@grafana/scenes 6.12.0--canary.1121.15045230319.0 → 6.12.0--canary.1122.15063334499.0
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 +12 -0
- package/README.md +10 -0
- package/dist/esm/components/SceneApp/SceneApp.js +2 -2
- package/dist/esm/components/SceneApp/SceneApp.js.map +1 -1
- package/dist/esm/components/SceneApp/SceneAppPage.js +18 -2
- package/dist/esm/components/SceneApp/SceneAppPage.js.map +1 -1
- package/dist/esm/components/VizPanel/VizPanel.js +2 -2
- package/dist/esm/components/VizPanel/VizPanel.js.map +1 -1
- package/dist/esm/core/SceneScopesBridge.js +93 -0
- package/dist/esm/core/SceneScopesBridge.js.map +1 -0
- package/dist/esm/core/sceneGraph/index.js +2 -2
- package/dist/esm/core/sceneGraph/index.js.map +1 -1
- package/dist/esm/core/sceneGraph/sceneGraph.js +5 -9
- package/dist/esm/core/sceneGraph/sceneGraph.js.map +1 -1
- package/dist/esm/index.js +1 -1
- package/dist/esm/index.js.map +1 -1
- package/dist/esm/querying/SceneQueryRunner.js +33 -10
- package/dist/esm/querying/SceneQueryRunner.js.map +1 -1
- package/dist/esm/variables/VariableDependencyConfig.js +1 -4
- package/dist/esm/variables/VariableDependencyConfig.js.map +1 -1
- package/dist/esm/variables/adhoc/AdHocFiltersVariable.js +18 -19
- package/dist/esm/variables/adhoc/AdHocFiltersVariable.js.map +1 -1
- package/dist/esm/variables/components/VariableValueSelectors.js +0 -3
- package/dist/esm/variables/components/VariableValueSelectors.js.map +1 -1
- package/dist/esm/variables/constants.js +1 -2
- package/dist/esm/variables/constants.js.map +1 -1
- package/dist/esm/variables/groupby/DefaultGroupByCustomIndicatorContainer.js +102 -0
- package/dist/esm/variables/groupby/DefaultGroupByCustomIndicatorContainer.js.map +1 -0
- package/dist/esm/variables/groupby/GroupByVariable.js +40 -7
- package/dist/esm/variables/groupby/GroupByVariable.js.map +1 -1
- package/dist/esm/variables/groupby/GroupByVariableUrlSyncHandler.js +31 -7
- package/dist/esm/variables/groupby/GroupByVariableUrlSyncHandler.js.map +1 -1
- package/dist/esm/variables/sets/SceneVariableSet.js +7 -10
- package/dist/esm/variables/sets/SceneVariableSet.js.map +1 -1
- package/dist/esm/variables/types.js.map +1 -1
- package/dist/index.d.ts +60 -56
- package/dist/index.js +311 -122
- package/dist/index.js.map +1 -1
- package/package.json +2 -2
- package/dist/esm/variables/variants/ScopesVariable.js +0 -80
- package/dist/esm/variables/variants/ScopesVariable.js.map +0 -1
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{"version":3,"file":"GroupByVariable.js","sources":["../../../../src/variables/groupby/GroupByVariable.tsx"],"sourcesContent":["import React, { useEffect, useMemo, useState } from 'react';\nimport { AdHocVariableFilter, DataSourceApi, GetTagResponse, MetricFindValue, SelectableValue } from '@grafana/data';\nimport { allActiveGroupByVariables } from './findActiveGroupByVariablesByUid';\nimport { DataSourceRef, VariableType } from '@grafana/schema';\nimport { SceneComponentProps, ControlsLayout, SceneObjectUrlSyncHandler } from '../../core/types';\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { ValidateAndUpdateResult, VariableValueOption, VariableValueSingle } from '../types';\nimport { MultiValueVariable, MultiValueVariableState, VariableGetOptionsArgs } from '../variants/MultiValueVariable';\nimport { from, lastValueFrom, map, mergeMap, Observable, of, take, tap } from 'rxjs';\nimport { getDataSource } from '../../utils/getDataSource';\nimport { InputActionMeta, MultiSelect, Select } from '@grafana/ui';\nimport { isArray } from 'lodash';\nimport { dataFromResponse, getQueriesForVariables, handleOptionGroups, responseHasError } from '../utils';\nimport { OptionWithCheckbox } from '../components/VariableValueSelect';\nimport { GroupByVariableUrlSyncHandler } from './GroupByVariableUrlSyncHandler';\nimport { getOptionSearcher } from '../components/getOptionSearcher';\nimport { getEnrichedFiltersRequest } from '../getEnrichedFiltersRequest';\nimport { wrapInSafeSerializableSceneObject } from '../../utils/wrapInSafeSerializableSceneObject';\n\nexport interface GroupByVariableState extends MultiValueVariableState {\n /** Defaults to \"Group\" */\n name: string;\n /** The visible keys to group on */\n // TODO review this type and name (naming is hard)\n defaultOptions?: MetricFindValue[];\n /** Base filters to always apply when looking up keys */\n baseFilters?: AdHocVariableFilter[];\n /** Datasource to use for getTagKeys and also controls which scene queries the group by should apply to */\n datasource: DataSourceRef | null;\n /** Controls if the group by can be changed */\n readOnly?: boolean;\n /**\n * @experimental\n * Controls the layout and design of the label.\n * Vertical layout does not yet support operator selector.\n */\n layout?: ControlsLayout;\n /**\n * Defaults to same-datasource which means group by will automatically be applied to all queries with the same data source as this GroupBySet.\n * In manual mode no queries are re-run on changes, and you have to manually apply the filter to whatever queries you want.\n */\n applyMode?: 'auto' | 'manual';\n /**\n * Filter out the keys that do not match the regex.\n */\n tagKeyRegexFilter?: RegExp;\n /**\n * Extension hook for customizing the key lookup.