@grafana/scenes 5.7.1--canary.850.10147682812.0 → 5.7.1--canary.852.10167028474.0
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- package/dist/esm/components/VizPanel/VizPanelRenderer.js +1 -1
- package/dist/esm/components/VizPanel/VizPanelRenderer.js.map +1 -1
- package/dist/esm/core/SceneTimeRange.js +1 -1
- package/dist/esm/core/SceneTimeRange.js.map +1 -1
- package/dist/esm/variables/sets/SceneVariableSet.js +0 -2
- package/dist/esm/variables/sets/SceneVariableSet.js.map +1 -1
- package/dist/index.js +2 -4
- package/dist/index.js.map +1 -1
- package/package.json +2 -2
@@ -169,7 +169,7 @@ function VizPanelRenderer({ model }) {
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onOptionsChange: model.onOptionsChange,
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onFieldConfigChange: model.onFieldConfigChange,
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onChangeTimeRange: model.onTimeRangeChange,
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eventBus:
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eventBus: context.eventBus
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}))))))));
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}
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function getDragClasses(panel) {
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@@ -1 +1 @@
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-
{"version":3,"file":"VizPanelRenderer.js","sources":["../../../../src/components/VizPanel/VizPanelRenderer.tsx"],"sourcesContent":["import React, { RefCallback, useCallback, useMemo } from 'react';\nimport { useMeasure } from 'react-use';\n\n// @ts-ignore\nimport { AlertState, GrafanaTheme2, PanelData, PluginContextProvider, SetPanelAttentionEvent } from '@grafana/data';\n\nimport { getAppEvents } from '@grafana/runtime';\nimport { PanelChrome, ErrorBoundaryAlert, PanelContextProvider, Tooltip, useStyles2, Icon } from '@grafana/ui';\n\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { isSceneObject, SceneComponentProps, SceneLayout, SceneObject } from '../../core/types';\n\nimport { VizPanel } from './VizPanel';\nimport { css, cx } from '@emotion/css';\nimport { debounce } from 'lodash';\n\nexport function VizPanelRenderer({ model }: SceneComponentProps<VizPanel>) {\n const {\n title,\n options,\n fieldConfig,\n _pluginLoadError,\n displayMode,\n hoverHeader,\n hoverHeaderOffset,\n menu,\n headerActions,\n titleItems,\n description,\n } = model.useState();\n const [ref, { width, height }] = useMeasure();\n const appEvents = useMemo(() => getAppEvents(), []);\n\n const setPanelAttention = useCallback(\n () => appEvents.publish(new SetPanelAttentionEvent({ panelId: model.state.key })),\n [model.state.key, appEvents]\n );\n const debouncedMouseMove = useMemo(() => debounce(setPanelAttention, 100), [setPanelAttention]);\n\n const plugin = model.getPlugin();\n\n const { dragClass, dragClassCancel } = getDragClasses(model);\n const dataObject = sceneGraph.getData(model);\n\n const rawData = dataObject.useState();\n const dataWithFieldConfig = model.applyFieldConfig(rawData.data!);\n const sceneTimeRange = sceneGraph.getTimeRange(model);\n const timeZone = sceneTimeRange.getTimeZone();\n const timeRange = model.getTimeRange(dataWithFieldConfig);\n\n // Interpolate title\n const titleInterpolated = model.interpolate(title, undefined, 'text');\n\n const alertStateStyles = useStyles2(getAlertStateStyles);\n\n if (!plugin) {\n return <div>Loading plugin panel...</div>;\n }\n\n if (!plugin.panel) {\n return <div>Panel plugin has no panel component</div>;\n }\n\n const PanelComponent = plugin.panel;\n\n // If we have a query runner on our level inform it of the container width (used to set auto max data points)\n if (dataObject && dataObject.setContainerWidth) {\n dataObject.setContainerWidth(Math.round(width));\n }\n\n let titleItemsElement: React.ReactNode[] = [];\n\n if (titleItems) {\n if (Array.isArray(titleItems)) {\n titleItemsElement = titleItemsElement.concat(\n titleItems.map((titleItem) => {\n return <titleItem.Component model={titleItem} key={`${titleItem.state.key}`} />;\n })\n );\n } else if (isSceneObject(titleItems)) {\n titleItemsElement.push(<titleItems.Component model={titleItems} />);\n } else {\n titleItemsElement.push(titleItems);\n }\n }\n\n // If we have local time range show that in panel header\n if (model.state.$timeRange) {\n titleItemsElement.push(<model.state.$timeRange.Component model={model.state.$timeRange} key={model.state.key} />);\n }\n\n if (dataWithFieldConfig.alertState) {\n titleItemsElement.push(\n <Tooltip content={dataWithFieldConfig.alertState.state ?? 'unknown'} key={`alert-states-icon-${model.state.key}`}>\n <PanelChrome.TitleItem\n className={cx({\n [alertStateStyles.ok]: dataWithFieldConfig.alertState.state === AlertState.OK,\n [alertStateStyles.pending]: dataWithFieldConfig.alertState.state === AlertState.Pending,\n [alertStateStyles.alerting]: dataWithFieldConfig.alertState.state === AlertState.Alerting,\n })}\n >\n <Icon\n name={dataWithFieldConfig.alertState.state === 'alerting' ? 'heart-break' : 'heart'}\n className=\"panel-alert-icon\"\n size=\"md\"\n />\n </PanelChrome.TitleItem>\n </Tooltip>\n );\n }\n\n let panelMenu;\n if (menu) {\n panelMenu = <menu.Component model={menu} />;\n }\n\n let actionsElement: React.ReactNode | undefined;\n\n if (headerActions) {\n if (Array.isArray(headerActions)) {\n actionsElement = (\n <>\n {headerActions.map((action) => {\n return <action.Component model={action} key={`${action.state.key}`} />;\n })}\n </>\n );\n } else if (isSceneObject(headerActions)) {\n actionsElement = <headerActions.Component model={headerActions} />;\n } else {\n actionsElement = headerActions;\n }\n }\n\n // Data is always returned. For non-data panels, empty PanelData is returned.\n const data = dataWithFieldConfig!;\n\n const isReadyToRender = dataObject.isDataReadyToDisplay ? dataObject.isDataReadyToDisplay() : true;\n\n const context = model.getPanelContext();\n const panelId = model.getLegacyPanelId();\n\n return (\n <div className={relativeWrapper}>\n <div ref={ref as RefCallback<HTMLDivElement>} className={absoluteWrapper} data-viz-panel-key={model.state.key}>\n {width > 0 && height > 0 && (\n <PanelChrome\n title={titleInterpolated}\n description={description?.trim() ? model.getDescription : undefined}\n loadingState={data.state}\n statusMessage={getChromeStatusMessage(data, _pluginLoadError)}\n statusMessageOnClick={model.onStatusMessageClick}\n width={width}\n height={height}\n displayMode={displayMode}\n hoverHeader={hoverHeader}\n hoverHeaderOffset={hoverHeaderOffset}\n titleItems={titleItemsElement}\n dragClass={dragClass}\n actions={actionsElement}\n dragClassCancel={dragClassCancel}\n padding={plugin.noPadding ? 