{"version":3,"sources":["node_modules/@arcgis/core/views/support/Yield.js","node_modules/@arcgis/core/layers/support/PromiseQueue.js","node_modules/@arcgis/core/views/support/debugFlags.js","node_modules/@arcgis/core/views/support/RenderState.js","node_modules/@arcgis/core/views/support/Scheduler.js"],"sourcesContent":["/*\nAll material copyright ESRI, All Rights Reserved, unless otherwise specified.\nSee https://js.arcgis.com/4.31/esri/copyright.txt for details.\n*/\nconst o = Symbol(\"Yield\");\nexport { o as Yield };","/*\nAll material copyright ESRI, All Rights Reserved, unless otherwise specified.\nSee https://js.arcgis.com/4.31/esri/copyright.txt for details.\n*/\nimport { isAborted as s, createAbortError as t, isPromiseLike as e } from \"../../core/promiseUtils.js\";\nimport { signal as r } from \"../../core/signal.js\";\nimport { Yield as n } from \"../../views/support/Yield.js\";\nclass i {\n constructor() {\n this._tasks = new Array(), this._runningTasks = r(0);\n }\n get length() {\n return this._tasks.length;\n }\n get running() {\n return this._runningTasks.value > 0;\n }\n destroy() {\n this.cancelAll();\n }\n runTask(s) {\n if (0 === this.length) return n;\n for (; !s.done && this._process(s);) s.madeProgress();\n }\n push(s, t, e) {\n return ++this._runningTasks.value, new Promise((r, n) => this._tasks.push(new a(r, n, s, t, e))).finally(() => --this._runningTasks.value);\n }\n unshift(s, t, e) {\n return ++this._runningTasks.value, new Promise((r, n) => this._tasks.unshift(new a(r, n, s, t, e))).finally(() => --this._runningTasks.value);\n }\n _process(r) {\n if (0 === this._tasks.length) return !1;\n const n = this._tasks.shift();\n try {\n const i = s(n.signal);\n if (i && !n.abortCallback) n.reject(t());else {\n const s = i ? n.abortCallback?.(t()) : n.callback(r);\n e(s) ? s.then(n.resolve, n.reject) : n.resolve(s);\n }\n } catch (i) {\n n.reject(i);\n }\n return !0;\n }\n cancelAll() {\n const s = t();\n for (const t of this._tasks) if (t.abortCallback) {\n const e = t.abortCallback(s);\n t.resolve(e);\n } else t.reject(s);\n this._tasks.length = 0;\n }\n}\nclass a {\n constructor(s, t, e, r = void 0, n = void 0) {\n this.resolve = s, this.reject = t, this.callback = e, this.signal = r, this.abortCallback = n;\n }\n}\nexport { i as PromiseQueue };","/*\nAll material copyright ESRI, All Rights Reserved, unless otherwise specified.\nSee https://js.arcgis.com/4.31/esri/copyright.txt for details.\n*/\nimport { _ as o } from \"../../chunks/tslib.es6.js\";\nimport r from \"../../core/Accessor.js\";\nimport { property as s } from \"../../core/accessorSupport/decorators/property.js\";\nimport \"../../core/has.js\";\nimport \"../../core/Logger.js\";\nimport \"../../core/RandomLCG.js\";\nimport { subclass as t } from \"../../core/accessorSupport/decorators/subclass.js\";\nlet e = class extends r {\n constructor() {\n super(...arguments), this.SCHEDULER_LOG_SLOW_TASKS = !1, this.FEATURE_SERVICE_SNAPPING_SOURCE_TILE_TREE_SHOW_TILES = !1;\n }\n};\no([s()], e.prototype, \"SCHEDULER_LOG_SLOW_TASKS\", void 0), o([s()], e.prototype, \"FEATURE_SERVICE_SNAPPING_SOURCE_TILE_TREE_SHOW_TILES\", void 0), e = o([t(\"esri.views.support.debugFlags\")], e);\nconst E = new e();\nexport { E as default };","/*\nAll material copyright ESRI, All Rights Reserved, unless otherwise specified.\nSee https://js.arcgis.com/4.31/esri/copyright.txt for details.