1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
//! # Virtual DOM Implementation for Rust
//!
//! This module provides the primary mechanics to create a hook-based, concurrent VDOM for Rust.

use crate::{
    any_props::AnyProps,
    arena::ElementId,
    innerlude::{
        DirtyScope, ElementRef, ErrorBoundary, NoOpMutations, SchedulerMsg, ScopeState, VNodeMount,
        VProps, WriteMutations,
    },
    nodes::RenderReturn,
    nodes::{Template, TemplateId},
    runtime::{Runtime, RuntimeGuard},
    scopes::ScopeId,
    AttributeValue, ComponentFunction, Element, Event, Mutations,
};
use futures_util::StreamExt;
use rustc_hash::{FxHashMap, FxHashSet};
use slab::Slab;
use std::{any::Any, collections::BTreeSet, rc::Rc};

/// A virtual node system that progresses user events and diffs UI trees.
///
/// ## Guide
///
/// Components are defined as simple functions that take [`crate::properties::Properties`] and return an [`Element`].
///
/// ```rust
/// # use dioxus::prelude::*;
///
/// #[derive(Props, PartialEq, Clone)]
/// struct AppProps {
///     title: String
/// }
///
/// fn app(cx: AppProps) -> Element {
///     rsx!(
///         div {"hello, {cx.title}"}
///     )
/// }
/// ```
///
/// Components may be composed to make complex apps.
///
/// ```rust
/// # #![allow(unused)]
/// # use dioxus::prelude::*;
///
/// # #[derive(Props, PartialEq, Clone)]
/// # struct AppProps {
/// #     title: String
/// # }
///
/// static ROUTES: &str = "";
///
/// #[component]
/// fn app(cx: AppProps) -> Element {
///     rsx!(
///         NavBar { routes: ROUTES }
///         Title { "{cx.title}" }
///         Footer {}
///     )
/// }
///
/// #[component]
/// fn NavBar( routes: &'static str) -> Element {
///     rsx! {
///         div { "Routes: {routes}" }
///     }
/// }
///
/// #[component]
/// fn Footer() -> Element {
///     rsx! { div { "Footer" } }
/// }
///
/// #[component]
/// fn Title( children: Element) -> Element {
///     rsx! {
///         div { id: "title", {children} }
///     }
/// }
/// ```
///
/// To start an app, create a [`VirtualDom`] and call [`VirtualDom::rebuild`] to get the list of edits required to
/// draw the UI.
///
/// ```rust
/// # use dioxus::prelude::*;
/// # fn app() -> Element { rsx! { div {} } }
///
/// let mut vdom = VirtualDom::new(app);
/// let edits = vdom.rebuild_to_vec();
/// ```
///
/// To call listeners inside the VirtualDom, call [`VirtualDom::handle_event`] with the appropriate event data.
///
/// ```rust, ignore
/// vdom.handle_event(event);
/// ```
///
/// While no events are ready, call [`VirtualDom::wait_for_work`] to poll any futures inside the VirtualDom.
///
/// ```rust, ignore
/// vdom.wait_for_work().await;
/// ```
///
/// Once work is ready, call [`VirtualDom::render_with_deadline`] to compute the differences between the previous and
/// current UI trees. This will return a [`Mutations`] object that contains Edits, Effects, and NodeRefs that need to be
/// handled by the renderer.
///
/// ```rust, ignore
/// let mutations = vdom.work_with_deadline(tokio::time::sleep(Duration::from_millis(100)));
///
/// for edit in mutations.edits {
///     real_dom.apply(edit);
/// }
/// ```
///
/// To not wait for suspense while diffing the VirtualDom, call [`VirtualDom::render_immediate`] or pass an immediately
/// ready future to [`VirtualDom::render_with_deadline`].
///
///
/// ## Building an event loop around Dioxus:
///
/// Putting everything together, you can build an event loop around Dioxus by using the methods outlined above.
/// ```rust, ignore
/// #[component]
/// fn app() -> Element {
///     rsx! {
///         div { "Hello World" }
///     }
/// }
///
/// let dom = VirtualDom::new(app);
///
/// real_dom.apply(dom.rebuild());
///
/// loop {
///     select! {
///         _ = dom.wait_for_work() => {}
///         evt = real_dom.wait_for_event() => dom.handle_event(evt),
///     }
///
///     real_dom.apply(dom.render_immediate());
/// }
/// ```
///
/// ## Waiting for suspense
///
/// Because Dioxus supports suspense, you can use it for server-side rendering, static site generation, and other usecases
/// where waiting on portions of the UI to finish rendering is important. To wait for suspense, use the
/// [`VirtualDom::render_with_deadline`] method:
///
/// ```rust, ignore
/// let dom = VirtualDom::new(app);
///
/// let deadline = tokio::time::sleep(Duration::from_millis(100));
/// let edits = dom.render_with_deadline(deadline).await;
/// ```
///
/// ## Use with streaming
///
/// If not all rendering is done by the deadline, it might be worthwhile to stream the rest later. To do this, we
/// suggest rendering with a deadline, and then looping between [`VirtualDom::wait_for_work`] and render_immediate until
/// no suspended work is left.
///
/// ```rust, ignore
/// let dom = VirtualDom::new(app);
///
/// let deadline = tokio::time::sleep(Duration::from_millis(20));
/// let edits = dom.render_with_deadline(deadline).await;
///
/// real_dom.apply(edits);
///
/// while dom.has_suspended_work() {
///    dom.wait_for_work().await;
///    real_dom.apply(dom.render_immediate());
/// }
/// ```
pub struct VirtualDom {
    pub(crate) scopes: Slab<ScopeState>,