'none' : 'md'}\n menu={panelMenu}\n onCancelQuery={model.onCancelQuery}\n // @ts-ignore\n onFocus={setPanelAttention}\n onMouseEnter={setPanelAttention}\n onMouseMove={debouncedMouseMove}\n >\n {(innerWidth, innerHeight) => (\n <>\n <ErrorBoundaryAlert dependencies={[plugin, data]}>\n <PluginContextProvider meta={plugin.meta}>\n <PanelContextProvider value={context}>\n {isReadyToRender && (\n <PanelComponent\n id={panelId}\n data={data}\n title={title}\n timeRange={timeRange}\n timeZone={timeZone}\n options={options}\n fieldConfig={fieldConfig}\n transparent={false}\n width={innerWidth}\n height={innerHeight}\n renderCounter={0}\n replaceVariables={model.interpolate}\n onOptionsChange={model.onOptionsChange}\n onFieldConfigChange={model.onFieldConfigChange}\n onChangeTimeRange={model.onTimeRangeChange}\n eventBus={appEvents}\n />\n )}\n </PanelContextProvider>\n </PluginContextProvider>\n </ErrorBoundaryAlert>\n </>\n )}\n </PanelChrome>\n )}\n </div>\n </div>\n );\n}\n\nfunction getDragClasses(panel: VizPanel) {\n const parentLayout = sceneGraph.getLayout(panel);\n const isDraggable = parentLayout?.isDraggable();\n\n if (!parentLayout || !isDraggable || itemDraggingDisabled(panel, parentLayout)) {\n return { dragClass: '', dragClassCancel: '' };\n }\n\n return { dragClass: parentLayout.getDragClass?.(), dragClassCancel: parentLayout?.getDragClassCancel?.() };\n}\n\n/**\n * Walks up the parent chain until it hits the layout object, trying to find the closest SceneGridItemLike ancestor.\n * It is not always the direct parent, because the VizPanel can be wrapped in other objects.\n */\nfunction itemDraggingDisabled(item: SceneObject, layout: SceneLayout) {\n let ancestor = item.parent;\n\n while (ancestor && ancestor !== layout) {\n if ('isDraggable' in ancestor.state && ancestor.state.isDraggable === false) {\n return true;\n }\n\n ancestor = ancestor.parent;\n }\n\n return false;\n}\n\nfunction getChromeStatusMessage(data: PanelData, pluginLoadingError: string | undefined) {\n if (pluginLoadingError) {\n return pluginLoadingError;\n }\n\n let message = data.error ? data.error.message : undefined;\n\n // Handling multiple errors with a single string until we integrate VizPanel with inspector\n if (data.errors) {\n message = data.errors.map((e) => e.message).join(', ');\n }\n return message;\n}\n\nconst relativeWrapper = css({\n position: 'relative',\n width: '100%',\n height: '100%',\n});\n\n/**\n * Sadly this this absolute wrapper is needed for the panel to adopt smaller sizes.\n * The combo of useMeasure and PanelChrome makes the panel take up the width it get's but that makes it impossible to\n * Then adapt to smaller space (say resizing the browser window or undocking menu).\n */\nconst absoluteWrapper = css({\n position: 'absolute',\n width: '100%',\n height: '100%',\n});\n\nconst getAlertStateStyles = (theme: GrafanaTheme2) => {\n return {\n ok: css({\n color: theme.colors.success.text,\n }),\n pending: css({\n color: theme.colors.warning.text,\n }),\n alerting: css({\n color: theme.colors.error.text,\n }),\n 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{"version":3,"file":"VizPanelRenderer.js","sources":["../../../../src/components/VizPanel/VizPanelRenderer.tsx"],"sourcesContent":["import React, { RefCallback, useCallback, useMemo } from 'react';\nimport { useMeasure } from 'react-use';\n\n// @ts-ignore\nimport { AlertState, GrafanaTheme2, PanelData, PluginContextProvider, SetPanelAttentionEvent } from '@grafana/data';\n\nimport { getAppEvents } from '@grafana/runtime';\nimport { PanelChrome, ErrorBoundaryAlert, PanelContextProvider, Tooltip, useStyles2, Icon } from '@grafana/ui';\n\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { isSceneObject, SceneComponentProps, SceneLayout, SceneObject } from '../../core/types';\n\nimport { VizPanel } from './VizPanel';\nimport { css, cx } from '@emotion/css';\nimport { debounce } from 'lodash';\n\nexport function VizPanelRenderer({ model }: SceneComponentProps<VizPanel>) {\n const {\n title,\n options,\n fieldConfig,\n _pluginLoadError,\n displayMode,\n hoverHeader,\n hoverHeaderOffset,\n menu,\n headerActions,\n titleItems,\n description,\n } = model.useState();\n const [ref, { width, height }] = useMeasure();\n const appEvents = useMemo(() => getAppEvents(), []);\n\n const setPanelAttention = useCallback(\n () => appEvents.publish(new SetPanelAttentionEvent({ panelId: model.state.key })),\n [model.state.key, appEvents]\n );\n const debouncedMouseMove = useMemo(() => debounce(setPanelAttention, 100), [setPanelAttention]);\n\n const plugin = model.getPlugin();\n\n const { dragClass, dragClassCancel } = getDragClasses(model);\n const dataObject = sceneGraph.getData(model);\n\n const rawData = dataObject.useState();\n const dataWithFieldConfig = model.applyFieldConfig(rawData.data!);\n const sceneTimeRange = sceneGraph.getTimeRange(model);\n const timeZone = sceneTimeRange.getTimeZone();\n const timeRange = model.getTimeRange(dataWithFieldConfig);\n\n // Interpolate title\n const titleInterpolated = model.interpolate(title, undefined, 'text');\n\n const alertStateStyles = useStyles2(getAlertStateStyles);\n\n if (!plugin) {\n return <div>Loading plugin panel...</div>;\n }\n\n if (!plugin.panel) {\n return <div>Panel plugin has no panel component</div>;\n }\n\n const PanelComponent = plugin.panel;\n\n // If we have a query runner on our level inform it of the container width (used to set auto max data points)\n if (dataObject && dataObject.setContainerWidth) {\n dataObject.setContainerWidth(Math.round(width));\n }\n\n let titleItemsElement: React.ReactNode[] = [];\n\n if (titleItems) {\n if (Array.isArray(titleItems)) {\n titleItemsElement = titleItemsElement.concat(\n titleItems.map((titleItem) => {\n return <titleItem.Component model={titleItem} key={`${titleItem.state.key}`} />;\n })\n );\n } else if (isSceneObject(titleItems)) {\n titleItemsElement.push(<titleItems.Component model={titleItems} />);\n } else {\n titleItemsElement.push(titleItems);\n }\n }\n\n // If we have local time range show that in panel header\n if (model.state.$timeRange) {\n titleItemsElement.push(<model.state.$timeRange.Component model={model.state.$timeRange} key={model.state.key} />);\n }\n\n if (dataWithFieldConfig.alertState) {\n titleItemsElement.push(\n <Tooltip content={dataWithFieldConfig.alertState.state ?? 