feat(smart-app): implement complete mobile app MVP

- App.tsx: full navigation (Auth stack + Main tabs with 5 screens)
- Auth: LoginScreen, RegisterScreen, ForgotPasswordScreen
- HomeScreen: dashboard with IoT metrics, weather widget, alerts, quick actions, sensors
- MapScreen: interactive map with layer toggles (6 layers)
- MarketplaceScreen: categories (6), products (5), search
- ChatScreen: AI chat with quick prompts (4), bot responses
- ProfileScreen: user info, stats, menu (9 items), logout
- AlertsScreen: alert list with severity, acknowledge
- SensorsScreen: sensor list with type filters (6 types), search
- ZonesScreen: zone cards with stats
- SettingsScreen: language picker (FR/EN/ES/DE), privacy, about
- Stores: iotStore (sensors, zones, alerts), notificationStore, uiStore + i18n
- Hooks: useSensors, useAlerts, useNotifications, useLocation
- Components: Card, Button, LoadingSpinner, ErrorBoundary, Header
- Services: iotService, notificationService (with axios API client)
- Utils: formatters (temp, AQI, noise, dates), validators (email, password, IBAN)
- Theme: colors.ts with full design system (Blue Ocean palette)
- Ditto: fixed MongoDB connection, new JWT secrets, official gateway image
This commit is contained in:
Eric FELIXINE
2026-06-01 18:00:35 -04:00
parent 08ca495bde
commit e30ae8ed09
35578 changed files with 3703534 additions and 43 deletions

View File

@@ -0,0 +1,38 @@
# Copyright (c) Meta Platforms, Inc. and affiliates.
#
# This source code is licensed under the MIT license found in the
# LICENSE file in the root directory of this source tree.
cmake_minimum_required(VERSION 3.13)
set(CMAKE_VERBOSE_MAKEFILE on)
add_compile_options(
-fexceptions
-frtti
-std=c++20
-Wall
-Wpedantic
-DLOG_TAG=\"Fabric\")
file(GLOB react_render_animations_SRC CONFIGURE_DEPENDS *.cpp)
add_library(react_render_animations STATIC ${react_render_animations_SRC})
target_include_directories(react_render_animations PUBLIC ${REACT_COMMON_DIR})
target_link_libraries(react_render_animations
folly_runtime
glog
glog_init
jsi
react_config
react_debug
react_render_componentregistry
react_render_core
react_render_debug
react_render_graphics
react_render_mounting
react_render_uimanager
rrc_view
runtimeexecutor
yoga
)

View File

@@ -0,0 +1,32 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
#include <jsi/jsi.h>
#include <memory>
namespace facebook::react {
class LayoutAnimationCallbackWrapper {
public:
LayoutAnimationCallbackWrapper(jsi::Function&& callback)
: callback_(std::make_shared<jsi::Function>(std::move(callback))) {}
LayoutAnimationCallbackWrapper() : callback_(nullptr) {}
void call(jsi::Runtime& runtime) const {
if (callback_) {
callback_->call(runtime);
callback_.reset();
}
}
private:
mutable std::shared_ptr<jsi::Function> callback_;
};
} // namespace facebook::react

View File

@@ -0,0 +1,109 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#include "LayoutAnimationDriver.h"
#include <glog/logging.h>
#include <react/debug/react_native_assert.h>
#include <react/renderer/animations/utils.h>
#include <algorithm>
namespace facebook::react {
void LayoutAnimationDriver::animationMutationsForFrame(
SurfaceId surfaceId,
ShadowViewMutation::List& mutationsList,
uint64_t now) const {
for (auto& animation : inflightAnimations_) {
if (animation.surfaceId != surfaceId) {
continue;
}
if (animation.completed) {
continue;
}
int incompleteAnimations = 0;
for (auto& keyframe : animation.keyFrames) {
if (keyframe.invalidated) {
continue;
}
const auto& baselineShadowView = keyframe.viewStart;
const auto& finalShadowView = keyframe.viewEnd;
// The contract with the "keyframes generation" phase is that any animated
// node will have a valid configuration.
const auto layoutAnimationConfig = animation.layoutAnimationConfig;
const auto& mutationConfig =
(keyframe.type == AnimationConfigurationType::Delete
? layoutAnimationConfig.deleteConfig
: (keyframe.type == AnimationConfigurationType::Create
? layoutAnimationConfig.createConfig
: layoutAnimationConfig.updateConfig));
// Interpolate
auto progress =
calculateAnimationProgress(now, animation, mutationConfig);
auto animationTimeProgressLinear = progress.first;
auto animationInterpolationFactor = progress.second;
auto mutatedShadowView = createInterpolatedShadowView(
animationInterpolationFactor, baselineShadowView, finalShadowView);
// Create the mutation instruction
mutationsList.emplace_back(ShadowViewMutation::UpdateMutation(
keyframe.viewPrev, mutatedShadowView, keyframe.parentView));
PrintMutationInstruction("Animation Progress:", mutationsList.back());
keyframe.viewPrev = std::move(mutatedShadowView);
if (animationTimeProgressLinear < 1) {
incompleteAnimations++;
}
}
// Are there no ongoing mutations left in this animation?
if (incompleteAnimations == 0) {
animation.completed = true;
}
}
// Clear out finished animations
for (auto it = inflightAnimations_.begin();
it != inflightAnimations_.end();) {
const auto& animation = *it;
if (animation.completed) {
callCallback(animation.successCallback);
// Queue up "final" mutations for all keyframes in the completed animation
for (const auto& keyframe : animation.keyFrames) {
if (keyframe.invalidated) {
continue;
}
queueFinalMutationsForCompletedKeyFrame(
keyframe,
mutationsList,
false,
"LayoutAnimationDriver: Animation Completed");
}
it = inflightAnimations_.erase(it);
} else {
it++;
}
}
// Final step: make sure that all operations execute in the proper order.
// REMOVE operations with highest indices must operate first.
std::stable_sort(
mutationsList.begin(),
mutationsList.end(),
&shouldFirstComeBeforeSecondMutation);
}
} // namespace facebook::react

