@@ -60,11 +60,6 @@ type QueuedReplayableEvent = {
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let hasScheduledReplayAttempt = false ;
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- // The queue of discrete events to be replayed.
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- const queuedDiscreteEvents : Array < QueuedReplayableEvent > = [];
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-
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- // Indicates if any continuous event targets are non-null for early bailout.
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- const hasAnyQueuedContinuousEvents: boolean = false;
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// The last of each continuous event type. We only need to replay the last one
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// if the last target was dehydrated.
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let queuedFocus : null | QueuedReplayableEvent = null ;
@@ -82,14 +77,6 @@ type QueuedHydrationTarget = {
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} ;
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const queuedExplicitHydrationTargets : Array < QueuedHydrationTarget > = [];
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- export function hasQueuedDiscreteEvents(): boolean {
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- return queuedDiscreteEvents . length > 0 ;
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- }
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-
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- export function hasQueuedContinuousEvents(): boolean {
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- return hasAnyQueuedContinuousEvents ;
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- }
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-
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const discreteReplayableEvents: Array< DOMEventName > = [
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'mousedown',
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'mouseup',
@@ -446,21 +433,6 @@ function scheduleCallbackIfUnblocked(
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export function retryIfBlockedOn (
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unblocked : Container | SuspenseInstance ,
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) : void {
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- // Mark anything that was blocked on this as no longer blocked
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- // and eligible for a replay.
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- if ( queuedDiscreteEvents . length > 0 ) {
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- scheduleCallbackIfUnblocked ( queuedDiscreteEvents [ 0 ] , unblocked ) ;
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- // This is a exponential search for each boundary that commits. I think it's
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- // worth it because we expect very few discrete events to queue up and once
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- // we are actually fully unblocked it will be fast to replay them.
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- for ( let i = 1 ; i < queuedDiscreteEvents . length ; i ++ ) {
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- const queuedEvent = queuedDiscreteEvents [ i ] ;
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- if ( queuedEvent . blockedOn === unblocked ) {
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- queuedEvent . blockedOn = null ;
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- }
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- }
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- }
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-
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if ( queuedFocus !== null ) {
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scheduleCallbackIfUnblocked ( queuedFocus , unblocked ) ;
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}
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