'unknown'} key={`alert-states-icon-${model.state.key}`}>\n <PanelChrome.TitleItem\n className={cx({\n [alertStateStyles.ok]: dataWithFieldConfig.alertState.state === AlertState.OK,\n [alertStateStyles.pending]: dataWithFieldConfig.alertState.state === AlertState.Pending,\n [alertStateStyles.alerting]: dataWithFieldConfig.alertState.state === AlertState.Alerting,\n })}\n >\n <Icon\n name={dataWithFieldConfig.alertState.state === 'alerting' ? 'heart-break' : 'heart'}\n className=\"panel-alert-icon\"\n size=\"md\"\n />\n </PanelChrome.TitleItem>\n </Tooltip>\n );\n }\n\n let panelMenu;\n if (menu) {\n panelMenu = <menu.Component model={menu} />;\n }\n\n let actionsElement: React.ReactNode | undefined;\n\n if (headerActions) {\n if (Array.isArray(headerActions)) {\n actionsElement = (\n <>\n {headerActions.map((action) => {\n return <action.Component model={action} key={`${action.state.key}`} />;\n })}\n </>\n );\n } else if (isSceneObject(headerActions)) {\n actionsElement = <headerActions.Component model={headerActions} />;\n } else {\n actionsElement = headerActions;\n }\n }\n\n // Data is always returned. For non-data panels, empty PanelData is returned.\n const data = dataWithFieldConfig!;\n\n const isReadyToRender = dataObject.isDataReadyToDisplay ? dataObject.isDataReadyToDisplay() : true;\n\n const context = model.getPanelContext();\n const panelId = model.getLegacyPanelId();\n\n return (\n <div className={relativeWrapper}>\n <div ref={ref as RefCallback<HTMLDivElement>} className={absoluteWrapper} data-viz-panel-key={model.state.key}>\n {width > 0 && height > 0 && (\n <PanelChrome\n title={titleInterpolated}\n description={description?.trim() ? model.getDescription : undefined}\n loadingState={data.state}\n statusMessage={getChromeStatusMessage(data, _pluginLoadError)}\n statusMessageOnClick={model.onStatusMessageClick}\n width={width}\n height={height}\n displayMode={displayMode}\n hoverHeader={hoverHeader}\n hoverHeaderOffset={hoverHeaderOffset}\n titleItems={titleItemsElement}\n dragClass={dragClass}\n actions={actionsElement}\n dragClassCancel={dragClassCancel}\n padding={plugin.noPadding ? 'none' : 'md'}\n menu={panelMenu}\n onCancelQuery={model.onCancelQuery}\n // @ts-ignore\n onFocus={setPanelAttention}\n onMouseEnter={setPanelAttention}\n onMouseMove={debouncedMouseMove}\n >\n {(innerWidth, innerHeight) => (\n <>\n <ErrorBoundaryAlert dependencies={[plugin, data]}>\n <PluginContextProvider meta={plugin.meta}>\n <PanelContextProvider value={context}>\n {isReadyToRender && (\n <PanelComponent\n id={panelId}\n data={data}\n title={title}\n timeRange={timeRange}\n timeZone={timeZone}\n options={options}\n fieldConfig={fieldConfig}\n transparent={false}\n width={innerWidth}\n height={innerHeight}\n renderCounter={0}\n replaceVariables={model.interpolate}\n onOptionsChange={model.onOptionsChange}\n onFieldConfigChange={model.onFieldConfigChange}\n onChangeTimeRange={model.onTimeRangeChange}\n eventBus={context.eventBus}\n />\n )}\n </PanelContextProvider>\n </PluginContextProvider>\n </ErrorBoundaryAlert>\n </>\n )}\n </PanelChrome>\n )}\n </div>\n </div>\n );\n}\n\nfunction getDragClasses(panel: VizPanel) {\n const parentLayout = sceneGraph.getLayout(panel);\n const isDraggable = parentLayout?.isDraggable();\n\n if (!parentLayout || !isDraggable || itemDraggingDisabled(panel, parentLayout)) {\n return { dragClass: '', dragClassCancel: '' };\n }\n\n return { dragClass: parentLayout.getDragClass?.(), dragClassCancel: parentLayout?.getDragClassCancel?.() };\n}\n\n/**\n * Walks up the parent chain until it hits the layout object, trying to find the closest SceneGridItemLike ancestor.\n * It is not always the direct parent, because the VizPanel can be wrapped in other objects.\n */\nfunction itemDraggingDisabled(item: SceneObject, layout: SceneLayout) {\n let ancestor = item.parent;\n\n while (ancestor && ancestor !== layout) {\n if ('isDraggable' in ancestor.state && ancestor.state.isDraggable === false) {\n return true;\n }\n\n ancestor = ancestor.parent;\n }\n\n return false;\n}\n\nfunction getChromeStatusMessage(data: PanelData, 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{"version":3,"file":"SceneTimeRange.js","sources":["../../../src/core/SceneTimeRange.tsx"],"sourcesContent":["import { getTimeZone, rangeUtil, setWeekStart, TimeRange } from '@grafana/data';\nimport { TimeZone } from '@grafana/schema';\n\nimport { SceneObjectUrlSyncConfig } from '../services/SceneObjectUrlSyncConfig';\n\nimport { SceneObjectBase } from './SceneObjectBase';\nimport { SceneTimeRangeLike, SceneTimeRangeState, SceneObjectUrlValues } from './types';\nimport { getClosest } from './sceneGraph/utils';\nimport { parseUrlParam } from '../utils/parseUrlParam';\nimport { evaluateTimeRange } from '../utils/evaluateTimeRange';\nimport { config, RefreshEvent } from '@grafana/runtime';\n\nexport class SceneTimeRange extends SceneObjectBase<SceneTimeRangeState> implements SceneTimeRangeLike {\n protected _urlSync = new SceneObjectUrlSyncConfig(this, { keys: ['from', 'to', 'timezone'] });\n\n public constructor(state: Partial<SceneTimeRangeState> = {}) {\n const from = state.from ?? 'now-6h';\n const to = state.to ?? 'now';\n const timeZone = state.timeZone;\n const value = evaluateTimeRange(\n from,\n to,\n timeZone || getTimeZone(),\n state.fiscalYearStartMonth,\n state.UNSAFE_nowDelay\n\n );\n const refreshOnActivate = state.refreshOnActivate ?? {percent: 10}\n super({ from, to, timeZone, value, refreshOnActivate, ...state });\n\n this.addActivationHandler(this._onActivate.bind(this));\n }\n\n private _onActivate() {\n // When SceneTimeRange has no time zone provided, find closest source of time zone and subscribe to it\n if (!this.state.timeZone) {\n const timeZoneSource = this.getTimeZoneSource();\n if (timeZoneSource !== this) {\n this._subs.add(\n timeZoneSource.subscribeToState((n, p) => {\n if (n.timeZone !== undefined && n.timeZone !== p.timeZone) {\n this.setState({\n value: evaluateTimeRange(\n this.state.from,\n this.state.to,\n timeZoneSource.getTimeZone(),\n this.state.fiscalYearStartMonth,\n this.state.UNSAFE_nowDelay\n ),\n });\n }\n })\n );\n }\n }\n\n if (this.state.weekStart) {\n setWeekStart(this.state.weekStart);\n }\n\n if(rangeUtil.isRelativeTimeRange(this.state.value.raw)){\n this.refreshIfStale();\n }\n\n // Deactivation handler that restore weekStart if it was changed\n return () => {\n if (this.state.weekStart) {\n setWeekStart(config.bootData.user.weekStart);\n }\n };\n }\n\n private refreshIfStale() {\n let ms;\n if (this.state?.refreshOnActivate?.percent !== undefined) {\n ms = this.calculatePercentOfInterval(this.state.refreshOnActivate.percent);\n }\n if (this.state?.refreshOnActivate?.afterMs !