@grafana/scenes 6.39.7--canary.1276.18534228532.0 → 6.39.7--canary.1275.18536941655.0

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@@ -19,6 +19,7 @@ var __privateWrapper = (obj, member, setter, getter) => ({
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  var _profileInProgress, _interactionInProgress, _profileStartTs, _trailAnimationFrameId, _recordedTrailingSpans, _longFrameDetector, _longFramesCount, _longFramesTotalTime, _visibilityChangeHandler, _onInteractionComplete;
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  const POST_STORM_WINDOW = 2e3;
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  const DEFAULT_LONG_FRAME_THRESHOLD = 30;
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+ const TAB_INACTIVE_THRESHOLD = 1e3;
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  class SceneRenderProfiler {
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  constructor(queryController) {
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  this.queryController = queryController;
@@ -38,6 +39,11 @@ class SceneRenderProfiler {
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  var _a, _b, _c, _d;
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  const currentFrameTime = performance.now();
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  const frameLength = currentFrameTime - lastFrameTime;
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+ if (frameLength > TAB_INACTIVE_THRESHOLD) {
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+ writeSceneLog("SceneRenderProfiler", "Tab was inactive, cancelling profile measurement");
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+ this.cancelProfile();
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+ return;
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+ }
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  __privateGet(this, _recordedTrailingSpans).push(frameLength);
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  if (currentFrameTime - measurementStartTs < POST_STORM_WINDOW) {
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  if (__privateGet(this, _profileInProgress)) {
@@ -1 +1 @@
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- {"version":3,"file":"SceneRenderProfiler.js","sources":["../../../src/behaviors/SceneRenderProfiler.ts"],"sourcesContent":["import { writeSceneLog, writeSceneLogStyled } from '../utils/writeSceneLog';\nimport { SceneQueryControllerLike, LongFrameEvent, SceneComponentInteractionEvent } from './types';\nimport { LongFrameDetector } from './LongFrameDetector';\n\nconst POST_STORM_WINDOW = 2000; // Time after last query to observe slow frames\nconst DEFAULT_LONG_FRAME_THRESHOLD = 30; // Threshold for tail recording slow frames\n\n/**\n * SceneRenderProfiler tracks dashboard interaction performance including:\n * - Total interaction duration\n * - Network time\n * - Long frame detection (50ms threshold) during interaction using LoAF API (default) or manual tracking (fallback)\n * - Slow frame detection (30ms threshold) for tail recording after interaction\n *\n * Long frame detection during interaction:\n * - 50ms threshold aligned with LoAF API default\n * - LoAF API preferred (Chrome 123+) with manual fallback\n * - Provides script attribution when using LoAF API\n *\n * Slow frame detection for tail recording:\n * - 30ms threshold for post-interaction monitoring\n * - Manual frame timing measurement\n * - Captures rendering delays after user interaction completes\n */\n\nexport class SceneRenderProfiler {\n #profileInProgress: {\n // Profile origin, i.e. scene refresh picker\n origin: string;\n crumbs: string[];\n } | null = null;\n\n #interactionInProgress: {\n interaction: string;\n startTs: number;\n } | null = null;\n\n #profileStartTs: number | null = null;\n #trailAnimationFrameId: number | null = null;\n\n // Will keep measured lengths trailing frames\n #recordedTrailingSpans: number[] = [];\n\n // Long frame tracking\n #longFrameDetector: LongFrameDetector;\n #longFramesCount = 0;\n #longFramesTotalTime = 0;\n\n #visibilityChangeHandler: (() => void) | null = null;\n #onInteractionComplete: ((event: SceneComponentInteractionEvent) => void) | null = null;\n\n public constructor(private queryController?: SceneQueryControllerLike) {\n this.#longFrameDetector = new LongFrameDetector();\n this.setupVisibilityChangeHandler();\n this.#interactionInProgress = null;\n }\n\n public setQueryController(queryController: SceneQueryControllerLike) {\n this.queryController = queryController;\n }\n\n public setInteractionCompleteHandler(handler?: (event: SceneComponentInteractionEvent) => void) {\n this.#onInteractionComplete = handler ?? null;\n }\n\n private setupVisibilityChangeHandler() {\n // Ensure event listener is only added once\n if (this.#visibilityChangeHandler) {\n return;\n }\n\n // Handle tab switching with Page Visibility API\n this.#visibilityChangeHandler = () => {\n if (document.hidden && this.#profileInProgress) {\n writeSceneLog('SceneRenderProfiler', 'Tab became inactive, cancelling profile');\n this.cancelProfile();\n }\n };\n\n if (typeof document !== 'undefined') {\n document.addEventListener('visibilitychange', this.#visibilityChangeHandler);\n }\n }\n\n public cleanup() {\n // Remove event listener to prevent memory leaks\n if (this.#visibilityChangeHandler && typeof document !== 'undefined') {\n document.removeEventListener('visibilitychange', this.#visibilityChangeHandler);\n this.#visibilityChangeHandler = null;\n }\n\n // Cleanup long frame tracking\n this.#longFrameDetector.stop();\n\n // Cancel any ongoing profiling\n this.cancelProfile();\n }\n\n public startProfile(name: string) {\n // Only start profile if tab is active. This makes sure we don't start a profile when i.e. someone opens a dashboard in a new tab\n // and doesn't interact with it.\n if (document.hidden) {\n writeSceneLog('SceneRenderProfiler', 'Tab is inactive, skipping profile', name);\n return;\n }\n\n if (this.#profileInProgress) {\n if (this.#trailAnimationFrameId) {\n this.cancelProfile();\n this._startNewProfile(name, true);\n } else {\n this.addCrumb(name);\n }\n } else {\n this._startNewProfile(name);\n }\n }\n\n public startInteraction(interaction: string) {\n // Cancel any existing interaction recording\n if (this.#interactionInProgress) {\n writeSceneLog('profile', 'Cancelled interaction:', this.#interactionInProgress);\n this.#interactionInProgress = null;\n }\n\n this.#interactionInProgress = {\n interaction,\n startTs: performance.now(),\n };\n\n writeSceneLog('SceneRenderProfiler', 'Started interaction:', interaction);\n }\n\n public stopInteraction() {\n if (!this.#interactionInProgress) {\n return;\n }\n\n const endTs = performance.now();\n const interactionDuration = endTs - this.#interactionInProgress.startTs;\n\n // Capture network requests that occurred during the interaction\n const networkDuration = captureNetwork(this.#interactionInProgress.startTs, endTs);\n\n writeSceneLog('SceneRenderProfiler', 'Completed interaction:');\n writeSceneLog('', ` ├─ Total time: ${interactionDuration.toFixed(1)}ms`);\n writeSceneLog('', ` ├─ Network duration: ${networkDuration.toFixed(1)}ms`);\n writeSceneLog('', ` ├─ StartTs: ${this.#interactionInProgress.startTs.toFixed(1)}ms`);\n writeSceneLog('', ` └─ EndTs: ${endTs.toFixed(1)}ms`);\n\n if (this.#onInteractionComplete && this.#profileInProgress) {\n this.#onInteractionComplete({\n origin: this.#interactionInProgress.interaction,\n duration: interactionDuration,\n networkDuration,\n startTs: this.#interactionInProgress.startTs,\n endTs,\n });\n }\n\n // Create performance marks for browser dev tools\n performance.mark(`${this.#interactionInProgress.interaction}_start`, {\n startTime: this.#interactionInProgress.startTs,\n });\n performance.mark(`${this.