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A few Suspense related refactors #25556
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This is a pure refactor, no change to behavior. When a component throws, the work loop can handle that in one of several ways — unwind immediately, wait for microtasks, and so on. I'm about to add another one, too. So I've changed the variable that tracks whether the work loop is suspended from a boolean (workInProgressIsSuspended) to an enum (workInProgressSuspendedReason).
Refactors the logic for handling when the work loop is suspended into separate functions for replaying versus unwinding. This allows us to hoist certain checks into the caller. For example, when rendering due to flushSync, we will always unwind the stack without yielding the microtasks. No intentional behavior change in this commit.
Pure refactor, no change in behavior. Extracts the logic for detecting whether a suspended component will result in a "bad" Suspense fallback into a helper function. An example of a bad Suspense fallback is one that causes already-visible content to disappear. I want to reuse this same logic in the work loop, too.
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Some Suspense-related refactors to prepare for a feature I'm working on. There are no behavioral changes. (Except for the first commit that adds a warning, which I opened as a separate PR: #25543. I can split the warning out if we're not sure we want to enable it yet.)
You can review each one commit-by-commit.