@grafana/scenes 0.5.0 → 0.6.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md
CHANGED
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@@ -1,3 +1,15 @@
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# v0.6.0 (Fri Apr 21 2023)
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#### 🚀 Enhancement
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5
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- SceneObjectBase: Fixes issue with useState subscription misses state change that happens between frist render and useEffect [#161](https://github.com/grafana/scenes/pull/161) ([@torkelo](https://github.com/torkelo))
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#### Authors: 1
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8
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- Torkel Ödegaard ([@torkelo](https://github.com/torkelo))
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---
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# v0.5.0 (Thu Apr 20 2023)
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14
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15
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#### 🚀 Enhancement
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@@ -1,8 +1,7 @@
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1
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import { useEffect } from 'react';
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import { useState, useEffect } from 'react';
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import { Subscription } from 'rxjs';
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import { v4 } from 'uuid';
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import { EventBusSrv } from '@grafana/data';
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5
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import { useForceUpdate } from '@grafana/ui';
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import { SceneComponentWrapper } from './SceneComponentWrapper.js';
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import { SceneObjectStateChangedEvent } from './events.js';
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import { cloneSceneObject } from './utils.js';
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@@ -180,11 +179,15 @@ class SceneObjectBase {
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}
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}
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function useSceneObjectState(model) {
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const
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const [_, setState] = useState(model.state);
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const stateAtFirstRender = model.state;
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useEffect(() => {
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const s = model.subscribeToState(
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const s = model.subscribeToState(setState);
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if (model.state !== stateAtFirstRender) {
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setState(model.state);
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}
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return () => s.unsubscribe();
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}, [model
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}, [model]);
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return model.state;
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}
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@@ -1 +1 @@
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{"version":3,"file":"SceneObjectBase.js","sources":["../../../src/core/SceneObjectBase.tsx"],"sourcesContent":["import { useEffect } from 'react';\nimport { Subscription, Unsubscribable } from 'rxjs';\nimport { v4 as uuidv4 } from 'uuid';\n\nimport { BusEvent, BusEventHandler, BusEventType, EventBusSrv } from '@grafana/data';\nimport {\n SceneObject,\n SceneComponent,\n SceneObjectUrlSyncHandler,\n SceneStateChangedHandler,\n SceneActivationHandler,\n SceneDeactivationHandler,\n CancelActivationHandler,\n SceneObjectState,\n} from './types';\nimport { useForceUpdate } from '@grafana/ui';\n\nimport { SceneComponentWrapper } from './SceneComponentWrapper';\nimport { SceneObjectStateChangedEvent } from './events';\nimport { cloneSceneObject } from './utils';\nimport { SceneVariableDependencyConfigLike } from '../variables/types';\n\nexport abstract class SceneObjectBase<TState extends SceneObjectState = SceneObjectState>\n implements SceneObject<TState>\n{\n private _isActive = false;\n private _state: TState;\n private _events = new EventBusSrv();\n private _activationHandlers: SceneActivationHandler[] = [];\n private _deactivationHandlers: SceneDeactivationHandler[] = [];\n\n protected _parent?: SceneObject;\n protected _subs = new Subscription();\n protected _refCount = 0;\n\n protected _variableDependency: SceneVariableDependencyConfigLike | undefined;\n protected _urlSync: SceneObjectUrlSyncHandler | undefined;\n\n public constructor(state: TState) {\n if (!state.key) {\n state.key = uuidv4();\n }\n\n this._state = Object.freeze(state);\n this._setParent();\n }\n\n /** Current state */\n public get state(): TState {\n return this._state;\n }\n\n /** True if currently being active (ie displayed for visual objects) */\n public get isActive(): boolean {\n return this._isActive;\n }\n\n /** Returns the parent, undefined for root object */\n public get parent(): SceneObject | undefined {\n return this._parent;\n }\n\n /** Returns variable dependency config */\n public get variableDependency(): SceneVariableDependencyConfigLike | undefined {\n return this._variableDependency;\n }\n\n /** Returns url sync config */\n public get urlSync(): SceneObjectUrlSyncHandler | undefined {\n return this._urlSync;\n }\n\n /**\n * Used in render functions when rendering a SceneObject.\n * Wraps the component in an EditWrapper that handles edit mode\n */\n public get Component(): SceneComponent<this> {\n return SceneComponentWrapper;\n }\n\n private _setParent() {\n this.forEachChild((child) => {\n child._parent = this;\n });\n }\n\n /**\n * Subscribe to the scene state subject\n **/\n public subscribeToState(handler: SceneStateChangedHandler<TState>): Unsubscribable {\n return this._events.subscribe(SceneObjectStateChangedEvent, (event) => {\n if (event.payload.changedObject === this) {\n handler(event.payload.newState as TState, event.payload.prevState as TState);\n }\n });\n }\n\n /**\n * Subscribe to the scene event\n **/\n public subscribeToEvent<T extends BusEvent>(eventType: BusEventType<T>, handler: BusEventHandler<T>): Unsubscribable {\n return this._events.subscribe(eventType, handler);\n }\n\n public setState(update: Partial<TState>) {\n const prevState = this._state;\n const newState: TState = {\n ...this._state,\n ...update,\n };\n\n this._state = Object.freeze(newState);\n\n this._setParent();\n\n // Bubble state change event. This is event is subscribed to by UrlSyncManager and UndoManager\n this.publishEvent(\n new SceneObjectStateChangedEvent({\n prevState,\n newState,\n partialUpdate: update,\n changedObject: this,\n }),\n true\n );\n }\n /*\n * Publish an event and optionally bubble it up the scene\n **/\n public publishEvent(event: BusEvent, bubble?: boolean) {\n this._events.publish(event);\n\n if (bubble && this.parent) {\n this.parent.publishEvent(event, bubble);\n }\n }\n\n public getRoot(): SceneObject {\n return !this._parent ? this : this._parent.getRoot();\n }\n\n private _internalActivate() {\n this._isActive = true;\n\n const { $data, $variables, $timeRange, $behaviors } = this.state;\n\n if ($timeRange && !$timeRange.isActive) {\n this._deactivationHandlers.push($timeRange.activate());\n }\n\n if ($variables && !$variables.isActive) {\n this._deactivationHandlers.push($variables.activate());\n }\n\n if ($data && !$data.isActive) {\n this._deactivationHandlers.push($data.activate());\n }\n\n if ($behaviors) {\n for (const behavior of $behaviors) {\n if (behavior instanceof SceneObjectBase) {\n this._deactivationHandlers.push(behavior.activate());\n } else if (typeof behavior === 'function') {\n const deactivationHandler = behavior(this);\n if (deactivationHandler) {\n this._deactivationHandlers.push();\n }\n }\n }\n }\n\n this._activationHandlers.forEach((handler) => {\n const result = handler();\n if (result) {\n this._deactivationHandlers.push(result);\n }\n });\n }\n\n /**\n * This is primarily called from SceneComponentWrapper when the SceneObject's Component is mounted.\n * But in some scenarios this can also be called directly from another scene object. When called manually from another scene object\n * make sure to call the returned function when the source scene object is deactivated.