#interactionInProgress.interaction}_end`, {\n startTime: endTs,\n });\n performance.measure(\n `Interaction_${this.#interactionInProgress.interaction}`,\n `${this.#interactionInProgress.interaction}_start`,\n `${this.#interactionInProgress.interaction}_end`\n );\n\n this.#interactionInProgress = null;\n }\n\n public getCurrentInteraction(): string | null {\n return this.#interactionInProgress?.interaction ?? null;\n }\n\n /**\n * Starts a new profile for performance measurement.\n *\n * @param name - The origin/trigger of the profile (e.g., 'time_range_change', 'variable_value_changed')\n * @param force - Whether this is a \"forced\" profile (true) or \"clean\" profile (false)\n * - \"forced\": Started by canceling an existing profile that was recording trailing frames\n * This happens when a new user interaction occurs before the previous one\n * finished measuring its performance impact\n * - \"clean\": Started when no profile is currently active\n */\n private _startNewProfile(name: string, force = false) {\n this.#profileInProgress = { origin: name, crumbs: [] };\n this.#profileStartTs = performance.now();\n this.#longFramesCount = 0;\n this.#longFramesTotalTime = 0;\n\n // Add performance mark for debugging in dev tools\n if (typeof performance !== 'undefined' && performance.mark) {\n const markName = `Dashboard Profile Start: ${name}`;\n performance.mark(markName);\n }\n\n // Log profile start in structured format\n writeSceneLogStyled(\n 'SceneRenderProfiler',\n `Profile started[${force ? 'forced' : 'clean'}]`,\n 'color: #FFCC00; font-weight: bold;'\n );\n writeSceneLog('', ` ├─ Origin: ${this.#profileInProgress?.origin || 'unknown'}`);\n writeSceneLog('', ` └─ Timestamp: ${this.#profileStartTs.toFixed(1)}ms`);\n\n // Start long frame detection with callback\n this.#longFrameDetector.start((event: LongFrameEvent) => {\n // Only record long frames during active profiling\n if (!this.#profileInProgress || !this.#profileStartTs) {\n return;\n }\n\n // Only record frames that occur after profile started\n if (event.timestamp < this.#profileStartTs) {\n return;\n }\n\n this.#longFramesCount++;\n this.#longFramesTotalTime += event.duration;\n });\n }\n\n private recordProfileTail(measurementStartTime: number, profileStartTs: number) {\n this.#trailAnimationFrameId = requestAnimationFrame(() =>\n this.measureTrailingFrames(measurementStartTime, measurementStartTime, profileStartTs)\n );\n }\n\n private measureTrailingFrames = (measurementStartTs: number, lastFrameTime: number, profileStartTs: number) => {\n const currentFrameTime = performance.now();\n const frameLength = currentFrameTime - lastFrameTime;\n\n this.#recordedTrailingSpans.push(frameLength);\n\n if (currentFrameTime - measurementStartTs! < POST_STORM_WINDOW) {\n if (this.#profileInProgress) {\n this.#trailAnimationFrameId = requestAnimationFrame(() =>\n this.measureTrailingFrames(measurementStartTs, currentFrameTime, profileStartTs)\n );\n }\n } else {\n const slowFrames = processRecordedSpans(this.#recordedTrailingSpans);\n const slowFramesTime = slowFrames.reduce((acc, val) => acc + val, 0);\n\n // Log tail recording in structured format\n writeSceneLog(\n 'SceneRenderProfiler',\n `Profile tail recorded - Slow frames: ${slowFramesTime.toFixed(1)}ms (${slowFrames.length} frames)`\n );\n writeSceneLog('', ` ├─ Origin: ${this.#profileInProgress?.origin || 'unknown'}`);\n writeSceneLog('', ` └─ Crumbs:`, this.#profileInProgress?.crumbs || []);\n\n this.#recordedTrailingSpans = [];\n\n const profileDuration = measurementStartTs - profileStartTs;\n\n // Add performance marks for debugging in dev tools\n if (typeof performance !== 'undefined' && performance.mark) {\n const profileName = this.#profileInProgress?.origin || 'unknown';\n const totalTime = profileDuration + slowFramesTime;\n\n // Mark profile completion\n performance.mark(`Dashboard Profile End: ${profileName}`);\n\n // Add measure from start to end if possible\n const startMarkName = `Dashboard Profile Start: ${profileName}`;\n try {\n performance.measure(\n `Dashboard Profile: ${profileName} (${totalTime.toFixed(1)}ms)`,\n startMarkName,\n `Dashboard Profile End: ${profileName}`\n );\n } catch {\n // Start mark might not exist, create a simple end mark\n performance.mark(`Dashboard Profile Complete: ${profileName} (${totalTime.toFixed(1)}ms)`);\n }\n\n // Add measurements for slow frame details if significant\n if (slowFrames.length > 0) {\n const slowFramesMarkName = `Slow Frames Summary: ${slowFrames.length} frames (${slowFramesTime.toFixed(\n 1\n )}ms)`;\n performance.mark(slowFramesMarkName);\n\n // Create individual measurements for each slow frame during tail\n slowFrames.forEach((frameTime, index) => {\n if (frameTime > 16) {\n // Only measure frames slower than 16ms (60fps)\n try {\n const frameStartTime =\n this.#profileStartTs! +\n profileDuration +\n (index > 0 ? slowFrames.slice(0, index).reduce((sum, t) => sum + t, 0) : 0);\n const frameId = `slow-frame-${index}`;\n const frameStartMark = `${frameId}-start`;\n const frameEndMark = `${frameId}-end`;\n\n performance.mark(frameStartMark, { startTime: frameStartTime });\n performance.mark(frameEndMark, { startTime: frameStartTime + frameTime });\n performance.measure(`Slow Frame ${index + 1}: ${frameTime.toFixed(1)}ms`, frameStartMark, frameEndMark);\n } catch {\n // Fallback if startTime not supported\n performance.mark(`Slow Frame ${index + 1}: ${frameTime.toFixed(1)}ms`);\n }\n }\n });\n }\n }\n\n // Log performance summary in a structured format\n const completionTimestamp = performance.now();\n writeSceneLog('SceneRenderProfiler', 'Profile completed');\n writeSceneLog('', ` ├─ Timestamp: ${completionTimestamp.toFixed(1)}ms`);\n writeSceneLog('', ` ├─ Total time: ${(profileDuration + slowFramesTime).toFixed(1)}ms`);\n writeSceneLog('', ` ├─ Slow frames: ${slowFramesTime}ms (${slowFrames.length} frames)`);\n writeSceneLog('', ` └─ Long frames: ${this.#longFramesTotalTime}ms (${this.#longFramesCount} frames)`);\n\n // Stop long frame detection now that the profile is complete\n this.#longFrameDetector.stop();\n writeSceneLogStyled(\n 'SceneRenderProfiler',\n `Stopped long frame detection - profile complete at ${completionTimestamp.toFixed(1)}ms`,\n 'color: #00CC00; font-weight: bold;'\n );\n\n this.#trailAnimationFrameId = null;\n\n const profileEndTs = profileStartTs + profileDuration + slowFramesTime;\n\n // Guard against race condition where profile might be cancelled during execution\n if (!this.#profileInProgress) {\n return;\n }\n\n performance.measure(`DashboardInteraction ${this.#profileInProgress.origin}`, {\n start: profileStartTs,\n end: profileEndTs,\n });\n\n const networkDuration = captureNetwork(profileStartTs, profileEndTs);\n\n if (this.queryController?.state.onProfileComplete && this.#profileInProgress) {\n this.queryController.state.onProfileComplete({\n origin: this.#profileInProgress.origin,\n crumbs: this.#profileInProgress.crumbs,\n duration: profileDuration + slowFramesTime,\n networkDuration,\n startTs: profileStartTs,\n endTs: profileEndTs,\n longFramesCount: this.#longFramesCount,\n longFramesTotalTime: this.#longFramesTotalTime,\n // @ts-ignore\n jsHeapSizeLimit: performance.memory ? performance.memory.jsHeapSizeLimit : 0,\n // @ts-ignore\n usedJSHeapSize: performance.memory ? performance.memory.usedJSHeapSize : 0,\n // @ts-ignore\n totalJSHeapSize: performance.memory ? performance.memory.totalJSHeapSize : 0,\n });\n\n this.#profileInProgress = null;\n this.#trailAnimationFrameId = null;\n }\n // @ts-ignore\n if (window.__runs) {\n // @ts-ignore\n window.__runs += `${Date.now()}, ${profileDuration + slowFramesTime}\\n`;\n } else {\n // @ts-ignore\n window.