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Recover from errors with a boundary in completion phase #14104

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merged 7 commits into from
Nov 6, 2018
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Original file line number Diff line number Diff line change
Expand Up @@ -2149,4 +2149,19 @@ describe('ReactErrorBoundaries', () => {
expect(componentDidCatchError).toBe(thrownError);
expect(getDerivedStateFromErrorError).toBe(thrownError);
});

it('should catch errors from invariants in completion phase', () => {
const container = document.createElement('div');
ReactDOM.render(
<ErrorBoundary>
<input>
<div />
</input>
</ErrorBoundary>,
container,
);
expect(container.textContent).toContain(
'Caught an error: input is a void element tag',
);
});
});
28 changes: 24 additions & 4 deletions packages/react-reconciler/src/ReactFiberScheduler.js
Original file line number Diff line number Diff line change
Expand Up @@ -274,11 +274,13 @@ let interruptedBy: Fiber | null = null;

let stashedWorkInProgressProperties;
let replayUnitOfWork;
let mayReplayFailedUnitOfWork;
let isReplayingFailedUnitOfWork;
let originalReplayError;
let rethrowOriginalError;
if (__DEV__ && replayFailedUnitOfWorkWithInvokeGuardedCallback) {
stashedWorkInProgressProperties = null;
mayReplayFailedUnitOfWork = true;
isReplayingFailedUnitOfWork = false;
originalReplayError = null;
replayUnitOfWork = (
Expand Down Expand Up @@ -947,18 +949,22 @@ function completeUnitOfWork(workInProgress: Fiber): Fiber | null {
const siblingFiber = workInProgress.sibling;

if ((workInProgress.effectTag & Incomplete) === NoEffect) {
if (__DEV__ && replayFailedUnitOfWorkWithInvokeGuardedCallback) {
// Don't replay if it fails during completion phase.
mayReplayFailedUnitOfWork = false;
}
// This fiber completed.
// Remember we're completing this unit so we can find a boundary if it fails.
nextUnitOfWork = workInProgress;
if (enableProfilerTimer) {
if (workInProgress.mode & ProfileMode) {
startProfilerTimer(workInProgress);
}

nextUnitOfWork = completeWork(
current,
workInProgress,
nextRenderExpirationTime,
);

if (workInProgress.mode & ProfileMode) {
// Update render duration assuming we didn't error.
stopProfilerTimerIfRunningAndRecordDelta(workInProgress, false);
Expand All @@ -970,6 +976,10 @@ function completeUnitOfWork(workInProgress: Fiber): Fiber | null {
nextRenderExpirationTime,
);
}
if (__DEV__ && replayFailedUnitOfWorkWithInvokeGuardedCallback) {
// We're out of completion phase so replaying is fine now.
mayReplayFailedUnitOfWork = true;
}
stopWorkTimer(workInProgress);
resetChildExpirationTime(workInProgress, nextRenderExpirationTime);
if (__DEV__) {
Expand Down Expand Up @@ -1277,6 +1287,14 @@ function renderRoot(root: FiberRoot, isYieldy: boolean): void {
resetContextDependences();
resetHooks();

// Reset in case completion throws.
// This is only used in DEV and when replaying is on.
let mayReplay;
if (__DEV__ && replayFailedUnitOfWorkWithInvokeGuardedCallback) {
mayReplay = mayReplayFailedUnitOfWork;
mayReplayFailedUnitOfWork = true;
}

if (nextUnitOfWork === null) {
// This is a fatal error.
didFatal = true;
Expand All @@ -1288,9 +1306,11 @@ function renderRoot(root: FiberRoot, isYieldy: boolean): void {
(resetCurrentlyProcessingQueue: any)();
}

const failedUnitOfWork: Fiber = nextUnitOfWork;
if (__DEV__ && replayFailedUnitOfWorkWithInvokeGuardedCallback) {
replayUnitOfWork(failedUnitOfWork, thrownValue, isYieldy);
if (mayReplay) {
const failedUnitOfWork: Fiber = nextUnitOfWork;
replayUnitOfWork(failedUnitOfWork, thrownValue, isYieldy);
}
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Does this mean that the bug only happens when in DEV?

Also, couldn't this code be combined into the following block to avoid implying that the conditions/variables have any effect in production?

        if (__DEV__) {
          // Reset global debug state
          // We assume this is defined in DEV
          (resetCurrentlyProcessingQueue: any)();

          if (!wasCompleting && replayFailedUnitOfWorkWithInvokeGuardedCallback) {
            const failedUnitOfWork: Fiber = nextUnitOfWork;
            replayUnitOfWork(failedUnitOfWork, thrownValue, isYieldy);
          }
        }

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Collaborator Author

@gaearon gaearon Nov 6, 2018

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Thanks. I pushed another commit that clarifies which parts of the fix are DEV-only.

}

// TODO: we already know this isn't true in some cases.
Expand Down