swc/crates/swc_webpack_ast/tests/fixture/react-dom/dev-cjs/output.js
2022-03-22 07:54:08 +00:00

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if (process.env.NODE_ENV !== "production") {
var React = require('react');
var _assign = require('object-assign');
var Scheduler = require('scheduler');
var tracing = require('scheduler/tracing');
var ReactSharedInternals;
var ReactDebugCurrentFrame;
var stack;
var argsWithFormat; // Careful: RN currently depends on this prefix
var FunctionComponent;
var ClassComponent;
var IndeterminateComponent; // Before we know whether it is function or class
var HostRoot; // Root of a host tree. Could be nested inside another node.
var HostPortal; // A subtree. Could be an entry point to a different renderer.
var HostComponent;
var HostText;
var Fragment;
var Mode;
var ContextConsumer;
var ContextProvider;
var ForwardRef;
var Profiler;
var SuspenseComponent;
var MemoComponent;
var SimpleMemoComponent;
var LazyComponent;
var IncompleteClassComponent;
var DehydratedFragment;
var SuspenseListComponent;
var FundamentalComponent;
var ScopeComponent;
var Block;
var OffscreenComponent;
var LegacyHiddenComponent;
// Filter certain DOM attributes (e.g. src, href) if their values are empty strings.
var enableProfilerTimer; // Record durations for commit and passive effects phases.
var enableFundamentalAPI; // Experimental Scope support.
var enableNewReconciler; // Errors that are thrown while unmounting (or after in the case of passive effects)
var warnAboutStringRefs;
var allNativeEvents;
/**
* Mapping from registration name to event name
*/ var registrationNameDependencies;
/**
* Mapping from lowercase registration names to the properly cased version,
* used to warn in the case of missing event handlers. Available
* only in true.
* @type {Object}
*/ var possibleRegistrationNames; // Trust the developer to only use possibleRegistrationNames in true
var lowerCasedName;
var canUseDOM = !!(typeof window !== 'undefined' && typeof window.document !== 'undefined' && typeof window.document.createElement !== 'undefined');
// A reserved attribute.
// It is handled by React separately and shouldn't be written to the DOM.
var RESERVED; // A simple string attribute.
// Attributes that aren't in the filter are presumed to have this type.
var STRING; // A string attribute that accepts booleans in React. In HTML, these are called
// "enumerated" attributes with "true" and "false" as possible values.
// When true, it should be set to a "true" string.
// When false, it should be set to a "false" string.
var BOOLEANISH_STRING; // A real boolean attribute.
// When true, it should be present (set either to an empty string or its name).
// When false, it should be omitted.
var BOOLEAN; // An attribute that can be used as a flag as well as with a value.
// When true, it should be present (set either to an empty string or its name).
// When false, it should be omitted.
// For any other value, should be present with that value.
var OVERLOADED_BOOLEAN; // An attribute that must be numeric or parse as a numeric.
// When falsy, it should be removed.
var NUMERIC; // An attribute that must be positive numeric or parse as a positive numeric.
// When falsy, it should be removed.
var POSITIVE_NUMERIC;
/* eslint-disable max-len */ var ATTRIBUTE_NAME_START_CHAR;
/* eslint-enable max-len */ var ATTRIBUTE_NAME_CHAR;
var ROOT_ATTRIBUTE_NAME;
var VALID_ATTRIBUTE_NAME_REGEX;
var hasOwnProperty;
var illegalAttributeNameCache;
var validatedAttributeNameCache;
switch(null){
case 'boolean':
var prefix;
}
// the `possibleStandardNames` module to ensure casing and incorrect
// name warnings.
var properties; // These props are reserved by React. They shouldn't be written to the DOM.
var reservedProps;
(function() {
var name, attributeName;
}); // These are "enumerated" HTML attributes that accept "true" and "false".
var CAMELIZE;
var capitalize; // This is a list of all SVG attributes that need special casing, namespacing,
(function() {
var name;
}); // String SVG attributes with the xlink namespace.
(function() {
var name;
}); // String SVG attributes with the xml namespace.
(function() {
var name;
}); // These attribute exists both in HTML and SVG.
// These will also need to accept Trusted Types object in the future.
var xlinkHref;
// and any newline or tab are filtered out as if they're not part of the URL.
// https://url.spec.whatwg.org/#url-parsing
// Tab or newline are defined as \r\n\t:
// https://infra.spec.whatwg.org/#ascii-tab-or-newline
// A C0 control is a code point in the range \u0000 NULL to \u001F
// INFORMATION SEPARATOR ONE, inclusive:
// https://infra.spec.whatwg.org/#c0-control-or-space
/* eslint-disable max-len */ var isJavaScriptProtocol;
var didWarn;
var propertyName;
var attributeName;
var stringValue;
var value;
var value1;
var propertyInfo;
var _attributeName;
var mustUseProperty;
var propertyName1;
var type;
var attributeName1, attributeNamespace;
var _type;
var attributeValue;
// ATTENTION
// When adding new symbols to this file,
// Please consider also adding to 'react-devtools-shared/src/backend/ReactSymbols'
// The Symbol used to tag the ReactElement-like types. If there is no native Symbol
// nor polyfill, then a plain number is used for performance.
var REACT_ELEMENT_TYPE;
var REACT_PORTAL_TYPE;
var REACT_FRAGMENT_TYPE;
var REACT_STRICT_MODE_TYPE;
var REACT_PROFILER_TYPE;
var REACT_PROVIDER_TYPE;
var REACT_CONTEXT_TYPE;
var REACT_FORWARD_REF_TYPE;
var REACT_SUSPENSE_TYPE;
var REACT_SUSPENSE_LIST_TYPE;
var REACT_MEMO_TYPE;
var REACT_LAZY_TYPE;
var REACT_BLOCK_TYPE;
var REACT_SERVER_BLOCK_TYPE;
var REACT_FUNDAMENTAL_TYPE;
var REACT_SCOPE_TYPE;
var REACT_OPAQUE_ID_TYPE;
var REACT_DEBUG_TRACING_MODE_TYPE;
var REACT_OFFSCREEN_TYPE;
var REACT_LEGACY_HIDDEN_TYPE;
var symbolFor;
var MAYBE_ITERATOR_SYMBOL;
var FAUX_ITERATOR_SYMBOL;
var maybeIterator;
// Helpers to patch console.logs to avoid logging during side-effect free
// replaying on render function. This currently only patches the object
// lazily which won't cover if the log function was extracted eagerly.
// We could also eagerly patch the method.
var disabledDepth;
var prevLog;
var prevInfo;
var prevWarn;
var prevError;
var prevGroup;
var prevGroupCollapsed;
var prevGroupEnd;
var props; // $FlowFixMe Flow thinks console is immutable.
/* eslint-disable react-internal/no-production-logging */ var props1; // $FlowFixMe Flow thinks console is immutable.
var ReactCurrentDispatcher;
var prefix1;
var match;
var reentry;
var componentFrameCache;
var PossiblyWeakMap;
var frame;
var control;
var previousPrepareStackTrace; // $FlowFixMe It does accept undefined.
var previousDispatcher;
// Something should be setting the props in the constructor.
var Fake; // $FlowFixMe
// This extracts the first frame from the sample that isn't also in the control.
// Skipping one frame that we assume is the frame that calls the two.
var sampleLines;
var controlLines;
var s;
var c;
// V8 adds a "new" prefix for native classes. Let's remove it to make it prettier.
var _frame;
var name;
var syntheticFrame;
var prototype;
switch(null){
case null:
var lazyComponent;
var payload;
var init;
}
var owner;
var source;
var info;
var node;
var functionName;
switch(null){
case null:
var context;
case null:
var provider;
case null:
var lazyComponent1;
var payload1;
var init1;
}
var ReactDebugCurrentFrame1;
var current;
var isRendering;
var owner1;
var hasReadOnlyValue;
var type1;
var nodeName;
var value2;
var valueField;
var descriptor;
var currentValue; // if someone has already defined a value or Safari, then bail
var get, set;
var tracker;
var tracker1; // if there is no tracker at this point it's unlikely
var lastValue;
var nextValue;
var didWarnValueDefaultValue;
var didWarnCheckedDefaultChecked;
var didWarnControlledToUncontrolled;
var didWarnUncontrolledToControlled;
var usesChecked;
var node1;
var checked;
var hostProps;
var node2;
var defaultValue;
var node3;
var checked1;
var node4;
var controlled;
var value3;
var type2;
var node5; // Do not assign value if it is already set. This prevents user text input
var type3;
var isButton; // Avoid setting value attribute on submit/reset inputs as it overrides the
var initialValue; // Do not assign value if it is already set. This prevents user text input
// this is needed to work around a chrome bug where setting defaultChecked
// will sometimes influence the value of checked (even after detachment).
// Reference: https://bugs.chromium.org/p/chromium/issues/detail?id=608416
// We need to temporarily unset name to avoid disrupting radio button groups.
var name1;
var node6;
var name2;
var queryRoot;
// but that sometimes behaves strangely in IE8. We could also try using
// `form.getElementsByName`, but that will only return direct children
// and won't include inputs that use the HTML5 `form=` attribute. Since
// the input might not even be in a form. It might not even be in the
// document. Let's just use the local `querySelectorAll` to ensure we don't
// miss anything.
var group;
var otherNode;
// and the same name are rendered into the same form (same as #1939).
// That's probably okay; we don't support it just as we don't support
// mixing React radio buttons with non-React ones.
var otherProps;
var didWarnSelectedSetOnOption;
var didWarnInvalidChild;
var content; // Flatten children. We'll warn if they are invalid
var hostProps1;
var content1;
var didWarnValueDefaultValue$1;
var ownerName;
var valuePropNames;
var propName;
var isArray;
var options;
var selectedValues;
var selectedValue;
var selected;
// Do not set `select.value` as exact behavior isn't consistent across all
// browsers for all cases.
var _selectedValue;
var defaultSelected;
var node7;
var node8;
var value4;
var node9;
var wasMultiple;
var value5;
var node10;
var value6;
var didWarnValDefaultVal;
var node11;
// get reset if `textContent` is mutated. We could add a check in setTextContent
// to only set the value if/when the value differs from the node value (which would
// completely solve this IE9 bug), but Sebastian+Sophie seemed to like this
// solution. The value can be a boolean or object so that's why it's forced
// to be a string.
var hostProps2;
var node12;
var initialValue1; // Only bother fetching default value if we're going to use it
var children, defaultValue1;
var node13;
var value7;
var defaultValue2;
// Cast `value` to a string to ensure the value is set correctly. While
// browsers typically do this as necessary, jsdom doesn't.
var newValue; // To avoid side effects (such as losing text selection), only set value if changed
var node14; // This is in postMount because we need access to the DOM node, which is not
// available until after the component has mounted.
var textContent; // Only set node.value if textContent is equal to the expected
var HTML_NAMESPACE;
var MATH_NAMESPACE;
var SVG_NAMESPACE;
var Namespaces; // Assumes there is no parent namespace.
/* globals MSApp */ /**
* Create a function which has 'unsafe' privileges (required by windows8 apps)
*/ var createMicrosoftUnsafeLocalFunction;
var reusableSVGContainer;
/**
* Set the innerHTML property of a node
*
* @param {DOMElement} node
* @param {string} html
* @internal
*/ var setInnerHTML = function() {
var svgNode;
};
/**
* HTML nodeType values that represent the type of the node
*/ var ELEMENT_NODE;
var TEXT_NODE;
var COMMENT_NODE;
var DOCUMENT_NODE;
var DOCUMENT_FRAGMENT_NODE;
/**
* Set the textContent property of a node. For text updates, it's faster
* to set the `nodeValue` of the Text node directly instead of using
* `.textContent` which will remove the existing node and create a new one.
*
* @param {DOMElement} node
* @param {string} text
* @internal
*/ var setTextContent = function() {
var firstChild;
};
// List derived from Gecko source code:
// https://github.com/mozilla/gecko-dev/blob/4e638efc71/layout/style/test/property_database.js
var shorthandToLonghand;
/**
* CSS properties which accept numbers but are not in units of "px".
*/ var isUnitlessNumber;
/**
* Support style names that may come passed in prefixed by adding permutations
* of vendor prefixes.
*/ var prefixes; // Using Object.keys here, or else the vanilla for-in loop makes IE8 go into an
// Note that we've removed escapeTextForBrowser() calls here since the
// whole string will be escaped when the attribute is injected into
// the markup. If you provide unsafe user data here they can inject
// arbitrary CSS which may be problematic (I couldn't repro this):
// https://www.owasp.org/index.php/XSS_Filter_Evasion_Cheat_Sheet
// http://www.thespanner.co.uk/2007/11/26/ultimate-xss-css-injection/
// This is not an XSS hole but instead a potential CSS injection issue
// which has lead to a greater discussion about how we're going to
// trust URLs moving forward. See #2115901
var isEmpty;
var uppercasePattern;
var msPattern;
var warnValidStyle;
// 'msTransform' is correct, but the other prefixes should be capitalized
var badVendoredStyleNamePattern;
var msPattern$1;
var hyphenPattern; // style values shouldn't contain a semicolon
var badStyleValueWithSemicolonPattern;
var warnedStyleNames;
var warnedStyleValues;
var warnedForNaNValue;
var warnedForInfinityValue;
var camelize;
var warnHyphenatedStyleName;
var warnBadVendoredStyleName;
var warnStyleValueWithSemicolon;
var warnStyleValueIsNaN;
var warnStyleValueIsInfinity;
var warnValidStyle$1;
var serialized;
var delimiter;
var styleName;
var styleValue;
var isCustomProperty;
var style;
var styleName1;
var isCustomProperty1;
var styleValue1;
var expanded;
var key;
var longhands;
var expandedUpdates;
var expandedStyles;
var warnedAbout;
var key1;
var originalKey;
var correctOriginalKey;
var warningKey;
// For HTML, certain tags should omit their close tag. We keep a list for
// those special-case tags.
var omittedCloseTags;
// `omittedCloseTags` except that `menuitem` should still have its closing tag.
var voidElementTags;
var HTML;
// When adding attributes to the HTML or SVG allowed attribute list, be sure to
// also add them to this module to ensure casing and incorrect name
// warnings.
var possibleStandardNames;
var ariaProperties;
var warnedProperties;
var rARIA;
var rARIACamel;
var hasOwnProperty$1;
var ariaName;
var correctName; // If this is an aria-* attribute, but is not listed in the known DOM
var lowerCasedName1;
var standardName; // If this is an aria-* attribute, but is not listed in the known DOM
var invalidProps;
var key2;
var isValid;
var unknownPropString;
var didWarnValueNull;
var validateProperty$1;
var warnedProperties$1;
var _hasOwnProperty;
var EVENT_NAME_REGEX;
var INVALID_EVENT_NAME_REGEX;
var rARIA$1;
var rARIACamel$1;
(function() {
var lowerCasedName;
var registrationNameDependencies, possibleRegistrationNames;
var registrationName;
var propertyInfo;
var isReserved; // Known attributes should match the casing specified in the property config.
var standardName;
});
var warnUnknownProperties = function() {
var unknownProps;
var key;
var isValid;
var unknownPropString;
};
var IS_EVENT_HANDLE_NON_MANAGED_NODE;
var IS_NON_DELEGATED;
var IS_CAPTURE_PHASE;
var IS_REPLAYED;
// set to LEGACY_FB_SUPPORT. LEGACY_FB_SUPPORT only gets set when
// we call willDeferLaterForLegacyFBSupport, thus not bailing out
// will result in endless cycles like an infinite loop.
