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Make prerendering always non-blocking #31056
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Neglected to wrap some places in the enableSiblingPrerendering flag.
When a synchronous update suspends, and we prerender the siblings, the prerendering should be non-blocking so that we can immediately restart once the data arrives. This happens automatically when there's a Suspense boundary, because we immediately commit the boundary and then proceed to a Retry render, which are always concurrent. When there's not a Suspense boundary, there is no Retry, so we need to take care to switch from the synchronous work loop to the concurrent one, to enable time slicing.
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When a synchronous update suspends, and we prerender the siblings, the prerendering should be non-blocking so that we can immediately restart once the data arrives. This happens automatically when there's a Suspense boundary, because we immediately commit the boundary and then proceed to a Retry render, which are always concurrent. When there's not a Suspense boundary, there is no Retry, so we need to take care to switch from the synchronous work loop to the concurrent one, to enable time slicing. DiffTrain build for commit 0f1856c.
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When a synchronous update suspends, and we prerender the siblings, the prerendering should be non-blocking so that we can immediately restart once the data arrives. This happens automatically when there's a Suspense boundary, because we immediately commit the boundary and then proceed to a Retry render, which are always concurrent. When there's not a Suspense boundary, there is no Retry, so we need to take care to switch from the synchronous work loop to the concurrent one, to enable time slicing. DiffTrain build for [0f1856c](0f1856c)
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This reverts commit 0f1856c.
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When a synchronous update suspends, and we prerender the siblings, the prerendering should be non-blocking so that we can immediately restart once the data arrives.
This happens automatically when there's a Suspense boundary, because we immediately commit the boundary and then proceed to a Retry render, which are always concurrent. When there's not a Suspense boundary, there is no Retry, so we need to take care to switch from the synchronous work loop to the concurrent one, to enable time slicing.