\n * Return replace: true if you want to override the default lookup\n * Return replace: false if you want to combine the results with the default lookup\n */\n getTagKeysProvider?: getTagKeysProvider;\n}\n\nexport type getTagKeysProvider = (\n set: GroupByVariable,\n currentKey: string | null\n) => Promise<{ replace?: boolean; values: MetricFindValue[] | GetTagResponse }>;\n\nexport class GroupByVariable extends MultiValueVariable<GroupByVariableState> {\n static Component = GroupByVariableRenderer;\n isLazy = true;\n\n protected _urlSync: SceneObjectUrlSyncHandler = new GroupByVariableUrlSyncHandler(this);\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 private _updateValueGivenNewOptions(options: VariableValueOption[]) {\n const { value: currentValue, text: currentText } = this.state;\n\n const stateUpdate: Partial<MultiValueVariableState> = {\n options,\n loading: false,\n value: currentValue ?? [],\n text: currentText ?? [],\n };\n\n this.setState(stateUpdate);\n }\n\n public getValueOptions(args: VariableGetOptionsArgs): Observable<VariableValueOption[]> {\n // When default dimensions are provided, return the static list\n if (this.state.defaultOptions) {\n return of(\n this.state.defaultOptions.map((o) => ({\n label: o.text,\n value: String(o.value),\n group: o.group,\n }))\n );\n }\n\n this.setState({ loading: true, error: null });\n\n return from(\n getDataSource(this.state.datasource, {\n __sceneObject: wrapInSafeSerializableSceneObject(this),\n })\n ).pipe(\n mergeMap((ds) => {\n return from(this._getKeys(ds)).pipe(\n tap((response) => {\n if (responseHasError(response)) {\n this.setState({ error: response.error.message });\n }\n }),\n map((response) => dataFromResponse(response)),\n take(1),\n mergeMap((data) => {\n const a: VariableValueOption[] = data.map((i) => {\n return {\n label: i.text,\n value: i.value ? String(i.value) : i.text,\n group: i.group,\n };\n });\n return of(a);\n })\n );\n })\n );\n }\n\n public constructor(initialState: Partial<GroupByVariableState>) {\n super({\n isMulti: true,\n name: '',\n value: [],\n text: [],\n options: [],\n datasource: null,\n baseFilters: [],\n applyMode: 'auto',\n layout: 'horizontal',\n type: 'groupby' as VariableType,\n ...initialState,\n noValueOnClear: true,\n });\n\n if (this.state.applyMode === 'auto') {\n this.addActivationHandler(() => {\n allActiveGroupByVariables.add(this);\n\n return () => allActiveGroupByVariables.delete(this);\n });\n }\n }\n\n /**\n * Get possible keys given current filters. Do not call from plugins directly\n */\n public _getKeys = async (ds: DataSourceApi) => {\n // TODO: provide current dimensions?\n const override = await this.state.getTagKeysProvider?.(this, null);\n\n if (override && override.replace) {\n return override.values;\n }\n\n if (this.state.defaultOptions) {\n return this.state.defaultOptions.concat(dataFromResponse(override?.values ?? []));\n }\n\n if (!ds.getTagKeys) {\n return [];\n }\n\n const queries = getQueriesForVariables(this);\n\n const otherFilters = this.state.baseFilters || [];\n const timeRange = sceneGraph.getTimeRange(this).state.value;\n const response = await ds.getTagKeys({\n filters: otherFilters,\n queries,\n timeRange,\n scopes: sceneGraph.getScopes(this),\n ...getEnrichedFiltersRequest(this),\n });\n if (responseHasError(response)) {\n this.setState({ error: response.error.message });\n }\n\n let keys = dataFromResponse(response);\n if (override) {\n keys = keys.concat(dataFromResponse(override.values));\n }\n\n const tagKeyRegexFilter = this.state.tagKeyRegexFilter;\n if (tagKeyRegexFilter) {\n keys = keys.filter((f) => f.text.match(tagKeyRegexFilter));\n }\n\n return keys;\n };\n\n /**\n * Allows clearing the value of the variable to an empty value. Overrides default behavior of a MultiValueVariable\n */\n public getDefaultMultiState(options: VariableValueOption[]): { value: VariableValueSingle[]; text: string[] } {\n return { value: [], text: [] };\n }\n}\n\nexport function GroupByVariableRenderer({ model }: SceneComponentProps<GroupByVariable>) {\n const {\n value,\n text,\n key,\n isMulti = true,\n maxVisibleValues,\n noValueOnClear,\n options,\n includeAll,\n allowCustomValue = true,\n } = model.useState();\n\n const values = useMemo<Array<SelectableValue<VariableValueSingle>>>(() => {\n const arrayValue = isArray(value) ? value : [value];\n const arrayText = isArray(text) ? text : [text];\n\n return arrayValue.map((value, idx) => ({\n value,\n label: String(arrayText[idx] ?? value),\n }));\n }, [value, text]);\n\n const [isFetchingOptions, setIsFetchingOptions] = useState(false);\n const [isOptionsOpen, setIsOptionsOpen] = useState(false);\n const [inputValue, setInputValue] = useState('');\n\n // To not trigger queries on every selection we store this state locally here and only update the variable onBlur\n const [uncommittedValue, setUncommittedValue] = useState(values);\n\n const optionSearcher = useMemo(() => getOptionSearcher(options, includeAll), [options, includeAll]);\n\n // Detect value changes outside\n useEffect(() => {\n setUncommittedValue(values);\n }, [values]);\n\n const onInputChange = (value: string, { action }: InputActionMeta) => {\n if (action === 'input-change') {\n setInputValue(value);\n if (model.onSearchChange) {\n model.onSearchChange!