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[WIP] Add requestIdleCallback polyfill package #12253

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4 changes: 4 additions & 0 deletions packages/request-idle-callback-polyfill/README.md
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# request-idle-callback-polyfill

A polyfill for `requestIdleCallback`

12 changes: 12 additions & 0 deletions packages/request-idle-callback-polyfill/index.js
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/**
* Copyright (c) 2013-present, Facebook, Inc.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @flow
*/

'use strict';

export * from './src/RequestIdleCallback';
7 changes: 7 additions & 0 deletions packages/request-idle-callback-polyfill/npm/index.js
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'use strict';

if (process.env.NODE_ENV === 'production') {
module.exports = require('./cjs/request-idle-callback-polyfill.production.min.js');
} else {
module.exports = require('./cjs/request-idle-callback-polyfill.development.js');
}
18 changes: 18 additions & 0 deletions packages/request-idle-callback-polyfill/package.json
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{
"name": "request-idle-callback-polyfill",
"description": "A polyfill for requestIdleCallback, used by React.",
"version": "0.1.0-alpha.1",
"keywords": [
"requestIdleCallback"
],
"homepage": "https://facebook.github.io/react/",
"bugs": "https://github.com/facebook/react/issues",
"license": "MIT",
"files": ["LICENSE", "README.md", "index.js", "cjs/"],
"main": "index.js",
"repository": "facebook/react",
"dependencies": {
"fbjs": "^0.8.16"
}
}

202 changes: 202 additions & 0 deletions packages/request-idle-callback-polyfill/src/RequestIdleCallback.js
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/**
* Copyright (c) 2013-present, Facebook, Inc.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @flow
*/

// This is a built-in polyfill for requestIdleCallback. It works by scheduling
// a requestAnimationFrame, storing the time for the start of the frame, then
// scheduling a postMessage which gets scheduled after paint. Within the
// postMessage handler do as much work as possible until time + frame rate.
// By separating the idle call into a separate event tick we ensure that
// layout, paint and other browser work is counted against the available time.
// The frame rate is dynamically adjusted.

export type IdleDeadline = {
timeRemaining: () => number,
didTimeout: boolean,
};

type IdleRequestOptions = {
timeout: number,
};

export type IdleRequestCallback = IdleDeadline => void;

const hasNativePerformanceNow =
typeof performance === 'object' && typeof performance.now === 'function';

let now;
if (hasNativePerformanceNow) {
now = function() {
return performance.now();
};
} else {
now = function() {
return Date.now();
};
}

function IdleDeadlineImpl(deadline: number, didTimeout: boolean) {
this._deadline = deadline;
this.didTimeout = didTimeout;
}

IdleDeadlineImpl.prototype.timeRemaining = function() {
// If the callback timed out there's definitely no time remaining
if (this.didTimeout) {
return 0;
}
// We assume that if we have a performance timer that the rAF callback
// gets a performance timer value. Not sure if this is always true.
const remaining = this._deadline - now();
return remaining > 0 ? remaining : 0;
};

const idleCallbacks: Array<null | IdleRequestCallback> = [];
const idleCallbackTimeouts: Array<null | number> = [];
let idleCallbackIdentifier = 0;
let currentIdleCallbackHandle = 0;
let lastIdlePeriodDeadline = 0;

let isIdleScheduled = false;

let isAnimationFrameScheduled = false;
// We start out assuming that we run at 30fps but then the heuristic tracking
// will adjust this value to a faster fps if we get more frequent animation
// frames.
let previousFrameTime = 33;
let activeFrameTime = 33;
// Tracks whether the 'message' event listener has been registered, which is done
// lazily the first time requestIdleCallback is called
let registeredMessageListener = false;

