@grafana/scenes 5.10.0 → 5.10.1

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package/CHANGELOG.md CHANGED
@@ -1,3 +1,15 @@
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+ # v5.10.1 (Tue Aug 20 2024)
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+
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+ #### 🐛 Bug Fix
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+ - MultiValueVariable: Fix issue where url update would not take options into account [#874](https://github.com/grafana/scenes/pull/874) ([@mdvictor](https://github.com/mdvictor))
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+ #### Authors: 1
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+
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+ - Victor Marin ([@mdvictor](https://github.com/mdvictor))
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+
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+ ---
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+
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  # v5.10.0 (Mon Aug 19 2024)
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  ### Release Notes
@@ -100,7 +100,7 @@ class MultiValueVariable extends SceneObjectBase {
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  }
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  interceptStateUpdateAfterValidation(stateUpdate) {
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  const isAllValueFix = stateUpdate.value === ALL_VARIABLE_VALUE && this.state.text === ALL_VARIABLE_TEXT;
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- if (this.skipNextValidation && stateUpdate.value !== this.state.value && !isAllValueFix) {
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+ if (this.skipNextValidation && stateUpdate.value !== this.state.value && stateUpdate.text !== this.state.text && !isAllValueFix) {
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  stateUpdate.value = this.state.value;
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  stateUpdate.text = this.state.text;
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  }
@@ -1 +1 @@
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- {"version":3,"file":"MultiValueVariable.js","sources":["../../../../src/variables/variants/MultiValueVariable.ts"],"sourcesContent":["import { isArray, isEqual } from 'lodash';\nimport { map, Observable } from 'rxjs';\n\nimport { ALL_VARIABLE_TEXT, ALL_VARIABLE_VALUE } from '../constants';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObjectUrlSyncHandler, SceneObjectUrlValues } from '../../core/types';\nimport {\n SceneVariable,\n SceneVariableValueChangedEvent,\n SceneVariableState,\n ValidateAndUpdateResult,\n VariableValue,\n VariableValueOption,\n VariableValueSingle,\n CustomVariableValue,\n VariableCustomFormatterFn,\n} from '../types';\nimport { formatRegistry } from '../interpolation/formatRegistry';\nimport { VariableFormatID } from '@grafana/schema';\nimport { SceneVariableSet } from '../sets/SceneVariableSet';\nimport { setBaseClassState } from '../../utils/utils';\n\nexport interface MultiValueVariableState extends SceneVariableState {\n value: VariableValue; // old current.text\n text: VariableValue; // old current.value\n options: VariableValueOption[];\n isMulti?: boolean;\n includeAll?: boolean;\n defaultToAll?: boolean;\n allValue?: string;\n placeholder?: string;\n /**\n * For multi value variables, this option controls how many values to show before they are collapsed into +N.\n * Defaults to 5\n */\n maxVisibleValues?: number;\n noValueOnClear?: boolean;\n isReadOnly?: boolean;\n}\n\nexport interface VariableGetOptionsArgs {\n searchFilter?: string;\n}\n\nexport abstract class MultiValueVariable<TState extends MultiValueVariableState = MultiValueVariableState>\n extends SceneObjectBase<TState>\n implements SceneVariable<TState>\n{\n protected _urlSync: SceneObjectUrlSyncHandler = new MultiValueUrlSyncHandler(this);\n\n /**\n * Set to true to skip next value validation to maintain the current value even it it's not among the options (ie valid values)\n */\n public skipNextValidation?: boolean;\n\n /**\n * The source of value options.