Best JavaScript code snippet using playwright-internal
ReactFiberBeginWork.new.js
Source:ReactFiberBeginWork.new.js
...1540const SUSPENDED_MARKER: SuspenseState = {1541 dehydrated: null,1542 retryLane: NoLane,1543};1544function mountSuspenseOffscreenState(renderLanes: Lanes): OffscreenState {1545 return {1546 baseLanes: renderLanes,1547 };1548}1549function updateSuspenseOffscreenState(1550 prevOffscreenState: OffscreenState,1551 renderLanes: Lanes,1552): OffscreenState {1553 return {1554 baseLanes: mergeLanes(prevOffscreenState.baseLanes, renderLanes),1555 };1556}1557// TODO: Probably should inline this back1558function shouldRemainOnFallback(1559 suspenseContext: SuspenseContext,1560 current: null | Fiber,1561 workInProgress: Fiber,1562 renderLanes: Lanes,1563) {1564 // If we're already showing a fallback, there are cases where we need to1565 // remain on that fallback regardless of whether the content has resolved.1566 // For example, SuspenseList coordinates when nested content appears.1567 if (current !== null) {1568 const suspenseState: SuspenseState = current.memoizedState;1569 if (suspenseState === null) {1570 // Currently showing content. Don't hide it, even if ForceSuspenseFallack1571 // is true. More precise name might be "ForceRemainSuspenseFallback".1572 // Note: This is a factoring smell. Can't remain on a fallback if there's1573 // no fallback to remain on.1574 return false;1575 }1576 }1577 // Not currently showing content. Consult the Suspense context.1578 return hasSuspenseContext(1579 suspenseContext,1580 (ForceSuspenseFallback: SuspenseContext),1581 );1582}1583function getRemainingWorkInPrimaryTree(current: Fiber, renderLanes) {1584 // TODO: Should not remove render lanes that were pinged during this render1585 return removeLanes(current.childLanes, renderLanes);1586}1587function updateSuspenseComponent(current, workInProgress, renderLanes) {1588 const nextProps = workInProgress.pendingProps;1589 // This is used by DevTools to force a boundary to suspend.1590 if (__DEV__) {1591 if (shouldSuspend(workInProgress)) {1592 workInProgress.flags |= DidCapture;1593 }1594 }1595 let suspenseContext: SuspenseContext = suspenseStackCursor.current;1596 let showFallback = false;1597 const didSuspend = (workInProgress.flags & DidCapture) !== NoFlags;1598 if (1599 didSuspend ||1600 shouldRemainOnFallback(1601 suspenseContext,1602 current,1603 workInProgress,1604 renderLanes,1605 )1606 ) {1607 // Something in this boundary's subtree already suspended. Switch to1608 // rendering the fallback children.1609 showFallback = true;1610 workInProgress.flags &= ~DidCapture;1611 } else {1612 // Attempting the main content1613 if (1614 current === null ||1615 (current.memoizedState: null | SuspenseState) !== null1616 ) {1617 // This is a new mount or this boundary is already showing a fallback state.1618 // Mark this subtree context as having at least one invisible parent that could1619 // handle the fallback state.1620 // Boundaries without fallbacks or should be avoided are not considered since1621 // they cannot handle preferred fallback states.1622 if (1623 nextProps.fallback !== undefined &&1624 nextProps.unstable_avoidThisFallback !== true1625 ) {1626 suspenseContext = addSubtreeSuspenseContext(1627 suspenseContext,1628 InvisibleParentSuspenseContext,1629 );1630 }1631 }1632 }1633 suspenseContext = setDefaultShallowSuspenseContext(suspenseContext);1634 pushSuspenseContext(workInProgress, suspenseContext);1635 // OK, the next part is confusing. We're about to reconcile the Suspense1636 // boundary's children. This involves some custom reconcilation logic. Two1637 // main reasons this is so complicated.1638 //1639 // First, Legacy Mode has different semantics for backwards compatibility. The1640 // primary tree will commit in an inconsistent state, so when we do the1641 // second pass to render the fallback, we do some exceedingly, uh, clever1642 // hacks to make that not totally break. Like transferring effects and1643 // deletions from hidden tree. In Concurrent Mode, it's much simpler,1644 // because we bailout on the primary tree completely and leave it in its old1645 // state, no effects. Same as what we do for Offscreen (except that1646 // Offscreen doesn't have the first render pass).1647 //1648 // Second is hydration. During hydration, the Suspense fiber has a slightly1649 // different layout, where the child points to a dehydrated fragment, which1650 // contains the DOM rendered by the server.1651 //1652 // Third, even if you set all that aside, Suspense is like error boundaries in1653 // that we first we try to render one tree, and if that fails, we render again1654 // and switch to a different tree. Like a try/catch block. So we have to track1655 // which branch we're currently rendering. Ideally we would model this using1656 // a stack.1657 if (current === null) {1658 // Initial mount1659 // If we're currently hydrating, try to hydrate this boundary.1660 // But only if this has a fallback.1661 if (nextProps.fallback !