Best JavaScript code snippet using playwright-internal
ReactFiberBeginWork.new.js
Source:ReactFiberBeginWork.new.js
...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(1846 current,1847 workInProgress,1848 nextPrimaryChildren,1849 renderLanes,1850 );1851 workInProgress.memoizedState = null;1852 return primaryChildFragment;1853 }1854 }1855 }1856}1857function mountSuspensePrimaryChildren(1858 workInProgress,1859 primaryChildren,1860 renderLanes,1861) {1862 const mode = workInProgress.mode;1863 const primaryChildProps: OffscreenProps = {1864 mode: 'visible',1865 children: primaryChildren,1866 };1867 const primaryChildFragment = createFiberFromOffscreen(1868 primaryChildProps,1869 mode,1870 renderLanes,1871 null,1872 );1873 primaryChildFragment.return = workInProgress;1874 workInProgress.child = primaryChildFragment;1875 return primaryChildFragment;1876}1877function mountSuspenseFallbackChildren(1878 workInProgress,1879 primaryChildren,1880 fallbackChildren,1881 renderLanes,1882) {1883 const mode = workInProgress.mode;1884 const progressedPrimaryFragment: Fiber | null = workInProgress.child;1885 const primaryChildProps: OffscreenProps = {1886 mode: 'hidden',1887 children: primaryChildren,1888 };1889 let primaryChildFragment;1890 let fallbackChildFragment;1891 if ((mode & BlockingMode) === NoMode && progressedPrimaryFragment !== null) {1892 // In legacy mode, we commit the primary tree as if it successfully1893 // completed, even though it's in an inconsistent state.1894 primaryChildFragment = progressedPrimaryFragment;1895 primaryChildFragment.childLanes = NoLanes;1896 primaryChildFragment.pendingProps = primaryChildProps;1897 if (enableProfilerTimer && workInProgress.mode & ProfileMode) {1898 // Reset the durations from the first pass so they aren't included in the1899 // final amounts. This seems counterintuitive, since we're intentionally1900 // not measuring part of the render phase, but this makes it match what we1901 // do in Concurrent Mode.1902 primaryChildFragment.actualDuration = 0;1903 primaryChildFragment.actualStartTime = -1;1904 primaryChildFragment.selfBaseDuration = 0;1905 primaryChildFragment.treeBaseDuration = 0;1906 }1907 fallbackChildFragment = createFiberFromFragment(1908 fallbackChildren,1909 mode,1910 renderLanes,1911 null,1912 );1913 } else {1914 primaryChildFragment = createFiberFromOffscreen(1915 primaryChildProps,1916 mode,1917 NoLanes,1918 null,1919 );1920 fallbackChildFragment = createFiberFromFragment(1921 fallbackChildren,1922 mode,1923 renderLanes,1924 null,1925 );1926 }1927 primaryChildFragment.return = workInProgress;1928 fallbackChildFragment.return = workInProgress;1929 primaryChildFragment.sibling = fallbackChildFragment;1930 workInProgress.child = primaryChildFragment;1931 return fallbackChildFragment;1932}1933function createWorkInProgressOffscreenFiber(1934 current: Fiber,1935 offscreenProps: OffscreenProps,1936) {1937 // The props argument to `createWorkInProgress` is `any` typed, so we use this1938 // wrapper function to constrain it.1939 return createWorkInProgress(current, offscreenProps);1940}1941function updateSuspensePrimaryChildren(1942 current,1943 workInProgress,1944 primaryChildren,1945 renderLanes,1946) {1947 const currentPrimaryChildFragment: Fiber = (current.child: any);1948 const currentFallbackChildFragment: Fiber | null =1949 currentPrimaryChildFragment.sibling;1950 const primaryChildFragment = createWorkInProgressOffscreenFiber(1951 currentPrimaryChildFragment,1952 {1953 mode: 'visible',1954 children: primaryChildren,1955 },1956 );1957 if ((workInProgress.mode & BlockingMode) === NoMode) {1958 primaryChildFragment.lanes = renderLanes;1959 }1960 primaryChildFragment.return = workInProgress;1961 primaryChildFragment.sibling = null;1962 if (currentFallbackChildFragment !== null) {1963 // Delete the fallback child fragment1964 const deletions = workInProgress.deletions;1965 if (deletions === null) {1966 workInProgress.deletions = [currentFallbackChildFragment];1967 // TODO (effects) Rename this to better reflect its new usage (e.g. ChildDeletions)1968 workInProgress.flags |= Deletion;1969 } else {1970 deletions.push(currentFallbackChildFragment);1971 }1972 }1973 workInProgress.child = primaryChildFragment;1974 return primaryChildFragment;1975}1976function updateSuspenseFallbackChildren(1977 current,1978 workInProgress,1979 primaryChildren,1980 fallbackChildren,1981 renderLanes,1982) {1983 const mode = workInProgress.mode;1984 const currentPrimaryChildFragment: Fiber = (current.child: any);1985 const currentFallbackChildFragment: Fiber | null =1986 currentPrimaryChildFragment.sibling;1987 const primaryChildProps: OffscreenProps = {1988 mode: 'hidden',1989 children: primaryChildren,1990 };1991 let primaryChildFragment;1992 if (1993 // In legacy mode, we commit the primary tree as if it successfully1994 // completed, even though it's in an inconsistent state.1995 (mode & BlockingMode) === NoMode &&1996 // Make sure we're on the second pass, i.e. the primary child fragment was1997 // already cloned. In legacy mode, the only case where this isn't true is1998 // when DevTools forces us to display a fallback; we skip the first render1999 // pass entirely and go straight to rendering the fallback. (In Concurrent2000 // Mode, SuspenseList can also trigger this scenario, but this is a legacy-2001 // only codepath.)2002 workInProgress.child !