\n */\n public abstract getValueOptions(args: VariableGetOptionsArgs): Observable<VariableValueOption[]>;\n\n /**\n * This function is called on when SceneVariableSet is activated or when a dependency changes.\n */\n public validateAndUpdate(): Observable<ValidateAndUpdateResult> {\n return this.getValueOptions({}).pipe(\n map((options) => {\n this.updateValueGivenNewOptions(options);\n return {};\n })\n );\n }\n\n public onCancel(): void {\n this.setStateHelper({ loading: false });\n const sceneVarSet = this.parent as SceneVariableSet;\n sceneVarSet?.cancel(this);\n }\n\n /**\n * Check if current value is valid given new options. If not update the value.\n */\n private updateValueGivenNewOptions(options: VariableValueOption[]) {\n // Remember current value and text\n const { value: currentValue, text: currentText } = this.state;\n\n const stateUpdate = this.getStateUpdateGivenNewOptions(options, currentValue, currentText);\n\n this.interceptStateUpdateAfterValidation(stateUpdate);\n\n // Perform state change\n this.setStateHelper(stateUpdate);\n\n // Publish value changed event only if value changed\n if (stateUpdate.value !== currentValue || stateUpdate.text !== currentText || this.hasAllValue()) {\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n }\n\n private getStateUpdateGivenNewOptions(\n options: VariableValueOption[],\n currentValue: VariableValue,\n currentText: VariableValue\n ): Partial<MultiValueVariableState> {\n const stateUpdate: Partial<MultiValueVariableState> = {\n options,\n loading: false,\n value: currentValue,\n text: currentText,\n };\n\n if (options.length === 0) {\n if (this.state.defaultToAll || this.state.includeAll) {\n stateUpdate.value = ALL_VARIABLE_VALUE;\n stateUpdate.text = ALL_VARIABLE_TEXT;\n } else if (this.state.isMulti) {\n stateUpdate.value = [];\n stateUpdate.text = [];\n } else {\n stateUpdate.value = '';\n stateUpdate.text = '';\n }\n\n return stateUpdate;\n }\n\n if (this.hasAllValue()) {\n if (!this.state.includeAll) {\n stateUpdate.value = options[0].value;\n stateUpdate.text = options[0].label;\n // If multi switch to arrays\n if (this.state.isMulti) {\n stateUpdate.value = [stateUpdate.value];\n stateUpdate.text = [stateUpdate.text];\n }\n }\n return stateUpdate;\n }\n\n if (this.state.isMulti) {\n // If we are a multi valued variable validate the current values are among the options\n const currentValues = Array.isArray(currentValue) ? currentValue : [currentValue];\n const validValues = currentValues.filter((v) => options.find((o) => o.value === v));\n const validTexts = validValues.map((v) => options.find((o) => o.value === v)!.label);\n\n // If no valid values pick the first option\n if (validValues.length === 0) {\n const defaultState = this.getDefaultMultiState(options);\n stateUpdate.value = defaultState.value;\n stateUpdate.text = defaultState.text;\n } else {\n // We have valid values, if it's different from current valid values update current values\n if (!isEqual(validValues, currentValue)) {\n stateUpdate.value = validValues;\n }\n if (!isEqual(validTexts, currentText)) {\n stateUpdate.text = validTexts;\n }\n }\n return stateUpdate;\n }\n\n // Single value variable validation\n\n // Try find by value then text\n let matchingOption = findOptionMatchingCurrent(currentValue, currentText, options);\n if (matchingOption) {\n // When updating the initial state from URL the text property is set the same as value\n // Here we can correct the text value state\n stateUpdate.text = matchingOption.label;\n stateUpdate.value = matchingOption.value;\n } else {\n // Current value is found in options\n if (this.state.defaultToAll) {\n stateUpdate.value = ALL_VARIABLE_VALUE;\n stateUpdate.text = ALL_VARIABLE_TEXT;\n } else {\n // Current value is not valid. Set to first of the available options\n stateUpdate.value = options[0].value;\n stateUpdate.text = options[0].label;\n }\n }\n\n return stateUpdate;\n }\n\n /**\n * Values set by initial URL sync needs to survive the next validation and update.