== undefined) {1662 tryToClaimNextHydratableInstance(workInProgress);1663 // This could've been a dehydrated suspense component.1664 if (enableSuspenseServerRenderer) {1665 const suspenseState: null | SuspenseState =1666 workInProgress.memoizedState;1667 if (suspenseState !== null) {1668 const dehydrated = suspenseState.dehydrated;1669 if (dehydrated !== null) {1670 return mountDehydratedSuspenseComponent(1671 workInProgress,1672 dehydrated,1673 renderLanes,1674 );1675 }1676 }1677 }1678 }1679 const nextPrimaryChildren = nextProps.children;1680 const nextFallbackChildren = nextProps.fallback;1681 if (showFallback) {1682 const fallbackFragment = mountSuspenseFallbackChildren(1683 workInProgress,1684 nextPrimaryChildren,1685 nextFallbackChildren,1686 renderLanes,1687 );1688 const primaryChildFragment: Fiber = (workInProgress.child: any);1689 primaryChildFragment.memoizedState = mountSuspenseOffscreenState(1690 renderLanes,1691 );1692 workInProgress.memoizedState = SUSPENDED_MARKER;1693 return fallbackFragment;1694 } else if (typeof nextProps.unstable_expectedLoadTime === 'number') {1695 // This is a CPU-bound tree. Skip this tree and show a placeholder to1696 // unblock the surrounding content. Then immediately retry after the1697 // initial commit.1698 const fallbackFragment = mountSuspenseFallbackChildren(1699 workInProgress,1700 nextPrimaryChildren,1701 nextFallbackChildren,1702 renderLanes,1703 );1704 const primaryChildFragment: Fiber = (workInProgress.child: any);1705 primaryChildFragment.memoizedState = mountSuspenseOffscreenState(1706 renderLanes,1707 );1708 workInProgress.memoizedState = SUSPENDED_MARKER;1709 // Since nothing actually suspended, there will nothing to ping this to1710 // get it started back up to attempt the next item. While in terms of1711 // priority this work has the same priority as this current render, it's1712 // not part of the same transition once the transition has committed. If1713 // it's sync, we still want to yield so that it can be painted.1714 // Conceptually, this is really the same as pinging. We can use any1715 // RetryLane even if it's the one currently rendering since we're leaving1716 // it behind on this node.1717 workInProgress.lanes = SomeRetryLane;1718 if (enableSchedulerTracing) {1719 markSpawnedWork(SomeRetryLane);1720 }1721 return fallbackFragment;1722 } else {1723 return mountSuspensePrimaryChildren(1724 workInProgress,1725 nextPrimaryChildren,1726 renderLanes,1727 );1728 }1729 } else {1730 // This is an update.1731 // If the current fiber has a SuspenseState, that means it's already showing1732 // a fallback.1733 const prevState: null | SuspenseState = current.memoizedState;1734 if (prevState !== null) {1735 // The current tree is already showing a fallback1736 // Special path for hydration1737 if (enableSuspenseServerRenderer) {1738 const dehydrated = prevState.dehydrated;1739 if (dehydrated !== null) {1740 if (!didSuspend) {1741 return updateDehydratedSuspenseComponent(1742 current,1743 workInProgress,1744 dehydrated,1745 prevState,1746 renderLanes,1747 );1748 } else if (1749 (workInProgress.memoizedState: null | SuspenseState) !== null1750 ) {1751 // Something suspended and we should still be in dehydrated mode.1752 // Leave the existing child in place.1753 workInProgress.child = current.child;1754 // The dehydrated completion pass expects this flag to be there1755 // but the normal suspense pass doesn't.1756 workInProgress.flags |= DidCapture;1757 return null;1758 } else {1759 // Suspended but we should no longer be in dehydrated mode.1760 // Therefore we now have to render the fallback.1761 const nextPrimaryChildren = nextProps.children;1762 const nextFallbackChildren = nextProps.fallback;1763 const fallbackChildFragment = mountSuspenseFallbackAfterRetryWithoutHydrating(1764 