__runs = `${Date.now()}, ${profileDuration + slowFramesTime}\\n`;\n }\n }\n };\n\n public tryCompletingProfile() {\n if (!this.#profileInProgress) {\n return;\n }\n\n writeSceneLog('SceneRenderProfiler', 'Trying to complete profile', this.#profileInProgress);\n if (this.queryController?.runningQueriesCount() === 0 && this.#profileInProgress) {\n writeSceneLog('SceneRenderProfiler', 'All queries completed, starting tail measurement');\n // Note: Long frame detector continues running during tail measurement\n // It will be stopped when the profile completely finishes\n this.recordProfileTail(performance.now(), this.#profileStartTs!);\n }\n }\n\n public isTailRecording() {\n return Boolean(this.#trailAnimationFrameId);\n }\n\n public cancelTailRecording() {\n if (this.#trailAnimationFrameId) {\n cancelAnimationFrame(this.#trailAnimationFrameId);\n this.#trailAnimationFrameId = null;\n writeSceneLog('SceneRenderProfiler', 'Cancelled recording frames, new profile started');\n }\n }\n\n // cancel profile\n public cancelProfile() {\n if (this.#profileInProgress) {\n writeSceneLog('SceneRenderProfiler', 'Cancelling profile', this.#profileInProgress);\n this.#profileInProgress = null;\n // Cancel any pending animation frame to prevent accessing null profileInProgress\n if (this.#trailAnimationFrameId) {\n cancelAnimationFrame(this.#trailAnimationFrameId);\n this.#trailAnimationFrameId = null;\n }\n // Stop long frame tracking\n this.#longFrameDetector.stop();\n writeSceneLog('SceneRenderProfiler', 'Stopped long frame detection - profile cancelled');\n // Reset recorded spans to ensure complete cleanup\n this.#recordedTrailingSpans = [];\n this.#longFramesCount = 0;\n this.#longFramesTotalTime = 0;\n }\n }\n\n public addCrumb(crumb: string) {\n if (this.#profileInProgress) {\n writeSceneLog('SceneRenderProfiler', 'Adding crumb:', crumb);\n this.#profileInProgress.crumbs.push(crumb);\n }\n }\n}\n\nexport function processRecordedSpans(spans: number[]) {\n // identify last span in spans that's bigger than default threshold\n for (let i = spans.length - 1; i >= 0; i--) {\n if (spans[i] > DEFAULT_LONG_FRAME_THRESHOLD) {\n return spans.slice(0, i + 1);\n }\n }\n return [spans[0]];\n}\n\nexport function captureNetwork(startTs: number, endTs: number) {\n const entries = performance.getEntriesByType('resource') as PerformanceResourceTiming[];\n performance.clearResourceTimings();\n // Only include network entries that both started AND ended within the time window\n const networkEntries = entries.filter(\n (entry) =>\n entry.startTime >= startTs &&\n entry.startTime <= endTs &&\n entry.responseEnd >= startTs &&\n entry.responseEnd <= endTs\n );\n for (const entry of networkEntries) {\n performance.measure('Network entry ' + entry.name, {\n start: entry.startTime,\n end: entry.responseEnd,\n });\n }\n\n return calculateNetworkTime(networkEntries);\n}\n\n// Will calculate total time spent on Network\nexport function calculateNetworkTime(requests: PerformanceResourceTiming[]): number {\n if (requests.length === 0) {\n return 0;\n }\n\n // Step 1: Sort the requests by startTs\n requests.sort((a, b) => a.startTime - b.startTime);\n\n // Step 2: Initialize variables\n let totalNetworkTime = 0;\n let currentStart = requests[0].startTime;\n let currentEnd = requests[0].responseEnd;\n\n // Step 3: Iterate through the sorted list and merge overlapping intervals\n for (let i = 1; i < requests.length; i++) {\n if (requests[i].startTime <= currentEnd) {\n // Overlapping intervals, merge them\n currentEnd = Math.max(currentEnd, requests[i].responseEnd);\n } else {\n // Non-overlapping interval, add the duration to total time\n totalNetworkTime += currentEnd - currentStart;\n\n // Update current interval\n currentStart = requests[i].startTime;\n currentEnd = requests[i].responseEnd;\n }\n }\n\n // Step 4: Add the last interval\n totalNetworkTime += currentEnd - currentStart;\n\n return totalNetworkTime;\n}\n\nexport const REFRESH_INTERACTION = 'refresh';\nexport const TIME_RANGE_CHANGE_INTERACTION = 'time_range_change';\nexport const FILTER_ADDED_INTERACTION = 'filter_added';\nexport const FILTER_REMOVED_INTERACTION = 'filter_removed';\nexport const FILTER_CHANGED_INTERACTION = 'filter_changed';\nexport const FILTER_RESTORED_INTERACTION = 'filter_restored';\nexport const VARIABLE_VALUE_CHANGED_INTERACTION = 'variable_value_changed';\nexport const SCOPES_CHANGED_INTERACTION = 'scopes_changed';\nexport const ADHOC_KEYS_DROPDOWN_INTERACTION = 'adhoc_keys_dropdown';\nexport const ADHOC_VALUES_DROPDOWN_INTERACTION = 'adhoc_values_dropdown';\nexport const GROUPBY_DIMENSIONS_INTERACTION = 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1
+ {"version":3,"file":"SceneRenderProfiler.js","sources":["../../../src/behaviors/SceneRenderProfiler.ts"],"sourcesContent":["import { writeSceneLog, writeSceneLogStyled } from '../utils/writeSceneLog';\nimport { SceneQueryControllerLike, LongFrameEvent, SceneComponentInteractionEvent } from './types';\nimport { LongFrameDetector } from './LongFrameDetector';\n\nconst POST_STORM_WINDOW = 2000; // Time after last query to observe slow frames\nconst DEFAULT_LONG_FRAME_THRESHOLD = 30; // Threshold for tail recording slow frames\nconst TAB_INACTIVE_THRESHOLD = 1000; // Tab inactive threshold in ms\n\n/**\n * SceneRenderProfiler tracks dashboard interaction performance including:\n * - Total interaction duration\n * - Network time\n * - Long frame detection (50ms threshold) during interaction using LoAF API (default) or manual tracking (fallback)\n * - Slow frame detection (30ms threshold) for tail recording after interaction\n *\n * Long frame detection during interaction:\n * - 50ms threshold aligned with LoAF API default\n * - LoAF API preferred (Chrome 123+) with manual fallback\n * - Provides script attribution when using LoAF API\n *\n * Slow frame detection for tail recording:\n * - 30ms threshold for post-interaction monitoring\n * - Manual frame timing measurement\n * - Captures rendering delays after user interaction completes\n */\n\nexport class SceneRenderProfiler {\n #profileInProgress: {\n // Profile origin, i.e. scene refresh picker\n origin: string;\n crumbs: string[];\n } | null = null;\n\n #interactionInProgress: {\n interaction: string;\n startTs: number;\n } | null = null;\n\n #profileStartTs: number | null = null;\n #trailAnimationFrameId: number | null = null;\n\n // Will keep measured lengths trailing frames\n #recordedTrailingSpans: number[] = [];\n\n // Long frame tracking\n #longFrameDetector: LongFrameDetector;\n #longFramesCount = 0;\n #longFramesTotalTime = 0;\n\n #visibilityChangeHandler: (() => void) | null = null;\n #onInteractionComplete: ((event: SceneComponentInteractionEvent) => void) | null = null;\n\n public constructor(private queryController?: SceneQueryControllerLike) {\n this.#longFrameDetector = new LongFrameDetector();\n this.setupVisibilityChangeHandler();\n this.#interactionInProgress = null;\n }\n\n public setQueryController(queryController: SceneQueryControllerLike) {\n this.queryController = queryController;\n }\n\n public setInteractionCompleteHandler(handler?: (event: SceneComponentInteractionEvent) => void) {\n this.#onInteractionComplete = handler ?? null;\n }\n\n private setupVisibilityChangeHandler() {\n // Ensure event listener is only added once\n if (this.#visibilityChangeHandler) {\n return;\n }\n\n // Handle tab switching with Page Visibility API\n this.#visibilityChangeHandler = () => {\n if (document.hidden && this.#profileInProgress) {\n writeSceneLog('SceneRenderProfiler', 'Tab became inactive, cancelling profile');\n this.cancelProfile();\n }\n };\n\n if (typeof document !== 'undefined') {\n document.addEventListener('visibilitychange', this.#visibilityChangeHandler);\n }\n }\n\n public cleanup() {\n // Remove event listener to prevent memory leaks\n if (this.