// We also don't want to defer during event replaying.
var SHOULD_NOT_PROCESS_POLYFILL_EVENT_PLUGINS;
// Fallback to nativeEvent.srcElement for IE9
// https://github.com/facebook/react/issues/12506
var target; // Normalize SVG <use> element events #4963
var restoreImpl;
var restoreTarget;
var restoreQueue;
// We perform this translation at the end of the event loop so that we
// always receive the correct fiber here
var internalInstance;
var stateNode; // Guard against Fiber being unmounted.
var _props;
var target1;
var queuedTargets;
// the renderer. Such as when we're dispatching events or if third party
// libraries need to call batchedUpdates. Eventually, this API will go away when
// everything is batched by default. We'll then have a similar API to opt-out of
// scheduled work and instead do synchronous work.
// Defaults
var batchedUpdatesImpl;
var discreteUpdatesImpl;
var flushDiscreteUpdatesImpl;
var batchedEventUpdatesImpl;
var isInsideEventHandler;
var isBatchingEventUpdates;
// Here we wait until all updates have propagated, which is important
// when using controlled components within layers:
// https://github.com/facebook/react/issues/1698
// Then we restore state of any controlled component.
var controlledComponentsHavePendingUpdates;
var prevIsInsideEventHandler;
var stateNode1;
var props2;
var listener;
var passiveBrowserEventsSupported; // Check if browser support events with passive listeners
var options1; // $FlowFixMe: Ignore Flow complaining about needing a value
var funcArgs;
var invokeGuardedCallbackImpl;
var fakeNode;
(function invokeGuardedCallbackDev() {
var evt;
var didCall; // Keeps track of whether the user-provided callback threw an error. We
// set this to true at the beginning, then set it to false right after
// calling the function. If the function errors, `didError` will never be
// set to false. This strategy works even if the browser is flaky and
// fails to call our global error handler, because it doesn't rely on
// the error event at all.
var didError; // Keeps track of the value of window.event so that we can reset it
// during the callback to let user code access window.event in the
// browsers that support it.
var windowEvent; // Keeps track of the descriptor of window.event to restore it after event
// dispatching: https://github.com/facebook/react/issues/13688
var windowEventDescriptor;
// dispatch our fake event using `dispatchEvent`. Inside the handler, we
// call the user-provided callback.
var funcArgs;
// that was thrown. It's possible that this error handler will fire more
// than once; for example, if non-React code also calls `dispatchEvent`
// and a handler for that event throws. We should be resilient to most of
// those cases. Even if our error event handler fires more than once, the
// last error event is always used. If the callback actually does error,
// we know that the last error event is the correct one, because it's not
// possible for anything else to have happened in between our callback
// erroring and the code that follows the `dispatchEvent` call below. If
// the callback doesn't error, but the error event was fired, we know to
// ignore it because `didError` will be false, as described above.
var error; // Use this to track whether the error event is ever called.
var didSetError;
var isCrossOriginError;
var evtType; // Attach our event handlers
});
var invokeGuardedCallbackImpl$1;
var hasError;
var caughtError; // Used by event system to capture/rethrow the first error.
var hasRethrowError;
var rethrowError;
var reporter;
var error;
var error1;
var error2;
// Don't change these two values. They're used by React Dev Tools.
var NoFlags;
var PerformedWork; // You can change the rest (and add more).
var Placement;
var Update;
var PlacementAndUpdate;
var Deletion;
var ContentReset;
var Callback;
var DidCapture;
var Ref;
var Snapshot;
var Passive; // TODO (effects) Remove this bit once the new reconciler is synced to the old.
var PassiveUnmountPendingDev;
var Hydrating;
var HydratingAndUpdate; // Passive & Update & Callback & Ref & Snapshot
var LifecycleEffectMask; // Union of all host effects
var HostEffectMask; // These are not really side effects, but we still reuse this field.
var Incomplete;
var ShouldCapture;
var ForceUpdateForLegacySuspense; // Static tags describe aspects of a fiber that are not specific to a render,
var ReactCurrentOwner;
var node15;
var nearestMounted;
// If there is no alternate, this might be a new tree that isn't inserted
// yet. If it is, then it will have a pending insertion effect on it.
var nextNode;
var suspenseState;
var current1;
var owner2;
var ownerFiber;
var instance;
var fiber;
var alternate;
// If there is no alternate, then we only need to check if it is mounted.
var nearestMounted1;
// to see what path the root points to. On the way we may hit one of the
// special cases and we'll deal with them.
var a;
var b;
var parentA;
var parentB;
// There is no alternate. This is an unusual case. Currently, it only
// happens when a Suspense component is hidden. An extra fragment fiber
// is inserted in between the Suspense fiber and its children. Skip
// over this extra fragment fiber and proceed to the next parent.
var nextParent;
var child;
// The return pointers point to the same fiber. We'll have to use the
// default, slow path: scan the child sets of each parent alternate to see
// which child belongs to which set.
//
// Search parent A's child set
var didFindChild;
var _child;
var currentParent;
var node16;
var currentParent1;
var node17;
var node18;
var parentFiberAlternate;
var attemptUserBlockingHydration;
var attemptContinuousHydration;
var attemptHydrationAtCurrentPriority;
var attemptHydrationAtPriority;
var hasScheduledReplayAttempt; // The queue of discrete events to be replayed.
var queuedDiscreteEvents; // Indicates if any continuous event targets are non-null for early bailout.
// if the last target was dehydrated.
var queuedFocus;
var queuedDrag;
var queuedMouse; // For pointer events there can be one latest event per pointerId.
var queuedPointers;
var queuedPointerCaptures; // We could consider replaying selectionchange and touchmoves too.
var queuedExplicitHydrationTargets;
var discreteReplayableEvents;
var queuedEvent;
switch(null){
case 'pointerout':
var pointerId;
case 'lostpointercapture':
var _pointerId;
}
var queuedEvent1;
var _fiber2;
var targetContainers;
// These set relatedTarget to null because the replayed event will be treated as if we
// moved from outside the window (no target) onto the target once it hydrates.
// Instead of mutating we could clone the event.
switch(null){
case 'focusin':
var focusEvent;
case 'dragenter':
var dragEvent;
case 'mouseover':
var mouseEvent;
case 'pointerover':
var pointerEvent;
var pointerId1;
case 'gotpointercapture':
var _pointerEvent;
var _pointerId2;
}
// TODO: This function shares a lot of logic with attemptToDispatchEvent.
// Try to unify them. It's a bit tricky since it would require two return
// values.
var targetInst;
var nearestMounted2;
var tag;
var instance1;
var root;
var targetContainers1;
var targetContainer;
var nextBlockedOn;
// We're still blocked. Try again later.
var _fiber3;
var nextDiscreteEvent;
// We're still blocked.
// Increase the priority of this boundary to unblock
// the next discrete event.
var _fiber4;
var targetContainers2;
var targetContainer1;
var nextBlockedOn1;
var queuedEvent2;
var unblock;
var queuedTarget;
var nextExplicitTarget;
var DiscreteEvent;
var UserBlockingEvent;
var ContinuousEvent;
var prefixes1;
/**
* A list of event names to a configurable list of vendor prefixes.
*/ var vendorPrefixes;
/**
* Event names that have already been detected and prefixed (if applicable).
*/ var prefixedEventNames;
/**
* Element to check for prefixes on.
*/ var style1;
var prefixMap;
var styleProp;
var ANIMATION_END;
var ANIMATION_ITERATION;
var ANIMATION_START;
var TRANSITION_END;
var topLevelEventsToReactNames;
var eventPriorities; // We store most of the events in this module in pairs of two strings so we can re-use
// the code required to apply the same logic for event prioritization and that of the
// SimpleEventPlugin. This complicates things slightly, but the aim is to reduce code
// duplication (for which there would be quite a bit). For the events that are not needed
// for the SimpleEventPlugin (otherDiscreteEvents) we process them separately as an
// array of top level events.
// Lastly, we ignore prettier so we can keep the formatting sane.
// prettier-ignore
var discreteEventPairsForSimpleEventPlugin;
var otherDiscreteEvents;
var userBlockingPairsForSimpleEventPlugin; // prettier-ignore
var continuousPairsForSimpleEventPlugin;
var topEvent;
var event;
var capitalizedEvent;
var reactName;
var priority; // Default to a ContinuousEvent. Note: we might
var Scheduler_now;
// ascending numbers so we can compare them like numbers. They start at 90 to
// avoid clashing with Scheduler's priorities.
var ImmediatePriority;
var UserBlockingPriority;
var NormalPriority;
var LowPriority;
var IdlePriority; // NoPriority is the absence of priority. Also React-only.
var NoPriority;
var initialTimeMs; // If the initial timestamp is reasonably small, use Scheduler's `now` directly.
var SyncLanePriority;
var SyncBatchedLanePriority;
var InputDiscreteHydrationLanePriority;
var InputDiscreteLanePriority;
var InputContinuousHydrationLanePriority;
var InputContinuousLanePriority;
var DefaultHydrationLanePriority;
var DefaultLanePriority;
var TransitionHydrationPriority;
var TransitionPriority;
var RetryLanePriority;
var SelectiveHydrationLanePriority;
var IdleHydrationLanePriority;
var IdleLanePriority;
var OffscreenLanePriority;
var NoLanePriority;
var TotalLanes;
var NoLanes;
var NoLane;
var SyncLane;
var SyncBatchedLane;
var InputDiscreteHydrationLane;
var InputDiscreteLanes;
var InputContinuousHydrationLane;
var InputContinuousLanes;
var DefaultHydrationLane;
var DefaultLanes;
var TransitionHydrationLane;
var TransitionLanes;
var RetryLanes;
var SomeRetryLane;
var SelectiveHydrationLane;
var NonIdleLanes;
var IdleHydrationLane;
var IdleLanes;
var OffscreenLane;
var NoTimestamp;
// Used by getHighestPriorityLanes and getNextLanes:
var return_highestLanePriority;
var inputDiscreteLanes;
var inputContinuousLanes;
var defaultLanes;
var transitionLanes;
var retryLanes;
var idleLanes;
// Early bailout if there's no pending work left.
var pendingLanes;
var nextLanes;
var nextLanePriority;
var expiredLanes;
var suspendedLanes;
var pingedLanes; // Check if any work has expired.
// Do not work on any idle work until all the non-idle work has finished,
// even if the work is suspended.
var nonIdlePendingLanes;
var nonIdleUnblockedLanes;
var nonIdlePingedLanes;
// The only remaining work is Idle.
var unblockedLanes;
var wipLanePriority;
//
// A lane is said to be entangled with another when it's not allowed to render
// in a batch that does not also include the other lane. Typically we do this
// when multiple updates have the same source, and we only want to respond to
// the most recent event from that source.
//
// Note that we apply entanglements *after* checking for partial work above.
// This means that if a lane is entangled during an interleaved event while
// it's already rendering, we won't interrupt it. This is intentional, since
// entanglement is usually "best effort": we'll try our best to render the
// lanes in the same batch, but it's not worth throwing out partially
// completed work in order to do it.
//
// For those exceptions where entanglement is semantically important, like
// useMutableSource, we should ensure that there is no partial work at the
// time we apply the entanglement.
var entangledLanes;
var entanglements;
var lanes;
var index;
var lane;
var eventTimes;
var mostRecentEventTime;
var index1;
var lane1;
var eventTime;
var priority1;
// TODO: This gets called every time we yield. We can optimize by storing
// the earliest expiration time on the root. Then use that to quickly bail out
// of this function.
var pendingLanes1;
var suspendedLanes1;
var pingedLanes1;
var expirationTimes; // Iterate through the pending lanes and check if we've reached their
// expiration time. If so, we'll assume the update is being starved and mark
// it as expired to force it to finish.
var lanes1;
var index2;
var lane2;
var expirationTime;
var everythingButOffscreen;
switch(null){
case null:
var _lane;
case null:
var _lane2;
case null:
var _lane3;
case null:
var lane3;
}
// First look for lanes that are completely unclaimed, i.e. have no
// pending work.
var lane4;
// This is a fork of `findUpdateLane` designed specifically for Suspense
// "retries" — a special update that attempts to flip a Suspense boundary
// from its placeholder state to its primary/resolved state.
var lane5;
// This finds the most significant non-zero bit.
var index3;
// Intentionally pushing one by one.
// https://v8.dev/blog/elements-kinds#avoid-creating-holes
var laneMap;
// it's not practical to try every single possible combination. We need a
// heuristic to decide which lanes to attempt to render, and in which batches.
// For now, we use the same heuristic as in the old ExpirationTimes model:
// retry any lane at equal or lower priority, but don't try updates at higher
// priority without also including the lower priority updates. This works well
// when considering updates across different priority levels, but isn't
// sufficient for updates within the same priority, since we want to treat
// those updates as parallel.