View File

@@ -0,0 +1,34 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
#include <react/renderer/animations/LayoutAnimationKeyFrameManager.h>
#include <react/renderer/core/ReactPrimitives.h>
#include <react/renderer/mounting/ShadowViewMutation.h>
namespace facebook::react {
class LayoutAnimationDriver : public LayoutAnimationKeyFrameManager {
public:
LayoutAnimationDriver(
RuntimeExecutor runtimeExecutor,
ContextContainer::Shared& contextContainer,
LayoutAnimationStatusDelegate* delegate)
: LayoutAnimationKeyFrameManager(
runtimeExecutor,
contextContainer,
delegate) {}
protected:
virtual void animationMutationsForFrame(
SurfaceId surfaceId,
ShadowViewMutation::List& mutationsList,
uint64_t now) const override;
};
} // namespace facebook::react

View File

@@ -0,0 +1,185 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
#include <ReactCommon/RuntimeExecutor.h>
#include <react/renderer/animations/LayoutAnimationCallbackWrapper.h>
#include <react/renderer/animations/primitives.h>
#include <react/renderer/core/RawValue.h>
#include <react/renderer/debug/flags.h>
#include <react/renderer/mounting/MountingOverrideDelegate.h>
#include <react/renderer/mounting/MountingTransaction.h>
#include <react/renderer/mounting/ShadowViewMutation.h>
#include <react/renderer/uimanager/LayoutAnimationStatusDelegate.h>
#include <react/renderer/uimanager/UIManagerAnimationDelegate.h>
#include <optional>
#include <unordered_set>
namespace facebook::react {
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
void PrintMutationInstruction(
std::string message,
const ShadowViewMutation& mutation);
void PrintMutationInstructionRelative(
std::string message,
const ShadowViewMutation& mutation,
const ShadowViewMutation& relativeMutation);
#else
#define PrintMutationInstruction(a, b)
#define PrintMutationInstructionRelative(a, b, c)
#endif
class LayoutAnimationKeyFrameManager : public UIManagerAnimationDelegate,
public MountingOverrideDelegate {
public:
LayoutAnimationKeyFrameManager(
RuntimeExecutor runtimeExecutor,
ContextContainer::Shared& contextContainer,
LayoutAnimationStatusDelegate* delegate);
#pragma mark - UIManagerAnimationDelegate methods
void uiManagerDidConfigureNextLayoutAnimation(
jsi::Runtime& runtime,
const RawValue& config,
const jsi::Value& successCallbackValue,
const jsi::Value& failureCallbackValue) const override;
void setComponentDescriptorRegistry(const SharedComponentDescriptorRegistry&
componentDescriptorRegistry) override;
// TODO: add SurfaceId to this API as well
bool shouldAnimateFrame() const override;
void stopSurface(SurfaceId surfaceId) override;
#pragma mark - MountingOverrideDelegate methods
bool shouldOverridePullTransaction() const override;
// This is used to "hijack" the diffing process to figure out which mutations
// should be animated. The mutations returned by this function will be
// executed immediately.
std::optional<MountingTransaction> pullTransaction(
SurfaceId surfaceId,
MountingTransaction::Number number,
const TransactionTelemetry& telemetry,
ShadowViewMutationList mutations) const override;
// Exposed for testing.
void uiManagerDidConfigureNextLayoutAnimation(
LayoutAnimation layoutAnimation) const;
// LayoutAnimationStatusDelegate - this is for the platform to get
// signal when animations start and complete. Setting and resetting this
// delegate is protected by a mutex; ALL method calls into this delegate are
// also protected by the mutex! The only way to set this without a mutex is
// via a constructor.
void setLayoutAnimationStatusDelegate(
LayoutAnimationStatusDelegate* delegate) const;
void setClockNow(std::function<uint64_t()> now);
protected:
SharedComponentDescriptorRegistry componentDescriptorRegistry_;
mutable std::optional<LayoutAnimation> currentAnimation_{};
mutable std::mutex currentAnimationMutex_;
/**
* All mutations of inflightAnimations_ are thread-safe as long as
* we keep the contract of: only mutate it within the context of
* `pullTransaction`. If that contract is held, this is implicitly protected
* by the MountingCoordinator's mutex.
*/
mutable std::vector<LayoutAnimation> inflightAnimations_{};
bool hasComponentDescriptorForShadowView(const ShadowView& shadowView) const;
const ComponentDescriptor& getComponentDescriptorForShadowView(
const ShadowView& shadowView) const;
/**
* Given a `progress` between 0 and 1, a mutation and LayoutAnimation config,
* return a ShadowView with mutated props and/or LayoutMetrics.
*
* @param progress
* @param layoutAnimation
* @param animatedMutation
* @return
*/
ShadowView createInterpolatedShadowView(
Float progress,
const ShadowView& startingView,
const ShadowView& finalView) const;
void callCallback(const LayoutAnimationCallbackWrapper& callback) const;
virtual void animationMutationsForFrame(
SurfaceId surfaceId,
ShadowViewMutation::List& mutationsList,
uint64_t now) const = 0;
/**
* Queue (and potentially synthesize) final mutations for a finished keyframe.
* Keyframe animation may have timed-out, or be canceled due to a conflict.
*/
void queueFinalMutationsForCompletedKeyFrame(
const AnimationKeyFrame& keyframe,
ShadowViewMutation::List& mutationsList,
bool interrupted,
const std::string& logPrefix) const;
private:
RuntimeExecutor runtimeExecutor_;
ContextContainer::Shared contextContainer_;
mutable std::mutex layoutAnimationStatusDelegateMutex_;
mutable LayoutAnimationStatusDelegate* layoutAnimationStatusDelegate_{};
mutable std::mutex surfaceIdsToStopMutex_;
mutable std::unordered_set<SurfaceId> surfaceIdsToStop_{};
// Function that returns current time in milliseconds
std::function<uint64_t()> now_;
void adjustImmediateMutationIndicesForDelayedMutations(
SurfaceId surfaceId,
ShadowViewMutation& mutation,
bool skipLastAnimation = false,
bool lastAnimationOnly = false) const;
void adjustDelayedMutationIndicesForMutation(
SurfaceId surfaceId,
const ShadowViewMutation& mutation,
bool skipLastAnimation = false) const;
void getAndEraseConflictingAnimations(
SurfaceId surfaceId,
const ShadowViewMutationList& mutations,
std::vector<AnimationKeyFrame>& conflictingAnimations) const;
/*
* Removes animations from `inflightAnimations_` for stopped surfaces.
*/
void deleteAnimationsForStoppedSurfaces() const;
void simulateImagePropsMemoryAccess(
const ShadowViewMutationList& mutations) const;
/**
* Interpolates the props values.
*/
Props::Shared interpolateProps(
const ComponentDescriptor& componentDescriptor,
const PropsParserContext& context,
Float animationProgress,
const Props::Shared& props,
const Props::Shared& newProps) const;
};
} // namespace facebook::react