    pub(crate) dirty_scopes: BTreeSet<DirtyScope>,

    // Maps a template path to a map of byte indexes to templates
    pub(crate) templates: FxHashMap<TemplateId, FxHashMap<usize, Template>>,

    // Templates changes that are queued for the next render
    pub(crate) queued_templates: Vec<Template>,

    // The element ids that are used in the renderer
    pub(crate) elements: Slab<Option<ElementRef>>,

    // Once nodes are mounted, the information about where they are mounted is stored here
    pub(crate) mounts: Slab<VNodeMount>,

    pub(crate) runtime: Rc<Runtime>,

    // Currently suspended scopes
    pub(crate) suspended_scopes: FxHashSet<ScopeId>,

    rx: futures_channel::mpsc::UnboundedReceiver<SchedulerMsg>,
}

impl VirtualDom {
    /// Create a new VirtualDom with a component that does not have special props.
    ///
    /// # Description
    ///
    /// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders.
    ///
    /// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive
    /// to toss out the entire tree.
    ///
    ///
    /// # Example
    /// ```rust, ignore
    /// fn Example() -> Element  {
    ///     rsx!( div { "hello world" } )
    /// }
    ///
    /// let dom = VirtualDom::new(Example);
    /// ```
    ///
    /// Note: the VirtualDom is not progressed, you must either "run_with_deadline" or use "rebuild" to progress it.
    pub fn new(app: fn() -> Element) -> Self {
        Self::new_with_props(app, ())
    }

    /// Create a new VirtualDom with the given properties for the root component.
    ///
    /// # Description
    ///
    /// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders.
    ///
    /// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive
    /// to toss out the entire tree.
    ///
    ///
    /// # Example
    /// ```rust, ignore
    /// #[derive(PartialEq, Props)]
    /// struct SomeProps {
    ///     name: &'static str
    /// }
    ///
    /// fn Example(cx: SomeProps) -> Element  {
    ///     rsx!{ div { "hello {cx.name}" } }
    /// }
    ///
    /// let dom = VirtualDom::new(Example);
    /// ```
    ///
    /// Note: the VirtualDom is not progressed on creation. You must either "run_with_deadline" or use "rebuild" to progress it.
    ///
    /// ```rust, ignore
    /// let mut dom = VirtualDom::new_with_props(Example, SomeProps { name: "jane" });
    /// let mutations = dom.rebuild();
    /// ```
    pub fn new_with_props<P: Clone + 'static, M: 'static>(
        root: impl ComponentFunction<P, M>,
        root_props: P,
    ) -> Self {
        Self::new_with_component(VProps::new(root, |_, _| true, root_props, "root"))
    }