// Unsuspend any update at equal or lower priority.
var higherPriorityLanes; // Turns 0b1000 into 0b0111
var eventTimes1;
var index4; // We can always overwrite an existing timestamp because we prefer the most
var expirationTimes1;
var lanes2;
var index5;
var lane6;
var noLongerPendingLanes;
var entanglements1;
var eventTimes2;
var expirationTimes2; // Clear the lanes that no longer have pending work
var lanes3;
var index6;
var lane7;
var entanglements2;
var lanes4;
var index7;
var lane8;
var clz32; // Count leading zeros. Only used on lanes, so assume input is an integer.
// Based on:
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/clz32
var log;
var LN2;
// Intentionally not named imports because Rollup would use dynamic dispatch for
var UserBlockingPriority$1, runWithPriority; // TODO: can we stop exporting these?
var _enabled; // This is exported in FB builds for use by legacy FB layer infra.
var eventPriority;
var listenerWrapper;
var allowReplay;
var blockedOn;
// TODO: Warn if _enabled is false.
var nativeEventTarget;
var targetInst1;
var nearestMounted3;
var tag1;
var instance2;
var root1;
/**
* These variables store information about text content of a target node,
* allowing comparison of content before and after a given event.
*
* Identify the node where selection currently begins, then observe
* both its text content and its current position in the DOM. Since the
* browser may natively replace the target node during composition, we can
* use its position to find its replacement.
*
*
*/ var root2;
var startText;
var fallbackText;
var start;
var startValue;
var startLength;
var end;
var endValue;
var endLength;
var minEnd;
var sliceTail;
var charCode;
var keyCode;
var _propName;
var normalize;
var defaultPrevented;
(function() {
var event;
}), function() {
var event;
};
/**
* @interface Event
* @see http://www.w3.org/TR/DOM-Level-3-Events/
*/ var EventInterface;
var SyntheticEvent;
var UIEventInterface;
var SyntheticUIEvent;
var lastMovementX;
var lastMovementY;
var lastMouseEvent;
/**
* @interface MouseEvent
* @see http://www.w3.org/TR/DOM-Level-3-Events/
*/ var MouseEventInterface;
var SyntheticMouseEvent;
/**
* @interface DragEvent
* @see http://www.w3.org/TR/DOM-Level-3-Events/
*/ var DragEventInterface;
var SyntheticDragEvent;
/**
* @interface FocusEvent
* @see http://www.w3.org/TR/DOM-Level-3-Events/
*/ var FocusEventInterface;
var SyntheticFocusEvent;
/**
* @interface Event
* @see http://www.w3.org/TR/css3-animations/#AnimationEvent-interface
* @see https://developer.mozilla.org/en-US/docs/Web/API/AnimationEvent
*/ var AnimationEventInterface;
var SyntheticAnimationEvent;
/**
* @interface Event
* @see http://www.w3.org/TR/clipboard-apis/
*/ var ClipboardEventInterface;
var SyntheticClipboardEvent;
/**
* @interface Event
* @see http://www.w3.org/TR/DOM-Level-3-Events/#events-compositionevents
*/ var CompositionEventInterface;
var SyntheticCompositionEvent;
/**
* @interface Event
* @see http://www.w3.org/TR/2013/WD-DOM-Level-3-Events-20131105
* /#events-inputevents
*/ // Happens to share the same list for now.
var SyntheticInputEvent;
/**
* Normalization of deprecated HTML5 `key` values
* @see https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent#Key_names
*/ var normalizeKey;
/**
* Translation from legacy `keyCode` to HTML5 `key`
* Only special keys supported, all others depend on keyboard layout or browser
* @see https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent#Key_names
*/ var translateToKey;
// Normalize inconsistent values reported by browsers due to
// implementations of a working draft specification.
// FireFox implements `key` but returns `MozPrintableKey` for all
// printable characters (normalized to `Unidentified`), ignore it.
var key3;
var charCode1; // The enter-key is technically both printable and non-printable and can
/**
* Translation from modifier key to the associated property in the event.
* @see http://www.w3.org/TR/DOM-Level-3-Events/#keys-Modifiers
*/ var modifierKeyToProp; // Older browsers (Safari <= 10, iOS Safari <= 10.2) do not support
var syntheticEvent;
var nativeEvent;
var keyProp;
/**
* @interface KeyboardEvent
* @see http://www.w3.org/TR/DOM-Level-3-Events/
*/ var KeyboardEventInterface;
var SyntheticKeyboardEvent;
/**
* @interface PointerEvent
* @see http://www.w3.org/TR/pointerevents/
*/ var PointerEventInterface;
var SyntheticPointerEvent;
/**
* @interface TouchEvent
* @see http://www.w3.org/TR/touch-events/
*/ var TouchEventInterface;
var SyntheticTouchEvent;
/**
* @interface Event
* @see http://www.w3.org/TR/2009/WD-css3-transitions-20090320/#transition-events-
* @see https://developer.mozilla.org/en-US/docs/Web/API/TransitionEvent
*/ var TransitionEventInterface;
var SyntheticTransitionEvent;
/**
* @interface WheelEvent
* @see http://www.w3.org/TR/DOM-Level-3-Events/
*/ var WheelEventInterface;
var SyntheticWheelEvent;
var END_KEYCODES; // Tab, Return, Esc, Space
var START_KEYCODE;
var canUseCompositionEvent;
var documentMode;
// directly represent `beforeInput`. The IE `textinput` event is not as
// useful, so we don't use it.
var canUseTextInputEvent; // In IE9+, we have access to composition events, but the data supplied
// by the native compositionend event may be incorrect. Japanese ideographic
// spaces, for instance (\u3000) are not recorded correctly.
var useFallbackCompositionData;
var SPACEBAR_CODE;
var SPACEBAR_CHAR;
var hasSpaceKeypress;
var detail;
var isComposing;
var eventType;
var fallbackData;
var listeners;
var event1;
var customData;
switch(null){
case 'keypress':
/**
* If native `textInput` events are available, our goal is to make
* use of them. However, there is a special case: the spacebar key.
* In Webkit, preventing default on a spacebar `textInput` event
* cancels character insertion, but it *also* causes the browser
* to fall back to its default spacebar behavior of scrolling the
* page.
*
* Tracking at:
* https://code.google.com/p/chromium/issues/detail?id=355103
*
* To avoid this issue, use the keypress event as if no `textInput`
* event is available.
*/ var which;
case 'textInput':
// Record the characters to be added to the DOM.
var chars; // If it's a spacebar character, assume that we have already handled
}
var chars1;
var chars2;
var listeners1;
var event2;
/**
* @see http://www.whatwg.org/specs/web-apps/current-work/multipage/the-input-element.html#input-type-attr-summary
*/ var supportedInputTypes;
var nodeName1;
var eventName;
var isSupported;
var element;
var listeners2;
var event3;
/**
* For IE shims
*/ var activeElement;
var activeElementInst;
var nodeName2;
var dispatchQueue;
var targetNode;
/**
* SECTION: handle `input` event
*/ var isInputEventSupported;
// Use the `click` event to detect changes to checkbox and radio inputs.
// This approach works across all browsers, whereas `change` does not fire
// until `blur` in IE8.
var nodeName3;
var state;
var targetNode1;
var getTargetInstFunc, handleEventFunc;
var inst;
var isOverEvent;
var isOutEvent;
// If this is an over event with a target, we might have already dispatched
// the event in the out event of the other target. If this is replayed,
// then it's because we couldn't dispatch against this target previously
// so we have to do it now instead.
var related;
var win; // TODO: why is this nullable in the types but we read from it?
// TODO: Figure out why `ownerDocument` is sometimes undefined in IE8.
var doc;
var from;
var to;
var _related;
var nearestMounted4;
var SyntheticEventCtor;
var leaveEventType;
var enterEventType;
var eventTypePrefix;
var fromNode;
var toNode;
var leave;
var enter; // We should only process this nativeEvent if we are processing
// the first ancestor. Next time, we will ignore the event.
var nativeTargetInst;
var enterEvent;
var objectIs;
var hasOwnProperty$2;
var keysA;
var keysB;
var node19;
var nodeStart;
var nodeEnd;
var ownerDocument;
var win1;
var selection;
var anchorNode, anchorOffset, focusNode, focusOffset; // In Firefox, anchorNode and focusNode can be "anonymous divs", e.g. the
var length;
var start1;
var end1;
var indexWithinAnchor;
var indexWithinFocus;
var node20;
var parentNode;
var next;
var doc1;
var win2; // Edge fails with "Object expected" in some scenarios.
var selection1;
var length1;
var start2;
var end2; // IE 11 uses modern selection, but doesn't support the extend method.
var temp;
var startMarker;
var endMarker;
var range;
var win3;
var element1;
var nodeName4;
var focusedElem;
var curFocusedElem;
var priorFocusedElem;
var priorSelectionRange;
var ancestors;
var ancestor;
var info1;
var selection2;
var start3;
var end3;
var skipSelectionChangeEvent;
var activeElement$1;
var activeElementInst$1;
var lastSelection;
var mouseDown;
var win4;
var selection3;
// Ensure we have the right element, and that the user is not dragging a
// selection (this matches native `select` event behavior). In HTML5, select
// fires only on input and textarea thus if there's no focused element we
// won't dispatch.
var doc2;
var currentSelection;
var listeners3;
var event4;
var targetNode2;
var reactName1;
var SyntheticEventCtor1;
var reactEventType;
var inCapturePhase;
// Some events don't bubble in the browser.
// In the past, React has always bubbled them, but this can be surprising.
// We're going to try aligning closer to the browser behavior by not bubbling
// them in React either. We'll start by not bubbling onScroll, and then expand.
var accumulateTargetOnly;
var _listeners;
// Intentionally create event lazily.
var _event;
var shouldProcessPolyfillPlugins; // We don't process these events unless we are in the
var mediaEventTypes; // We should not delegate these events to the container, but rather
// set them on the actual target element itself. This is primarily
// because these events do not consistently bubble in the DOM.
var nonDelegatedEvents;
var type4;
var previousInstance;
var _dispatchListeners$i, instance3, currentTarget, listener1;
var _dispatchListeners$_i, _instance, _currentTarget, _listener;
var inCapturePhase1;
var _dispatchQueue$i, event5, listeners4;
var nativeEventTarget1;
var dispatchQueue1;
var isCapturePhaseListener;
var listenerSet;
var listenerSetKey;
var listeningMarker;
var eventSystemFlags;
var target2; // selectionchange needs to be attached to the document
var listenerSet1;
var listenerSetKey1; // If the listener entry is empty or we should upgrade, then
var listener2; // If passive option is not supported, then the event will be
// active and not passive.
var isPassiveListener;
var unsubscribeListener; // When legacyFBSupport is enabled, it's for when we
var ancestorInst;
var targetContainerNode; // If we are using the legacy FB support flag, we
// The below logic attempts to work out if we need to change
// the target fiber to a different ancestor. We had similar logic
// in the legacy event system, except the big difference between
// systems is that the modern event system now has an event listener
// attached to each React Root and React Portal Root. Together,
// the DOM nodes representing these roots are the "rootContainer".
// To figure out which ancestor instance we should use, we traverse
// up the fiber tree from the target instance and attempt to find
// root boundaries that match that of our current "rootContainer".
// If we find that "rootContainer", we find the parent fiber
// sub-tree for that root and make that our ancestor instance.
var node21;
var nodeTag;
var container2;
// The target is a portal, but it's not the rootContainer we're looking for.
// Normally portals handle their own events all the way down to the root.
// So we should be able to stop now. However, we don't know if this portal
// was part of *our* root.
var grandNode;
var grandTag;
var grandContainer;
var parentNode1;
var parentTag;
var captureName;
var reactEventName;
var listeners5;
var instance4;
var lastHostComponent; // Accumulate all instances and listeners via the target -> root path.
var _instance2, stateNode2, tag2; // Handle listeners that are on HostComponents (i.e. <div>)
var listener3;
var captureName1;
var listeners6;
var instance5; // Accumulate all instances and listeners via the target -> root path.
var _instance3, stateNode3, tag3; // Handle listeners that are on HostComponents (i.e. <div>)
var currentTarget1;
var captureListener;
var bubbleListener;
var nodeA;
var nodeB;
var depthA;
var depthB;
var depth;
var registrationName;
var listeners7;
var instance6;
var _instance4, alternate1, stateNode4, tag4;
var currentTarget2;
var captureListener1;
var bubbleListener1;
var common;
var didWarnInvalidHydration;
var DANGEROUSLY_SET_INNER_HTML;
var SUPPRESS_CONTENT_EDITABLE_WARNING;
var SUPPRESS_HYDRATION_WARNING;
var AUTOFOCUS;
var CHILDREN;
var STYLE;
var HTML$1;
var HTML_NAMESPACE$1;
var warnedUnknownTags;
var suppressHydrationWarning;
var validatePropertiesInDevelopment;
var warnForTextDifference;
var warnForPropDifference;
var warnForExtraAttributes;
var warnForInvalidEventListener;
var canDiffStyleForHydrationWarning;
var normalizeMarkupForTextOrAttribute;
var normalizeHTML;
// It also can turn \u0000 into \uFFFD inside attributes.
// https://www.w3.org/TR/html5/single-page.html#preprocessing-the-input-stream
// If we have a mismatch, it might be caused by that.
// We will still patch up in this case but not fire the warning.
var NORMALIZE_NEWLINES_REGEX;
var NORMALIZE_NULL_AND_REPLACEMENT_REGEX;
(function() {
var markupString;
});
(function() {
var normalizedClientText;
var normalizedServerText;
});
(function() {
var normalizedClientValue;
var normalizedServerValue;
});
(function() {
var names;
});
(function() {
// We could have created a separate document here to avoid
// re-initializing custom elements if they exist. But this breaks
// how <noscript> is being handled. So we use the same document.
// See the discussion in https://github.com/facebook/react/pull/11157.
var testElement;
});
var propKey;
var nextProp;
var nextHtml;
// Avoid setting initial textContent when the text is empty. In IE11 setting
// textContent on a <textarea> will cause the placeholder to not
// show within the <textarea> until it has been focused and blurred again.
