scratch-vm/src/engine/sequencer.js

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var Timer = require('../util/timer');
var Thread = require('./thread');
var YieldTimers = require('../util/yieldtimers.js');
function Sequencer (runtime) {
/**
* A utility timer for timing thread sequencing.
* @type {!Timer}
*/
this.timer = new Timer();
/**
* Reference to the runtime owning this sequencer.
* @type {!Runtime}
*/
this.runtime = runtime;
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}
/**
* The sequencer does as much work as it can within WORK_TIME milliseconds,
* then yields. This is essentially a rate-limiter for blocks.
* In Scratch 2.0, this is set to 75% of the target stage frame-rate (30fps).
* @const {!number}
*/
Sequencer.WORK_TIME = 10;
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/**
* If set, block calls, args, and return values will be logged to the console.
* @const {boolean}
*/
Sequencer.DEBUG_BLOCK_CALLS = true;
/**
* Step through all threads in `this.threads`, running them in order.
* @return {Array.<Thread>} All threads which have finished in this iteration.
*/
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Sequencer.prototype.stepThreads = function (threads) {
// Start counting toward WORK_TIME
this.timer.start();
// List of threads which have been killed by this step.
var inactiveThreads = [];
// If all of the threads are yielding, we should yield.
var numYieldingThreads = 0;
// While there are still threads to run and we are within WORK_TIME,
// continue executing threads.
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while (threads.length > 0 &&
threads.length > numYieldingThreads &&
this.timer.timeElapsed() < Sequencer.WORK_TIME) {
// New threads at the end of the iteration.
var newThreads = [];
// Attempt to run each thread one time
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for (var i = 0; i < threads.length; i++) {
var activeThread = threads[i];
if (activeThread.status === Thread.STATUS_RUNNING) {
// Normal-mode thread: step.
this.stepThread(activeThread);
} else if (activeThread.status === Thread.STATUS_YIELD) {
// Yield-mode thread: check if the time has passed.
YieldTimers.resolve(activeThread.yieldTimerId);
numYieldingThreads++;
} else if (activeThread.status === Thread.STATUS_DONE) {
// Moved to a done state - finish up
activeThread.status = Thread.STATUS_RUNNING;
// @todo Deal with the return value
}
// First attempt to pop from the stack
if (activeThread.stack.length > 0 &&
activeThread.nextBlock === null &&
activeThread.status === Thread.STATUS_DONE) {
activeThread.nextBlock = activeThread.stack.pop();
// Don't pop stack frame - we need the data.
// A new one won't be created when we execute.
if (activeThread.nextBlock !== null) {
activeThread.status === Thread.STATUS_RUNNING;
}
}
if (activeThread.nextBlock === null &&
activeThread.status === Thread.STATUS_DONE) {
// Finished with this thread - tell runtime to clean it up.
inactiveThreads.push(activeThread);
} else {
// Keep this thead in the loop.
newThreads.push(activeThread);
}
}
// Effectively filters out threads that have stopped.
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threads = newThreads;
}
return inactiveThreads;
};
/**
* Step the requested thread
* @param {!Thread} thread Thread object to step
*/
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Sequencer.prototype.stepThread = function (thread) {
// Save the yield timer ID, in case a primitive makes a new one
// @todo hack - perhaps patch this to allow more than one timer per
// primitive, for example...
var oldYieldTimerId = YieldTimers.timerId;
// Save the current block and set the nextBlock.
// If the primitive would like to do control flow,
// it can overwrite nextBlock.
var currentBlock = thread.nextBlock;
if (!currentBlock || !this.runtime.blocks.getBlock(currentBlock)) {
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thread.status = Thread.STATUS_DONE;
return;
}
thread.nextBlock = this.runtime.blocks.getNextBlock(currentBlock);
var opcode = this.runtime.blocks.getOpcode(currentBlock);
// Push the current block to the stack
thread.stack.push(currentBlock);
// Push an empty stack frame, if we need one.