== currentPrimaryChildFragment2003 ) {2004 const progressedPrimaryFragment: Fiber = (workInProgress.child: any);2005 primaryChildFragment = progressedPrimaryFragment;2006 primaryChildFragment.childLanes = NoLanes;2007 primaryChildFragment.pendingProps = primaryChildProps;2008 if (enableProfilerTimer && workInProgress.mode & ProfileMode) {2009 // Reset the durations from the first pass so they aren't included in the2010 // final amounts. This seems counterintuitive, since we're intentionally2011 // not measuring part of the render phase, but this makes it match what we2012 // do in Concurrent Mode.2013 primaryChildFragment.actualDuration = 0;2014 primaryChildFragment.actualStartTime = -1;2015 primaryChildFragment.selfBaseDuration =2016 currentPrimaryChildFragment.selfBaseDuration;2017 primaryChildFragment.treeBaseDuration =2018 currentPrimaryChildFragment.treeBaseDuration;2019 }2020 // The fallback fiber was added as a deletion effect during the first pass.2021 // However, since we're going to remain on the fallback, we no longer want2022 // to delete it.2023 workInProgress.deletions = null;2024 } else {2025 primaryChildFragment = createWorkInProgressOffscreenFiber(2026 currentPrimaryChildFragment,2027 primaryChildProps,2028 );2029 // Since we're reusing a current tree, we need to reuse the flags, too.2030 // (We don't do this in legacy mode, because in legacy mode we don't re-use2031 // the current tree; see previous branch.)2032 primaryChildFragment.subtreeFlags =2033 currentPrimaryChildFragment.subtreeFlags & StaticMask;2034 }2035 let fallbackChildFragment;2036 if (currentFallbackChildFragment !== null) {2037 fallbackChildFragment = createWorkInProgress(2038 currentFallbackChildFragment,2039 fallbackChildren,2040 );2041 } else {2042 fallbackChildFragment = createFiberFromFragment(2043 fallbackChildren,2044 mode,2045 renderLanes,2046 null,2047 );2048 // Needs a placement effect because the parent (the Suspense boundary) already2049 // mounted but this is a new fiber.2050 fallbackChildFragment.flags |= Placement;2051 }2052 fallbackChildFragment.return = workInProgress;2053 primaryChildFragment.return = workInProgress;2054 primaryChildFragment.sibling = fallbackChildFragment;2055 workInProgress.child = primaryChildFragment;2056 return fallbackChildFragment;2057}2058function retrySuspenseComponentWithoutHydrating(2059 current: Fiber,2060 workInProgress: Fiber,2061 renderLanes: Lanes,2062) {2063 // This will add the old fiber to the deletion list2064 reconcileChildFibers(workInProgress, current.child, null, renderLanes);2065 // We're now not suspended nor dehydrated.2066 const nextProps = workInProgress.pendingProps;2067 const primaryChildren = nextProps.children;2068 const primaryChildFragment = mountSuspensePrimaryChildren(2069 workInProgress,2070 primaryChildren,2071 renderLanes,2072 );2073 // Needs a placement effect because the parent (the Suspense boundary) already2074 // mounted but this is a new fiber.2075 primaryChildFragment.flags |= Placement;2076 workInProgress.memoizedState = null;2077 return primaryChildFragment;2078}2079function mountSuspenseFallbackAfterRetryWithoutHydrating(2080 current,2081 workInProgress,2082 primaryChildren,2083 fallbackChildren,2084 renderLanes,2085) {2086 const mode = workInProgress.mode;2087 const primaryChildFragment = createFiberFromOffscreen(2088 primaryChildren,2089 mode,2090 NoLanes,2091 null,2092 );2093 const fallbackChildFragment = createFiberFromFragment(2094 fallbackChildren,2095 mode,2096 renderLanes,2097 null,2098 );2099 // Needs a placement effect because the parent (the Suspense2100 // boundary) already mounted but this is a new fiber.2101 fallbackChildFragment.flags |= Placement;2102 primaryChildFragment.return = workInProgress;2103 fallbackChildFragment.return = workInProgress;2104 primaryChildFragment.sibling = fallbackChildFragment;2105 workInProgress.child = primaryChildFragment;2106 if ((workInProgress.mode & BlockingMode) !== NoMode) {2107 // We will have dropped the effect list which contains the2108 // deletion. We need to reconcile to delete the current child.2109 reconcileChildFibers(workInProgress, current.child, null, renderLanes);2110 }2111 return fallbackChildFragment;2112}2113function mountDehydratedSuspenseComponent(2114 workInProgress: Fiber,2115 suspenseInstance: SuspenseInstance,2116 renderLanes: Lanes,2117): null | Fiber {2118 // During the first pass, we'll bail out and not drill into the children.2119 // Instead, we'll leave the content in place and try to hydrate it later.2120 if ((workInProgress.mode & BlockingMode) === NoMode) {2121 if (__DEV__) {2122 console.error(2123 'Cannot hydrate Suspense in legacy mode. Switch from ' +2124 'ReactDOM.hydrate(element, container) to ' +2125 'ReactDOM.createBlockingRoot(container, { hydrate: true })' +2126 '.render(element) or remove the Suspense components from ' +2127 'the server rendered components.',2128 );2129 }2130 workInProgress.lanes = laneToLanes(SyncLane);2131 } else if (isSuspenseInstanceFallback(suspenseInstance)) {2132 // This is a client-only boundary. Since we won't get any content from the server2133 // for this, we need to schedule that at a higher priority based on when it would2134 // have timed out. In theory we could render it in this pass but it would have the2135 // wrong priority associated with it and will prevent hydration of parent path.2136 // Instead, we'll leave work left on it to render it in a separate commit.2137 // TODO This time should be the time at which the server rendered response that is2138 // a parent to this boundary was displayed. However, since we currently don't have2139 // a protocol to transfer that time, we'll just estimate it by using the current2140 // time. This will mean that Suspense timeouts are slightly shifted to later than2141 // they should be.2142 // Schedule a normal pri update to render this content.2143 if (enableSchedulerTracing) {2144 markSpawnedWork(DefaultHydrationLane);2145 }2146 workInProgress.lanes = laneToLanes(DefaultHydrationLane);2147 } else {2148 // We'll continue hydrating the rest at offscreen priority since we'll already2149 // be showing the right content coming from the server, it is no rush.2150 workInProgress.lanes = laneToLanes(OffscreenLane);2151 if (enableSchedulerTracing) {2152 markSpawnedWork(OffscreenLane);2153 }2154 }2155 return null;2156}2157function updateDehydratedSuspenseComponent(2158 current: Fiber,2159 workInProgress: Fiber,2160 suspenseInstance: SuspenseInstance,2161 suspenseState: SuspenseState,2162 renderLanes: Lanes,2163): null | Fiber {2164 // We should never be hydrating at this point because it is the first pass,2165 // but after we've already committed once.2166 warnIfHydrating();2167 if ((getExecutionContext() & RetryAfterError) !== NoContext) {2168 return retrySuspenseComponentWithoutHydrating(2169 current,2170 workInProgress,2171 renderLanes,2172 );2173 }2174 if ((workInProgress.mode & BlockingMode) === NoMode) {2175 return retrySuspenseComponentWithoutHydrating(2176 current,2177 workInProgress,2178 renderLanes,2179 );2180 }2181 if (isSuspenseInstanceFallback(suspenseInstance)) {2182 // This boundary is in a permanent fallback state. In this case, we'll never2183 // get an update and we'll never be able to hydrate the final content. Let's just try the2184 // client side render instead.2185 return retrySuspenseComponentWithoutHydrating(2186 current,2187 workInProgress,2188 renderLanes,2189 );2190 }2191 // We use lanes to indicate that a child might depend on context, so if2192 // any context has changed, we need to treat is as if the input might have changed.2193 const hasContextChanged = includesSomeLane(renderLanes, current.childLanes);2194 if (didReceiveUpdate || hasContextChanged) {2195 // This boundary has changed since the first render. This means that we are now unable to2196 // hydrate it. We might still be able to hydrate it using a higher priority lane.2197 const root = getWorkInProgressRoot();2198 if (root !== null) {2199 const attemptHydrationAtLane = getBumpedLaneForHydration(2200 root,2201 renderLanes,2202 );2203 if (2204 attemptHydrationAtLane !== NoLane &&2205 attemptHydrationAtLane !== suspenseState.retryLane2206 ) {2207 // Intentionally mutating since this render will get interrupted. This2208 // is one of the very rare times where we mutate the current tree2209 // during the render phase.2210 suspenseState.retryLane = attemptHydrationAtLane;2211 // TODO: Ideally this would inherit the event time of the current render2212 const eventTime = NoTimestamp;2213 scheduleUpdateOnFiber(current, attemptHydrationAtLane, eventTime);2214 } else {2215 // We have already tried to ping at a higher priority than we're rendering with2216 // so if we got here, we must have failed to hydrate at those levels. We must2217 // now give up. Instead, we're going to delete the whole subtree and instead inject2218 // a new real Suspense boundary to take its place, which may render content2219 // or fallback. This might suspend for a while and if it does we might still have2220 // an opportunity to hydrate before this pass commits.2221 }2222 }2223 // If we have scheduled higher pri work above, this will probably just abort the render2224 // since we now have higher priority work, but in case it doesn't, we need to prepare to2225 // render something, if we time out. Even if that requires us to delete everything and2226 // skip hydration.2227 // Delay having to do this as long as the suspense timeout allows us.2228 renderDidSuspendDelayIfPossible();2229 return retrySuspenseComponentWithoutHydrating(2230 current,2231 workInProgress,2232 renderLanes,2233 );2234 } else if (isSuspenseInstancePending(suspenseInstance)) {2235 // This component is still pending more data from the server, so we can't hydrate its2236 // content. We treat it as if this component suspended itself. It might seem as if2237 // we could just try to render it client-side instead. However, this will perform a2238 // lot of unnecessary work and is unlikely to complete since it often will suspend2239 // on missing data anyway. Additionally, the server might be able to render more2240 // than we