== undefined) {\n ms = Math.min(this.state.refreshOnActivate.afterMs, ms ?? Infinity);\n }\n if (ms !== undefined) {\n this.refreshRange(ms);\n }\n }\n\n /**\n * Will traverse up the scene graph to find the closest SceneTimeRangeLike with time zone set\n */\n private getTimeZoneSource() {\n if (!this.parent || !this.parent.parent) {\n return this;\n }\n // Find the closest source of time zone\n const source = getClosest<SceneTimeRangeLike>(this.parent.parent, (o) => {\n if (o.state.$timeRange && o.state.$timeRange.state.timeZone) {\n return o.state.$timeRange;\n }\n return undefined;\n });\n\n if (!source) {\n return this;\n }\n\n return source;\n }\n\n /**\n * Refreshes time range if it is older than the invalidation interval\n * @param refreshAfterMs invalidation interval (milliseconds)\n * @private\n */\n private refreshRange(refreshAfterMs: number) {\n const value = evaluateTimeRange(\n this.state.from,\n this.state.to,\n this.state.timeZone ?? getTimeZone(),\n this.state.fiscalYearStartMonth,\n this.state.UNSAFE_nowDelay\n );\n\n const diff = value.to.diff(this.state.value.to, 'milliseconds');\n if(diff >= refreshAfterMs){\n this.setState({\n value\n })\n }\n }\n\n private calculatePercentOfInterval(percent: number): number {\n const intervalMs = this.state.value.to.diff(this.state.value.from, 'milliseconds');\n return Math.ceil(intervalMs / percent)\n }\n\n public getTimeZone(): TimeZone {\n // Return local time zone if provided\n if (this.state.timeZone) {\n return this.state.timeZone;\n }\n\n // Resolve higher level time zone source\n const timeZoneSource = this.getTimeZoneSource();\n if (timeZoneSource !== this) {\n return timeZoneSource.state.timeZone!;\n }\n\n // Return default time zone\n return getTimeZone();\n }\n\n public onTimeRangeChange = (timeRange: TimeRange) => {\n const update: Partial<SceneTimeRangeState> = {};\n const updateToEval: Partial<SceneTimeRangeState> = {};\n\n if (typeof timeRange.raw.from === 'string') {\n update.from = timeRange.raw.from;\n updateToEval.from = timeRange.raw.from;\n } else {\n update.from = timeRange.raw.from.toISOString();\n updateToEval.from = timeRange.raw.from.toISOString(true);\n }\n\n if (typeof timeRange.raw.to === 'string') {\n update.to = timeRange.raw.to;\n updateToEval.to = timeRange.raw.to;\n } else {\n update.to = timeRange.raw.to.toISOString();\n updateToEval.to = timeRange.raw.to.toISOString(true);\n }\n\n update.value = evaluateTimeRange(\n updateToEval.from,\n updateToEval.to,\n this.getTimeZone(),\n this.state.fiscalYearStartMonth,\n this.state.UNSAFE_nowDelay\n );\n\n // Only update if time range actually changed\n if (update.from !== this.state.from || update.to !== this.state.to) {\n this.setState(update);\n }\n };\n\n public onTimeZoneChange = (timeZone: TimeZone) => {\n this.setState({ timeZone });\n };\n\n public onRefresh = () => {\n this.setState({\n value: evaluateTimeRange(\n this.state.from,\n this.state.to,\n this.getTimeZone(),\n this.state.fiscalYearStartMonth,\n this.state.UNSAFE_nowDelay\n ),\n });\n\n this.publishEvent(new RefreshEvent());\n };\n\n public getUrlState() {\n const urlValues: SceneObjectUrlValues = { from: this.state.from, to: this.state.to };\n if (this.state.timeZone) {\n urlValues.timezone = this.state.timeZone;\n }\n\n return urlValues;\n }\n\n public updateFromUrl(values: SceneObjectUrlValues) {\n // ignore if both are missing\n if (!values.to && !values.from) {\n return;\n }\n\n const update: Partial<SceneTimeRangeState> = {};\n const from = parseUrlParam(values.from);\n\n if (from) {\n update.from = from;\n }\n\n const to = parseUrlParam(values.to);\n if (to) {\n update.to = to;\n }\n\n if (typeof values.timezone === 'string') {\n update.timeZone = values.timezone !== '' ? values.timezone : undefined;\n }\n\n update.value = evaluateTimeRange(\n update.from ?? this.state.from,\n update.to ?? this.state.to,\n update.timeZone ?? this.getTimeZone(),\n this.state.fiscalYearStartMonth,\n this.state.UNSAFE_nowDelay\n );\n\n this.setState(update);\n 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{"version":3,"file":"SceneTimeRange.js","sources":["../../../src/core/SceneTimeRange.tsx"],"sourcesContent":["import { getTimeZone, rangeUtil, setWeekStart, TimeRange } from '@grafana/data';\nimport { TimeZone } from '@grafana/schema';\n\nimport { SceneObjectUrlSyncConfig } from '../services/SceneObjectUrlSyncConfig';\n\nimport { SceneObjectBase } from './SceneObjectBase';\nimport { SceneTimeRangeLike, SceneTimeRangeState, SceneObjectUrlValues } from './types';\nimport { getClosest } from './sceneGraph/utils';\nimport { parseUrlParam } from '../utils/parseUrlParam';\nimport { evaluateTimeRange } from '../utils/evaluateTimeRange';\nimport { config, RefreshEvent } from '@grafana/runtime';\n\nexport class SceneTimeRange extends SceneObjectBase<SceneTimeRangeState> implements SceneTimeRangeLike {\n protected _urlSync = new SceneObjectUrlSyncConfig(this, { keys: ['from', 'to', 'timezone'] });\n\n public constructor(state: Partial<SceneTimeRangeState> = {}) {\n const from = state.from ?? 'now-6h';\n const to = state.to ?? 'now';\n const timeZone = state.timeZone;\n const value = evaluateTimeRange(\n from,\n to,\n timeZone || getTimeZone(),\n state.fiscalYearStartMonth,\n state.UNSAFE_nowDelay\n );\n const refreshOnActivate = state.refreshOnActivate ?? { percent: 10 };\n super({ from, to, timeZone, value, refreshOnActivate, ...state });\n\n this.addActivationHandler(this._onActivate.bind(this));\n }\n\n private _onActivate() {\n // When SceneTimeRange has no time zone provided, find closest source of time zone and subscribe to it\n if (!this.state.timeZone) {\n const timeZoneSource = this.getTimeZoneSource();\n if (timeZoneSource !== this) {\n this._subs.add(\n timeZoneSource.subscribeToState((n, p) => {\n if (n.timeZone !== undefined && n.timeZone !== p.timeZone) {\n this.setState({\n value: evaluateTimeRange(\n this.state.from,\n this.state.to,\n timeZoneSource.getTimeZone(),\n this.state.fiscalYearStartMonth,\n this.state.UNSAFE_nowDelay\n ),\n });\n }\n })\n );\n }\n }\n\n if (this.state.weekStart) {\n setWeekStart(this.state.weekStart);\n }\n\n if (rangeUtil.isRelativeTimeRange(this.state.value.raw)) {\n this.refreshIfStale();\n }\n\n // Deactivation handler that restore weekStart if it was changed\n return () => {\n if (this.state.weekStart) {\n setWeekStart(config.bootData.user.weekStart);\n }\n };\n }\n\n private refreshIfStale() {\n let ms;\n if (this.state?.refreshOnActivate?.percent !== undefined) {\n ms = this.calculatePercentOfInterval(this.state.refreshOnActivate.percent);\n }\n if (this.state?.refreshOnActivate?.afterMs !