(value);\n }\n return value;\n }\n\n if (action === 'input-blur') {\n setInputValue('');\n return '';\n }\n\n return inputValue;\n };\n\n const filteredOptions = useMemo(\n () => handleOptionGroups(optionSearcher(inputValue).map(toSelectableValue)),\n [optionSearcher, inputValue]\n );\n\n return isMulti ? (\n <MultiSelect<VariableValueSingle>\n aria-label=\"Group by selector\"\n data-testid={`GroupBySelect-${key}`}\n id={key}\n placeholder={'Select value'}\n width=\"auto\"\n allowCustomValue={allowCustomValue}\n inputValue={inputValue}\n value={uncommittedValue}\n noMultiValueWrap={true}\n maxVisibleValues={maxVisibleValues ?? 5}\n tabSelectsValue={false}\n virtualized\n options={filteredOptions}\n filterOption={filterNoOp}\n closeMenuOnSelect={false}\n isOpen={isOptionsOpen}\n isClearable={true}\n hideSelectedOptions={false}\n isLoading={isFetchingOptions}\n components={{ Option: OptionWithCheckbox }}\n onInputChange={onInputChange}\n onBlur={() => {\n model.changeValueTo(\n uncommittedValue.map((x) => x.value!),\n uncommittedValue.map((x) => x.label!),\n true\n );\n }}\n onChange={(newValue, action) => {\n if (action.action === 'clear' && noValueOnClear) {\n model.changeValueTo([], undefined, true);\n }\n setUncommittedValue(newValue);\n }}\n onOpenMenu={async () => {\n setIsFetchingOptions(true);\n await lastValueFrom(model.validateAndUpdate());\n setIsFetchingOptions(false);\n setIsOptionsOpen(true);\n }}\n onCloseMenu={() => {\n setIsOptionsOpen(false);\n }}\n />\n ) : (\n <Select\n aria-label=\"Group by selector\"\n data-testid={`GroupBySelect-${key}`}\n id={key}\n placeholder={'Select value'}\n width=\"auto\"\n inputValue={inputValue}\n value={uncommittedValue && uncommittedValue.length > 0 ? uncommittedValue : null}\n allowCustomValue={allowCustomValue}\n noMultiValueWrap={true}\n maxVisibleValues={maxVisibleValues ?? 5}\n tabSelectsValue={false}\n virtualized\n options={filteredOptions}\n filterOption={filterNoOp}\n closeMenuOnSelect={true}\n isOpen={isOptionsOpen}\n isClearable={true}\n hideSelectedOptions={false}\n noValueOnClear={true}\n isLoading={isFetchingOptions}\n onInputChange={onInputChange}\n onChange={(newValue, action) => {\n if (action.action === 'clear') {\n setUncommittedValue([]);\n if (noValueOnClear) {\n model.changeValueTo([]);\n }\n return;\n }\n if (newValue?.value) {\n setUncommittedValue([newValue]);\n model.changeValueTo([newValue.value], newValue.label ? 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{"version":3,"file":"GroupByVariable.js","sources":["../../../../src/variables/groupby/GroupByVariable.tsx"],"sourcesContent":["import React, { useEffect, useMemo, useState } from 'react';\nimport { AdHocVariableFilter, DataSourceApi, GetTagResponse, MetricFindValue, SelectableValue } from '@grafana/data';\nimport { allActiveGroupByVariables } from './findActiveGroupByVariablesByUid';\nimport { DataSourceRef, VariableType } from '@grafana/schema';\nimport { SceneComponentProps, ControlsLayout, SceneObjectUrlSyncHandler } from '../../core/types';\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { ValidateAndUpdateResult, VariableValue, VariableValueOption, VariableValueSingle } from '../types';\nimport { MultiValueVariable, MultiValueVariableState, VariableGetOptionsArgs } from '../variants/MultiValueVariable';\nimport { from, lastValueFrom, map, mergeMap, Observable, of, take, tap } from 'rxjs';\nimport { getDataSource } from '../../utils/getDataSource';\nimport { InputActionMeta, MultiSelect, Select } from '@grafana/ui';\nimport { isArray, isEqual } from 'lodash';\nimport { dataFromResponse, getQueriesForVariables, handleOptionGroups, responseHasError } from '../utils';\nimport { OptionWithCheckbox } from '../components/VariableValueSelect';\nimport { GroupByVariableUrlSyncHandler } from './GroupByVariableUrlSyncHandler';\nimport { getOptionSearcher } from '../components/getOptionSearcher';\nimport { getEnrichedFiltersRequest } from '../getEnrichedFiltersRequest';\nimport { wrapInSafeSerializableSceneObject } from '../../utils/wrapInSafeSerializableSceneObject';\nimport { SceneScopesBridge } from '../../core/SceneScopesBridge';\nimport { DefaultGroupByCustomIndicatorContainer } from './DefaultGroupByCustomIndicatorContainer';\n\nexport interface GroupByVariableState extends MultiValueVariableState {\n /** Defaults to \"Group\" */\n name: string;\n /** The visible keys to group on */\n // TODO review this type and name (naming is hard)\n defaultOptions?: MetricFindValue[];\n /** Base filters to always apply when looking up keys */\n baseFilters?: AdHocVariableFilter[];\n /** Datasource to use for getTagKeys and also controls which scene queries the group by should apply to */\n datasource: DataSourceRef | null;\n defaultValues?: { text: VariableValue; value: VariableValue };\n /** Controls if the group by can be changed */\n readOnly?: boolean;\n /**\n * @experimental\n * Controls the layout and design of the label.\n * Vertical layout does not yet support operator selector.\n */\n layout?: ControlsLayout;\n /**\n * Defaults to same-datasource which means group by will automatically be applied to all queries with the same data source as this GroupBySet.\n * In manual mode no queries are re-run on changes, and you have to manually apply the filter to whatever queries you want.\n */\n applyMode?: 'auto' | 'manual';\n /**\n * Filter out the keys that do not match the regex.\n */\n tagKeyRegexFilter?: RegExp;\n /**\n * Extension hook for customizing the key lookup.