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ffa533a19d
Summary: Changelog: [internal] My suggestion is to simplify event dispatching to only two options, synchronous and asynchronous. Why? - Fabric has only been using one queue, `AsynchronousBatched`. - Batching happens even on `AsynchronousUnbatched`. It just batches events until JS thread starts processing them instead of waiting for the main run loop. - It will make it easier to reason about the code in the future once we start utilising different priorities for Concurrent Mode. Reviewed By: JoshuaGross Differential Revision: D28603472 fbshipit-source-id: 14e3a9c15a012c550dc16a044c31d722051a2bdc
78 lines
2.0 KiB
C++
78 lines
2.0 KiB
C++
/*
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* Copyright (c) Facebook, Inc. and its affiliates.
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*
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* This source code is licensed under the MIT license found in the
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* LICENSE file in the root directory of this source tree.
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*/
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#pragma once
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#include <memory>
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#include <mutex>
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#include <vector>
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#include <jsi/jsi.h>
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#include <react/renderer/core/EventBeat.h>
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#include <react/renderer/core/EventPipe.h>
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#include <react/renderer/core/RawEvent.h>
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#include <react/renderer/core/StatePipe.h>
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#include <react/renderer/core/StateUpdate.h>
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namespace facebook {
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namespace react {
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/*
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* Event Queue synchronized with given Event Beat and dispatching event
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* using given Event Pipe.
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*/
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class EventQueue {
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public:
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EventQueue(
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EventPipe eventPipe,
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StatePipe statePipe,
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std::unique_ptr<EventBeat> eventBeat);
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virtual ~EventQueue() = default;
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/*
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* Enqueues and (probably later) dispatch a given event.
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* Can be called on any thread.
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*/
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void enqueueEvent(RawEvent &&rawEvent) const;
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/*
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* Enqueues and (probably later) dispatches a given event.
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* Deletes last RawEvent from the queue if it has the same type and target.
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* Can be called on any thread.
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*/
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void enqueueUniqueEvent(RawEvent &&rawEvent) const;
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/*
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* Enqueues and (probably later) dispatch a given state update.
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* Can be called on any thread.
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*/
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void enqueueStateUpdate(StateUpdate &&stateUpdate) const;
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protected:
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/*
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* Called on any enqueue operation.
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* Override in subclasses to trigger beat `request` and/or beat `induce`.
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* Default implementation does nothing.
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*/
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virtual void onEnqueue() const = 0;
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void onBeat(jsi::Runtime &runtime) const;
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void flushEvents(jsi::Runtime &runtime) const;
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void flushStateUpdates() const;
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const EventPipe eventPipe_;
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const StatePipe statePipe_;
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const std::unique_ptr<EventBeat> eventBeat_;
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// Thread-safe, protected by `queueMutex_`.
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mutable std::vector<RawEvent> eventQueue_;
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mutable std::vector<StateUpdate> stateUpdateQueue_;
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mutable std::mutex queueMutex_;
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};
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} // namespace react
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} // namespace facebook
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