@grafana/scenes 6.9.1--canary.1104.14539494379.0 → 6.9.1

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package/CHANGELOG.md CHANGED
@@ -1,3 +1,15 @@
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+ # v6.9.1 (Wed Apr 23 2025)
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+
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+ #### 🐛 Bug Fix
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+
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+ - Variables: Notify scene objects in depth order [#1104](https://github.com/grafana/scenes/pull/1104) ([@torkelo](https://github.com/torkelo))
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+
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+ #### Authors: 1
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+
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+ - Torkel Ödegaard ([@torkelo](https://github.com/torkelo))
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+
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+ ---
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+
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  # v6.9.0 (Thu Apr 17 2025)
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  #### 🚀 Enhancement
@@ -231,37 +231,31 @@ class SceneVariableSet extends SceneObjectBase {
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  if (!this.parent) {
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  return;
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  }
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+ const nodeQueue = [this.parent];
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  const hasChanged = this._variablesThatHaveChanged.has(variable);
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- this._traverseSceneAndNotify(this.parent, variable, hasChanged, false);
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- this._traverseSceneAndNotify(this.parent, variable, hasChanged, true);
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- this._variablesThatHaveChanged.delete(variable);
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- }
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- /**
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- * 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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- _traverseSceneAndNotify(sceneObject, variable, hasChanged, childrenOnly) {
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- if (this === sceneObject) {
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- return;
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- }
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- if (!sceneObject.isActive) {
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- return;
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- }
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- if (childrenOnly) {
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- sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged, false));
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- sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged, true));
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- } else {
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- if (sceneObject.state.$variables && sceneObject.state.$variables !== this) {
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- const localVar = sceneObject.state.$variables.getByName(variable.state.name);
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+ while (nodeQueue.length > 0) {
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+ const node = nodeQueue.shift();
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+ let variableThatChanged = variable;
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+ if (this === node) {
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+ continue;
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+ }
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+ if (!node.isActive) {
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+ continue;
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+ }
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+ if (node.state.$variables && node.state.$variables !== this) {
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+ const localVar = node.state.$variables.getByName(variable.state.name);
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  if (localVar == null ? void 0 : localVar.isAncestorLoading) {
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- variable = localVar;
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+ variableThatChanged = localVar;
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  } else if (localVar) {
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  return;
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  }
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  }
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- if (sceneObject.variableDependency) {
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- sceneObject.variableDependency.variableUpdateCompleted(variable, hasChanged);
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+ if (node.variableDependency) {
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+ node.variableDependency.variableUpdateCompleted(variableThatChanged, hasChanged);
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  }
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+ node.forEachChild((child) => nodeQueue.push(child));
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  }
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+ this._variablesThatHaveChanged.delete(variable);
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  }
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  /**
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  * Return true if variable is waiting to update or currently updating.
@@ -1 +1 @@
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- {"version":3,"file":"SceneVariableSet.js","sources":["../../../../src/variables/sets/SceneVariableSet.ts"],"sourcesContent":["import { VariableRefresh } from '@grafana/data';\nimport { Unsubscribable } from 'rxjs';\nimport { sceneGraph } from '../../core/sceneGraph';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObject } from '../../core/types';\nimport { writeSceneLog } from '../../utils/writeSceneLog';\nimport {\n SceneVariable,\n SceneVariableDependencyConfigLike,\n SceneVariables,\n SceneVariableSetState,\n SceneVariableValueChangedEvent,\n} from '../types';\nimport { VariableValueRecorder } from '../VariableValueRecorder';\n\nexport class SceneVariableSet extends SceneObjectBase<SceneVariableSetState> implements SceneVariables {\n /** Variables that have changed in since the activation or since the first manual value change */\n private _variablesThatHaveChanged = new Set<SceneVariable>();\n\n /** Variables that are scheduled to be validated and updated */\n private _variablesToUpdate = new Set<SceneVariable>();\n\n /** Variables currently updating */\n private _updating = new Map<SceneVariable, VariableUpdateInProgress>();\n\n private _variableValueRecorder = new VariableValueRecorder();\n\n /**\n * This makes sure SceneVariableSet's higher up in the chain notify us when parent level variables complete update batches.