wip: consolidation, simplification
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@@ -19,10 +19,24 @@
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//! This module includes just the barebones for a complete VirtualDOM API.
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//! Additional functionality is defined in the respective files.
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use crate::innerlude::*;
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use bumpalo::Bump;
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use futures_channel::mpsc::{UnboundedReceiver, UnboundedSender};
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use futures_util::{pin_mut, stream::FuturesUnordered, Future, FutureExt, StreamExt};
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use fxhash::FxHashMap;
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use fxhash::FxHashSet;
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use indexmap::IndexSet;
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use slab::Slab;
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use std::pin::Pin;
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use std::task::Poll;
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use std::{
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any::{Any, TypeId},
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cell::{Cell, UnsafeCell},
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collections::{HashSet, VecDeque},
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rc::Rc,
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};
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use crate::innerlude::*;
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use std::{any::Any, rc::Rc};
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/// An integrated virtual node system that progresses events and diffs UI trees.
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///
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@@ -55,8 +69,6 @@ use std::{any::Any, rc::Rc};
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/// }
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/// ```
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pub struct VirtualDom {
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scheduler: Scheduler,
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base_scope: ScopeId,
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root_fc: Box<dyn Any>,
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@@ -65,6 +77,49 @@ pub struct VirtualDom {
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// we need to keep the allocation around, but we don't necessarily use it
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_root_caller: Box<dyn Any>,
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// /// All mounted components are arena allocated to make additions, removals, and references easy to work with
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// /// A generational arena is used to re-use slots of deleted scopes without having to resize the underlying arena.
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// ///
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// /// This is wrapped in an UnsafeCell because we will need to get mutable access to unique values in unique bump arenas
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// /// and rusts's guarantees cannot prove that this is safe. We will need to maintain the safety guarantees manually.
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// pub pool: ResourcePool,
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//
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pub component_arena: Bump,
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pub free_components: VecDeque<*mut ScopeInner>,
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pub heuristics: FxHashMap<FcSlot, Heuristic>,
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pub receiver: UnboundedReceiver<SchedulerMsg>,
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// Garbage stored
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pub pending_garbage: FxHashSet<ScopeId>,
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// Every component that has futures that need to be polled
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pub pending_futures: FxHashSet<ScopeId>,
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pub ui_events: VecDeque<UserEvent>,
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pub pending_immediates: VecDeque<ScopeId>,
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pub batched_events: VecDeque<UserEvent>,
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pub garbage_scopes: HashSet<ScopeId>,
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pub dirty_scopes: IndexSet<ScopeId>,
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pub saved_state: Option<SavedDiffWork<'static>>,
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pub in_progress: bool,
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}
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pub enum SchedulerMsg {
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// events from the host
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UiEvent(UserEvent),
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// setstate
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Immediate(ScopeId),
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}
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impl VirtualDom {
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@@ -127,7 +182,7 @@ impl VirtualDom {
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Self::new_with_props_and_scheduler(root, root_props, sender, receiver)
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}
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/// Launch the VirtualDom, but provide your own channel for receiving and sending messages into the scheduler.
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/// Launch the VirtualDom, but provide your own channel for receiving and sending messages into the
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///
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/// This is useful when the VirtualDom must be driven from outside a thread and it doesn't make sense to wait for the
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/// VirtualDom to be created just to retrieve its channel receiver.