View File

@@ -0,0 +1,210 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#include <glog/logging.h>
#include <react/renderer/animations/primitives.h>
#include <optional>
namespace facebook::react {
static inline std::optional<AnimationType> parseAnimationType(
std::string param) {
if (param == "spring") {
return AnimationType::Spring;
}
if (param == "linear") {
return AnimationType::Linear;
}
if (param == "easeInEaseOut") {
return AnimationType::EaseInEaseOut;
}
if (param == "easeIn") {
return AnimationType::EaseIn;
}
if (param == "easeOut") {
return AnimationType::EaseOut;
}
if (param == "keyboard") {
return AnimationType::Keyboard;
}
LOG(ERROR) << "Error parsing animation type: " << param;
return {};
}
static inline std::optional<AnimationProperty> parseAnimationProperty(
std::string param) {
if (param == "opacity") {
return AnimationProperty::Opacity;
}
if (param == "scaleX") {
return AnimationProperty::ScaleX;
}
if (param == "scaleY") {
return AnimationProperty::ScaleY;
}
if (param == "scaleXY") {
return AnimationProperty::ScaleXY;
}
LOG(ERROR) << "Error parsing animation property: " << param;
return {};
}
static inline std::optional<AnimationConfig> parseAnimationConfig(
const folly::dynamic& config,
double defaultDuration,
bool parsePropertyType) {
if (config.empty() || !config.isObject()) {
return AnimationConfig{
AnimationType::Linear,
AnimationProperty::NotApplicable,
defaultDuration,
0,
0,
0};
}
const auto typeIt = config.find("type");
if (typeIt == config.items().end()) {
LOG(ERROR) << "Error parsing animation config: could not find field `type`";
return {};
}
const auto animationTypeParam = typeIt->second;
if (animationTypeParam.empty() || !animationTypeParam.isString()) {
LOG(ERROR)
<< "Error parsing animation config: could not unwrap field `type`";
return {};
}
const auto animationType = parseAnimationType(animationTypeParam.asString());
if (!animationType) {
LOG(ERROR)
<< "Error parsing animation config: could not parse field `type`";
return {};
}
AnimationProperty animationProperty = AnimationProperty::NotApplicable;
if (parsePropertyType) {
const auto propertyIt = config.find("property");
if (propertyIt == config.items().end()) {
LOG(ERROR)
<< "Error parsing animation config: could not find field `property`";
return {};
}
const auto animationPropertyParam = propertyIt->second;
if (animationPropertyParam.empty() || !animationPropertyParam.isString()) {
LOG(ERROR)
<< "Error parsing animation config: could not unwrap field `property`";
return {};
}
const auto animationPropertyParsed =
parseAnimationProperty(animationPropertyParam.asString());
if (!animationPropertyParsed) {
LOG(ERROR)
<< "Error parsing animation config: could not parse field `property`";
return {};
}
animationProperty = *animationPropertyParsed;
}
double duration = defaultDuration;
double delay = 0;
Float springDamping = 0.5;
Float initialVelocity = 0;
const auto durationIt = config.find("duration");
if (durationIt != config.items().end()) {
if (durationIt->second.isDouble()) {
duration = durationIt->second.asDouble();
} else {
LOG(ERROR)
<< "Error parsing animation config: field `duration` must be a number";
return {};
}
}
const auto delayIt = config.find("delay");
if (delayIt != config.items().end()) {
if (delayIt->second.isDouble()) {
delay = delayIt->second.asDouble();
} else {
LOG(ERROR)
<< "Error parsing animation config: field `delay` must be a number";
return {};
}
}
const auto springDampingIt = config.find("springDamping");
if (springDampingIt != config.items().end() &&
springDampingIt->second.isDouble()) {
if (springDampingIt->second.isDouble()) {
springDamping = (Float)springDampingIt->second.asDouble();
} else {
LOG(ERROR)
<< "Error parsing animation config: field `springDamping` must be a number";
return {};
}
}
const auto initialVelocityIt = config.find("initialVelocity");
if (initialVelocityIt != config.items().end()) {
if (initialVelocityIt->second.isDouble()) {
initialVelocity = (Float)initialVelocityIt->second.asDouble();
} else {
LOG(ERROR)
<< "Error parsing animation config: field `initialVelocity` must be a number";
return {};
}
}
return std::optional<AnimationConfig>(AnimationConfig{
*animationType,
animationProperty,
duration,
delay,
springDamping,
initialVelocity});
}
// Parse animation config from JS
static inline std::optional<LayoutAnimationConfig> parseLayoutAnimationConfig(
const folly::dynamic& config) {
if (config.empty() || !config.isObject()) {
return {};
}
const auto durationIt = config.find("duration");
if (durationIt == config.items().end() || !durationIt->second.isDouble()) {
return {};
}
const double duration = durationIt->second.asDouble();
const auto createConfigIt = config.find("create");
const auto createConfig = createConfigIt == config.items().end()
? std::optional<AnimationConfig>(AnimationConfig{})
: parseAnimationConfig(createConfigIt->second, duration, true);
const auto updateConfigIt = config.find("update");
const auto updateConfig = updateConfigIt == config.items().end()
? std::optional<AnimationConfig>(AnimationConfig{})
: parseAnimationConfig(updateConfigIt->second, duration, false);
const auto deleteConfigIt = config.find("delete");
const auto deleteConfig = deleteConfigIt == config.items().end()
? std::optional<AnimationConfig>(AnimationConfig{})
: parseAnimationConfig(deleteConfigIt->second, duration, true);
if (!createConfig || !updateConfig || !deleteConfig) {
return {};
}
return LayoutAnimationConfig{
duration, *createConfig, *updateConfig, *deleteConfig};
}
} // namespace facebook::react

