({
mode,
reducedMotion,
hasActiveTools,
responseLengthRef,
message,
messageColor,
shimmerColor,
overrideColor,
loadingStartTimeRef,
totalPausedMsRef,
pauseStartTimeRef,
spinnerSuffix,
verbose,
columns,
hasRunningTeammates,
teammateTokens,
foregroundedTeammate,
leaderIsIdle = false,
thinkingStatus,
effortSuffix
}: SpinnerAnimationRowProps)
| 79 | * and tip/tree subtrees out of the hot animation path. |
| 80 | */ |
| 81 | export function SpinnerAnimationRow({ |
| 82 | mode, |
| 83 | reducedMotion, |
| 84 | hasActiveTools, |
| 85 | responseLengthRef, |
| 86 | message, |
| 87 | messageColor, |
| 88 | shimmerColor, |
| 89 | overrideColor, |
| 90 | loadingStartTimeRef, |
| 91 | totalPausedMsRef, |
| 92 | pauseStartTimeRef, |
| 93 | spinnerSuffix, |
| 94 | verbose, |
| 95 | columns, |
| 96 | hasRunningTeammates, |
| 97 | teammateTokens, |
| 98 | foregroundedTeammate, |
| 99 | leaderIsIdle = false, |
| 100 | thinkingStatus, |
| 101 | effortSuffix |
| 102 | }: SpinnerAnimationRowProps): React.ReactNode { |
| 103 | const [viewportRef, time] = useAnimationFrame(reducedMotion ? null : 50); |
| 104 | |
| 105 | // === Elapsed time (wall-clock, derived from refs each frame) === |
| 106 | const now = Date.now(); |
| 107 | const elapsedTimeMs = pauseStartTimeRef.current !== null ? pauseStartTimeRef.current - loadingStartTimeRef.current - totalPausedMsRef.current : now - loadingStartTimeRef.current - totalPausedMsRef.current; |
| 108 | |
| 109 | // Track wall-clock turn start for teammates. While a swarm is running the |
| 110 | // leader's elapsedTimeMs may jump around (new API calls reset |
| 111 | // loadingStartTimeRef; pauses freeze it), so we anchor to the earliest |
| 112 | // derived start seen so far. When no teammates are running this just tracks |
| 113 | // derivedStart every frame, effectively resetting for the next swarm. |
| 114 | const derivedStart = now - elapsedTimeMs; |
| 115 | const turnStartRef = useRef(derivedStart); |
| 116 | if (!hasRunningTeammates || derivedStart < turnStartRef.current) { |
| 117 | turnStartRef.current = derivedStart; |
| 118 | } |
| 119 | |
| 120 | // === Animation derivations from `time` === |
| 121 | const currentResponseLength = responseLengthRef.current; |
| 122 | |
| 123 | // Suppress stall detection when leader is idle — responseLengthRef and |
| 124 | // hasActiveTools both track leader state. When viewing an active teammate |
| 125 | // while leader is idle, they'd otherwise flag a false stall after 3s. |
| 126 | // Treating leaderIsIdle like hasActiveTools resets the stall timer. |
| 127 | const { |
| 128 | isStalled, |
| 129 | stalledIntensity |
| 130 | } = useStalledAnimation(time, currentResponseLength, hasActiveTools || leaderIsIdle, reducedMotion); |
| 131 | const frame = reducedMotion ? 0 : Math.floor(time / 120); |
| 132 | const glimmerSpeed = mode === 'requesting' ? 50 : 200; |
| 133 | // message is stable within a turn; stringWidth is expensive enough (Bun native |
| 134 | // call per code point) to memoize explicitly across the 50ms loop. |
| 135 | const glimmerMessageWidth = useMemo(() => stringWidth(message), [message]); |
| 136 | const cycleLength = glimmerMessageWidth + 20; |
| 137 | const cyclePosition = Math.floor(time / glimmerSpeed); |
| 138 | const glimmerIndex = reducedMotion ? -100 : isStalled ? -100 : mode === 'requesting' ? cyclePosition % cycleLength - 10 : glimmerMessageWidth + 10 - cyclePosition % cycleLength; |
nothing calls this directly
no test coverage detected