current,1765 workInProgress,1766 nextPrimaryChildren,1767 nextFallbackChildren,1768 renderLanes,1769 );1770 const primaryChildFragment: Fiber = (workInProgress.child: any);1771 primaryChildFragment.memoizedState = mountSuspenseOffscreenState(1772 renderLanes,1773 );1774 workInProgress.memoizedState = SUSPENDED_MARKER;1775 return fallbackChildFragment;1776 }1777 }1778 }1779 if (showFallback) {1780 const nextFallbackChildren = nextProps.fallback;1781 const nextPrimaryChildren = nextProps.children;1782 const fallbackChildFragment = updateSuspenseFallbackChildren(1783 current,1784 workInProgress,1785 nextPrimaryChildren,1786 nextFallbackChildren,1787 renderLanes,1788 );1789 const primaryChildFragment: Fiber = (workInProgress.child: any);1790 const prevOffscreenState: OffscreenState | null = (current.child: any)1791 .memoizedState;1792 primaryChildFragment.memoizedState =1793 prevOffscreenState === null1794 ? mountSuspenseOffscreenState(renderLanes)1795 : updateSuspenseOffscreenState(prevOffscreenState, renderLanes);1796 primaryChildFragment.childLanes = getRemainingWorkInPrimaryTree(1797 current,1798 renderLanes,1799 );1800 workInProgress.memoizedState = SUSPENDED_MARKER;1801 return fallbackChildFragment;1802 } else {1803 const nextPrimaryChildren = nextProps.children;1804 const primaryChildFragment = updateSuspensePrimaryChildren(1805 current,1806 workInProgress,1807 nextPrimaryChildren,1808 renderLanes,1809 );1810 workInProgress.memoizedState = null;1811 return primaryChildFragment;1812 }1813 } else {1814 // The current tree is not already showing a fallback.1815 if (showFallback) {1816 // Timed out.1817 const nextFallbackChildren = nextProps.fallback;1818 const nextPrimaryChildren = nextProps.children;1819 const fallbackChildFragment = updateSuspenseFallbackChildren(1820 current,1821 workInProgress,1822 nextPrimaryChildren,1823 nextFallbackChildren,1824 renderLanes,1825 );1826 const primaryChildFragment: Fiber = (workInProgress.child: any);1827 const prevOffscreenState: OffscreenState | null = (current.child: any)1828 .memoizedState;1829 primaryChildFragment.memoizedState =1830 prevOffscreenState === null1831 ? mountSuspenseOffscreenState(renderLanes)1832 : updateSuspenseOffscreenState(prevOffscreenState, renderLanes);1833 primaryChildFragment.childLanes = getRemainingWorkInPrimaryTree(1834 current,1835 renderLanes,1836 );1837 // Skip the primary children, and continue working on the1838 // fallback children.1839 workInProgress.memoizedState = SUSPENDED_MARKER;1840 return fallbackChildFragment;1841 } else {1842 // Still haven't timed out. Continue rendering the children, like we1843 // normally do.1844 const nextPrimaryChildren = nextProps.children;1845 const primaryChildFragment = updateSuspensePrimaryChildren(...
ReactFiberBeginWork.old.js
Source:ReactFiberBeginWork.old.js
...829 var SUSPENDED_MARKER = {830 dehydrated: null,831 retryLane: NoLane832 };833 function mountSuspenseOffscreenState(renderLanes) {834 return {835 baseLanes: renderLanes836 };837 }838 function updateSuspenseOffscreenState(prevOffscreenState, renderLanes) {839 return {840 baseLanes: mergeLanes(prevOffscreenState.baseLanes, renderLanes)841 };842 } // TODO: Probably should inline this back843 function shouldRemainOnFallback(suspenseContext, current, workInProgress, renderLanes) {844 // If we're already showing a fallback, there are cases where we need to845 // remain on that fallback regardless of whether the content has resolved.846 // For example, SuspenseList coordinates when nested content appears.847 if (current !== null) {848 var suspenseState = current.memoizedState;849 if (suspenseState === null) {850 // Currently showing content. Don't hide it, even if ForceSuspenseFallack851 // is true. More precise name might be "ForceRemainSuspenseFallback".852 // Note: This is a factoring smell. Can't remain on a fallback if there's853 // no fallback to remain on.854 return false;855 }856 } // Not currently showing content. Consult the Suspense context.857 return hasSuspenseContext(suspenseContext, ForceSuspenseFallback);858 }859 function getRemainingWorkInPrimaryTree(current, renderLanes) {860 // TODO: Should not remove render lanes that were pinged during this render861 return removeLanes(current.childLanes, renderLanes);862 }863 function updateSuspenseComponent(current, workInProgress, renderLanes) {864 var nextProps = workInProgress.pendingProps; // This is used by DevTools to force a boundary to suspend.865 {866 if (shouldSuspend(workInProgress)) {867 workInProgress.flags |= DidCapture;868 }869 }870 var suspenseContext = suspenseStackCursor.current;871 var showFallback = false;872 var didSuspend = (workInProgress.flags & DidCapture) !