\n * Return replace: true if you want to override the default lookup\n * Return replace: false if you want to combine the results with the default lookup\n */\n getTagKeysProvider?: getTagKeysProvider;\n}\n\nexport type getTagKeysProvider = (\n set: GroupByVariable,\n currentKey: string | null\n) => Promise<{ replace?: boolean; values: MetricFindValue[] | GetTagResponse }>;\n\nexport class GroupByVariable extends MultiValueVariable<GroupByVariableState> {\n static Component = GroupByVariableRenderer;\n isLazy = true;\n\n protected _urlSync: SceneObjectUrlSyncHandler = new GroupByVariableUrlSyncHandler(this);\n\n private _scopesBridge: SceneScopesBridge | undefined;\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 private _updateValueGivenNewOptions(options: VariableValueOption[]) {\n const { value: currentValue, text: currentText } = this.state;\n\n const stateUpdate: Partial<MultiValueVariableState> = {\n options,\n loading: false,\n value: currentValue ?? [],\n text: currentText ?? [],\n };\n\n this.setState(stateUpdate);\n }\n\n public getValueOptions(args: VariableGetOptionsArgs): Observable<VariableValueOption[]> {\n // When default dimensions are provided, return the static list\n if (this.state.defaultOptions) {\n return of(\n this.state.defaultOptions.map((o) => ({\n label: o.text,\n value: String(o.value),\n group: o.group,\n }))\n );\n }\n\n this.setState({ loading: true, error: null });\n\n return from(\n getDataSource(this.state.datasource, {\n __sceneObject: wrapInSafeSerializableSceneObject(this),\n })\n ).pipe(\n mergeMap((ds) => {\n return from(this._getKeys(ds)).pipe(\n tap((response) => {\n if (responseHasError(response)) {\n this.setState({ error: response.error.message });\n }\n }),\n map((response) => dataFromResponse(response)),\n take(1),\n mergeMap((data) => {\n const a: VariableValueOption[] = data.map((i) => {\n return {\n label: i.text,\n value: i.value ? String(i.value) : i.text,\n group: i.group,\n };\n });\n return of(a);\n })\n );\n })\n );\n }\n\n public constructor(initialState: Partial<GroupByVariableState>) {\n super({\n isMulti: true,\n name: '',\n value: [],\n text: [],\n options: [],\n datasource: null,\n baseFilters: [],\n applyMode: 'auto',\n layout: 'horizontal',\n type: 'groupby' as VariableType,\n ...initialState,\n noValueOnClear: true,\n });\n\n if (this.state.applyMode === 'auto') {\n this.addActivationHandler(() => {\n allActiveGroupByVariables.add(this);\n\n return () => allActiveGroupByVariables.delete(this);\n });\n }\n\n this.addActivationHandler(this._activationHandler);\n }\n\n private _activationHandler = () => {\n if (this.state.defaultValues && ((isArray(this.state.value) && !this.state.value.length) || !this.state.value)) {\n this.setState({\n value: this.state.defaultValues.value,\n text: this.state.defaultValues.text,\n });\n return;\n }\n };\n\n public checkIfRestorable(values: VariableValue) {\n const originalValues = isArray(this.state.defaultValues?.value)\n ? this.state.defaultValues?.value\n : this.state.defaultValues?.value\n ? 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1
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-
import { toUrlCommaDelimitedString, unescapeUrlDelimiters } from '../utils.js';
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import { toUrlCommaDelimitedString, escapeUrlPipeDelimiters, unescapeUrlDelimiters } from '../utils.js';
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import { isEqual } from 'lodash';
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constructor(_sceneObject) {
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getUrlState() {
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return {
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return {
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this._sceneObject.state.text,
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};
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}
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updateFromUrl(values) {
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var _a, _b;
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if (urlValue != null) {
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}
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const { values: values2, texts } = fromUrlValues(urlValue);
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const { values: values2, texts, defaults } = fromUrlValues(urlValue);
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if (isEqual(values2, defaults) && this._sceneObject.state.defaultValues) {
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(_a = this._sceneObject.state.defaultValues) == null ? void 0 : _a.value,
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(_b = this._sceneObject.state.defaultValues) == null ? void 0 : _b.text,
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false
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);
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return;
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}
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47
|
this._sceneObject.changeValueTo(values2, texts);
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}
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49
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}
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@@ -39,9 +56,10 @@ class GroupByVariableUrlSyncHandler {
