mirror of
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Use ES6 style classes
This commit is contained in:
parent
4455b0694f
commit
a4f095db5e
29 changed files with 5375 additions and 5261 deletions
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@ -2,244 +2,248 @@ const Timer = require('../util/timer');
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const Thread = require('./thread');
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const execute = require('./execute.js');
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const Sequencer = function (runtime) {
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/**
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* A utility timer for timing thread sequencing.
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* @type {!Timer}
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*/
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this.timer = new Timer();
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class Sequencer {
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constructor (runtime) {
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/**
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* A utility timer for timing thread sequencing.
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* @type {!Timer}
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*/
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this.timer = new Timer();
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/**
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* Reference to the runtime owning this sequencer.
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* @type {!Runtime}
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*/
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this.runtime = runtime;
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}
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/**
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* Reference to the runtime owning this sequencer.
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* @type {!Runtime}
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* Time to run a warp-mode thread, in ms.
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* @type {number}
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*/
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this.runtime = runtime;
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};
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static get WARP_TIME () {
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return 500;
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}
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/**
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* Time to run a warp-mode thread, in ms.
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* @type {number}
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*/
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Sequencer.WARP_TIME = 500;
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/**
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* Step through all threads in `this.runtime.threads`, running them in order.
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* @return {Array.<!Thread>} List of inactive threads after stepping.
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*/
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Sequencer.prototype.stepThreads = function () {
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// Work time is 75% of the thread stepping interval.
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const WORK_TIME = 0.75 * this.runtime.currentStepTime;
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// Start counting toward WORK_TIME.
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this.timer.start();
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// Count of active threads.
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let numActiveThreads = Infinity;
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// Whether `stepThreads` has run through a full single tick.
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let ranFirstTick = false;
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const doneThreads = [];
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// Conditions for continuing to stepping threads:
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// 1. We must have threads in the list, and some must be active.
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// 2. Time elapsed must be less than WORK_TIME.
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// 3. Either turbo mode, or no redraw has been requested by a primitive.
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while (this.runtime.threads.length > 0 &&
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numActiveThreads > 0 &&
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this.timer.timeElapsed() < WORK_TIME &&
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(this.runtime.turboMode || !this.runtime.redrawRequested)) {
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numActiveThreads = 0;
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// Attempt to run each thread one time.
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for (let i = 0; i < this.runtime.threads.length; i++) {
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const activeThread = this.runtime.threads[i];
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if (activeThread.stack.length === 0 ||
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activeThread.status === Thread.STATUS_DONE) {
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// Finished with this thread.
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if (doneThreads.indexOf(activeThread) < 0) {
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doneThreads.push(activeThread);
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/**
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* Step through all threads in `this.runtime.threads`, running them in order.
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* @return {Array.<!Thread>} List of inactive threads after stepping.
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*/
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stepThreads () {
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// Work time is 75% of the thread stepping interval.
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const WORK_TIME = 0.75 * this.runtime.currentStepTime;
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// Start counting toward WORK_TIME.
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this.timer.start();
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// Count of active threads.
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let numActiveThreads = Infinity;
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// Whether `stepThreads` has run through a full single tick.
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let ranFirstTick = false;
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const doneThreads = [];
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// Conditions for continuing to stepping threads:
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// 1. We must have threads in the list, and some must be active.
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// 2. Time elapsed must be less than WORK_TIME.
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// 3. Either turbo mode, or no redraw has been requested by a primitive.
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while (this.runtime.threads.length > 0 &&
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numActiveThreads > 0 &&
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this.timer.timeElapsed() < WORK_TIME &&
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(this.runtime.turboMode || !this.runtime.redrawRequested)) {
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numActiveThreads = 0;
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// Attempt to run each thread one time.
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for (let i = 0; i < this.runtime.threads.length; i++) {
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const activeThread = this.runtime.threads[i];
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if (activeThread.stack.length === 0 ||
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activeThread.status === Thread.STATUS_DONE) {
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// Finished with this thread.
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if (doneThreads.indexOf(activeThread) < 0) {
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doneThreads.push(activeThread);
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}
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continue;
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}
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if (activeThread.status === Thread.STATUS_YIELD_TICK &&
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!ranFirstTick) {
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// Clear single-tick yield from the last call of `stepThreads`.
