先附上流程图~
调用setState时, 会调用classComponentUpdater的enqueueSetState方法, 同时将新的state作为payload参数传进
enqueueSetState会先调用requestCurrentTime获取一个currentTime,
function requestCurrentTime() { // 维护两个时间 一个renderingTime 一个currentSechedulerTime // rederingTime 可以随时更新 currentSechedulerTime只有在没有新任务的时候才更新 if (isRendering) { return currentSchedulerTime; } findHighestPriorityRoot(); if (nextFlushedExpirationTime === NoWork || nextFlushedExpirationTime === Never) { recomputeCurrentRendererTime(); currentSchedulerTime = currentRendererTime; return currentSchedulerTime; } return currentSheculerTime
通过获取到的currentTime, 调用computeExpirationForFiber,计算该fiber的优先级,
if (fiber.mode & AsyncMode) { if (isBatchingInteractiveUpdates) { // This is an interactive update expirationTime = computeInteractiveExpiration(currentTime); } else { // This is an async update expirationTime = computeAsyncExpiration(currentTime); } ... }
这个函数其他点比较简单, 里面主要有下面 这个判断要说明一下, 如果是属于异步更新的话,会根据是 交互引起的更新 还是其他更新 来调用不同的函数computeInteractiveExpiration和computeAsyncExpiration,
可以看到这两个函数最后返回的都是computeExpirationBucket函数的结果, 只是入参不同, computeInteractiveExpiration的参数是500, 100, computeAsyncExpiration的参数是5000, 250, 然后看computeExpirationBucket函数可以看到, 第二个参数(500和5000)越大,则返回的expirationTime越大, 也就是说 computeInteractiveExpiration的更新优先级高于computeAsyncExpiration, 则交互的优先级高于其他
获得优先级后则和同步更新一样, 创建update并放进队列, 然后调用sheuduleWork
var classComponentUpdater = { isMounted: isMounted, enqueueSetState: function (inst, payload, callback) { var fiber = get(inst);
// 获得优先级 var currentTime = requestCurrentTime(); var expirationTime = computeExpirationForFiber(currentTime, fiber); // 创建更新 var update = createUpdate(expirationTime); update.payload = payload; if (callback !== undefined && callback !== null) { update.callback = callback; } enqueueUpdate(fiber, update); scheduleWork(fiber, expirationTime); },
接下来的步骤和同步一样, 直到同步调用的是performSyncWork函数, 而异步调用的是scheduleCallbackWithExpirationTime函数
scheduleCallbackWithExpirationTime函数首先判断是否存在callback正在进行中, 判断现有expirationTime和其优先级,若优先级比较低则直接返回, 否则设置现在的fiber任务为新的callback,并把原来的回调从列表中移除
function scheduleCallbackWithExpirationTime(root, expirationTime) { if (callbackExpirationTime !== NoWork) { // 判断优先级 if (expirationTime > callbackExpirationTime) { // Existing callback has sufficient timeout. Exit. return; } else { if (callbackID !== null) { // 取消, 从回调列表中删除 schedule.unstable_cancelScheduledWork(callbackID); } } // The request callback timer is already running. Don't start a new one. } // 设置新的callback和callbackExiporationTime callbackExpirationTime = expirationTime; var currentMs = schedule.unstable_now() - originalStartTimeMs; var expirationTimeMs = expirationTimeToMs(expirationTime); // 计算是否超时 var timeout = expirationTimeMs - currentMs; callbackID = schedule.unstable_scheduleWork(performAsyncWork, { timeout: timeout }); }
接下来调用schedule.unstable_scheduleWork(performAsyncWork, { timeout: timeout })函数, 并生成一个节点, 存储回调函数和超时时间,插入到回调列表, 并根据超时排序, 调用ensureHostCallBackIsScheduled函数,最后返回该节点
function unstable_scheduleWork(callback, options) { var currentTime = exports.unstable_now(); var timesOutAt;
