Press n or j to go to the next uncovered block, b, p or k for the previous block.
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(derived_sources === null || !derived_sources.includes(source)) ) { e.state_unsafe_mutation(); } return internal_set(source, value); } /** * @template V * @param {Source<V>} source * @param {V} value * @returns {V} */ export function internal_set(source, value) { if (!source.equals(value)) { source.v = value; source.version = increment_version(); mark_reactions(source, DIRTY); // If the current signal is running for the first time, it won't have any // reactions as we only allocate and assign the reactions after the signal // has fully executed. So in the case of ensuring it registers the reaction // properly for itself, we need to ensure the current effect actually gets // scheduled. i.e: `$effect(() => x++)` if ( is_runes() && active_effect !== null && (active_effect.f & CLEAN) !== 0 && (active_effect.f & BRANCH_EFFECT) === 0 ) { if (new_deps !== null && new_deps.includes(source)) { set_signal_status(active_effect, DIRTY); schedule_effect(active_effect); } else { if (untracked_writes === null) { set_untracked_writes([source]); } else { untracked_writes.push(source); } } } if (DEV && inspect_effects.size > 0) { const inspects = Array.from(inspect_effects); var previously_flushing_effect = is_flushing_effect; set_is_flushing_effect(true); try { for (const effect of inspects) { // Mark clean inspect-effects as maybe dirty and then check their dirtiness // instead of just updating the effects - this way we avoid overfiring. if ((effect.f & CLEAN) !== 0) { set_signal_status(effect, MAYBE_DIRTY); } if (check_dirtiness(effect)) { update_effect(effect); } } } finally { set_is_flushing_effect(previously_flushing_effect); } inspect_effects.clear(); } } return value; } /** * @param {Value} signal * @param {number} status should be DIRTY or MAYBE_DIRTY * @returns {void} */ function mark_reactions(signal, status) { var reactions = signal.reactions; if (reactions === null) return; var runes = is_runes(); var length = reactions.length; for (var i = 0; i < length; i++) { var reaction = reactions[i]; var flags = reaction.f; // Skip any effects that are already dirty if ((flags & DIRTY) !== 0) continue; // In legacy mode, skip the current effect to prevent infinite loops if (!runes && reaction === active_effect) continue; // Inspect effects need to run immediately, so that the stack trace makes sense if (DEV && (flags & INSPECT_EFFECT) !== 0) { inspect_effects.add(reaction); continue; } set_signal_status(reaction, status); // If the signal a) was previously clean or b) is an unowned derived, then mark it if ((flags & (CLEAN | UNOWNED)) !== 0) { if ((flags & DERIVED) !== 0) { mark_reactions(/** @type {Derived} */ (reaction), MAYBE_DIRTY); } else { schedule_effect(/** @type {Effect} */ (reaction)); } } } } |