mirror of
https://github.com/facebook/react-native.git
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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
147 lines
3.5 KiB
C++
147 lines
3.5 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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#include "EventQueue.h"
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#include "EventEmitter.h"
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#include "ShadowNodeFamily.h"
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namespace facebook {
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namespace react {
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EventQueue::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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: eventPipe_(std::move(eventPipe)),
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statePipe_(std::move(statePipe)),
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eventBeat_(std::move(eventBeat)) {
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eventBeat_->setBeatCallback(
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std::bind(&EventQueue::onBeat, this, std::placeholders::_1));
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}
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void EventQueue::enqueueEvent(RawEvent &&rawEvent) const {
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{
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std::lock_guard<std::mutex> lock(queueMutex_);
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eventQueue_.push_back(std::move(rawEvent));
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}
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onEnqueue();
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}
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void EventQueue::enqueueUniqueEvent(RawEvent &&rawEvent) const {
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{
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std::lock_guard<std::mutex> lock(queueMutex_);
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auto repeatedEvent = eventQueue_.rend();
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for (auto it = eventQueue_.rbegin(); it != eventQueue_.rend(); ++it) {
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if (it->type == rawEvent.type &&
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it->eventTarget == rawEvent.eventTarget) {
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repeatedEvent = it;
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break;
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} else if (it->eventTarget == rawEvent.eventTarget) {
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// It is necessary to maintain order of different event types
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// for the same target. If the same target has event types A1, B1
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// in the event queue and event A2 occurs. A1 has to stay in the
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// queue.
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break;
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}
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}
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if (repeatedEvent == eventQueue_.rend()) {
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eventQueue_.push_back(std::move(rawEvent));
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} else {
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*repeatedEvent = std::move(rawEvent);
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}
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}
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onEnqueue();
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}
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void EventQueue::enqueueStateUpdate(StateUpdate &&stateUpdate) const {
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{
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std::lock_guard<std::mutex> lock(queueMutex_);
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if (!stateUpdateQueue_.empty()) {
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auto const position = stateUpdateQueue_.back();
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if (stateUpdate.family == position.family) {
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stateUpdateQueue_.pop_back();
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}
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}
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stateUpdateQueue_.push_back(std::move(stateUpdate));
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}
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onEnqueue();
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}
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void EventQueue::onBeat(jsi::Runtime &runtime) const {
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flushEvents(runtime);
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flushStateUpdates();
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}
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void EventQueue::flushEvents(jsi::Runtime &runtime) const {
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std::vector<RawEvent> queue;
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{
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std::lock_guard<std::mutex> lock(queueMutex_);
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if (eventQueue_.size() == 0) {
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return;
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}
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queue = std::move(eventQueue_);
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eventQueue_.clear();
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}
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{
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std::lock_guard<std::mutex> lock(EventEmitter::DispatchMutex());
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for (const auto &event : queue) {
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if (event.eventTarget) {
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event.eventTarget->retain(runtime);
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}
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}
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}
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for (const auto &event : queue) {
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eventPipe_(
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runtime, event.eventTarget.get(), event.type, event.payloadFactory);
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}
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// No need to lock `EventEmitter::DispatchMutex()` here.
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// The mutex protects from a situation when the `instanceHandle` can be
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// deallocated during accessing, but that's impossible at this point because
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// we have a strong pointer to it.
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for (const auto &event : queue) {
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if (event.eventTarget) {
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event.eventTarget->release(runtime);
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}
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}
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}
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void EventQueue::flushStateUpdates() const {
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std::vector<StateUpdate> stateUpdateQueue;
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{
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std::lock_guard<std::mutex> lock(queueMutex_);
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if (stateUpdateQueue_.empty()) {
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return;
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}
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stateUpdateQueue = std::move(stateUpdateQueue_);
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stateUpdateQueue_.clear();
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}
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for (const auto &stateUpdate : stateUpdateQueue) {
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statePipe_(stateUpdate);
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}
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}
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} // namespace react
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} // namespace facebook
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