// We use the postMessage trick to defer idle work until after the repaint.
const messageKey =
'__reactIdleCallback$' +
Math.random()
.toString(36)
.slice(2);

const idleTick = function(event) {
if (event.source !== window || event.data !== messageKey) {
return;
}

isIdleScheduled = false;
// While there are still callbacks in the queue...
while (currentIdleCallbackHandle < idleCallbacks.length) {
// Get the callback and the timeout, if it exists
const timeoutTime = idleCallbackTimeouts[currentIdleCallbackHandle];
const callback = idleCallbacks[currentIdleCallbackHandle];
// This callback might have been cancelled, continue to check the rest of the queue
if (!callback) {
currentIdleCallbackHandle++;
continue;
}
const currentTime = now();
let didTimeout = false;
if (lastIdlePeriodDeadline - currentTime <= 0) {
// There's no time left in this idle period. Check if the callback has
// a timeout and whether it's been exceeded.
if (timeoutTime != null && timeoutTime <= currentTime) {
// Exceeded the timeout. Invoke the callback even though there's no
// time left.
didTimeout = true;
} else {
// No timeout.
if (!isAnimationFrameScheduled) {
// Schedule another animation callback so we retry later.
isAnimationFrameScheduled = true;
requestAnimationFrame(animationTick);
}
// Exit without invoking the callback.
return;
}
} else {
// There's still time left in this idle period.
didTimeout = false;
}
currentIdleCallbackHandle++;
callback(new IdleDeadlineImpl(lastIdlePeriodDeadline, didTimeout));
}
};

function animationTick(rafTime: number) {
isAnimationFrameScheduled = false;
let nextFrameTime = rafTime - lastIdlePeriodDeadline + activeFrameTime;
if (nextFrameTime < activeFrameTime && previousFrameTime < activeFrameTime) {
if (nextFrameTime < 8) {
// Defensive coding. We don't support higher frame rates than 120hz.
// If we get lower than that, it is probably a bug.
nextFrameTime = 8;
}
// If one frame goes long, then the next one can be short to catch up.
// If two frames are short in a row, then that's an indication that we
// actually have a higher frame rate than what we're currently optimizing.
// We adjust our heuristic dynamically accordingly. For example, if we're
// running on 120hz display or 90hz VR display.
// Take the max of the two in case one of them was an anomaly due to
// missed frame deadlines.
activeFrameTime =
nextFrameTime < previousFrameTime ? previousFrameTime : nextFrameTime;
} else {
previousFrameTime = nextFrameTime;
}
lastIdlePeriodDeadline = rafTime + activeFrameTime;
if (!isIdleScheduled) {
isIdleScheduled = true;
window.postMessage(messageKey, '*');
}
}

function invokerIdleCallbackTimeout(handle: number) {
const callback = idleCallbacks[handle];
if (callback !== null) {
cancelIdleCallback(handle);
callback(new IdleDeadlineImpl(now(), true));
}
}

export function requestIdleCallback(
callback: IdleRequestCallback,
options?: IdleRequestOptions,
): number {
const handle = idleCallbackIdentifier++;
idleCallbacks[handle] = callback;

if (options != null && typeof options.timeout === 'number') {
idleCallbackTimeouts[handle] = now() + options.timeout;
window.setTimeout(
() => invokerIdleCallbackTimeout(handle),
options.timeout,
);
}

// Lazily register the listener when rIC is first called
if (!registeredMessageListener) {
// Assumes that we have addEventListener in this environment. Might need
// something better for old IE.
window.addEventListener('message', idleTick, false);
registeredMessageListener = true;
}
if (!isAnimationFrameScheduled) {
// If rAF didn't already schedule one, we need to schedule a frame.
// TODO: If this rAF doesn't materialize because the browser throttles, we
// might want to still have setTimeout trigger rIC as a backup to ensure
// that we keep performing work.
isAnimationFrameScheduled = true;
requestAnimationFrame(animationTick);
}
return 0;
}

export function cancelIdleCallback(handle: number) {
idleCallbacks[handle] = null;
idleCallbackTimeouts[handle] = null;
// @TODO this isn't true if there are still scheduled callbacks in the queue
isIdleScheduled = false;
}
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/**
* Copyright (c) 2013-present, Facebook, Inc.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @emails react-core
*/

