scratch-vm/src/engine/execute.js

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const BlockUtility = require('./block-utility');
const BlocksExecuteCache = require('./blocks-execute-cache');
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const log = require('../util/log');
const Thread = require('./thread');
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const {Map} = require('immutable');
const cast = require('../util/cast');
/**
* Single BlockUtility instance reused by execute for every pritimive ran.
* @const
*/
const blockUtility = new BlockUtility();
/**
* Profiler frame name for block functions.
* @const {string}
*/
const blockFunctionProfilerFrame = 'blockFunction';
/**
* Profiler frame ID for 'blockFunction'.
* @type {number}
*/
let blockFunctionProfilerId = -1;
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/**
* Utility function to determine if a value is a Promise.
* @param {*} value Value to check for a Promise.
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* @return {boolean} True if the value appears to be a Promise.
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*/
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const isPromise = function (value) {
return (
value !== null &&
typeof value === 'object' &&
typeof value.then === 'function'
);
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};
/**
* Handle any reported value from the primitive, either directly returned
* or after a promise resolves.
* @param {*} resolvedValue Value eventually returned from the primitive.
* @param {!Sequencer} sequencer Sequencer stepping the thread for the ran
* primitive.
* @param {!Thread} thread Thread containing the primitive.
* @param {!string} currentBlockId Id of the block in its thread for value from
* the primitive.
* @param {!string} opcode opcode used to identify a block function primitive.
* @param {!boolean} isHat Is the current block a hat?
*/
// @todo move this to callback attached to the thread when we have performance
// metrics (dd)
const handleReport = function (
resolvedValue, sequencer, thread, currentBlockId, opcode, isHat) {
thread.pushReportedValue(resolvedValue);
if (isHat) {
// Hat predicate was evaluated.
if (sequencer.runtime.getIsEdgeActivatedHat(opcode)) {
// If this is an edge-activated hat, only proceed if the value is
// true and used to be false, or the stack was activated explicitly
// via stack click
if (!thread.stackClick) {
const oldEdgeValue = sequencer.runtime.updateEdgeActivatedValue(
currentBlockId,
resolvedValue
);
const edgeWasActivated = !oldEdgeValue && resolvedValue;
if (!edgeWasActivated) {
sequencer.retireThread(thread);
}
}
} else if (!resolvedValue) {
// Not an edge-activated hat: retire the thread
// if predicate was false.
sequencer.retireThread(thread);
}
} else {
// In a non-hat, report the value visually if necessary if
// at the top of the thread stack.
if (typeof resolvedValue !== 'undefined' && thread.atStackTop()) {
if (thread.stackClick) {
sequencer.runtime.visualReport(currentBlockId, resolvedValue);
}
if (thread.updateMonitor) {
const targetId = sequencer.runtime.monitorBlocks.getBlock(currentBlockId).targetId;
if (targetId && !sequencer.runtime.getTargetById(targetId)) {
// Target no longer exists
return;
}
sequencer.runtime.requestUpdateMonitor(Map({
id: currentBlockId,
spriteName: targetId ? sequencer.runtime.getTargetById(targetId).getName() : null,
value: resolvedValue
}));
}
}
// Finished any yields.
thread.status = Thread.STATUS_RUNNING;
}
};
/**
* A convenience constant to help make use of the recursiveCall argument easier
* to read.
* @const {boolean}
*/
const RECURSIVE = true;
/**
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* A execute.js internal representation of a block to reduce the time spent in
* execute as the same blocks are called the most.
*
* With the help of the Blocks class create a mutable copy of block
* information. The members of BlockCached derived values of block information
* that does not need to be reevaluated until a change in Blocks. Since Blocks
* handles where the cache instance is stored, it drops all cache versions of a
* block when any change happens to it. This way we can quickly execute blocks
* and keep perform the right action according to the current block information
* in the editor.
*
* @param {Blocks} blockContainer the related Blocks instance
* @param {object} cached default set of cached values
*/
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class BlockCached {
constructor (blockContainer, cached) {
/**
* Block operation code for this block.
* @type {string}
*/
this.opcode = cached.opcode;
/**
* Original block object containing argument values for static fields.
* @type {object}
*/
this.fields = cached.fields;
/**
* Original block object containing argument values for executable inputs.
* @type {object}
*/
this.inputs = cached.inputs;
/**
* Procedure mutation.
* @type {?object}
*/
this.mutation = cached.mutation;
/**
* Is the opcode a hat (event responder) block.
* @type {boolean}
*/
this._isHat = false;
/**
* The block opcode's implementation function.
* @type {?function}
*/
this._blockFunction = null;
/**
* Is the block function defined for this opcode?
* @type {boolean}
*/
this._definedBlockFunction = false;
/**
* Is this block a block with no function but a static value to return.
* @type {boolean}
*/
this._isShadowBlock = false;
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/**
* The static value of this block if it is a shadow block.
* @type {?any}
*/
this._shadowValue = null;
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/**
* A copy of the block's fields that may be modified.
* @type {object}
*/
this._fields = Object.assign({}, this.fields);
/**
* A copy of the block's inputs that may be modified.