\n*/\nvar I;\n!function (I) {\n I[I.ANIMATING = 0] = \"ANIMATING\", I[I.INTERACTING = 1] = \"INTERACTING\", I[I.IDLE = 2] = \"IDLE\";\n}(I || (I = {}));\nexport { I as RenderState };","/*\nAll material copyright ESRI, All Rights Reserved, unless otherwise specified.\nSee https://js.arcgis.com/4.31/esri/copyright.txt for details.\n*/\nimport e from \"../../core/Handles.js\";\nimport \"../../core/has.js\";\nimport t from \"../../core/Logger.js\";\nimport { removeMaybe as s } from \"../../core/maybe.js\";\nimport r from \"../../core/PerformanceSampler.js\";\nimport i from \"../../core/PooledArray.js\";\nimport { isAborted as a, createAbortError as n, when as _ } from \"../../core/promiseUtils.js\";\nimport { watch as h, initial as u, when as o } from \"../../core/reactiveUtils.js\";\nimport { signal as d } from \"../../core/signal.js\";\nimport { Milliseconds as E } from \"../../core/time.js\";\nimport { PromiseQueue as l } from \"../../layers/support/PromiseQueue.js\";\nimport T from \"./debugFlags.js\";\nimport { RenderState as m } from \"./RenderState.js\";\nimport { Yield as c } from \"./Yield.js\";\nfunction I() {\n return new U.Scheduler();\n}\nvar g;\n!function (e) {\n e.RESOURCE_CONTROLLER_IMMEDIATE = \"immediate\", e.RESOURCE_CONTROLLER = \"schedule\", e.SLIDE = \"slide\", e.STREAM_DATA_LOADER = \"stream loader\", e.ELEVATION_QUERY = \"elevation query\", e.TERRAIN_SURFACE = \"terrain\", e.SURFACE_GEOMETRY_UPDATES = \"surface geometry updates\", e.LOD_RENDERER = \"LoD renderer\", e.GRAPHICS_CORE = \"Graphics3D\", e.I3S_CONTROLLER = \"I3S\", e.POINT_CLOUD_LAYER = \"point cloud\", e.FEATURE_TILE_FETCHER = \"feature fetcher\", e.OVERLAY = \"overlay\", e.STAGE = \"stage\", e.GRAPHICS_DECONFLICTOR = \"graphics deconflictor\", e.FILTER_VISIBILITY = \"Graphics3D filter visibility\", e.SCALE_VISIBILITY = \"Graphics3D scale visibility\", e.FRUSTUM_VISIBILITY = \"Graphics3D frustum visibility\", e.POINT_OF_INTEREST_FREQUENT = \"POI frequent\", e.POINT_OF_INTEREST_INFREQUENT = \"POI infrequent\", e.LABELER = \"labeler\", e.FEATURE_QUERY_ENGINE = \"feature query\", e.FEATURE_TILE_TREE = \"feature tile tree\", e.FEATURE_TILE_TREE_ACTIVE = \"fast feature tile tree\", e.ELEVATION_ALIGNMENT = \"elevation alignment\", e.ELEVATION_ALIGNMENT_SCENE = \"elevation alignment scene\", e.TEXT_TEXTURE_ATLAS = \"text texture atlas\", e.TEXTURE_UNLOAD = \"texture unload\", e.LINE_OF_SIGHT_TOOL = \"line of sight tool\", e.LINE_OF_SIGHT_TOOL_INTERACTIVE = \"interactive line of sight tool\", e.ELEVATION_PROFILE = \"elevation profile\", e.SNAPPING = \"snapping\", e.SHADOW_ACCUMULATOR = \"shadow accumulator\", e.CLOUDS_GENERATOR = \"clouds generator\", e.MAPVIEW_FETCH_QUEUE = \"mapview fetch queue\", e.MAPVIEW_LAYERVIEW_UPDATE = \"mapview layerview update\", e.MAPVIEW_VECTOR_TILE_PARSING_QUEUE = \"mapview vector tile parsing queue\", e[e.NONE = 0] = \"NONE\", e[e.TEST_PRIO = 1] = \"TEST_PRIO\";\n}(g || (g = {}));\nconst R = 0,\n p = new Map([[g.RESOURCE_CONTROLLER_IMMEDIATE, R], [g.RESOURCE_CONTROLLER, 4], [g.SLIDE, R], [g.STREAM_DATA_LOADER, R], [g.ELEVATION_QUERY, R], [g.TERRAIN_SURFACE, 1], [g.SURFACE_GEOMETRY_UPDATES, 1], [g.LOD_RENDERER, 2], [g.GRAPHICS_CORE, 2], [g.I3S_CONTROLLER, 2], [g.POINT_CLOUD_LAYER, 2], [g.FEATURE_TILE_FETCHER, 2], [g.CLOUDS_GENERATOR, 2], [g.OVERLAY, 4], [g.STAGE, 4], [g.GRAPHICS_DECONFLICTOR, 4], [g.FILTER_VISIBILITY, 4], [g.SCALE_VISIBILITY, 4], [g.FRUSTUM_VISIBILITY, 