/** * A thread is a running stack context and all the metadata needed. * @param {?string} firstBlock First block to execute in the thread. * @constructor */ class Thread { constructor (firstBlock) { /** * ID of top block of the thread * @type {!string} */ this.topBlock = firstBlock; /** * Stack for the thread. When the sequencer enters a control structure, * the block is pushed onto the stack so we know where to exit. * @type {Array.} */ this.stack = []; /** * Stack frames for the thread. Store metadata for the executing blocks. * @type {Array.} */ this.stackFrames = []; /** * Status of the thread, one of three states (below) * @type {number} */ this.status = 0; /* Thread.STATUS_RUNNING */ /** * Whether the thread is killed in the middle of execution. * @type {boolean} */ this.isKilled = false; /** * Target of this thread. * @type {?Target} */ this.target = null; /** * Whether the thread requests its script to glow during this frame. * @type {boolean} */ this.requestScriptGlowInFrame = false; /** * Which block ID should glow during this frame, if any. * @type {?string} */ this.blockGlowInFrame = null; /** * A timer for when the thread enters warp mode. * Substitutes the sequencer's count toward WORK_TIME on a per-thread basis. * @type {?Timer} */ this.warpTimer = null; } /** * Thread status for initialized or running thread. * This is the default state for a thread - execution should run normally, * stepping from block to block. * @const */ static get STATUS_RUNNING () { return 0; } /** * Threads are in this state when a primitive is waiting on a promise; * execution is paused until the promise changes thread status. * @const */ static get STATUS_PROMISE_WAIT () { return 1; } /** * Thread status for yield. * @const */ static get STATUS_YIELD () { return 2; } /** * Thread status for a single-tick yield. This will be cleared when the * thread is resumed. * @const */ static get STATUS_YIELD_TICK () { return 3; } /** * Thread status for a finished/done thread. * Thread is in this state when there are no more blocks to execute. * @const */ static get STATUS_DONE () { return 4; } /** * Push stack and update stack frames appropriately. * @param {string} blockId Block ID to push to stack. */ pushStack (blockId) { this.stack.push(blockId); // Push an empty stack frame, if we need one. // Might not, if we just popped the stack. if (this.stack.length > this.stackFrames.length) { // Copy warp mode from any higher level. let warpMode = false; if (this.stackFrames.length > 0 && this.stackFrames[this.stackFrames.length - 1]) { warpMode = this.stackFrames[this.stackFrames.length - 1].warpMode; } this.stackFrames.push({ isLoop: false, // Whether this level of the stack is a loop. warpMode: warpMode, // Whether this level is in warp mode. reported: {}, // Collects reported input values. waitingReporter: null, // Name of waiting reporter. params: {}, // Procedure parameters. executionContext: {} // A context passed to block implementations. }); } } /** * Reset the stack frame for use by the next block. * (avoids popping and re-pushing a new stack frame - keeps the warpmode the same * @param {string} blockId Block ID to push to stack. */ reuseStackForNextBlock (blockId) { this.stack[this.stack.length - 1] = blockId; const frame = this.stackFrames[this.stackFrames.length - 1]; frame.isLoop = false; // frame.warpMode = warpMode; // warp mode stays the same when reusing the stack frame. frame.reported = {}; frame.waitingReporter = null; frame.params = {}; frame.executionContext = {}; } /** * Pop last block on the stack and its stack frame. * @return {string} Block ID popped from the stack. */ popStack () { this.stackFrames.pop(); return this.stack.pop(); } /** * Pop back down the stack frame until we hit a procedure call or the stack frame is emptied */ stopThisScript () { let blockID = this.peekStack(); while (blockID !== null) { const block = this.target.blocks.getBlock(blockID); if (typeof block !== 'undefined' && block.opcode === 'procedures_callnoreturn') { break; } this.popStack(); blockID = this.peekStack(); } if (this.stack.length === 0) { // Clean up! this.requestScriptGlowInFrame = false; this.status = Thread.STATUS_DONE; } } /** * Get top stack item. * @return {?string} Block ID on top of stack. */ peekStack () { return this.stack.length > 0 ? this.stack[this.stack.length - 1] : null; } /** * Get top stack frame. * @return {?object} Last stack frame stored on this thread. */ peekStackFrame () { return this.stackFrames.length > 0 ? this.stackFrames[this.stackFrames.length - 1] : null; } /** * Get stack frame above the current top. * @return {?object} Second to last stack frame stored on this thread. */ peekParentStackFrame () { return this.stackFrames.length > 1 ? this.stackFrames[this.stackFrames.length - 2] : null; } /** * Push a reported value to the parent of the current stack frame. * @param {*} value Reported value to push. */ pushReportedValue (value) { const parentStackFrame = this.peekParentStackFrame(); if (parentStackFrame) { const waitingReporter = parentStackFrame.waitingReporter; parentStackFrame.reported[waitingReporter] = value; } } /** * Add a parameter to the stack frame. * Use when calling a procedure with parameter values. * @param {!string} paramName Name of parameter. * @param {*} value Value to set for parameter. */ pushParam (paramName, value) { const stackFrame = this.peekStackFrame(); stackFrame.params[paramName] = value; } /** * Get a parameter at the lowest possible level of the stack. * @param {!string} paramName Name of parameter. * @return {*} value Value for parameter. */ getParam (paramName) { for (let i = this.stackFrames.length - 1; i >= 0; i--) { const frame = this.stackFrames[i]; if (frame.params.hasOwnProperty(paramName)) { return frame.params[paramName]; } } return null; } /** * Whether the current execution of a thread is at the top of the stack. * @return {boolean} True if execution is at top of the stack. */ atStackTop () { return this.peekStack() === this.topBlock; } /** * Switch the thread to the next block at the current level of the stack. * For example, this is used in a standard sequence of blocks, * where execution proceeds from one block to the next. */ goToNextBlock () { const nextBlockId = this.target.blocks.getNextBlock(this.peekStack()); this.reuseStackForNextBlock(nextBlockId); } /** * Attempt to determine whether a procedure call is recursive, * by examining the stack. * @param {!string} procedureCode Procedure code of procedure being called. * @return {boolean} True if the call appears recursive. */ isRecursiveCall (procedureCode) { let callCount = 5; // Max number of enclosing procedure calls to examine. const sp = this.stack.length - 1; for (let i = sp - 1; i >= 0; i--) { const block = this.target.blocks.getBlock(this.stack[i]); if (block.opcode === 'procedures_callnoreturn' && block.mutation.proccode === procedureCode) { return true; } if (--callCount < 0) return false; } return false; } } module.exports = Thread;