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@@ -137,33 +192,71 @@ impl VirtualDom {
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sender: UnboundedSender<SchedulerMsg>,
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receiver: UnboundedReceiver<SchedulerMsg>,
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) -> Self {
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let root_fc = Box::new(root);
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let mut component_arena = Bump::new();
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let root_props: Rc<dyn Any> = Rc::new(root_props);
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// let root_fc = Box::new(root);
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let props = root_props.clone();
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// let root_props: Rc<dyn Any> = Rc::new(root_props);
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let root_caller: Box<dyn Fn(&ScopeInner) -> Element> =
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Box::new(move |scope: &ScopeInner| {
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let props = props.downcast_ref::<P>().unwrap();
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let node = root((scope, props));
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// cast into the right lifetime
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unsafe { std::mem::transmute(node) }
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});
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let caller = unsafe { bumpalo::boxed::Box::from_raw(root_caller.as_mut() as *mut _) };
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// let props = root_props.clone();
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let scheduler = Scheduler::new(sender, receiver);
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// let mut root_caller: Box<dyn Fn(&ScopeInner) -> Element> =
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// Box::new(move |scope: &ScopeInner| {
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// let props = props.downcast_ref::<P>().unwrap();
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// let node = root((scope, props));
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// // cast into the right lifetime
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// unsafe { std::mem::transmute(node) }
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// });
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let base_scope = scheduler.pool.insert_scope_with_key(|myidx| {
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ScopeInner::new(caller, myidx, None, 0, 0, scheduler.pool.channel.clone())
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});
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// let caller = unsafe { bumpalo::boxed::Box::from_raw(root_caller.as_mut() as *mut _) };
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// // todo make the memory footprint congifurable
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// let scheduler = Scheduler::new(sender, receiver, 100, 2000);
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// let vcomp = VComponent {
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// key: todo!(),
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// associated_scope: todo!(),
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// user_fc: root as *const _,
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// can_memoize: todo!(),
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// raw_props: todo!(),
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// // drop_props: todo!(),
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// // caller,
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// comparator: todo!(),
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// caller: todo!(),
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// };
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// let boxed_comp = Box::new(vcomp);
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// let base_scope = pool.insert_scope_with_key(|myidx| {
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// ScopeInner::new(
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// boxed_comp.as_ref(),
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// myidx,
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// None,
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// 0,
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// 0,
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// pool.channel.clone(),
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// )
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// });
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Self {
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_root_caller: Box::new(root_caller),
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root_fc,
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base_scope,
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scheduler,
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root_props,
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scheduler: todo!(),
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base_scope: todo!(),
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root_fc: todo!(),
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root_props: todo!(),
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_root_caller: todo!(),
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component_arena: todo!(),
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free_components: todo!(),
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heuristics: todo!(),
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receiver,
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pending_garbage: todo!(),
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pending_futures: todo!(),
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ui_events: todo!(),
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pending_immediates: todo!(),
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batched_events: todo!(),
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garbage_scopes: todo!(),
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dirty_scopes: todo!(),
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saved_state: todo!(),
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in_progress: todo!(),
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}
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}
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@@ -172,12 +265,12 @@ impl VirtualDom {
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/// This is useful for traversing the tree from the root for heuristics or alternsative renderers that use Dioxus
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/// directly.
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pub fn base_scope(&self) -> &ScopeInner {
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self.scheduler.pool.get_scope(self.base_scope).unwrap()
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self.pool.get_scope(&self.base_scope).unwrap()
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}
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/// Get the [`Scope`] for a component given its [`ScopeId`]
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pub fn get_scope(&self, id: ScopeId) -> Option<&ScopeInner> {
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self.scheduler.pool.get_scope(id)
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self.pool.get_scope(&id)
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}
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/// Update the root props of this VirtualDOM.
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@@ -202,10 +295,10 @@ impl VirtualDom {
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where
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P: 'static,
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{
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let root_scope = self.scheduler.pool.get_scope_mut(self.base_scope).unwrap();
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let root_scope = self.pool.get_scope_mut(&self.base_scope).unwrap();
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// Pre-emptively drop any downstream references of the old props
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root_scope.ensure_drop_safety(&self.scheduler.pool);
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root_scope.ensure_drop_safety(&self.pool);
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let mut root_props: Rc<dyn Any> = Rc::new(root_props);
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@@ -221,8 +314,6 @@ impl VirtualDom {
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std::mem::transmute(root((scope, props)))
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});
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root_scope.update_scope_dependencies(&root_caller);
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drop(root_props);
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Some(self.rebuild())
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@@ -249,7 +340,7 @@ impl VirtualDom {
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/// apply_edits(edits);
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/// ```
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pub fn rebuild(&mut self) -> Mutations {
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self.scheduler.rebuild(self.base_scope)
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self.rebuild(self.base_scope)
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}
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/// Compute a manual diff of the VirtualDOM between states.
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@@ -287,7 +378,7 @@ impl VirtualDom {
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/// let edits = dom.diff();
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/// ```
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pub fn diff(&mut self) -> Mutations {
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self.scheduler.hard_diff(self.base_scope)
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self.hard_diff(self.base_scope)
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}
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/// Runs the virtualdom immediately, not waiting for any suspended nodes to complete.
