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* perf(studio): settle the edit accuracy bench on frames and network, not a fixed window settled() waited for the box and the preview frames to hold still for 500 ms, 7 to 15 times a case. It now resolves once they read the same on 3 animation frames in a row while the Studio page has no request in flight (the event stream and server-rendered timeline thumbnails excepted) and the server has announced every project file written since its last file-change event, so a save, a preview reload or a reload the event starts still holds it open. EDIT_ACCURACY_STILL_MS restores the fixed window with no network signal. Also polls studio_seek every 50 ms instead of 250 ms while Studio opens. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> * perf(studio): keep one producer Chrome open across edit accuracy renders Every render launched and closed its own producer Chrome. The run now holds a lease on the engine's pooled browser (a capture session with the renders' launch settings and its page closed), so each render opens a page in that browser instead. Each render still gets its own page and file server, and clears the browser cache first. A held browser that failed to launch or whose Chrome died is dropped and held again, never reused. Studio's server stays per case: it serves one project folder, stamps it on start and keeps that folder's undo history open, so switching folders under it would leak history between cases. Its start is polled every 50 ms instead of 200 ms. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> * test(studio): import render.mjs at the top of the edit accuracy render test Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> * fix(studio): restart the settle window when a busy request's frame goes away Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> * style(studio): format the edit accuracy settle test Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> * fix(studio): seek the edit bench only after Studio binds the timeline openStudio now polls every 50 ms, so after a reload its first studio_seek often lands before the runtime binds the timeline (Studio still reports duration 0, but the playhead moves). The bind then replays the playhead from near 0 (core init.ts progress(0.0001) then totalTime). A tween that starts on the playhead was already initialised by the early seek, so GSAP skips its first keyframe. The preview then holds a box no fresh seek or render shows. In resize-fromto-px-r0-nested-z100-on that box is 90 px off, and it persists until the next seek. Wait for studio_look to report a duration before seeking. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
176 lines
9.1 KiB
Markdown
176 lines
9.1 KiB
Markdown
# Working on Studio
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Read this before your first change in `packages/studio`. It is the handful of
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things that are not visible from the source, and that cost real time to
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rediscover.
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## The shape of the thing
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Studio renders the user's composition in an **iframe**, and draws its own
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chrome — selection box, handles, dashed outlines, toolbars — in **Studio's own
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document**, positioned over the iframe. Nothing Studio draws lives inside the
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composition, because a render would capture it and the composition's styling
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would inherit into it.
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Two consequences you will meet immediately:
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- Reaching a preview element from a driver or a test means going through the
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iframe: `iframe.contentDocument.getElementById(...)`. Studio's own panels may
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be inside shadow roots, so a plain `document.querySelector` finds neither.
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- Every overlay box is a _measurement_ of an element, not the element. When
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chrome disagrees with the pixels underneath it, the bug is almost always in
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the measurement, in `components/editor/domEditOverlayGeometry.ts`.
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## Where a canvas edit goes
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Paths are under `src/`; bare file names are in `src/components/editor/`. Each
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line names the owner; read it there.
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1. **Gesture.** `DomEditSelectionChrome.tsx` starts it, `domEditOverlayStartGesture.ts`
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arms it, `useDomEditOverlayGestures.ts` (`onPointerUp`) hands it off. Nudge,
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crop and inline text enter through `useDomEditNudge.ts`, `DomEditCropHandles.tsx`
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and `useInlineTextEditing.tsx`. `hooks/useDomEditSession.ts` wires the handlers.
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2. **GSAP or plain.** The predicates `gsapWritesPosition`, `gsapWritesRotation`
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and `gsapWritesBox` live in `hooks/gsapRuntimeKeyframes.ts`. The router is
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`hooks/useGsapAwareEditing.ts`. Move and a plain rotation keep the route
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chosen at press. A GSAP rotation checks ownership again at commit, and resize
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decides at commit through `hooks/gsapResizeIntercept.ts`.
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3. **Writers.** Plain edits go through `hooks/elementOffsetStager.ts`,
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`hooks/useDomGeometryCommits.ts` and `hooks/plainRotation.ts`, then
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`hooks/useDomEditPositionPatchCommit.ts`. GSAP edits: `hooks/gsapRuntimeBridge.ts`
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(the drag and rotate intercepts), `hooks/gsapDragCommit.ts`,
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`hooks/gsapDragPositionCommit.ts` (keyframe at the playhead) and
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`hooks/gsapWholePropertyOffsetCommit.ts`. Styles, text, attributes and groups:
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`hooks/domStyleCommit.ts`, `hooks/useDomEditTextCommits.ts`,
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`hooks/useDomEditAttributeCommits.ts`, `hooks/useGroupCommits.ts`.
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4. **Save.** There are three paths. A single DOM edit goes through
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`hooks/useDomEditPersist.ts`. It first offers the edit to the SDK path
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(`utils/sdkCutover.ts`, wired in `useDomEditSession.ts`), which writes the
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file itself. Otherwise it posts studio-server's `file-mutations/patch-element`.
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Atomic DOM batches go through `hooks/useDomEditCommits.ts` to
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`patch-element-batches`. Script edits go through `hooks/useGsapScriptCommits.ts`,
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to `gsap-mutations` or to the SDK path. The routes are in
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`packages/studio-server/src/routes/files.ts`. The own-write token is in
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`utils/studioFileVersion.ts`, and `hooks/useExternalFileChangeCoordinator.ts`
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drops the echo.
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5. **Reload.** Each save path decides its own reload. After a `patch-element`
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save, `useDomEditPersist.ts` reloads unless `skipRefresh` is set. For script
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edits, `useGsapScriptCommits.ts` (`applyPreviewSync`) picks one of three: an
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instant patch, `utils/gsapSoftReload.ts`, or a reload.