// 获取超时时间 if (options !== undefined && options !== null && options.timeout !== null && options.timeout !== undefined) { // Check for an explicit timeout timesOutAt = currentTime + options.timeout; } else { // Compute an absolute timeout using the default constant. timesOutAt = currentTime + DEFERRED_TIMEOUT; } // 生成一个节点, 存储回调函数和超时时间 var newNode = { callback: callback, timesOutAt: timesOutAt, next: null, previous: null }; // 插入到回调列表, 并根据超时排序, 最后返回该节点 if (firstCallbackNode === null) { // This is the first callback in the list. firstCallbackNode = newNode.next = newNode.previous = newNode; ensureHostCallbackIsScheduled(firstCallbackNode); } else { ...var previous = next.previous; previous.next = next.previous = newNode; newNode.next = next; newNode.previous = previous; } return newNode; }
ensureHostCallBackIsScheduled函数如名, 相对比较简单
function ensureHostCallbackIsScheduled() { if (isPerformingWork) { // Don't schedule work yet; wait until the next time we yield. return; } // Schedule the host callback using the earliest timeout in the list. var timesOutAt = firstCallbackNode.timesOutAt; if (!isHostCallbackScheduled) { isHostCallbackScheduled = true; } else { // Cancel the existing host callback. cancelCallback(); } requestCallback(flushWork, timesOutAt); }
往下看requestCallback, 这里说的如果已经在执行任务的话, 就必须有一个错误被抛出(抛出的错误是啥??),同时不要等待下一帧, 尽快开始新事件
如果如果当前没有调度帧回调函数,我们需要进行一个调度帧回调函数, 并设置isAnimationFrameScheduled为true,
接着执行requestAnimationFrameWithTimeout;函数
requestCallback = function (callback, absoluteTimeout) { scheduledCallback = callback; timeoutTime = absoluteTimeout; if (isPerformingIdleWork) { // 如果已经在执行任务的话, 就必须有一个错误被抛出(抛出的错误是啥??),同时不要等待下一帧, 尽快开始新事件 window.postMessage(messageKey, '*'); } else if (!isAnimationFrameScheduled) { isAnimationFrameScheduled = true; requestAnimationFrameWithTimeout(animationTick); } };
requestAnimationFrameWithTimeout函数就是执行一个异步操作, 执行完毕后, 假设此时又有N个回调任务进入, 同时原来的回调还没有进行, 则回到scheduleCallbackWithExpirationTime函数上,
分为两个分支: 1. 假设优先级低于目前的回调任务, 则直接返回(已经把root加到root队列中)
2. 优先级高于目前的回调任务, 将目前的回调任务从列表中移除, 并将callBackID设为传入的回调, 接下来的路线与上面一致, 假设该传入的回调超时最早, 则会进入到cancelCallback函数,重 置各变量, 并进入到requestCallback函数, 此时除了赋值操作, 没有其他动作
到了这时候, 已经把新的回调替换正在进行的回调到回调列表。
函数正常执行, 调用callback, 即animationTick函数
cancelCallback = function () { scheduledCallback = null; isIdleScheduled = false; timeoutTime = -1; };
var ANIMATION_FRAME_TIMEOUT = 100; var rAFID; var rAFTimeoutID; var requestAnimationFrameWithTimeout = function (callback) { // schedule rAF and also a setTimeout rAFID = localRequestAnimationFrame(function (timestamp) { // cancel the setTimeout localClearTimeout(rAFTimeoutID); callback(timestamp); }); rAFTimeoutID = localSetTimeout(function () { // cancel the requestAnimationFrame localCancelAnimationFrame(rAFID); callback(exports.unstable_now()); }, ANIMATION_FRAME_TIMEOUT); };
animationTick一个是把isAnimationFrameScheduled状态设为false, 即不在调度帧回调的状态, 同时计算帧到期时间frameDeadline , 判断是否在帧回调的状态, 否的话调用window.postMessage ,并设置isIdleScheduled状态为true
假设此时, 有N个回调进入, 分为两个情况: 1.假设优先级低于目前的回调任务, 则直接返回(已经把root加到root队列中)
2.优先级高于目前的回调任务, 将目前的回调任务从列表中移除, 并将callBackID设为传入的回调, 接下来的路线与上面一致,一直到animationTick函数,因为 postMessage比setTImeout更快执行,所以此时isIdleScheduled为false,和之前一样正常执行。
var animationTick = function (rafTime) { isAnimationFrameScheduled = false; ... ...