* @type {object}
*/
this._inputs = Object.assign({}, this.inputs);
/**
* An arguments object for block implementations. All executions of this
* specific block will use this objecct.
* @type {object}
*/
this._argValues = {
mutation: this.mutation
};
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const {runtime} = blockUtility.sequencer;
const {opcode, fields, inputs} = this;
// Assign opcode isHat and blockFunction data to avoid dynamic lookups.
this._isHat = runtime.getIsHat(opcode);
this._blockFunction = runtime.getOpcodeFunction(opcode);
this._definedBlockFunction = typeof this._blockFunction !== 'undefined';
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// Store the current shadow value if there is a shadow value.
const fieldKeys = Object.keys(fields);
this._isShadowBlock = (
!this._definedBlockFunction &&
fieldKeys.length === 1 &&
Object.keys(inputs).length === 0
);
this._shadowValue = this._isShadowBlock && fields[fieldKeys[0]].value;
// Store the static fields onto _argValues.
for (const fieldName in fields) {
if (
fieldName === 'VARIABLE' ||
fieldName === 'LIST' ||
fieldName === 'BROADCAST_OPTION'
) {
this._argValues[fieldName] = {
id: fields[fieldName].id,
name: fields[fieldName].value
};
} else {
this._argValues[fieldName] = fields[fieldName].value;
}
}
// Remove custom_block. It is not part of block execution.
delete this._inputs.custom_block;
if ('BROADCAST_INPUT' in this._inputs) {
// BROADCAST_INPUT is called BROADCAST_OPTION in the args and is an
// object with an unchanging shape.
this._argValues.BROADCAST_OPTION = {
id: null,
name: null
};
// We can go ahead and compute BROADCAST_INPUT if it is a shadow
// value.
const broadcastInput = this._inputs.BROADCAST_INPUT;
if (broadcastInput.block === broadcastInput.shadow) {
// Shadow dropdown menu is being used.
// Get the appropriate information out of it.
const shadow = blockContainer.getBlock(broadcastInput.shadow);
const broadcastField = shadow.fields.BROADCAST_OPTION;
this._argValues.BROADCAST_OPTION.id = broadcastField.id;
this._argValues.BROADCAST_OPTION.name = broadcastField.value;
// Evaluating BROADCAST_INPUT here we do not need to do so
// later.
delete this._inputs.BROADCAST_INPUT;
}
}
}
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}
/**
* Execute a block.
* @param {!Sequencer} sequencer Which sequencer is executing.
* @param {!Thread} thread Thread which to read and execute.
* @param {boolean} recursiveCall is execute called from another execute call?
*/
const execute = function (sequencer, thread, recursiveCall) {
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const runtime = sequencer.runtime;
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// sequencer and thread are the same objects during a recursive set of
// execute operations.
if (recursiveCall !== RECURSIVE) {
blockUtility.sequencer = sequencer;
blockUtility.thread = thread;
}
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// Current block to execute is the one on the top of the stack.
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const currentBlockId = thread.peekStack();
const currentStackFrame = thread.peekStackFrame();
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let blockContainer = thread.blockContainer;
let blockCached = BlocksExecuteCache.getCached(blockContainer, currentBlockId, BlockCached);
if (blockCached === null) {
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blockContainer = runtime.flyoutBlocks;
blockCached = BlocksExecuteCache.getCached(blockContainer, currentBlockId, BlockCached);
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// Stop if block or target no longer exists.
if (blockCached === null) {
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// No block found: stop the thread; script no longer exists.
sequencer.retireThread(thread);
return;
}
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}
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const opcode = blockCached.opcode;
const inputs = blockCached._inputs;
const blockFunction = blockCached._blockFunction;
const isHat = blockCached._isHat;
// Hats and single-field shadows are implemented slightly differently
// from regular blocks.
// For hats: if they have an associated block function, it's treated as a
// predicate; if not, execution will proceed as a no-op. For single-field
// shadows: If the block has a single field, and no inputs, immediately
// return the value of the field.
if (!blockCached._definedBlockFunction) {
if (!opcode) {
log.warn(`Could not get opcode for block: ${currentBlockId}`);
return;
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}
if (recursiveCall === RECURSIVE && blockCached._isShadowBlock) {
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// One field and no inputs - treat as arg.
thread.pushReportedValue(blockCached._shadowValue);
thread.status = Thread.STATUS_RUNNING;
} else if (isHat) {
// Skip through the block (hat with no predicate).
return;
} else {
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log.warn(`Could not get implementation for opcode: ${opcode}`);
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}
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thread.requestScriptGlowInFrame = true;
return;
}
// Update values for arguments (inputs).
const argValues = blockCached._argValues;
// Fields are set during blockCached initialization.
// Recursively evaluate input blocks.
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for (const inputName in inputs) {
const input = inputs[inputName];
const inputBlockId = input.block;
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// Is there no value for this input waiting in the stack frame?
if (inputBlockId !== null && currentStackFrame.waitingReporter === null) {
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// If there's not, we need to evaluate the block.