#visibilityChangeHandler && typeof document !== 'undefined') {\n document.removeEventListener('visibilitychange', this.#visibilityChangeHandler);\n this.#visibilityChangeHandler = null;\n }\n\n // Cleanup long frame tracking\n this.#longFrameDetector.stop();\n\n // Cancel any ongoing profiling\n this.cancelProfile();\n }\n\n public startProfile(name: string) {\n // Only start profile if tab is active. This makes sure we don't start a profile when i.e. someone opens a dashboard in a new tab\n // and doesn't interact with it.\n if (document.hidden) {\n writeSceneLog('SceneRenderProfiler', 'Tab is inactive, skipping profile', name);\n return;\n }\n\n if (this.#profileInProgress) {\n if (this.#trailAnimationFrameId) {\n this.cancelProfile();\n this._startNewProfile(name, true);\n } else {\n this.addCrumb(name);\n }\n } else {\n this._startNewProfile(name);\n }\n }\n\n public startInteraction(interaction: string) {\n // Cancel any existing interaction recording\n if (this.#interactionInProgress) {\n writeSceneLog('profile', 'Cancelled interaction:', this.#interactionInProgress);\n this.#interactionInProgress = null;\n }\n\n this.#interactionInProgress = {\n interaction,\n startTs: performance.now(),\n };\n\n writeSceneLog('SceneRenderProfiler', 'Started interaction:', interaction);\n }\n\n public stopInteraction() {\n if (!this.#interactionInProgress) {\n return;\n }\n\n const endTs = performance.now();\n const interactionDuration = endTs - this.#interactionInProgress.startTs;\n\n // Capture network requests that occurred during the interaction\n const networkDuration = captureNetwork(this.#interactionInProgress.startTs, endTs);\n\n writeSceneLog('SceneRenderProfiler', 'Completed interaction:');\n writeSceneLog('', ` ├─ Total time: ${interactionDuration.toFixed(1)}ms`);\n writeSceneLog('', ` ├─ Network duration: ${networkDuration.toFixed(1)}ms`);\n writeSceneLog('', ` ├─ StartTs: ${this.#interactionInProgress.startTs.toFixed(1)}ms`);\n writeSceneLog('', ` └─ EndTs: ${endTs.toFixed(1)}ms`);\n\n if (this.#onInteractionComplete && this.#profileInProgress) {\n this.#onInteractionComplete({\n origin: this.#interactionInProgress.interaction,\n duration: interactionDuration,\n networkDuration,\n startTs: this.#interactionInProgress.startTs,\n endTs,\n });\n }\n\n // Create performance marks for browser dev tools\n performance.mark(`${this.#interactionInProgress.interaction}_start`, {\n startTime: this.#interactionInProgress.startTs,\n });\n performance.mark(`${this.#interactionInProgress.interaction}_end`, {\n startTime: endTs,\n });\n performance.measure(\n `Interaction_${this.#interactionInProgress.interaction}`,\n `${this.#interactionInProgress.interaction}_start`,\n `${this.#interactionInProgress.interaction}_end`\n );\n\n this.#interactionInProgress = null;\n }\n\n public getCurrentInteraction(): string | null {\n return this.#interactionInProgress?.interaction ?? null;\n }\n\n /**\n * Starts a new profile for performance measurement.\n *\n * @param name - The origin/trigger of the profile (e.g., 'time_range_change', 'variable_value_changed')\n * @param force - Whether this is a \"forced\" profile (true) or \"clean\" profile (false)\n * - \"forced\": Started by canceling an existing profile that was recording trailing frames\n * This happens when a new user interaction occurs before the previous one\n * finished measuring its performance impact\n * - \"clean\": Started when no profile is currently active\n */\n private _startNewProfile(name: string, force = false) {\n this.#profileInProgress = { origin: name, crumbs: [] };\n this.#profileStartTs = performance.now();\n this.#longFramesCount = 0;\n this.#longFramesTotalTime = 0;\n\n // Add performance mark for debugging in dev tools\n if (typeof performance !== 'undefined' && performance.mark) {\n const markName = `Dashboard Profile Start: ${name}`;\n performance.mark(markName);\n }\n\n // Log profile start in structured format\n writeSceneLogStyled(\n 'SceneRenderProfiler',\n `Profile started[${force ? 'forced' : 'clean'}]`,\n 'color: #FFCC00; font-weight: bold;'\n );\n writeSceneLog('', ` ├─ Origin: ${this.#profileInProgress?.origin || 'unknown'}`);\n writeSceneLog('', ` └─ Timestamp: ${this.#profileStartTs.toFixed(1)}ms`);\n\n // Start long frame detection with callback\n this.#longFrameDetector.start((event: LongFrameEvent) => {\n // Only record long frames during active profiling\n if (!this.#profileInProgress || !this.#profileStartTs) {\n return;\n }\n\n // Only record frames that occur after profile started\n if (event.timestamp < this.#profileStartTs) {\n return;\n }\n\n this.#longFramesCount++;\n this.#longFramesTotalTime += event.duration;\n });\n }\n\n private recordProfileTail(measurementStartTime: number, profileStartTs: number) {\n this.#trailAnimationFrameId = requestAnimationFrame(() =>\n this.measureTrailingFrames(measurementStartTime, measurementStartTime, profileStartTs)\n );\n }\n\n private measureTrailingFrames = (measurementStartTs: number, lastFrameTime: number, profileStartTs: number) => {\n const currentFrameTime = performance.now();\n const frameLength = currentFrameTime - lastFrameTime;\n\n // Fallback: Detect if tab was inactive (frame longer than reasonable threshold)\n // This serves as backup to Page Visibility API in case the event wasn't triggered\n if (frameLength > TAB_INACTIVE_THRESHOLD) {\n writeSceneLog('SceneRenderProfiler', 'Tab was inactive, cancelling profile measurement');\n this.cancelProfile();\n return;\n }\n\n this.#recordedTrailingSpans.push(frameLength);\n\n if (currentFrameTime - measurementStartTs! < POST_STORM_WINDOW) {\n if (this.#profileInProgress) {\n this.#trailAnimationFrameId = requestAnimationFrame(() =>\n this.measureTrailingFrames(measurementStartTs, currentFrameTime, profileStartTs)\n );\n }\n } else {\n const slowFrames = processRecordedSpans(this.#recordedTrailingSpans);\n const slowFramesTime = slowFrames.reduce((acc, val) => acc + val, 0);\n\n // Log tail recording in structured format\n writeSceneLog(\n 'SceneRenderProfiler',\n `Profile tail recorded - Slow frames: ${slowFramesTime.toFixed(1)}ms (${slowFrames.length} frames)`\n );\n writeSceneLog('', ` ├─ Origin: ${this.#profileInProgress?.origin || 'unknown'}`);\n writeSceneLog('', ` └─ Crumbs:`, this.#profileInProgress?.crumbs || []);\n\n this.#recordedTrailingSpans = [];\n\n const profileDuration = measurementStartTs - profileStartTs;\n\n // Add performance marks for debugging in dev tools\n if (typeof performance !== 'undefined' && performance.mark) {\n const profileName = this.#profileInProgress?.origin || 'unknown';\n const totalTime = profileDuration + slowFramesTime;\n\n // Mark profile completion\n performance.mark(`Dashboard Profile End: ${profileName}`);\n\n // Add measure from start to end if possible\n const startMarkName = `Dashboard Profile Start: ${profileName}`;\n try {\n performance.measure(\n `Dashboard Profile: ${profileName} (${totalTime.toFixed(1)}ms)`,\n startMarkName,\n `Dashboard Profile End: ${profileName}`\n );\n } catch {\n // Start mark might not exist, create a simple end mark\n performance.mark(`Dashboard Profile Complete: ${profileName} (${totalTime.toFixed(1)}ms)`);\n }\n\n // Add measurements for slow frame details if significant\n if (slowFrames.length > 0) {\n const slowFramesMarkName = `Slow Frames Summary: ${slowFrames.length} frames (${slowFramesTime.toFixed(\n 1\n )}ms)`;\n performance.mark(slowFramesMarkName);\n\n // Create individual measurements for each slow frame during tail\n slowFrames.forEach((frameTime, index) => {\n if (frameTime > 16) {\n // Only measure frames slower than 16ms (60fps)\n try {\n const frameStartTime =\n this.