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The way we collect component stacks right now are pretty fragile. We expect that we'll call captureBoundaryErrorDetailsDev whenever an error happens. That resets lastBoundaryErrorComponentStackDev to null but if we don't, it just lingers and we don't set it to anything new then which leaks the previous component stack into the next time we have an error. So we need to reset it in a bunch of places. This is still broken with erroredReplay because it has the inverse problem that abortRemainingReplayNodes can call captureBoundaryErrorDetailsDev more than one time. So the second boundary won't get a stack. We probably should try to figure out an alternative way to carry along the stack. Perhaps WeakMap keyed by the error object. This also fixes an issue where we weren't invoking the onShellReady event if we error a replay. That event is a bit weird for resuming because we're probably really supposed to just invoke it immediately if we have already flushed the shell in the prerender which is always atm. Right now, it gets invoked later than necessary because you could have a resumed hole ready before a sibling in the shell is ready and that's blocked.