    /// Create a new virtualdom and build it immediately
    pub fn prebuilt(app: fn() -> Element) -> Self {
        let mut dom = Self::new(app);
        dom.rebuild_in_place();
        dom
    }

    /// Create a new VirtualDom with the given properties for the root component.
    ///
    /// # Description
    ///
    /// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders.
    ///
    /// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive
    /// to toss out the entire tree.
    ///
    ///
    /// # Example
    /// ```rust, ignore
    /// #[derive(PartialEq, Props)]
    /// struct SomeProps {
    ///     name: &'static str
    /// }
    ///
    /// fn Example(cx: SomeProps) -> Element  {
    ///     rsx!{ div{ "hello {cx.name}" } }
    /// }
    ///
    /// let dom = VirtualDom::new(Example);
    /// ```
    ///
    /// Note: the VirtualDom is not progressed on creation. You must either "run_with_deadline" or use "rebuild" to progress it.
    ///
    /// ```rust, ignore
    /// let mut dom = VirtualDom::new_from_root(VComponent::new(Example, SomeProps { name: "jane" }, "Example"));
    /// let mutations = dom.rebuild();
    /// ```
    pub(crate) fn new_with_component(root: impl AnyProps + 'static) -> Self {
        let (tx, rx) = futures_channel::mpsc::unbounded();

        let mut dom = Self {
            rx,
            runtime: Runtime::new(tx),
            scopes: Default::default(),
            dirty_scopes: Default::default(),
            templates: Default::default(),
            queued_templates: Default::default(),
            elements: Default::default(),
            mounts: Default::default(),
            suspended_scopes: Default::default(),
        };

        let root = dom.new_scope(Box::new(root), "app");

        // Unlike react, we provide a default error boundary that just renders the error as a string
        root.state()
            .provide_context(Rc::new(ErrorBoundary::new_in_scope(ScopeId::ROOT)));

        // the root element is always given element ID 0 since it's the container for the entire tree
        dom.elements.insert(None);

        dom
    }

    /// Get the state for any scope given its ID
    ///
    /// This is useful for inserting or removing contexts from a scope, or rendering out its root node
    pub fn get_scope(&self, id: ScopeId) -> Option<&ScopeState> {
        self.scopes.get(id.0)
    }

    /// Get the single scope at the top of the VirtualDom tree that will always be around
    ///
    /// This scope has a ScopeId of 0 and is the root of the tree
    pub fn base_scope(&self) -> &ScopeState {
        self.get_scope(ScopeId::ROOT).unwrap()
    }

    /// Run a closure inside the dioxus runtime
    pub fn in_runtime<O>(&self, f: impl FnOnce() -> O) -> O {
        let _runtime = RuntimeGuard::new(self.runtime.clone());
        f()
    }

    /// Build the virtualdom with a global context inserted into the base scope
    ///
    /// This is useful for what is essentially dependency injection when building the app
    pub fn with_root_context<T: Clone + 'static>(self, context: T) -> Self {
        self.base_scope().state().provide_context(context);
        self
    }

    /// Build the virtualdom with a global context inserted into the base scope
    ///
    /// This method is useful for when you want to provide a context in your app without knowing its type
    pub fn insert_any_root_context(&mut self, context: Box<dyn Any>) {
        self.base_scope().state().provide_any_context(context);
    }

    /// Manually mark a scope as requiring a re-render
    ///
    /// Whenever the Runtime "works", it will re-render this scope
    pub fn mark_dirty(&mut self, id: ScopeId) {
        let Some(scope) = self.runtime.get_state(id) else {
            return;
        };

        tracing::trace!("Marking scope {:?} ({}) as dirty", id, scope.name);
        self.dirty_scopes.insert(DirtyScope {
            height: scope.height(),
            id,
        });
    }

