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 { waitForSuspUsing 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('playwrightUsing 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 - microsoftUsing 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('@playUsing 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');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!!
