scratch-vm/src/engine/sequencer.js
Katie Broida 2a60391fb4 Make Scratch 3 project timer more compatible with Scratch 2 currentMSecs usage
These compatibility changes:
 - Use runtime.currentMSecs for the Clock timer "now" value
 - Start executing hats before other threads change values
 - Update test and fixtures to work with earlier hat execution
 - Add test for hat execution block order
2019-03-29 11:43:37 -04:00

359 lines
14 KiB
JavaScript

const Timer = require('../util/timer');
const Thread = require('./thread');
const execute = require('./execute.js');
/**
* Profiler frame name for stepping a single thread.
* @const {string}
*/
const stepThreadProfilerFrame = 'Sequencer.stepThread';
/**
* Profiler frame name for the inner loop of stepThreads.
* @const {string}
*/
const stepThreadsInnerProfilerFrame = 'Sequencer.stepThreads#inner';
/**
* Profiler frame name for execute.
* @const {string}
*/
const executeProfilerFrame = 'execute';
/**
* Profiler frame ID for stepThreadProfilerFrame.
* @type {number}
*/
let stepThreadProfilerId = -1;
/**
* Profiler frame ID for stepThreadsInnerProfilerFrame.
* @type {number}
*/
let stepThreadsInnerProfilerId = -1;
/**
* Profiler frame ID for executeProfilerFrame.
* @type {number}
*/
let executeProfilerId = -1;
class Sequencer {
constructor (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;
}
/**
* Time to run a warp-mode thread, in ms.
* @type {number}
*/
static get WARP_TIME () {
return 500;
}
/**
* Step through all threads in `this.runtime.threads`, running them in order.
* @return {Array.<!Thread>} List of inactive threads after stepping.
*/
stepThreads () {
// Work time is 75% of the thread stepping interval.
const WORK_TIME = 0.75 * this.runtime.currentStepTime;
// For compatibility with Scatch 2, update the millisecond clock
// on the Runtime once per step (see Interpreter.as in Scratch 2
// for original use of `currentMSecs`)
this.runtime.updateCurrentMSecs();
// Start counting toward WORK_TIME.
this.timer.start();
// Count of active threads.
let numActiveThreads = Infinity;
// Whether `stepThreads` has run through a full single tick.
let ranFirstTick = false;
const doneThreads = [];
// Conditions for continuing to stepping threads:
// 1. We must have threads in the list, and some must be active.
// 2. Time elapsed must be less than WORK_TIME.
// 3. Either turbo mode, or no redraw has been requested by a primitive.
while (this.runtime.threads.length > 0 &&
numActiveThreads > 0 &&
this.timer.timeElapsed() < WORK_TIME &&
(this.runtime.turboMode || !this.runtime.redrawRequested)) {
if (this.runtime.profiler !== null) {
if (stepThreadsInnerProfilerId === -1) {
stepThreadsInnerProfilerId = this.runtime.profiler.idByName(stepThreadsInnerProfilerFrame);
}
this.runtime.profiler.start(stepThreadsInnerProfilerId);
}
numActiveThreads = 0;
let stoppedThread = false;
// Attempt to run each thread one time.
for (let i = 0; i < this.runtime.threads.length; i++) {
const activeThread = this.runtime.threads[i];
// Check if the thread is done so it is not executed.
if (activeThread.stack.length === 0 ||
activeThread.status === Thread.STATUS_DONE) {
// Finished with this thread.
stoppedThread = true;
continue;
}
if (activeThread.status === Thread.STATUS_YIELD_TICK &&
!ranFirstTick) {
// Clear single-tick yield from the last call of `stepThreads`.
activeThread.status = Thread.STATUS_RUNNING;
}
if (activeThread.status === Thread.STATUS_RUNNING ||
activeThread.status === Thread.STATUS_YIELD) {
// Normal-mode thread: step.