== undefined) {\n ms = Math.min(this.state.refreshOnActivate.afterMs, ms ?? Infinity);\n }\n if (ms !== undefined) {\n this.refreshRange(ms);\n }\n }\n\n /**\n * Will traverse up the scene graph to find the closest SceneTimeRangeLike with time zone set\n */\n private getTimeZoneSource() {\n if (!this.parent || !this.parent.parent) {\n return this;\n }\n // Find the closest source of time zone\n const source = getClosest<SceneTimeRangeLike>(this.parent.parent, (o) => {\n if (o.state.$timeRange && o.state.$timeRange.state.timeZone) {\n return o.state.$timeRange;\n }\n return undefined;\n });\n\n if (!source) {\n return this;\n }\n\n return source;\n }\n\n /**\n * Refreshes time range if it is older than the invalidation interval\n * @param refreshAfterMs invalidation interval (milliseconds)\n * @private\n */\n private refreshRange(refreshAfterMs: number) {\n const value = evaluateTimeRange(\n this.state.from,\n this.state.to,\n this.state.timeZone ?? getTimeZone(),\n this.state.fiscalYearStartMonth,\n this.state.UNSAFE_nowDelay\n );\n\n const diff = value.to.diff(this.state.value.to, 'milliseconds');\n if (diff >= refreshAfterMs) {\n this.setState({\n value,\n });\n }\n }\n\n private calculatePercentOfInterval(percent: number): number {\n const intervalMs = this.state.value.to.diff(this.state.value.from, 'milliseconds');\n return Math.ceil(intervalMs / percent);\n }\n\n public getTimeZone(): TimeZone {\n // Return local time zone if provided\n if (this.state.timeZone) {\n return this.state.timeZone;\n }\n\n // Resolve higher level time zone source\n const timeZoneSource = this.getTimeZoneSource();\n if (timeZoneSource !== this) {\n return timeZoneSource.state.timeZone!;\n }\n\n // Return default time zone\n return getTimeZone();\n }\n\n public onTimeRangeChange = (timeRange: TimeRange) => {\n const update: Partial<SceneTimeRangeState> = {};\n const updateToEval: Partial<SceneTimeRangeState> = {};\n\n if (typeof timeRange.raw.from === 'string') {\n update.from = timeRange.raw.from;\n updateToEval.from = timeRange.raw.from;\n } else {\n update.from = timeRange.raw.from.toISOString();\n updateToEval.from = timeRange.raw.from.toISOString(true);\n }\n\n if (typeof timeRange.raw.to === 'string') {\n update.to = timeRange.raw.to;\n updateToEval.to = timeRange.raw.to;\n } else {\n update.to = timeRange.raw.to.toISOString();\n updateToEval.to = timeRange.raw.to.toISOString(true);\n }\n\n update.value = evaluateTimeRange(\n updateToEval.from,\n updateToEval.to,\n this.getTimeZone(),\n this.state.fiscalYearStartMonth,\n this.state.UNSAFE_nowDelay\n );\n\n // Only update if time range actually changed\n if (update.from !== this.state.from || update.to !== this.state.to) {\n this.setState(update);\n }\n };\n\n public onTimeZoneChange = (timeZone: TimeZone) => {\n this.setState({ timeZone });\n };\n\n public onRefresh = () => {\n this.setState({\n value: evaluateTimeRange(\n this.state.from,\n this.state.to,\n this.getTimeZone(),\n this.state.fiscalYearStartMonth,\n this.state.UNSAFE_nowDelay\n ),\n });\n\n this.publishEvent(new RefreshEvent(), true);\n };\n\n public getUrlState() {\n const urlValues: SceneObjectUrlValues = { from: this.state.from, to: this.state.to };\n if (this.state.timeZone) {\n urlValues.timezone = this.state.timeZone;\n }\n\n return urlValues;\n }\n\n public updateFromUrl(values: SceneObjectUrlValues) {\n // ignore if both are missing\n if (!values.to && !values.from) {\n return;\n }\n\n const update: Partial<SceneTimeRangeState> = {};\n const from = parseUrlParam(values.from);\n\n if (from) {\n update.from = from;\n }\n\n const to = parseUrlParam(values.to);\n if (to) {\n update.to = to;\n }\n\n if (typeof values.timezone === 'string') {\n update.timeZone = values.timezone !== '' ? values.timezone : undefined;\n }\n\n update.value = evaluateTimeRange(\n update.from ?? this.state.from,\n update.to ?? this.state.to,\n update.timeZone ?? this.getTimeZone(),\n this.state.fiscalYearStartMonth,\n this.state.UNSAFE_nowDelay\n );\n\n this.setState(update);\n 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@@ -160,8 +160,6 @@ class SceneVariableSet extends SceneObjectBase {
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160
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variable.setState({ loading: false, error: err.message });
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console.error("SceneVariableSet updateAndValidate error", err);
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writeVariableTraceLog(variable, "updateAndValidate error", err);
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-
this._notifyDependentSceneObjects(variable);
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-
this._updateNextBatch();
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}
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_handleVariableValueChanged(variableThatChanged) {
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this._variablesThatHaveChanged.add(variableThatChanged);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"SceneVariableSet.js","sources":["../../../../src/variables/sets/SceneVariableSet.ts"],"sourcesContent":["import { VariableRefresh } from '@grafana/data';\nimport { Unsubscribable } from 'rxjs';\nimport { sceneGraph } from '../../core/sceneGraph';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObject } from '../../core/types';\nimport { writeSceneLog } from '../../utils/writeSceneLog';\nimport {\n SceneVariable,\n SceneVariableDependencyConfigLike,\n SceneVariables,\n SceneVariableSetState,\n SceneVariableValueChangedEvent,\n} from '../types';\nimport { VariableValueRecorder } from '../VariableValueRecorder';\n\nexport class SceneVariableSet extends SceneObjectBase<SceneVariableSetState> implements SceneVariables {\n /** Variables that have changed in since the activation or since the first manual value change */\n private _variablesThatHaveChanged = new Set<SceneVariable>();\n\n /** Variables that are scheduled to be validated and updated */\n private _variablesToUpdate = new Set<SceneVariable>();\n\n /** Variables currently updating */\n private _updating = new Map<SceneVariable, VariableUpdateInProgress>();\n\n private _variableValueRecorder = new VariableValueRecorder();\n\n /**\n * This makes sure SceneVariableSet's higher up in the chain notify us when parent level variables complete update batches.