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activeThread.status = Thread.STATUS_RUNNING;
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}
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if (activeThread.status === Thread.STATUS_RUNNING ||
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activeThread.status === Thread.STATUS_YIELD) {
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// Normal-mode thread: step.
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this.stepThread(activeThread);
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activeThread.warpTimer = null;
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}
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if (activeThread.status === Thread.STATUS_RUNNING) {
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numActiveThreads++;
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}
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continue;
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}
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if (activeThread.status === Thread.STATUS_YIELD_TICK &&
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!ranFirstTick) {
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// Clear single-tick yield from the last call of `stepThreads`.
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activeThread.status = Thread.STATUS_RUNNING;
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}
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if (activeThread.status === Thread.STATUS_RUNNING ||
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activeThread.status === Thread.STATUS_YIELD) {
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// Normal-mode thread: step.
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this.stepThread(activeThread);
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activeThread.warpTimer = null;
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}
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if (activeThread.status === Thread.STATUS_RUNNING) {
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numActiveThreads++;
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}
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// We successfully ticked once. Prevents running STATUS_YIELD_TICK
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// threads on the next tick.
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ranFirstTick = true;
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}
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// We successfully ticked once. Prevents running STATUS_YIELD_TICK
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// threads on the next tick.
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ranFirstTick = true;
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// Filter inactive threads from `this.runtime.threads`.
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this.runtime.threads = this.runtime.threads.filter(thread => {
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if (doneThreads.indexOf(thread) > -1) {
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return false;
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}
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return true;
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});
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return doneThreads;
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}
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// Filter inactive threads from `this.runtime.threads`.
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this.runtime.threads = this.runtime.threads.filter(thread => {
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if (doneThreads.indexOf(thread) > -1) {
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return false;
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}
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return true;
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});
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return doneThreads;
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};
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/**
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* Step the requested thread for as long as necessary.
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* @param {!Thread} thread Thread object to step.
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*/
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Sequencer.prototype.stepThread = function (thread) {
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let currentBlockId = thread.peekStack();
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if (!currentBlockId) {
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// A "null block" - empty branch.
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thread.popStack();
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}
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while (thread.peekStack()) {
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let isWarpMode = thread.peekStackFrame().warpMode;
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if (isWarpMode && !thread.warpTimer) {
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// Initialize warp-mode timer if it hasn't been already.
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// This will start counting the thread toward `Sequencer.WARP_TIME`.
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thread.warpTimer = new Timer();
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thread.warpTimer.start();
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}
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// Execute the current block.
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// Save the current block ID to notice if we did control flow.
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currentBlockId = thread.peekStack();
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execute(this, thread);
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thread.blockGlowInFrame = currentBlockId;
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// If the thread has yielded or is waiting, yield to other threads.
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if (thread.status === Thread.STATUS_YIELD) {
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// Mark as running for next iteration.
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thread.status = Thread.STATUS_RUNNING;
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// In warp mode, yielded blocks are re-executed immediately.
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if (isWarpMode &&
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thread.warpTimer.timeElapsed() <= Sequencer.WARP_TIME) {
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continue;
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}
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return;
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} else if (thread.status === Thread.STATUS_PROMISE_WAIT) {
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// A promise was returned by the primitive. Yield the thread
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// until the promise resolves. Promise resolution should reset
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// thread.status to Thread.STATUS_RUNNING.
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return;
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}
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// If no control flow has happened, switch to next block.
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if (thread.peekStack() === currentBlockId) {
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thread.goToNextBlock();
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}
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// If no next block has been found at this point, look on the stack.
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while (!thread.peekStack()) {
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/**
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* Step the requested thread for as long as necessary.
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* @param {!Thread} thread Thread object to step.
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*/
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stepThread (thread) {
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let currentBlockId = thread.peekStack();
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if (!currentBlockId) {
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// A "null block" - empty branch.
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thread.popStack();
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if (thread.stack.length === 0) {
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// No more stack to run!
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thread.status = Thread.STATUS_DONE;
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}
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while (thread.peekStack()) {
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let isWarpMode = thread.peekStackFrame().warpMode;
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if (isWarpMode && !thread.warpTimer) {
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// Initialize warp-mode timer if it hasn't been already.