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56
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return this._nextChangeShouldAddHistoryStep;
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}
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}
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-
function toUrlValues(values, texts) {
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59
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+
function toUrlValues(values, texts, defaultValues) {
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60
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values = Array.isArray(values) ? values : [values];
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61
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texts = Array.isArray(texts) ? texts : [texts];
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+
const defaults = defaultValues ? Array.isArray(defaultValues) ? defaultValues : [defaultValues] : [];
|
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63
|
return values.map((value, idx) => {
|
46
64
|
if (value === void 0 || value === null) {
|
47
65
|
return "";
|
@@ -49,21 +67,27 @@ function toUrlValues(values, texts) {
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49
67
|
value = String(value);
|
50
68
|
let text = texts[idx];
|
51
69
|
text = text === void 0 || text === null ? value : String(text);
|
52
|
-
return toUrlCommaDelimitedString(value, text);
|
70
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{"version":3,"file":"GroupByVariableUrlSyncHandler.js","sources":["../../../../src/variables/groupby/GroupByVariableUrlSyncHandler.ts"],"sourcesContent":["import { SceneObjectUrlSyncHandler, SceneObjectUrlValues } from '../../core/types';\nimport { GroupByVariable } from './GroupByVariable';\nimport { toUrlCommaDelimitedString, unescapeUrlDelimiters } from '../utils';\nimport { VariableValue } from '../types';\n\nexport class GroupByVariableUrlSyncHandler implements SceneObjectUrlSyncHandler {\n public constructor(private _sceneObject: GroupByVariable) {}\n\n protected _nextChangeShouldAddHistoryStep = false;\n\n private getKey(): string {\n return `var-${this._sceneObject.state.name}`;\n }\n\n public getKeys(): string[] {\n if (this._sceneObject.state.skipUrlSync) {\n return [];\n }\n\n return [this.getKey()];\n }\n\n public getUrlState(): SceneObjectUrlValues {\n if (this._sceneObject.state.skipUrlSync) {\n return {};\n }\n\n return {
|
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{"version":3,"file":"GroupByVariableUrlSyncHandler.js","sources":["../../../../src/variables/groupby/GroupByVariableUrlSyncHandler.ts"],"sourcesContent":["import { SceneObjectUrlSyncHandler, SceneObjectUrlValues } from '../../core/types';\nimport { GroupByVariable } from './GroupByVariable';\nimport { escapeUrlPipeDelimiters, toUrlCommaDelimitedString, unescapeUrlDelimiters } from '../utils';\nimport { VariableValue } from '../types';\nimport { isEqual } from 'lodash';\n\nexport class GroupByVariableUrlSyncHandler implements SceneObjectUrlSyncHandler {\n public constructor(private _sceneObject: GroupByVariable) {}\n\n protected _nextChangeShouldAddHistoryStep = false;\n\n private getKey(): string {\n return `var-${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 return {\n [this.getKey()]: toUrlValues(\n this._sceneObject.state.value,\n this._sceneObject.state.text,\n this._sceneObject.state.defaultValues?.value\n ),\n };\n }\n\n public updateFromUrl(values: SceneObjectUrlValues): void {\n let urlValue = values[this.getKey()];\n\n if (urlValue != null) {\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 const { values, texts, defaults } = fromUrlValues(urlValue);\n\n // if we only have defaults in our value set then the variable\n // is unmodified, meaning when we change dashboards we apply the default\n // values of the new dashboard instead of carrying these ones with us.\n // If there are also other values, then the variable is modified and we\n // do want to carry them all across\n if (isEqual(values, defaults) && this._sceneObject.state.defaultValues) {\n this._sceneObject.changeValueTo(\n this._sceneObject.state.defaultValues?.value,\n this._sceneObject.state.defaultValues?.text,\n false\n );\n return;\n }\n\n this._sceneObject.changeValueTo(values, texts);\n }\n }\n\n public performBrowserHistoryAction(callback: () => void) {\n this._nextChangeShouldAddHistoryStep = true;\n callback();\n this._nextChangeShouldAddHistoryStep = false;\n }\n\n public shouldCreateHistoryStep(values: SceneObjectUrlValues): boolean {\n return this._nextChangeShouldAddHistoryStep;\n }\n}\n\nfunction toUrlValues(values: VariableValue, texts: VariableValue, defaultValues?: VariableValue): string[] {\n values = Array.isArray(values) ? values : [values];\n texts = Array.isArray(texts) ? texts : [texts];\n const defaults = defaultValues ? (Array.isArray(defaultValues) ? defaultValues : [defaultValues]) : [];\n\n return values.map((value, idx) => {\n if (value === undefined || value === null) {\n return '';\n }\n\n value = String(value);\n\n let text = texts[idx];\n text = text === undefined || text === null ? value : String(text);\n\n return (\n toUrlCommaDelimitedString(value, text) + (defaults.includes(value) ? escapeUrlPipeDelimiters('|default') : '')\n );\n });\n}\n\nfunction fromUrlValues(urlValues: string | string[]): { values: string[]; texts: string[]; defaults: string[] } {\n urlValues = Array.isArray(urlValues) ? urlValues : [urlValues];\n\n return urlValues.reduce<{ values: string[]; texts: string[]; defaults: string[] }>(\n (acc, urlValue) => {\n const pipeEscapedVal = /__gfp__/g[Symbol.replace](urlValue, '|');\n const [commaValues, isDefault] = (pipeEscapedVal ?? '').split('|');\n const [value, label] = (commaValues ?? '').split(',');\n\n acc.values.push(unescapeUrlDelimiters(value));\n acc.texts.push(unescapeUrlDelimiters(label ?? value));\n\n if (isDefault) {\n acc.defaults.push(value);\n }\n\n return acc;\n },\n {\n values: [],\n texts: [],\n defaults: [],\n }\n );\n}\n"],"names":["values"],"mappings":";;;AAMO,MAAM,6BAAmE,CAAA;AAAA,EACvE,YAAoB,YAA+B,EAAA;AAA/B,IAAA,IAAA,CAAA,YAAA,GAAA,YAAA;AAE3B,IAAA,IAAA,CAAU,+BAAkC,GAAA,KAAA;AAAA;AAFe,EAInD,MAAiB,GAAA;AACvB,IAAA,OAAO,CAAO,IAAA,EAAA,IAAA,CAAK,YAAa,CAAA,KAAA,CAAM,IAAI,CAAA,CAAA;AAAA;AAC5C,EAEO,OAAoB,GAAA;AACzB,IAAI,IAAA,IAAA,CAAK,YAAa,CAAA,KAAA,CAAM,WAAa,EAAA;AACvC,MAAA,OAAO,EAAC;AAAA;AAGV,IAAO,OAAA,CAAC,IAAK,CAAA,MAAA,EAAQ,CAAA;AAAA;AACvB,EAEO,WAAoC,GAAA;AAvB7C,IAAA,IAAA,EAAA;AAwBI,IAAI,IAAA,IAAA,CAAK,YAAa,CAAA,KAAA,CAAM,WAAa,EAAA;AACvC,MAAA,OAAO,EAAC;AAAA;AAGV,IAAO,OAAA;AAAA,MACL,CAAC,IAAA,CAAK,MAAO,EAAC,GAAG,WAAA;AAAA,QACf,IAAA,CAAK,aAAa,KAAM,CAAA,KAAA;AAAA,QACxB,IAAA,CAAK,aAAa,KAAM,CAAA,IAAA;AAAA,QAAA,CACxB,EAAK,GAAA,IAAA,CAAA,YAAA,CAAa,KAAM,CAAA,aAAA,KAAxB,IAAuC,GAAA,MAAA,GAAA,EAAA,CAAA;AAAA;AACzC,KACF;AAAA;AACF,EAEO,cAAc,MAAoC,EAAA;AArC3D,IAAA,IAAA,EAAA,EAAA,EAAA;AAsCI,IAAA,IAAI,QAAW,GAAA,MAAA,CAAO,IAAK,CAAA,MAAA,EAAQ,CAAA;AAEnC,IAAA,IAAI,YAAY,IAAM,EAAA;AAKpB,MAAI,IAAA,CAAC,IAAK,CAAA,YAAA,CAAa,QAAU,EAAA;AAC/B,QAAA,IAAA,CAAK,aAAa,kBAAqB,GAAA,IAAA;AAAA;AAGzC,MAAA,MAAM,EAAE,MAAAA,EAAAA,OAAAA,EAAQ,OAAO,QAAS,EAAA,GAAI,cAAc,QAAQ,CAAA;AAO1D,MAAA,IAAI,QAAQA,OAAQ,EAAA,QAAQ,KAAK,IAAK,CAAA,YAAA,CAAa,MAAM,aAAe,EAAA;AACtE,QAAA,IAAA,CAAK,YAAa,CAAA,aAAA;AAAA,UAAA,CAChB,EAAK,GAAA,IAAA,CAAA,YAAA,CAAa,KAAM,CAAA,aAAA,KAAxB,IAAuC,GAAA,MAAA,GAAA,EAAA,CAAA,KAAA;AAAA,UAAA,CACvC,EAAK,GAAA,IAAA,CAAA,YAAA,CAAa,KAAM,CAAA,aAAA,KAAxB,IAAuC,GAAA,MAAA,GAAA,EAAA,CAAA,IAAA;AAAA,UACvC;AAAA,SACF;AACA,QAAA;AAAA;AAGF,MAAK,IAAA,CAAA,YAAA,CAAa,aAAcA,CAAAA,OAAAA,EAAQ,KAAK,CAAA;AAAA;AAC/C;AACF,EAEO,4BAA4B,QAAsB,EAAA;AACvD,IAAA,IAAA,CAAK,+BAAkC,GAAA,IAAA;AACvC,IAAS,QAAA,EAAA;AACT,IAAA,IAAA,CAAK,+BAAkC,GAAA,KAAA;AAAA;AACzC,EAEO,wBAAwB,MAAuC,EAAA;AACpE,IAAA,OAAO,IAAK,CAAA,+BAAA;AAAA;AAEhB;AAEA,SAAS,WAAA,CAAY,MAAuB,EAAA,KAAA,EAAsB,aAAyC,EAAA;AACzG,EAAA,MAAA,GAAS,MAAM,OAAQ,CAAA,MAAM,CAAI,GAAA,MAAA,GAAS,CAAC,MAAM,CAAA;AACjD,EAAA,KAAA,GAAQ,MAAM,OAAQ,CAAA,KAAK,CAAI,GAAA,KAAA,GAAQ,CAAC,KAAK,CAAA;AAC7C,EAAM,MAAA,QAAA,GAAW,aAAiB,GAAA,KAAA,CAAM,OAAQ,CAAA,aAAa,IAAI,aAAgB,GAAA,CAAC,aAAa,CAAA,GAAK,EAAC;AAErG,EAAA,OAAO,MAAO,CAAA,GAAA,CAAI,CAAC,KAAA,EAAO,GAAQ,KAAA;AAChC,IAAI,IAAA,KAAA,KAAU,MAAa,IAAA,KAAA,KAAU,IAAM,EAAA;AACzC,MAAO,OAAA,EAAA;AAAA;AAGT,IAAA,KAAA,GAAQ,OAAO,KAAK,CAAA;AAEpB,IAAI,IAAA,IAAA,GAAO,MAAM,GAAG,CAAA;AACpB,IAAA,IAAA,GAAO,SAAS,MAAa,IAAA,IAAA,KAAS,IAAO,GAAA,KAAA,GAAQ,OAAO,IAAI,CAAA;AAEhE,IACE,OAAA,yBAAA,CAA0B,KAAO,EAAA,IAAI,CAAK,IAAA,QAAA,CAAS,SAAS,KAAK,CAAA,GAAI,uBAAwB,CAAA,UAAU,CAAI,GAAA,EAAA,CAAA;AAAA,GAE9G,CAAA;AACH;AAEA,SAAS,cAAc,SAAyF,EAAA;AAC9G,EAAA,SAAA,GAAY,MAAM,OAAQ,CAAA,SAAS,CAAI,GAAA,SAAA,GAAY,CAAC,SAAS,CAAA;AAE7D,EAAA,OAAO,SAAU,CAAA,MAAA;AAAA,IACf,CAAC,KAAK,QAAa,KAAA;AACjB,MAAA,MAAM,iBAAiB,UAAW,CAAA,MAAA,CAAO,OAAO,CAAA,CAAE,UAAU,GAAG,CAAA;AAC/D,MAAA,MAAM,CAAC,WAAa,EAAA,SAAS,KAAK,cAAkB,IAAA,IAAA,GAAA,cAAA,GAAA,EAAA,EAAI,MAAM,GAAG,CAAA;AACjE,MAAA,MAAM,CAAC,KAAO,EAAA,KAAK,KAAK,WAAe,IAAA,IAAA,GAAA,WAAA,GAAA,EAAA,EAAI,MAAM,GAAG,CAAA;AAEpD,MAAA,GAAA,CAAI,MAAO,CAAA,IAAA,CAAK,qBAAsB,CAAA,KAAK,CAAC,CAAA;AAC5C,MAAA,GAAA,CAAI,KAAM,CAAA,IAAA,CAAK,qBAAsB,CAAA,KAAA,IAAA,IAAA,GAAA,KAAA,GAAS,KAAK,CAAC,CAAA;AAEpD,MAAA,IAAI,SAAW,EAAA;AACb,QAAI,GAAA,CAAA,QAAA,CAAS,KAAK,KAAK,CAAA;AAAA;AAGzB,MAAO,OAAA,GAAA;AAAA,KACT;AAAA,IACA;AAAA,MACE,QAAQ,EAAC;AAAA,MACT,OAAO,EAAC;AAAA,MACR,UAAU;AAAC;AACb,GACF;AACF;;;;"}
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class SceneVariableSet extends SceneObjectBase {
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/** Variables that have changed in since the activation or since the first manual value change */
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/** Variables that are scheduled to be validated and updated */
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this._variablesToUpdate = /* @__PURE__ */ new Set();
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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219
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if (this._updating.has(otherVariable) && otherVariable.onCancel) {
|
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|
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}
|
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|
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otherVariable.variableDependency.variableUpdateCompleted(variableThatChanged, true);
|
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|
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}
|
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|
@@ -232,7 +231,8 @@ class SceneVariableSet extends SceneObjectBase {
|
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231
|
if (!this.parent) {
|
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|
