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useMutableSource: Use StrictMode double render to detect render phase…
… mutation (#20698) * Concurrent Mode test for uMS render mutation Same test as the one added in #20665, but for Concurrent Mode. * Use double render to detect render phase mutation PR #20665 added a mechanism to detect when a `useMutableSource` source is mutated during the render phase. It relies on the fact that we double invoke components that error during development using `invokeGuardedCallback`. If the version in the double render doesn't match the first, that indicates there must have been a mutation during render. At first I thought it worked by detecting inside the *other* double render, the one we do for Strict Mode. It turns out that while it does warn then, the warning is suppressed, because we suppress all console methods that occur during the Strict Mode double render. So it's really the `invokeGuardedCallback` one that makes it work. Anyway, let's set that aside that issue for a second. I realized during review that errors that occur during the Strict Mode double render reveal a useful property: A pure component will never throw during the double render, because if it were pure, it would have also thrown during the first render... in which case it wouldn't have double rendered! This is true of all such errors, not just the one thrown by `useMutableSource`. Given this, we can simplify the `useMutableSource` mutation detection mechanism. Instead of tracking and comparing the source's version, we can instead check if we're inside a double render when the error is thrown. To get around the console suppression issue, I changed the warning to an error. It errors regardless, in both dev and prod, so it doesn't have semantic implications. However, because of the paradox I described above, we arguably _shouldn't_ throw an error in development, since we know that error won't happen in production, because prod doesn't double render. (It's still a tearing bug, but that doesn't mean the component will actually throw.) I considered that, but that requires a larger conversation about how to handle errors that we know are only possible in development. I think we should probably be suppressing *all* errors (with a warning) that occur during a double render.
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