// Push to the stack to evaluate the reporter block.
thread.pushStack(inputBlockId);
// Save name of input for `Thread.pushReportedValue`.
currentStackFrame.waitingReporter = inputName;
// Actually execute the block.
execute(sequencer, thread, RECURSIVE);
if (thread.status === Thread.STATUS_PROMISE_WAIT) {
// Create a reported value on the stack frame to store the
// already built values.
currentStackFrame.reported = {};
// Waiting for the block to resolve, store the current argValues
// onto a member of the currentStackFrame that can be used once
// the nested block resolves to rebuild argValues up to this
// point.
for (const _inputName in inputs) {
// We are waiting on the nested block at inputName so we
// don't need to store any more inputs.
if (_inputName === inputName) break;
if (_inputName === 'BROADCAST_INPUT') {
currentStackFrame.reported[_inputName] = argValues.BROADCAST_OPTION.name;
} else {
currentStackFrame.reported[_inputName] = argValues[_inputName];
}
}
return;
}
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// Execution returned immediately,
// and presumably a value was reported, so pop the stack.
currentStackFrame.waitingReporter = null;
thread.popStack();
}
let inputValue;
if (currentStackFrame.waitingReporter === null) {
inputValue = currentStackFrame.justReported;
currentStackFrame.justReported = null;
} else if (currentStackFrame.waitingReporter === inputName) {
inputValue = currentStackFrame.justReported;
currentStackFrame.waitingReporter = null;
currentStackFrame.justReported = null;
// We have rebuilt argValues with all the stored values in the
// currentStackFrame from the nested block's promise resolving.
// Using the reported value from the block we waited on, unset the
// value. The next execute needing to store reported values will
// creates its own temporary storage.
currentStackFrame.reported = null;
} else if (typeof currentStackFrame.reported[inputName] !== 'undefined') {
inputValue = currentStackFrame.reported[inputName];
}
if (inputName === 'BROADCAST_INPUT') {
const broadcastInput = inputs[inputName];
// Check if something is plugged into the broadcast block, or
// if the shadow dropdown menu is being used.
if (broadcastInput.block !== broadcastInput.shadow) {
// Something is plugged into the broadcast input.
// Cast it to a string. We don't need an id here.
argValues.BROADCAST_OPTION.id = null;
argValues.BROADCAST_OPTION.name = cast.toString(inputValue);
}
} else {
argValues[inputName] = inputValue;
}
}
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let primitiveReportedValue = null;
if (runtime.profiler !== null) {
if (blockFunctionProfilerId === -1) {
blockFunctionProfilerId = runtime.profiler.idByName(blockFunctionProfilerFrame);
}
// The method commented below has its code inlined underneath to reduce
// the bias recorded for the profiler's calls in this time sensitive
// execute function.
//
// runtime.profiler.start(blockFunctionProfilerId, opcode);
runtime.profiler.records.push(
runtime.profiler.START, blockFunctionProfilerId, opcode, performance.now());
}
primitiveReportedValue = blockFunction(argValues, blockUtility);
if (runtime.profiler !== null) {
// runtime.profiler.stop(blockFunctionProfilerId);
runtime.profiler.records.push(runtime.profiler.STOP, performance.now());
}
if (recursiveCall !== RECURSIVE && typeof primitiveReportedValue === 'undefined') {
// No value reported - potentially a command block.
// Edge-activated hats don't request a glow; all commands do.
thread.requestScriptGlowInFrame = true;
}
// If it's a promise, wait until promise resolves.
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if (isPromise(primitiveReportedValue)) {
if (thread.status === Thread.STATUS_RUNNING) {
// Primitive returned a promise; automatically yield thread.
thread.status = Thread.STATUS_PROMISE_WAIT;
}
// Promise handlers
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primitiveReportedValue.then(resolvedValue => {
handleReport(resolvedValue, sequencer, thread, currentBlockId, opcode, isHat);
if (typeof resolvedValue === 'undefined') {
let stackFrame;
let nextBlockId;
do {
// In the case that the promise is the last block in the current thread stack
// We need to pop out repeatedly until we find the next block.
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const popped = thread.popStack();
if (popped === null) {
return;
}
nextBlockId = thread.target.blocks.getNextBlock(popped);
if (nextBlockId !== null) {
// A next block exists so break out this loop
break;
}
// Investigate the next block and if not in a loop,
// then repeat and pop the next item off the stack frame
stackFrame = thread.peekStackFrame();
} while (stackFrame !== null && !stackFrame.isLoop);
thread.pushStack(nextBlockId);
} else {
thread.popStack();
}
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}, rejectionReason => {
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// Promise rejected: the primitive had some error.
// Log it and proceed.
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log.warn('Primitive rejected promise: ', rejectionReason);
thread.status = Thread.STATUS_RUNNING;
thread.popStack();
});
} else if (thread.status === Thread.STATUS_RUNNING) {
if (recursiveCall === RECURSIVE) {
// In recursive calls (where execute calls execute) handleReport
// simplifies to just calling thread.pushReportedValue.
thread.pushReportedValue(primitiveReportedValue);
} else {
handleReport(primitiveReportedValue, sequencer, thread, currentBlockId, opcode, isHat);
}
}
};
module.exports = execute;