scratch-vm/src/engine/sequencer.js

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var Timer = require('../util/Timer');
function Sequencer () {
/**
* A utility timer for timing thread sequencing.
* @type {!Timer}
*/
this.timer = new Timer();
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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 = 1000 / 60;
/**
* Step through all threads in `this.threads`, running them in order.
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* @return {Array.<Thread>} New threads after this round of execution.
*/
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Sequencer.prototype.stepThreads = function (threads) {
// Start counting toward WORK_TIME
this.timer.start();
// While there are still threads to run and we are within WORK_TIME,
// continue executing threads.
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while (threads.length > 0 &&
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];
this.stepThread(activeThread);
if (activeThread.nextBlock !== null) {
newThreads.push(activeThread);
}
}
// Effectively filters out threads that have stopped.
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threads = newThreads;
}
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return threads;
};
/**
* Step the requested thread
* @param {!Thread} thread Thread object to step
*/
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Sequencer.prototype.stepThread = function (thread) {
// @todo
};
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module.exports = Sequencer;