// https://github.com/facebook/react/issues/6731#issuecomment-254874553
var canSetTextContent;
var propKey1;
var propValue;
var isCustomComponentTag; // We create tags in the namespace of their parent container, except HTML
// tags get no namespace.
var ownerDocument1;
var domElement;
var namespaceURI;
// Create the script via .innerHTML so its "parser-inserted" flag is
// set to true and it does not execute
var div;
// This is guaranteed to yield a script element.
var firstChild;
var node22;
var isCustomComponentTag1;
var props3;
var updatePayload;
var lastProps;
var nextProps;
var propKey2;
var styleName2;
var styleUpdates;
var lastStyle;
var nextProp1;
var lastProp;
var nextHtml1;
var lastHtml;
var wasCustomComponentTag;
var isCustomComponentTag2; // Apply the diff.
var lowerCasedName2;
var isCustomComponentTag3;
var extraAttributeNames;
var attributes;
var name3;
var updatePayload1;
var propKey3;
var nextProp2;
// Validate that the properties correspond to their expected values.
var serverValue;
var propertyInfo1;
var serverHTML;
var nextHtml2;
var expectedHTML;
var expectedStyle;
var isMismatchDueToBadCasing;
var ownNamespace;
var standardName1;
var isDifferent;
var validateDOMNesting;
var updatedAncestorInfo;
// This validation code was written based on the HTML5 parsing spec:
// https://html.spec.whatwg.org/multipage/syntax.html#has-an-element-in-scope
//
// Note: this does not catch all invalid nesting, nor does it try to (as it's
// not clear what practical benefit doing so provides); instead, we warn only
// for cases where the parser will give a parse tree differing from what React
// intended. For example, <b><div></div></b> is invalid but we don't warn
// because it still parses correctly; we do warn for other cases like nested
// <p> tags where the beginning of the second element implicitly closes the
// first, causing a confusing mess.
// https://html.spec.whatwg.org/multipage/syntax.html#special
var specialTags; // https://html.spec.whatwg.org/multipage/syntax.html#has-an-element-in-scope
var inScopeTags; // https://html.spec.whatwg.org/multipage/syntax.html#has-an-element-in-button-scope
var buttonScopeTags; // https://html.spec.whatwg.org/multipage/syntax.html#generate-implied-end-tags
var impliedEndTags;
var emptyAncestorInfo;
(function() {
var ancestorInfo;
var info;
});
/**
* Returns whether
*/ var isTagValidWithParent;
/**
* Returns whether
*/ var findInvalidAncestorForTag;
var didWarn$1;
(function() {
var parentInfo;
var parentTag;
var invalidParent;
var invalidAncestor;
var invalidParentOrAncestor;
var ancestorTag;
var warnKey;
var tagDisplayName;
var whitespaceInfo;
var info;
});
var SUPPRESS_HYDRATION_WARNING$1;
var SUSPENSE_START_DATA;
var SUSPENSE_END_DATA;
var SUSPENSE_PENDING_START_DATA;
var SUSPENSE_FALLBACK_START_DATA;
var STYLE$1;
var eventsEnabled;
var selectionInformation;
var type5;
var namespace;
var nodeType;
switch(null){
case null:
var root3;
default:
var container1;
var ownNamespace1;
}
var validatedTag;
var ancestorInfo;
var parentHostContextDev;
var namespace1;
var ancestorInfo1;
var activeInstance;
var parentNamespace;
// TODO: take namespace into account when validating.
var hostContextDev;
var string;
var ownAncestorInfo;
var domElement1;
var hostContextDev1;
var string1;
var ownAncestorInfo1;
var hostContextDev2;
var textNode;
// if a component just imports ReactDOM (e.g. for findDOMNode).
// Some environments might not have setTimeout or clearTimeout.
var scheduleTimeout;
var cancelTimeout;
var noTimeout; // -------------------
var parentNode2;
// If something inside a portal is clicked, that click should bubble
// through the React tree. However, on Mobile Safari the click would
// never bubble through the *DOM* tree unless an ancestor with onclick
// event exists. So we wouldn't see it and dispatch it.
// This is why we ensure that non React root containers have inline onclick
// defined.
// https://github.com/facebook/react/issues/11918
var reactRootContainer;
var style2;
var styleProp1;
var display;
var body;
var nodeType1;
var parentNamespace1;
var hostContextDev3;
var node23; // Skip past all nodes within this suspense boundary.
// There might be nested nodes so we need to keep track of how
// deep we are and only break out when we're back on top.
var depth1;
var data;
var node24; // Skip past all nodes within this suspense boundary.
// There might be nested nodes so we need to keep track of how
// deep we are and only break out when we're back on top.
var depth2;
var data1;
var clientId;
var id;
var randomKey;
var internalInstanceKey;
var internalPropsKey;
var internalContainerInstanceKey;
var internalEventHandlersKey;
var targetInst2;
// to see if one of its parents is a React owned DOM node.
var parentNode3;
// Since this wasn't the direct target of the event, we might have
// stepped past dehydrated DOM nodes to get here. However they could
// also have been non-React nodes. We need to answer which one.
// If we the instance doesn't have any children, then there can't be
// a nested suspense boundary within it. So we can use this as a fast
// bailout. Most of the time, when people add non-React children to
// the tree, it is using a ref to a child-less DOM node.
// Normally we'd only need to check one of the fibers because if it
// has ever gone from having children to deleting them or vice versa
// it would have deleted the dehydrated boundary nested inside already.
// However, since the HostRoot starts out with an alternate it might
// have one on the alternate so we need to check in case this was a
// root.
var alternate2;
// Next we need to figure out if the node that skipped past is
// nested within a dehydrated boundary and if so, which one.
var suspenseInstance;
// We found a suspense instance. That means that we haven't
// hydrated it yet. Even though we leave the comments in the
// DOM after hydrating, and there are boundaries in the DOM
// that could already be hydrated, we wouldn't have found them
// through this pass since if the target is hydrated it would
// have had an internalInstanceKey on it.
// Let's get the fiber associated with the SuspenseComponent
// as the deepest instance.
var targetSuspenseInst;
var inst1;
var elementListenerSet;
var loggedTypeFailures;
var ReactDebugCurrentFrame$1;
var owner3;
var stack1;
// $FlowFixMe This is okay but Flow doesn't know it.
var has;
var typeSpecName;
var error$1; // Prop type validation may throw. In case they do, we don't want to
var err;
var valueStack;
var fiberStack;
var index8;
var warnedAboutMissingGetChildContext;
var emptyContextObject;
var contextStackCursor; // A cursor to a boolean indicating whether the context has changed.
var didPerformWorkStackCursor; // Keep track of the previous context object that was on the stack.
// We use this to get access to the parent context after we have already
// pushed the next context provider, and now need to merge their contexts.
var previousContext;
var instance7;
var type6;
var contextTypes;
// Failing to do this will result in unnecessary calls to componentWillReceiveProps.
// This may trigger infinite loops if componentWillReceiveProps calls setState.
var instance8;
var context1;
var key4;
var name4;
var childContextTypes;
var instance9;
var childContextTypes1; // TODO (bvaughn) Replace this behavior with an invariant() in the future.
var componentName;
var childContext;
var contextKey;
var name5;
var instance10; // We push the context as early as possible to ensure stack integrity.
// If the instance does not exist yet, we will push null at first,
// and replace it on the stack later when invalidating the context.
var memoizedMergedChildContext; // Remember the parent context so we can merge with it later.
var instance11;
// Merge parent and own context.
// Skip this if we're not updating due to sCU.
// This avoids unnecessarily recomputing memoized values.
var mergedContext;
var node25;
switch(null){
case null:
var Component;
}
var LegacyRoot;
var BlockingRoot;
var ConcurrentRoot;
var rendererID;
var injectedHook;
var hasLoggedError;
var isDevToolsPresent;
var hook;
var didError;
var Scheduler_runWithPriority, Scheduler_scheduleCallback, Scheduler_cancelCallback, Scheduler_shouldYield, Scheduler_requestPaint, Scheduler_now$1, Scheduler_getCurrentPriorityLevel, Scheduler_ImmediatePriority, Scheduler_UserBlockingPriority, Scheduler_NormalPriority, Scheduler_LowPriority, Scheduler_IdlePriority;
var fakeCallbackNode; // Except for NoPriority, these correspond to Scheduler priorities. We use
// ascending numbers so we can compare them like numbers. They start at 90 to
// avoid clashing with Scheduler's priorities.
var ImmediatePriority$1;
var UserBlockingPriority$2;
var NormalPriority$1;
var LowPriority$1;
var IdlePriority$1; // NoPriority is the absence of priority. Also React-only.
var NoPriority$1;
var shouldYield;
var requestPaint;
var syncQueue;
var immediateQueueCallbackNode;
var isFlushingSyncQueue;
var initialTimeMs$1; // If the initial timestamp is reasonably small, use Scheduler's `now` directly.
// This will be the case for modern browsers that support `performance.now`. In
// older browsers, Scheduler falls back to `Date.now`, which returns a Unix
// timestamp. In that case, subtract the module initialization time to simulate
// the behavior of performance.now and keep our times small enough to fit
// within 32 bits.
// TODO: Consider lifting this into Scheduler.
var now;
var priorityLevel;
var priorityLevel1;
var node26;
var i;
var _isSync2;
var _queue;
(function() {
var callback;
});
// TODO: this is special because it gets imported during build.
var ReactVersion;
var NoMode;
var StrictMode; // TODO: Remove BlockingMode and ConcurrentMode by reading from the root
// tag instead
var BlockingMode;
var ConcurrentMode;
var ProfileMode;
var DebugTracingMode;
var ReactCurrentBatchConfig;
var NoTransition;
var ReactStrictModeWarnings;
var findStrictRoot = function() {
var maybeStrictRoot;
var node;
};
var setToSortedString = function() {
var array;
};
var pendingComponentWillMountWarnings;
var pendingUNSAFE_ComponentWillMountWarnings;
var pendingComponentWillReceivePropsWarnings;
var pendingUNSAFE_ComponentWillReceivePropsWarnings;
var pendingComponentWillUpdateWarnings;
var pendingUNSAFE_ComponentWillUpdateWarnings; // Tracks components we have already warned about.
var didWarnAboutUnsafeLifecycles;
(function() {
// We do an initial pass to gather component names
var componentWillMountUniqueNames;
var UNSAFE_componentWillMountUniqueNames;
var componentWillReceivePropsUniqueNames;
var UNSAFE_componentWillReceivePropsUniqueNames;
var componentWillUpdateUniqueNames;
var UNSAFE_componentWillUpdateUniqueNames;
var sortedNames;
var _sortedNames;
var _sortedNames2;
var _sortedNames3;
var _sortedNames4;
var _sortedNames5;
});
var pendingLegacyContextWarning; // Tracks components we have already warned about.
var didWarnAboutLegacyContext;
(function() {
var strictRoot;
var warningsForRoot;
});
(function() {
(function() {
var firstFiber;
var uniqueNames;
var sortedNames;
});
});
// Resolve default props. Taken from ReactElement
var props4;
var defaultProps;
var propName1;
// Max 31 bit integer. The max integer size in V8 for 32-bit systems.
// Math.pow(2, 30) - 1
// 0b111111111111111111111111111111
var MAX_SIGNED_31_BIT_INT;
var valueCursor;
var rendererSigil;
var currentlyRenderingFiber;
var lastContextDependency;
var lastContextWithAllBitsObserved;
var isDisallowedContextReadInDEV;
var context2;
var currentValue1;
var context3;
var changedBits;
// Update the child lanes of all the ancestors, including the alternates.
var node27;
var alternate3;
var fiber1;
var nextFiber; // Visit this fiber.
var list;
var dependency;
// Schedule a force update on the work-in-progress.
var update;
var alternate4;
var sibling;
var dependencies;
var firstContext;
var resolvedObservedBits; // Avoid deopting on observable arguments or heterogeneous types.
var contextItem;
var UpdateState;
var ReplaceState;
var ForceUpdate;
var CaptureUpdate; // Global state that is reset at the beginning of calling `processUpdateQueue`.
// It should only be read right after calling `processUpdateQueue`, via
// `checkHasForceUpdateAfterProcessing`.
var hasForceUpdate;
var didWarnUpdateInsideUpdate;
var currentlyProcessingQueue;
var queue;
// Clone the update queue from current. Unless it's already a clone.
var queue1;
var currentQueue;
var clone;
var update1;
var updateQueue;
var sharedQueue;
var pending;
// Captured updates are updates that are thrown by a child during the render
// phase. They should be discarded if the render is aborted. Therefore,
// we should only put them on the work-in-progress queue, not the current one.
var queue2; // Check if the work-in-progress queue is a clone.
var current2;
var currentQueue1;
// The work-in-progress queue is the same as current. This happens when
// we bail out on a parent fiber that then captures an error thrown by
// a child. Since we want to append the update only to the work-in
// -progress queue, we need to clone the updates. We usually clone during
// processUpdateQueue, but that didn't happen in this case because we
// skipped over the parent when we bailed out.
var newFirst;
var newLast;
var firstBaseUpdate;
// Loop through the updates and clone them.
var update2;
var clone1;
var lastBaseUpdate;
switch(null){
case null:
var payload2;
var nextState;
// Intentional fallthrough
case null:
var _payload;
var partialState;
}
// This is always non-null on a ClassComponent or HostRoot
var queue3;
var firstBaseUpdate1;
var lastBaseUpdate1; // Check if there are pending updates. If so, transfer them to the base queue.
var pendingQueue;
// and last so that it's non-circular.
var lastPendingUpdate;
var firstPendingUpdate;
// we need to transfer the updates to that queue, too. Because the base
// queue is a singly-linked list with no cycles, we can append to both
// lists and take advantage of structural sharing.