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// This will start counting the thread toward `Sequencer.WARP_TIME`.
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thread.warpTimer = new Timer();
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thread.warpTimer.start();
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}
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// Execute the current block.
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// Save the current block ID to notice if we did control flow.
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currentBlockId = thread.peekStack();
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execute(this, thread);
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thread.blockGlowInFrame = currentBlockId;
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// If the thread has yielded or is waiting, yield to other threads.
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if (thread.status === Thread.STATUS_YIELD) {
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// Mark as running for next iteration.
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thread.status = Thread.STATUS_RUNNING;
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// In warp mode, yielded blocks are re-executed immediately.
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if (isWarpMode &&
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thread.warpTimer.timeElapsed() <= Sequencer.WARP_TIME) {
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continue;
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}
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return;
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} else if (thread.status === Thread.STATUS_PROMISE_WAIT) {
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// A promise was returned by the primitive. Yield the thread
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// until the promise resolves. Promise resolution should reset
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// thread.status to Thread.STATUS_RUNNING.
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return;
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}
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// If no control flow has happened, switch to next block.
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if (thread.peekStack() === currentBlockId) {
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thread.goToNextBlock();
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}
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// If no next block has been found at this point, look on the stack.
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while (!thread.peekStack()) {
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thread.popStack();
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const stackFrame = thread.peekStackFrame();
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isWarpMode = stackFrame.warpMode;
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if (stackFrame.isLoop) {
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// The current level of the stack is marked as a loop.
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// Return to yield for the frame/tick in general.
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// Unless we're in warp mode - then only return if the
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// warp timer is up.
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if (!isWarpMode ||
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thread.warpTimer.timeElapsed() > Sequencer.WARP_TIME) {
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// Don't do anything to the stack, since loops need
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// to be re-executed.
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if (thread.stack.length === 0) {
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// No more stack to run!
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thread.status = Thread.STATUS_DONE;
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return;
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}
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// Don't go to the next block for this level of the stack,
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// since loops need to be re-executed.
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continue;
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} else if (stackFrame.waitingReporter) {
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// This level of the stack was waiting for a value.
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// This means a reporter has just returned - so don't go
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// to the next block for this level of the stack.
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return;
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const stackFrame = thread.peekStackFrame();
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isWarpMode = stackFrame.warpMode;
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if (stackFrame.isLoop) {
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// The current level of the stack is marked as a loop.
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// Return to yield for the frame/tick in general.
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// Unless we're in warp mode - then only return if the
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// warp timer is up.
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if (!isWarpMode ||
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thread.warpTimer.timeElapsed() > Sequencer.WARP_TIME) {
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// Don't do anything to the stack, since loops need
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// to be re-executed.
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return;
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}
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// Don't go to the next block for this level of the stack,
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// since loops need to be re-executed.
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continue;
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} else if (stackFrame.waitingReporter) {
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// This level of the stack was waiting for a value.
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// This means a reporter has just returned - so don't go
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// to the next block for this level of the stack.
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return;
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}
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// Get next block of existing block on the stack.
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thread.goToNextBlock();
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}
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// Get next block of existing block on the stack.
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thread.goToNextBlock();
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}
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}
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};
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/**
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* Step a thread into a block's branch.
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* @param {!Thread} thread Thread object to step to branch.
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* @param {number} branchNum Which branch to step to (i.e., 1, 2).
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* @param {boolean} isLoop Whether this block is a loop.
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*/
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Sequencer.prototype.stepToBranch = function (thread, branchNum, isLoop) {
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if (!branchNum) {
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branchNum = 1;
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}
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const currentBlockId = thread.peekStack();
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const branchId = thread.target.blocks.getBranch(
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currentBlockId,
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branchNum
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);
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thread.peekStackFrame().isLoop = isLoop;
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if (branchId) {
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// Push branch ID to the thread's stack.
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thread.pushStack(branchId);
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} else {
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thread.pushStack(null);
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}
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};
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/**
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* Step a procedure.
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* @param {!Thread} thread Thread object to step to procedure.
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* @param {!string} procedureCode Procedure code of procedure to step to.