#profileStartTs! +\n profileDuration +\n (index > 0 ? slowFrames.slice(0, index).reduce((sum, t) => sum + t, 0) : 0);\n const frameId = `slow-frame-${index}`;\n const frameStartMark = `${frameId}-start`;\n const frameEndMark = `${frameId}-end`;\n\n performance.mark(frameStartMark, { startTime: frameStartTime });\n performance.mark(frameEndMark, { startTime: frameStartTime + frameTime });\n performance.measure(`Slow Frame ${index + 1}: ${frameTime.toFixed(1)}ms`, frameStartMark, frameEndMark);\n } catch {\n // Fallback if startTime not supported\n performance.mark(`Slow Frame ${index + 1}: ${frameTime.toFixed(1)}ms`);\n }\n }\n });\n }\n }\n\n // Log performance summary in a structured format\n const completionTimestamp = performance.now();\n writeSceneLog('SceneRenderProfiler', 'Profile completed');\n writeSceneLog('', ` ├─ Timestamp: ${completionTimestamp.toFixed(1)}ms`);\n writeSceneLog('', ` ├─ Total time: ${(profileDuration + slowFramesTime).toFixed(1)}ms`);\n writeSceneLog('', ` ├─ Slow frames: ${slowFramesTime}ms (${slowFrames.length} frames)`);\n writeSceneLog('', ` └─ Long frames: ${this.#longFramesTotalTime}ms (${this.#longFramesCount} frames)`);\n\n // Stop long frame detection now that the profile is complete\n this.#longFrameDetector.stop();\n writeSceneLogStyled(\n 'SceneRenderProfiler',\n `Stopped long frame detection - profile complete at ${completionTimestamp.toFixed(1)}ms`,\n 'color: #00CC00; font-weight: bold;'\n );\n\n this.#trailAnimationFrameId = null;\n\n const profileEndTs = profileStartTs + profileDuration + slowFramesTime;\n\n // Guard against race condition where profile might be cancelled during execution\n if (!this.#profileInProgress) {\n return;\n }\n\n performance.measure(`DashboardInteraction ${this.#profileInProgress.origin}`, {\n start: profileStartTs,\n end: profileEndTs,\n });\n\n const networkDuration = captureNetwork(profileStartTs, profileEndTs);\n\n if (this.queryController?.state.onProfileComplete && this.#profileInProgress) {\n this.queryController.state.onProfileComplete({\n origin: this.#profileInProgress.origin,\n crumbs: this.#profileInProgress.crumbs,\n duration: profileDuration + slowFramesTime,\n networkDuration,\n startTs: profileStartTs,\n endTs: profileEndTs,\n longFramesCount: this.#longFramesCount,\n longFramesTotalTime: this.#longFramesTotalTime,\n // @ts-ignore\n jsHeapSizeLimit: performance.memory ? performance.memory.jsHeapSizeLimit : 0,\n // @ts-ignore\n usedJSHeapSize: performance.memory ? performance.memory.usedJSHeapSize : 0,\n // @ts-ignore\n totalJSHeapSize: performance.memory ? performance.memory.totalJSHeapSize : 0,\n });\n\n this.#profileInProgress = null;\n this.#trailAnimationFrameId = null;\n }\n // @ts-ignore\n if (window.__runs) {\n // @ts-ignore\n window.__runs += `${Date.now()}, ${profileDuration + slowFramesTime}\\n`;\n } else {\n // @ts-ignore\n window.__runs = `${Date.now()}, ${profileDuration + slowFramesTime}\\n`;\n }\n }\n };\n\n public tryCompletingProfile() {\n if (!this.#profileInProgress) {\n return;\n }\n\n writeSceneLog('SceneRenderProfiler', 'Trying to complete profile', this.#profileInProgress);\n if (this.queryController?.runningQueriesCount() === 0 && this.#profileInProgress) {\n writeSceneLog('SceneRenderProfiler', 'All queries completed, starting tail measurement');\n // Note: Long frame detector continues running during tail measurement\n // It will be stopped when the profile completely finishes\n this.recordProfileTail(performance.now(), this.#profileStartTs!);\n }\n }\n\n public isTailRecording() {\n return Boolean(this.#trailAnimationFrameId);\n }\n\n public cancelTailRecording() {\n if (this.#trailAnimationFrameId) {\n cancelAnimationFrame(this.#trailAnimationFrameId);\n this.#trailAnimationFrameId = null;\n writeSceneLog('SceneRenderProfiler', 'Cancelled recording frames, new profile started');\n }\n }\n\n // cancel profile\n public cancelProfile() {\n if (this.#profileInProgress) {\n writeSceneLog('SceneRenderProfiler', 'Cancelling profile', this.#profileInProgress);\n this.#profileInProgress = null;\n // Cancel any pending animation frame to prevent accessing null profileInProgress\n if (this.#trailAnimationFrameId) {\n cancelAnimationFrame(this.#trailAnimationFrameId);\n this.#trailAnimationFrameId = null;\n }\n // Stop long frame tracking\n this.#longFrameDetector.stop();\n writeSceneLog('SceneRenderProfiler', 'Stopped long frame detection - profile cancelled');\n // Reset recorded spans to ensure complete cleanup\n this.#recordedTrailingSpans = [];\n this.#longFramesCount = 0;\n this.#longFramesTotalTime = 0;\n }\n }\n\n public addCrumb(crumb: string) {\n if (this.#profileInProgress) {\n writeSceneLog('SceneRenderProfiler', 'Adding crumb:', crumb);\n this.#profileInProgress.crumbs.push(crumb);\n }\n }\n}\n\nexport function processRecordedSpans(spans: number[]) {\n // identify last span in spans that's bigger than default threshold\n for (let i = spans.length - 1; i >= 0; i--) {\n if (spans[i] > DEFAULT_LONG_FRAME_THRESHOLD) {\n return spans.slice(0, i + 1);\n }\n }\n return [spans[0]];\n}\n\nexport function captureNetwork(startTs: number, endTs: number) {\n const entries = performance.getEntriesByType('resource') as PerformanceResourceTiming[];\n performance.clearResourceTimings();\n // Only include network entries that both started AND ended within the time window\n const networkEntries = entries.filter(\n (entry) =>\n entry.startTime >= startTs &&\n entry.startTime <= endTs &&\n entry.responseEnd >= startTs &&\n entry.responseEnd <= endTs\n );\n for (const entry of networkEntries) {\n performance.measure('Network entry ' + entry.name, {\n start: entry.startTime,\n end: entry.responseEnd,\n });\n }\n\n return calculateNetworkTime(networkEntries);\n}\n\n// Will calculate total time spent on Network\nexport function calculateNetworkTime(requests: PerformanceResourceTiming[]): number {\n if (requests.length === 0) {\n return 0;\n }\n\n // Step 1: Sort the requests by startTs\n requests.sort((a, b) => a.startTime - b.startTime);\n\n // Step 2: Initialize variables\n let totalNetworkTime = 0;\n let currentStart = requests[0].startTime;\n let currentEnd = requests[0].responseEnd;\n\n // Step 3: Iterate through the sorted list and merge overlapping intervals\n for (let i = 1; i < requests.length; i++) {\n if (requests[i].startTime <= currentEnd) {\n // Overlapping intervals, merge them\n currentEnd = Math.max(currentEnd, requests[i].responseEnd);\n } else {\n // Non-overlapping interval, add the duration to total time\n totalNetworkTime += currentEnd - currentStart;\n\n // Update current interval\n currentStart = requests[i].startTime;\n currentEnd = requests[i].responseEnd;\n }\n }\n\n // Step 4: Add the last interval\n totalNetworkTime += currentEnd - currentStart;\n\n return totalNetworkTime;\n}\n\nexport const REFRESH_INTERACTION = 'refresh';\nexport const TIME_RANGE_CHANGE_INTERACTION = 'time_range_change';\nexport const FILTER_ADDED_INTERACTION = 'filter_added';\nexport const FILTER_REMOVED_INTERACTION = 'filter_removed';\nexport const FILTER_CHANGED_INTERACTION = 'filter_changed';\nexport const FILTER_RESTORED_INTERACTION = 'filter_restored';\nexport const VARIABLE_VALUE_CHANGED_INTERACTION = 'variable_value_changed';\nexport const SCOPES_CHANGED_INTERACTION = 'scopes_changed';\nexport const ADHOC_KEYS_DROPDOWN_INTERACTION = 'adhoc_keys_dropdown';\nexport const ADHOC_VALUES_DROPDOWN_INTERACTION = 'adhoc_values_dropdown';\nexport const GROUPBY_DIMENSIONS_INTERACTION = 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@@ -254,8 +254,8 @@ const _SceneGridLayout = class _SceneGridLayout extends SceneObjectBase {
254
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  const size = child.state;
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  let x = (_a = size.x) != null ? _a : 0;