if (this.runtime.profiler !== null) {
if (stepThreadProfilerId === -1) {
stepThreadProfilerId = this.runtime.profiler.idByName(stepThreadProfilerFrame);
}
this.runtime.profiler.start(stepThreadProfilerId);
}
this.stepThread(activeThread);
if (this.runtime.profiler !== null) {
this.runtime.profiler.stop();
}
activeThread.warpTimer = null;
if (activeThread.isKilled) {
i--; // if the thread is removed from the list (killed), do not increase index
}
}
if (activeThread.status === Thread.STATUS_RUNNING) {
numActiveThreads++;
}
// Check if the thread completed while it just stepped to make
// sure we remove it before the next iteration of all threads.
if (activeThread.stack.length === 0 ||
activeThread.status === Thread.STATUS_DONE) {
// Finished with this thread.
stoppedThread = true;
}
}
// We successfully ticked once. Prevents running STATUS_YIELD_TICK
// threads on the next tick.
ranFirstTick = true;
if (this.runtime.profiler !== null) {
this.runtime.profiler.stop();
}
// Filter inactive threads from `this.runtime.threads`.
if (stoppedThread) {
let nextActiveThread = 0;
for (let i = 0; i < this.runtime.threads.length; i++) {
const thread = this.runtime.threads[i];
if (thread.stack.length !== 0 &&
thread.status !== Thread.STATUS_DONE) {
this.runtime.threads[nextActiveThread] = thread;
nextActiveThread++;
} else {
doneThreads.push(thread);
}
}
this.runtime.threads.length = nextActiveThread;
}
}
return doneThreads;
}
/**
* Step the requested thread for as long as necessary.
* @param {!Thread} thread Thread object to step.
*/
stepThread (thread) {
let currentBlockId = thread.peekStack();
if (!currentBlockId) {
// A "null block" - empty branch.
thread.popStack();
}
// Save the current block ID to notice if we did control flow.
while ((currentBlockId = thread.peekStack())) {
let isWarpMode = thread.peekStackFrame().warpMode;
if (isWarpMode && !thread.warpTimer) {
// Initialize warp-mode timer if it hasn't been already.
// This will start counting the thread toward `Sequencer.WARP_TIME`.
thread.warpTimer = new Timer();
thread.warpTimer.start();
}
// Execute the current block.
if (this.runtime.profiler !== null) {
if (executeProfilerId === -1) {
executeProfilerId = this.runtime.profiler.idByName(executeProfilerFrame);
}
// The method commented below has its code inlined underneath to
// reduce the bias recorded for the profiler's calls in this
// time sensitive stepThread method.
//
// this.runtime.profiler.start(executeProfilerId, null);
this.runtime.profiler.records.push(
this.runtime.profiler.START, executeProfilerId, null, 0);
}
if (thread.target === null) {
this.retireThread(thread);
} else {
execute(this, thread);
}
if (this.runtime.profiler !== null) {
// this.runtime.profiler.stop();
this.runtime.profiler.records.push(this.runtime.profiler.STOP, 0);
}
thread.blockGlowInFrame = currentBlockId;
// If the thread has yielded or is waiting, yield to other threads.
if (thread.status === Thread.STATUS_YIELD) {
// Mark as running for next iteration.
thread.status = Thread.STATUS_RUNNING;
// In warp mode, yielded blocks are re-executed immediately.
if (isWarpMode &&
thread.warpTimer.timeElapsed() <= Sequencer.WARP_TIME) {
continue;
}
return;
} else if (thread.status === Thread.STATUS_PROMISE_WAIT) {
// A promise was returned by the primitive. Yield the thread
// until the promise resolves. Promise resolution should reset
// thread.status to Thread.STATUS_RUNNING.
return;
} else if (thread.status === Thread.STATUS_YIELD_TICK) {
// stepThreads will reset the thread to Thread.STATUS_RUNNING
return;
}
// If no control flow has happened, switch to next block.
if (thread.peekStack() === currentBlockId) {
thread.goToNextBlock();
}
// If no next block has been found at this point, look on the stack.
while (!thread.peekStack()) {
thread.popStack();
if (thread.stack.length === 0) {
// No more stack to run!
thread.status = Thread.STATUS_DONE;
return;
}
const stackFrame = thread.peekStackFrame();
isWarpMode = stackFrame.warpMode;
if (stackFrame.isLoop) {
// The current level of the stack is marked as a loop.