4], [g.POINT_OF_INTEREST_FREQUENT, 6], [g.POINT_OF_INTEREST_INFREQUENT, 30], [g.LABELER, 8], [g.FEATURE_QUERY_ENGINE, 8], [g.FEATURE_TILE_TREE, 16], [g.FEATURE_TILE_TREE_ACTIVE, R], [g.ELEVATION_ALIGNMENT, 12], [g.ELEVATION_ALIGNMENT_SCENE, 14], [g.TEXT_TEXTURE_ATLAS, 12], [g.TEXTURE_UNLOAD, 12], [g.LINE_OF_SIGHT_TOOL, 16], [g.LINE_OF_SIGHT_TOOL_INTERACTIVE, R], [g.SNAPPING, R], [g.SHADOW_ACCUMULATOR, 30], [g.MAPVIEW_FETCH_QUEUE, R], [g.MAPVIEW_LAYERVIEW_UPDATE, 2], [g.MAPVIEW_VECTOR_TILE_PARSING_QUEUE, R]]);\nfunction A(e) {\n return p.has(e) ? p.get(e) : \"number\" == typeof e ? e : 1;\n}\nconst f = E(6.5),\n L = E(1),\n N = E(30),\n O = E(1e3 / 30),\n S = E(100),\n b = .9;\nvar U, k;\n!function (a) {\n class n {\n get updating() {\n return this._updating.value;\n }\n _updatingChanged() {\n this._updating.value = this._tasks.some(e => e.needsUpdate);\n }\n constructor() {\n this._updating = d(!0), this._microTaskQueued = !1, this._frameNumber = 0, this.performanceInfo = {\n total: new r(\"total\"),\n tasks: new Map()\n }, this._frameTaskTimes = new Map(), this._budget = new I(), this._state = m.INTERACTING, this._tasks = new i(), this._runQueue = new i(), this._load = 0, this._idleStateCallbacks = new i(), this._idleUpdatesStartFired = !1, this._forceTask = !1, this._debug = !1, this._debugHandle = h(() => T.SCHEDULER_LOG_SLOW_TASKS, e => this._debug = e, u);\n for (const e of Object.keys(g)) this.performanceInfo.tasks.set(g[e], new r(g[e]));\n }\n destroy() {\n this._tasks.toArray().forEach(e => e.remove()), this._tasks.clear(), s(this._debugHandle), this._microTaskQueued = !1, this._updatingChanged();\n }\n taskRunningChanged(e) {\n this._updatingChanged(), e && this._budget.remaining > 0 && !this._microTaskQueued && (this._microTaskQueued = !0, queueMicrotask(() => {\n this._microTaskQueued && (this._microTaskQueued = !1, this._budget.remaining > 0 && this._schedule() && this.frame());\n }));\n }\n registerTask(e, t) {\n const s = new _(this, e, t);\n return this._tasks.push(s), this._updatingChanged(), this.performanceInfo.tasks.has(e) || this.performanceInfo.tasks.set(e, new r(e)), s;\n }\n registerIdleStateCallbacks(e, t) {\n const s = {\n idleBegin: e,\n idleEnd: t\n };\n this._idleStateCallbacks.push(s), this.state === m.IDLE && this._idleUpdatesStartFired && s.idleBegin();\n const r = this;\n return {\n remove: () => this._removeIdleStateCallbacks(s),\n set idleBegin(e) {\n r._idleUpdatesStartFired && (s.idleEnd(), r._state === m.IDLE && e()), s.idleBegin = e;\n },\n set idleEnd(e) {\n s.idleEnd = e;\n }\n };\n }\n get load() {\n return this._load;\n }\n set state(e) {\n this._state !== e && (this._state = e, this.state !== m.IDLE && this._idleUpdatesStartFired && (this._idleUpdatesStartFired = !1, this._idleStateCallbacks.forAll(e => e.idleEnd())));\n }\n get state() {\n return this._state;\n }\n updateBudget(e) {\n this._test && (this._test.usedBudget = 0), ++this._frameNumber;\n let t = f,\n s = e.frameDuration,\n r = L;\n switch (this.state) {\n case m.IDLE:\n t = E(0), s = E(Math.max(S, e.frameDuration)), r = N;\n break;\n case m.INTERACTING:\n s = E(Math.max(O, e.frameDuration));\n case m.ANIMATING:\n }\n return s = E(s - e.elapsedFrameTime - t), this.state !