\n **/\n protected _variableDependency = new SceneVariableSetVariableDependencyHandler(\n this._handleParentVariableUpdatesCompleted.bind(this)\n );\n\n public getByName(name: string): SceneVariable | undefined {\n // TODO: Replace with index\n return this.state.variables.find((x) => x.state.name === name);\n }\n\n public constructor(state: SceneVariableSetState) {\n super(state);\n\n this.addActivationHandler(this._onActivate);\n }\n\n /**\n * Subscribes to child variable value changes, and starts the variable value validation process\n */\n private _onActivate = () => {\n const timeRange = sceneGraph.getTimeRange(this);\n // Subscribe to changes to child variables\n this._subs.add(\n this.subscribeToEvent(SceneVariableValueChangedEvent, (event) => this._handleVariableValueChanged(event.payload))\n );\n\n this._subs.add(\n timeRange.subscribeToState(() => {\n this._refreshTimeRangeBasedVariables();\n })\n );\n\n // Subscribe to state changes\n this._subs.add(this.subscribeToState(this._onStateChanged));\n\n this._checkForVariablesThatChangedWhileInactive();\n\n // Add all variables that need updating to queue\n for (const variable of this.state.variables) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n\n // Return deactivation handler;\n return this._onDeactivate;\n };\n\n /**\n * Add all variables that depend on the changed variable to the update queue\n */\n private _refreshTimeRangeBasedVariables() {\n for (const variable of this.state.variables) {\n if ('refresh' in variable.state && variable.state.refresh === VariableRefresh.onTimeRangeChanged) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n }\n\n /**\n * Cancel all currently running updates\n */\n private _onDeactivate = () => {\n for (const update of this._updating.values()) {\n update.subscription?.unsubscribe();\n }\n\n // Remember current variable values\n for (const variable of this.state.variables) {\n // if the current variable is not in queue to update and validate and not being actively updated then the value is ok\n if (!this._variablesToUpdate.has(variable) && !this._updating.has(variable)) {\n this._variableValueRecorder.recordCurrentValue(variable);\n }\n }\n\n this._variablesToUpdate.clear();\n this._updating.clear();\n };\n\n /**\n * Look for new variables that need to be initialized\n */\n private _onStateChanged = (newState: SceneVariableSetState, oldState: SceneVariableSetState) => {\n const variablesToUpdateCountStart = this._variablesToUpdate.size;\n\n // Check for removed variables\n for (const variable of oldState.variables) {\n if (!newState.variables.includes(variable)) {\n const updating = this._updating.get(variable);\n if (updating?.subscription) {\n updating.subscription.unsubscribe();\n }\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n }\n\n // Check for new variables\n for (const variable of newState.variables) {\n if (!oldState.variables.includes(variable)) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n }\n\n // Only start a new batch if there was no batch already running\n if (variablesToUpdateCountStart === 0 && this._variablesToUpdate.size > 0) {\n this._updateNextBatch();\n }\n };\n\n /**\n * If variables changed while in in-active state we don't get any change events, so we need to check for that here.\n */\n private _checkForVariablesThatChangedWhileInactive() {\n if (!this._variableValueRecorder.hasValues()) {\n return;\n }\n\n for (const variable of this.state.variables) {\n if (this._variableValueRecorder.hasValueChanged(variable)) {\n writeVariableTraceLog(variable, 'Changed while in-active');\n this._addDependentVariablesToUpdateQueue(variable);\n }\n }\n }\n\n private _variableNeedsUpdate(variable: SceneVariable): boolean {\n if (variable.isLazy) {\n return false;\n }\n\n if (!variable.validateAndUpdate) {\n return false;\n }\n\n // If we have recorded valid value (even if it has changed since we do not need to re-validate this variable)\n if (this._variableValueRecorder.hasRecordedValue(variable)) {\n writeVariableTraceLog(variable, 'Skipping updateAndValidate current value valid');\n return false;\n }\n\n return true;\n }\n\n /**\n * This loops through variablesToUpdate and update all that can.\n * If one has a dependency that is currently in variablesToUpdate it will be skipped for now.\n */\n private _updateNextBatch() {\n for (const variable of this._variablesToUpdate) {\n if (!variable.validateAndUpdate) {\n throw new Error('Variable added to variablesToUpdate but does not have validateAndUpdate');\n }\n\n // Ignore it if it's already started\n if (this._updating.has(variable)) {\n continue;\n }\n\n // Wait for variables that has dependencies that also needs updates\n if (sceneGraph.hasVariableDependencyInLoadingState(variable)) {\n continue;\n }\n\n const variableToUpdate: VariableUpdateInProgress = {\n variable,\n };\n\n this._updating.set(variable, variableToUpdate);\n writeVariableTraceLog(variable, 'updateAndValidate started');\n\n variableToUpdate.subscription = variable.validateAndUpdate().subscribe({\n next: () => this._validateAndUpdateCompleted(variable),\n complete: () => this._validateAndUpdateCompleted(variable),\n error: (err) => this._handleVariableError(variable, err),\n });\n }\n }\n\n /**\n * A variable has completed its update process. 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loading: false, error: err.message });\n\n console.error('SceneVariableSet updateAndValidate error', err);\n\n writeVariableTraceLog(variable, 'updateAndValidate error', err);\n\n this._notifyDependentSceneObjects(variable);\n this._updateNextBatch();\n }\n\n private _handleVariableValueChanged(variableThatChanged: SceneVariable) {\n this._variablesThatHaveChanged.add(variableThatChanged);\n this._addDependentVariablesToUpdateQueue(variableThatChanged);\n\n // Ignore this change if it is currently updating\n if (!this._updating.has(variableThatChanged)) {\n this._updateNextBatch();\n this._notifyDependentSceneObjects(variableThatChanged);\n }\n }\n\n /**\n * This is called by any parent level variable set to notify scene that an update batch is completed.\n * This is the main mechanism lower level variable set's react to changes on higher levels.\n */\n private _handleParentVariableUpdatesCompleted(variable: SceneVariable, hasChanged: boolean) {\n // First loop through changed 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variables that have changed\n */\n private _notifyDependentSceneObjects(variable: SceneVariable) {\n if (!this.parent) {\n return;\n }\n\n this._traverseSceneAndNotify(this.parent, variable, this._variablesThatHaveChanged.has(variable));\n this._variablesThatHaveChanged.delete(variable);\n }\n\n /**\n * Recursivly walk the full scene object graph and notify all objects with dependencies that include any of changed variables\n */\n private _traverseSceneAndNotify(sceneObject: SceneObject, variable: SceneVariable, hasChanged: boolean) {\n // No need to notify variables under this SceneVariableSet\n if (this === sceneObject) {\n return;\n }\n\n // Skip non active scene objects\n if (!sceneObject.isActive) {\n return;\n }\n\n // If we find a nested SceneVariableSet that has a variable with the same name we stop the traversal\n if (sceneObject.state.