\n * This function can intercept and make sure those values are preserved.\n */\n protected interceptStateUpdateAfterValidation(stateUpdate: Partial<MultiValueVariableState>): void {\n // If the validation wants to fix the all value (All ==> $__all) then we should let that pass\n const isAllValueFix = stateUpdate.value === ALL_VARIABLE_VALUE && this.state.text === ALL_VARIABLE_TEXT;\n\n if (this.skipNextValidation && stateUpdate.value !== this.state.value && !isAllValueFix) {\n stateUpdate.value = this.state.value;\n stateUpdate.text = this.state.text;\n }\n\n this.skipNextValidation = false;\n }\n\n public getValue(): VariableValue {\n if (this.hasAllValue()) {\n if (this.state.allValue) {\n return new CustomAllValue(this.state.allValue, this);\n }\n\n return this.state.options.map((x) => x.value);\n }\n\n return this.state.value;\n }\n\n public getValueText(): string {\n if (this.hasAllValue()) {\n return ALL_VARIABLE_TEXT;\n }\n\n if (Array.isArray(this.state.text)) {\n return this.state.text.join(' + ');\n }\n\n return String(this.state.text);\n }\n\n public hasAllValue() {\n const value = this.state.value;\n return value === ALL_VARIABLE_VALUE || (Array.isArray(value) && value[0] === ALL_VARIABLE_VALUE);\n }\n\n public getDefaultMultiState(options: VariableValueOption[]) {\n if (this.state.defaultToAll) {\n return { value: [ALL_VARIABLE_VALUE], text: [ALL_VARIABLE_TEXT] };\n } else if (options.length > 0) {\n return { value: [options[0].value], text: [options[0].label] };\n } else {\n return { value: [], text: [] };\n }\n }\n\n /**\n * Change the value and publish SceneVariableValueChangedEvent event.\n */\n public changeValueTo(value: VariableValue, text?: VariableValue) {\n // Ignore if there is no change\n if (value === this.state.value && text === this.state.text) {\n return;\n }\n\n if (!text) {\n if (Array.isArray(value)) {\n text = value.map((v) => this.findLabelTextForValue(v));\n } else {\n text = this.findLabelTextForValue(value);\n }\n }\n\n if (Array.isArray(value)) {\n // If we are a multi valued variable is cleared (empty array) we need to set the default empty state\n if (value.length === 0) {\n const state = this.getDefaultMultiState(this.state.options);\n value = state.value;\n text = state.text;\n }\n\n // If last value is the All value then replace all with it\n if (value[value.length - 1] === ALL_VARIABLE_VALUE) {\n value = [ALL_VARIABLE_VALUE];\n text = [ALL_VARIABLE_TEXT];\n }\n // If the first value is the ALL value and we have other values, then remove the All value\n else if (value[0] === ALL_VARIABLE_VALUE && value.length > 1) {\n value.shift();\n if (Array.isArray(text)) {\n text.shift();\n }\n }\n }\n\n // Do nothing if value and text are the same\n if (isEqual(value, this.state.value) && isEqual(text, this.state.text)) {\n return;\n }\n\n this.setStateHelper({ value, text, loading: false });\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n\n private findLabelTextForValue(value: VariableValueSingle): VariableValueSingle {\n if (value === ALL_VARIABLE_VALUE) {\n return ALL_VARIABLE_TEXT;\n }\n\n const option = this.state.options.find((x) => x.value === value);\n if (option) {\n return option.label;\n }\n\n const optionByLabel = this.state.options.find((x) => x.label === value);\n if (optionByLabel) {\n return optionByLabel.label;\n }\n\n return value;\n }\n\n /**\n * This helper function is to