// Return to yield for the frame/tick in general.
// Unless we're in warp mode - then only return if the
// warp timer is up.
if (!isWarpMode ||
thread.warpTimer.timeElapsed() > Sequencer.WARP_TIME) {
// Don't do anything to the stack, since loops need
// to be re-executed.
return;
}
// Don't go to the next block for this level of the stack,
// since loops need to be re-executed.
continue;
} else if (stackFrame.waitingReporter) {
// This level of the stack was waiting for a value.
// This means a reporter has just returned - so don't go
// to the next block for this level of the stack.
return;
}
// Get next block of existing block on the stack.
thread.goToNextBlock();
}
}
}
/**
* Step a thread into a block's branch.
* @param {!Thread} thread Thread object to step to branch.
* @param {number} branchNum Which branch to step to (i.e., 1, 2).
* @param {boolean} isLoop Whether this block is a loop.
*/
stepToBranch (thread, branchNum, isLoop) {
if (!branchNum) {
branchNum = 1;
}
const currentBlockId = thread.peekStack();
const branchId = thread.target.blocks.getBranch(
currentBlockId,
branchNum
);
thread.peekStackFrame().isLoop = isLoop;
if (branchId) {
// Push branch ID to the thread's stack.
thread.pushStack(branchId);
} else {
thread.pushStack(null);
}
}
/**
* Step a procedure.
* @param {!Thread} thread Thread object to step to procedure.
* @param {!string} procedureCode Procedure code of procedure to step to.
*/
stepToProcedure (thread, procedureCode) {
const definition = thread.target.blocks.getProcedureDefinition(procedureCode);
if (!definition) {
return;
}
// Check if the call is recursive.
// If so, set the thread to yield after pushing.
const isRecursive = thread.isRecursiveCall(procedureCode);
// To step to a procedure, we put its definition on the stack.
// Execution for the thread will proceed through the definition hat
// and on to the main definition of the procedure.
// When that set of blocks finishes executing, it will be popped
// from the stack by the sequencer, returning control to the caller.
thread.pushStack(definition);
// In known warp-mode threads, only yield when time is up.
if (thread.peekStackFrame().warpMode &&
thread.warpTimer.timeElapsed() > Sequencer.WARP_TIME) {
thread.status = Thread.STATUS_YIELD;
} else {
// Look for warp-mode flag on definition, and set the thread
// to warp-mode if needed.
const definitionBlock = thread.target.blocks.getBlock(definition);
const innerBlock = thread.target.blocks.getBlock(
definitionBlock.inputs.custom_block.block);
let doWarp = false;
if (innerBlock && innerBlock.mutation) {
const warp = innerBlock.mutation.warp;
if (typeof warp === 'boolean') {
doWarp = warp;
} else if (typeof warp === 'string') {
doWarp = JSON.parse(warp);
}
}
if (doWarp) {
thread.peekStackFrame().warpMode = true;
} else if (isRecursive) {
// In normal-mode threads, yield any time we have a recursive call.
thread.status = Thread.STATUS_YIELD;
}
}
}
/**
* Retire a thread in the middle, without considering further blocks.
* @param {!Thread} thread Thread object to retire.
*/
retireThread (thread) {
thread.stack = [];
thread.stackFrame = [];
thread.requestScriptGlowInFrame = false;
thread.status = Thread.STATUS_DONE;
}
}
module.exports = Sequencer;