\n */\n public activate(): CancelActivationHandler {\n if (!this.isActive) {\n this._internalActivate();\n }\n\n this._refCount++;\n\n let called = false;\n\n return () => {\n this._refCount--;\n\n if (called) {\n const msg = `SceneObject cancelation handler returned by activate() called a second time`;\n console.error(msg, this);\n throw new Error(msg);\n }\n\n called = true;\n\n if (this._refCount === 0) {\n this._internalDeactivate();\n }\n };\n }\n\n /**\n * Called by the SceneComponentWrapper when the react component is unmounted.\n * Don't override this, instead use addActivationHandler. The activation handler can return a deactivation handler.\n */\n private _internalDeactivate(): void {\n this._isActive = false;\n\n this._deactivationHandlers.forEach((handler) => handler());\n this._deactivationHandlers = [];\n\n // Clear subscriptions and listeners\n this._events.removeAllListeners();\n this._subs.unsubscribe();\n this._subs = new Subscription();\n }\n\n /**\n * Utility hook to get and subscribe to state\n */\n public useState() {\n // eslint-disable-next-line react-hooks/rules-of-hooks\n return useSceneObjectState(this);\n }\n\n /** Force a re-render, should only be needed when variable values change */\n public forceRender(): void {\n this.setState({});\n }\n\n /**\n * Will create new SceneObject with shallow-cloned state, but all state items of type SceneObject are deep cloned\n */\n public clone(withState?: Partial<TState>): this {\n return cloneSceneObject(this, withState);\n }\n\n /**\n * Allows external code to register code that is executed on activate and deactivate. This allow you\n * to wire up scene objects that need to respond to state changes in other objects from the outside.\n **/\n public addActivationHandler(handler: SceneActivationHandler) {\n this._activationHandlers.push(handler);\n }\n\n /**\n * Loop through state and call callback for each direct child scene object.\n * Checks 1 level deep properties and arrays. So a scene object hidden in a nested plain object will not be detected.\n */\n public forEachChild(callback: (child: SceneObjectBase) => void) {\n for (const propValue of Object.values(this.state)) {\n if (propValue instanceof SceneObjectBase) {\n callback(propValue);\n }\n\n if (Array.isArray(propValue)) {\n for (const child of propValue) {\n if (child instanceof SceneObjectBase) {\n callback(child);\n }\n }\n }\n }\n }\n}\n\n/**\n * This hook is always returning model.state instead of a useState that remembers the last state emitted on the subject\n * The reason for this is so that if the model instance change this function will always return the latest state.\n */\nfunction useSceneObjectState<TState extends SceneObjectState>(model: SceneObjectBase<TState>): TState {\n const forceUpdate = useForceUpdate();\n\n useEffect(() => {\n const s = model.subscribeToState(forceUpdate);\n return () => s.unsubscribe();\n }, [model, forceUpdate]);\n\n return 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{"version":3,"file":"SceneObjectBase.js","sources":["../../../src/core/SceneObjectBase.tsx"],"sourcesContent":["import { useEffect, useState } from 'react';\nimport { Subscription, Unsubscribable } from 'rxjs';\nimport { v4 as uuidv4 } from 'uuid';\n\nimport { BusEvent, BusEventHandler, BusEventType, EventBusSrv } from '@grafana/data';\nimport {\n SceneObject,\n SceneComponent,\n SceneObjectUrlSyncHandler,\n SceneStateChangedHandler,\n SceneActivationHandler,\n SceneDeactivationHandler,\n CancelActivationHandler,\n SceneObjectState,\n} from './types';\n\nimport { SceneComponentWrapper } from './SceneComponentWrapper';\nimport { SceneObjectStateChangedEvent } from './events';\nimport { cloneSceneObject } from './utils';\nimport { SceneVariableDependencyConfigLike } from '../variables/types';\n\nexport abstract class SceneObjectBase<TState extends SceneObjectState = SceneObjectState>\n implements SceneObject<TState>\n{\n private _isActive = false;\n private _state: TState;\n private _events = new EventBusSrv();\n private _activationHandlers: SceneActivationHandler[] = [];\n private _deactivationHandlers: SceneDeactivationHandler[] = [];\n\n protected _parent?: SceneObject;\n protected _subs = new Subscription();\n protected _refCount = 0;\n\n protected _variableDependency: SceneVariableDependencyConfigLike | undefined;\n protected _urlSync: SceneObjectUrlSyncHandler | undefined;\n\n public constructor(state: TState) {\n if (!state.key) {\n state.key = uuidv4();\n }\n\n this._state = Object.freeze(state);\n this._setParent();\n }\n\n /** Current state */\n public get state(): TState {\n return this._state;\n }\n\n /** True if currently being active (ie displayed for visual objects) */\n public get isActive(): boolean {\n return this._isActive;\n }\n\n /** Returns the parent, undefined for root object */\n public get parent(): SceneObject | undefined {\n return this._parent;\n }\n\n /** Returns variable dependency config */\n public get variableDependency(): SceneVariableDependencyConfigLike | undefined {\n return this._variableDependency;\n }\n\n /** Returns url sync config */\n public get urlSync(): SceneObjectUrlSyncHandler | undefined {\n return this._urlSync;\n }\n\n /**\n * Used in render functions when rendering a SceneObject.