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  let y = (_b = size.y) != null ? _b : 0;
257
- const w = Number.isInteger(Number(size.width)) ? Number(size.width) : DEFAULT_PANEL_SPAN;
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- const h = Number.isInteger(Number(size.height)) ? Number(size.height) : DEFAULT_PANEL_SPAN;
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+ const w = Number.isFinite(Number(size.width)) ? Number(size.width) : DEFAULT_PANEL_SPAN;
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+ const h = Number.isFinite(Number(size.height)) ? Number(size.height) : DEFAULT_PANEL_SPAN;
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  let isDraggable = child.state.isDraggable;
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  let isResizable = child.state.isResizable;
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  if (child instanceof SceneGridRow) {
@@ -1 +1 @@
1
- {"version":3,"file":"SceneGridLayout.js","sources":["../../../../../src/components/layout/grid/SceneGridLayout.tsx"],"sourcesContent":["import { PointerEvent } from 'react';\nimport ReactGridLayout from 'react-grid-layout';\n\nimport { SceneObjectBase } from '../../../core/SceneObjectBase';\nimport { SceneLayout, SceneObjectState } from '../../../core/types';\nimport { DEFAULT_PANEL_SPAN } from './constants';\nimport { isSceneGridRow } from './SceneGridItem';\nimport { SceneGridLayoutRenderer } from './SceneGridLayoutRenderer';\n\nimport { SceneGridRow } from './SceneGridRow';\nimport { SceneGridItemLike, SceneGridItemPlacement, SceneGridLayoutDragStartEvent } from './types';\nimport { fitPanelsInHeight } from './utils';\nimport { VizPanel } from '../../VizPanel/VizPanel';\nimport { isRepeatCloneOrChildOf } from '../../../utils/utils';\n\ninterface SceneGridLayoutState extends SceneObjectState {\n /**\n * Turn on or off dragging for all items. Individual items can still disabled via isDraggable property\n **/\n isDraggable?: boolean;\n /** Enable or disable item resizing */\n isResizable?: boolean;\n isLazy?: boolean;\n /**\n * Fit panels to height of the grid. This will scale down the panels vertically to fit available height.\n * The row height is not changed, only the y position and height of the panels.\n * UNSAFE: This feature is experimental and it might change in the future.\n */\n UNSAFE_fitPanels?: boolean;\n children: SceneGridItemLike[];\n}\n\nexport class SceneGridLayout extends SceneObjectBase<SceneGridLayoutState> implements SceneLayout {\n public static Component = SceneGridLayoutRenderer;\n\n private _skipOnLayoutChange = false;\n private _oldLayout: ReactGridLayout.Layout[] = [];\n private _loadOldLayout = false;\n\n public constructor(state: SceneGridLayoutState) {\n super({\n ...state,\n children: sortChildrenByPosition(state.children),\n });\n }\n\n /**\n * SceneLayout interface. Used for example by VizPanelRenderer\n */\n public isDraggable(): boolean {\n return this.state.isDraggable ?? false;\n }\n\n public getDragClass() {\n return `grid-drag-handle-${this.state.key}`;\n }\n\n public getDragClassCancel() {\n return `grid-drag-cancel`;\n }\n\n public getDragHooks() {\n return {\n onDragStart: (evt: PointerEvent, panel: VizPanel) => {\n this.publishEvent(new SceneGridLayoutDragStartEvent({ evt, panel }), true);\n },\n };\n }\n\n public adjustYPositions(after: number, amount: number) {\n for (const child of this.state.children) {\n if (child.state.y! > after) {\n child.setState({ y: child.state.y! + amount });\n }\n if (child instanceof SceneGridRow) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.y! > after) {\n rowChild.setState({ y: rowChild.state.y! + amount });\n }\n }\n }\n }\n }\n\n public toggleRow(row: SceneGridRow) {\n const isCollapsed = row.state.isCollapsed;\n\n if (!isCollapsed) {\n row.setState({ isCollapsed: true });\n // To force re-render\n this.setState({});\n return;\n }\n\n const rowChildren = row.state.children;\n\n if (rowChildren.length === 0) {\n row.setState({ isCollapsed: false });\n this.setState({});\n return;\n }\n\n // Ok we are expanding row. We need to update row children y pos (incase they are incorrect) and push items below down\n // Code copied from DashboardModel toggleRow()\n\n const rowY = row.state.y!;\n const firstPanelYPos = rowChildren[0].state.y ?? rowY;\n const yDiff = firstPanelYPos - (rowY + 1);\n\n // y max will represent the bottom y pos after all panels have been added\n // needed to know home much panels below should be pushed down\n let yMax = rowY;\n\n for (const panel of rowChildren) {\n // set the y gridPos if it wasn't already set\n const newSize = { ...panel.state };\n newSize.y = newSize.y ?? rowY;\n // make sure y is adjusted (in case row moved while collapsed)\n newSize.y -= yDiff;\n\n if (newSize.y! !== panel.state.y!) {\n panel.setState(newSize);\n }\n\n // update insert post and y max\n yMax = Math.max(yMax, Number(newSize.y!) + Number(newSize.height!));\n }\n\n const pushDownAmount = yMax - rowY - 1;\n\n // push panels below down\n for (const child of this.state.children) {\n if (child.state.y! > rowY) {\n this.pushChildDown(child, pushDownAmount);\n }\n\n if (isSceneGridRow(child) && child !== row) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.y! > rowY) {\n this.pushChildDown(rowChild, pushDownAmount);\n }\n }\n }\n }\n\n row.setState({ isCollapsed: false });\n // Trigger re-render\n this.setState({});\n }\n\n public ignoreLayoutChange(shouldIgnore: boolean) {\n this._skipOnLayoutChange = shouldIgnore;\n }\n\n public onLayoutChange = (layout: ReactGridLayout.Layout[]) => {\n if (this._skipOnLayoutChange) {\n // Layout has been updated by other RTL handler already\n this._skipOnLayoutChange = false;\n return;\n }\n\n // We replace with the old layout only if the current state is invalid\n if (this._loadOldLayout) {\n layout = [...this._oldLayout];\n this._loadOldLayout = false;\n }\n\n for (const item of layout) {\n const child = this.getSceneLayoutChild(item.i);\n\n const nextSize: SceneGridItemPlacement = {\n x: item.x,\n y: item.y,\n width: item.w,\n height: item.h,\n };\n\n if (!isItemSizeEqual(child.state, nextSize)) {\n child.setState({\n ...nextSize,\n });\n }\n }\n\n this.setState({ children: sortChildrenByPosition(this.state.children) });\n };\n\n /**\n * Will also scan row children and return child of the row\n */\n public getSceneLayoutChild(key: string): SceneGridItemLike {\n for (const child of this.state.children) {\n if (child.state.key === key) {\n return child;\n }\n\n if (child instanceof SceneGridRow) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.key === key) {\n return rowChild;\n }\n }\n }\n }\n\n throw new Error('Scene layout child not found for GridItem');\n }\n\n public onResizeStop: ReactGridLayout.ItemCallback = (_, o, n) => {\n const child = this.getSceneLayoutChild(n.i);\n child.setState({\n width: n.w,\n height: n.h,\n });\n };\n\n private pushChildDown(child: SceneGridItemLike, amount: number) {\n child.setState({\n y: child.state.y! + amount,\n });\n }\n\n /**\n * We assume the layout array is sorted according to y pos, and walk upwards until we find a row.