// TODO: Pass `current` as argument
var current3;
// This is always non-null on a ClassComponent or HostRoot
var currentQueue2;
var currentLastBaseUpdate;
// Iterate through the list of updates to compute the result.
var newState; // TODO: Don't need to accumulate this. Instead, we can remove renderLanes
// from the original lanes.
var newLanes;
var newBaseState;
var newFirstBaseUpdate;
var newLastBaseUpdate;
var update3;
var updateLane;
var updateEventTime;
// Priority is insufficient. Skip this update. If this is the first
// skipped update, the previous update/state is the new base
// update/state.
var clone2;
var _clone;
var callback;
var effects;
// An update was scheduled from inside a reducer. Add the new
// pending updates to the end of the list and keep processing.
var _lastPendingUpdate; // Intentionally unsound. Pending updates form a circular list, but we
// unravel them when transferring them to the base queue.
var _firstPendingUpdate;
// Commit the effects
var effects1;
var effect;
var callback1;
var fakeInternalInstance;
var isArray1; // React.Component uses a shared frozen object by default.
// We'll use it to determine whether we need to initialize legacy refs.
var emptyRefsObject;
var didWarnAboutStateAssignmentForComponent;
var didWarnAboutUninitializedState;
var didWarnAboutGetSnapshotBeforeUpdateWithoutDidUpdate;
var didWarnAboutLegacyLifecyclesAndDerivedState;
var didWarnAboutUndefinedDerivedState;
var warnOnUndefinedDerivedState;
var warnOnInvalidCallback;
var didWarnAboutDirectlyAssigningPropsToState;
var didWarnAboutContextTypeAndContextTypes;
var didWarnAboutInvalidateContextType;
var didWarnOnInvalidCallback;
(function() {
var key;
});
(function() {
var componentName;
}); // This is so gross but it's at least non-critical and can be removed if
var prevState;
var partialState1;
var memoizedState;
// Queue is always non-null for classes
var updateQueue1;
var classComponentUpdater = (function() {
var fiber;
var eventTime;
var lane;
var update;
}, function() {
var fiber;
var eventTime;
var lane;
var update;
});
var instance12;
var shouldUpdate;
var instance13;
var name6;
var renderPresent;
var hasMutatedProps;
var _state;
var isLegacyContextConsumer;
var unmaskedContext;
var context4;
var contextType;
var isValid1; // Not a <Context.Consumer>
var addendum;
var contextTypes1;
var instance14;
var state1;
var componentName1;
var foundWillMountName;
var foundWillReceivePropsName;
var foundWillUpdateName;
var _componentName;
var newApiName;
var oldState;
var oldState1;
var componentName2;
var instance15;
var contextType1;
var unmaskedContext1;
var componentName3;
var getDerivedStateFromProps;
var instance16;
var oldProps;
var oldContext;
var contextType2;
var nextContext;
var nextLegacyUnmaskedContext;
var getDerivedStateFromProps1;
var hasNewLifecycles; // Note: During these life-cycles, instance.props/instance.state are what
var oldState2;
var newState1;
var shouldUpdate1;
var instance17;
var unresolvedOldProps;
var oldProps1;
var unresolvedNewProps;
var oldContext1;
var contextType3;
var nextContext1;
var nextUnmaskedContext;
var getDerivedStateFromProps2;
var hasNewLifecycles1; // Note: During these life-cycles, instance.props/instance.state are what
var oldState3;
var newState2;
var shouldUpdate2;
var didWarnAboutMaps;
var didWarnAboutGenerators;
var didWarnAboutStringRefs;
var ownerHasKeyUseWarning;
var ownerHasFunctionTypeWarning;
var warnForMissingKey;
(function() {
var componentName;
});
var isArray$1;
var mixedRef;
var componentName4;
var owner4;
var inst2;
var ownerFiber1;
var stringRef; // Check if previous string ref matches new string ref
var ref = function() {
var refs;
};
var componentName5;
// At this point, the return fiber's effect list is empty except for
// deletions, so we can just append the deletion to the list. The remaining
// effects aren't added until the complete phase. Once we implement
// resuming, this may not be true.
var last;
// assuming that after the first child we've already added everything.
var childToDelete;
// Add the remaining children to a temporary map so that we can find them by
// keys quickly. Implicit (null) keys get added to this set with their index
// instead.
var existingChildren;
var existingChild;
// We currently set sibling to null and index to 0 here because it is easy
// to forget to do before returning it. E.g. for the single child case.
var clone3;
var current4;
var oldIndex;
// Insert
var created;
// Update
var existing;
// Move based on index
var existing1;
var created1;
// Insert
var created2;
// Update
var existing2;
// Insert
var created3;
// Update
var existing3;
// Text nodes don't have keys. If the previous node is implicitly keyed
// we can continue to replace it without aborting even if it is not a text
// node.
var created4;
switch(null){
case null:
var _created;
case null:
var _created2;
}
var _created3;
// Update the fiber if the keys match, otherwise return null.
var key5;
// Text nodes don't have keys, so we neither have to check the old nor
// new node for the key. If both are text nodes, they match.
var matchedFiber;
switch(null){
case null:
var _matchedFiber;
case null:
var _matchedFiber2;
}
var _matchedFiber3;
switch(null){
case null:
var key6;
}
// First, validate keys.
var knownKeys;
var child1;
var resultingFirstChild;
var previousNewFiber;
var oldFiber;
var lastPlacedIndex;
var newIdx;
var nextOldFiber;
var newFiber;
var _newFiber;
var existingChildren1; // Keep scanning and use the map to restore deleted items as moves.
var _newFiber2;
// This is the same implementation as reconcileChildrenArray(),
// but using the iterator instead.
var iteratorFn;
// We'll get a different iterator later for the main pass.
var _newChildren;
var knownKeys1;
var _step;
var child2;
var newChildren;
var resultingFirstChild1;
var previousNewFiber1;
var oldFiber1;
var lastPlacedIndex1;
var newIdx1;
var nextOldFiber1;
var step;
var newFiber1;
var _newFiber3;
var existingChildren2; // Keep scanning and use the map to restore deleted items as moves.
var _newFiber4;
var existing4;
var created5;
var key7;
var child3;
switch(null){
case null:
var existing5;
// We intentionally fallthrough here if enableBlocksAPI is not on.
// eslint-disable-next-lined no-fallthrough
default:
var _existing3;
} // Didn't match.
var created6;
var _created4;
var key8;
var child4;
var existing6;
var created7;
// This function is not recursive.
// If the top level item is an array, we treat it as a set of children,
// not as a fragment. Nested arrays on the other hand will be treated as
// fragment nodes. Recursion happens at the normal flow.
// Handle top level unkeyed fragments as if they were arrays.
// This leads to an ambiguity between <>{[...]}</> and <>...</>.
// We treat the ambiguous cases above the same.
var isUnkeyedTopLevelFragment;
var isObject;
// If the new child is undefined, and the return fiber is a composite
// component, throw an error. If Fiber return types are disabled,
// we already threw above.
switch(null){
case null:
var instance18;
}
var reconcileChildFibers;
var mountChildFibers;
var currentChild;
var newChild;
var child5;
var NO_CONTEXT;
var contextStackCursor$1;
var contextFiberStackCursor;
var rootInstanceStackCursor;
var rootInstance;
var nextRootContext; // Now that we know this function doesn't throw, replace it.
var context5;
var rootInstance1;
var context6;
var nextContext2; // Don't push this Fiber's context unless it's unique.
var DefaultSuspenseContext; // The Suspense Context is split into two parts. The lower bits is
// inherited deeply down the subtree. The upper bits only affect
// this immediate suspense boundary and gets reset each new
// boundary or suspense list.
var SubtreeSuspenseContextMask; // Subtree Flags:
// InvisibleParentSuspenseContext indicates that one of our parent Suspense
// boundaries is not currently showing visible main content.
// Either because it is already showing a fallback or is not mounted at all.
// We can use this to determine if it is desirable to trigger a fallback at
// the parent. If not, then we might need to trigger undesirable boundaries
// and/or suspend the commit to avoid hiding the parent content.
var InvisibleParentSuspenseContext; // Shallow Flags:
// ForceSuspenseFallback can be used by SuspenseList to force newly added
// items into their fallback state during one of the render passes.
var ForceSuspenseFallback;
var suspenseStackCursor;
// If it was the primary children that just suspended, capture and render the
// fallback. Otherwise, don't capture and bubble to the next boundary.
var nextState1;
var props5; // In order to capture, the Suspense component must have a fallback prop.
var node28;
var state2;
var dehydrated;
var didSuspend;
var NoFlags$1; // Represents whether effect should fire.
var HasEffect; // Represents the phase in which the effect (not the clean-up) fires.
var Layout;
var Passive$1;
// This may have been an insertion or a hydration.
var hydrationParentFiber;
var nextHydratableInstance;
var isHydrating;
var parentInstance;
var childToDelete1;
switch(null){
case null:
var parentContainer;
switch(null){
case null:
var type7;
var props6;
case null:
var text;
}
case null:
var parentType;
var parentProps;
var parentInstance1;
switch(null){
case null:
var _type1;
var _props1;
case null:
var _text;
}
}
switch(null){
case null:
var type8;
var props7;
var instance19;
case null:
var text1;
var textInstance;
}
var nextInstance;
var firstAttemptedInstance;
var instance20;
var updatePayload2; // TODO: Type this specific to this type of component.
var textInstance1;
var textContent1;
var shouldUpdate3;
// We assume that prepareToHydrateHostTextInstance is called in a context where the
// hydration parent is the parent host component of this host text.
var returnFiber;
switch(null){
case null:
var parentContainer1;
case null:
var parentType1;
var parentProps1;
var parentInstance2;
}
var suspenseState1;
var suspenseInstance1;
var parent;
var type9; // If we have any remaining hydratable nodes, we need to delete them now.
var nextInstance1;
// and should be reset before starting a new render.
// This tracks which mutable sources need to be reset after a render.
var workInProgressSources;
var rendererSigil$1;
var mutableSource;
var ReactCurrentDispatcher$1, ReactCurrentBatchConfig$1;
var didWarnAboutMismatchedHooksForComponent;
var didWarnAboutUseOpaqueIdentifier;
// These are set right before calling the component.
var renderLanes; // The work-in-progress fiber. I've named it differently to distinguish it from
// the work-in-progress hook.
var currentlyRenderingFiber$1; // Hooks are stored as a linked list on the fiber's memoizedState field. The
// current hook list is the list that belongs to the current fiber. The
// work-in-progress hook list is a new list that will be added to the
// work-in-progress fiber.
var currentHook;
var workInProgressHook; // Whether an update was scheduled at any point during the render phase. This
// does not get reset if we do another render pass; only when we're completely
// finished evaluating this component. This is an optimization so we know
// whether we need to clear render phase updates after a throw.
var didScheduleRenderPhaseUpdate; // Where an update was scheduled only during the current render pass. This
// gets reset after each attempt.
// TODO: Maybe there's some way to consolidate this with
// `didScheduleRenderPhaseUpdate`. Or with `numberOfReRenders`.
var didScheduleRenderPhaseUpdateDuringThisPass;
var RE_RENDER_LIMIT; // In DEV, this is the name of the currently executing primitive hook
var currentHookNameInDev; // In DEV, this list ensures that hooks are called in the same order between renders.
// The list stores the order of hooks used during the initial render (mount).
// Subsequent renders (updates) reference this list.
var hookTypesDev;
var hookTypesUpdateIndexDev; // In DEV, this tracks whether currently rendering component needs to ignore
// the dependencies for Hooks that need them (e.g. useEffect or useMemo).
// When true, such Hooks will always be "remounted". Only used during hot reload.
var ignorePreviousDependencies;
var hookName;
var hookName1;
var componentName6;
var table;
var secondColumnStart;
var oldHookName;
var newHookName;
var row; // Extra space so second column lines up
var children1; // Check if there was a render phase update
// Keep rendering in a loop for as long as render phase updates continue to
// be scheduled. Use a counter to prevent infinite loops.
var numberOfReRenders;
// hookTypesDev could catch more cases (e.g. context) but only in DEV bundles.
var didRenderTooFewHooks;
// There were render phase updates. These are only valid for this render
// phase, which we are now aborting. Remove the updates from the queues so
// they do not persist to the next render. Do not remove updates from hooks
// that weren't processed.
//
// Only reset the updates from the queue if it has a clone. If it does
// not have a clone, that means it wasn't processed, and the updates were
// scheduled before we entered the render phase.
var hook1;
var queue4;
var hook2;
// This function is used both for updates and for re-renders triggered by a
// render phase update. It assumes there is either a current hook we can
// clone, or a work-in-progress hook from a previous render pass that we can
// use as a base. When we reach the end of the base list, we must switch to
// the dispatcher used for mounts.
var nextCurrentHook;
var current5;
var nextWorkInProgressHook;
var newHook;
var hook3;
var initialState;
var queue5;
var dispatch;
var hook4;
var queue6;
var current6; // The last rebase update that is NOT part of the base state.
var baseQueue; // The last pending update that hasn't been processed yet.
var pendingQueue1;
// Merge the pending queue and the base queue.
var baseFirst;
var pendingFirst;
// We have a queue to process.
var first;
var newState3;
var newBaseState1;
var newBaseQueueFirst;
var newBaseQueueLast;
var update4;
var updateLane1;
// Priority is insufficient. Skip this update. If this is the first
// skipped update, the previous update/state is the new base
// update/state.
var clone4;
var _clone1;
var action;
var dispatch1;
var hook5;
var queue7;
// work-in-progress hook.
var dispatch2;
var lastRenderPhaseUpdate;
var newState4;
var firstRenderPhaseUpdate;
var update5;
// Process this render phase update. We don't have to check the
// priority because it will always be the same as the current
// render's.
var action1;
var getVersion;
var version; // Is it safe for this component to read from this source during the current render?
var isSafeToReadFromSource; // Check the version first.
// If this render has already been started with a specific version,
// we can use it alone to determine if we can safely read from the source.
var currentRenderVersion;
var snapshot;
var root4;
var getVersion1;
var version1;
var dispatcher; // eslint-disable-next-line prefer-const
var _dispatcher$useState, currentSnapshot, setSnapshot;
var snapshot1; // Grab a handle to the state hook as well.
