How to use updateSuspenseOffscreenState method in Playwright Internal

Best JavaScript code snippet using playwright-internal

ReactFiberBeginWork.new.js

Source:ReactFiberBeginWork.new.js Github

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...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(1846 current,...

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ReactFiberBeginWork.old.js

Source:ReactFiberBeginWork.old.js Github

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...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 }...

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FiberBeginWork.js

Source:FiberBeginWork.js Github

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...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,327 );...

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Using AI Code Generation

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1const { chromium } = require('playwright');2(async () => {3 const browser = await chromium.launch();4 const context = await browser.newContext();5 const page = await context.newPage();6 await page.evaluate(async () => {7 const { updateSuspenseOffscreenState } = require('playwright/lib/server/dom');8 const element = document.querySelector('div');9 updateSuspenseOffscreenState(element, false);10 });11 await browser.close();12})();

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Using AI Code Generation

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1const { chromium } = require('playwright');2(async () => {3 const browser = await chromium.launch();4 const context = await browser.newContext();5 const page = await context.newPage();6 const internal = page._delegate;7 const frame = internal.mainFrame();8 await frame.updateSuspenseOffscreenState(true);9 await page.screenshot({ path: 'react.png' });10 await browser.close();11})();

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Using AI Code Generation

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1const playwright = require('playwright');2const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');3(async () => {4 const browser = await playwright.chromium.launch();5 const context = await browser.newContext();6 const page = await context.newPage();7 await updateSuspenseOffscreenState(page, true);8 await page.screenshot({ path: 'react.png' });9 await browser.close();10})();11module.exports = {12 use: {13 },14 {15 use: {16 },17 },18};19{20 "scripts": {21 },22 "devDependencies": {23 }24}

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Using AI Code Generation

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1const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');2updateSuspenseOffscreenState(true);3updateSuspenseOffscreenState(false);4const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');5await updateSuspenseOffscreenState(true);6await updateSuspenseOffscreenState(false);7const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');8await updateSuspenseOffscreenState(true, page);9await updateSuspenseOffscreenState(false, page);10const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');11await updateSuspenseOffscreenState(true, page, 10000);12await updateSuspenseOffscreenState(false, page, 10000);13const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');14await updateSuspenseOffscreenState(true, page, 10000, 5000);

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1const { updateSuspenseOffscreenState } = require('playwright/lib/client/supplements/dom/supplement.js');2updateSuspenseOffscreenState(true);3const { updateSuspenseOffscreenState } = require('playwright/lib/client/supplements/dom/supplement.js');4updateSuspenseOffscreenState(true);5const { updateSuspenseOffscreenState } = require('playwright/lib/client/supplements/dom/supplement.js');6updateSuspenseOffscreenState(false);7const { updateSuspenseOffscreenState } = require('playwright/lib/client/supplements/dom/supplement.js');8updateSuspenseOffscreenState(false);9const { updateSuspenseOffscreenState } = require('playwright/lib/client/supplements/dom/supplement.js');10updateSuspenseOffscreenState(true);11const { updateSuspenseOffscreenState } = require('playwright/lib/client/supplements/dom/supplement.js');12updateSuspenseOffscreenState(true);13const { updateSuspenseOffscreenState } = require('playwright/lib/client/supplements/dom/supplement.js');14updateSuspenseOffscreenState(false);15const { updateSuspenseOffscreenState } = require('playwright/lib/client/supplements/dom/supplement.js');16updateSuspenseOffscreenState(false);17const { updateSuspenseOffscreenState } = require('playwright/lib/client/supplements/dom/supplement.js');18updateSuspenseOffscreenState(true);19const { updateSuspenseOffscreenState } = require('playwright/lib/client/supplements/dom/supplement

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Using AI Code Generation

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1const { updateSuspenseOffscreenState } = require('playwright-core/lib/server/supplements/supplements.js');2updateSuspenseOffscreenState(true);3const { chromium } = require('playwright-core');4const browser = await chromium.launch({ headless: false });5const page = await browser.newPage();6await page.screenshot({ path: 'example.png' });7await browser.close();

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Using AI Code Generation

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1const { updateSuspenseOffscreenState } = require('playwright');2await page.evaluate(async () => {3 await updateSuspenseOffscreenState(true);4});5await page.screenshot({ path: 'suspense.png' });6const { updateSuspenseOffscreenState } = require('playwright');7await page.evaluate(async () => {8 await updateSuspenseOffscreenState(false);9});10await page.screenshot({ path: 'no-suspense.png' });11const { test, expect } = require('@playwright/test');12test('use-suspense', async ({ page }) => {13 await page.evaluate(async () => {14 await updateSuspenseOffscreenState(true);15 });16 await page.screenshot({ path: 'suspense.png' });17});

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Using AI Code Generation

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1const { updateSuspenseOffscreenState } = require('playwright-core/lib/server/supplements/suspense/suspenseOffscreenState');2await updateSuspenseOffscreenState(page, true);3await page.waitForSelector('input[name="q"]');4await page.type('input[name="q"]', 'hello');5await page.waitForSelector('input[name="btnK"]');6await page.click('input[name="btnK"]');7const { updateSuspenseOffscreenState } = require('playwright-core/lib/server/supplements/suspense/suspenseOffscreenState');8await updateSuspenseOffscreenState(page, false);9await page.waitForSelector('input[name="q"]');10await page.type('input[name="q"]', 'hello');11await page.waitForSelector('input[name="btnK"]');12await page.click('input[name="btnK"]');13const { updateSuspenseOffscreenState } = require('playwright-core/lib/server/supplements/suspense/suspenseOffscreenState');14await updateSuspenseOffscreenState(page, true);15await updateSuspenseOffscreenState(page, false);16await page.waitForSelector('input[name="q"]');17await page.type('input[name="q"]',

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Using AI Code Generation

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1const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');2const { context } = page;3updateSuspenseOffscreenState(context, false);4const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');5const { context } = page;6updateSuspenseOffscreenState(context, true);7const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');8const { context } = page;9updateSuspenseOffscreenState(context, true);10const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');11const { context } = page;12updateSuspenseOffscreenState(context, false);13const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');14const { context } = page;15updateSuspenseOffscreenState(context, false);16const { updateSuspenseOffscreenState } = require('playwright/lib/server/supplements/recorder/recorderSupplement');17const { context } = page;18updateSuspenseOffscreenState(context, true);

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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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