A few straggling files that got left out of the prior commit

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Ryan McGrath 2019-05-26 00:27:47 -07:00
parent 6833e39d52
commit bb44f31dda
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6 changed files with 1494 additions and 0 deletions

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lifecycle/src/reconciler.rs Normal file
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//! Implements tree diffing, and attempts to cache Component instances where
//! possible.
use std::sync::Mutex;
use std::collections::HashMap;
use std::error::Error;
use std::mem::{discriminant, swap};
use uuid::Uuid;
use alchemy_styles::{Stretch, THEME_ENGINE};
use alchemy_styles::styles::Style;
use crate::rsx::{RSX, VirtualNode};
pub struct RenderEngine {
pending_state_updates: Mutex<Vec<i32>>,
trees: Mutex<HashMap<Uuid, (RSX, Stretch)>>
}
impl RenderEngine {
pub(crate) fn new() -> RenderEngine {
RenderEngine {
pending_state_updates: Mutex::new(vec![]),
trees: Mutex::new(HashMap::new())
}
}
/// `Window`'s (or anything "root" in nature) need to register with the
/// reconciler for things like setState to work properly. When they do so,
/// they get a key back. When they want to instruct the global `RenderEngine`
/// to re-render or update their tree, they pass that key and whatever the new tree
/// should be.
pub fn register(&self, root: RSX) -> Uuid {
let key = Uuid::new_v4();
let stretch = Stretch::new();
let mut trees = self.trees.lock().unwrap();
trees.insert(key, (root, stretch));
key
}
/// Given a key, and a new root tree, will diff the tree structure (position, components,
/// attributes and so on), and then queue the changes for application to the backing
/// framework tree. As it goes through the tree, if a `Component` at a given position
/// in the two trees is deemed to be the same, it will move instances from the old tree to
/// the new tree before discarding the old tree.
///
/// This calls the necessary component lifecycles per-component.
pub fn diff_and_apply_root(&self, key: &Uuid, new_root: RSX) -> Result<(), Box<Error>> {
/*let trees = self.trees.lock().unwrap();
let (old_root, stretch) = trees.remove(key)?;
diff_and_patch_trees(old_root, new_root, &mut stretch, 0)?;
trees.insert(*key, (new_root, stretch));
*/
Ok(())
}
}
/// Given two node trees, will compare, diff, and apply changes in a recursive fashion.
pub fn diff_and_patch_trees(old: RSX, new: RSX, stretch: &mut Stretch, depth: usize) -> Result<RSX, Box<Error>> {
// Whether we replace or not depends on a few things. If we're working on two different node
// types (text vs node), if the node tags are different, or if the key (in some cases) is
// different.
let is_replace = match discriminant(&old) != discriminant(&new) {
true => true,
false => {
if let (RSX::VirtualNode(old_element), RSX::VirtualNode(new_element)) = (&old, &new) {
old_element.tag != new_element.tag
} else {
false
}
}
};
match (old, new) {
(RSX::VirtualNode(mut old_element), RSX::VirtualNode(mut new_element)) => {
if is_replace {
// Do something different in here...
//let mut mounted = mount_component_tree(new_tree);
// unmount_component_tree(old_tree);
// Swap them in memory, copy any layout + etc as necessary
// append, link layout nodes, etc
return Ok(RSX::VirtualNode(new_element));
}
// If we get here, it's an update to an existing element. This means a cached Component
// instance might exist, and we want to keep it around and reuse it if possible. Let's check
// and do some swapping action to handle it.
//
// These need to move to the new tree, since we always keep 'em. We also wanna cache a
// reference to our content view.
swap(&mut old_element.instance, &mut new_element.instance);
swap(&mut old_element.layout_node, &mut new_element.layout_node);
// For the root tag, which is usually the content view of the Window, we don't want to
// perform the whole render/component lifecycle routine. It's a special case element,
// where the Window (or other root element) patches in the output of a render method
// specific to that object. An easy way to handle this is the depth parameter - in
// fact, it's why it exists. Depth 0 should be considered special and skip the
// rendering phase.
if depth > 0 {
// diff props, set new props
// instance.get_derived_state_from_props()
if let Some(instance) = &mut new_element.instance {
// diff props, set new props
// instance.get_derived_state_from_props()
//if instance.should_component_update() {
// instance.render() { }
// instance.get_snapshot_before_update()
// apply changes
//instance.component_did_update();
//} else {
// If should_component_update() returns false, then we want to take the
// children from the old node, move them to the new node, and recurse into
// that tree instead.
//}
}
}
// This None path should never be hit, we just need to use a rather verbose pattern
// here. It's unsightly, I know.
let is_native_backed = match &new_element.instance {
Some(instance) => {
let lock = instance.read().unwrap();
lock.has_native_backing_node()
},
None => false
};
// There is probably a nicer way to do this that doesn't allocate as much, and I'm open
// to revisiting it. Platforms outside of Rust allocate far more than this, though, and
// in general the whole "avoid allocations" thing is fear mongering IMO. Revisit later.