counter the contravariance of setState\n */\n private setStateHelper(state: Partial<MultiValueVariableState>) {\n setBaseClassState<MultiValueVariableState>(this, state);\n }\n\n public getOptionsForSelect(): VariableValueOption[] {\n let options = this.state.options;\n\n if (this.state.includeAll) {\n options = [{ value: ALL_VARIABLE_VALUE, label: ALL_VARIABLE_TEXT }, ...options];\n }\n\n if (!Array.isArray(this.state.value)) {\n const current = options.find((x) => x.value === this.state.value);\n if (!current) {\n options = [{ value: this.state.value, label: String(this.state.text) }, ...options];\n }\n }\n\n return options;\n }\n\n public refreshOptions() {\n this.getValueOptions({}).subscribe((options) => {\n this.updateValueGivenNewOptions(options);\n });\n }\n\n /**\n * Can be used by subclasses to do custom handling of option search based on search input\n */\n public onSearchChange?(searchFilter: string): void;\n}\n\n/**\n * Looks for matching option, first by value but as a fallback by text (label).\n */\nfunction findOptionMatchingCurrent(\n currentValue: VariableValue,\n currentText: VariableValue,\n options: VariableValueOption[]\n) {\n let textMatch: VariableValueOption | undefined;\n\n for (const item of options) {\n if (item.value === currentValue) {\n return item;\n }\n\n // No early return here as want to continue to look a value match\n if (item.label === currentText) {\n textMatch = item;\n }\n }\n\n return textMatch;\n}\n\nexport class MultiValueUrlSyncHandler<TState extends MultiValueVariableState = MultiValueVariableState>\n implements SceneObjectUrlSyncHandler\n{\n public constructor(private _sceneObject: MultiValueVariable<TState>) {}\n\n private getKey(): string {\n return `var-${this._sceneObject.state.name}`;\n }\n\n public getKeys(): string[] {\n if (this._sceneObject.state.skipUrlSync) {\n return [];\n }\n\n return [this.getKey()];\n }\n\n public getUrlState(): SceneObjectUrlValues {\n if (this._sceneObject.state.skipUrlSync) {\n return {};\n }\n\n let urlValue: string | string[] | null = null;\n let value = this._sceneObject.state.value;\n\n if (Array.isArray(value)) {\n urlValue = value.map(String);\n } else if ((this, this._sceneObject.state.isMulti)) {\n // If we are inMulti mode we must return an array here as otherwise UrlSyncManager will not pass all values (in an array) in updateFromUrl\n urlValue = [String(value)];\n } else {\n urlValue = String(value);\n }\n\n return { [this.getKey()]: urlValue };\n }\n\n public updateFromUrl(values: SceneObjectUrlValues): void {\n let urlValue = values[this.getKey()];\n\n if (urlValue != null) {\n // This is to be backwards compatible with old url all value\n if (this._sceneObject.state.includeAll) {\n urlValue = handleLegacyUrlAllValue(urlValue);\n }\n\n // For edge cases where data links include variables with custom all value.\n // We want the variable to maintain the \"All\" meta value not the actual custom vall value. (Fixes https://github.com/grafana/grafana/issues/28635)\n if (this._sceneObject.state.allValue && this._sceneObject.state.allValue === urlValue) {\n urlValue = ALL_VARIABLE_VALUE;\n }\n\n /**\n * Initial URL Sync happens before scene objects are activated.\n * We need to skip validation in this case to make sure values set via URL are maintained.\n */\n if (!this._sceneObject.isActive) {\n this._sceneObject.skipNextValidation = true;\n }\n\n this._sceneObject.changeValueTo(urlValue);\n }\n }\n}\n\nfunction handleLegacyUrlAllValue(value: string | string[]) {\n if (isArray(value) && value[0] === ALL_VARIABLE_TEXT) {\n return [ALL_VARIABLE_VALUE];\n } else if (value === ALL_VARIABLE_TEXT) {\n return ALL_VARIABLE_VALUE;\n }\n\n return value;\n}\n\n/**\n * Variable getValue can return this to skip any subsequent formatting.\n * This is useful for custom all values that should not be escaped/formatted.