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*/
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Sequencer.prototype.stepToProcedure = function (thread, procedureCode) {
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const definition = thread.target.blocks.getProcedureDefinition(procedureCode);
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if (!definition) {
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return;
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}
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// Check if the call is recursive.
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// If so, set the thread to yield after pushing.
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const isRecursive = thread.isRecursiveCall(procedureCode);
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// To step to a procedure, we put its definition on the stack.
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// Execution for the thread will proceed through the definition hat
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// and on to the main definition of the procedure.
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// When that set of blocks finishes executing, it will be popped
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// from the stack by the sequencer, returning control to the caller.
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thread.pushStack(definition);
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// In known warp-mode threads, only yield when time is up.
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if (thread.peekStackFrame().warpMode &&
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thread.warpTimer.timeElapsed() > Sequencer.WARP_TIME) {
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thread.status = Thread.STATUS_YIELD;
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} else {
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// Look for warp-mode flag on definition, and set the thread
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// to warp-mode if needed.
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const definitionBlock = thread.target.blocks.getBlock(definition);
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const doWarp = definitionBlock.mutation.warp;
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if (doWarp) {
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thread.peekStackFrame().warpMode = true;
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/**
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* Step a thread into a block's branch.
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* @param {!Thread} thread Thread object to step to branch.
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* @param {number} branchNum Which branch to step to (i.e., 1, 2).
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* @param {boolean} isLoop Whether this block is a loop.
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*/
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stepToBranch (thread, branchNum, isLoop) {
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if (!branchNum) {
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branchNum = 1;
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}
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const currentBlockId = thread.peekStack();
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const branchId = thread.target.blocks.getBranch(
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currentBlockId,
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branchNum
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);
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thread.peekStackFrame().isLoop = isLoop;
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if (branchId) {
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// Push branch ID to the thread's stack.
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thread.pushStack(branchId);
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} else {
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// In normal-mode threads, yield any time we have a recursive call.
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if (isRecursive) {
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thread.status = Thread.STATUS_YIELD;
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thread.pushStack(null);
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}
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}
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/**
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* Step a procedure.
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* @param {!Thread} thread Thread object to step to procedure.
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* @param {!string} procedureCode Procedure code of procedure to step to.
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*/
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stepToProcedure (thread, procedureCode) {
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const definition = thread.target.blocks.getProcedureDefinition(procedureCode);
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if (!definition) {
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return;
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}
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// Check if the call is recursive.
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// If so, set the thread to yield after pushing.
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const isRecursive = thread.isRecursiveCall(procedureCode);
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// To step to a procedure, we put its definition on the stack.
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// Execution for the thread will proceed through the definition hat
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// and on to the main definition of the procedure.
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// When that set of blocks finishes executing, it will be popped
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// from the stack by the sequencer, returning control to the caller.
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thread.pushStack(definition);
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// In known warp-mode threads, only yield when time is up.
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if (thread.peekStackFrame().warpMode &&
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thread.warpTimer.timeElapsed() > Sequencer.WARP_TIME) {
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thread.status = Thread.STATUS_YIELD;
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} else {
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// Look for warp-mode flag on definition, and set the thread
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// to warp-mode if needed.
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const definitionBlock = thread.target.blocks.getBlock(definition);
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const doWarp = definitionBlock.mutation.warp;
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if (doWarp) {
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thread.peekStackFrame().warpMode = true;
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} else {
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// In normal-mode threads, yield any time we have a recursive call.
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if (isRecursive) {
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thread.status = Thread.STATUS_YIELD;
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}
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}
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}
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}
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};
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/**
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* Retire a thread in the middle, without considering further blocks.
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* @param {!Thread} thread Thread object to retire.
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*/
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Sequencer.prototype.retireThread = function (thread) {
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thread.stack = [];
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thread.stackFrame = [];
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thread.requestScriptGlowInFrame = false;
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thread.status = Thread.STATUS_DONE;
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};
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/**
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* Retire a thread in the middle, without considering further blocks.
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* @param {!Thread} thread Thread object to retire.
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*/
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retireThread (thread) {
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thread.stack = [];
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thread.stackFrame = [];
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thread.requestScriptGlowInFrame = false;
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thread.status = Thread.STATUS_DONE;
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}
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}
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module.exports = Sequencer;
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Reference in a new issue