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@@ -295,8 +386,8 @@ impl VirtualDom {
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/// This method will not wait for any suspended nodes to complete. If there is no pending work, then this method will
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/// return "None"
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pub fn run_immediate(&mut self) -> Option<Vec<Mutations>> {
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if self.scheduler.has_any_work() {
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Some(self.scheduler.work_sync())
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if self.has_any_work() {
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Some(self.work_sync())
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} else {
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None
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}
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@@ -346,18 +437,18 @@ impl VirtualDom {
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///
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/// Mutations are the only link between the RealDOM and the VirtualDOM.
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pub fn run_with_deadline(&mut self, deadline: impl FnMut() -> bool) -> Vec<Mutations<'_>> {
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self.scheduler.work_with_deadline(deadline)
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self.work_with_deadline(deadline)
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}
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pub fn get_event_sender(&self) -> futures_channel::mpsc::UnboundedSender<SchedulerMsg> {
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self.scheduler.pool.channel.sender.clone()
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self.pool.channel.sender.clone()
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}
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/// Waits for the scheduler to have work
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/// This lets us poll async tasks during idle periods without blocking the main thread.
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pub async fn wait_for_work(&mut self) {
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// todo: poll the events once even if there is work to do to prevent starvation
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if self.scheduler.has_any_work() {
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if self.has_any_work() {
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return;
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}
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@@ -365,28 +456,485 @@ impl VirtualDom {
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// Wait for any new events if we have nothing to do
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let tasks_fut = self.scheduler.async_tasks.next();
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let scheduler_fut = self.scheduler.receiver.next();
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// let tasks_fut = self.async_tasks.next();
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// let scheduler_fut = self.receiver.next();
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use futures_util::future::{select, Either};
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match select(tasks_fut, scheduler_fut).await {
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// poll the internal futures
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Either::Left((_id, _)) => {
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// use futures_util::future::{select, Either};
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// match select(tasks_fut, scheduler_fut).await {
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// // poll the internal futures
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// Either::Left((_id, _)) => {
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// //
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// }
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// // wait for an external event
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// Either::Right((msg, _)) => match msg.unwrap() {
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// SchedulerMsg::Task(t) => {
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// self.handle_task(t);
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// }
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// SchedulerMsg::Immediate(im) => {
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// self.dirty_scopes.insert(im);
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// }
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// SchedulerMsg::UiEvent(evt) => {
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// self.ui_events.push_back(evt);
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// }
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// },
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// }
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}
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}
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pub type FcSlot = *const ();
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pub struct Heuristic {
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hook_arena_size: usize,
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node_arena_size: usize,
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}
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/*
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Welcome to Dioxus's cooperative, priority-based scheduler.
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I hope you enjoy your stay.
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Some essential reading:
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- https://github.com/facebook/react/blob/main/packages/scheduler/src/forks/Scheduler.js#L197-L200
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- https://github.com/facebook/react/blob/main/packages/scheduler/src/forks/Scheduler.js#L440
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- https://github.com/WICG/is-input-pending
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- https://web.dev/rail/
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- https://indepth.dev/posts/1008/inside-fiber-in-depth-overview-of-the-new-reconciliation-algorithm-in-react
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# What's going on?
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Dioxus is a framework for "user experience" - not just "user interfaces." Part of the "experience" is keeping the UI
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snappy and "jank free" even under heavy work loads. Dioxus already has the "speed" part figured out - but there's no
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point in being "fast" if you can't also be "responsive."
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As such, Dioxus can manually decide on what work is most important at any given moment in time. With a properly tuned
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priority system, Dioxus can ensure that user interaction is prioritized and committed as soon as possible (sub 100ms).
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The controller responsible for this priority management is called the "scheduler" and is responsible for juggling many
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different types of work simultaneously.
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# How does it work?
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Per the RAIL guide, we want to make sure that A) inputs are handled ASAP and B) animations are not blocked.
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React-three-fiber is a testament to how amazing this can be - a ThreeJS scene is threaded in between work periods of
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React, and the UI still stays snappy!
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While it's straightforward to run code ASAP and be as "fast as possible", what's not _not_ straightforward is how to do
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this while not blocking the main thread. The current prevailing thought is to stop working periodically so the browser
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has time to paint and run animations. When the browser is finished, we can step in and continue our work.