\n * Wraps the component in an EditWrapper that handles edit mode\n */\n public get Component(): SceneComponent<this> {\n return SceneComponentWrapper;\n }\n\n private _setParent() {\n this.forEachChild((child) => {\n child._parent = this;\n });\n }\n\n /**\n * Subscribe to the scene state subject\n **/\n public subscribeToState(handler: SceneStateChangedHandler<TState>): Unsubscribable {\n return this._events.subscribe(SceneObjectStateChangedEvent, (event) => {\n if (event.payload.changedObject === this) {\n handler(event.payload.newState as TState, event.payload.prevState as TState);\n }\n });\n }\n\n /**\n * Subscribe to the scene event\n **/\n public subscribeToEvent<T extends BusEvent>(eventType: BusEventType<T>, handler: BusEventHandler<T>): Unsubscribable {\n return this._events.subscribe(eventType, handler);\n }\n\n public setState(update: Partial<TState>) {\n const prevState = this._state;\n const newState: TState = {\n ...this._state,\n ...update,\n };\n\n this._state = Object.freeze(newState);\n\n this._setParent();\n\n // Bubble state change event. This is event is subscribed to by UrlSyncManager and UndoManager\n this.publishEvent(\n new SceneObjectStateChangedEvent({\n prevState,\n newState,\n partialUpdate: update,\n changedObject: this,\n }),\n true\n );\n }\n /*\n * Publish an event and optionally bubble it up the scene\n **/\n public publishEvent(event: BusEvent, bubble?: boolean) {\n this._events.publish(event);\n\n if (bubble && this.parent) {\n this.parent.publishEvent(event, bubble);\n }\n }\n\n public getRoot(): SceneObject {\n return !this._parent ? this : this._parent.getRoot();\n }\n\n private _internalActivate() {\n this._isActive = true;\n\n const { $data, $variables, $timeRange, $behaviors } = this.state;\n\n if ($timeRange && !$timeRange.isActive) {\n this._deactivationHandlers.push($timeRange.activate());\n }\n\n if ($variables && !$variables.isActive) {\n this._deactivationHandlers.push($variables.activate());\n }\n\n if ($data && !$data.isActive) {\n this._deactivationHandlers.push($data.activate());\n }\n\n if ($behaviors) {\n for (const behavior of $behaviors) {\n if (behavior instanceof SceneObjectBase) {\n this._deactivationHandlers.push(behavior.activate());\n } else if (typeof behavior === 'function') {\n const deactivationHandler = behavior(this);\n if (deactivationHandler) {\n this._deactivationHandlers.push();\n }\n }\n }\n }\n\n this._activationHandlers.forEach((handler) => {\n const result = handler();\n if (result) {\n this._deactivationHandlers.push(result);\n }\n });\n }\n\n /**\n * This is primarily called from SceneComponentWrapper when the SceneObject's Component is mounted.\n * But in some scenarios this can also be called directly from another scene object. When called manually from another scene object\n * make sure to call the returned function when the source scene object is deactivated.\n */\n public activate(): CancelActivationHandler {\n if (!this.isActive) {\n this._internalActivate();\n }\n\n this._refCount++;\n\n let called = false;\n\n return () => {\n this._refCount--;\n\n if (called) {\n const msg = `SceneObject cancelation handler returned by activate() called a second time`;\n console.error(msg, this);\n throw new Error(msg);\n }\n\n called = true;\n\n if (this._refCount === 0) {\n this._internalDeactivate();\n }\n };\n }\n\n /**\n * Called by the SceneComponentWrapper when the react component is unmounted.\n * Don't override this, instead use addActivationHandler. The activation handler can return a deactivation handler.