can on the client yet. In that case we'd end up with more fallback states2241 // on the client than if we just leave it alone. If the server times out or errors2242 // these should update this boundary to the permanent Fallback state instead.2243 // Mark it as having captured (i.e. suspended).2244 workInProgress.flags |= DidCapture;2245 // Leave the child in place. I.e. the dehydrated fragment.2246 workInProgress.child = current.child;2247 // Register a callback to retry this boundary once the server has sent the result.2248 let retry = retryDehydratedSuspenseBoundary.bind(null, current);2249 if (enableSchedulerTracing) {2250 retry = Schedule_tracing_wrap(retry);2251 }2252 registerSuspenseInstanceRetry(suspenseInstance, retry);2253 return null;2254 } else {2255 // This is the first attempt.2256 reenterHydrationStateFromDehydratedSuspenseInstance(2257 workInProgress,2258 suspenseInstance,2259 );2260 const nextProps = workInProgress.pendingProps;2261 const primaryChildren = nextProps.children;2262 const primaryChildFragment = mountSuspensePrimaryChildren(2263 workInProgress,2264 primaryChildren,2265 renderLanes,2266 );2267 // Mark the children as hydrating. This is a fast path to know whether this2268 // tree is part of a hydrating tree. This is used to determine if a child2269 // node has fully mounted yet, and for scheduling event replaying.2270 // Conceptually this is similar to Placement in that a new subtree is2271 // inserted into the React tree here. It just happens to not need DOM2272 // mutations because it already exists.2273 primaryChildFragment.flags |= Hydrating;2274 return primaryChildFragment;2275 }2276}...
ReactFiberBeginWork.old.js
Source:ReactFiberBeginWork.old.js
...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 }1034 }1035 function mountSuspensePrimaryChildren(workInProgress, primaryChildren, renderLanes) {1036 var mode = workInProgress.mode;1037 var primaryChildProps = {1038 mode: 'visible',1039 children: primaryChildren1040 };1041 var primaryChildFragment = createFiberFromOffscreen(primaryChildProps, mode, renderLanes, null);1042 primaryChildFragment.return = workInProgress;1043 workInProgress.child = primaryChildFragment;1044 return primaryChildFragment;1045 }1046 function mountSuspenseFallbackChildren(workInProgress, primaryChildren, fallbackChildren, renderLanes) {1047 var mode = workInProgress.mode;1048 var progressedPrimaryFragment = workInProgress.child;1049 var primaryChildProps = {1050 mode: 'hidden',1051 children: primaryChildren1052 };1053 var primaryChildFragment;1054 var fallbackChildFragment;1055 if ((mode & BlockingMode) === NoMode && progressedPrimaryFragment !== null) {1056 // In legacy mode, we commit the primary tree as if it successfully1057 // completed, even though it's in an inconsistent state.1058 primaryChildFragment = progressedPrimaryFragment;1059 primaryChildFragment.childLanes = NoLanes;1060 primaryChildFragment.pendingProps = primaryChildProps;1061 if ( workInProgress.mode & ProfileMode) {1062 // Reset the durations from the first pass so they aren't included in the1063 // final amounts. This seems counterintuitive, since we're intentionally1064 // not measuring part of the render phase, but this makes it match what we1065 // do in Concurrent Mode.1066 primaryChildFragment.actualDuration = 0;1067 primaryChildFragment.actualStartTime = -1;1068 primaryChildFragment.selfBaseDuration = 0;1069 primaryChildFragment.treeBaseDuration = 0;1070 }1071 fallbackChildFragment = createFiberFromFragment(fallbackChildren, mode, renderLanes, null);1072 } else {1073 primaryChildFragment = createFiberFromOffscreen(primaryChildProps, mode, NoLanes, null);1074 fallbackChildFragment = createFiberFromFragment(fallbackChildren, mode, renderLanes, null);1075 }1076 primaryChildFragment.return = workInProgress;1077 fallbackChildFragment.return = workInProgress;1078 primaryChildFragment.sibling = fallbackChildFragment;1079 workInProgress.child = primaryChildFragment;1080 return fallbackChildFragment;1081 }1082 function createWorkInProgressOffscreenFiber(current, offscreenProps) {1083 // The props argument to `createWorkInProgress` is `any` typed, so we use this1084 // wrapper function to constrain it.1085 return createWorkInProgress(current, offscreenProps);1086 }1087 function updateSuspensePrimaryChildren(current, workInProgress, primaryChildren, renderLanes) {1088 var currentPrimaryChildFragment = current.child;1089 var currentFallbackChildFragment = currentPrimaryChildFragment.sibling;1090 var primaryChildFragment = createWorkInProgressOffscreenFiber(currentPrimaryChildFragment, {1091 mode: 'visible',1092 children: primaryChildren1093 });1094 if ((workInProgress.mode & BlockingMode) === NoMode) {1095 primaryChildFragment.lanes = renderLanes;1096 }1097 primaryChildFragment.return = workInProgress;1098 primaryChildFragment.sibling = null;1099 if (currentFallbackChildFragment !