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React-Fiber uses the "Fiber" concept to achieve a pause-resume functionality. This is worth reading up on, but not
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necessary to understand what we're doing here. In Dioxus, our DiffMachine is guided by DiffInstructions - essentially
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"commands" that guide the Diffing algorithm through the tree. Our "diff_scope" method is async - we can literally pause
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our DiffMachine "mid-sentence" (so to speak) by just stopping the poll on the future. The DiffMachine periodically yields
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so Rust's async machinery can take over, allowing us to customize when exactly to pause it.
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React's "should_yield" method is more complex than ours, and I assume we'll move in that direction as Dioxus matures. For
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now, Dioxus just assumes a TimeoutFuture, and selects! on both the Diff algorithm and timeout. If the DiffMachine finishes
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before the timeout, then Dioxus will work on any pending work in the interim. If there is no pending work, then the changes
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are committed, and coroutines are polled during the idle period. However, if the timeout expires, then the DiffMachine
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future is paused and saved (self-referentially).
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# Priority System
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So far, we've been able to thread our Dioxus work between animation frames - the main thread is not blocked! But that
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doesn't help us _under load_. How do we still stay snappy... even if we're doing a lot of work? Well, that's where
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priorities come into play. The goal with priorities is to schedule shorter work as a "high" priority and longer work as
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a "lower" priority. That way, we can interrupt long-running low-priority work with short-running high-priority work.
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React's priority system is quite complex.
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There are 5 levels of priority and 2 distinctions between UI events (discrete, continuous). I believe React really only
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uses 3 priority levels and "idle" priority isn't used... Regardless, there's some batching going on.
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For Dioxus, we're going with a 4 tier priority system:
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- Sync: Things that need to be done by the next frame, like TextInput on controlled elements
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- High: for events that block all others - clicks, keyboard, and hovers
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- Medium: for UI events caused by the user but not directly - scrolls/forms/focus (all other events)
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- Low: set_state called asynchronously, and anything generated by suspense
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In "Sync" state, we abort our "idle wait" future, and resolve the sync queue immediately and escape. Because we completed
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work before the next rAF, any edits can be immediately processed before the frame ends. Generally though, we want to leave
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as much time to rAF as possible. "Sync" is currently only used by onInput - we'll leave some docs telling people not to
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do anything too arduous from onInput.
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For the rest, we defer to the rIC period and work down each queue from high to low.
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*/
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/// The scheduler holds basically everything around "working"
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///
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/// Each scope has the ability to lightly interact with the scheduler (IE, schedule an update) but ultimately the scheduler calls the components.
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///
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/// In Dioxus, the scheduler provides 4 priority levels - each with their own "DiffMachine". The DiffMachine state can be saved if the deadline runs
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/// out.
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///
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/// Saved DiffMachine state can be self-referential, so we need to be careful about how we save it. All self-referential data is a link between
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/// pending DiffInstructions, Mutations, and their underlying Scope. It's okay for us to be self-referential with this data, provided we don't priority
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/// task shift to a higher priority task that needs mutable access to the same scopes.
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///
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/// We can prevent this safety issue from occurring if we track which scopes are invalidated when starting a new task.
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///
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/// There's a lot of raw pointers here...
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///
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/// Since we're building self-referential structures for each component, we need to make sure that the referencs stay stable
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/// The best way to do that is a bump allocator.