== m.IDLE && s < L && !this._forceTask ? (this._forceTask = !0, !1) : (s = E(Math.max(s, r)), this._budget.reset(s, this.state), this._updateLoad(), this._schedule());\n }\n frame() {\n switch (this._forceTask = !1, this._microTaskQueued = !1, this.state) {\n case m.IDLE:\n this._idleUpdatesStartFired || (this._idleUpdatesStartFired = !0, this._idleStateCallbacks.forAll(e => e.idleBegin())), this._runIdle();\n break;\n case m.INTERACTING:\n this._runInteracting();\n break;\n default:\n this._runAnimating();\n }\n this._test && (this._test.usedBudget = this._budget.elapsed);\n }\n stopFrame() {\n this._budget.reset(E(0), this._state), this._budget.madeProgress();\n }\n _removeIdleStateCallbacks(e) {\n this._idleUpdatesStartFired && e.idleEnd(), this._idleStateCallbacks.removeUnordered(e);\n }\n removeTask(e) {\n this._tasks.removeUnordered(e), this._runQueue.removeUnordered(e), this._updatingChanged();\n }\n _updateTask(e) {\n this._tasks.forAll(t => {\n t.name === e && t.setPriority(e);\n });\n }\n _getState(e) {\n if (this._runQueue.some(t => t.name === e)) return k.SCHEDULED;\n let t = k.IDLE;\n return this._tasks.forAll(s => {\n s.name === e && s.needsUpdate && (s.schedulePriority <= 1 ? t = k.READY : t !== k.READY && (t = k.WAITING));\n }), t;\n }\n _getRuntime(e) {\n let t = 0;\n return this._tasks.forAll(s => {\n s.name === e && (t += s.runtime);\n }), t;\n }\n _resetRuntimes() {\n this._tasks.forAll(e => e.runtime = 0);\n }\n _getRunning() {\n const e = new Map();\n if (this._tasks.forAll(t => {\n t.needsUpdate && e.set(t.name, (e.get(t.name) || 0) + 1);\n }), 0 === e.size) return null;\n let t = \"\";\n return e.forEach((e, s) => {\n t += e > 1 ? ` ${e}x ${s}` : ` ${s}`;\n }), t;\n }\n _runIdle() {\n this._run();\n }\n _runInteracting() {\n this._run();\n }\n _runAnimating() {\n this._run();\n }\n _updateLoad() {\n const e = this._tasks.reduce((e, t) => t.needsUpdate ? ++e : e, 0);\n this._load = this._load * b + e * (1 - b);\n }\n _schedule() {\n for (this._runQueue.filterInPlace(e => !!e.needsUpdate || (e.schedulePriority = e.basePriority, !1)), this._tasks.forAll(e => {\n e.basePriority === R && e.needsUpdate && !this._runQueue.includes(e) && e.blockFrame !== this._frameNumber && this._runQueue.unshift(e);\n }); 0 === this._runQueue.length;) {\n let e = !1,\n t = 0;\n if (this._tasks.forAll(s => {\n if (s.needsUpdate && 0 !== s.schedulePriority && s.basePriority !== R && s.blockFrame !== this._frameNumber) if (e = !0, t = Math.max(t, s.basePriority), 1 === s.schedulePriority) s.schedulePriority = 0, this._runQueue.push(s);else --s.schedulePriority;\n }), !e) return this._updatingChanged(), !1;\n }\n return this._updatingChanged(), !0;\n }\n _run() {\n const e = this._budget.now();\n this._startFrameTaskTimes();\n do {\n for (; this._runQueue.length > 0;) {\n const r = this._budget.now(),\n i = this._runQueue.pop();\n this._budget.resetProgress();\n try {\n i.task.runTask(this._budget) === c && (i.blockFrame = this._frameNumber);\n } catch (s) {\n t.getLogger(\"esri.views.support.Scheduler\").error(`Exception in task \"${i.name}\"`, s), i.blockFrame = this._frameNumber;\n }\n !this._budget.hasProgressed && i.blockFrame !