\n */\nexport class CustomAllValue implements CustomVariableValue {\n public 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If not update the value.\n */\n private updateValueGivenNewOptions(options: VariableValueOption[]) {\n // Remember current value and text\n const { value: currentValue, text: currentText } = this.state;\n\n const stateUpdate = this.getStateUpdateGivenNewOptions(options, currentValue, currentText);\n\n this.interceptStateUpdateAfterValidation(stateUpdate);\n\n // Perform state change\n this.setStateHelper(stateUpdate);\n\n // Publish value changed event only if value changed\n if (stateUpdate.value !== currentValue || stateUpdate.text !== currentText || this.hasAllValue()) {\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n }\n\n private getStateUpdateGivenNewOptions(\n options: VariableValueOption[],\n currentValue: VariableValue,\n currentText: VariableValue\n ): Partial<MultiValueVariableState> {\n const stateUpdate: Partial<MultiValueVariableState> = {\n options,\n loading: false,\n value: currentValue,\n text: currentText,\n };\n\n if (options.length === 0) {\n if (this.state.defaultToAll || this.state.includeAll) {\n stateUpdate.value = ALL_VARIABLE_VALUE;\n stateUpdate.text = ALL_VARIABLE_TEXT;\n } else if (this.state.isMulti) {\n stateUpdate.value = [];\n stateUpdate.text = [];\n } else {\n stateUpdate.value = '';\n stateUpdate.text = '';\n }\n\n return stateUpdate;\n }\n\n if (this.hasAllValue()) {\n if (!this.state.includeAll) {\n stateUpdate.value = options[0].value;\n stateUpdate.text = options[0].label;\n // If multi switch to arrays\n if (this.state.isMulti) {\n stateUpdate.value = [stateUpdate.value];\n stateUpdate.text = [stateUpdate.text];\n }\n }\n return stateUpdate;\n }\n\n if (this.state.isMulti) {\n // If we are a multi valued variable validate the current values are among the options\n const currentValues = Array.isArray(currentValue) ? currentValue : [currentValue];\n const validValues = currentValues.filter((v) => options.find((o) => o.value === v));\n const validTexts = validValues.map((v) => options.find((o) => o.value === v)!.label);\n\n // If no valid values pick the first option\n if (validValues.length === 0) {\n const defaultState = this.getDefaultMultiState(options);\n stateUpdate.value = defaultState.value;\n stateUpdate.text = defaultState.text;\n } else {\n // We have valid values, if it's different from current valid values update current values\n if (!isEqual(validValues, currentValue)) {\n stateUpdate.value = validValues;\n }\n if (!isEqual(validTexts, currentText)) {\n stateUpdate.text = validTexts;\n }\n }\n return stateUpdate;\n }\n\n // Single value variable validation\n\n // Try find by value then text\n let matchingOption = findOptionMatchingCurrent(currentValue, currentText, options);\n if (matchingOption) {\n // When updating the initial state from URL the text property is set the same as value\n // Here we can correct the text value state\n stateUpdate.text = matchingOption.label;\n stateUpdate.value = matchingOption.value;\n } else {\n // Current value is found in options\n if (this.state.defaultToAll) {\n stateUpdate.value = ALL_VARIABLE_VALUE;\n stateUpdate.text = ALL_VARIABLE_TEXT;\n } else {\n // Current value is not valid. Set to first of the available options\n stateUpdate.value = options[0].value;\n stateUpdate.text = options[0].label;\n }\n }\n\n return stateUpdate;\n }\n\n /**\n * Values set by initial URL sync needs to survive the next validation and update.\n * This function can intercept and make sure those values are preserved.\n */\n protected interceptStateUpdateAfterValidation(stateUpdate: Partial<MultiValueVariableState>): void {\n // If the validation wants to fix the all value (All ==> $__all) then we should let that pass\n const isAllValueFix = stateUpdate.value === ALL_VARIABLE_VALUE && this.state.text === ALL_VARIABLE_TEXT;\n\n if (this.skipNextValidation && stateUpdate.value !