\n * If it is collapsed there is no row to add it to. The default is then to return the SceneGridLayout itself\n */\n private findGridItemSceneParent(layout: ReactGridLayout.Layout[], startAt: number): SceneGridRow | SceneGridLayout {\n for (let i = startAt; i >= 0; i--) {\n const gridItem = layout[i];\n const sceneChild = this.getSceneLayoutChild(gridItem.i);\n\n if (sceneChild instanceof SceneGridRow) {\n // the closest row is collapsed return null\n if (sceneChild.state.isCollapsed) {\n return this;\n }\n\n return sceneChild;\n }\n }\n\n return this;\n }\n\n /**\n * Helper func to check if we are dropping a row in between panels of another row\n */\n private isRowDropValid(\n gridLayout: ReactGridLayout.Layout[],\n updatedItem: ReactGridLayout.Layout,\n indexOfUpdatedItem: number\n ): boolean {\n // if the row is dropped at the end of the dashboard grid layout, we accept this valid state\n if (gridLayout[gridLayout.length - 1].i === updatedItem.i) {\n return true;\n }\n\n // if the next child after the updated item is a scene grid row, then we are either at the top\n // of the dashboard, or between rows\n // if it's not a grid row, but it's parent is the layout, it means we are not in between a\n // rows children, so also valid state\n const nextSceneChild = this.getSceneLayoutChild(gridLayout[indexOfUpdatedItem + 1].i);\n if (nextSceneChild instanceof SceneGridRow) {\n return true;\n } else if (nextSceneChild.parent instanceof SceneGridLayout) {\n return true;\n }\n\n return false;\n }\n\n /**\n * This likely needs a slightly different approach. 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+ {"version":3,"file":"SceneGridLayout.js","sources":["../../../../../src/components/layout/grid/SceneGridLayout.tsx"],"sourcesContent":["import { PointerEvent } from 'react';\nimport ReactGridLayout from 'react-grid-layout';\n\nimport { SceneObjectBase } from '../../../core/SceneObjectBase';\nimport { SceneLayout, SceneObjectState } from '../../../core/types';\nimport { DEFAULT_PANEL_SPAN } from './constants';\nimport { isSceneGridRow } from './SceneGridItem';\nimport { SceneGridLayoutRenderer } from './SceneGridLayoutRenderer';\n\nimport { SceneGridRow } from './SceneGridRow';\nimport { SceneGridItemLike, SceneGridItemPlacement, SceneGridLayoutDragStartEvent } from './types';\nimport { fitPanelsInHeight } from './utils';\nimport { VizPanel } from '../../VizPanel/VizPanel';\nimport { isRepeatCloneOrChildOf } from '../../../utils/utils';\n\ninterface SceneGridLayoutState extends SceneObjectState {\n /**\n * Turn on or off dragging for all items. Individual items can still disabled via isDraggable property\n **/\n isDraggable?: boolean;\n /** Enable or disable item resizing */\n isResizable?: boolean;\n isLazy?: boolean;\n /**\n * Fit panels to height of the grid. This will scale down the panels vertically to fit available height.\n * The row height is not changed, only the y position and height of the panels.\n * UNSAFE: This feature is experimental and it might change in the future.\n */\n UNSAFE_fitPanels?: boolean;\n children: SceneGridItemLike[];\n}\n\nexport class SceneGridLayout extends SceneObjectBase<SceneGridLayoutState> implements SceneLayout {\n public static Component = SceneGridLayoutRenderer;\n\n private _skipOnLayoutChange = false;\n private _oldLayout: ReactGridLayout.Layout[] = [];\n private _loadOldLayout = false;\n\n public constructor(state: SceneGridLayoutState) {\n super({\n ...state,\n children: sortChildrenByPosition(state.children),\n });\n }\n\n /**\n * SceneLayout interface. Used for example by VizPanelRenderer\n */\n public isDraggable(): boolean {\n return this.state.isDraggable ?? false;\n }\n\n public getDragClass() {\n return `grid-drag-handle-${this.state.key}`;\n }\n\n public getDragClassCancel() {\n return `grid-drag-cancel`;\n }\n\n public getDragHooks() {\n return {\n onDragStart: (evt: PointerEvent, panel: VizPanel) => {\n this.publishEvent(new SceneGridLayoutDragStartEvent({ evt, panel }), true);\n },\n };\n }\n\n public adjustYPositions(after: number, amount: number) {\n for (const child of this.state.children) {\n if (child.state.y! > after) {\n child.setState({ y: child.state.y! + amount });\n }\n if (child instanceof SceneGridRow) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.y! > after) {\n rowChild.setState({ y: rowChild.state.y! + amount });\n }\n }\n }\n }\n }\n\n public toggleRow(row: SceneGridRow) {\n const isCollapsed = row.state.isCollapsed;\n\n if (!isCollapsed) {\n row.setState({ isCollapsed: true });\n // To force re-render\n this.setState({});\n return;\n }\n\n const rowChildren = row.state.children;\n\n if (rowChildren.length === 0) {\n row.setState({ isCollapsed: false });\n this.setState({});\n return;\n }\n\n // Ok we are expanding row. We need to update row children y pos (incase they are incorrect) and push items below down\n // Code copied from DashboardModel toggleRow()\n\n const rowY = row.state.y!;\n const firstPanelYPos = rowChildren[0].state.y ?? rowY;\n const yDiff = firstPanelYPos - (rowY + 1);\n\n // y max will represent the bottom y pos after all panels have been added\n // needed to know home much panels below should be pushed down\n let yMax = rowY;\n\n for (const panel of rowChildren) {\n // set the y gridPos if it wasn't already set\n const newSize = { ...panel.state };\n newSize.y = newSize.y ?? rowY;\n // make sure y is adjusted (in case row moved while collapsed)\n newSize.y -= yDiff;\n\n if (newSize.y! !== panel.state.y!) {\n panel.setState(newSize);\n }\n\n // update insert post and y max\n yMax = Math.max(yMax, Number(newSize.y!) + Number(newSize.height!));\n }\n\n const pushDownAmount = yMax - rowY - 1;\n\n // push panels below down\n for (const child of this.state.children) {\n if (child.state.y! > rowY) {\n this.pushChildDown(child, pushDownAmount);\n }\n\n if (isSceneGridRow(child) && child !== row) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.y! > rowY) {\n this.pushChildDown(rowChild, pushDownAmount);\n }\n }\n }\n }\n\n row.setState({ isCollapsed: false });\n // Trigger re-render\n this.setState({});\n }\n\n public ignoreLayoutChange(shouldIgnore: boolean) {\n this._skipOnLayoutChange = shouldIgnore;\n }\n\n public onLayoutChange = (layout: ReactGridLayout.Layout[]) => {\n if (this._skipOnLayoutChange) {\n // Layout has been updated by other RTL handler already\n this._skipOnLayoutChange = false;\n return;\n }\n\n // We replace with the old layout only if the current state is invalid\n if (this._loadOldLayout) {\n layout = [...this._oldLayout];\n this._loadOldLayout = false;\n }\n\n for (const item of layout) {\n const child = this.getSceneLayoutChild(item.i);\n\n const nextSize: SceneGridItemPlacement = {\n x: item.x,\n y: item.y,\n width: item.w,\n height: item.h,\n };\n\n if (!isItemSizeEqual(child.state, nextSize)) {\n child.setState({\n ...nextSize,\n });\n }\n }\n\n this.setState({ children: sortChildrenByPosition(this.state.children) });\n };\n\n /**\n * Will also scan row children and return child of the row\n */\n public getSceneLayoutChild(key: string): SceneGridItemLike {\n for (const child of this.state.children) {\n if (child.state.key === key) {\n return child;\n }\n\n if (child instanceof SceneGridRow) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.key === key) {\n return rowChild;\n }\n }\n }\n }\n\n throw new Error('Scene layout child not found for GridItem');\n }\n\n public onResizeStop: ReactGridLayout.ItemCallback = (_, o, n) => {\n const child = this.getSceneLayoutChild(n.i);\n child.setState({\n width: n.w,\n height: n.h,\n });\n };\n\n private pushChildDown(child: SceneGridItemLike, amount: number) {\n child.setState({\n y: child.state.y! + amount,\n });\n }\n\n /**\n * We assume the layout array is sorted according to y pos, and walk upwards until we find a row.