mirror of
https://github.com/scratchfoundation/scratch-vm.git
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9744bcbb70
* Provide property to Clone to distinguish "original" clones * Provide method to clone a clone's properties * Don't report clones in the UI target list * Add target info to Thread * Allow hats to skip clones (for green flag) * Green flag skips clones * Implement "create clone" and hat * Pass the runtime to sprites and clones (for start hats) * Clone disposal; trigger hats after drawable initializes. * Separate stop threads for target; fix handling of stop button * Remove extraneous `skipClones` property * Add global clone limit * Don't allow a non-clone to delete itself. * Rename `cloneClone` -> `makeClone` * Variable updates in runtime.js * Synchronous drawable initialization (until we put it back to promises)
179 lines
6.2 KiB
JavaScript
179 lines
6.2 KiB
JavaScript
var Timer = require('../util/timer');
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var Thread = require('./thread');
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var execute = require('./execute.js');
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function Sequencer (runtime) {
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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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* Reference to the runtime owning this sequencer.
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* @type {!Runtime}
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*/
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this.runtime = 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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*/
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Sequencer.WORK_TIME = 10;
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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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*/
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Sequencer.prototype.stepThreads = function (threads) {
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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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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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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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}
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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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}
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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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*/
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Sequencer.prototype.startThread = 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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}
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};
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/**
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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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*/
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Sequencer.prototype.stepToBranch = function (thread, branchNum) {
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if (!branchNum) {
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branchNum = 1;
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}
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var currentBlockId = thread.peekStack();
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var branchId = thread.target.blocks.getBranch(
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currentBlockId,
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branchNum
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);
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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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/**
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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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}
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};
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/**
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* Retire a thread in the middle, without considering further blocks.
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* @param {!Thread} thread Thread object to retire.
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*/
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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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};
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module.exports = Sequencer;
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