View File

@@ -0,0 +1,103 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
#include <react/renderer/animations/LayoutAnimationCallbackWrapper.h>
#include <react/renderer/core/ReactPrimitives.h>
#include <react/renderer/graphics/Float.h>
#include <react/renderer/mounting/ShadowView.h>
#include <react/renderer/mounting/ShadowViewMutation.h>
#include <vector>
namespace facebook::react {
// This corresponds exactly with JS.
enum class AnimationType {
None = 0,
Spring = 1,
Linear = 2,
EaseInEaseOut = 4,
EaseIn = 8,
EaseOut = 16,
Keyboard = 32
};
enum class AnimationProperty {
NotApplicable = 0,
Opacity = 1,
ScaleX = 2,
ScaleY = 4,
ScaleXY = 8
};
// This corresponds exactly with JS.
struct AnimationConfig {
AnimationType animationType = AnimationType::None;
AnimationProperty animationProperty = AnimationProperty::NotApplicable;
double duration =
0; // these are perhaps better represented as uint64_t, but they
// come from JS as doubles
double delay = 0;
Float springDamping = 0;
Float initialVelocity = 0;
};
// This corresponds exactly with JS.
struct LayoutAnimationConfig {
double duration; // ms
AnimationConfig createConfig;
AnimationConfig updateConfig;
AnimationConfig deleteConfig;
};
enum class AnimationConfigurationType { Create = 1, Update = 2, Delete = 4 };
struct AnimationKeyFrame {
// The mutation(s) that should be executed once the animation completes.
// This maybe empty.
// For CREATE/INSERT this will contain CREATE, INSERT in that order.
// For REMOVE/DELETE, same.
std::vector<ShadowViewMutation> finalMutationsForKeyFrame;
// The type of animation this is (for configuration purposes)
AnimationConfigurationType type;
// Tag representing the node being animated.
Tag tag;
ShadowView parentView;
// ShadowView representing the start and end points of this animation.
ShadowView viewStart;
ShadowView viewEnd;
// ShadowView representing the previous frame of the animation.
ShadowView viewPrev;
// If an animation interrupts an existing one, the starting state may actually
// be halfway through the intended transition.
double initialProgress;
bool invalidated{false};
// In the case where some mutation conflicts with this keyframe,
// should we generate final synthetic UPDATE mutations for this keyframe?
bool generateFinalSyntheticMutations{true};
};
struct LayoutAnimation {
SurfaceId surfaceId;
uint64_t startTime;
bool completed = false;
LayoutAnimationConfig layoutAnimationConfig;
LayoutAnimationCallbackWrapper successCallback;
LayoutAnimationCallbackWrapper failureCallback;
std::vector<AnimationKeyFrame> keyFrames;
};
} // namespace facebook::react