$variables && sceneObject.state.$variables !== this) {\n const localVar = sceneObject.state.$variables.getByName(variable.state.name);\n if 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{"version":3,"file":"SceneVariableSet.js","sources":["../../../../src/variables/sets/SceneVariableSet.ts"],"sourcesContent":["import { VariableRefresh } from '@grafana/data';\nimport { Unsubscribable } from 'rxjs';\nimport { sceneGraph } from '../../core/sceneGraph';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObject } from '../../core/types';\nimport { writeSceneLog } from '../../utils/writeSceneLog';\nimport {\n SceneVariable,\n SceneVariableDependencyConfigLike,\n SceneVariables,\n SceneVariableSetState,\n SceneVariableValueChangedEvent,\n} from '../types';\nimport { VariableValueRecorder } from '../VariableValueRecorder';\n\nexport class SceneVariableSet extends SceneObjectBase<SceneVariableSetState> implements SceneVariables {\n /** Variables that have changed in since the activation or since the first manual value change */\n private _variablesThatHaveChanged = new Set<SceneVariable>();\n\n /** Variables that are scheduled to be validated and updated */\n private _variablesToUpdate = new Set<SceneVariable>();\n\n /** Variables currently updating */\n private _updating = new Map<SceneVariable, VariableUpdateInProgress>();\n\n private _variableValueRecorder = new VariableValueRecorder();\n\n /**\n * This makes sure SceneVariableSet's higher up in the chain notify us when parent level variables complete update batches.\n **/\n protected _variableDependency = new SceneVariableSetVariableDependencyHandler(\n this._handleParentVariableUpdatesCompleted.bind(this)\n );\n\n public getByName(name: string): SceneVariable | undefined {\n // TODO: Replace with index\n return this.state.variables.find((x) => x.state.name === name);\n }\n\n public constructor(state: SceneVariableSetState) {\n super(state);\n\n this.addActivationHandler(this._onActivate);\n }\n\n /**\n * Subscribes to child variable value changes, and starts the variable value validation process\n */\n private _onActivate = () => {\n const timeRange = sceneGraph.getTimeRange(this);\n // Subscribe to changes to child variables\n this._subs.add(\n this.subscribeToEvent(SceneVariableValueChangedEvent, (event) => this._handleVariableValueChanged(event.payload))\n );\n\n this._subs.add(\n timeRange.subscribeToState(() => {\n this._refreshTimeRangeBasedVariables();\n })\n );\n\n // Subscribe to state changes\n this._subs.add(this.subscribeToState(this._onStateChanged));\n\n this._checkForVariablesThatChangedWhileInactive();\n\n // Add all variables that need updating to queue\n for (const variable of this.state.variables) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n\n // Return deactivation handler;\n return this._onDeactivate;\n };\n\n /**\n * Add all variables that depend on the changed variable to the update queue\n */\n private _refreshTimeRangeBasedVariables() {\n for (const variable of this.state.variables) {\n if ('refresh' in variable.state && variable.state.refresh === VariableRefresh.onTimeRangeChanged) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n }\n\n /**\n * Cancel all currently running updates\n */\n private _onDeactivate = () => {\n for (const update of this._updating.values()) {\n update.subscription?.unsubscribe();\n }\n\n // Remember current variable values\n for (const variable of this.state.variables) {\n // if the current variable is not in queue to update and validate and not being actively updated then the value is ok\n if (!this._variablesToUpdate.has(variable) && !this._updating.has(variable)) {\n this._variableValueRecorder.recordCurrentValue(variable);\n }\n }\n\n this._variablesToUpdate.clear();\n this._updating.clear();\n };\n\n /**\n * Look for new variables that need to be initialized\n */\n private _onStateChanged = (newState: SceneVariableSetState, oldState: SceneVariableSetState) => {\n const variablesToUpdateCountStart = this._variablesToUpdate.size;\n\n // Check for removed variables\n for (const variable of oldState.variables) {\n if (!newState.variables.includes(variable)) {\n const updating = this._updating.get(variable);\n if (updating?.subscription) {\n updating.subscription.unsubscribe();\n }\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n }\n\n // Check for new variables\n for (const variable of newState.variables) {\n if (!oldState.variables.includes(variable)) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n }\n\n // Only start a new batch if there was no batch already running\n if (variablesToUpdateCountStart === 0 && this._variablesToUpdate.size > 0) {\n this._updateNextBatch();\n }\n };\n\n /**\n * If variables changed while in in-active state we don't get any change events, so we need to check for that here.\n */\n private _checkForVariablesThatChangedWhileInactive() {\n if (!this._variableValueRecorder.hasValues()) {\n return;\n }\n\n for (const variable of this.state.variables) {\n if (this._variableValueRecorder.hasValueChanged(variable)) {\n writeVariableTraceLog(variable, 'Changed while in-active');\n this._addDependentVariablesToUpdateQueue(variable);\n }\n }\n }\n\n private _variableNeedsUpdate(variable: SceneVariable): boolean {\n if (variable.isLazy) {\n return false;\n }\n\n if (!variable.validateAndUpdate) {\n return false;\n }\n\n // If we have recorded valid value (even if it has changed since we do not need to re-validate this variable)\n if (this._variableValueRecorder.hasRecordedValue(variable)) {\n writeVariableTraceLog(variable, 'Skipping updateAndValidate current value valid');\n return false;\n }\n\n return true;\n }\n\n /**\n * This loops through variablesToUpdate and update all that can.\n * If one has a dependency that is currently in variablesToUpdate it will be skipped for now.