== NoFlags;873 if (didSuspend || shouldRemainOnFallback(suspenseContext, current)) {874 // Something in this boundary's subtree already suspended. Switch to875 // rendering the fallback children.876 showFallback = true;877 workInProgress.flags &= ~DidCapture;878 } else {879 // Attempting the main content880 if (current === null || current.memoizedState !== null) {881 // This is a new mount or this boundary is already showing a fallback state.882 // Mark this subtree context as having at least one invisible parent that could883 // handle the fallback state.884 // Boundaries without fallbacks or should be avoided are not considered since885 // they cannot handle preferred fallback states.886 if (nextProps.fallback !== undefined && nextProps.unstable_avoidThisFallback !== true) {887 suspenseContext = addSubtreeSuspenseContext(suspenseContext, InvisibleParentSuspenseContext);888 }889 }890 }891 suspenseContext = setDefaultShallowSuspenseContext(suspenseContext);892 pushSuspenseContext(workInProgress, suspenseContext); // OK, the next part is confusing. We're about to reconcile the Suspense893 // boundary's children. This involves some custom reconcilation logic. Two894 // main reasons this is so complicated.895 //896 // First, Legacy Mode has different semantics for backwards compatibility. The897 // primary tree will commit in an inconsistent state, so when we do the898 // second pass to render the fallback, we do some exceedingly, uh, clever899 // hacks to make that not totally break. Like transferring effects and900 // deletions from hidden tree. In Concurrent Mode, it's much simpler,901 // because we bailout on the primary tree completely and leave it in its old902 // state, no effects. Same as what we do for Offscreen (except that903 // Offscreen doesn't have the first render pass).904 //905 // Second is hydration. During hydration, the Suspense fiber has a slightly906 // different layout, where the child points to a dehydrated fragment, which907 // contains the DOM rendered by the server.908 //909 // Third, even if you set all that aside, Suspense is like error boundaries in910 // that we first we try to render one tree, and if that fails, we render again911 // and switch to a different tree. Like a try/catch block. So we have to track912 // which branch we're currently rendering. Ideally we would model this using913 // a stack.914 if (current === null) {915 // Initial mount916 // If we're currently hydrating, try to hydrate this boundary.917 // But only if this has a fallback.918 if (nextProps.fallback !== undefined) {919 tryToClaimNextHydratableInstance(workInProgress); // This could've been a dehydrated suspense component.920 {921 var suspenseState = workInProgress.memoizedState;922 if (suspenseState !== null) {923 var dehydrated = suspenseState.dehydrated;924 if (dehydrated !== null) {925 return mountDehydratedSuspenseComponent(workInProgress, dehydrated);926 }927 }928 }929 }930 var nextPrimaryChildren = nextProps.children;931 var nextFallbackChildren = nextProps.fallback;932 if (showFallback) {933 var fallbackFragment = mountSuspenseFallbackChildren(workInProgress, nextPrimaryChildren, nextFallbackChildren, renderLanes);934 var primaryChildFragment = workInProgress.child;935 primaryChildFragment.memoizedState = mountSuspenseOffscreenState(renderLanes);936 workInProgress.memoizedState = SUSPENDED_MARKER;937 return fallbackFragment;938 } else if (typeof nextProps.unstable_expectedLoadTime === 'number') {939 // This is a CPU-bound tree. Skip this tree and show a placeholder to940 // unblock the surrounding content. Then immediately retry after the941 // initial commit.942 var _fallbackFragment = mountSuspenseFallbackChildren(workInProgress, nextPrimaryChildren, nextFallbackChildren, renderLanes);943 var _primaryChildFragment = workInProgress.child;944 _primaryChildFragment.memoizedState = mountSuspenseOffscreenState(renderLanes);945 workInProgress.memoizedState = SUSPENDED_MARKER; // Since nothing actually suspended, there will nothing to ping this to946 // get it started back up to attempt the next item. While in terms of947 // priority this work has the