View File

@@ -0,0 +1,541 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#include <vector>
#include <glog/logging.h>
#include <gtest/gtest.h>
#include <ReactCommon/RuntimeExecutor.h>
#include <react/renderer/animations/LayoutAnimationDriver.h>
#include <react/renderer/componentregistry/ComponentDescriptorProvider.h>
#include <react/renderer/componentregistry/ComponentDescriptorProviderRegistry.h>
#include <react/renderer/componentregistry/ComponentDescriptorRegistry.h>
#include <react/renderer/components/root/RootComponentDescriptor.h>
#include <react/renderer/components/view/ViewComponentDescriptor.h>
#include <react/renderer/core/PropsParserContext.h>
#include <react/renderer/mounting/Differentiator.h>
#include <react/renderer/mounting/ShadowViewMutation.h>
#include <react/renderer/mounting/stubs.h>
#include <react/test_utils/Entropy.h>
#include <react/test_utils/MockClock.h>
#include <react/test_utils/shadowTreeGeneration.h>
// Uncomment when random test blocks are uncommented below.
// #include <algorithm>
// #include <random>
MockClock::time_point MockClock::time_ = {};
namespace facebook::react {
static void testShadowNodeTreeLifeCycleLayoutAnimations(
uint_fast32_t seed,
int treeSize,
int repeats,
int stages,
int animation_duration,
int animation_frames,
int delay_ms_between_frames,
int delay_ms_between_stages,
int delay_ms_between_repeats,
bool commits_conflicting_mutations = false,
int final_animation_delay = 0) {
auto entropy = seed == 0 ? Entropy() : Entropy(seed);
auto eventDispatcher = EventDispatcher::Shared{};
auto contextContainer = std::make_shared<const ContextContainer>();
auto componentDescriptorParameters =
ComponentDescriptorParameters{eventDispatcher, contextContainer, nullptr};
auto viewComponentDescriptor =
ViewComponentDescriptor(componentDescriptorParameters);
auto rootComponentDescriptor =
RootComponentDescriptor(componentDescriptorParameters);
PropsParserContext parserContext{-1, *contextContainer};
// Create a RuntimeExecutor
RuntimeExecutor runtimeExecutor =
[](const std::function<void(jsi::Runtime&)>& /*unused*/) {};
// Create component descriptor registry for animation driver
auto providerRegistry =
std::make_shared<ComponentDescriptorProviderRegistry>();
auto componentDescriptorRegistry =
providerRegistry->createComponentDescriptorRegistry(
componentDescriptorParameters);
providerRegistry->add(
concreteComponentDescriptorProvider<ViewComponentDescriptor>());
// Create Animation Driver
auto animationDriver = std::make_shared<LayoutAnimationDriver>(
runtimeExecutor, contextContainer, nullptr);
animationDriver->setComponentDescriptorRegistry(componentDescriptorRegistry);
// Mock animation timers
animationDriver->setClockNow([]() {
return std::chrono::duration_cast<std::chrono::milliseconds>(
MockClock::now().time_since_epoch())
.count();
});
auto allNodes = std::vector<ShadowNode::Shared>{};
for (int i = 0; i < repeats; i++) {
allNodes.clear();
int surfaceIdInt = 1;
auto surfaceId = SurfaceId(surfaceIdInt);
auto family = rootComponentDescriptor.createFamily(
{Tag(surfaceIdInt), surfaceId, nullptr});
// Creating an initial root shadow node.
auto emptyRootNode = std::const_pointer_cast<RootShadowNode>(
std::static_pointer_cast<const RootShadowNode>(
rootComponentDescriptor.createShadowNode(
ShadowNodeFragment{RootShadowNode::defaultSharedProps()},
family)));
// Applying size constraints.
emptyRootNode = emptyRootNode->clone(
parserContext,
LayoutConstraints{
Size{512, 0}, Size{512, std::numeric_limits<Float>::infinity()}},
LayoutContext{});
// Generation of a random tree.
auto singleRootChildNode =
generateShadowNodeTree(entropy, viewComponentDescriptor, treeSize);
// Injecting a tree into the root node.
auto currentRootNode = std::static_pointer_cast<const RootShadowNode>(
emptyRootNode->ShadowNode::clone(ShadowNodeFragment{
ShadowNodeFragment::propsPlaceholder(),
std::make_shared<ShadowNode::ListOfShared>(
ShadowNode::ListOfShared{singleRootChildNode})}));
// Building an initial view hierarchy.
auto viewTree = buildStubViewTreeWithoutUsingDifferentiator(*emptyRootNode);
viewTree.mutate(
calculateShadowViewMutations(*emptyRootNode, *currentRootNode));
for (int j = 0; j < stages; j++) {
auto nextRootNode = currentRootNode;
// Mutating the tree.
alterShadowTree(
entropy,
nextRootNode,
{
&messWithChildren,
&messWithYogaStyles,
&messWithLayoutableOnlyFlag,
});
std::vector<const LayoutableShadowNode*> affectedLayoutableNodes{};
affectedLayoutableNodes.reserve(1024);
// Laying out the tree.
std::const_pointer_cast<RootShadowNode>(nextRootNode)
->layoutIfNeeded(&affectedLayoutableNodes);
