mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2025-08-12 22:42:03 -04:00
Interpreter fixes, enhancements, features (#280)
* Thread stepping rework; interp.redraw equivalent * Add turbo mode and pause mode * Yielding behavior to match Scratch 2.0 * Implement warp-mode procedure threads * Add check for recursive call * Inline wait block timer * Revert to setInterval and always drawing * Restore yielding in glide * 30TPS compatibility mode * 5-call count recursion limit * Removing dead primitive code * To simplify, access runtime.threads inline in `stepThreads`. * Warp mode/timer fixes; recursive check fixes; clean-up * Add basic single-stepping * Add single-stepping speed slider * Allow yielding threads to run in single-stepping * Restore inactive threads tracking for block glows * Add clock pausing during pause mode * Documentation and clean-up throughout * Don't look for block glows in `thread.topBlock`. * Add null check for block glows; rename `_updateScriptGlows` to reflect block glowing * Use the current executed block for glow, instead of stack * Add more comments to `stepToProcedure`, and re-arrange to match 2.0 * Tweak to Blocks.prototype.getTopLevelScript * Revert previous * Fix threads array to be resilient to changes during `stepThreads` * Restore inactive threads filtering * Fix typo in "procedure" * !! instead of == true
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14 changed files with 705 additions and 281 deletions
src/engine
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@ -17,87 +17,163 @@ function Sequencer (runtime) {
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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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* Time to run a warp-mode thread, in ms.
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* @type {number}
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*/
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Sequencer.WORK_TIME = 10;
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Sequencer.WARP_TIME = 500;
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/**
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* Step through all threads in `this.threads`, running them in order.
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* @param {Array.<Thread>} threads List of which threads to step.
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* @return {Array.<Thread>} All threads which have finished in this iteration.
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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 (threads) {
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// Start counting toward WORK_TIME
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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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var 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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// List of threads which have been killed by this step.
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// Count of active threads.
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var numActiveThreads = Infinity;
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// Whether `stepThreads` has run through a full single tick.
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var ranFirstTick = false;
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var inactiveThreads = [];
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// If all of the threads are yielding, we should yield.
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var numYieldingThreads = 0;
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// Clear all yield statuses that were for the previous frame.
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for (var t = 0; t < threads.length; t++) {
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if (threads[t].status === Thread.STATUS_YIELD_FRAME) {
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threads[t].setStatus(Thread.STATUS_RUNNING);
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}
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}
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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 (threads.length > 0 &&
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threads.length > numYieldingThreads &&
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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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// Reset yielding thread count.
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numYieldingThreads = 0;
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// Attempt to run each thread one time
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for (var i = 0; i < threads.length; i++) {
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var activeThread = threads[i];
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if (activeThread.status === Thread.STATUS_RUNNING) {
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// Normal-mode thread: step.
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this.startThread(activeThread);
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} else if (activeThread.status === Thread.STATUS_YIELD ||
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activeThread.status === Thread.STATUS_YIELD_FRAME) {
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// Yielding thread: do nothing for this step.
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numYieldingThreads++;
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}
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if (activeThread.stack.length === 0 &&
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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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// Inline copy of the threads, updated on each step.
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var threadsCopy = this.runtime.threads.slice();
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// Attempt to run each thread one time.
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for (var i = 0; i < threadsCopy.length; i++) {
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var activeThread = threadsCopy[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 - tell runtime to clean it up.
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inactiveThreads.push(activeThread);
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} else {
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// Keep this thead in the loop.
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newThreads.push(activeThread);
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// Finished with this thread.
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if (inactiveThreads.indexOf(activeThread) < 0) {
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inactiveThreads.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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// After stepping, status is still running.
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// If we're in single-stepping mode, mark the thread as
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// a single-tick yield so it doesn't re-execute
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// until the next frame.
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if (this.runtime.singleStepping) {
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activeThread.status = Thread.STATUS_YIELD_TICK;
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}
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numActiveThreads++;
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}
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}
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// Effectively filters out threads that have stopped.