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///
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///
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///
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impl VirtualDom {
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// returns true if the event is discrete
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pub fn handle_ui_event(&mut self, event: UserEvent) -> bool {
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let (discrete, priority) = event_meta(&event);
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if let Some(scope) = self.get_scope_mut(&event.scope) {
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if let Some(element) = event.mounted_dom_id {
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// TODO: bubble properly here
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scope.call_listener(event, element);
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while let Ok(Some(dirty_scope)) = self.receiver.try_next() {
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//
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// self.add_dirty_scope(dirty_scope, trigger.priority)
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}
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}
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}
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// use EventPriority::*;
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// match priority {
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// Immediate => todo!(),
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// High => todo!(),
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// Medium => todo!(),
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// Low => todo!(),
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// }
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discrete
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}
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fn prepare_work(&mut self) {
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// while let Some(trigger) = self.ui_events.pop_back() {
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// if let Some(scope) = self.get_scope_mut(&trigger.scope) {}
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// }
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}
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// nothing to do, no events on channels, no work
|
||||
pub fn has_any_work(&self) -> bool {
|
||||
!(self.dirty_scopes.is_empty() && self.ui_events.is_empty())
|
||||
}
|
||||
|
||||
/// re-balance the work lanes, ensuring high-priority work properly bumps away low priority work
|
||||
fn balance_lanes(&mut self) {}
|
||||
|
||||
fn save_work(&mut self, lane: SavedDiffWork) {
|
||||
let saved: SavedDiffWork<'static> = unsafe { std::mem::transmute(lane) };
|
||||
self.saved_state = Some(saved);
|
||||
}
|
||||
|
||||
unsafe fn load_work(&mut self) -> SavedDiffWork<'static> {
|
||||
self.saved_state.take().unwrap().extend()
|
||||
}
|
||||
|
||||
pub fn handle_channel_msg(&mut self, msg: SchedulerMsg) {
|
||||
match msg {
|
||||
SchedulerMsg::Immediate(_) => todo!(),
|
||||
|
||||
SchedulerMsg::UiEvent(event) => {
|
||||
//
|
||||
|
||||
let (discrete, priority) = event_meta(&event);
|
||||
|
||||
if let Some(scope) = self.get_scope_mut(&event.scope) {
|
||||
if let Some(element) = event.mounted_dom_id {
|
||||
// TODO: bubble properly here
|
||||
scope.call_listener(event, element);
|
||||
|
||||
while let Ok(Some(dirty_scope)) = self.receiver.try_next() {
|
||||
//
|
||||
// self.add_dirty_scope(dirty_scope, trigger.priority)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
discrete;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Load the current lane, and work on it, periodically checking in if the deadline has been reached.
|
||||
///
|
||||
/// Returns true if the lane is finished before the deadline could be met.
|
||||
pub fn work_on_current_lane(
|
||||
&mut self,
|
||||
deadline_reached: impl FnMut() -> bool,
|
||||
mutations: &mut Vec<Mutations>,
|
||||
) -> bool {
|
||||
// Work through the current subtree, and commit the results when it finishes
|
||||
// When the deadline expires, give back the work
|
||||
let saved_state = unsafe { self.load_work() };
|
||||
|
||||
// We have to split away some parts of ourself - current lane is borrowed mutably
|
||||
let shared = self.clone();
|
||||
let mut machine = unsafe { saved_state.promote(&shared) };
|
||||
|
||||
let mut ran_scopes = FxHashSet::default();
|
||||
|
||||
if machine.stack.is_empty() {
|
||||
let shared = self.clone();
|
||||
|
||||
self.dirty_scopes
|
||||
.retain(|id| shared.get_scope(id).is_some());
|
||||
self.dirty_scopes.sort_by(|a, b| {
|
||||
let h1 = shared.get_scope(a).unwrap().height;
|
||||
let h2 = shared.get_scope(b).unwrap().height;
|
||||
h1.cmp(&h2).reverse()
|
||||
});
|
||||
|
||||
if let Some(scopeid) = self.dirty_scopes.pop() {
|
||||
log::info!("handling dirty scope {:?}", scopeid);
|
||||
if !ran_scopes.contains(&scopeid) {
|
||||
ran_scopes.insert(scopeid);
|
||||
log::debug!("about to run scope {:?}", scopeid);
|
||||
|
||||
if let Some(component) = self.get_scope_mut(&scopeid) {
|
||||
if component.run_scope(&self) {
|
||||
let (old, new) =
|
||||
(component.frames.wip_head(), component.frames.fin_head());
|
||||
// let (old, new) = (component.frames.wip_head(), component.frames.fin_head());
|
||||
machine.stack.scope_stack.push(scopeid);
|
||||
machine.stack.push(DiffInstruction::Diff { new, old });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let work_completed = machine.work(deadline_reached);
|
||||
|
||||
// log::debug!("raw edits {:?}", machine.mutations.edits);
|
||||
|
||||
let mut machine: DiffMachine<'static> = unsafe { std::mem::transmute(machine) };
|
||||
// let mut saved = machine.save();
|
||||
|
||||
if work_completed {
|
||||
for node in machine.seen_scopes.drain() {
|
||||
// self.dirty_scopes.clear();
|
||||
// self.ui_events.clear();
|
||||
self.dirty_scopes.remove(&node);
|
||||
// self.dirty_scopes.remove(&node);
|
||||
}
|
||||
|
||||
// wait for an external event
|
||||
Either::Right((msg, _)) => match msg.unwrap() {
|
||||
SchedulerMsg::Task(t) => {
|
||||
self.scheduler.handle_task(t);
|
||||
let mut new_mutations = Mutations::new();
|
||||
|
||||
for edit in machine.mutations.edits.drain(..) {
|
||||
new_mutations.edits.push(edit);
|
||||
}
|
||||
|
||||
// for edit in saved.edits.drain(..) {
|
||||
// new_mutations.edits.push(edit);
|
||||
// }
|
||||
|
||||
// std::mem::swap(&mut new_mutations, &mut saved.mutations);
|
||||
|
||||
mutations.push(new_mutations);
|
||||
|
||||
// log::debug!("saved edits {:?}", mutations);
|
||||
|
||||
let mut saved = machine.save();
|
||||
self.save_work(saved);
|
||||
true
|
||||
|
||||
// self.save_work(saved);
|
||||
// false
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/// The primary workhorse of the VirtualDOM.