same priority as this current render, it's948 // not part of the same transition once the transition has committed. If949 // it's sync, we still want to yield so that it can be painted.950 // Conceptually, this is really the same as pinging. We can use any951 // RetryLane even if it's the one currently rendering since we're leaving952 // it behind on this node.953 workInProgress.lanes = SomeRetryLane;954 {955 markSpawnedWork(SomeRetryLane);956 }957 return _fallbackFragment;958 } else {959 return mountSuspensePrimaryChildren(workInProgress, nextPrimaryChildren, renderLanes);960 }961 } else {962 // This is an update.963 // If the current fiber has a SuspenseState, that means it's already showing964 // a fallback.965 var prevState = current.memoizedState;966 if (prevState !== null) {967 // The current tree is already showing a fallback968 // Special path for hydration969 {970 var _dehydrated = prevState.dehydrated;971 if (_dehydrated !== null) {972 if (!didSuspend) {973 return updateDehydratedSuspenseComponent(current, workInProgress, _dehydrated, prevState, renderLanes);974 } else if (workInProgress.memoizedState !== null) {975 // Something suspended and we should still be in dehydrated mode.976 // Leave the existing child in place.977 workInProgress.child = current.child; // The dehydrated completion pass expects this flag to be there978 // but the normal suspense pass doesn't.979 workInProgress.flags |= DidCapture;980 return null;981 } else {982 // Suspended but we should no longer be in dehydrated mode.983 // Therefore we now have to render the fallback.984 var _nextPrimaryChildren = nextProps.children;985 var _nextFallbackChildren = nextProps.fallback;986 var fallbackChildFragment = mountSuspenseFallbackAfterRetryWithoutHydrating(current, workInProgress, _nextPrimaryChildren, _nextFallbackChildren, renderLanes);987 var _primaryChildFragment2 = workInProgress.child;988 _primaryChildFragment2.memoizedState = mountSuspenseOffscreenState(renderLanes);989 workInProgress.memoizedState = SUSPENDED_MARKER;990 return fallbackChildFragment;991 }992 }993 }994 if (showFallback) {995 var _nextFallbackChildren2 = nextProps.fallback;996 var _nextPrimaryChildren2 = nextProps.children;997 var _fallbackChildFragment = updateSuspenseFallbackChildren(current, workInProgress, _nextPrimaryChildren2, _nextFallbackChildren2, renderLanes);998 var _primaryChildFragment3 = workInProgress.child;999 var prevOffscreenState = current.child.memoizedState;1000 _primaryChildFragment3.memoizedState = prevOffscreenState === null ? mountSuspenseOffscreenState(renderLanes) : updateSuspenseOffscreenState(prevOffscreenState, renderLanes);1001 _primaryChildFragment3.childLanes = getRemainingWorkInPrimaryTree(current, renderLanes);1002 workInProgress.memoizedState = SUSPENDED_MARKER;1003 return _fallbackChildFragment;1004 } else {1005 var _nextPrimaryChildren3 = nextProps.children;1006 var _primaryChildFragment4 = updateSuspensePrimaryChildren(current, workInProgress, _nextPrimaryChildren3, renderLanes);1007 workInProgress.memoizedState = null;1008 return _primaryChildFragment4;1009 }1010 } else {1011 // The current tree is not already showing a fallback.1012 if (showFallback) {1013 // Timed out.1014 var _nextFallbackChildren3 = nextProps.fallback;1015 var _nextPrimaryChildren4 = nextProps.children;1016 var _fallbackChildFragment2 = updateSuspenseFallbackChildren(current, workInProgress, _nextPrimaryChildren4, _nextFallbackChildren3, renderLanes);1017 var _primaryChildFragment5 = workInProgress.child;1018 var _prevOffscreenState = current.child.memoizedState;1019 _primaryChildFragment5.memoizedState = _prevOffscreenState === null ? mountSuspenseOffscreenState(renderLanes) : updateSuspenseOffscreenState(_prevOffscreenState, renderLanes);1020 _primaryChildFragment5.childLanes = getRemainingWorkInPrimaryTree(current, renderLanes); // Skip the primary children, and continue working on the1021 // fallback children.1022 workInProgress.memoizedState = SUSPENDED_MARKER;1023 return _fallbackChildFragment2;1024 } else {1025 // Still haven't timed out. Continue rendering the children, like we1026 // normally do.1027 var _nextPrimaryChildren5 = nextProps.children;1028 var _primaryChildFragment6 = updateSuspensePrimaryChildren(current, workInProgress, _nextPrimaryChildren5, renderLanes);1029 workInProgress.memoizedState = null;1030 return _primaryChildFragment6;1031 }1032 }1033 }...