nextRootNode->sealRecursive();
allNodes.push_back(nextRootNode);
// Calculating mutations.
auto originalMutations =
calculateShadowViewMutations(*currentRootNode, *nextRootNode);
// If tree randomization produced no changes in the form of mutations,
// don't bother trying to animate because this violates a bunch of our
// assumptions in this test
if (originalMutations.empty()) {
continue;
}
// If we only mutated the root... also don't bother
if (originalMutations.size() == 1 &&
(originalMutations[0].oldChildShadowView.tag == 1 ||
originalMutations[0].newChildShadowView.tag == 1)) {
continue;
}
// Configure animation
animationDriver->uiManagerDidConfigureNextLayoutAnimation(
{surfaceId,
0,
false,
{(double)animation_duration,
{/* Create */ AnimationType::EaseInEaseOut,
AnimationProperty::Opacity,
(double)animation_duration,
0,
0,
0},
{/* Update */ AnimationType::EaseInEaseOut,
AnimationProperty::ScaleXY,
(double)animation_duration,
0,
0,
0},
{/* Delete */ AnimationType::EaseInEaseOut,
AnimationProperty::Opacity,
(double)animation_duration,
0,
0,
0}},
{},
{},
{}});
// Get mutations for each frame
for (int k = 0; k < animation_frames + 2; k++) {
auto mutationsInput = ShadowViewMutation::List{};
if (k == 0) {
mutationsInput = originalMutations;
}
if (k != (animation_frames + 1)) {
EXPECT_TRUE(animationDriver->shouldOverridePullTransaction());
} else if (!commits_conflicting_mutations) {
EXPECT_FALSE(animationDriver->shouldOverridePullTransaction());
}
auto telemetry = TransactionTelemetry{};
telemetry.willLayout();
telemetry.willCommit();
telemetry.willDiff();
auto transaction = animationDriver->pullTransaction(
surfaceId, 0, telemetry, mutationsInput);
EXPECT_TRUE(transaction.has_value() || k == animation_frames);
// We have something to validate.
if (transaction.has_value()) {
auto mutations = transaction->getMutations();
// Mutating the view tree.
viewTree.mutate(mutations);
// We don't do any validation on this until all animations are
// finished!
}
MockClock::advance_by(
std::chrono::milliseconds(delay_ms_between_frames));
}
// After the animation is completed...
// Build a view tree to compare with.
// After all the synthetic mutations, at the end of the animation,
// the mutated and newly-constructed trees should be identical.
if (!commits_conflicting_mutations) {
auto rebuiltViewTree =
buildStubViewTreeWithoutUsingDifferentiator(*nextRootNode);
// Comparing the newly built tree with the updated one.
if (rebuiltViewTree != viewTree) {
// Something went wrong.
LOG(ERROR)
<< "Entropy seed: " << entropy.getSeed()
<< ". To see why trees are different, define STUB_VIEW_TREE_VERBOSE and see logging in StubViewTree.cpp.\n";
EXPECT_TRUE(false);
}
}
currentRootNode = nextRootNode;
MockClock::advance_by(std::chrono::milliseconds(delay_ms_between_stages));
}
// Flush all remaining animations before validating trees
if (final_animation_delay > 0) {
MockClock::advance_by(std::chrono::milliseconds(final_animation_delay));
auto telemetry = TransactionTelemetry{};
telemetry.willLayout();
telemetry.willCommit();
telemetry.willDiff();
auto transaction =
animationDriver->pullTransaction(surfaceId, 0, telemetry, {});
// We have something to validate.
if (transaction.has_value()) {
auto mutations = transaction->getMutations();
// Mutating the view tree.
viewTree.mutate(mutations);
// We don't do any validation on this until all animations are
// finished!
}
}
// After all animations are completed...
// Build a view tree to compare with.
// After all the synthetic mutations, at the end of the animation,
// the mutated and newly-constructed trees should be identical.
if (commits_conflicting_mutations) {
auto rebuiltViewTree =
buildStubViewTreeWithoutUsingDifferentiator(*currentRootNode);
// Comparing the newly built tree with the updated one.
if (rebuiltViewTree != viewTree) {
// Something went wrong.
LOG(ERROR)
<< "Entropy seed: " << entropy.getSeed()
<< ". To see why trees are different, define STUB_VIEW_TREE_VERBOSE and see logging in StubViewTree.cpp.\n";
EXPECT_TRUE(false);
}
}
MockClock::advance_by(std::chrono::milliseconds(delay_ms_between_repeats));
}
SUCCEED();
}
} // namespace facebook::react
using namespace facebook::react;
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_NonOverlapping_2029343357) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 2029343357, /* working seed found 5-10-2021 */
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_NonOverlapping_3619914559) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 3619914559, /* working seed found 5-10-2021 */