== null) {1100 // Delete the fallback child fragment1101 currentFallbackChildFragment.nextEffect = null;1102 currentFallbackChildFragment.flags = Deletion;1103 workInProgress.firstEffect = workInProgress.lastEffect = currentFallbackChildFragment;1104 }1105 workInProgress.child = primaryChildFragment;1106 return primaryChildFragment;1107 }1108 function updateSuspenseFallbackChildren(current, workInProgress, primaryChildren, fallbackChildren, renderLanes) {1109 var mode = workInProgress.mode;1110 var currentPrimaryChildFragment = current.child;1111 var currentFallbackChildFragment = currentPrimaryChildFragment.sibling;1112 var primaryChildProps = {1113 mode: 'hidden',1114 children: primaryChildren1115 };1116 var primaryChildFragment;1117 if ( // In legacy mode, we commit the primary tree as if it successfully1118 // completed, even though it's in an inconsistent state.1119 (mode & BlockingMode) === NoMode && // Make sure we're on the second pass, i.e. the primary child fragment was1120 // already cloned. In legacy mode, the only case where this isn't true is1121 // when DevTools forces us to display a fallback; we skip the first render1122 // pass entirely and go straight to rendering the fallback. (In Concurrent1123 // Mode, SuspenseList can also trigger this scenario, but this is a legacy-1124 // only codepath.)1125 workInProgress.child !== currentPrimaryChildFragment) {1126 var progressedPrimaryFragment = workInProgress.child;1127 primaryChildFragment = progressedPrimaryFragment;1128 primaryChildFragment.childLanes = NoLanes;1129 primaryChildFragment.pendingProps = primaryChildProps;1130 if ( workInProgress.mode & ProfileMode) {1131 // Reset the durations from the first pass so they aren't included in the1132 // final amounts. This seems counterintuitive, since we're intentionally1133 // not measuring part of the render phase, but this makes it match what we1134 // do in Concurrent Mode.1135 primaryChildFragment.actualDuration = 0;1136 primaryChildFragment.actualStartTime = -1;1137 primaryChildFragment.selfBaseDuration = currentPrimaryChildFragment.selfBaseDuration;1138 primaryChildFragment.treeBaseDuration = currentPrimaryChildFragment.treeBaseDuration;1139 } // The fallback fiber was added as a deletion effect during the first pass.1140 // However, since we're going to remain on the fallback, we no longer want1141 // to delete it. So we need to remove it from the list. Deletions are stored1142 // on the same list as effects. We want to keep the effects from the primary1143 // tree. So we copy the primary child fragment's effect list, which does not1144 // include the fallback deletion effect.1145 var progressedLastEffect = primaryChildFragment.lastEffect;1146 if (progressedLastEffect !== null) {1147 workInProgress.firstEffect = primaryChildFragment.firstEffect;1148 workInProgress.lastEffect = progressedLastEffect;1149 progressedLastEffect.nextEffect = null;1150 } else {1151 // TODO: Reset this somewhere else? Lol legacy mode is so weird.1152 workInProgress.firstEffect = workInProgress.lastEffect = null;1153 }1154 } else {1155 primaryChildFragment = createWorkInProgressOffscreenFiber(currentPrimaryChildFragment, primaryChildProps);1156 }1157 var fallbackChildFragment;1158 if (currentFallbackChildFragment !== null) {1159 fallbackChildFragment = createWorkInProgress(currentFallbackChildFragment, fallbackChildren);1160 } else {1161 fallbackChildFragment = createFiberFromFragment(fallbackChildren, mode, renderLanes, null); // Needs a placement effect because the parent (the Suspense boundary) already1162 // mounted but this is a new fiber.1163 fallbackChildFragment.flags |= Placement;1164 }1165 fallbackChildFragment.return = workInProgress;1166 primaryChildFragment.return = workInProgress;1167 primaryChildFragment.sibling = fallbackChildFragment;1168 workInProgress.child = primaryChildFragment;1169 return fallbackChildFragment;1170 }1171 function retrySuspenseComponentWithoutHydrating(current, workInProgress, renderLanes) {1172 // This will add the old fiber to the deletion list1173 reconcileChildFibers(workInProgress, current.child, null, renderLanes); // We're now not suspended nor dehydrated.1174 var nextProps = workInProgress.pendingProps;1175 var primaryChildren = nextProps.children;1176 var primaryChildFragment = mountSuspensePrimaryChildren(workInProgress, primaryChildren, renderLanes); // Needs a placement effect because the parent (the Suspense boundary) already1177 // mounted but this is a new fiber.1178 primaryChildFragment.flags |= Placement;1179 workInProgress.memoizedState = null;1180 return primaryChildFragment;1181 }1182 function mountSuspenseFallbackAfterRetryWithoutHydrating(current, workInProgress, primaryChildren, fallbackChildren, renderLanes) {1183 var mode = workInProgress.mode;1184 var primaryChildFragment = createFiberFromOffscreen(primaryChildren, mode, NoLanes, null);1185 var fallbackChildFragment = createFiberFromFragment(fallbackChildren, mode, renderLanes, null); // Needs a placement effect because the parent (the Suspense1186 // boundary) already mounted but this is a new fiber.1187 fallbackChildFragment.flags |= Placement;1188 primaryChildFragment.return = workInProgress;1189 fallbackChildFragment.return = workInProgress;1190 primaryChildFragment.sibling = fallbackChildFragment;1191 workInProgress.child = primaryChildFragment;1192 if ((workInProgress.mode & BlockingMode) !