\n */\n private _internalDeactivate(): void {\n this._isActive = false;\n\n this._deactivationHandlers.forEach((handler) => handler());\n this._deactivationHandlers = [];\n\n // Clear subscriptions and listeners\n this._events.removeAllListeners();\n this._subs.unsubscribe();\n this._subs = new Subscription();\n }\n\n /**\n * Utility hook to get and subscribe to state\n */\n public useState() {\n // eslint-disable-next-line react-hooks/rules-of-hooks\n return useSceneObjectState(this);\n }\n\n /** Force a re-render, should only be needed when variable values change */\n public forceRender(): void {\n this.setState({});\n }\n\n /**\n * Will create new SceneObject with shallow-cloned state, but all state items of type SceneObject are deep cloned\n */\n public clone(withState?: Partial<TState>): this {\n return cloneSceneObject(this, withState);\n }\n\n /**\n * Allows external code to register code that is executed on activate and deactivate. This allow you\n * to wire up scene objects that need to respond to state changes in other objects from the outside.\n **/\n public addActivationHandler(handler: SceneActivationHandler) {\n this._activationHandlers.push(handler);\n }\n\n /**\n * Loop through state and call callback for each direct child scene object.\n * Checks 1 level deep properties and arrays. So a scene object hidden in a nested plain object will not be detected.\n */\n public forEachChild(callback: (child: SceneObjectBase) => void) {\n for (const propValue of Object.values(this.state)) {\n if (propValue instanceof SceneObjectBase) {\n callback(propValue);\n }\n\n if (Array.isArray(propValue)) {\n for (const child of propValue) {\n if (child instanceof SceneObjectBase) {\n callback(child);\n }\n }\n }\n }\n }\n}\n\n/**\n * This hook is always returning model.state instead of a useState that remembers the last state emitted on the subject\n * The reason for this is so that if the model instance change this function will always return the latest state.\n */\nfunction useSceneObjectState<TState extends SceneObjectState>(model: SceneObjectBase<TState>): TState {\n const [_, setState] = useState<TState>(model.state);\n const stateAtFirstRender = model.state;\n\n useEffect(() => {\n const s = model.subscribeToState(setState);\n\n // Re-render component if the state changed 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package/dist/index.js
CHANGED
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@@ -7,10 +7,10 @@ var schema = require('@grafana/schema');
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7
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var React = require('react');
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var rxjs = require('rxjs');
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var uuid = require('uuid');
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var ui = require('@grafana/ui');
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10
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var lodash = require('lodash');
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var runtime = require('@grafana/runtime');
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var e2eSelectors = require('@grafana/e2e-selectors');
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+
var ui = require('@grafana/ui');
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var css = require('@emotion/css');
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var reactUse = require('react-use');
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var experimental = require('@grafana/experimental');
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@@ -296,11 +296,15 @@ class SceneObjectBase {
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}
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}
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function useSceneObjectState(model) {
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-
const
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const [_, setState] = React.useState(model.state);
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const stateAtFirstRender = model.state;
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React.useEffect(() => {
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const s = model.subscribeToState(
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const s = model.subscribeToState(setState);
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if (model.state !== stateAtFirstRender) {
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setState(model.state);
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}
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return () => s.unsubscribe();
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-
}, [model
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+
}, [model]);
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return model.state;
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}
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