// We use it to clear the pending update queue if we have a new source.
var stateHook;
var memoizedState1;
var refs;
var prevGetSnapshot;
var prevSource;
var prevSubscribe;
var fiber2;
(function() {
var maybeNewVersion;
var maybeNewSnapshot;
var lane;
}); // If we got a new source or subscribe function, re-subscribe in a passive effect.
(function() {
var handleChange = function() {
var latestGetSnapshot;
var latestSetSnapshot;
var lane;
};
var unsubscribe;
}); // If any of the inputs to useMutableSource change, reading is potentially unsafe.
// Create a new queue and setState method,
// So if there are interleaved updates, they get pushed to the older queue.
// When this becomes current, the previous queue and dispatch method will be discarded,
// including any interleaving updates that occur.
var newQueue;
var hook6;
var hook7;
var hook8;
var queue8;
var dispatch3;
var effect1;
var componentUpdateQueue;
var lastEffect;
var firstEffect;
var hook9;
var ref1;
var hook10;
var hook11;
var nextDeps;
var hook12;
var nextDeps1;
var destroy;
var prevEffect;
var prevDeps;
var refCallback;
var _inst;
var refObject;
var _inst2;
var effectDeps;
var effectDeps1;
var updateDebugValue;
var hook13;
var nextDeps2;
var hook14;
var nextDeps3;
var prevState1;
var prevDeps1;
var hook15;
var nextDeps4;
var nextValue1;
var hook16;
var nextDeps5;
var prevState2;
var prevDeps2;
var nextValue2;
var _mountState, prevValue, setValue;
(function() {
var prevTransition;
});
var _updateState, prevValue1, setValue1;
(function() {
var prevTransition;
});
var _rerenderState, prevValue2, setValue2;
(function() {
var prevTransition;
});
var priorityLevel2;
(function() {
var prevTransition;
});
var _mountState2, isPending, setPending; // The `start` method can be stored on a ref, since `setPending`
// never changes.
var start4;
var _updateState2, isPending1;
var startRef;
var start5;
var _rerenderState2, isPending2;
var startRef1;
var start6;
var isUpdatingOpaqueValueInRenderPhase;
// TODO: Should warn in effects and callbacks, too
var name7;
var makeId;
var didUpgrade;
var fiber3;
var readValue;
var id1;
var setId;
var _id;
var id2;
var id3;
var eventTime1;
var lane9;
var update6; // Append the update to the end of the list.
var pending1;
var alternate5;
// The queue is currently empty, which means we can eagerly compute the
// next state before entering the render phase. If the new state is the
// same as the current state, we may be able to bail out entirely.
var lastRenderedReducer;
var prevDispatcher;
var currentState;
var eagerState; // Stash the eagerly computed state, and the reducer used to compute
var ContextOnlyDispatcher;
var HooksDispatcherOnMountInDEV;
var HooksDispatcherOnMountWithHookTypesInDEV;
var HooksDispatcherOnUpdateInDEV;
var HooksDispatcherOnRerenderInDEV;
var InvalidNestedHooksDispatcherOnMountInDEV;
var InvalidNestedHooksDispatcherOnUpdateInDEV;
var InvalidNestedHooksDispatcherOnRerenderInDEV;
var warnInvalidContextAccess;
var warnInvalidHookAccess;
(function() {
var prevDispatcher;
}), function() {
var prevDispatcher;
};
(function() {
var prevDispatcher;
}), function() {
var prevDispatcher;
};
(function() {
var prevDispatcher;
}), function() {
var prevDispatcher;
};
(function() {
var prevDispatcher;
}), function() {
var prevDispatcher;
};
(function() {
var prevDispatcher;
}), function() {
var prevDispatcher;
};
(function() {
var prevDispatcher;
}), function() {
var prevDispatcher;
};
(function() {
var prevDispatcher;
}), function() {
var prevDispatcher;
};
var now$1;
var commitTime;
var profilerStartTime;
var elapsedTime;
// Transfer time spent rendering these children so we don't lose it
// after we rerender. This is used as a helper in special cases
// where we should count the work of multiple passes.
var child6;
var ReactCurrentOwner$1;
var didReceiveUpdate;
var didWarnAboutBadClass;
var didWarnAboutModulePatternComponent;
var didWarnAboutContextTypeOnFunctionComponent;
var didWarnAboutGetDerivedStateOnFunctionComponent;
var didWarnAboutFunctionRefs;
var didWarnAboutReassigningProps;
var didWarnAboutRevealOrder;
var didWarnAboutTailOptions;
// Lazy component props can't be validated in createElement
// because they're only guaranteed to be resolved here.
var innerPropTypes;
var render;
var ref2; // The rest is a fork of updateFunctionComponent
var nextChildren;
var type10;
var resolvedType;
var innerPropTypes1;
var child7;
var _type2;
var _innerPropTypes;
var currentChild1; // This is always exactly one child
// This will be the props with resolved defaultProps,
// unlike current.memoizedProps which will be the unresolved ones.
var prevProps; // Default to shallow comparison
var compare;
var newChild1;
// Lazy component props can't be validated in createElement
// because they're only guaranteed to be resolved here.
var outerMemoType;
// We warn when you define propTypes on lazy()
// so let's just skip over it to find memo() outer wrapper.
// Inner props for memo are validated later.
var lazyComponent2;
var payload3;
var init2;
var outerPropTypes;
var prevProps1;
var nextProps1;
var nextChildren1;
var prevState3;
// In legacy sync mode, don't defer the subtree. Render it now.
// TODO: Figure out what we should do in Blocking mode.
var nextState2;
var nextBaseLanes;
var prevBaseLanes;
var _nextState;
// Rendering at offscreen, so we can clear the base lanes.
var _nextState2;
var subtreeRenderLanes;
var _subtreeRenderLanes;
// ourselves to this constraint, though. If the behavior diverges, we should
// fork the function.
var updateLegacyHiddenComponent;
var nextChildren2;
var nextChildren3;
// These are reset during render to allow the DevTools commit hook a chance to read them,
var stateNode5;
var nextProps2;
var nextChildren4;
var ref3;
// Lazy component props can't be validated in createElement
// because they're only guaranteed to be resolved here.
var innerPropTypes2;
var context7;
var unmaskedContext2;
var nextChildren5;
// Lazy component props can't be validated in createElement
// because they're only guaranteed to be resolved here.
var innerPropTypes3;
// During mounting we don't know the child context yet as the instance doesn't exist.
// We will invalidate the child context in finishClassComponent() right after rendering.
var hasContext;
var instance21;
var shouldUpdate4;
var nextUnitOfWork;
var inst3;
var didCaptureError;
var instance22; // Rerender
var nextChildren6;
var root5;
var updateQueue2;
var nextProps3;
var prevState4;
var prevChildren;
var nextState3; // Caution: React DevTools currently depends on this property
// being called "element".
var nextChildren7;
var root6;
var mutableSourceEagerHydrationData;
var mutableSource1;
var version2;
var child8;
var node29;
var type11;
var nextProps4;
var prevProps2;
var nextChildren8;
var isDirectTextChild;
var props8;
var lazyComponent3;
var payload4;
var init3;
var Component1; // Store the unwrapped component in the type.
var resolvedTag;
var resolvedProps;
var child9;
switch(null){
case null:
var outerPropTypes1;
}
var hint;
// Push context providers early to prevent context stack mismatches.
// During mounting we don't know the child context yet as the instance doesn't exist.
// We will invalidate the child context in finishClassComponent() right after rendering.
var hasContext1;
var props9;
var context8;
var unmaskedContext3;
var value8;
var componentName7;
var _componentName1;
var _componentName2;
// During mounting we don't know the child context yet as the instance doesn't exist.
// We will invalidate the child context in finishClassComponent() right after rendering.
var hasContext2;
var getDerivedStateFromProps3;
var info2;
var ownerName1;
var warningKey1;
var debugSource;
var _componentName3;
var _componentName4;
var SUSPENDED_MARKER;
var suspenseState2;
var nextProps5; // This is used by DevTools to force a boundary to suspend.
var suspenseContext;
var showFallback;
var didSuspend1;
var nextPrimaryChildren;
var nextFallbackChildren;
var fallbackFragment;
var primaryChildFragment;
// This is a CPU-bound tree. Skip this tree and show a placeholder to
// unblock the surrounding content. Then immediately retry after the
// initial commit.
var _fallbackFragment;
var _primaryChildFragment;
// This is an update.
// If the current fiber has a SuspenseState, that means it's already showing
// a fallback.
var prevState5;
var _nextFallbackChildren2;
var _nextPrimaryChildren2;
var _fallbackChildFragment;
var _primaryChildFragment3;
var prevOffscreenState;
var _nextPrimaryChildren3;
var _primaryChildFragment4;
// Timed out.
var _nextFallbackChildren3;
var _nextPrimaryChildren4;
var _fallbackChildFragment2;
var _primaryChildFragment5;
var _prevOffscreenState;
// Still haven't timed out. Continue rendering the children, like we
// normally do.
var _nextPrimaryChildren5;
var _primaryChildFragment6;
var mode;
var primaryChildProps;
var primaryChildFragment1;
var mode1;
var progressedPrimaryFragment;
var primaryChildProps1;
var primaryChildFragment2;
var fallbackChildFragment;
var currentPrimaryChildFragment;
var currentFallbackChildFragment;
var primaryChildFragment3;
var mode2;
var currentPrimaryChildFragment1;
var currentFallbackChildFragment1;
var primaryChildProps2;
var primaryChildFragment4;
var progressedPrimaryFragment1;
// However, since we're going to remain on the fallback, we no longer want
// to delete it. So we need to remove it from the list. Deletions are stored
// on the same list as effects. We want to keep the effects from the primary
// tree. So we copy the primary child fragment's effect list, which does not
// include the fallback deletion effect.
var progressedLastEffect;
var fallbackChildFragment1;
var alternate6;
// Mark any Suspense boundaries with fallbacks as having work to do.
// If they were previously forced into fallbacks, they may now be able
// to unblock.
var node30;
var state3;
// This is going to find the last row among these children that is already
// showing content on the screen, as opposed to being in fallback state or
// new. If a row has multiple Suspense boundaries, any of them being in the
// fallback state, counts as the whole row being in a fallback state.
// Note that the "rows" will be workInProgress, but any nested children
// will still be current since we haven't rendered them yet. The mounted
// order may not be the same as the new order. We use the new order.
var row1;
var lastContentRow;
var currentRow; // New rows can't be content rows.
var isArray2;
var isIterable;
var type12;
var iteratorFn1;
var childrenIterator;
var step1;
var _i;
var renderState;
var nextProps6;
var revealOrder;
var tailMode;
var newChildren1;
var suspenseContext1;
var shouldForceFallback;
var didSuspendBefore;
switch(null){
case 'forwards':
var lastContentRow1;
var tail;
case 'backwards':
// We're going to find the first row that has existing content.
// At the same time we're going to reverse the list of everything
// we pass in the meantime. That's going to be our tail in reverse
// order.
var _tail;
var row2;
var currentRow1; // New rows can't be content rows.
var nextRow;
}
var nextChildren9;
var hasWarnedAboutUsingNoValuePropOnContextProvider;
var providerType;
var context9;
var newProps;
var oldProps2;
var newValue1;
var providerPropTypes;
var oldValue;
var changedBits1;
var newChildren2;
var hasWarnedAboutUsingContextAsConsumer;
var context10; // The logic below for Context differs depending on PROD or DEV mode. In
var newProps1;
var render1;
var newValue2;
var newChildren3;
var returnFiber1;
var prevSibling;
// Since the old fiber is disconnected, we have to schedule it manually.
var last1;
var updateLanes;
var oldProps3;
var newProps2;
// the begin phase. There's still some bookkeeping we that needs to be done
// in this optimized path, mostly pushing stuff onto the stack.
switch(null){
case null:
var Component2;
case null:
var newValue3;
case null:
// Profiler should only call onRender when one of its descendants actually rendered.
var hasChildWork;
// These are reset during render to allow the DevTools commit hook a chance to read them,
var stateNode6;
case null:
var state4;
// whether to retry the primary children, or to skip over it and
// go straight to the fallback. Check the priority of the primary
// child fragment.
var primaryChildFragment5;
var primaryChildLanes;
// priority. Bailout.
var child10;
case null:
var didSuspendBefore1;
var _hasChildWork;
// then the tail doesn't matter. Anything new that suspends will work
// in the "together" mode, so we can continue from the state we had.
var renderState1;
}
switch(null){
case null:
var elementType;
case null:
var _Component;
var unresolvedProps;
var resolvedProps1;
case null:
var _Component2;
var _unresolvedProps;
var _resolvedProps;
case null:
var type13;
var _unresolvedProps2;
var _resolvedProps2;
case null:
var _type21;
var _unresolvedProps3; // Resolve outer props first, then resolve inner props.
var _resolvedProps3;
var outerPropTypes2;
case null:
var _Component3;
var _unresolvedProps4;
var _resolvedProps4;
}
var appendAllChildren;
var updateHostContainer;
var updateHostComponent$1;
var updateHostText$1;
(function() {
// We only have the top Fiber that was created but we need recurse down its
// children to find all the terminal nodes.
var node;
});
(function() {
// If we have an alternate, that means this is an update and we need to
// schedule a side-effect to do the updates.
var oldProps;
// have newProps so we'll have to reuse them.
// TODO: Split the update API as separate for the props vs. children.
// Even better would be if children weren't special cased at all tho.
var instance;
var currentHostContext; // TODO: Experiencing an error where oldProps is null. Suggests a host
// component is hitting the resume path. Figure out why. Possibly
// related to `hidden`.
var updatePayload; // TODO: Type this specific to this type of component.
});
switch(null){
case 'hidden':
// Any insertions at the end of the tail list after this point
// should be invisible. If there are already mounted boundaries
// anything before them are not considered for collapsing.
// Therefore we need to go through the whole tail to find if
// there are any.
var tailNode;
var lastTailNode;
case 'collapsed':
// Any insertions at the end of the tail list after this point
// should be invisible. If there are already mounted boundaries
// anything before them are not considered for collapsing.