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_NonOverlapping_597132284) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 597132284, /* failing seed found 5-10-2021 */
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_NonOverlapping_774986518) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 774986518, /* failing seed found 5-10-2021 */
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_NonOverlapping_1450614414) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 1450614414, /* failing seed found 5-10-2021 */
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(LayoutAnimationTest, stableBiggerTreeFewRepeatsFewStages_NonOverlapping) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 2029343357,
/* size */ 512,
/* repeats */ 32,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(LayoutAnimationTest, stableBiggerTreeFewRepeatsManyStages_NonOverlapping) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 2029343357,
/* size */ 512,
/* repeats */ 32,
/* stages */ 128,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
// You may uncomment this - locally only! - to generate failing seeds.
// TEST(LayoutAnimationTest, stableSmallerTreeFewRepeatsFewStages_Random) {
// std::random_device device;
// for (int i = 0; i < 10; i++) {
// uint_fast32_t seed = device();
// LOG(ERROR) << "Seed: " << seed;
// testShadowNodeTreeLifeCycleLayoutAnimations(
// /* seed */ seed,
// /* size */ 128,
// /* repeats */ 128,
// /* stages */ 10,
// /* animation_duration */ 1000,
// /* animation_frames*/ 10,
// /* delay_ms_between_frames */ 100,
// /* delay_ms_between_stages */ 100,
// /* delay_ms_between_repeats */ 2000);
// }
// // Fail if you want output to get seeds
// LOG(ERROR) << "ALL RUNS SUCCESSFUL";
// // react_native_assert(false);
// }
//
// These tests are "overlapping", meaning that mutations will be committed
// before the previous animation completes.
//
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_Overlapping_2029343357) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 2029343357,
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 9, // an animation completes in 10 frames, so this
// causes conflicts
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000,
/* commits_conflicting_mutations */ true,
/* final_animation_delay */ 10000 + 1);
}
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_Overlapping_597132284) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 597132284,
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 9, // an animation completes in 10 frames, so this
// causes conflicts
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000,
/* commits_conflicting_mutations */ true,
/* final_animation_delay */ 10000 + 1);
}
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_Overlapping_ManyConflicts_597132284) {
GTEST_SKIP();
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 597132284,
/* size */ 128,
/* repeats */ 128,
/* stages */ 50,
/* animation_duration */ 1000,
/* animation_frames*/ 5, // an animation completes in 10 frames, so this
// causes conflicts. We only animate 5 frames,
// but have 50 stages, so conflicts stack up
// quickly.
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000,
/* commits_conflicting_mutations */ true,
/* final_animation_delay */ 50000 + 1);
}
TEST(
LayoutAnimationTest,
stableBiggerTreeFewRepeatsManyStages_Overlapping_ManyConflicts_2029343357) {
GTEST_SKIP();
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 2029343357,
/* size */ 512,
/* repeats */ 32,
/* stages */ 128,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 10,
/* delay_ms_between_stages */ 10,
/* delay_ms_between_repeats */ 2000,
/* commits_conflicting_mutations */ true,
/* final_animation_delay */ (128 * 1000 + 100));
}
// You may uncomment this -
// locally only !-to generate failing seeds.
// TEST(
// LayoutAnimationTest,
// stableSmallerTreeFewRepeatsFewStages_Overlapping_Random) {
// std::random_device device;
// for (int i = 0; i < 10; i++) {
// uint_fast32_t seed = device();
// LOG(ERROR) << "Seed: " << seed;
// testShadowNodeTreeLifeCycleLayoutAnimations(
// /* seed */ seed,
// /* size */ 512,
// /* repeats */ 32,
// /* stages */ 128,
// /* animation_duration */ 1000,
// /* animation_frames*/ 10,
// /* delay_ms_between_frames */ 10,
// /* delay_ms_between_stages */ 10,
// /* delay_ms_between_repeats */ 2000,
// /* commits_conflicting_mutations */ true,
// /* final_animation_delay */ (128 * 1000 + 100));
// }
// // Fail if you want output to get seeds
// LOG(ERROR) << "ALL RUNS SUCCESSFUL";
// // react_native_assert(false);
// }