FiberBeginWork.js
Source:FiberBeginWork.js
...165}166const SUSPENDED_MARKER = {167 retryLane: NoLanes,168}169function mountSuspenseOffscreenState(renderLanes){170 return {171 baseLanes: renderLanes172 }173}174function updateSuspenseOffscreenState(175 prevOffscreenState,176 renderLanes,177){178 return {179 baseLanes: mergeLanes(prevOffscreenState.baseLanes, renderLanes),180 }181}182function shouldRemainOnFallback(suspenseContext, current, workInProgress){183 // If we're already showing a fallback, there are cases where we need to 184 // remain on that fallback regardless of whether the content has resolved.185 // e.g Suspense has unresolved children. 186 if (current !== null){187 const suspenseState = current.memoizedState;188 if(suspenseState === null){189 return false;190 }191 }192 // Not currently showing content. Consult the Suspense context.193 return hasSuspenseContext(194 suspenseContext,195 ForceSuspenseFallback196 )197}198function updateSuspenseComponent(current, workInProgress, renderLanes){ 199 const nextProps = workInProgress.pendingProps;200 let suspenseContext = suspenseStackCursor.current;201 let showFallback = false;202 const didSuspend = (workInProgress.flags & DidCapture) !== NoFlags;203 if(204 didSuspend ||205 shouldRemainOnFallback(206 suspenseContext,207 current,208 workInProgress209 )210 ){211 // part of the subtree has suspended and render the fallback children.212 showFallback = true;213 workInProgress.flags &= ~DidCapture;214 } else {215 // Attempting the main content216 if(217 current === null ||218 (current.memoizedState !== null)219 ){220 // This is a new mount waiting for resolving content or this boundary is 221 // already showing a fallback state.222 // Mark this subtree context as having at least one invisible parent that 223 // could handle the fallback state..224 suspenseContext = addSubtreeSuspenseContext(225 suspenseContext,226 InvisibleParentSuspenseContext,227 ) 228 }229 }230 // pushSuspenseContext()231 push(suspenseStackCursor, suspenseContext);232 if (current === null){233 // Initial mount234 const nextPrimaryChildren = nextProps.children;235 const nextFallbackChildren = nextProps.fallback;236 if (showFallback){237 const fallbackFragment = mountSuspenseFallbackChildren(238 workInProgress,239 nextPrimaryChildren,240 nextFallbackChildren,241 renderLanes,242 );243 const primaryChildFragment = workInProgress.child;244 primaryChildFragment.memoizedState = mountSuspenseOffscreenState(245 renderLanes,246 );247 workInProgress.memoizedState = SUSPENDED_MARKER;248 return fallbackFragment;249 } else {250 return mountSuspensePrimaryChildren(251 workInProgress,252 nextPrimaryChildren,253 renderLanes,254 )255 }256 } else {257 // Update.258 // If the current fiber has a SuspenseState, that means it's already 259 // showing a fallback.260 const prevState = current.memoizedState;261 if (prevState !== null){262 if (showFallback){263 const nextFallbackChildren = nextProps.fallback;264 const nextPrimaryChildren = nextProps.children;265 const fallbackChildFragment = updateSuspenseFallbackChildren(266 current,267 workInProgress,268 nextPrimaryChildren,269 nextFallbackChildren,270 renderLanes271 )272 const primaryChildFragment = workInProgress.child;273 const prevOffscreenState = current.child.memoizedState;274 primaryChildFragment.memoizedState = 275 prevOffscreenState === null276 ? mountSuspenseOffscreenState(renderLanes)277 : updateSuspenseOffscreenState(prevOffscreenState, renderLanes); 278 primaryChildFragment.childLanes = removeLanes(279 current.childLanes, 280 renderLanes281 );282 workInProgress.memoizedState = SUSPENDED_MARKER;283 return fallbackChildFragment; 284 } else {285 const nextPrimaryChildren = nextProps.children;286 const primaryChildFragment = updateSuspensePrimaryChildren(287 current,288 workInProgress,289 nextPrimaryChildren,290 renderLanes,291 );292 workInProgress.memoizedState = null;293 return primaryChildFragment;294 }295 } else {296 // the current tree is not showing a fallback.297 if(showFallback){298 // Timed out.299 const nextFallbackChildren = nextProps.fallback;300 const nextPrimaryChildren = nextProps.children;301 const fallbackChildFragment = updateSuspenseFallbackChildren(302 current,303 workInProgress,304 nextPrimaryChildren,305 nextFallbackChildren,306 renderLanes307 )308 const primaryChildFragment = workInProgress.child;309 const prevOffscreenState = current.child.memoizedState;310 primaryChildFragment.memoizedState = 311 prevOffscreenState === null312 ? mountSuspenseOffscreenState(renderLanes)313 : updateSuspenseOffscreenState(prevOffscreenState, renderLanes); 314 primaryChildFragment.childLanes = removeLanes(315 current.childLanes, 316 renderLanes317 );318 workInProgress.memoizedState = SUSPENDED_MARKER;319 return fallbackChildFragment;320 } else {321 const nextPrimaryChildren = nextProps.children;322 const primaryChildFragment = updateSuspensePrimaryChildren(323 current,324 workInProgress,325 nextPrimaryChildren,326 renderLanes,...