== NoMode) {1193 // We will have dropped the effect list which contains the1194 // deletion. We need to reconcile to delete the current child.1195 reconcileChildFibers(workInProgress, current.child, null, renderLanes);1196 }1197 return fallbackChildFragment;1198 }1199 function mountDehydratedSuspenseComponent(workInProgress, suspenseInstance, renderLanes) {1200 // During the first pass, we'll bail out and not drill into the children.1201 // Instead, we'll leave the content in place and try to hydrate it later.1202 if ((workInProgress.mode & BlockingMode) === NoMode) {1203 {1204 error('Cannot hydrate Suspense in legacy mode. Switch from ' + 'ReactDOM.hydrate(element, container) to ' + 'ReactDOM.createBlockingRoot(container, { hydrate: true })' + '.render(element) or remove the Suspense components from ' + 'the server rendered components.');1205 }1206 workInProgress.lanes = laneToLanes(SyncLane);1207 } else if (isSuspenseInstanceFallback(suspenseInstance)) {1208 // This is a client-only boundary. Since we won't get any content from the server1209 // for this, we need to schedule that at a higher priority based on when it would1210 // have timed out. In theory we could render it in this pass but it would have the1211 // wrong priority associated with it and will prevent hydration of parent path.1212 // Instead, we'll leave work left on it to render it in a separate commit.1213 // TODO This time should be the time at which the server rendered response that is1214 // a parent to this boundary was displayed. However, since we currently don't have1215 // a protocol to transfer that time, we'll just estimate it by using the current1216 // time. This will mean that Suspense timeouts are slightly shifted to later than1217 // they should be.1218 // Schedule a normal pri update to render this content.1219 {1220 markSpawnedWork(DefaultHydrationLane);1221 }1222 workInProgress.lanes = laneToLanes(DefaultHydrationLane);1223 } else {1224 // We'll continue hydrating the rest at offscreen priority since we'll already1225 // be showing the right content coming from the server, it is no rush.1226 workInProgress.lanes = laneToLanes(OffscreenLane);1227 {1228 markSpawnedWork(OffscreenLane);1229 }1230 }1231 return null;1232 }1233 function updateDehydratedSuspenseComponent(current, workInProgress, suspenseInstance, suspenseState, renderLanes) {1234 // We should never be hydrating at this point because it is the first pass,1235 // but after we've already committed once.1236 warnIfHydrating();1237 if ((getExecutionContext() & RetryAfterError) !== NoContext) {1238 return retrySuspenseComponentWithoutHydrating(current, workInProgress, renderLanes);1239 }1240 if ((workInProgress.mode & BlockingMode) === NoMode) {1241 return retrySuspenseComponentWithoutHydrating(current, workInProgress, renderLanes);1242 }1243 if (isSuspenseInstanceFallback(suspenseInstance)) {1244 // This boundary is in a permanent fallback state. In this case, we'll never1245 // get an update and we'll never be able to hydrate the final content. Let's just try the1246 // client side render instead.1247 return retrySuspenseComponentWithoutHydrating(current, workInProgress, renderLanes);1248 } // We use lanes to indicate that a child might depend on context, so if1249 // any context has changed, we need to treat is as if the input might have changed.1250 var hasContextChanged = includesSomeLane(renderLanes, current.childLanes);1251 if (didReceiveUpdate || hasContextChanged) {1252 // This boundary has changed since the first render. This means that we are now unable to1253 // hydrate it. We might still be able to hydrate it using a higher priority lane.1254 var root = getWorkInProgressRoot();1255 if (root !== null) {1256 var attemptHydrationAtLane = getBumpedLaneForHydration(root, renderLanes);1257 if (attemptHydrationAtLane !== NoLane && attemptHydrationAtLane !== suspenseState.retryLane) {1258 // Intentionally mutating since this render will get interrupted. This1259 // is one of the very rare times where we mutate the current tree1260 // during the render phase.1261 suspenseState.retryLane = attemptHydrationAtLane; // TODO: Ideally this would inherit the event time of the current render1262 var eventTime = NoTimestamp;1263 scheduleUpdateOnFiber(current, attemptHydrationAtLane, eventTime);1264 }1265 } // If we have scheduled higher pri work above, this will probably just abort the render1266 // since we now have higher priority work, but in case it doesn't, we need to prepare to1267 // render something, if we time out. Even if that requires us to delete everything and1268 // skip hydration.1269 // Delay having to do this as long as the suspense timeout allows us.1270 renderDidSuspendDelayIfPossible();1271 return retrySuspenseComponentWithoutHydrating(current, workInProgress, renderLanes);1272 } else if (isSuspenseInstancePending(suspenseInstance)) {1273 // This component is still pending more data from the server, so we can't hydrate its1274 // content. We treat it as if this component suspended itself. It might seem as if1275 // we could just try to render it client-side instead. However, this will perform a1276 // lot of unnecessary work and is unlikely to complete since it often will suspend1277 // on