|
||||
///
|
||||
/// Uses some fairly complex logic to schedule what work should be produced.
|
||||
///
|
||||
/// Returns a list of successful mutations.
|
||||
pub fn work_with_deadline<'a>(
|
||||
&'a mut self,
|
||||
mut deadline: impl FnMut() -> bool,
|
||||
) -> Vec<Mutations<'a>> {
|
||||
/*
|
||||
Strategy:
|
||||
- When called, check for any UI events that might've been received since the last frame.
|
||||
- Dump all UI events into a "pending discrete" queue and a "pending continuous" queue.
|
||||
|
||||
- If there are any pending discrete events, then elevate our priority level. If our priority level is already "high,"
|
||||
then we need to finish the high priority work first. If the current work is "low" then analyze what scopes
|
||||
will be invalidated by this new work. If this interferes with any in-flight medium or low work, then we need
|
||||
to bump the other work out of the way, or choose to process it so we don't have any conflicts.
|
||||
'static components have a leg up here since their work can be re-used among multiple scopes.
|
||||
"High priority" is only for blocking! Should only be used on "clicks"
|
||||
|
||||
- If there are no pending discrete events, then check for continuous events. These can be completely batched
|
||||
|
||||
- we batch completely until we run into a discrete event
|
||||
- all continuous events are batched together
|
||||
- so D C C C C C would be two separate events - D and C. IE onclick and onscroll
|
||||
- D C C C C C C D C C C D would be D C D C D in 5 distinct phases.
|
||||
|
||||
- !listener bubbling is not currently implemented properly and will need to be implemented somehow in the future
|
||||
- we need to keep track of element parents to be able to traverse properly
|
||||
|
||||
|
||||
Open questions:
|
||||
- what if we get two clicks from the component during the same slice?
|
||||
- should we batch?
|
||||
- react says no - they are continuous
|
||||
- but if we received both - then we don't need to diff, do we? run as many as we can and then finally diff?
|
||||
*/
|
||||
let mut committed_mutations = Vec::<Mutations<'static>>::new();
|
||||
|
||||
while self.has_any_work() {
|
||||
while let Ok(Some(msg)) = self.receiver.try_next() {
|
||||
match msg {
|
||||
SchedulerMsg::Immediate(im) => {
|
||||
self.dirty_scopes.insert(im);
|
||||
}
|
||||
SchedulerMsg::UiEvent(evt) => {
|
||||
self.ui_events.push_back(evt);
|
||||
}
|
||||
}
|
||||
SchedulerMsg::Immediate(im) => {
|
||||
self.scheduler.dirty_scopes.insert(im);
|
||||
}
|
||||
|
||||
// switch our priority, pop off any work
|
||||
while let Some(event) = self.ui_events.pop_front() {
|
||||
if let Some(scope) = self.get_scope_mut(&event.scope) {
|
||||
if let Some(element) = event.mounted_dom_id {
|
||||
log::info!("Calling listener {:?}, {:?}", event.scope, element);
|
||||
|
||||
// TODO: bubble properly here
|
||||
scope.call_listener(event, element);
|
||||
|
||||
while let Ok(Some(dirty_scope)) = self.receiver.try_next() {
|
||||
match dirty_scope {
|
||||
SchedulerMsg::Immediate(im) => {
|
||||
self.dirty_scopes.insert(im);
|
||||
}
|
||||
SchedulerMsg::UiEvent(e) => self.ui_events.push_back(e),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
SchedulerMsg::UiEvent(evt) => {
|
||||
self.scheduler.ui_events.push_back(evt);
|
||||
}
|
||||
|
||||
let work_complete = self.work_on_current_lane(&mut deadline, &mut committed_mutations);
|
||||
|
||||
if !work_complete {
|
||||
return committed_mutations;
|
||||
}
|
||||
}
|
||||
|
||||
committed_mutations
|
||||
}
|
||||
|
||||
/// Work the scheduler down, not polling any ongoing tasks.