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threads = newThreads;
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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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// Filter inactive threads from `this.runtime.threads`.
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this.runtime.threads = this.runtime.threads.filter(function(thread) {
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if (inactiveThreads.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 inactiveThreads;
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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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* 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.startThread = function (thread) {
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Sequencer.prototype.stepThread = function (thread) {
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var currentBlockId = thread.peekStack();
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if (!currentBlockId) {
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// A "null block" - empty branch.
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// Yield for the frame.
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thread.popStack();
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thread.setStatus(Thread.STATUS_YIELD_FRAME);
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return;
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}
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// Execute the current block
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execute(this, thread);
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// If the block executed without yielding and without doing control flow,
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// move to done.
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if (thread.status === Thread.STATUS_RUNNING &&
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thread.peekStack() === currentBlockId) {
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this.proceedThread(thread);
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while (thread.peekStack()) {
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var 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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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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if (thread.peekStackFrame().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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} else {
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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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}
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} else if (thread.peekStackFrame().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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// In single-stepping mode, force `stepThread` to only run one block
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// at a time.
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if (this.runtime.singleStepping) {
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return;
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}
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}
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};
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@ -105,8 +181,9 @@ Sequencer.prototype.startThread = function (thread) {
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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) {
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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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@ -115,11 +192,11 @@ Sequencer.prototype.stepToBranch = function (thread, branchNum) {
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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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// Push null, so we come back to the current block.
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thread.pushStack(null);
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}
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};
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@ -127,56 +204,39 @@ Sequencer.prototype.stepToBranch = function (thread, branchNum) {
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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} procedureName Name of procedure defined in this target.
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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, procedureName) {
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var definition = thread.target.blocks.getProcedureDefinition(procedureName);
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Sequencer.prototype.stepToProcedure = function (thread, procedureCode) {
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var 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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var 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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// Check if the call is recursive. If so, yield.
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// @todo: Have behavior match Scratch 2.0.
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if (thread.stack.indexOf(definition) > -1) {
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thread.setStatus(Thread.STATUS_YIELD_FRAME);
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}
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};
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/**
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* Step a thread into an input reporter, and manage its status appropriately.
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* @param {!Thread} thread Thread object to step to reporter.
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* @param {!string} blockId ID of reporter block.
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* @param {!string} inputName Name of input on parent block.
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* @return {boolean} True if yielded, false if it finished immediately.
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*/
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Sequencer.prototype.stepToReporter = function (thread, blockId, inputName) {
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var currentStackFrame = thread.peekStackFrame();
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// Push to the stack to evaluate the reporter block.
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thread.pushStack(blockId);
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// Save name of input for `Thread.pushReportedValue`.
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currentStackFrame.waitingReporter = inputName;
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// Actually execute the block.
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this.startThread(thread);
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// If a reporter yielded, caller must wait for it to unyield.
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// The value will be populated once the reporter unyields,
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// and passed up to the currentStackFrame on next execution.
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return thread.status === Thread.STATUS_YIELD;
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};
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/**
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* Finish stepping a thread and proceed it to the next block.
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* @param {!Thread} thread Thread object to proceed.
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*/
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Sequencer.prototype.proceedThread = function (thread) {
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var currentBlockId = thread.peekStack();
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// Mark the status as done and proceed to the next block.
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// Pop from the stack - finished this level of execution.
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thread.popStack();
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// Push next connected block, if there is one.
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var nextBlockId = thread.target.blocks.getNextBlock(currentBlockId);
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if (nextBlockId) {
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thread.pushStack(nextBlockId);
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}
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// If we can't find a next block to run, mark the thread as done.
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if (!thread.peekStack()) {
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thread.setStatus(Thread.STATUS_DONE);
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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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var definitionBlock = thread.target.blocks.getBlock(definition);
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var 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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@ -188,7 +248,7 @@ 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.setStatus(Thread.STATUS_DONE);
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thread.status = Thread.STATUS_DONE;
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};
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module.exports = Sequencer;
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