//
// tl;dr we allocate a new Vec<RSX> that's equal to the length of our new children, and
// then swap it on our (owned) node... it's safe, as we own it. This allows us to
// iterate and dodge the borrow checker.
let mut children: Vec<RSX> = Vec::with_capacity(new_element.children.len());
std::mem::swap(&mut children, &mut new_element.children);
old_element.children.reverse();
for new_child_tree in children {
match old_element.children.pop() {
// A matching child in the old tree means we can recurse right back into the
// update phase.
Some(old_child_tree) => {
let updated = diff_and_patch_trees(old_child_tree, new_child_tree, stretch, depth + 1)?;
new_element.children.push(updated);
},
// If there's no matching child in the old tree, this is a new Component and we
// can feel free to mount/connect it.
None => {
if let RSX::VirtualNode(new_el) = new_child_tree {
let mut mounted = mount_component_tree(new_el, stretch)?;
// Link the layout nodes, handle the appending, etc.
// This happens inside mount_component_tree, but that only handles that
// specific tree. Think of this step as joining two trees in the graph.
if is_native_backed {
find_and_link_layout_nodes(&mut new_element, &mut mounted, stretch)?;
}
new_element.children.push(RSX::VirtualNode(mounted));
}
}
}
}
// Trim the fat - more children in the old tree than the new one means we gonna be
// droppin'. We need to send unmount lifecycle calls to these, and break any links we
// have (e.g, layout, backing view tree, etc).
loop {
match old_element.children.pop() {
Some(child) => {
if let RSX::VirtualNode(mut old_child) = child {
unmount_component_tree(&mut old_child, stretch)?;
}
},
None => { break; }
}
}
Ok(RSX::VirtualNode(new_element))
}
// We're comparing two text nodes. Realistically... this requires nothing from us, because
// the <Text> tag (or any other component instance, if it desires) should handle it.
(RSX::VirtualText(_), RSX::VirtualText(text)) => {
Ok(RSX::VirtualText(text))
}
// These are all edge cases that shouldn't get hit. In particular:
//
// - VirtualText being replaced by VirtualNode should be caught by the discriminant check
// in the beginning of this function, which registers as a replace/mount.
// - VirtualNode being replaced with VirtualText is the same scenario as above.
// - The (RSX::None, ...) checks are to shut the compiler up; we never store the RSX::None
// return value, as it's mostly a value in place for return signature usability. Thus,
// these should quite literally never register.
//
// This goes without saying, but: never ever store RSX::None lol
(RSX::VirtualText(_), RSX::VirtualNode(_)) | (RSX::VirtualNode(_), RSX::VirtualText(_)) |
(RSX::None, RSX::VirtualText(_)) | (RSX::None, RSX::VirtualNode(_)) | (RSX::None, RSX::None) |
(RSX::VirtualNode(_), RSX::None) | (RSX::VirtualText(_), RSX::None) => {
unreachable!("Unequal variant discriminants should already have been handled.");
}
}
}
/// Walks the tree and applies styles. This happens after a layout computation, typically.
pub(crate) fn walk_and_apply_styles(node: &VirtualNode, layout_manager: &mut Stretch) -> Result<(), Box<Error>> {
if let (Some(layout_node), Some(instance)) = (node.layout_node, &node.instance) {
let component = instance.write().unwrap();
component.apply_styles(
layout_manager.layout(layout_node)?,
layout_manager.style(layout_node)?
);
}
for child in &node.children {
if let RSX::VirtualNode(child_node) = child {
walk_and_apply_styles(child_node, layout_manager)?;
}
}
Ok(())
}
/// Given a tree, will walk the branches until it finds the next root nodes to connect.
/// While this sounds slow, in practice it rarely has to go far in any direction.
fn find_and_link_layout_nodes(parent_node: &mut VirtualNode, child_tree: &mut VirtualNode, stretch: &mut Stretch) -> Result<(), Box<Error>> {
if let (Some(parent_instance), Some(child_instance)) = (&mut parent_node.instance, &mut child_tree.instance) {
if let (Some(parent_layout_node), Some(child_layout_node)) = (&parent_node.layout_node, &child_tree.layout_node) {
stretch.add_child(*parent_layout_node, *child_layout_node)?;
let parent_component = parent_instance.write().unwrap();
let child_component = child_instance.read().unwrap();
parent_component.append_child_component(&*child_component);
return Ok(());
}
}
for child in child_tree.children.iter_mut() {
if let RSX::VirtualNode(child_tree) = child {
find_and_link_layout_nodes(parent_node, child_tree, stretch)?;
}
}
Ok(())
}
/// Recursively constructs a Component tree. This entails adding it to the backing
/// view tree, firing various lifecycle methods, and ensuring that nodes for layout
/// passes are configured.