// Might not, if we just popped the stack.
if (thread.stack.length > thread.stackFrames.length) {
thread.stackFrames.push({});
}
var currentStackFrame = thread.stackFrames[thread.stackFrames.length - 1];
/**
* A callback for the primitive to indicate its thread should yield.
* @type {Function}
*/
var threadYieldCallback = function () {
thread.status = Thread.STATUS_YIELD;
};
/**
* A callback for the primitive to indicate its thread is finished
* @type {Function}
*/
var instance = this;
var threadDoneCallback = function () {
thread.status = Thread.STATUS_DONE;
// Refresh nextBlock in case it has changed during a yield.
thread.nextBlock = instance.runtime.blocks.getNextBlock(currentBlock);
// Pop the stack and stack frame
thread.stack.pop();
thread.stackFrames.pop();
// Stop showing run feedback in the editor.
instance.runtime.glowBlock(currentBlock, false);
};
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/**
* A callback for the primitive to start hats.
* @todo very hacked...
*/
var startHats = function(callback) {
var stacks = instance.runtime.blocks.getStacks();
for (var i = 0; i < stacks.length; i++) {
var stack = stacks[i];
var stackBlock = instance.runtime.blocks.getBlock(stack);
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var result = callback(stackBlock);
if (result) {
// Check if the stack is already running
var stackRunning = false;
for (var j = 0; j < instance.runtime.threads.length; j++) {
if (instance.runtime.threads[j].topBlock == stack) {
stackRunning = true;
break;
}
}
if (!stackRunning) {
instance.runtime._pushThread(stack);
}
}
}
};
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/**
* Record whether we have switched stack,
* to avoid proceeding the thread automatically.
* @type {boolean}
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*/
var switchedStack = false;
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/**
* A callback for a primitive to start a substack.
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* @type {Function}
*/
var threadStartSubstack = function () {
// Set nextBlock to the start of the substack
var substack = instance.runtime.blocks.getSubstack(currentBlock);
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if (substack && substack.value) {
thread.nextBlock = substack.value;
} else {
thread.nextBlock = null;
}
switchedStack = true;
};
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// @todo extreme hack to get the single argument value for prototype
var argValues = [];
var blockInputs = this.runtime.blocks.getBlock(currentBlock).fields;
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for (var bi in blockInputs) {
var outer = blockInputs[bi];
for (var b in outer.blocks) {
var block = outer.blocks[b];
var fields = block.fields;
for (var f in fields) {
var field = fields[f];
argValues.push(field.value);
}
}
}
// Start showing run feedback in the editor.
this.runtime.glowBlock(currentBlock, true);
if (!opcode) {
console.warn('Could not get opcode for block: ' + currentBlock);
}
else {
var blockFunction = this.runtime.getOpcodeFunction(opcode);
if (!blockFunction) {
console.warn('Could not get implementation for opcode: ' + opcode);
}
else {
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if (Sequencer.DEBUG_BLOCK_CALLS) {
console.groupCollapsed('Executing: ' + opcode);
console.log('with arguments: ', argValues);
console.log('and stack frame: ', currentStackFrame);
}
var blockFunctionReturnValue = null;
try {
// @todo deal with the return value
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blockFunctionReturnValue = blockFunction(argValues, {
yield: threadYieldCallback,
done: threadDoneCallback,
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timeout: YieldTimers.timeout,
stackFrame: currentStackFrame,
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startSubstack: threadStartSubstack,
startHats: startHats
});
}
catch(e) {
console.error(
'Exception calling block function for opcode: ' +
opcode + '\n' + e);
} finally {
// Update if the thread has set a yield timer ID
// @todo hack
if (YieldTimers.timerId > oldYieldTimerId) {
thread.yieldTimerId = YieldTimers.timerId;
}
if (thread.status === Thread.STATUS_RUNNING && !switchedStack) {
// Thread executed without yielding - move to done
threadDoneCallback();
}
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if (Sequencer.DEBUG_BLOCK_CALLS) {
console.log('ending stack frame: ', currentStackFrame);
console.log('returned: ', blockFunctionReturnValue);
console.groupEnd();
}
}
}
}
};
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module.exports = Sequencer;