How to use mountSuspensePrimaryChildren method in Playwright Internal

Best JavaScript code snippet using playwright-internal

ReactFiberBeginWork.new.js

Source:ReactFiberBeginWork.new.js Github

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...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}...

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ReactFiberBeginWork.old.js

Source:ReactFiberBeginWork.old.js Github

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...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);...

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FiberBeginWork.js

Source:FiberBeginWork.js Github

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...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;...

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Using AI Code Generation

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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();

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Using AI Code Generation

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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

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Using AI Code Generation

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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');

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Using AI Code Generation

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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

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Using AI Code Generation

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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'));

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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) {

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Playwright tutorial

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.

Chapters:

  1. What is Playwright : Playwright is comparatively new but has gained good popularity. Get to know some history of the Playwright with some interesting facts connected with it.
  2. How To Install Playwright : Learn in detail about what basic configuration and dependencies are required for installing Playwright and run a test. Get a step-by-step direction for installing the Playwright automation framework.
  3. Playwright Futuristic Features: Launched in 2020, Playwright gained huge popularity quickly because of some obliging features such as Playwright Test Generator and Inspector, Playwright Reporter, Playwright auto-waiting mechanism and etc. Read up on those features to master Playwright testing.
  4. What is Component Testing: Component testing in Playwright is a unique feature that allows a tester to test a single component of a web application without integrating them with other elements. Learn how to perform Component testing on the Playwright automation framework.
  5. Inputs And Buttons In Playwright: Every website has Input boxes and buttons; learn about testing inputs and buttons with different scenarios and examples.
  6. Functions and Selectors in Playwright: Learn how to launch the Chromium browser with Playwright. Also, gain a better understanding of some important functions like “BrowserContext,” which allows you to run multiple browser sessions, and “newPage” which interacts with a page.
  7. Handling Alerts and Dropdowns in Playwright : Playwright interact with different types of alerts and pop-ups, such as simple, confirmation, and prompt, and different types of dropdowns, such as single selector and multi-selector get your hands-on with handling alerts and dropdown in Playright testing.
  8. Playwright vs Puppeteer: Get to know about the difference between two testing frameworks and how they are different than one another, which browsers they support, and what features they provide.
  9. Run Playwright Tests on LambdaTest: Playwright testing with LambdaTest leverages test performance to the utmost. You can run multiple Playwright tests in Parallel with the LammbdaTest test cloud. Get a step-by-step guide to run your Playwright test on the LambdaTest platform.
  10. Playwright Python Tutorial: Playwright automation framework support all major languages such as Python, JavaScript, TypeScript, .NET and etc. However, there are various advantages to Python end-to-end testing with Playwright because of its versatile utility. Get the hang of Playwright python testing with this chapter.
  11. Playwright End To End Testing Tutorial: Get your hands on with Playwright end-to-end testing and learn to use some exciting features such as TraceViewer, Debugging, Networking, Component testing, Visual testing, and many more.
  12. Playwright Video Tutorial: Watch the video tutorials on Playwright testing from experts and get a consecutive in-depth explanation of Playwright automation testing.

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