== this.state.value && stateUpdate.text !== this.state.text && !isAllValueFix) {\n stateUpdate.value = this.state.value;\n stateUpdate.text = this.state.text;\n }\n\n this.skipNextValidation = false;\n }\n\n public getValue(): VariableValue {\n if (this.hasAllValue()) {\n if (this.state.allValue) {\n return new CustomAllValue(this.state.allValue, this);\n }\n\n return this.state.options.map((x) => x.value);\n }\n\n return this.state.value;\n }\n\n public getValueText(): string {\n if (this.hasAllValue()) {\n return ALL_VARIABLE_TEXT;\n }\n\n if (Array.isArray(this.state.text)) {\n return this.state.text.join(' + ');\n }\n\n return String(this.state.text);\n }\n\n public hasAllValue() {\n const value = this.state.value;\n return value === ALL_VARIABLE_VALUE || (Array.isArray(value) && value[0] === ALL_VARIABLE_VALUE);\n }\n\n public getDefaultMultiState(options: VariableValueOption[]) {\n if (this.state.defaultToAll) {\n return { value: [ALL_VARIABLE_VALUE], text: [ALL_VARIABLE_TEXT] };\n } else if (options.length > 0) {\n return { value: [options[0].value], text: [options[0].label] };\n } else {\n return { value: [], text: [] };\n }\n }\n\n /**\n * Change the value and publish SceneVariableValueChangedEvent event.\n */\n public changeValueTo(value: VariableValue, text?: VariableValue) {\n // Ignore if there is no change\n if (value === this.state.value && text === this.state.text) {\n return;\n }\n\n if (!text) {\n if (Array.isArray(value)) {\n text = value.map((v) => this.findLabelTextForValue(v));\n } else {\n text = this.findLabelTextForValue(value);\n }\n }\n\n if (Array.isArray(value)) {\n // If we are a multi valued variable is cleared (empty array) we need to set the default empty state\n if (value.length === 0) {\n const state = this.getDefaultMultiState(this.state.options);\n value = state.value;\n text = state.text;\n }\n\n // If last value is the All value then replace all with it\n if (value[value.length - 1] === ALL_VARIABLE_VALUE) {\n value = [ALL_VARIABLE_VALUE];\n text = [ALL_VARIABLE_TEXT];\n }\n // If the first value is the ALL value and we have other values, then remove the All value\n else if (value[0] === ALL_VARIABLE_VALUE && value.length > 1) {\n value.shift();\n if (Array.isArray(text)) {\n text.shift();\n }\n }\n }\n\n // Do nothing if value and text are the same\n if (isEqual(value, this.state.value) && isEqual(text, this.state.text)) {\n return;\n }\n\n this.setStateHelper({ value, text, loading: false });\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n\n private findLabelTextForValue(value: VariableValueSingle): VariableValueSingle {\n if (value === ALL_VARIABLE_VALUE) {\n return ALL_VARIABLE_TEXT;\n }\n\n const option = this.state.options.find((x) => x.value === value);\n if (option) {\n return option.label;\n }\n\n const optionByLabel = this.state.options.find((x) => x.label === value);\n if (optionByLabel) {\n return optionByLabel.label;\n }\n\n return value;\n }\n\n /**\n * This helper function is to counter the contravariance of setState\n */\n private setStateHelper(state: Partial<MultiValueVariableState>) {\n setBaseClassState<MultiValueVariableState>(this, state);\n }\n\n public getOptionsForSelect(): VariableValueOption[] {\n let options = this.state.options;\n\n if (this.state.includeAll) {\n options = [{ value: ALL_VARIABLE_VALUE, label: ALL_VARIABLE_TEXT }, ...options];\n }\n\n if (!Array.isArray(this.state.value)) {\n const current = options.find((x) => x.value === this.state.value);\n if (!current) {\n options = [{ value: this.state.value, label: String(this.state.text) }, ...options];\n }\n }\n\n return options;\n }\n\n public refreshOptions() {\n this.getValueOptions({}).subscribe((options) => {\n this.updateValueGivenNewOptions(options);\n });\n }\n\n /**\n * Can be used by subclasses to do custom handling of option search based on search input\n */\n public onSearchChange?