\n * If it is collapsed there is no row to add it to. The default is then to return the SceneGridLayout itself\n */\n private findGridItemSceneParent(layout: ReactGridLayout.Layout[], startAt: number): SceneGridRow | SceneGridLayout {\n for (let i = startAt; i >= 0; i--) {\n const gridItem = layout[i];\n const sceneChild = this.getSceneLayoutChild(gridItem.i);\n\n if (sceneChild instanceof SceneGridRow) {\n // the closest row is collapsed return null\n if (sceneChild.state.isCollapsed) {\n return this;\n }\n\n return sceneChild;\n }\n }\n\n return this;\n }\n\n /**\n * Helper func to check if we are dropping a row in between panels of another row\n */\n private isRowDropValid(\n gridLayout: ReactGridLayout.Layout[],\n updatedItem: ReactGridLayout.Layout,\n indexOfUpdatedItem: number\n ): boolean {\n // if the row is dropped at the end of the dashboard grid layout, we accept this valid state\n if (gridLayout[gridLayout.length - 1].i === updatedItem.i) {\n return true;\n }\n\n // if the next child after the updated item is a scene grid row, then we are either at the top\n // of the dashboard, or between rows\n // if it's not a grid row, but it's parent is the layout, it means we are not in between a\n // rows children, so also valid state\n const nextSceneChild = this.getSceneLayoutChild(gridLayout[indexOfUpdatedItem + 1].i);\n if (nextSceneChild instanceof SceneGridRow) {\n return true;\n } else if (nextSceneChild.parent instanceof SceneGridLayout) {\n return true;\n }\n\n return false;\n }\n\n /**\n * This likely needs a slightly different approach. Where we clone or deactivate or and re-activate the moved child\n */\n public moveChildTo(child: SceneGridItemLike, target: SceneGridLayout | SceneGridRow) {\n const currentParent = child.parent!;\n let rootChildren = this.state.children;\n\n const newChild = child.clone({ key: child.state.key });\n\n // Remove from current parent row\n if (currentParent instanceof SceneGridRow) {\n const newRow = currentParent.clone();\n newRow.setState({\n children: newRow.state.children.filter((c) => c.state.key !== child.state.key),\n });\n\n // new children with new row\n rootChildren = rootChildren.map((c) => (c === currentParent ? newRow : c));\n\n // if target is also a row\n if (target instanceof SceneGridRow) {\n const targetRow = target.clone();\n targetRow.setState({ children: [...targetRow.state.children, newChild] });\n rootChildren = rootChildren.map((c) => (c === target ? targetRow : c));\n } else {\n // target is the main grid\n rootChildren = [...rootChildren, newChild];\n }\n } else {\n if (!(target instanceof SceneGridLayout)) {\n // current parent is the main grid remove it from there\n rootChildren = rootChildren.filter((c) => c.state.key !== child.state.key);\n // Clone the target row and add the child\n const targetRow = target.clone();\n targetRow.setState({ children: [...targetRow.state.children, newChild] });\n // Replace row with new row\n rootChildren = rootChildren.map((c) => (c === target ? targetRow : c));\n }\n }\n\n return rootChildren;\n }\n\n public onDragStart: ReactGridLayout.ItemCallback = (gridLayout) => {\n this._oldLayout = [...gridLayout];\n };\n\n public onDragStop: ReactGridLayout.ItemCallback = (gridLayout, o, updatedItem) => {\n const sceneChild = this.getSceneLayoutChild(updatedItem.i)!;\n\n // Need to resort the grid layout based on new position (needed to find the new parent)\n gridLayout = sortGridLayout(gridLayout);\n\n // Update the parent if the child if it has moved to a row or back to the grid\n const indexOfUpdatedItem = gridLayout.findIndex((item) => item.i === updatedItem.i);\n let newParent = this.findGridItemSceneParent(gridLayout, indexOfUpdatedItem - 1);\n let newChildren = this.state.children;\n\n // Update children positions if they have changed\n for (let i = 0; i < gridLayout.length; i++) {\n const gridItem = gridLayout[i];\n const child = this.getSceneLayoutChild(gridItem.i)!;\n const childSize = child.state;\n\n if (childSize?.x !== gridItem.x || childSize?.y !== gridItem.y) {\n child.setState({\n x: gridItem.x,\n y: gridItem.y,\n });\n }\n }\n\n // Dot not allow dragging into repeated row clone\n if (newParent instanceof SceneGridRow && isRepeatCloneOrChildOf(newParent)) {\n this._loadOldLayout = true;\n }\n\n // if the child is a row and we are moving it under an uncollapsed row, keep the scene grid layout as parent\n // and set the old layout flag if the state is invalid. We allow setting the children in an invalid state,\n // as the layout will be updated in onLayoutChange and avoid flickering\n if (sceneChild instanceof SceneGridRow && newParent instanceof SceneGridRow) {\n if (!this.isRowDropValid(gridLayout, updatedItem, indexOfUpdatedItem)) {\n this._loadOldLayout = true;\n }\n\n newParent = this;\n }\n\n if (newParent !== sceneChild.parent && !this._loadOldLayout) {\n newChildren = this.moveChildTo(sceneChild, newParent);\n }\n\n this.setState({ children: sortChildrenByPosition(newChildren) });\n this._skipOnLayoutChange = true;\n };\n\n private toGridCell(child: SceneGridItemLike): ReactGridLayout.Layout {\n const size = child.state;\n\n let x = size.x ?? 0;\n let y = size.y ?? 0;\n const w = Number.isFinite(Number(size.width)) ? Number(size.width) : DEFAULT_PANEL_SPAN;\n const h = Number.isFinite(Number(size.height)) ? Number(size.height) : DEFAULT_PANEL_SPAN;\n\n let isDraggable = child.state.isDraggable;\n let isResizable = child.state.isResizable;\n\n if (child instanceof SceneGridRow) {\n isDraggable = child.state.isCollapsed ? true : false;\n isResizable = false;\n }\n\n // If this is a repeated row, we should not allow dragging\n if (isRepeatCloneOrChildOf(child)) {\n isDraggable = false;\n isResizable = false;\n }\n\n return { i: child.state.key!, x, y, h, w, isResizable, isDraggable };\n }\n\n public buildGridLayout(width: number, height: number): ReactGridLayout.Layout[] {\n let cells: ReactGridLayout.Layout[] = [];\n\n for (const child of this.state.children) {\n cells.push(this.toGridCell(child));\n\n if (child instanceof SceneGridRow && !child.state.isCollapsed) {\n for (const rowChild of child.state.children) {\n cells.push(this.toGridCell(rowChild));\n }\n }\n }\n\n // Sort by position\n cells = sortGridLayout(cells);\n\n if (this.state.UNSAFE_fitPanels) {\n cells = 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package/dist/index.js CHANGED
@@ -1061,6 +1061,7 @@ var __privateWrapper = (obj, member, setter, getter) => ({
1061
1061
  var _profileInProgress, _interactionInProgress, _profileStartTs, _trailAnimationFrameId, _recordedTrailingSpans, _longFrameDetector, _longFramesCount, _longFramesTotalTime, _visibilityChangeHandler, _onInteractionComplete;
1062
1062
  const POST_STORM_WINDOW = 2e3;
1063
1063
  const DEFAULT_LONG_FRAME_THRESHOLD = 30;
1064
+ const TAB_INACTIVE_THRESHOLD = 1e3;
1064
1065
  class SceneRenderProfiler {
1065
1066
  constructor(queryController) {
1066
1067
  this.queryController = queryController;
@@ -1080,6 +1081,11 @@ class SceneRenderProfiler {
1080
1081
  var _a, _b, _c, _d;
1081
1082
  const currentFrameTime = performance.now();
1082
1083
  const frameLength = currentFrameTime - lastFrameTime;
1084
+ if (frameLength > TAB_INACTIVE_THRESHOLD) {
1085
+ writeSceneLog("SceneRenderProfiler", "Tab was inactive, cancelling profile measurement");
1086
+ this.cancelProfile();
1087
+ return;
1088
+ }
1083
1089
  __privateGet$2(this, _recordedTrailingSpans).push(frameLength);
1084
1090
  if (currentFrameTime - measurementStartTs < POST_STORM_WINDOW) {
1085
1091
  if (__privateGet$2(this, _profileInProgress)) {
@@ -12465,8 +12471,8 @@ const _SceneGridLayout = class _SceneGridLayout extends SceneObjectBase {
12465
12471
  const size = child.state;
12466
12472
  let x = (_a = size.x) != null ? _a : 0;
12467
12473
  let y = (_b = size.y) != null ? _b : 0;
12468
- const w = Number.isInteger(Number(size.width)) ? Number(size.width) : DEFAULT_PANEL_SPAN;
12469
- const h = Number.isInteger(Number(size.height)) ? Number(size.height) : DEFAULT_PANEL_SPAN;
12474
+ const w = Number.isFinite(Number(size.width)) ? Number(size.width) : DEFAULT_PANEL_SPAN;
12475
+ const h = Number.isFinite(Number(size.height)) ? Number(size.height) : DEFAULT_PANEL_SPAN;
12470
12476
  let isDraggable = child.state.isDraggable;
12471
12477
  let isResizable = child.state.isResizable;
12472
12478
  if (child instanceof SceneGridRow) {