Using AI Code Generation
1const { mountSuspenseOffscreenState } = require('playwright/lib/server/supplements/utils/suspense');2const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');3const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');4const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');5const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');6const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');7const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');8const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');9const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');10const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');11const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');12const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');13const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');14const { waitForSuspense } = require('playwright/lib/server/supplements/utils/suspense');15const { waitForSusp
Using AI Code Generation
1const { mountSuspenseOffscreenState } = require('playwright-core/lib/server/supplements/recorder/recorderSupplement.js');2const { Page } = require('playwright-core/lib/server/page.js');3const { Frame } = require('playwright-core/lib/server/frames.js');4const { ElementHandle } = require('playwright-core/lib/server/dom.js');5const { mountSuspenseOffscreenState } = require('playwright-core/lib/server/supplements/recorder/recorderSupplement.js');6const { Page } = require('playwright-core/lib/server/page.js');7const { Frame } = require('playwright-core/lib/server/frames.js');8const { ElementHandle } = require('playwright-core/lib/server/dom.js');9const { mountSuspenseOffscreenState } = require('playwright-core/lib/server/supplements/recorder/recorderSupplement.js');10const { Page } = require('playwright-core/lib/server/page.js');11const { Frame } = require('playwright-core/lib/server/frames.js');12const { ElementHandle } = require('playwright-core/lib/server/dom.js');13const { mountSuspenseOffscreenState } = require('playwright-core/lib/server/supplements/recorder/recorderSupplement.js');14const { Page } = require('playwright-core/lib/server/page.js');15const { Frame } = require('playwright-core/lib/server/frames.js');16const { ElementHandle } = require('playwright-core/lib/server/dom.js');17const { mountSuspenseOffscreenState } = require('playwright-core/lib/server/supplements/recorder/recorderSupplement.js');18const { Page } = require('playwright-core/lib/server/page.js');19const { Frame } = require('playwright-core/lib/server/frames.js');20const { ElementHandle } = require('playwright-core/lib/server/dom.js');21const { mountSuspenseOffscreenState } = require('playwright-core/lib/server/supplements/recorder/recorderSupplement.js');22const { Page } = require('playwright
Using AI Code Generation
1const { mountSuspenseOffscreenState } = require('playwright/lib/server/supplements/supplements.js');2const { test } = require('@playwright/test');3test('test', async ({ page }) => {4 mountSuspenseOffscreenState(page);5 await page.click('input[name="q"]');6 await page.fill('input[name="q"]', 'Playwright');7 await page.press('input[name="q"]', 'Enter');8 await page.waitForSelector('text=Playwright is a Node.js library to automate');9});10import { PlaywrightTestConfig } from '@playwright/test';11const config: PlaywrightTestConfig = {12 use: {13 viewport: { width: 1280, height: 720 },14 },15 {16 use: {17 },18 },19};20export default config;
Using AI Code Generation
1const { mountSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderApp');2const { Page } = require('playwright');3(async () => {4 const browser = await chromium.launch();5 const page = await browser.newPage();6 await page.waitForSelector('input[title="Search"]');7 await page.fill('input[title="Search"]', 'Playwright');8 await page.click('text=Playwright - Google Search');9 await page.waitForSelector('text=Playwright is a Node library to automate Chromium, Firefox and WebKit with a single API');10 await page.click('text=Playwright is a Node library to automate Chromium, Firefox and WebKit with a single API');11 await page.waitForSelector('text=GitHub - microsoft/playwright: Node library to automate');12 await mountSuspenseOffscreenState(page, 'text=GitHub - microsoft/playwright: Node library to automate');13 await page.click('text=GitHub - microsoft/playwright: Node library to automate');14 await page.waitForSelector('text=Playwright is a Node library to automate Chromium, Firefox and WebKit with a single API');15 await page.click('text=Playwright is a Node library to automate Chromium, Firefox and