scratch-vm/src/engine/sequencer.js
Tim Mickel 9744bcbb70 Clones (#150)
* 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)
2016-09-15 19:37:12 -04:00

179 lines
6.2 KiB
JavaScript

var Timer = require('../util/timer');
var Thread = require('./thread');
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;
/**
* Step through all threads in `this.threads`, running them in order.
* @param {Array.<Thread>} threads List of which threads to step.
* @return {Array.<Thread>} 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;
// Clear all yield statuses that were for the previous frame.
for (var t = 0; t < threads.length; t++) {
if (threads[t].status === Thread.STATUS_YIELD_FRAME) {
threads[t].setStatus(Thread.STATUS_RUNNING);
}
}
// 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 = [];
// Reset yielding thread count.
numYieldingThreads = 0;
// 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.startThread(activeThread);
} else if (activeThread.status === Thread.STATUS_YIELD ||
activeThread.status === Thread.STATUS_YIELD_FRAME) {
// Yielding thread: do nothing for this step.
numYieldingThreads++;
}
if (activeThread.stack.length === 0 &&
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.startThread = function (thread) {
var currentBlockId = thread.peekStack();
if (!currentBlockId) {
// A "null block" - empty branch.
// Yield for the frame.
thread.popStack();
thread.setStatus(Thread.STATUS_YIELD_FRAME);
return;
}
// Execute the current block
execute(this, thread);
// If the block executed without yielding and without doing control flow,
// move to done.
if (thread.status === Thread.STATUS_RUNNING &&
thread.peekStack() === currentBlockId) {
this.proceedThread(thread);
}
};
/**
* 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).
*/
Sequencer.prototype.stepToBranch = function (thread, branchNum) {
if (!branchNum) {
branchNum = 1;
}
var currentBlockId = thread.peekStack();
var branchId = thread.target.blocks.getBranch(
currentBlockId,
branchNum
);
if (branchId) {
// Push branch ID to the thread's stack.
thread.pushStack(branchId);
} else {
// Push null, so we come back to the current block.
thread.pushStack(null);
}
};
/**
* Step a thread into an input reporter, and manage its status appropriately.
* @param {!Thread} thread Thread object to step to reporter.
* @param {!string} blockId ID of reporter block.
* @param {!string} inputName Name of input on parent block.
* @return {boolean} True if yielded, false if it finished immediately.
*/
Sequencer.prototype.stepToReporter = function (thread, blockId, inputName) {
var currentStackFrame = thread.peekStackFrame();
// Push to the stack to evaluate the reporter block.
thread.pushStack(blockId);
// Save name of input for `Thread.pushReportedValue`.
currentStackFrame.waitingReporter = inputName;
// Actually execute the block.
this.startThread(thread);
// If a reporter yielded, caller must wait for it to unyield.
// The value will be populated once the reporter unyields,
// and passed up to the currentStackFrame on next execution.
return thread.status === Thread.STATUS_YIELD;
};
/**
* Finish stepping a thread and proceed it to the next block.
* @param {!Thread} thread Thread object to proceed.
*/
Sequencer.prototype.proceedThread = function (thread) {
var currentBlockId = thread.peekStack();
// Mark the status as done and proceed to the next block.
// Pop from the stack - finished this level of execution.
thread.popStack();
// Push next connected block, if there is one.
var nextBlockId = thread.target.blocks.getNextBlock(currentBlockId);
if (nextBlockId) {
thread.pushStack(nextBlockId);
}
// If we can't find a next block to run, mark the thread as done.
if (!thread.peekStack()) {
thread.setStatus(Thread.STATUS_DONE);
}
};
/**
* Retire a thread in the middle, without considering further blocks.
* @param {!Thread} thread Thread object to retire.
*/
Sequencer.prototype.retireThread = function (thread) {
thread.stack = [];
thread.stackFrame = [];
thread.requestScriptGlowInFrame = false;
thread.setStatus(Thread.STATUS_DONE);
};
module.exports = Sequencer;