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|
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}
|
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|
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this._traverseSceneAndNotify(this.parent, variable,
|
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|
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this._variablesThatHaveChanged.delete(variable);
|
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}
|
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|
/**
|
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238
|
* Recursivly walk the full scene object graph and notify all objects with dependencies that include any of changed variables
|
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|
|
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* 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.
|
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|
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|
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|
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|
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|
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|
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|
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}
|
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|
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|
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|
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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 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 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 console.error('Variable added to variablesToUpdate but does not have validateAndUpdate');\n continue;\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. This could mean that variables that depend on it can now be updated in turn.\n */\n private _validateAndUpdateCompleted(variable: SceneVariable) {\n if (!this._updating.has(variable)) {\n return;\n }\n\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n\n writeVariableTraceLog(variable, 'updateAndValidate completed');\n\n this._notifyDependentSceneObjects(variable);\n this._updateNextBatch();\n }\n\n public cancel(variable: SceneVariable) {\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n\n private _handleVariableError(variable: SceneVariable, err: Error) {\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n\n variable.setState({ 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._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 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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 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. This could mean that variables that depend on it can now be updated in turn.\n */\n private _validateAndUpdateCompleted(variable: SceneVariable) {\n if (!this._updating.has(variable)) {\n return;\n }\n\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n\n writeVariableTraceLog(variable, 'updateAndValidate completed');\n\n this._notifyDependentSceneObjects(variable);\n this._updateNextBatch();\n }\n\n public cancel(variable: SceneVariable) {\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n\n private _handleVariableError(variable: SceneVariable, err: Error) {\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n\n variable.setState({ 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 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.$variables.getByName(variable.state.name);\n // If local variable is viewed as loading when ancestor is loading we propagate a change\n if (localVar?.isAncestorLoading) {\n variable = localVar;\n } else if (localVar) {\n return;\n }\n }\n\n if (sceneObject.variableDependency) {\n sceneObject.variableDependency.variableUpdateCompleted(variable, hasChanged);\n }\n\n sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged));\n }\n\n /**\n * Return true if variable is waiting to update or currently updating.\n * It also returns true if a dependency of the variable is loading.\n *\n * For example if C depends on variable B which depends on variable A and A is loading this returns true for variable C and B.\n */\n public isVariableLoadingOrWaitingToUpdate(variable: SceneVariable) {\n if (variable.isAncestorLoading && variable.isAncestorLoading()) {\n return true;\n }\n\n if (this._variablesToUpdate.has(variable) || this._updating.has(variable)) {\n return true;\n }\n\n // Last scenario is to check the variable's own dependencies as well\n return sceneGraph.hasVariableDependencyInLoadingState(variable);\n }\n}\n\nexport interface VariableUpdateInProgress {\n variable: SceneVariable;\n subscription?: Unsubscribable;\n}\n\nfunction writeVariableTraceLog(variable: SceneVariable, message: string, err?: Error) {\n if (err) {\n writeSceneLog('SceneVariableSet', `Variable[${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 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{"version":3,"file":"types.js","sources":["../../../src/variables/types.ts"],"sourcesContent":["import { Observable } from 'rxjs';\n\nimport { BusEventWithPayload } from '@grafana/data';\nimport { VariableType, VariableHide } from '@grafana/schema';\n\nimport { SceneObject, SceneObjectState } from '../core/types';\n\nexport interface SceneVariableState extends SceneObjectState {\n type: VariableType;\n name: string;\n label?: string;\n hide?: VariableHide;\n skipUrlSync?: boolean;\n loading?: boolean;\n error?: any | null;\n description?: string | null;\n}\n\nexport interface SceneVariable<TState extends SceneVariableState = SceneVariableState> extends SceneObject<TState> {\n /**\n * This function is called on activation or when a dependency changes.