WebKit with a single API');16 await page.waitForSelector('text=GitHub - microsoft/playwright: Node library to automate');17 await mountSuspenseOffscreenState(page, 'text=GitHub - microsoft/playwright: Node library to automate');18 await page.click('text=GitHub - microsoft/playwright: Node library to automate');19 await page.waitForSelector('text=Playwright is a Node library to automate Chromium, Firefox and WebKit with a single API');20 await page.click('text=Playwright is a Node library to automate Chromium, Firefox and WebKit with a single API');21 await page.waitForSelector('text=GitHub - microsoft/playwright: Node library to automate');22 await mountSuspenseOffscreenState(page, 'text=GitHub - microsoft/playwright: Node library to automate');23 await page.click('text=GitHub - microsoft
Using AI Code Generation
1const { mountSuspenseOffscreenState } = require('playwright/lib/server/supplements/suspenseOffscreenState');2const { chromium } = require('playwright');3(async () => {4 const browser = await chromium.launch();5 const context = await browser.newContext();6 const page = await context.newPage();7 await page.waitForSelector('input[name="q"]');8 await mountSuspenseOffscreenState(page);9 await page.screenshot({ path: 'google.png' });10 await page.type('input[name="q"]', 'playwright');11 await page.click('input[name="btnK"]');12 await page.waitForSelector('#result-stats');13 await page.screenshot({ path: 'search.png' });14 await browser.close();15})();16const { mountSuspenseOffscreenState } = require('playwright/lib/server/supplements/suspenseOffscreenState');17const { chromium } = require('playwright');18(async () => {19 const browser = await chromium.launch();20 const context = await browser.newContext({21 async beforeLoad(page) {22 await mountSuspenseOffscreenState(page);23 }24 });25 const page = await context.newPage();26 await page.waitForSelector('input[name="q"]');27 await page.screenshot({ path: 'google.png' });28 await page.type('input[name="q"]', 'playwright');29 await page.click('input[name="btnK"]');30 await page.waitForSelector('#result-stats');31 await page.screenshot({ path: 'search.png' });32 await browser.close();33})();
Using AI Code Generation
1const { mountSuspenseOffscreenState } = require('@playwright/test/lib/server/supplements/suspenseOffscreenState');2const { mountSuspenseOffscreenState } = require('@playwright/test/lib/server/supplements/suspenseOffscreenState');3const { mountSuspenseOffscreenState } = require('@playwright/test/lib/server/supplements/suspenseOffscreenState');4const { mountSuspenseOffscreenState } = require('@playwright/test/lib/server/supplements/suspenseOffscreenState');5const { mountSuspenseOffscreenState } = require('@playwright/test/lib/server/supplements/suspenseOffscreenState');6const { mountSuspenseOffscreenState } = require('@playwright/test/lib/server/supplements/suspenseOffscreenState');7const { mountSuspenseOffscreenState } = require('@playwright/test/lib/server/supplements/suspenseOffscreenState');8const { mountSuspenseOffscreenState } = require('@playwright/test/lib/server/supplements/suspenseOffscreenState');9const { mountSuspenseOffscreenState } = require('@playwright/test/lib/server/supplements/suspenseOffscreenState');10const { mountSuspenseOffscreenState } = require('@playwright/test/lib/server/supplements/suspenseOffscreenState');11const { mountSuspenseOffscreenState } = require('@playwright/test/lib/server/supplements/suspenseOffscreenState');12const { mountSuspenseOffscreenState } = require('@play
Using AI Code Generation
1const { mountSuspenseOffscreenState } = require('playwright/lib/server/supplements/supplements.js');2const { unmountSuspenseOffscreenState } = require('playwright/lib/server/supplements/supplements.js');3const { createSuspenseOffscreenState } = require('playwright/lib/server/supplements/supplements.js');4const { deleteSuspenseOffscreenState } = require('playwright/lib/server/supplements/supplements.js');5const { createSuspenseOffscreenState } = require('playwright/lib/server/supplements/supplements.js');6const { deleteSuspenseOffscreenState } = require('playwright/lib/server/supplements/supplements.js');7const { createSuspenseOffscreenState } = require('playwright/lib/server/supplements/supplements.js');8const { deleteSuspenseOffscreenState } = require('playwright/lib/server/supplements/supplements.js');9const { createSuspenseOffscreenState } = require('playwright/lib/server/supplements/supplements.js');10const { deleteSuspenseOffscreenState } = require('playwright/lib/server/supplements/supplements.js');
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