var Timer = require('../util/timer'); var Thread = require('./thread'); var YieldTimers = require('../util/yieldtimers.js'); function Sequencer (runtime) { /** * A utility timer for timing thread sequencing. * @type {!Timer} */ this.timer = new Timer(); /** * Reference to the runtime owning this sequencer. * @type {!Runtime} */ this.runtime = runtime; } /** * The sequencer does as much work as it can within WORK_TIME milliseconds, * then yields. This is essentially a rate-limiter for blocks. * In Scratch 2.0, this is set to 75% of the target stage frame-rate (30fps). * @const {!number} */ Sequencer.WORK_TIME = 1000 / 60; /** * Step through all threads in `this.threads`, running them in order. * @return {Array.} All threads which have finished in this iteration. */ Sequencer.prototype.stepThreads = function (threads) { // Start counting toward WORK_TIME this.timer.start(); // List of threads which have been killed by this step. var inactiveThreads = []; // If all of the threads are yielding, we should yield. var numYieldingThreads = 0; // While there are still threads to run and we are within WORK_TIME, // continue executing threads. while (threads.length > 0 && threads.length > numYieldingThreads && this.timer.timeElapsed() < Sequencer.WORK_TIME) { // New threads at the end of the iteration. var newThreads = []; // Attempt to run each thread one time for (var i = 0; i < threads.length; i++) { var activeThread = threads[i]; if (activeThread.status === Thread.STATUS_RUNNING) { // Normal-mode thread: step. this.stepThread(activeThread); } else if (activeThread.status === Thread.STATUS_YIELD) { // Yield-mode thread: check if the time has passed. YieldTimers.resolve(activeThread.yieldTimerId); numYieldingThreads++; } else if (activeThread.status === Thread.STATUS_DONE) { // Moved to a done state - finish up activeThread.status = Thread.STATUS_RUNNING; // @todo Deal with the return value } if (activeThread.nextBlock === null && activeThread.status === Thread.STATUS_DONE) { // First attempt to pop from the stack if (activeThread.stack.length > 0 && activeThread.nextBlock === null) { activeThread.nextBlock = activeThread.stack.pop(); // Don't pop stack frame - we need the data. // A new one won't be created when we execute. } if (activeThread.nextBlock === null) { // No more on the stack // Finished with this thread - tell runtime to clean it up. inactiveThreads.push(activeThread); } } else { // Keep this thead in the loop. newThreads.push(activeThread); } } // Effectively filters out threads that have stopped. threads = newThreads; } return inactiveThreads; }; /** * Step the requested thread * @param {!Thread} thread Thread object to step */ Sequencer.prototype.stepThread = function (thread) { // Save the yield timer ID, in case a primitive makes a new one // @todo hack - perhaps patch this to allow more than one timer per // primitive, for example... var oldYieldTimerId = YieldTimers.timerId; // Save the current block and set the nextBlock. // If the primitive would like to do control flow, // it can overwrite nextBlock. var currentBlock = thread.nextBlock; thread.nextBlock = this.runtime._getNextBlock(currentBlock); var opcode = this.runtime._getOpcode(currentBlock); // Push the current block to the stack thread.stack.push(currentBlock); // Push an empty stack frame, if we need one. // Might not, if we just popped the stack. if (thread.stack.length > thread.stackFrames.length) { thread.stackFrames.push({}); } var currentStackFrame = thread.stackFrames[thread.stackFrames.length - 1]; /** * A callback for the primitive to indicate its thread should yield. * @type {Function} */ var threadYieldCallback = function () { thread.status = Thread.STATUS_YIELD; }; /** * A callback for the primitive to indicate its thread is finished * @type {Function} */ var instance = this; var threadDoneCallback = function () { thread.status = Thread.STATUS_DONE; // Refresh nextBlock in case it has changed during a yield. thread.nextBlock = instance.runtime._getNextBlock(currentBlock); instance.runtime.glowBlock(currentBlock, false); // Pop the stack and stack frame thread.stack.pop(); thread.stackFrames.pop(); }; /** * Record whether we have switched stack, * to avoid proceeding the thread automatically. * @type {boolean} */ var switchedStack = false; /** * A callback for a primitive to start a substack. * @type {Function} */ var threadStartSubstack = function () { // Set nextBlock to the start of the substack thread.nextBlock = instance.runtime._getSubstack(currentBlock).value; instance.runtime.glowBlock(currentBlock, false); switchedStack = true; }; // @todo var argValues = []; if (!opcode) { console.warn('Could not get opcode for block: ' + currentBlock); } else { var blockFunction = this.runtime.getOpcodeFunction(opcode); if (!blockFunction) { console.warn('Could not get implementation for opcode: ' + opcode); } else { try { this.runtime.glowBlock(currentBlock, true); // @todo deal with the return value blockFunction(argValues, { yield: threadYieldCallback, done: threadDoneCallback, timeout: YieldTimers.timeout, stackFrame: currentStackFrame, startSubstack: threadStartSubstack }); } catch(e) { console.error('Exception calling block function', {opcode: opcode, exception: e}); } finally { // Update if the thread has set a yield timer ID // @todo hack if (YieldTimers.timerId > oldYieldTimerId) { thread.yieldTimerId = YieldTimers.timerId; } if (thread.status === Thread.STATUS_RUNNING && !switchedStack) { // Thread executed without yielding - move to done threadDoneCallback(); } } } } }; module.exports = Sequencer;