== this._frameNumber && i.needsUpdate && (i.name, g.I3S_CONTROLLER, i.blockFrame = this._frameNumber), i.schedulePriority = i.basePriority;\n const a = this._budget.now() - r;\n if (i.runtime += a, this._frameTaskTimes.set(i.priority, this._frameTaskTimes.get(i.priority) + a), this._budget.remaining <= 0) return this._updatingChanged(), void this._recordFrameTaskTimes(this._budget.now() - e);\n }\n } while (this._schedule());\n this._updatingChanged(), this._recordFrameTaskTimes(this._budget.now() - e);\n }\n _startFrameTaskTimes() {\n for (const e of Object.keys(g)) this._frameTaskTimes.set(g[e], 0);\n }\n _recordFrameTaskTimes(e) {\n this._frameTaskTimes.forEach((e, t) => this.performanceInfo.tasks.get(t).push(e)), this.performanceInfo.total.push(e);\n }\n get test() {\n return this._test;\n }\n }\n a.Scheduler = n;\n class _ {\n get task() {\n return this._task.value;\n }\n get updating() {\n return this._queue.running;\n }\n constructor(t, s, r) {\n this._scheduler = t, this.name = s, this.blockFrame = 0, this.runtime = 0, this._queue = new l(), this._handles = new e(), this._basePriority = A(s), this.schedulePriority = this._basePriority, this._task = d(null != r ? r : this._queue), this._handles.add(o(() => this.task.running, e => t.taskRunningChanged(e)));\n }\n remove() {\n this.processQueue(C), this._scheduler.removeTask(this), this.schedule = F.schedule, this.reschedule = F.reschedule, this._handles.destroy();\n }\n get basePriority() {\n return this._basePriority;\n }\n setPriority(e) {\n if (this.name === e) return;\n this.name = e;\n const t = A(e);\n this._basePriority !== R && 0 === this.schedulePriority || (this.schedulePriority = t), this._basePriority = t;\n }\n get priority() {\n return this.name;\n }\n set priority(e) {\n this.setPriority(e);\n }\n get needsUpdate() {\n return this.updating || this.task.running;\n }\n schedule(e, t, s) {\n return this._queue.push(e, t, s);\n }\n reschedule(e, t, s) {\n return this._queue.unshift(e, t, s);\n }\n processQueue(e) {\n return this._queue.runTask(e);\n }\n }\n class I {\n constructor() {\n this._begin = \"undefined\" != typeof performance ? performance.now() : 0, this._budget = 0, this._state = m.IDLE, this._done = !1, this._progressed = !1, this._enabled = !0;\n }\n run(e) {\n return !this.done && (!0 === e() && this.madeProgress(), !0);\n }\n get done() {\n return this._done;\n }\n get budget() {\n return this._budget;\n }\n madeProgress() {\n return this._progressed = !0, this._done = this.elapsed >= this._budget && this._enabled, this._done;\n }\n get state() {\n return this._state;\n }\n get enabled() {\n return this._enabled;\n }\n set enabled(e) {\n this._enabled = e;\n }\n reset(e, t) {\n this._begin = this.now(), this._budget = e, this._state = t, this.resetProgress();\n }\n get remaining() {\n return Math.max(this._budget - this.elapsed, 0);\n }\n now() {\n return performance.now();\n }\n get elapsed() {\n return this.now() - this._begin;\n }\n resetProgress() {\n this._progressed = !1, this._done = !1;\n }\n get hasProgressed() {\n return this._progressed;\n }\n }\n a.Budget = I;\n}(U || (U = {})), function (e) {\n e.SCHEDULED = \"s\", e.READY = \"r\", e.WAITING = \"w\", e.IDLE = \"i\";\n}(k || (k = {}));\nconst C = (() => {\n const e = new U.Budget();\n return e.enabled = !1, e;\n})();\nclass P {\n remove() {}\n processQueue() {}\n schedule(e, t, s) {\n try {\n if (a(t)) {\n const e = n();\n return s ? Promise.resolve(s(e)) : Promise.reject(e);\n }\n return _(e(C));\n } catch (r) {\n return Promise.reject(r);\n }\n }\n reschedule(e, t, s) {\n return this.schedule(e, t, s);\n }\n}\nconst F = new P();\nexport { F as ImmediateTask, g as TaskPriority, k as TaskState, A as getTaskPriority, I as newScheduler, C as noBudget, p as taskPriorities 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