missing data anyway. Additionally, the server might be able to render more1278 // than we can on the client yet. In that case we'd end up with more fallback states1279 // on the client than if we just leave it alone. If the server times out or errors1280 // these should update this boundary to the permanent Fallback state instead.1281 // Mark it as having captured (i.e. suspended).1282 workInProgress.flags |= DidCapture; // Leave the child in place. I.e. the dehydrated fragment.1283 workInProgress.child = current.child; // Register a callback to retry this boundary once the server has sent the result.1284 var retry = retryDehydratedSuspenseBoundary.bind(null, current);1285 {1286 retry = unstable_wrap(retry);1287 }1288 registerSuspenseInstanceRetry(suspenseInstance, retry);1289 return null;1290 } else {1291 // This is the first attempt.1292 reenterHydrationStateFromDehydratedSuspenseInstance(workInProgress, suspenseInstance);1293 var nextProps = workInProgress.pendingProps;1294 var primaryChildren = nextProps.children;1295 var primaryChildFragment = mountSuspensePrimaryChildren(workInProgress, primaryChildren, renderLanes); // Mark the children as hydrating. This is a fast path to know whether this1296 // tree is part of a hydrating tree. This is used to determine if a child1297 // node has fully mounted yet, and for scheduling event replaying.1298 // Conceptually this is similar to Placement in that a new subtree is1299 // inserted into the React tree here. It just happens to not need DOM1300 // mutations because it already exists.1301 primaryChildFragment.flags |= Hydrating;1302 return primaryChildFragment;1303 }1304 }1305 function scheduleWorkOnFiber(fiber, renderLanes) {1306 fiber.lanes = mergeLanes(fiber.lanes, renderLanes);1307 var alternate = fiber.alternate;1308 if (alternate !== null) {1309 alternate.lanes = mergeLanes(alternate.lanes, renderLanes);...
FiberBeginWork.js
Source:FiberBeginWork.js
...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,327 );328 workInProgress.memoizedState = null;329 return primaryChildFragment;330 }331 }332 }333}334function mountSuspensePrimaryChildren(335 workInProgress,336 primaryChildren,337 renderLanes338){339 const primaryChildProps = {340 mode: 'visible',341 children: primaryChildren,342 };343 // createFiberFromOffscreen()344 const primaryChildFragment = createFiber(345 OffscreenComponent,346 primaryChildProps347 );348 primaryChildFragment.elementType = JEACT_OFFSCREEN_TYPE;...
Using AI Code Generation
1const { mountSuspensePrimaryChildren } = require('playwright/lib/server/supplements/recorder/recorderSupplement.js');2const { mountSuspenseFallbackChildren } = require('playwright/lib/server/supplements/recorder/recorderSupplement.js');3mountSuspensePrimaryChildren();4mountSuspenseFallbackChildren();5const { mountSuspensePrimaryChildren } = require('playwright/lib/server/supplements/recorder/recorderSupplement.js');6const { mountSuspenseFallbackChildren } = require('playwright/lib/server/supplements/recorder/recorderSupplement.js');7mountSuspensePrimaryChildren();8mountSuspenseFallbackChildren();
Using AI Code Generation
1const { mountSuspensePrimaryChildren } = require('@playwright/test/lib/server/supplements/recorderSupplement.js');2const { mountSuspenseFallbackChildren } = require('@playwright/test/lib/server/supplements/recorderSupplement.js');3const { mountSuspensePrimaryChildren } = require('@playwright/test/lib/server/supplements/recorderSupplement.js');4const { mountSuspenseFallbackChildren } = require('@playwright/test/lib/server/supplements/recorderSupplement.js');5const { test } = require('@playwright/test');6test('My test', async ({ page }) => {7 await mountSuspensePrimaryChildren(page);8 await mountSuspenseFallbackChildren(page);9 await mountSuspensePrimaryChildren(page);10 await mountSuspenseFallbackChildren(page);11});12const { test } = require('@playwright/test');13test('My test', async ({ page }) => {14 await mountSuspensePrimaryChildren(page);15 await mountSuspenseFallbackChildren(page);16 await mountSuspensePrimaryChildren(page);17 await mountSuspenseFallbackChildren(page);18});19const { test } = require('@playwright/test');20test('My test', async ({ page }) => {21 await mountSuspensePrimaryChildren(page);22 await mountSuspenseFallbackChildren(page);23 await mountSuspensePrimaryChildren(page);24 await mountSuspenseFallbackChildren(page);25});26const { test } = require('@playwright/test
Using AI Code Generation
