (is_branch) { + set_signal_status(effect, CLEAN); + } + + if ((flags & RENDER_EFFECT) !== 0) { + if (!is_branch && check_dirtiness(effect)) { + update_effect(effect); + } + + process_effect_children(effect, effects); + } else if ((flags & EFFECT) !== 0) { + if (is_branch || is_clean) { + process_effect_children(effect, effects); + } else { + effects.push(effect); + } + } + } +} + /** * * This function both runs render effects and collects user effects in topological order @@ -583,70 +630,13 @@ export function schedule_effect(signal) { * @returns {void} */ function process_effects(effect, collected_effects) { - var current_effect = effect.first; + /** @type {Effect[]} */ var effects = []; - - main_loop: while (current_effect !== null) { - var flags = current_effect.f; - // TODO: we probably don't need to check for destroyed as it shouldn't be encountered? - var is_active = (flags & (DESTROYED | INERT)) === 0; - var is_branch = flags & BRANCH_EFFECT; - var is_clean = (flags & CLEAN) !== 0; - var child = current_effect.first; - - // Skip this branch if it's clean - if (is_active && (!is_branch || !is_clean)) { - if (is_branch) { - set_signal_status(current_effect, CLEAN); - } - - if ((flags & RENDER_EFFECT) !== 0) { - if (!is_branch && check_dirtiness(current_effect)) { - update_effect(current_effect); - // Child might have been mutated since running the effect - child = current_effect.first; - } - - if (child !== null) { - current_effect = child; - continue; - } - } else if ((flags & EFFECT) !== 0) { - if (is_branch || is_clean) { - if (child !== null) { - current_effect = child; - continue; - } - } else { - effects.push(current_effect); - } - } - } - var sibling = current_effect.next; - - if (sibling === null) { - let parent = current_effect.parent; - - while (parent !== null) { - if (effect === parent) { - break main_loop; - } - var parent_sibling = parent.next; - if (parent_sibling !== null) { - current_effect = parent_sibling; - continue main_loop; - } - parent = parent.parent; - } - } - - current_effect = sibling; - } - + process_effect_children(effect, effects); // We might be dealing with many effects here, far more than can be spread into // an array push call (callstack overflow). So let's deal with each effect in a loop. for (var i = 0; i < effects.length; i++) { - child = effects[i]; + var child = effects[i]; collected_effects.push(child); process_effects(child, collected_effects); }