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Add basics for the sequencer and threads
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4 changed files with 69 additions and 7 deletions
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@ -3,7 +3,7 @@ var Sequencer = require('./sequencer');
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var util = require('util');
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var util = require('util');
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/**
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/**
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* Manages blocks, stacks, threads, and the sequencer.
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* Manages blocks, stacks, and the sequencer.
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*/
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*/
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function Runtime () {
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function Runtime () {
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// Bind event emitter
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// Bind event emitter
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@ -14,8 +14,6 @@ function Runtime () {
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this.blocks = {};
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this.blocks = {};
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/** @type {Array.<String>} */
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/** @type {Array.<String>} */
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this.stacks = [];
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this.stacks = [];
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/** @type {Array.<Thread>} */
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this.threads = [];
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/** @type {!Sequencer} */
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/** @type {!Sequencer} */
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this.sequencer = new Sequencer();
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this.sequencer = new Sequencer();
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@ -1,5 +1,59 @@
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var Timer = require('../util/Timer');
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function Sequencer () {
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function Sequencer () {
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// @todo
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/**
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* A list of threads that are currently running in the VM.
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* Threads are added when execution starts and pruned when execution ends.
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* @type {Array.<Thread>}
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*/
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this.threads = [];
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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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}
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/**
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* The sequencer does as much work as it can within WORK_TIME milliseconds,
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* then yields. This is essentially a rate-limiter for blocks.
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* In Scratch 2.0, this is set to 75% of the target stage frame-rate (30fps).
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* @const {!number}
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*/
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Sequencer.WORK_TIME = 1000 / 60;
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/**
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* Step through all threads in `this.threads`, running them in order.
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*/
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Sequencer.prototype.stepThreads = function () {
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// Start counting toward WORK_TIME
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this.timer.start();
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// While there are still threads to run and we are within WORK_TIME,
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// continue executing threads.
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while (this.threads.length > 0 &&
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this.timer.timeElapsed() < Sequencer.WORK_TIME) {
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// New threads at the end of the iteration.
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var newThreads = [];
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// Attempt to run each thread one time
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for (var i = 0; i < this.threads.length; i++) {
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var activeThread = this.threads[i];
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this.stepThread(activeThread);
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if (activeThread.nextBlock !== null) {
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newThreads.push(activeThread);
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}
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}
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// Effectively filters out threads that have stopped.
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this.threads = newThreads;
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}
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};
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/**
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* Step the requested thread
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* @param {!Thread} thread Thread object to step
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*/
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Sequencer.protoype.stepThread = function (thread) {
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// @todo
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};
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module.exports = Sequencer;
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module.exports = Sequencer;
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@ -1,5 +1,15 @@
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function Thread () {
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function Thread () {
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// @todo
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/**
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* Next block that the thread will execute.
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* @type {string}
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*/
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this.nextBlock = null;
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/**
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* Stack for the thread. When the sequencer enters a control structure,
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* the block is pushed onto the stack so we know where to exit.
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* @type {Array.<string>}
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*/
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this.stack = [];
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}
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}
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module.exports = Thread;
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module.exports = Thread;
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@ -13,8 +13,8 @@ Timer.prototype.start = function () {
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this.startTime = this.time();
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this.startTime = this.time();
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};
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};
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Timer.prototype.stop = function () {
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Timer.prototype.timeElapsed = function () {
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return this.startTime - this.time();
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return this.time() - this.startTime;
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};
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};
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module.exports = Timer;
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module.exports = Timer;
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