// Therefore we need to go through the whole tail to find if
// there are any.
var _tailNode;
var _lastTailNode;
}
var newProps3;
switch(null){
case null:
var Component3;
case null:
var fiberRoot;
// If we hydrated, pop so that we can delete any remaining children
// that weren't hydrated.
var wasHydrated;
case null:
var rootContainerInstance;
var type14;
var currentHostContext; // TODO: Move createInstance to beginWork and keep it on a context
// "stack" as the parent. Then append children as we go in beginWork
// or completeWork depending on whether we want to add them top->down or
// bottom->up. Top->down is faster in IE11.
var _wasHydrated;
var instance23;
case null:
var newText;
var oldText; // If we have an alternate, that means this is an update and we need
var _rootContainerInstance;
var _currentHostContext;
var _wasHydrated2;
case null:
var nextState4;
var nextDidTimeout;
var prevDidTimeout;
var prevState6;
// TODO: Move this back to throwException because this is too late
// if this is a large tree which is common for initial loads. We
// don't know if we should restart a render or not until we get
// this marker, and this is too late.
// If this render already had a ping or lower pri updates,
// and this is the first time we know we're going to suspend we
// should be able to immediately restart from within throwException.
var hasInvisibleChildContext;
case null:
// Same as class component case. I put it down here so that the tags are
// sequential to ensure this switch is compiled to a jump table.
var _Component1;
case null:
var renderState2;
var didSuspendAlready;
var renderedTail;
// This is the first pass. We need to figure out if anything is still
// suspended in the rendered set.
// If new content unsuspended, but there's still some content that
// didn't. Then we need to do a second pass that forces everything
// to keep showing their fallbacks.
// We might be suspended if something in this render pass suspended, or
// something in the previous committed pass suspended. Otherwise,
// there's no chance so we can skip the expensive call to
// findFirstSuspended.
var cannotBeSuspended;
var row3;
var suspended;
// part of the second pass. In that case nothing will subscribe to
// its thennables. Instead, we'll transfer its thennables to the
// SuspenseList so that it can retry if they resolve.
// There might be multiple of these in the list but since we're
// going to wait for all of them anyway, it doesn't really matter
// which ones gets to ping. In theory we could get clever and keep
// track of how many dependencies remain but it gets tricky because
// in the meantime, we can add/remove/change items and dependencies.
// We might bail out of the loop before finding any but that
// doesn't matter since that means that the other boundaries that
// we did find already has their listeners attached.
var newThennables;
var _suspended;
// get lost if this row ends up dropped during a second pass.
var _newThennables;
// We need to delete the row we just rendered.
// Reset the effect list to what it was before we rendered this
// child. The nested children have already appended themselves.
var lastEffect1; // Remove any effects that were appended after this point.
var previousSibling;
// We still have tail rows to render.
// Pop a row.
var next1;
// TODO: We can probably just avoid popping it instead and only
// setting it the first time we go from not suspended to suspended.
var suspenseContext2;
case null:
var _nextState1;
var _prevState;
var prevIsHidden;
var nextIsHidden;
}
switch(null){
case null:
var Component4;
var flags;
case null:
var _flags;
case null:
var _flags2;
}
switch(null){
case null:
var childContextTypes2;
}
var logError; // Allow injected showErrorDialog() to prevent default console.error logging.
var error3;
var source1;
var stack2;
var componentStack; // Browsers support silencing uncaught errors by calling
var componentName8;
var componentNameMessage;
var errorBoundaryMessage;
var errorBoundaryName;
var combinedMessage; // In development, we provide our own message with just the component stack.
var PossiblyWeakMap$1;
var update7; // Unmount the root by rendering null.
var error4;
var update8;
var getDerivedStateFromError;
var error$11;
var inst4;
(function callback() {
var error$1;
var stack;
});
// Attach a listener to the promise to "ping" the root and retry. But only if
// one does not already exist for the lanes we're currently rendering (which
// acts like a "thread ID" here).
var pingCache;
var threadIDs;
var ping;
// This is a wakeable.
var wakeable;
// Reset the memoizedState to what it was before we attempted
// to render it.
var currentSource;
var hasInvisibleParentBoundary; // Schedule the nearest Suspense to re-render the timed out view.
var _workInProgress;
// Found the nearest boundary.
// Stash the promise on the boundary fiber. If the boundary times out, we'll
// attach another listener to flip the boundary back to its normal state.
var wakeables;
var updateQueue3;
var currentSourceFiber;
// When we try rendering again, we should not reuse the current fiber,
// since it's known to be in an inconsistent state. Use a force update to
// prevent a bail out.
var update9;
var workInProgress;
switch(null){
case null:
var _errorInfo;
var lane10;
var _update;
case null:
// Capture and retry
var errorInfo;
var ctor;
var instance24;
var _lane1;
var _update2;
}
var didWarnAboutUndefinedSnapshotBeforeUpdate;
var PossiblyWeakSet;
var callComponentWillUnmountWithTimer; // Capture errors so they don't interrupt unmounting.
var unmountError;
var ref4;
var refError;
var error5;
switch(null){
case null:
var prevProps3;
var prevState7;
var instance25; // We could update instance props and state here,
var snapshot2;
var didWarnSet;
case null:
var root7;
}
var updateQueue4;
var lastEffect2;
var firstEffect1;
var effect2;
// Unmount
var destroy1;
var updateQueue5;
var lastEffect3;
var firstEffect2;
var effect3;
// Mount
var create;
var destroy2;
var addendum1;
var updateQueue6;
var lastEffect4;
var firstEffect3;
var effect4;
var _effect, next2, tag5;
switch(null){
case null:
var instance26;
var prevProps4;
var prevState8; // We could update instance props and state here,
// commit phase. Consider removing the type check.
var updateQueue7;
case null:
// TODO: I think this is now always non-null by the time it reaches the
// commit phase. Consider removing the type check.
var _updateQueue;
var _instance1;
case null:
var _instance21; // Renderers may schedule work to be done after host components are mounted
var type15;
var props10;
case null:
var _finishedWork$memoize2, onCommit, onRender;
var effectDuration;
var commitTime1;
}
// We only have the top Fiber that was inserted but we need to recurse down its
// children to find all the terminal nodes.
var node31;
var instance27;
var _instance31;
var ref5;
var instance28;
var instanceToUse;
var currentRef;
switch(null){
case null:
var updateQueue8;
var lastEffect5;
var firstEffect4;
var effect5;
var _effect2, destroy3, tag6;
case null:
var instance29;
}
// While we're inside a removed host node we don't want to call
// removeChild on the inner nodes because they're removed by the top
// call anyway. We also want to call componentWillUnmount on all
// composites before this host node is removed from the tree. Therefore
// we do an inner loop while we're still inside the host node.
var node32;
var parent1;
// We're going to search forward into the tree until we find a sibling host
// node. Unfortunately, if multiple insertions are done in a row we have to
// search past them. This leads to exponential search for the next sibling.
// TODO: Find a more efficient way to do this.
var node33;
var parentFiber; // Note: these two variables *must* always be updated together.
var parent2;
var isContainer;
var parentStateNode;
var before; // We only have the top Fiber that was inserted but we need to recurse down its
var tag7;
var isHost;
var stateNode7;
var child11;
var sibling1;
var tag8;
var isHost1;
var stateNode8;
var child12;
var sibling2;
// We only have the top Fiber that was deleted but we need to recurse down its
// children to find all the terminal nodes.
var node34; // Each iteration, currentParent is populated with node's host parent if not
// currentParentIsValid.
var currentParentIsValid; // Note: these two variables *must* always be updated together.
var currentParent2;
var currentParentIsContainer;
var parent3;
var parentStateNode1;
var alternate7;
switch(null){
case null:
var instance30;
// Commit the work prepared earlier.
var newProps4; // For hydration we reuse the update path but we treat the oldProps
// as the newProps. The updatePayload will contain the real change in
// this case.
var oldProps4;
var type16; // TODO: Type the updateQueue to be specific to host components.
var updatePayload3;
case null:
var textInstance2;
var newText1; // For hydration we reuse the update path but we treat the oldProps
// as the newProps. The updatePayload will contain the real change in
// this case.
var oldText1;
case null:
var _root;
case null:
var newState5;
var isHidden;
}
var newState6;
// Hide the Offscreen component that contains the primary children. TODO:
// Ideally, this effect would have been scheduled on the Offscreen fiber
// itself. That's how unhiding works: the Offscreen component schedules an
// effect on itself. However, in this case, the component didn't complete,
// so the fiber was never added to the effect list in the normal path. We
// could have appended it to the effect list in the Suspense component's
// second pass, but doing it this way is less complicated. This would be
// simpler if we got rid of the effect list and traversed the tree, like
// we're planning to do.
var primaryChildParent;
var newState7;
var current7;
var prevState9;
var suspenseInstance2;
// If this boundary just timed out, then it will have a set of wakeables.
// For each wakeable, attach a listener so that when it resolves, React
// attempts to re-render the boundary in the primary (pre-timeout) state.
var wakeables1;
var retryCache;
(function() {
// Memoize using the boundary fiber to prevent redundant listeners.
var retry;
});
var oldState4;
var newState8;
var COMPONENT_TYPE;
var HAS_PSEUDO_CLASS_TYPE;
var ROLE_TYPE;
var TEST_NAME_TYPE;
var TEXT_TYPE;
var symbolFor$1;
var commitHooks;
var ceil;
var ReactCurrentDispatcher$2, ReactCurrentOwner$2, IsSomeRendererActing;
var NoContext;
var BatchedContext;
var EventContext;
var DiscreteEventContext;
var LegacyUnbatchedContext;
var RenderContext;
var CommitContext;
var RetryAfterError;
var RootIncomplete;
var RootFatalErrored;
var RootErrored;
var RootSuspended;
var RootSuspendedWithDelay;
var RootCompleted; // Describes where we are in the React execution stack
var executionContext; // The root we're working on
var workInProgressRoot; // The fiber we're working on
var workInProgress1; // The lanes we're rendering
var workInProgressRootRenderLanes; // Stack that allows components to change the render lanes for its subtree
// This is a superset of the lanes we started working on at the root. The only
// case where it's different from `workInProgressRootRenderLanes` is when we
// enter a subtree that is hidden and needs to be unhidden: Suspense and
// Offscreen component.
//
// Most things in the work loop should deal with workInProgressRootRenderLanes.
// Most things in begin/complete phases should deal with subtreeRenderLanes.
var subtreeRenderLanes1;
var subtreeRenderLanesCursor; // Whether to root completed, errored, suspended, etc.
var workInProgressRootExitStatus; // A fatal error, if one is thrown
var workInProgressRootFatalError; // "Included" lanes refer to lanes that were worked on during this render. It's
// slightly different than `renderLanes` because `renderLanes` can change as you
// enter and exit an Offscreen tree. This value is the combination of all render
// lanes for the entire render phase.
var workInProgressRootIncludedLanes; // The work left over by components that were visited during this render. Only
// includes unprocessed updates, not work in bailed out children.
var workInProgressRootSkippedLanes; // Lanes that were updated (in an interleaved event) during this render.
var workInProgressRootUpdatedLanes; // Lanes that were pinged (in an interleaved event) during this render.
var workInProgressRootPingedLanes;
var mostRecentlyUpdatedRoot; // The most recent time we committed a fallback. This lets us ensure a train
// model where we don't commit new loading states in too quick succession.
var globalMostRecentFallbackTime;
var FALLBACK_THROTTLE_MS; // The absolute time for when we should start giving up on rendering
// more and prefer CPU suspense heuristics instead.
var workInProgressRootRenderTargetTime; // How long a render is supposed to take before we start following CPU
// suspense heuristics and opt out of rendering more content.
var RENDER_TIMEOUT_MS;
var nextEffect;
var hasUncaughtError;
var firstUncaughtError;
var legacyErrorBoundariesThatAlreadyFailed;
var rootDoesHavePassiveEffects;
var rootWithPendingPassiveEffects;
var pendingPassiveEffectsRenderPriority;
var pendingPassiveEffectsLanes;
var pendingPassiveHookEffectsMount;
var pendingPassiveHookEffectsUnmount;
var rootsWithPendingDiscreteUpdates; // Use these to prevent an infinite loop of nested updates
var NESTED_UPDATE_LIMIT;
var nestedUpdateCount;
var rootWithNestedUpdates;
var NESTED_PASSIVE_UPDATE_LIMIT;
var nestedPassiveUpdateCount; // Marks the need to reschedule pending interactions at these lanes
// during the commit phase. This enables them to be traced across components
// that spawn new work during render. E.g. hidden boundaries, suspended SSR
// hydration or SuspenseList.
// TODO: Can use a bitmask instead of an array
var spawnedWorkDuringRender; // If two updates are scheduled within the same event, we should treat their
// event times as simultaneous, even if the actual clock time has advanced
// between the first and second call.
var currentEventTime;
var currentEventWipLanes;
var currentEventPendingLanes; // Dev only flag that tracks if passive effects are currently being flushed.
// We warn about state updates for unmounted components differently in this case.
var isFlushingPassiveEffects;
var focusedInstanceHandle;
var shouldFireAfterActiveInstanceBlur;
// Special cases
var mode3;
var isTransition;
// To do that, we're replacing it with an update lane priority.
var schedulerPriority; // The old behavior was using the priority level of the Scheduler.
// This couples React to the Scheduler internals, so we're replacing it
// with the currentUpdateLanePriority above. As an example of how this
// could be problematic, if we're not inside `Scheduler.runWithPriority`,
// then we'll get the priority of the current running Scheduler task,
// which is probably not what we want.
var lane11;
var schedulerLanePriority;
// This is a fork of `requestUpdateLane` designed specifically for Suspense
// "retries" — a special update that attempts to flip a Suspense boundary
// from its placeholder state to its primary/resolved state.