\n **/\n protected _variableDependency = new SceneVariableSetVariableDependencyHandler(\n this._handleParentVariableUpdatesCompleted.bind(this)\n );\n\n public getByName(name: string): SceneVariable | undefined {\n // TODO: Replace with index\n return this.state.variables.find((x) => x.state.name === name);\n }\n\n public constructor(state: SceneVariableSetState) {\n super(state);\n\n this.addActivationHandler(this._onActivate);\n }\n\n /**\n * Subscribes to child variable value changes, and starts the variable value validation process\n */\n private _onActivate = () => {\n const timeRange = sceneGraph.getTimeRange(this);\n // Subscribe to changes to child variables\n this._subs.add(\n this.subscribeToEvent(SceneVariableValueChangedEvent, (event) => this._handleVariableValueChanged(event.payload))\n );\n\n this._subs.add(\n timeRange.subscribeToState(() => {\n this._refreshTimeRangeBasedVariables();\n })\n );\n\n // Subscribe to state changes\n this._subs.add(this.subscribeToState(this._onStateChanged));\n\n this._checkForVariablesThatChangedWhileInactive();\n\n // Add all variables that need updating to queue\n for (const variable of this.state.variables) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n\n // Return deactivation handler;\n return this._onDeactivate;\n };\n\n /**\n * Add all variables that depend on the changed variable to the update queue\n */\n private _refreshTimeRangeBasedVariables() {\n for (const variable of this.state.variables) {\n if ('refresh' in variable.state && variable.state.refresh === VariableRefresh.onTimeRangeChanged) {\n this._variablesToUpdate.add(variable);\n }\n }\n 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 const hasChanged = this._variablesThatHaveChanged.has(variable);\n this._traverseSceneAndNotify(this.parent, variable, hasChanged, false);\n this._traverseSceneAndNotify(this.parent, variable, hasChanged, true);\n\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(\n sceneObject: SceneObject,\n variable: SceneVariable,\n hasChanged: boolean,\n childrenOnly: boolean\n ) {\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 (childrenOnly) {\n sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged, false));\n sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged, true));\n } else {\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.$variables.getByName(variable.state.name);\n // If local variable is viewed as loading when ancestor is loading we propagate a change\n if (localVar?.isAncestorLoading) {\n variable = localVar;\n } else if (localVar) {\n return;\n }\n }\n\n if (sceneObject.variableDependency) {\n sceneObject.variableDependency.variableUpdateCompleted(variable, hasChanged);\n }\n }\n }\n\n /**\n * Return true if variable is waiting to update or currently updating.\n * It also returns true if a dependency of the variable is loading.\n *\n * For example if C depends on variable B which depends on variable A and A is loading this returns true for variable C and B.\n */\n public isVariableLoadingOrWaitingToUpdate(variable: SceneVariable) {\n if (variable.isAncestorLoading && variable.isAncestorLoading()) {\n return true;\n }\n\n if (this._variablesToUpdate.has(variable) || this._updating.has(variable)) {\n return true;\n }\n\n // Last scenario is to check the variable's own dependencies as well\n return sceneGraph.hasVariableDependencyInLoadingState(variable);\n }\n}\n\nexport interface VariableUpdateInProgress {\n variable: SceneVariable;\n subscription?: Unsubscribable;\n}\n\nfunction writeVariableTraceLog(variable: SceneVariable, message: string, err?: Error) {\n if (err) {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`, err);\n } else {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`);\n }\n}\n\nclass SceneVariableSetVariableDependencyHandler implements SceneVariableDependencyConfigLike {\n public constructor(private _variableUpdatesCompleted: (variable: SceneVariable, hasChanged: boolean) => void) {}\n\n private _emptySet = new Set<string>();\n\n public getNames(): Set<string> {\n return this._emptySet;\n }\n\n public hasDependencyOn(name: string): boolean {\n return false;\n }\n\n public variableUpdateCompleted(variable: SceneVariable, hasChanged: boolean): void {\n this._variableUpdatesCompleted(variable, hasChanged);\n 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package/dist/index.d.ts CHANGED
@@ -1954,10 +1954,6 @@ declare class SceneVariableSet extends SceneObjectBase<SceneVariableSetState> im
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  * Walk scene object graph and update all objects that depend on variables that have changed
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  */
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  private _notifyDependentSceneObjects;
1957
- /**
1958
- * Recursivly walk the full scene object graph and notify all objects with dependencies that include any of changed variables
1959
- */
1960
- private _traverseSceneAndNotify;
1961
1957
  /**
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1958
  * Return true if variable is waiting to update or currently updating.
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  * It also returns true if a dependency of the variable is loading.
package/dist/index.js CHANGED
@@ -9614,37 +9614,31 @@ class SceneVariableSet extends SceneObjectBase {
9614
9614
  if (!this.parent) {
9615
9615
  return;
9616
9616
  }
9617
+ const nodeQueue = [this.parent];
9617
9618
  const hasChanged = this._variablesThatHaveChanged.has(variable);
9618
- this._traverseSceneAndNotify(this.parent, variable, hasChanged, false);
9619
- this._traverseSceneAndNotify(this.parent, variable, hasChanged, true);
9620
- this._variablesThatHaveChanged.delete(variable);
9621
- }
9622
- /**
9623
- * Recursivly walk the full scene object graph and notify all objects with dependencies that include any of changed variables
9624
- */
9625
- _traverseSceneAndNotify(sceneObject, variable, hasChanged, childrenOnly) {
9626
- if (this === sceneObject) {
9627
- return;
9628
- }
9629
- if (!sceneObject.isActive) {
9630
- return;
9631
- }
9632
- if (childrenOnly) {
9633
- sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged, false));
9634
- sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged, true));
9635
- } else {
9636
- if (sceneObject.state.$variables && sceneObject.state.$variables !== this) {
9637
- const localVar = sceneObject.state.$variables.getByName(variable.state.name);
9619
+ while (nodeQueue.length > 0) {
9620
+ const node = nodeQueue.shift();
9621
+ let variableThatChanged = variable;
9622
+ if (this === node) {
9623
+ continue;
9624
+ }
9625
+ if (!node.isActive) {
9626
+ continue;
9627
+ }
9628
+ if (node.state.$variables && node.state.$variables !== this) {
9629
+ const localVar = node.state.$variables.getByName(variable.state.name);
9638
9630
  if (localVar == null ? void 0 : localVar.isAncestorLoading) {
9639
- variable = localVar;
9631
+ variableThatChanged = localVar;
9640
9632
  } else if (localVar) {
9641
9633
  return;
9642
9634
  }
9643
9635
  }
9644
- if (sceneObject.variableDependency) {
9645
- sceneObject.variableDependency.variableUpdateCompleted(variable, hasChanged);
9636
+ if (node.variableDependency) {
9637
+ node.variableDependency.variableUpdateCompleted(variableThatChanged, hasChanged);
9646
9638
  }
9639
+ node.forEachChild((child) => nodeQueue.push(child));
9647
9640
  }
9641
+ this._variablesThatHaveChanged.delete(variable);
9648
9642
  }
9649
9643
  /**
9650
9644
  * Return true if variable is waiting to update or currently updating.