(searchFilter: string): void;\n}\n\n/**\n * Looks for matching option, first by value but as a fallback by text (label).\n */\nfunction findOptionMatchingCurrent(\n currentValue: VariableValue,\n currentText: VariableValue,\n options: VariableValueOption[]\n) {\n let textMatch: VariableValueOption | undefined;\n\n for (const item of options) {\n if (item.value === currentValue) {\n return item;\n }\n\n // No early return here as want to continue to look a value match\n if (item.label === currentText) {\n textMatch = item;\n }\n }\n\n return textMatch;\n}\n\nexport class MultiValueUrlSyncHandler<TState extends MultiValueVariableState = MultiValueVariableState>\n implements SceneObjectUrlSyncHandler\n{\n public constructor(private _sceneObject: MultiValueVariable<TState>) {}\n\n private getKey(): string {\n return `var-${this._sceneObject.state.name}`;\n }\n\n public getKeys(): string[] {\n if (this._sceneObject.state.skipUrlSync) {\n return [];\n }\n\n return [this.getKey()];\n }\n\n public getUrlState(): SceneObjectUrlValues {\n if (this._sceneObject.state.skipUrlSync) {\n return {};\n }\n\n let urlValue: string | string[] | null = null;\n let value = this._sceneObject.state.value;\n\n if (Array.isArray(value)) {\n urlValue = value.map(String);\n } else if ((this, this._sceneObject.state.isMulti)) {\n // If we are inMulti mode we must return an array here as otherwise UrlSyncManager will not pass all values (in an array) in updateFromUrl\n urlValue = [String(value)];\n } else {\n urlValue = String(value);\n }\n\n return { [this.getKey()]: urlValue };\n }\n\n public updateFromUrl(values: SceneObjectUrlValues): void {\n let urlValue = values[this.getKey()];\n\n if (urlValue != null) {\n // This is to be backwards compatible with old url all value\n if (this._sceneObject.state.includeAll) {\n urlValue = handleLegacyUrlAllValue(urlValue);\n }\n\n // For edge cases where data links include variables with custom all value.\n // We want the variable to maintain the \"All\" meta value not the actual custom vall value. (Fixes https://github.com/grafana/grafana/issues/28635)\n if (this._sceneObject.state.allValue && this._sceneObject.state.allValue === urlValue) {\n urlValue = ALL_VARIABLE_VALUE;\n }\n\n /**\n * Initial URL Sync happens before scene objects are activated.\n * We need to skip validation in this case to make sure values set via URL are maintained.\n */\n if (!this._sceneObject.isActive) {\n this._sceneObject.skipNextValidation = true;\n }\n\n this._sceneObject.changeValueTo(urlValue);\n }\n }\n}\n\nfunction handleLegacyUrlAllValue(value: string | string[]) {\n if (isArray(value) && value[0] === ALL_VARIABLE_TEXT) {\n return [ALL_VARIABLE_VALUE];\n } else if (value === ALL_VARIABLE_TEXT) {\n return ALL_VARIABLE_VALUE;\n }\n\n return value;\n}\n\n/**\n * Variable getValue can return this to skip any subsequent formatting.\n * This is useful for custom all values that should not be escaped/formatted.\n */\nexport class CustomAllValue implements CustomVariableValue {\n public 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package/dist/index.js CHANGED
@@ -2247,7 +2247,7 @@ class MultiValueVariable extends SceneObjectBase {
2247
2247
  }
2248
2248
  interceptStateUpdateAfterValidation(stateUpdate) {
2249
2249
  const isAllValueFix = stateUpdate.value === ALL_VARIABLE_VALUE && this.state.text === ALL_VARIABLE_TEXT;
2250
- if (this.skipNextValidation && stateUpdate.value !== this.state.value && !isAllValueFix) {
2250
+ if (this.skipNextValidation && stateUpdate.value !== this.state.value && stateUpdate.text !== this.state.text && !isAllValueFix) {
2251
2251
  stateUpdate.value = this.state.value;
2252
2252
  stateUpdate.text = this.state.text;
2253
2253
  }