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Remove EventLoopWaker
from Constellation (#30101)
* remove event_loop_waker that is always None * remove None event_loop_waker form InitialScriptState * fix formatting * remove None event_loop_waker from ScriptThread * remove None EventLoopWaker from Window * remove None and use of wake_after_send in webgl code
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parent
83a46f68db
commit
8255e8e318
7 changed files with 15 additions and 78 deletions
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@ -715,10 +715,6 @@ pub struct ScriptThread {
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#[no_trace]
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player_context: WindowGLContext,
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/// A mechanism to force the compositor's event loop to process events.
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#[no_trace]
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event_loop_waker: Option<Box<dyn EventLoopWaker>>,
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/// A set of all nodes ever created in this script thread
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node_ids: DomRefCell<HashSet<String>>,
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@ -1416,7 +1412,6 @@ impl ScriptThread {
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replace_surrogates: opts.debug.replace_surrogates,
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user_agent,
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player_context: state.player_context,
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event_loop_waker: state.event_loop_waker,
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node_ids: Default::default(),
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is_user_interacting: Cell::new(false),
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@ -3295,6 +3290,7 @@ impl ScriptThread {
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self.timer_task_source(incomplete.pipeline_id),
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self.websocket_task_source(incomplete.pipeline_id),
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);
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// Create the window and document objects.
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let window = Window::new(
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self.js_runtime.clone(),
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@ -3333,7 +3329,6 @@ impl ScriptThread {
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self.replace_surrogates,
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self.user_agent.clone(),
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self.player_context.clone(),
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self.event_loop_waker.as_ref().map(|w| (*w).clone_box()),
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self.gpu_id_hub.clone(),
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incomplete.inherited_secure_context,
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);
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