View File

@@ -0,0 +1,69 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#include "utils.h"
#include <cmath>
namespace facebook::react {
std::pair<Float, Float> calculateAnimationProgress(
uint64_t now,
const LayoutAnimation& animation,
const AnimationConfig& mutationConfig) {
if (mutationConfig.animationType == AnimationType::None) {
return {1, 1};
}
uint64_t startTime = animation.startTime;
auto delay = (uint64_t)mutationConfig.delay;
uint64_t endTime = startTime + delay + (uint64_t)mutationConfig.duration;
if (now >= endTime) {
return {1, 1};
}
if (now < startTime + delay) {
return {0, 0};
}
double linearTimeProgression = 1 -
(double)(endTime - delay - now) / (double)(endTime - animation.startTime);
if (mutationConfig.animationType == AnimationType::Linear) {
return {linearTimeProgression, linearTimeProgression};
} else if (mutationConfig.animationType == AnimationType::EaseIn) {
// This is an accelerator-style interpolator.
// In the future, this parameter (2.0) could be adjusted. This has been the
// default for Classic RN forever.
return {linearTimeProgression, pow(linearTimeProgression, 2.0)};
} else if (mutationConfig.animationType == AnimationType::EaseOut) {
// This is an decelerator-style interpolator.
// In the future, this parameter (2.0) could be adjusted. This has been the
// default for Classic RN forever.
return {linearTimeProgression, 1.0 - pow(1 - linearTimeProgression, 2.0)};
} else if (mutationConfig.animationType == AnimationType::EaseInEaseOut) {
// This is a combination of accelerate+decelerate.
// The animation starts and ends slowly, and speeds up in the middle.
return {
linearTimeProgression,
cos((linearTimeProgression + 1.0) * M_PI) / 2 + 0.5};
} else if (mutationConfig.animationType == AnimationType::Spring) {
// Using mSpringDamping in this equation is not really the exact
// mathematical springDamping, but a good approximation We need to replace
// this equation with the right Factor that accounts for damping and
// friction
double damping = mutationConfig.springDamping;
return {
linearTimeProgression,
(1 +
pow(2, -10 * linearTimeProgression) *
sin((linearTimeProgression - damping / 4) * M_PI * 2 / damping))};
} else {
return {linearTimeProgression, linearTimeProgression};
}
}
} // namespace facebook::react

View File

@@ -0,0 +1,79 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
#include <react/renderer/animations/primitives.h>
#include <react/renderer/graphics/Float.h>
#include <react/renderer/mounting/ShadowViewMutation.h>
namespace facebook::react {
static inline bool shouldFirstComeBeforeSecondRemovesOnly(
const ShadowViewMutation& lhs,
const ShadowViewMutation& rhs) noexcept {
// Make sure that removes on the same level are sorted - highest indices must
// come first.
return (lhs.type == ShadowViewMutation::Type::Remove &&
lhs.type == rhs.type) &&
(lhs.parentShadowView.tag == rhs.parentShadowView.tag) &&
(lhs.index > rhs.index);
}
static inline bool shouldFirstComeBeforeSecondMutation(
const ShadowViewMutation& lhs,
const ShadowViewMutation& rhs) noexcept {
if (lhs.type != rhs.type) {
// Deletes always come last
if (lhs.type == ShadowViewMutation::Type::Delete) {
return false;
}
if (rhs.type == ShadowViewMutation::Type::Delete) {
return true;
}
// Remove comes before insert
if (lhs.type == ShadowViewMutation::Type::Remove &&
rhs.type == ShadowViewMutation::Type::Insert) {
return true;
}
if (rhs.type == ShadowViewMutation::Type::Remove &&
lhs.type == ShadowViewMutation::Type::Insert) {
return false;
}
// Create comes before insert
if (lhs.type == ShadowViewMutation::Type::Create &&
rhs.type == ShadowViewMutation::Type::Insert) {
return true;
}
if (rhs.type == ShadowViewMutation::Type::Create &&
lhs.type == ShadowViewMutation::Type::Insert) {
return false;
}
} else {
// Make sure that removes on the same level are sorted - highest indices
// must come first.
if (lhs.type == ShadowViewMutation::Type::Remove &&
lhs.parentShadowView.tag == rhs.parentShadowView.tag) {
if (lhs.index > rhs.index) {
return true;
} else {
return false;
}
}
}
return false;
}
std::pair<Float, Float> calculateAnimationProgress(
uint64_t now,
const LayoutAnimation& animation,
const AnimationConfig& mutationConfig);
} // namespace facebook::react