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@@ -1,51 +1,150 @@
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// TODO infinite updates detection
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+// A data structure that stores a deferred DOM operation.
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+// the first element is the function to call, and the rest of the array
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+// stores up to 3 arguments.
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type Op = [Function, ...any[]]
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-const enum Priorities {
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- NORMAL = 500
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+// A "job" stands for a unit of work that needs to be performed.
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+// Typically, one job corresponds to the mounting or updating of one component
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+// instance (including functional ones).
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+interface Job<T extends Function = () => void> {
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+ // A job is itself a function that performs work. It can contain work such as
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+ // calling render functions, running the diff algorithm (patch), mounting new
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+ // vnodes, and tearing down old vnodes. However, these work needs to be
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+ // performed in several different phases, most importantly to separate
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+ // workloads that do not produce side-effects ("stage") vs. those that do
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+ // ("commit").
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+ // During the stage call it should not perform any direct sife-effects.
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+ // Instead, it buffers them. All side effects from multiple jobs queued in the
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+ // same tick are flushed together during the "commit" phase. This allows us to
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+ // perform side-effect-free work over multiple frames (yielding to the browser
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+ // in-between to keep the app responsive), and only flush all the side effects
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+ // together when all work is done (AKA time-slicing).
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+ (): T
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+ // A job's status changes over the different update phaes. See comments for
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+ // phases below.
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+ status: JobStatus
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+ // Any operations performed by the job that directly mutates the DOM are
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+ // buffered inside the job's ops queue, and only flushed in the commit phase.
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+ // These ops are queued by calling `queueNodeOp` inside the job function.
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+ ops: Op[]
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+ // Any post DOM mutation side-effects (updated / mounted hooks, refs) are
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+ // buffered inside the job's effects queue.
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+ // Effects are queued by calling `queueEffect` inside the job function.
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+ effects: Function[]
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+ // A job may queue other jobs (e.g. a parent component update triggers the
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+ // update of a child component). Jobs queued by another job is kept in the
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+ // parent's children array, so that in case the parent job is invalidated,
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+ // all its children can be invalidated as well (recursively).
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+ children: Job[]
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+ // Sometimes it's inevitable for a stage fn to produce some side effects
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+ // (e.g. a component instance sets up an Autorun). In those cases the stage fn
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+ // can return a cleanup function which will be called when the job is
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+ // invalidated.
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+ cleanup: T | null
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+ // The expiration time is a timestamp past which the job needs to
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+ // be force-committed regardless of frame budget.
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+ // Why do we need an expiration time? Because a job may get invalidated before
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+ // it is fully commited. If it keeps getting invalidated, we may "starve" the
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+ // system and never apply any commits as jobs keep getting invalidated. The
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+ // expiration time sets a limit on how long before a job can keep getting
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+ // invalidated before it must be comitted.
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+ expiration: number
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}
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const enum JobStatus {
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IDLE = 0,
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- PENDING_PATCH,
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+ PENDING_STAGE,
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PENDING_COMMIT
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}
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-interface Job extends Function {
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- status: JobStatus
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- ops: Op[]
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- post: Function[]
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- children: Job[]
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- cleanup: Function | null
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- expiration: number
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+// Priorities for different types of jobs. This number is added to the
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+// current time when a new job is queued to calculate the expiration time
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+// for that job.
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+//
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+// Currently we have only one type which expires 500ms after it is initially
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+// queued. There could be higher/lower priorities in the future.
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+const enum JobPriorities {
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+ NORMAL = 500
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}
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-type ErrorHandler = (err: Error) => any
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-
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+// There can be only one job being patched at one time. This allows us to
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+// automatically "capture" and buffer the node ops and post effects queued
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+// during a job.
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let currentJob: Job | null = null
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-let start: number = 0
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-const getNow = () => performance.now()
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+// Indicates we have a flush pending.
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+let hasPendingFlush = false
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+
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+// A timestamp that indicates when a flush was started.
