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| const Timer = require('../util/timer'); | |
| const Thread = require('./thread'); | |
| const execute = require('./execute.js'); | |
| const compilerExecute = require('../compiler/jsexecute'); | |
| /** | |
| * 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; | |
| this.activeThread = null; | |
| } | |
| /** | |
| * 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. | |
| const threads = this.runtime.threads; | |
| for (let i = 0; i < threads.length; i++) { | |
| const activeThread = this.activeThread = 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_PAUSED) { | |
| if (activeThread.timer && !activeThread.timer._pausedTime) { | |
| activeThread.timer.pause(); | |
| } | |
| 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); | |
| } | |
| // Increment the number of times stepThread is called. | |
| this.runtime.profiler.increment(stepThreadProfilerId); | |
| } | |
| this.stepThread(activeThread); | |
| activeThread.warpTimer = null; | |
| } | |
| 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 { | |
| this.runtime.threadMap.delete(thread.getId()); | |
| doneThreads.push(thread); | |
| } | |
| } | |
| this.runtime.threads.length = nextActiveThread; | |
| } | |
| } | |
| this.activeThread = null; | |
| return doneThreads; | |
| } | |
| /** | |
| * Step the requested thread for as long as necessary. | |
| * @param {!Thread} thread Thread object to step. | |
| */ | |
| stepThread (thread) { | |
| if (thread.isCompiled) { | |
| compilerExecute(thread); | |
| return; | |
| } | |
| let currentBlockId = thread.peekStack(); | |
| if (!currentBlockId) { | |
| // A "null block" - empty branch. | |
| thread.popStack(); | |
| // Did the null follow a hat block? | |
| if (thread.stack.length === 0) { | |
| thread.status = Thread.STATUS_DONE; | |
| this.runtime.emit('THREAD_FINISHED', thread); | |
| return; | |
| } | |
| } | |
| // 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); | |
| } | |
| // Increment the number of times execute is called. | |
| this.runtime.profiler.increment(executeProfilerId); | |
| } | |
| if (thread.target === null) { | |
| this.retireThread(thread); | |
| } else { | |
| execute(this, thread); | |
| } | |
| 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; | |
| } else if (thread.status === Thread.STATUS_DONE) { | |
| // Nothing more to execute. | |
| 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; | |
| this.runtime.emit('THREAD_FINISHED', thread); | |
| 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; | |
| this.runtime.emit('THREAD_FINISHED', thread); | |
| if (thread.isCompiled) { | |
| thread.procedures = null; | |
| thread.generator = null; | |
| } | |
| } | |
| } | |
| module.exports = Sequencer; | |