///
/// In the future, this would ideally return patch-sets for the backing layer or something.
fn mount_component_tree(mut new_element: VirtualNode, stretch: &mut Stretch) -> Result<VirtualNode, Box<Error>> {
let instance = (new_element.create_component_fn)();
let mut is_native_backed = false;
let rendered = {
let component = instance.read().unwrap();
// instance.get_derived_state_from_props(props)
is_native_backed = component.has_native_backing_node();
if is_native_backed {
let mut style = Style::default();
THEME_ENGINE.configure_style_for_keys(&new_element.props.styles, &mut style);
let layout_node = stretch.new_node(style, vec![])?;
new_element.layout_node = Some(layout_node);
}
component.render(&new_element.props)
};
// instance.get_snapshot_before_update()
new_element.instance = Some(instance);
let mut children = match rendered {
Ok(opt) => match opt {
RSX::VirtualNode(child) => {
let mut children = vec![];
// We want to support Components being able to return arbitrary iteratable
// elements, but... well, it's not quite that simple. Thus we'll offer a <Fragment>
// tag similar to what React does, which just hoists the children out of it and
// discards the rest.
if child.tag == "Fragment" {
for child_node in child.props.children {
if let RSX::VirtualNode(node) = child_node {
let mut mounted = mount_component_tree(node, stretch)?;
if is_native_backed {
find_and_link_layout_nodes(&mut new_element, &mut mounted, stretch)?;
}
children.push(RSX::VirtualNode(mounted));
}
}
} else {
let mut mounted = mount_component_tree(child, stretch)?;
if is_native_backed {
find_and_link_layout_nodes(&mut new_element, &mut mounted, stretch)?;
}
children.push(RSX::VirtualNode(mounted));
}
children
},
// If a Component renders nothing (or this is a Text string, which we do nothing with)
// that's totally fine.
_ => vec![]
},
Err(e) => {
// return an RSX::VirtualNode(ErrorComponentView) or something?
/* instance.get_derived_state_from_error(e) */
// render error state or something I guess?
/* instance.component_did_catch(e, info) */
eprintln!("Error rendering: {}", e);
vec![]
}
};
new_element.children.append(&mut children);
if let Some(instance) = &mut new_element.instance {
let mut component = instance.write().unwrap();
component.component_did_mount(&new_element.props);
}
Ok(new_element)
}
/// Walk the tree and unmount Component instances. This means we fire the
/// `component_will_unmount` hook and remove the node(s) from their respective trees.
///
/// This fires the hooks from a recursive inward-out pattern; that is, the deepest nodes in the tree
/// are the first to go, ensuring that everything is properly cleaned up.
fn unmount_component_tree(old_element: &mut VirtualNode, stretch: &mut Stretch) -> Result<(), Box<Error>> {
// We only need to recurse on VirtualNodes. Text and so on will automagically drop
// because we don't support freeform text, it has to be inside a <Text> at all times.
for child in old_element.children.iter_mut() {
if let RSX::VirtualNode(child_element) = child {
unmount_component_tree(child_element, stretch)?;
}
}
// Fire the appropriate lifecycle method and then remove the node from the underlying
// graph. Remember that a Component can actually not necessarily have a native backing
// node, hence our necessary check.
if let Some(old_component) = &mut old_element.instance {
let mut component = old_component.write().unwrap();
component.component_will_unmount(&old_element.props);
/*if let Some(view) = old_component.get_native_backing_node() {
if let Some(native_view) = replace_native_view {
//replace_view(&view, &native_view);
} else {
//remove_view(&view);
}
}*/
}
// Rather than try to keep track of parent/child stuff for removal... just obliterate it,
// the underlying library does a good job of killing the links anyway.
if let Some(layout_node) = &mut old_element.layout_node {
stretch.set_children(*layout_node, vec![])?;
}
Ok(())
}
/*let mut add_attributes: HashMap<&str, &str> = HashMap::new();
let mut remove_attributes: Vec<&str> = vec![];
// TODO: -> split out into func
for (new_attr_name, new_attr_val) in new_element.attrs.iter() {
match old_element.attrs.get(new_attr_name) {
Some(ref old_attr_val) => {
if old_attr_val != &new_attr_val {
add_attributes.insert(new_attr_name, new_attr_val);
}
}
None => {
add_attributes.insert(new_attr_name, new_attr_val);
}
};
}
// TODO: -> split out into func
for (old_attr_name, old_attr_val) in old_element.attrs.iter() {
if add_attributes.get(&old_attr_name[..]).is_some() {
continue;
};
match new_element.attrs.get(old_attr_name) {
Some(ref new_attr_val) => {
if new_attr_val != &old_attr_val {
remove_attributes.push(old_attr_name);
}
}
None => {
remove_attributes.push(old_attr_name);
}
};
}
if add_attributes.len() > 0 {
patches.push(Patch::AddAttributes(*cur_node_idx, add_attributes));
}
if remove_attributes.len() > 0 {
patches.push(Patch::RemoveAttributes(*cur_node_idx, remove_attributes));
}*/