// Special cases
var mode4;
var root8;
// priority as an argument to that function and this one.
var priorityLevel3;
var alternate8;
var node35;
var parent4;
var root9;
var existingCallbackNode; // Check if any lanes are being starved by other work. If so, mark them as
var nextLanes1; // This returns the priority level computed during the `getNextLanes` call.
var newCallbackPriority;
var existingCallbackPriority;
var newCallbackNode;
var schedulerPriorityLevel;
// in case they schedule additional work.
var originalCallbackNode;
var didFlushPassiveEffects;
// on the root.
var lanes5;
var exitStatus;
var fatalError;
// or, if something suspended, wait to commit it after a timeout.
var finishedWork;
switch(null){
case null:
// This render only included retries, no updates. Throttle committing
// retries so that we don't show too many loading states too quickly.
var msUntilTimeout; // Don't bother with a very short suspense time.
var nextLanes2;
var suspendedLanes2;
// We should prefer to render the fallback of at the last
// suspended level. Ping the last suspended level to try
// rendering it again.
// FIXME: What if the suspended lanes are Idle? Should not restart.
var eventTime2;
case null:
// This is not a transition, but we did trigger an avoided state.
// Schedule a placeholder to display after a short delay, using the Just
// Noticeable Difference.
// TODO: Is the JND optimization worth the added complexity? If this is
// the only reason we track the event time, then probably not.
// Consider removing.
var mostRecentEventTime1;
var eventTimeMs;
var timeElapsedMs;
var _msUntilTimeout; // Don't bother with a very short suspense time.
}
var lanes6;
var exitStatus1;
var fatalError1;
// will commit it even if something suspended.
var finishedWork1;
// For each root with pending discrete updates, schedule a callback to
// immediately flush them.
var roots;
var prevExecutionContext;
var prevExecutionContext1;
var prevExecutionContext2;
var prevExecutionContext3;
var prevExecutionContext4;
var timeoutHandle;
var interruptedWork;
var erroredWork;
var prevDispatcher1;
var prevInteractions;
var prevExecutionContext5;
var prevDispatcher2; // If the root or lanes have changed, throw out the existing stack
var prevInteractions1;
var prevExecutionContext6;
var prevDispatcher3; // If the root or lanes have changed, throw out the existing stack
var prevInteractions2;
// The current, flushed, state of this fiber is the alternate. Ideally
// nothing should rely on this, but relying on it here means that we don't
// need an additional field on the work in progress.
var current8;
var next3;
// Attempt to complete the current unit of work, then move to the next
// sibling. If there are no more siblings, return to the parent fiber.
var completedWork;
// The current, flushed, state of this fiber is the alternate. Ideally
// nothing should rely on this, but relying on it here means that we don't
// need an additional field on the work in progress.
var current9;
var returnFiber2; // Check if the work completed or if something threw.
var next4;
// side-effects. We can perform certain side-effects earlier if needed,
// by doing multiple passes over the effect list. We don't want to
// schedule our own side-effect on our own list because if end up
// reusing children we'll schedule this effect onto itself since we're
// at the end.
var flags1; // Skip both NoWork and PerformedWork tags when creating the effect
// This fiber did not complete because something threw. Pop values off
// the stack without entering the complete phase. If this is a boundary,
// capture values if possible.
var _next; // Because this fiber did not complete, don't reset its expiration time.
var actualDuration;
var child13;
var siblingFiber;
var newChildLanes; // Bubble up the earliest expiration time.
// In profiling mode, resetChildExpirationTime is also used to reset
// profiler durations.
var actualDuration1;
var treeBaseDuration; // When a fiber is cloned, its actualDuration is reset to 0. This value will
// only be updated if work is done on the fiber (i.e. it doesn't bailout).
// When work is done, it should bubble to the parent's actualDuration. If
// the fiber has not been cloned though, (meaning no work was done), then
// this value will reflect the amount of time spent working on a previous
// render. In that case it should not bubble. We determine whether it was
// cloned by comparing the child pointer.
var shouldBubbleActualDurations;
var child14;
var isTimedOutSuspense;
// Don't count time spent in a timed out Suspense subtree as part of the base duration.
var primaryChildFragment6;
var _child1;
var renderPriorityLevel;
var finishedWork2;
var lanes7;
// pending time is whatever is left on the root fiber.
var remainingLanes;
var firstEffect5;
var prevExecutionContext7;
var prevInteractions3; // Reset this to null before calling lifecycles
var error6;
var _error;
var _error2;
var rootDidHavePassiveEffects;
var nextNextEffect;
var expirationTimes3;
var _error3;
var current10;
var flags2;
var flags3;
var current11;
// updates, and deletions. To avoid needing to add a case for every possible
// bitmap value, we remove the secondary effects from the effect tag and
// switch on that value.
var primaryFlags;
switch(null){
case null:
var _current;
case null:
var _current2;
case null:
var _current3;
}
var flags4;
var current12;
var priorityLevel4;
var alternate9;
var create1;
var root10;
var lanes8;
var prevExecutionContext8;
var prevInteractions4; // It's important that ALL pending passive effect destroy functions are called
// before ANY passive effect create functions are called.
// Otherwise effects in sibling components might interfere with each other.
// e.g. a destroy function in one component may unintentionally override a ref
// value set by a create function in another component.
// Layout effects have the same constraint.
// First pass: Destroy stale passive effects.
var unmountEffects;
var _effect1;
var fiber4;
var destroy4;
var alternate10;
var error7;
var mountEffects;
var _effect21;
var _fiber;
var _error4;
// because the root is not part of its own effect list.
// This could change in the future.
var effect6;
var nextNextEffect1; // Remove nextEffect pointer to assist GC
var onUncaughtError;
var errorInfo1;
var update10;
var eventTime3;
var root11;
var fiber5;
var ctor1;
var instance31;
var errorInfo2;
var update11;
var eventTime4;
var root12;
var pingCache1;
var eventTime5;
var eventTime6;
var root13;
var retryLane; // Default
var retryCache1;
var didWarnStateUpdateForNotYetMountedComponent;
var tag9;
// the problematic code almost always lies inside that component.
var componentName9;
var previousFiber;
var didWarnStateUpdateForUnmountedComponent;
var tag10;
// the problematic code almost always lies inside that component.
var componentName10;
var previousFiber1;
var beginWork$1;
var dummyFiber;
(function() {
// If a component throws an error, we replay it again in a synchronously
// dispatched event, so that the debugger will treat it as an uncaught
// error See ReactErrorUtils for more information.
// Before entering the begin phase, copy the work-in-progress onto a dummy
// fiber. If beginWork throws, we'll use this to reset the state.
var originalWorkInProgressCopy;
var replayError; // `invokeGuardedCallback` sometimes sets an expando `_suppressLogging`.
});
var didWarnAboutUpdateInRender;
var didWarnAboutUpdateInRenderForAnotherComponent;
switch(null){
case null:
var renderingComponentName; // Dedupe by the rendering component because it's the one that needs to be fixed.
var dedupeKey;
var setStateComponentName;
}
var IsThisRendererActing;
var previousFiber2;
var previousFiber3;
var warnIfNotCurrentlyActingUpdatesInDev; // In tests, we want to enforce a mocked scheduler.
var didWarnAboutUnmockedScheduler; // TODO Before we release concurrent mode, revisit this and decide whether a mocked
var pendingInteractionMap;
var pendingInteractions;
var subscriber;
var threadID;
// we can accurately attribute time spent working on it, And so that cascading
// work triggered during the render phase will be associated with it.
var interactions;
var subscriber1;
var threadID1;
var remainingLanesAfterCommit;
var subscriber2;
// FIXME: More than one lane can finish in a single commit.
var threadID2;
// Clear completed interactions from the pending Map.
// Unless the render was suspended or cascading work was scheduled,
// In which case leave pending interactions until the subsequent render.
var pendingInteractionMap1;
// so we can tell if any async act() calls try to run in parallel.
var actingUpdatesScopeDepth;
var resolveFamily; // $FlowFixMe Flow gets confused by a WeakSet feature check below.
var failedBoundaries;
var setRefreshHandler;
var family;
var family1;
// ForwardRef is special because its resolved .type is an object,
// but it's possible that we only have its inner render function in the map.
// If that inner render function is different, we'll build a new forwardRef type.
var currentRender;
var syntheticType;
var prevType;
var nextType; // If we got here, we know types aren't === equal.
var needsCompareFamilies;
var $$typeofNextType;
// Note: memo() and forwardRef() we'll compare outer rather than inner type.
// This means both of them need to be registered to preserve state.
// If we unwrapped and compared the inner types for wrappers instead,
// then we would risk falsely saying two separate memo(Foo)
// calls are equivalent because they wrap the same Foo function.
var prevFamily;
var scheduleRefresh = function() {
var staleFamilies, updatedFamilies;
};
var scheduleRoot;
var alternate11, child15, sibling3, tag11, type17;
var candidateType;
var needsRender;
var needsRemount;
var family2;
var findHostInstancesForRefresh = function() {
var hostInstances;
var types;
};
var child16, sibling4, tag12, type18;
var candidateType1;
var didMatch;
var foundHostInstances;
var node36;
var node37;
var foundHostInstances1;
var hasBadMapPolyfill;
var nonExtensibleObject;
var debugCounter;
// please ensure we do the following:
// 1) Nobody should add any instance methods on this. Instance methods can be
// more difficult to predict when they get optimized and they are almost
// never inlined properly in static compilers.
// 2) Nobody should rely on `instanceof Fiber` for type testing. We should
// always know when it is a fiber.
// 3) We might want to experiment with using numeric keys since they are easier
// to optimize in a non-JIT environment.
// 4) We can easily go from a constructor to a createFiber object literal if that
// is faster.
// 5) It should be easy to port this to a C struct and keep a C implementation
// compatible.
var createFiber;
var prototype1;
var $$typeof;
var workInProgress2;
// it cannot be shared with the current fiber.
var currentDependencies;
var current13;
// it cannot be shared with the current fiber.
var currentDependencies1;
var mode5;
var fiberTag; // The resolved type is set if we know what the final type will be. I.e. it's not lazy.
var resolvedType1;
switch(null){
// eslint-disable-next-line no-fallthrough
default:
var info3;
var ownerName2;
}
var fiber6;
var owner5;
var type19;
var key9;
var pendingProps;
var fiber7;
var fiber8;
var fiber9; // TODO: The Profiler fiber shouldn't have a type. It has a tag.
var fiber10; // TODO: The SuspenseComponent fiber shouldn't have a type. It has a tag.
var fiber11;
var fiber12; // TODO: The OffscreenComponent fiber shouldn't have a type. It has a tag.
var fiber13; // TODO: The LegacyHidden fiber shouldn't have a type. It has a tag.
var fiber14;
var fiber15; // TODO: These should not need a type.
var pendingProps1;
var fiber16;
var root14;
// stateNode is any.
var uninitializedFiber;
var getVersion2;
var version3; // TODO Clear this data once all pending hydration work is finished.
var key10;
var didWarnAboutNestedUpdates;
var didWarnAboutFindNodeInStrictMode;
var fiber17;
var parentContext;
var Component5;
var fiber18;
var hostFiber;
var componentName11;
var previousFiber4;
var current$1;
var eventTime7;
var lane12;
var context11;
var update12; // Caution: React DevTools currently depends on this property
var containerFiber;
var suspenseState3;
var alternate12;
var eventTime8;
var lane13;
var eventTime9;
var lane14;
var eventTime10;
var lane15;
var hostFiber1;
var shouldSuspendImpl;
var overrideHookState;
var overrideHookStateDeletePath;
var overrideHookStateRenamePath;
var overrideProps;
var overridePropsDeletePath;
var overridePropsRenamePath;
var scheduleUpdate;
var setSuspenseHandler;
var copyWithDeleteImpl = function() {
var key;
var updated;
};
var copyWithDelete;
var copyWithRenameImpl = function() {
var oldKey;
var updated;
var newKey; // $FlowFixMe number or string is fine here
};
var copyWithRename;
var copyWithSetImpl = function() {
var key;
var updated; // $FlowFixMe number or string is fine here
};
var copyWithSet;
var findHook = function() {
// For now, the "id" of stateful hooks is just the stateful hook index.
// This may change in the future with e.g. nested hooks.
var currentHook;
}; // Support DevTools editable values for useState and useReducer.
(function() {
var hook;
var newState;
});
(function() {
var hook;
var newState;
});
(function() {
var hook;
var newState;
}); // Support DevTools props for function components, forwardRef, memo, host components, etc.
var hostFiber2;
var findFiberByHostInstance;
var ReactCurrentDispatcher1;
(function() {
var root;
var container;
var hostInstance;
});
(function() {
var root;
var container;
});
// Tag is either LegacyRoot or Concurrent Root
var hydrate;
var hydrationCallbacks;
var mutableSources;
var root15;
var containerNodeType;
var rootContainerElement;
var mutableSource2;
var ReactCurrentOwner$3;
var topLevelUpdateWarnings;
var warnedAboutHydrateAPI;
(function() {
var hostInstance;
var isRootRenderedBySomeReact = !!container._reactRootContainer;
var rootEl2;
var hasNonRootReactChild = !!(rootEl2 && getInstanceFromNode(rootEl2));
});
var rootElement;
var shouldHydrate; // First clear any existing content.
var warned;
var rootSibling;
// member of intersection type." Whyyyyyy.
var root16;
var fiberRoot1;
var originalCallback;
(function() {
var instance;
});
var _originalCallback;
(function() {
var instance;
});
var owner6;
var warnedAboutRefsInRender;
var isModernRoot;
var isModernRoot1;
var isModernRoot2;
var rootEl1;
var renderedByDifferentReact;
var _rootEl;
var hasNonRootReactChild = !!(_rootEl && getInstanceFromNode(_rootEl)); // Check if the container itself is a React root node.
var isContainerReactRoot = !container.parentNode._reactRootContainer;
var didWarnAboutUnstableCreatePortal;
var key11;
var key12;
var Internals;
var foundDevTools;
var protocol; // Don't warn in exotic cases like chrome-extension://.
exports.__SECRET_INTERNALS_DO_NOT_USE_OR_YOU_WILL_BE_FIRED = null;
exports.createPortal = null;
exports.findDOMNode = null;
exports.flushSync = null;
exports.hydrate = null;
exports.render = null;
exports.unmountComponentAtNode = null;
exports.unstable_batchedUpdates = null;
exports.unstable_createPortal = null;
exports.unstable_renderSubtreeIntoContainer = null;
exports.version = null;
}