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+let flushStartTimestamp: number = 0
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+
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+// The frame budget is the maximum amount of time passed while performing
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+// "stage" work before we need to yield back to the browser.
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+// Aiming for 60fps. Maybe we need to dynamically adjust this?
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const frameBudget = __JSDOM__ ? Infinity : 1000 / 60
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-const patchQueue: Job[] = []
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+const getNow = () => performance.now()
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+
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+// An entire update consists of 4 phases:
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+
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+// 1. Stage phase. Render functions are called, diffs are performed, new
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+// component instances are created. However, no side-effects should be
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+// performed (i.e. no lifecycle hooks, no direct DOM operations).
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+const stageQueue: Job[] = []
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+
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+// 2. Commit phase. This is only reached when the stageQueue has been depleted.
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+// Node ops are applied - in the browser, this means DOM is actually mutated
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+// during this phase. If a job is committed, it's post effects are then
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+// queued for the next phase.
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const commitQueue: Job[] = []
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-const postCommitQueue: Function[] = []
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+
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+// 3. Post-commit effects phase. Effect callbacks are only queued after a
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+// successful commit. These include callbacks that need to be invoked
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+// after DOM mutation - i.e. refs, mounted & updated hooks. This queue is
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+// flushed in reverse because child component effects are queued after but
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+// should be invoked before the parent's.
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+const postEffectsQueue: Function[] = []
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+
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+// 4. NextTick phase. This is the user's catch-all mechanism for deferring
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+// work after a complete update cycle.
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const nextTickQueue: Function[] = []
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+const pendingRejectors: ErrorHandler[] = []
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+
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+// Error handling --------------------------------------------------------------
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+
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+type ErrorHandler = (err: Error) => any
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let globalHandler: ErrorHandler
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-const pendingRejectors: ErrorHandler[] = []
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-// Microtask for batching state mutations
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+export function handleSchedulerError(handler: ErrorHandler) {
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+ globalHandler = handler
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+}
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+
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+function handleError(err: Error) {
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+ if (globalHandler) globalHandler(err)
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+ pendingRejectors.forEach(handler => {
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+ handler(err)
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+ })
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+}
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+
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+// Microtask defer -------------------------------------------------------------
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+// For batching state mutations before we start an update. This does
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+// NOT yield to the browser.
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+
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const p = Promise.resolve()
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function flushAfterMicroTask() {
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- start = getNow()
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+ flushStartTimestamp = getNow()
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return p.then(flush).catch(handleError)
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}
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-// Macrotask for time slicing
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+// Macrotask defer -------------------------------------------------------------
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+// For time slicing. This uses the window postMessage event to "yield"
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+// to the browser so that other user events can trigger in between. This keeps
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+// the app responsive even when performing large amount of JavaScript work.
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+
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const key = `$vueTick`
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window.addEventListener(
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@@ -54,7 +153,7 @@ window.addEventListener(
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if (event.source !== window || event.data !== key) {
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return
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}
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- start = getNow()
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+ flushStartTimestamp = getNow()
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try {
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flush()
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} catch (e) {
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@@ -68,51 +167,28 @@ function flushAfterMacroTask() {
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window.postMessage(key, `*`)
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}
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-export function nextTick<T>(fn?: () => T): Promise<T> {
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- return new Promise((resolve, reject) => {
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- p.then(() => {
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- if (hasPendingFlush) {
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- nextTickQueue.push(() => {
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- resolve(fn ? fn() : undefined)
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- })
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- pendingRejectors.push(err => {
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- if (fn) fn()
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- reject(err)
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- })
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- } else {
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- resolve(fn ? fn() : undefined)
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- }
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- }).catch(reject)
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- })
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-}
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-
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-function handleError(err: Error) {
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- if (globalHandler) globalHandler(err)
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- pendingRejectors.forEach(handler => {
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- handler(err)
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- })
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-}
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-
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-export function handleSchedulerError(handler: ErrorHandler) {
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- globalHandler = handler
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-}
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-
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-let hasPendingFlush = false
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+// API -------------------------------------------------------------------------
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+// This is the main API of the scheduler. The raw job can actually be any
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+// function, but since they are invalidated by identity, it is important that
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+// a component's update job is a consistent function across its lifecycle -
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+// in the renderer, it's actually instance._updateHandle which is in turn
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+// an Autorun function.