1const { mountSuspensePrimaryChildren } = require('playwright/lib/server/supplements/recorder/recorderSupplement.js');2const { Page } = require('playwright/lib/server/page.js');3const { ElementHandle } = require('playwright/lib/server/dom.js');4const { Frame } = require('playwright/lib/server/frames.js');5const { mountSuspensePrimaryChildren } = require('playwright/lib/server/supplements/recorder/recorderSupplement.js');6const { Page } = require('playwright/lib/server/page.js');7const { ElementHandle } = require('playwright/lib/server/dom.js');8const { Frame } = require('playwright/lib/server/frames.js');9const { mountSuspensePrimaryChildren } = require('playwright/lib/server/supplements/recorder/recorderSupplement.js');10const { Page } = require('playwright/lib/server/page.js');11const { ElementHandle } = require('playwright/lib/server/dom.js');12const { Frame } = require('playwright/lib/server/frames.js');13const { mountSuspensePrimaryChildren } = require('playwright/lib/server/supplements/recorder/recorderSupplement.js');14const { Page } = require('playwright/lib/server/page.js');15const { ElementHandle } = require('playwright/lib/server/dom.js');16const { Frame } = require('playwright/lib/server/frames.js');17const { mountSuspensePrimaryChildren } = require('playwright/lib/server/supplements/recorder/recorderSupplement.js');18const { Page } = require('playwright/lib/server/page.js');19const { ElementHandle } = require('playwright/lib/server/dom.js');20const { Frame } = require('playwright/lib/server/frames.js');21const { mountSuspensePrimaryChildren } = require('playwright/lib/server/supplements/recorder/recorderSupplement.js');22const { Page } = require('playwright/lib/server/page.js');23const { ElementHandle } = require('playwright/lib/server/dom.js');24const { Frame } = require('playwright/lib/server/frames.js');
Using AI Code Generation
1const { mountSuspensePrimaryChildren } = require("@playwright/test/lib/server/supplements/dom/suspense");2const { mountSuspenseFallbackChildren } = require("@playwright/test/lib/server/supplements/dom/suspense");3const { unmountSuspenseChildren } = require("@playwright/test/lib/server/supplements/dom/suspense");4const { getPrimaryChildren } = require("@playwright/test/lib/server/supplements/dom/suspense");5const { getFallbackChildren } = require("@playwright/test/lib/server/supplements/dom/suspense");6const { getFallbackContent } = require("@playwright/test/lib/server/supplements/dom/suspense");7const { getPrimaryContent } = require("@playwright/test/lib/server/supplements/dom/suspense");8const { getPrimaryContent } = require("@playwright/test/lib/server/supplements/dom/suspense");9const { getPrimaryContent } = require("@playwright/test/lib/server/supplements/dom/suspense");10const { getPrimaryContent } = require("@playwright/test/lib/server/supplements/dom/suspense");11const { getPrimaryContent } = require("@playwright/test/lib/server/supplements/dom/suspense");12const { getPrimaryContent } = require("@playwright/test/lib/server/supplements/dom/suspense");13const { getPrimaryContent } = require("@playwright/test/lib/server/supplements/dom/suspense");14const { getPrimaryContent } = require("@playwright/test/lib/server/supplements/dom/s
Using AI Code Generation
1import { mountSuspensePrimaryChildren } from 'playwright';2import { render } from 'react-dom';3const App = () => {4 return (5 <Suspense fallback={<div>Loading...</div>}>6 );7};8render(<App />, document.getElementById('root'));9mountSuspensePrimaryChildren(document.getElementById('root'));
Using AI Code Generation
1const { mountSuspensePrimaryChildren } = require('@playwright/test/lib/server/supplements/suspense');2const { Page } = require('@playwright/test/lib/server/page');3const { ElementHandle } = require('@playwright/test/lib/server/dom');4const { Frame } = require('@playwright/test/lib/server/frames');5const { mountSuspensePrimaryChildren } = require('@playwright/test/lib/server/supplements/suspense');6const { Page } = require('@playwright/test/lib/server/page');7const { ElementHandle } = require('@playwright/test/lib/server/dom');8const { Frame } = require('@playwright/test/lib/server/frames');9mountSuspensePrimaryChildren = (frame) => {10 if (frame._page._delegate._suspenseEnabled) {11 frame._page._delegate._suspenseEnabled = false;12 frame._page._delegate._suspensePrimaryChildren = new Map();13 frame._page._delegate._suspensePrimaryChildren.set(frame._id, frame._page._delegate._suspensePrimaryChildren);14 }15}16const { mountSuspensePrimaryChildren } = require('@playwright/test/lib/server/supplements/suspense');17const { Page } = require('@playwright/test/lib/server/page');18const { ElementHandle } = require('@playwright/test/lib/server/dom');19const { Frame } = require('@playwright/test/lib/server/frames');20mountSuspensePrimaryChildren = (frame) => {21 if (frame._page._delegate._suspenseEnabled) {22 frame._page._delegate._suspenseEnabled = false;23 frame._page._delegate._suspensePrimaryChildren = new Map();24 frame._page._delegate._suspensePrimaryChildren.set(frame._id, frame._page._delegate._suspensePrimaryChildren);25 }26}27const { mountSuspensePrimaryChildren } = require('@playwright/test/lib/server/supplements/suspense');28const { Page } = require('@playwright/test/lib/server/page');29const { ElementHandle } = require('@playwright/test/lib/server/dom');30const { Frame } = require('@playwright/test/lib/server/frames');31mountSuspensePrimaryChildren = (frame) => {32 if (frame._page._delegate._suspenseEnabled) {
LambdaTest’s Playwright tutorial will give you a broader idea about the Playwright automation framework, its unique features, and use cases with examples to exceed your understanding of Playwright testing. This tutorial will give A to Z guidance, from installing the Playwright framework to some best practices and advanced concepts.
Get 100 minutes of automation test minutes FREE!!