    /// Call a listener inside the VirtualDom with data from outside the VirtualDom. **The ElementId passed in must be the id of an element with a listener, not a static node or a text node.**
    ///
    /// This method will identify the appropriate element. The data must match up with the listener declared. Note that
    /// this method does not give any indication as to the success of the listener call. If the listener is not found,
    /// nothing will happen.
    ///
    /// It is up to the listeners themselves to mark nodes as dirty.
    ///
    /// If you have multiple events, you can call this method multiple times before calling "render_with_deadline"
    pub fn handle_event(
        &mut self,
        name: &str,
        data: Rc<dyn Any>,
        element: ElementId,
        bubbles: bool,
    ) {
        let _runtime = RuntimeGuard::new(self.runtime.clone());

        if let Some(Some(parent_path)) = self.elements.get(element.0).copied() {
            if bubbles {
                self.handle_bubbling_event(Some(parent_path), name, Event::new(data, bubbles));
            } else {
                self.handle_non_bubbling_event(parent_path, name, Event::new(data, bubbles));
            }
        }
    }

    /// Wait for the scheduler to have any work.
    ///
    /// This method polls the internal future queue, waiting for suspense nodes, tasks, or other work. This completes when
    /// any work is ready. If multiple scopes are marked dirty from a task or a suspense tree is finished, this method
    /// will exit.
    ///
    /// This method is cancel-safe, so you're fine to discard the future in a select block.
    ///
    /// This lets us poll async tasks and suspended trees during idle periods without blocking the main thread.
    ///
    /// # Example
    ///
    /// ```rust, ignore
    /// let dom = VirtualDom::new(app);
    /// ```
    pub async fn wait_for_work(&mut self) {
        // And then poll the futures
        self.poll_tasks().await;
    }

    ///
    async fn poll_tasks(&mut self) {
        // Release the flush lock
        // This will cause all the flush wakers to immediately spring to life, which we will off with process_events
        self.runtime.release_flush_lock();

        loop {
            // Process all events - Scopes are marked dirty, etc
            // Sometimes when wakers fire we get a slew of updates at once, so its important that we drain this completely
            self.process_events();

            // Now that we have collected all queued work, we should check if we have any dirty scopes. If there are not, then we can poll any queued futures
            if !self.dirty_scopes.is_empty() {
                return;
            }

            // Make sure we set the runtime since we're running user code
            let _runtime = RuntimeGuard::new(self.runtime.clone());

            // Hold a lock to the flush sync to prevent tasks from running in the event we get an immediate
            // When we're doing awaiting the rx, the lock will be dropped and tasks waiting on the lock will get waked
            // We have to own the lock since poll_tasks is cancel safe - the future that this is running in might get dropped
            // and if we held the lock in the scope, the lock would also get dropped prematurely
            self.runtime.release_flush_lock();
            self.runtime.acquire_flush_lock();

            match self.rx.next().await.expect("channel should never close") {
                SchedulerMsg::Immediate(id) => self.mark_dirty(id),
                SchedulerMsg::TaskNotified(id) => _ = self.runtime.handle_task_wakeup(id),
            };
        }
    }

    /// Process all events in the queue until there are no more left
    pub fn process_events(&mut self) {
        let _runtime = RuntimeGuard::new(self.runtime.clone());

        // Prevent a task from deadlocking the runtime by repeatedly queueing itself
        while let Ok(Some(msg)) = self.rx.try_next() {
            match msg {
                SchedulerMsg::Immediate(id) => self.mark_dirty(id),
                SchedulerMsg::TaskNotified(task) => _ = self.runtime.handle_task_wakeup(task),
            }
        }
    }

    /// Replace a template at runtime. This will re-render all components that use this template.
    /// This is the primitive that enables hot-reloading.
    ///
    /// The caller must ensure that the template references the same dynamic attributes and nodes as the original template.
    ///
    /// This will only replace the the parent template, not any nested templates.
    pub fn replace_template(&mut self, template: Template) {
        self.register_template_first_byte_index(template);
        // iterating a slab is very inefficient, but this is a rare operation that will only happen during development so it's fine
        for (_, scope) in self.scopes.iter() {
            if let Some(RenderReturn::Ready(sync)) = scope.try_root_node() {
                if sync.template.get().name.rsplit_once(':').unwrap().0
                    == template.name.rsplit_once(':').unwrap().0
                {
                    let context = scope.state();
                    let height = context.height;
                    self.dirty_scopes.insert(DirtyScope {
                        height,
                        id: context.id,
                    });
                }
            }
        }
    }

