var Timer = require('../util/timer'); var Thread = require('./thread'); var YieldTimers = require('../util/yieldtimers.js'); var execute = require('./execute.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 = 10; /** * If set, block calls, args, and return values will be logged to the console. * @const {boolean} */ Sequencer.DEBUG_BLOCK_CALLS = true; /** * Step through all threads in `this.threads`, running them in order. * @param {Array.} threads List of which threads to step. * @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 } // First attempt to pop from the stack if (activeThread.stack.length > 0 && activeThread.nextBlock === null && activeThread.status === Thread.STATUS_DONE) { 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) { activeThread.status === Thread.STATUS_RUNNING; } } if (activeThread.nextBlock === null && activeThread.status === Thread.STATUS_DONE) { // 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 current block and set the nextBlock. // If the primitive would like to do control flow, // it can overwrite nextBlock. var currentBlock = thread.nextBlock; if (!currentBlock || !this.runtime.blocks.getBlock(currentBlock)) { thread.status = Thread.STATUS_DONE; return; } thread.nextBlock = this.runtime.blocks.getNextBlock(currentBlock); execute(this, thread, currentBlock, false); }; module.exports = Sequencer;