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A reload bumps `refreshKey`, and `refreshPlayer` in
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`player/hooks/useTimelinePlayer.ts` either swaps the scene or runs
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`player/hooks/useShadowPreviewReload.ts`, which waits while a gesture or a
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save is in flight.
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6. **Undo.** `hooks/usePersistentEditHistory.ts` records the edit.
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`hooks/useEditHistoryActions.ts` steps through history.
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`utils/gsapUndoRestore.ts` repaints the preview.
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## Driving Studio for verification
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A pixel-precise click inside the preview is not something an automated driver
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can reliably land, and some gestures cannot be synthesised at all: the canvas
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overlay takes pointer capture and recognises a double press itself, so
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`page.mouse` click pairs do not open a text edit no matter how they are timed.
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Use the dev-only hook instead. In a dev build `window.__studioTest` exposes:
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```js
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await window.__studioTest.selectByDomId("headline"); // selects, reveals the inspector
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```
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That is the same selection a click produces. The general lesson: from a settled
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selection, keyboard paths are dependable where pointer paths are not. Prefer a
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key over a synthesised gesture whenever the feature offers one.
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`useStudioTestHooks` also carries the timeline performance fixtures. The hook is
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gated on `STUDIO_TEST_HOOKS_ENABLED` (dev or development mode only), so
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`window.__studioTest` is absent in production builds — feature-detect it.
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## Tracing decisions
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The interesting failures here are decisions, not crashes: a preview that
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reloads when it should not, a shift-click that selects the wrong element.
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Nothing throws, so a trace of the decision is the only way to avoid guessing.
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Channels are off by default. Turn one on and reload:
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```js
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localStorage.setItem("hf-drag-debug", "1"); // then grep the console for [hf-drag]
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```
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Live channels: `reload`, `select`, `drag`, `resize`, `commit`. Add one with
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`makeStudioDebugLogger("<name>")` in `utils/studioDebug.ts`.
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## Running the tests
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Studio's tests are **vitest**, not `bun test`. Running bare `bun test` in this
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package collects the files with the wrong runner and reports failures that are
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not real:
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```bash
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bun run --cwd packages/studio test # all of them
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bun run --cwd packages/studio test src/components/editor # one directory
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```
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happy-dom is not a browser. It does not reflect the individual transform
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properties (`rotate`, `scale`, `translate`) into computed style, and it has no
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`DOMMatrix` — the geometry tests carry their own stand-in. When a behaviour
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depends on real layout or real computed style, prove it in a browser and keep
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the unit test on the pure function underneath.
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## The edit accuracy bench
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`tests/e2e/edit-accuracy/` performs real gestures in the built CLI's Studio and
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checks the saved file, the reloaded preview, undo and a producer frame. It
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needs the built CLI (`packages/cli/dist/cli.js`, from `bun run build`) and
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`chrome-headless-shell` (`npx hyperframes browser ensure`):
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```bash
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bun run --cwd packages/studio test:edit-accuracy -- --grid pr --filter '^resize-' --jobs 1
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```
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- Case ids come from `grid.mjs`; `--filter` is a regex on them. `--grid pr` is
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the smaller slice, `full` is what CI runs.
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- Each run writes its results, a table and a candidate baseline to
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`tests/e2e/evidence/edit-accuracy/<run>/` (git-ignored; `--out` moves it); a
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failing case also gets its screens and saved files under `cases/<id>/`.
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- A measurement waits until the box and the preview frames read the same on 3
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animation frames in a row, with no Studio request in flight and every file
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write announced by the server. `EDIT_ACCURACY_STILL_MS=500` swaps that for
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the older fixed window of 500 ms with no network signal, if the faster check
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ever proves flaky on CI.
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- The run keeps one producer Chrome open for every render; each render still
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gets its own page and file server. Studio's server is started per case,
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because it serves one project folder and keeps that folder's undo history.
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- CI runs the full grid in shards and `ratchet.mjs` gates the result against the
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base branch's `baseline.json`; its header states the rules. When cases newly
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pass, commit the `baseline.json` from the `edit-accuracy-gate` artifact.
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## Gates that will fail your PR
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- **600 lines per file.** CI checks only non-test files your PR changed. A file
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that grows past it has to be split in the same PR that grew it.
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- **`bunx fallow audit --base origin/main --fail-on-issues`** — complexity per
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function, duplication, unused exports. Adding branches to an already-complex
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function trips it; extract rather than nest.
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- **oxlint and oxfmt**, not eslint or prettier.
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- **Before and After captures.** A PR that changes code under `packages/studio`
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or `packages/player` needs `## Before` and `## After` sections in its
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description, each with an image or video. The exemptions (a small change with
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no visible effect, Markdown, tests) are defined in `scripts/check-pr-captures.mjs`.
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## Traps worth knowing
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- **`rotate` is not `transform`.** Studio's rotate handle writes the CSS
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`rotate` property, which is an individual transform property and does not
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appear in `getComputedStyle(el).transform`. Anything measuring an angle has to
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read both and compose them the way CSS does, individual properties first.
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- **A seek re-renders the whole timeline**, not the tween you patched. Patching
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several elements one at a time and seeking after each repaints the ones still
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queued from their un-patched tweens. Batch, then render once.
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- **Studio's own writes must not reload the preview.** Writes carry a token so
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the file-watcher event can be recognised as ours; a new write path that
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forgets it makes the preview flash on every edit.
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- **Preserving a selection set that does not contain the id empties it.** Check
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`preserveSet` semantics before reusing it.
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