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Disable infinite render loop detection #31088
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Merged
jackpope
merged 2 commits into
facebook:main
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jackpope:disable-infinite-loop-detection
Oct 1, 2024
Merged
Disable infinite render loop detection #31088
jackpope
merged 2 commits into
facebook:main
from
jackpope:disable-infinite-loop-detection
Oct 1, 2024
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josephsavona
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Sep 30, 2024
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We're seeing issues with this feature internally including bugs with sibling prerendering and errors that are difficult for developers to action on. We'll turn off the feature for the time being until we can improve the stability and ergonomics. This PR does two things: - Turn off `enableInfiniteLoopDetection` everywhere while leaving it as a variant on www so we can do further experimentation. - Revert #31061 which was a temporary change for debugging. This brings the feature back to baseline. DiffTrain build for [d8c90fa](d8c90fa)
github-actions bot
pushed a commit
that referenced
this pull request
Oct 1, 2024
We're seeing issues with this feature internally including bugs with sibling prerendering and errors that are difficult for developers to action on. We'll turn off the feature for the time being until we can improve the stability and ergonomics. This PR does two things: - Turn off `enableInfiniteLoopDetection` everywhere while leaving it as a variant on www so we can do further experimentation. - Revert #31061 which was a temporary change for debugging. This brings the feature back to baseline. DiffTrain build for [d8c90fa](d8c90fa)
This was referenced Oct 1, 2024
This was referenced Oct 9, 2024
jackpope
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Jul 8, 2025
…as introducing new crashes that were hard to debug, especially with sibling prewarming. One issue with the previous rollout is that we were introducing new crashes for components that may have settled after the 50 pass limit, but before a real crash or infinite loop. This happened more frequently after enabling sibling prewarming which in some cases increased render counts that may have already been close to the limit. This change enables a console error where we used to throw (at 50 nested renders) while continuing to throw an error if that is hit 10 times (500 total nested renders being the new limit for throwing). This is a temporary mechanism to allow us to collect more data about potential crashes in production, without introducing new crashes ourselves. The goal will be to design a smarter mechanism, maybe not counting prewarming passes for example, and/or adjusting the final limit to make it easier to enable this on existing apps.
jackpope
added a commit
to jackpope/react
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Jul 8, 2025
Gather production data in a `enableInfiniteLoopDetection` experiment around existing potential infinite loops. We disabled `enableInfiniteLoopDetection` with facebook#31088 as it was introducing new crashes that were hard to debug, especially with sibling prewarming. One issue with the previous rollout is that we were introducing new crashes for components that may have settled after the 50 pass limit, but before a real crash or infinite loop. This happened more frequently after enabling sibling prewarming which in some cases increased render counts that may have already been close to the limit. This change enables a console error where we used to throw (at 50 nested renders) while continuing to throw an error if that is hit 10 times (500 total nested renders being the new limit for throwing). This is a temporary mechanism to allow us to collect more data about potential crashes in production, without introducing new crashes ourselves. The goal will be to design a smarter mechanism, maybe not counting prewarming passes for example, and/or adjusting the final limit to make it easier to enable this on existing apps.
jackpope
added a commit
to jackpope/react
that referenced
this pull request
Jul 9, 2025
Gather production data in a `enableInfiniteLoopDetection` experiment around existing potential infinite loops. We disabled `enableInfiniteLoopDetection` with facebook#31088 as it was introducing new crashes that were hard to debug, especially with sibling prewarming. One issue with the previous rollout is that we were introducing new crashes for components that may have settled after the 50 pass limit, but before a real crash or infinite loop. This happened more frequently after enabling sibling prewarming which in some cases increased render counts that may have already been close to the limit. This change enables a console error where we used to throw (at 50 nested renders) while continuing to throw an error if that is hit 10 times (500 total nested renders being the new limit for throwing). This is a temporary mechanism to allow us to collect more data about potential crashes in production, without introducing new crashes ourselves. The goal will be to design a smarter mechanism, maybe not counting prewarming passes for example, and/or adjusting the final limit to make it easier to enable this on existing apps.
jackpope
added a commit
to jackpope/react
that referenced
this pull request
Jul 23, 2025
…rowing Gather production data in a `enableInfiniteLoopDetection` experiment around existing potential infinite loops. We disabled `enableInfiniteLoopDetection` with facebook#31088 as it was introducing new crashes that were hard to debug, especially with sibling prewarming. One issue with the previous rollout is that we were introducing new crashes for components that may have settled after the 50 pass limit, but before a real crash or infinite loop. This happened more frequently after enabling sibling prewarming which in some cases increased render counts that may have already been close to the limit. This change enables an injectable logging function where we used to throw (at 50 nested renders) while continuing to throw an error if that is hit 10 times (500 total nested renders being the new limit for throwing). This is a temporary mechanism to allow us to collect more data about potential crashes in production, without introducing new crashes ourselves. The goal will be to design a smarter mechanism, maybe not counting prewarming passes for example, and/or adjusting the final limit to make it easier to enable this on existing apps.
jackpope
added a commit
to jackpope/react
that referenced
this pull request
Jul 23, 2025
…rowing Gather production data in a `enableInfiniteLoopDetection` experiment around existing potential infinite loops. We disabled `enableInfiniteLoopDetection` with facebook#31088 as it was introducing new crashes that were hard to debug, especially with sibling prewarming. One issue with the previous rollout is that we were introducing new crashes for components that may have settled after the 50 pass limit, but before a real crash or infinite loop. This happened more frequently after enabling sibling prewarming which in some cases increased render counts that may have already been close to the limit. This change enables an injectable logging function where we used to throw (at 50 nested renders) while continuing to throw an error if that is hit 10 times (500 total nested renders being the new limit for throwing). This is a temporary mechanism to allow us to collect more data about potential crashes in production, without introducing new crashes ourselves. The goal will be to design a smarter mechanism, maybe not counting prewarming passes for example, and/or adjusting the final limit to make it easier to enable this on existing apps.
jackpope
added a commit
to jackpope/react
that referenced
this pull request
Jul 23, 2025
…rowing Gather production data in a `enableInfiniteLoopDetection` experiment around existing potential infinite loops. We disabled `enableInfiniteLoopDetection` with facebook#31088 as it was introducing new crashes that were hard to debug, especially with sibling prewarming. One issue with the previous rollout is that we were introducing new crashes for components that may have settled after the 50 pass limit, but before a real crash or infinite loop. This happened more frequently after enabling sibling prewarming which in some cases increased render counts that may have already been close to the limit. This change enables an injectable logging function where we used to throw (at 50 nested renders) while continuing to throw an error if that is hit 10 times (500 total nested renders being the new limit for throwing). This is a temporary mechanism to allow us to collect more data about potential crashes in production, without introducing new crashes ourselves. The goal will be to design a smarter mechanism, maybe not counting prewarming passes for example, and/or adjusting the final limit to make it easier to enable this on existing apps.
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We're seeing issues with this feature internally including bugs with sibling prerendering and errors that are difficult for developers to action on. We'll turn off the feature for the time being until we can improve the stability and ergonomics.
This PR does two things:
enableInfiniteLoopDetectioneverywhere while leaving it as a variant on www so we can do further experimentation.