\n */\n private _updateNextBatch() {\n for (const variable of this._variablesToUpdate) {\n if (!variable.validateAndUpdate) {\n throw new Error('Variable added to variablesToUpdate but does not have validateAndUpdate');\n }\n\n // Ignore it if it's already started\n if (this._updating.has(variable)) {\n continue;\n }\n\n // Wait for variables that has dependencies that also needs updates\n if (sceneGraph.hasVariableDependencyInLoadingState(variable)) {\n continue;\n }\n\n const variableToUpdate: VariableUpdateInProgress = {\n variable,\n };\n\n this._updating.set(variable, variableToUpdate);\n writeVariableTraceLog(variable, 'updateAndValidate started');\n\n variableToUpdate.subscription = variable.validateAndUpdate().subscribe({\n next: () => this._validateAndUpdateCompleted(variable),\n complete: () => this._validateAndUpdateCompleted(variable),\n error: (err) => this._handleVariableError(variable, err),\n });\n }\n }\n\n /**\n * A variable has completed its update process. 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loading: false, error: err.message });\n\n console.error('SceneVariableSet updateAndValidate error', err);\n\n writeVariableTraceLog(variable, 'updateAndValidate error', err);\n }\n\n private _handleVariableValueChanged(variableThatChanged: SceneVariable) {\n this._variablesThatHaveChanged.add(variableThatChanged);\n this._addDependentVariablesToUpdateQueue(variableThatChanged);\n\n // Ignore this change if it is currently updating\n if (!this._updating.has(variableThatChanged)) {\n this._updateNextBatch();\n this._notifyDependentSceneObjects(variableThatChanged);\n }\n }\n\n /**\n * This is called by any parent level variable set to notify scene that an update batch is completed.\n * This is the main mechanism lower level variable set's react to changes on higher levels.\n */\n private _handleParentVariableUpdatesCompleted(variable: SceneVariable, hasChanged: boolean) {\n // First loop through changed variables and add any of our variables that depend on the higher level variable to the update queue\n if (hasChanged) {\n this._addDependentVariablesToUpdateQueue(variable);\n }\n\n // If we have variables to update but none are currently updating kick of a new update batch\n if (this._variablesToUpdate.size > 0 && this._updating.size === 0) {\n this._updateNextBatch();\n }\n }\n\n private _addDependentVariablesToUpdateQueue(variableThatChanged: SceneVariable) {\n for (const otherVariable of this.state.variables) {\n if (otherVariable.variableDependency) {\n if (otherVariable.variableDependency.hasDependencyOn(variableThatChanged.state.name)) {\n writeVariableTraceLog(otherVariable, 'Added to update queue, dependant variable value changed');\n\n if (this._updating.has(otherVariable) && otherVariable.onCancel) {\n otherVariable.onCancel();\n }\n\n this._variablesToUpdate.add(otherVariable);\n }\n }\n }\n }\n\n /**\n * Walk scene object graph and update all objects that depend on variables that have changed\n */\n private _notifyDependentSceneObjects(variable: SceneVariable) {\n if (!this.parent) {\n return;\n }\n\n this._traverseSceneAndNotify(this.parent, variable, this._variablesThatHaveChanged.has(variable));\n this._variablesThatHaveChanged.delete(variable);\n }\n\n /**\n * Recursivly walk the full scene object graph and notify all objects with dependencies that include any of changed variables\n */\n private _traverseSceneAndNotify(sceneObject: SceneObject, variable: SceneVariable, hasChanged: boolean) {\n // No need to notify variables under this SceneVariableSet\n if (this === sceneObject) {\n return;\n }\n\n // Skip non active scene objects\n if (!sceneObject.isActive) {\n return;\n }\n\n // If we find a nested SceneVariableSet that has a variable with the same name we stop the traversal\n if (sceneObject.state.$variables && sceneObject.state.$variables !== this) {\n const localVar = sceneObject.state.$variables.getByName(variable.state.name);\n if (localVar) {\n return;\n }\n }\n\n if (sceneObject.variableDependency) {\n sceneObject.variableDependency.variableUpdateCompleted(variable, hasChanged);\n }\n\n sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged));\n }\n\n /**\n * Return true if variable is waiting to update or currently updating.\n * It also returns true if a dependency of the variable is loading.\n *\n * For example if C depends on variable B which depends on variable A and A is loading this returns true for variable C and B.\n */\n public isVariableLoadingOrWaitingToUpdate(variable: SceneVariable) {\n if (variable.isAncestorLoading && variable.isAncestorLoading()) {\n return true;\n }\n\n if (this._variablesToUpdate.has(variable) || this._updating.has(variable)) {\n return true;\n }\n\n // Last scenario is to check the variable's own dependencies as well\n return sceneGraph.hasVariableDependencyInLoadingState(variable);\n }\n}\n\nexport interface VariableUpdateInProgress {\n variable: SceneVariable;\n subscription?: Unsubscribable;\n}\n\nfunction writeVariableTraceLog(variable: SceneVariable, message: string, err?: Error) {\n if (err) {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`, err);\n } else {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`);\n }\n}\n\nclass SceneVariableSetVariableDependencyHandler implements SceneVariableDependencyConfigLike {\n public constructor(private _variableUpdatesCompleted: (variable: SceneVariable, hasChanged: boolean) => void) {}\n\n private _emptySet = new Set<string>();\n\n public getNames(): Set<string> {\n return this._emptySet;\n }\n\n public hasDependencyOn(name: string): boolean {\n return false;\n }\n\n public variableUpdateCompleted(variable: SceneVariable, hasChanged: boolean): void {\n this._variableUpdatesCompleted(variable, hasChanged);\n 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|
package/dist/index.js
CHANGED
@@ -776,7 +776,7 @@ class SceneTimeRange extends SceneObjectBase {
|
|
776
776
|
this.state.UNSAFE_nowDelay
|
777
777
|
)
|
778
778
|
});
|
779
|
-
this.publishEvent(new runtime.RefreshEvent());
|
779
|
+
this.publishEvent(new runtime.RefreshEvent(), true);
|
780
780
|
};
|
781
781
|
this.addActivationHandler(this._onActivate.bind(this));
|
782
782
|
}
|
@@ -4921,7 +4921,7 @@ function VizPanelRenderer({ model }) {
|
|
4921
4921
|
onOptionsChange: model.onOptionsChange,
|
4922
4922
|
onFieldConfigChange: model.onFieldConfigChange,
|
4923
4923
|
onChangeTimeRange: model.onTimeRangeChange,
|
4924
|
-
eventBus:
|
4924
|
+
eventBus: context.eventBus
|
4925
4925
|
}))))))));
|
4926
4926
|
}
|
4927
4927
|
function getDragClasses(panel) {
|
@@ -6868,8 +6868,6 @@ class SceneVariableSet extends SceneObjectBase {
|
|
6868
6868
|
variable.setState({ loading: false, error: err.message });
|
6869
6869
|
console.error("SceneVariableSet updateAndValidate error", err);
|
6870
6870
|
writeVariableTraceLog(variable, "updateAndValidate error", err);
|
6871
|
-
this._notifyDependentSceneObjects(variable);
|
6872
|
-
this._updateNextBatch();
|
6873
6871
|
}
|
6874
6872
|
_handleVariableValueChanged(variableThatChanged) {
|
6875
6873
|
this._variablesThatHaveChanged.add(variableThatChanged);
|