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export function queueJob(rawJob: Function) {
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const job = rawJob as Job
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if (currentJob) {
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currentJob.children.push(job)
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}
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- // 1. let's see if this invalidates any work that
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- // has already been done.
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+ // Let's see if this invalidates any work that
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+ // has already been staged.
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if (job.status === JobStatus.PENDING_COMMIT) {
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- // pending commit job invalidated
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+ // staged job invalidated
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invalidateJob(job)
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+ // re-insert it into the stage queue
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requeueInvalidatedJob(job)
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- } else if (job.status !== JobStatus.PENDING_PATCH) {
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+ } else if (job.status !== JobStatus.PENDING_STAGE) {
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// a new job
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- insertNewJob(job)
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+ queueJobForStaging(job)
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}
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if (!hasPendingFlush) {
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hasPendingFlush = true
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@@ -120,37 +196,23 @@ export function queueJob(rawJob: Function) {
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}
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}
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-function requeueInvalidatedJob(job: Job) {
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- // With varying priorities we should insert job at correct position
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- // based on expiration time.
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- for (let i = 0; i < patchQueue.length; i++) {
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- if (job.expiration < patchQueue[i].expiration) {
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- patchQueue.splice(i, 0, job)
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- job.status = JobStatus.PENDING_PATCH
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- return
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- }
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- }
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- patchQueue.push(job)
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- job.status = JobStatus.PENDING_PATCH
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-}
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-
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-export function queuePostCommitCb(fn: Function) {
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+export function queueEffect(fn: Function) {
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if (currentJob) {
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- currentJob.post.push(fn)
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+ currentJob.effects.push(fn)
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} else {
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- postCommitQueue.push(fn)
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+ postEffectsQueue.push(fn)
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}
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}
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-export function flushPostCommitCbs() {
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+export function flushEffects() {
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// post commit hooks (updated, mounted)
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// this queue is flushed in reverse becuase these hooks should be invoked
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// child first
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- let i = postCommitQueue.length
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+ let i = postEffectsQueue.length
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while (i--) {
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- postCommitQueue[i]()
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+ postEffectsQueue[i]()
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}
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- postCommitQueue.length = 0
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+ postEffectsQueue.length = 0
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}
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export function queueNodeOp(op: Op) {
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@@ -161,33 +223,56 @@ export function queueNodeOp(op: Op) {
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}
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}
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+// The original nextTick now needs to be reworked so that the callback only
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+// triggers after the next commit, when all node ops and post effects have been
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+// completed.
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+export function nextTick<T>(fn?: () => T): Promise<T> {
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+ return new Promise((resolve, reject) => {
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+ p.then(() => {
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+ if (hasPendingFlush) {
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+ nextTickQueue.push(() => {
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+ resolve(fn ? fn() : undefined)
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+ })
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+ pendingRejectors.push(err => {
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+ if (fn) fn()
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+ reject(err)
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+ })
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+ } else {
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+ resolve(fn ? fn() : undefined)
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+ }
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+ }).catch(reject)
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+ })
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+}
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+
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+// Internals -------------------------------------------------------------------
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+
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function flush(): void {
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let job
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while (true) {
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- job = patchQueue.shift()
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+ job = stageQueue.shift()
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if (job) {
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- patchJob(job)
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+ stageJob(job)
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} else {
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break
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}
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if (!__COMPAT__) {
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const now = getNow()
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- if (now - start > frameBudget && job.expiration > now) {
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+ if (now - flushStartTimestamp > frameBudget && job.expiration > now) {
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break
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}
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}
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}
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- if (patchQueue.length === 0) {
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+ if (stageQueue.length === 0) {
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// all done, time to commit!