    /// Rebuild the virtualdom without handling any of the mutations
    ///
    /// This is useful for testing purposes and in cases where you render the output of the virtualdom without
    /// handling any of its mutations.
    pub fn rebuild_in_place(&mut self) {
        self.rebuild(&mut NoOpMutations);
    }

    /// [`VirtualDom::rebuild`] to a vector of mutations for testing purposes
    pub fn rebuild_to_vec(&mut self) -> Mutations {
        let mut mutations = Mutations::default();
        self.rebuild(&mut mutations);
        mutations
    }

    /// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom from scratch.
    ///
    /// The mutations item expects the RealDom's stack to be the root of the application.
    ///
    /// Tasks will not be polled with this method, nor will any events be processed from the event queue. Instead, the
    /// root component will be ran once and then diffed. All updates will flow out as mutations.
    ///
    /// All state stored in components will be completely wiped away.
    ///
    /// Any templates previously registered will remain.
    ///
    /// # Example
    /// ```rust, ignore
    /// static app: Component = |cx|  rsx!{ "hello world" };
    ///
    /// let mut dom = VirtualDom::new();
    /// let edits = dom.rebuild();
    ///
    /// apply_edits(edits);
    /// ```
    pub fn rebuild(&mut self, to: &mut impl WriteMutations) {
        self.flush_templates(to);
        let _runtime = RuntimeGuard::new(self.runtime.clone());
        let new_nodes = self.run_scope(ScopeId::ROOT);

        // Rebuilding implies we append the created elements to the root
        let m = self.create_scope(to, ScopeId::ROOT, new_nodes, None);

        to.append_children(ElementId(0), m);
    }

    /// Render whatever the VirtualDom has ready as fast as possible without requiring an executor to progress
    /// suspended subtrees.
    pub fn render_immediate(&mut self, to: &mut impl WriteMutations) {
        self.flush_templates(to);

        // Process any events that might be pending in the queue
        // Signals marked with .write() need a chance to be handled by the effect driver
        // This also processes futures which might progress into immediates
        self.process_events();

        // Next, diff any dirty scopes
        // We choose not to poll the deadline since we complete pretty quickly anyways
        while let Some(dirty) = self.dirty_scopes.pop_first() {
            // If the scope doesn't exist for whatever reason, then we should skip it
            if !self.scopes.contains(dirty.id.0) {
                continue;
            }

            {
                let _runtime = RuntimeGuard::new(self.runtime.clone());
                // Run the scope and get the mutations
                let new_nodes = self.run_scope(dirty.id);

                self.diff_scope(to, dirty.id, new_nodes);
            }
        }
    }

    /// [`Self::render_immediate`] to a vector of mutations for testing purposes
    pub fn render_immediate_to_vec(&mut self) -> Mutations {
        let mut mutations = Mutations::default();
        self.render_immediate(&mut mutations);
        mutations
    }

    /// Render the virtual dom, waiting for all suspense to be finished
    ///
    /// The mutations will be thrown out, so it's best to use this method for things like SSR that have async content
    ///
    /// We don't call "flush_sync" here since there's no sync work to be done. Futures will be progressed like usual,
    /// however any futures wating on flush_sync will remain pending
    pub async fn wait_for_suspense(&mut self) {
        loop {
            if self.suspended_scopes.is_empty() {
                break;
            }

            // Wait for a work to be ready (IE new suspense leaves to pop up)
            self.poll_tasks().await;

            // Render whatever work needs to be rendered, unlocking new futures and suspense leaves
            self.render_immediate(&mut NoOpMutations);
        }
    }

    /// Get the current runtime
    pub fn runtime(&self) -> Rc<Runtime> {
        self.runtime.clone()
    }

    /// Flush any queued template changes
    fn flush_templates(&mut self, to: &mut impl WriteMutations) {
        for template in self.queued_templates.drain(..) {
            to.register_template(template);
        }
    }

    /*
    ------------------------
    The algorithm works by walking through the list of dynamic attributes, checking their paths, and breaking when
    we find the target path.