// 每帧到期时间为33ms frameDeadline = rafTime + activeFrameTime; if (!isIdleScheduled) { isIdleScheduled = true; window.postMessage(messageKey, '*'); } };
postMessage会执行idleTick , 首先把isIdleScheduleddidTimeout置为false,
先判断帧到期时间和超时时间是否小于当前时间, 如果是的话, 则置didTimeout为true,
如果帧到期, 但超时时间小于当前时间, 则置isAnimationFrameScheduled 为false, 并调用requestAnimationFrameWithTimeout, 即进入下一帧
如果帧未到期, 则调用callbak函数, 并把isPerformingIdleWork置为true
idleTick 会先执行callback, 完成后才将isPerformingIdleWork 置为false, 执行callback的时候会传入didTimeout作为参数, callback为flushWork
var idleTick = function (event) { ... isIdleScheduled = false; var currentTime = exports.unstable_now(); var didTimeout = false; if (frameDeadline - currentTime <= 0) { // 帧过期 if (timeoutTime !== -1 && timeoutTime <= currentTime) { // 回调超时 didTimeout = true; } else { // No timeout. if (!isAnimationFrameScheduled) { // 到下一帧继续任务 isAnimationFrameScheduled = true; requestAnimationFrameWithTimeout(animationTick); } // Exit without invoking the callback. return; } } timeoutTime = -1; var callback = scheduledCallback; scheduledCallback = null; if (callback !== null) { isPerformingIdleWork = true; try { callback(didTimeout); } finally { isPerformingIdleWork = false; } } };
flushwork首先把isPerformingWork置为true, 然后把didTimeout赋值给deallinObject对象, 接下来进行判断
如果已经过了帧的结束期, 则判断链表中有哪个节点已超时, 并循环调用flushFirstCallback函数解决超时节点,
如果还没有过帧的结束期, 则调用flushFirstCallback函数处理链表中的第一个节点, 循环处理一直到该帧结束
最后, flushwork函数会将isPerformingWork置为false, 并判断是否还有任务 有则执行ensureHostCallbackIsScheduled函数
function flushWork(didTimeout) { isPerformingWork = true; deadlineObject.didTimeout = didTimeout; try { if (didTimeout) { while (firstCallbackNode !== null) { var currentTime = exports.unstable_now(); if (firstCallbackNode.timesOutAt <= currentTime) { do { flushFirstCallback(); } while (firstCallbackNode !== null && firstCallbackNode.timesOutAt <= currentTime); continue; } break; } } else { // Keep flushing callbacks until we run out of time in the frame. if (firstCallbackNode !== null) { do { flushFirstCallback(); } while (firstCallbackNode !== null && getFrameDeadline() - exports.unstable_now() > 0); } } } finally { isPerformingWork = false; if (firstCallbackNode !== null) { // There's still work remaining. Request another callback. ensureHostCallbackIsScheduled(firstCallbackNode); } else { isHostCallbackScheduled = false; } } }
继续往下看, 则是flushFirstCallback函数,先把该节点从链表中清掉, 然后调用callback函数, 并带入deadlineObject作为参数
function flushFirstCallback(node) { var flushedNode = firstCallbackNode; //从链表中清理掉该节点, 这样哪怕出错了, 也能保留原链表状态 var next = firstCallbackNode.next; if (firstCallbackNode === next) { // This is the last callback in the list. firstCallbackNode = null; next = null; } else { var previous = firstCallbackNode.previous; firstCallbackNode = previous.next = next; next.previous = previous; } flushedNode.next = flushedNode.previous = null; // Now it's safe to call the callback. var callback = flushedNode.callback; callback(deadlineObject); }
接下来的就是performAsyncWork函数,如果didTimeout为true, 则表明至少有一个更新已过期, 迭代所有root任务, 把已过期的root的nextExpirationTimeToWorkOn重置为当前时间currentTime.