\n */\n validateAndUpdate?(): Observable<ValidateAndUpdateResult>;\n\n /**\n * Should return the value for the given field path\n */\n getValue(fieldPath?: string): VariableValue | undefined | null;\n\n /**\n * Should return the value display text, used by the \"text\" formatter\n * Example: ${podId:text}\n * Useful for variables that have non user friendly values but friendly display text names.\n */\n getValueText?(fieldPath?: string): string;\n\n /**\n * For special edge case senarios. For example local function that locally scoped variables can implement.\n **/\n isAncestorLoading?(): boolean;\n\n /**\n * Allows cancelling variable execution.\n */\n onCancel?(): void;\n\n /**\n *
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{"version":3,"file":"types.js","sources":["../../../src/variables/types.ts"],"sourcesContent":["import { Observable } from 'rxjs';\n\nimport { BusEventWithPayload } from '@grafana/data';\nimport { VariableType, VariableHide } from '@grafana/schema';\n\nimport { SceneObject, SceneObjectState } from '../core/types';\n\nexport interface SceneVariableState extends SceneObjectState {\n type: VariableType;\n name: string;\n label?: string;\n hide?: VariableHide;\n skipUrlSync?: boolean;\n loading?: boolean;\n error?: any | null;\n description?: string | null;\n}\n\nexport interface SceneVariable<TState extends SceneVariableState = SceneVariableState> extends SceneObject<TState> {\n /**\n * This function is called on activation or when a dependency changes.\n */\n validateAndUpdate?(): Observable<ValidateAndUpdateResult>;\n\n /**\n * Should return the value for the given field path\n */\n getValue(fieldPath?: string): VariableValue | undefined | null;\n\n /**\n * Should return the value display text, used by the \"text\" formatter\n * Example: ${podId:text}\n * Useful for variables that have non user friendly values but friendly display text names.\n */\n getValueText?(fieldPath?: string): string;\n\n /**\n * For special edge case senarios. For example local function that locally scoped variables can implement.\n **/\n isAncestorLoading?(): boolean;\n\n /**\n * Allows cancelling variable execution.\n */\n onCancel?(): void;\n\n /**\n * @experimental\n * Indicates that a variable loads values lazily when user interacts with the variable dropdown.\n */\n isLazy?: boolean;\n}\n\nexport type VariableValue = VariableValueSingle | VariableValueSingle[];\n\nexport type VariableValueSingle = string | boolean | number | CustomVariableValue;\n\n/**\n * This is for edge case values like the custom \"allValue\" that should not be escaped/formatted like other values\n * The custom all value usually contain wildcards that should not be escaped.\n */\nexport interface CustomVariableValue {\n /**\n * The format name or function used in the expression\n */\n formatter(formatNameOrFn?: string | VariableCustomFormatterFn): string;\n}\n\nexport interface ValidateAndUpdateResult {}\nexport interface VariableValueOption {\n label: string;\n value: VariableValueSingle;\n group?: string;\n}\n\nexport interface SceneVariableSetState extends SceneObjectState {\n variables: SceneVariable[];\n}\n\nexport interface SceneVariables extends SceneObject<SceneVariableSetState> {\n /**\n * Will look for and return variable matching name\n */\n getByName(name: string): SceneVariable | undefined;\n /**\n * Will return true if the variable is loading or waiting for an update to complete.\n */\n isVariableLoadingOrWaitingToUpdate(variable: SceneVariable): boolean;\n}\n\nexport class SceneVariableValueChangedEvent extends BusEventWithPayload<SceneVariable> {\n public static type = 'scene-variable-changed-value';\n}\n\nexport interface SceneVariableDependencyConfigLike {\n /** Return all variable names this object depend on */\n getNames(): Set<string>;\n\n /** Used to check for dependency on a specific variable */\n hasDependencyOn(name: string): boolean;\n\n /**\n * Will be called when the VariableSet have completed an update process or when a variable has changed value.\n **/\n variableUpdateCompleted(variable: SceneVariable, hasChanged: boolean): void;\n}\n\n/**\n * Used in CustomFormatterFn\n */\nexport interface CustomFormatterVariable {\n name: string;\n type: VariableType;\n multi?: boolean;\n includeAll?: boolean;\n}\n\nexport type VariableCustomFormatterFn = (\n value: unknown,\n legacyVariableModel: Partial<CustomFormatterVariable>,\n legacyDefaultFormatter?: VariableCustomFormatterFn\n) => string;\n\nexport type InterpolationFormatParameter = string | VariableCustomFormatterFn | undefined;\n\nexport function isCustomVariableValue(value: VariableValue): value is CustomVariableValue {\n return typeof value === 'object' && 'formatter' in value;\n}\n"],"names":[],"mappings":";;AA0FO,MAAM,uCAAuC,mBAAmC,CAAA;AAEvF;AAFa,8BAAA,CACG,IAAO,GAAA,8BAAA;AAkChB,SAAS,sBAAsB,KAAoD,EAAA;AACxF,EAAO,OAAA,OAAO,KAAU,KAAA,QAAA,IAAY,WAAe,IAAA,KAAA;AACrD;;;;"}
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