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for (let i = 0; i < commitQueue.length; i++) {
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commitJob(commitQueue[i])
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}
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commitQueue.length = 0
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- flushPostCommitCbs()
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+ flushEffects()
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// some post commit hook triggered more updates...
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- if (patchQueue.length > 0) {
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- if (!__COMPAT__ && getNow() - start > frameBudget) {
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+ if (stageQueue.length > 0) {
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+ if (!__COMPAT__ && getNow() - flushStartTimestamp > frameBudget) {
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return flushAfterMacroTask()
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} else {
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// not out of budget yet, flush sync
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@@ -203,29 +288,29 @@ function flush(): void {
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nextTickQueue.length = 0
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} else {
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// got more job to do
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- // shouldn't reach here in compat mode, because the patchQueue is
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- // guarunteed to be drained
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+ // shouldn't reach here in compat mode, because the stageQueue is
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+ // guarunteed to have been depleted
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flushAfterMacroTask()
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}
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}
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function resetJob(job: Job) {
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job.ops.length = 0
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- job.post.length = 0
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+ job.effects.length = 0
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job.children.length = 0
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}
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-function insertNewJob(job: Job) {
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+function queueJobForStaging(job: Job) {
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job.ops = job.ops || []
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- job.post = job.post || []
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+ job.effects = job.effects || []
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job.children = job.children || []
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resetJob(job)
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// inherit parent job's expiration deadline
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job.expiration = currentJob
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? currentJob.expiration
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- : getNow() + Priorities.NORMAL
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- patchQueue.push(job)
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- job.status = JobStatus.PENDING_PATCH
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+ : getNow() + JobPriorities.NORMAL
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+ stageQueue.push(job)
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+ job.status = JobStatus.PENDING_STAGE
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}
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function invalidateJob(job: Job) {
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@@ -235,8 +320,8 @@ function invalidateJob(job: Job) {
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const child = children[i]
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if (child.status === JobStatus.PENDING_COMMIT) {
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invalidateJob(child)
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- } else if (child.status === JobStatus.PENDING_PATCH) {
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- patchQueue.splice(patchQueue.indexOf(child), 1)
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+ } else if (child.status === JobStatus.PENDING_STAGE) {
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+ stageQueue.splice(stageQueue.indexOf(child), 1)
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child.status = JobStatus.IDLE
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}
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}
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@@ -250,7 +335,21 @@ function invalidateJob(job: Job) {
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job.status = JobStatus.IDLE
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}
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-function patchJob(job: Job) {
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+function requeueInvalidatedJob(job: Job) {
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+ // With varying priorities we should insert job at correct position
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+ // based on expiration time.
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+ for (let i = 0; i < stageQueue.length; i++) {
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+ if (job.expiration < stageQueue[i].expiration) {
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+ stageQueue.splice(i, 0, job)
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+ job.status = JobStatus.PENDING_STAGE
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+ return
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+ }
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+ }
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+ stageQueue.push(job)
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+ job.status = JobStatus.PENDING_STAGE
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+}
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+
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+function stageJob(job: Job) {
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// job with existing ops means it's already been patched in a low priority queue
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if (job.ops.length === 0) {
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currentJob = job
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@@ -262,13 +361,13 @@ function patchJob(job: Job) {
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}
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function commitJob(job: Job) {
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- const { ops, post } = job
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+ const { ops, effects } = job
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for (let i = 0; i < ops.length; i++) {
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applyOp(ops[i])
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}
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// queue post commit cbs
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- if (post) {
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- postCommitQueue.push(...post)
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+ if (effects) {
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+ postEffectsQueue.push(...effects)
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}
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resetJob(job)
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job.status = JobStatus.IDLE
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