然后调用performWork(Nowork, dl)函数
function performAsyncWork(dl) { if (dl.didTimeout) { // 刷新所有root的nextEpirationTimeToWorkOn if (firstScheduledRoot !== null) { recomputeCurrentRendererTime(); var root = firstScheduledRoot; do { didExpireAtExpirationTime(root, currentRendererTime); // The root schedule is circular, so this is never null. root = root.nextScheduledRoot; } while (root !== firstScheduledRoot); } } performWork(NoWork, dl); }
performWork函数在之前已经分析过了, 这里主要看存在deadline时的操作, 在帧未到期 或者 当前渲染时间大于等于nextFlushedExpirationTime时才执行 performWorkOnRoot, 并将currentRendererTime >= nextFlushedExpirationTime作为第三个参数传入, 一直循环处理任务,
最后清除callbackExpirationTime, callBackId, 同时, 如果还有任务的话, 则继续调用scheduleCallbackWithExpirationTime(nextFlushedRoot, nextFlushedExpirationTime);函数进入到回调
function performWork(minExpirationTime, dl) { deadline = dl; // Keep working on roots until there's no more work, or until we reach // the deadline. findHighestPriorityRoot(); if (deadline !== null) { recomputeCurrentRendererTime(); currentSchedulerTime = currentRendererTime;while (nextFlushedRoot !== null && nextFlushedExpirationTime !== NoWork && (minExpirationTime === NoWork || minExpirationTime >= nextFlushedExpirationTime) && (!deadlineDidExpire || currentRendererTime >= nextFlushedExpirationTime)) { performWorkOnRoot(nextFlushedRoot, nextFlushedExpirationTime, currentRendererTime >= nextFlushedExpirationTime); findHighestPriorityRoot(); recomputeCurrentRendererTime(); currentSchedulerTime = currentRendererTime; } } if (deadline !== null) { callbackExpirationTime = NoWork; callbackID = null; } // If there's work left over, schedule a new callback. if (nextFlushedExpirationTime !== NoWork) { scheduleCallbackWithExpirationTime(nextFlushedRoot, nextFlushedExpirationTime); } // Clean-up. deadline = null; deadlineDidExpire = false; finishRendering(); }
接下来看异步状态下的performWorkOnRoot函数。基本操作和同步一样, 在进入到renderRoot(root, _isYieldy, isExpired);函数时, 会根据是否已超时将isYieldy置为true或者false, 异步状态下未超时为false,
renderRoot和同步一样, 最后执行workLoop(isYieldy)
workLoop在未过期的情况下, 会执行shouldYield()函数来判断是否执行nextUnitOfWork, 和同步一样, 这里只需要关注shouldYied函数
function workLoop(isYieldy) { if (!isYieldy) { // Flush work without yielding while (nextUnitOfWork !== null) { nextUnitOfWork = performUnitOfWork(nextUnitOfWork); } } else { // Flush asynchronous work until the deadline runs out of time. while (nextUnitOfWork !== null && !shouldYield()) { nextUnitOfWork = performUnitOfWork(nextUnitOfWork); } } }
shouldYield函数, 如果deadlineDidExpire为true, 即帧已到期, 直接返回true,
如果deadline不存在, 并且帧未到期, 则返回false, 可以执行单元
否则将deadlineDidExpire置为true
function shouldYield() { if (deadlineDidExpire) { return true; } if (deadline === null || deadline.timeRemaining() > timeHeuristicForUnitOfWork) { // Disregard deadline.didTimeout. Only expired work should be flushed // during a timeout. This path is only hit for non-expired work. return false; } deadlineDidExpire = true; return true; }
完结~撒花