|
||||
///
|
||||
/// Will use the standard priority-based scheduling, batching, etc, but just won't interact with the async reactor.
|
||||
pub fn work_sync<'a>(&'a mut self) -> Vec<Mutations<'a>> {
|
||||
let mut committed_mutations = Vec::new();
|
||||
|
||||
while let Ok(Some(msg)) = self.receiver.try_next() {
|
||||
self.handle_channel_msg(msg);
|
||||
}
|
||||
|
||||
if !self.has_any_work() {
|
||||
return committed_mutations;
|
||||
}
|
||||
|
||||
while self.has_any_work() {
|
||||
self.prepare_work();
|
||||
self.work_on_current_lane(|| false, &mut committed_mutations);
|
||||
}
|
||||
|
||||
committed_mutations
|
||||
}
|
||||
|
||||
/// Restart the entire VirtualDOM from scratch, wiping away any old state and components.
|
||||
///
|
||||
/// Typically used to kickstart the VirtualDOM after initialization.
|
||||
pub fn rebuild(&mut self, base_scope: ScopeId) -> Mutations {
|
||||
let mut shared = self.clone();
|
||||
let mut diff_machine = DiffMachine::new(Mutations::new(), &mut shared);
|
||||
|
||||
// TODO: drain any in-flight work
|
||||
let cur_component = self
|
||||
.pool
|
||||
.get_scope_mut(&base_scope)
|
||||
.expect("The base scope should never be moved");
|
||||
|
||||
log::debug!("rebuild {:?}", base_scope);
|
||||
|
||||
// We run the component. If it succeeds, then we can diff it and add the changes to the dom.
|
||||
if cur_component.run_scope(&self) {
|
||||
diff_machine
|
||||
.stack
|
||||
.create_node(cur_component.frames.fin_head(), MountType::Append);
|
||||
|
||||
diff_machine.stack.scope_stack.push(base_scope);
|
||||
|
||||
diff_machine.work(|| false);
|
||||
} else {
|
||||
// todo: should this be a hard error?
|
||||
log::warn!(
|
||||
"Component failed to run successfully during rebuild.
|
||||
This does not result in a failed rebuild, but indicates a logic failure within your app."
|
||||
);
|
||||
}
|
||||
|
||||
unsafe { std::mem::transmute(diff_machine.mutations) }
|
||||
}
|
||||
|
||||
pub fn hard_diff(&mut self, base_scope: ScopeId) -> Mutations {
|
||||
let cur_component = self
|
||||
.pool
|
||||
.get_scope_mut(&base_scope)
|
||||
.expect("The base scope should never be moved");
|
||||
|
||||
log::debug!("hard diff {:?}", base_scope);
|
||||
|
||||
if cur_component.run_scope(&self) {
|
||||
let mut diff_machine = DiffMachine::new(Mutations::new(), &mut self);
|
||||
diff_machine.cfg.force_diff = true;
|
||||
diff_machine.diff_scope(base_scope);
|
||||
diff_machine.mutations
|
||||
} else {
|
||||
Mutations::new()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Future for VirtualDom {
|
||||
type Output = ();
|
||||
|
||||
fn poll(self: Pin<&mut Self>, cx: &mut std::task::Context<'_>) -> Poll<Self::Output> {
|
||||
let mut all_pending = true;
|
||||
|
||||
for fut in self.pending_futures.iter() {
|
||||
let scope = self
|
||||
.pool
|
||||
.get_scope_mut(&fut)
|
||||
.expect("Scope should never be moved");
|
||||
|
||||
let items = scope.items.get_mut();
|
||||
for task in items.tasks.iter_mut() {
|
||||
let t = task.as_mut();
|
||||
let g = unsafe { Pin::new_unchecked(t) };
|
||||
match g.poll(cx) {
|
||||
Poll::Ready(r) => {
|
||||
all_pending = false;
|
||||
}
|
||||
Poll::Pending => {}
|
||||
}
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
match all_pending {
|
||||
true => Poll::Pending,
|
||||
false => Poll::Ready(()),
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user