'use strict';

let highResolutionTimer;
let requestIdleCallback;
let cancelIdleCallback;
let animationFrameCallbacks;

// Overwritten global methods
let previousPostMessage;
let previousRAF;

function performanceNow() {
return highResolutionTimer;
}

/**
* A synchronous version of jsdom's postMessage. Meant
* to work with mockRunNextFrame.
*/
function postMessage(message, targetOrign) {
const event = new MessageEvent('message', {data: message});
event.initEvent('message', false, false);
// MessageEvent.source is defined as read-only and null in jsdom.
// Override the getter so the event.source check doesn't cause early
// returns in idleTick.
Object.defineProperty(event, 'source', {
value: window,
});
window.dispatchEvent(event);
}

function requestAnimationFrame(callback) {
animationFrameCallbacks.push(callback);
}

function mockRunNextFrame() {
const callbacksToRun = animationFrameCallbacks.slice();
const animationFrameStart = highResolutionTimer++;
animationFrameCallbacks.length = 0;
callbacksToRun.forEach(cb => cb(animationFrameStart));
}

function mockLongRunningCode() {
highResolutionTimer += 100;
}

describe('RequestIdleCallback', () => {
beforeAll(() => {
previousRAF = window.requestAnimationFrame;
previousPostMessage = window.postMessage;
window.postMessage = postMessage;
window.performance = {now: performanceNow};
window.requestAnimationFrame = requestAnimationFrame;
});

afterAll(() => {
window.requestAnimationFrame = previousRAF;
window.postMessage = previousPostMessage;
previousPostMessage = null;
previousRAF = null;
delete window.performance;
});

beforeEach(() => {
animationFrameCallbacks = [];
highResolutionTimer = 0xf000;
jest.resetModules();
requestIdleCallback = require('request-idle-callback-polyfill')
.requestIdleCallback;
cancelIdleCallback = require('request-idle-callback-polyfill')
.cancelIdleCallback;
});

describe('requestIdleCallback', () => {
it('returns a number', () => {
const callback = jest.fn();
expect(typeof requestIdleCallback(callback)).toBe('number');
});
it('executes callbacks asynchronously', () => {
const callback = jest.fn();
requestIdleCallback(callback);
expect(callback).not.toBeCalled();
mockRunNextFrame();
expect(callback).toBeCalled();
});
it('cancels callbacks', () => {
const callback = jest.fn();
const handle = requestIdleCallback(callback);
cancelIdleCallback(handle);
mockRunNextFrame();
expect(callback).not.toBeCalled();
});

it('passes a deadline to the callback', () => {
const ops = [];
const callback = jest.fn(deadline => {
ops.push(deadline.didTimeout);
ops.push(deadline.timeRemaining());
mockLongRunningCode();
ops.push(deadline.timeRemaining());
});
requestIdleCallback(callback);
mockRunNextFrame();
expect(callback).toBeCalled();
expect(ops[0]).toBe(false);
expect(ops[1]).toBeGreaterThan(0);
expect(ops[2]).toBe(0);
});

it('stops executing callbacks if the deadline expires', () => {
const ops = [];
requestIdleCallback(() => ops.push('first'));
requestIdleCallback(() => {
ops.push('second');
mockLongRunningCode();
});
requestIdleCallback(() => ops.push('third'));
expect(ops).toEqual([]);
mockRunNextFrame();
expect(ops).toEqual(['first', 'second']);
mockRunNextFrame();
expect(ops).toEqual(['first', 'second', 'third']);
});

it('executes callbacks that timeout', () => {
const ops = [];
const callback = jest.fn(deadline => {
ops.push(deadline.didTimeout);
ops.push(deadline.timeRemaining());
});
requestIdleCallback(callback, {timeout: 100});
jest.runAllTimers();
expect(ops).toEqual([true, 0]);
});
});
});
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