    With the target path, we try and move up to the parent until there is no parent.
    Due to how bubbling works, we call the listeners before walking to the parent.

    If we wanted to do capturing, then we would accumulate all the listeners and call them in reverse order.
    ----------------------

    For a visual demonstration, here we present a tree on the left and whether or not a listener is collected on the
    right.

    |           <-- yes (is ascendant)
    | | |       <-- no  (is not direct ascendant)
    | |         <-- yes (is ascendant)
    | | | | |   <--- target element, break early, don't check other listeners
    | | |       <-- no, broke early
    |           <-- no, broke early
    */
    fn handle_bubbling_event(
        &mut self,
        mut parent: Option<ElementRef>,
        name: &str,
        uievent: Event<dyn Any>,
    ) {
        // If the event bubbles, we traverse through the tree until we find the target element.
        // Loop through each dynamic attribute (in a depth first order) in this template before moving up to the template's parent.
        while let Some(path) = parent {
            let mut listeners = vec![];

            let el_ref = &self.mounts[path.mount.0].node;
            let node_template = el_ref.template.get();
            let target_path = path.path;

            // Accumulate listeners into the listener list bottom to top
            for (idx, attrs) in el_ref.dynamic_attrs.iter().enumerate() {
                let this_path = node_template.attr_paths[idx];

                for attr in attrs.iter() {
                    // Remove the "on" prefix if it exists, TODO, we should remove this and settle on one
                    if attr.name.trim_start_matches("on") == name
                        && target_path.is_decendant(&this_path)
                    {
                        listeners.push(&attr.value);

                        // Break if this is the exact target element.
                        // This means we won't call two listeners with the same name on the same element. This should be
                        // documented, or be rejected from the rsx! macro outright
                        if target_path == this_path {
                            break;
                        }
                    }
                }
            }

            // Now that we've accumulated all the parent attributes for the target element, call them in reverse order
            // We check the bubble state between each call to see if the event has been stopped from bubbling
            for listener in listeners.into_iter().rev() {
                if let AttributeValue::Listener(listener) = listener {
                    self.runtime.rendering.set(false);
                    listener.call(uievent.clone());
                    self.runtime.rendering.set(true);

                    if !uievent.propagates.get() {
                        return;
                    }
                }
            }

            let mount = el_ref.mount.get().as_usize();
            parent = mount.and_then(|id| self.mounts.get(id).and_then(|el| el.parent));
        }
    }

    /// Call an event listener in the simplest way possible without bubbling upwards
    fn handle_non_bubbling_event(&mut self, node: ElementRef, name: &str, uievent: Event<dyn Any>) {
        let el_ref = &self.mounts[node.mount.0].node;
        let node_template = el_ref.template.get();
        let target_path = node.path;

        for (idx, attr) in el_ref.dynamic_attrs.iter().enumerate() {
            let this_path = node_template.attr_paths[idx];

            for attr in attr.iter() {
                // Remove the "on" prefix if it exists, TODO, we should remove this and settle on one
                // Only call the listener if this is the exact target element.
                if attr.name.trim_start_matches("on") == name && target_path == this_path {
                    if let AttributeValue::Listener(listener) = &attr.value {
                        self.runtime.rendering.set(false);
                        listener.call(uievent.clone());
                        self.runtime.rendering.set(true);
                        break;
                    }
                }
            }
        }
    }
}

impl Drop for VirtualDom {
    fn drop(&mut self) {
        // Drop all scopes in order of height
        let mut scopes = self.scopes.drain().collect::<Vec<_>>();
        scopes.sort_by_key(|scope| scope.state().height);
        for scope in scopes.into_iter().rev() {
            drop(scope);
        }
    }
}