use crate::{ any_props::AnyProps, bump_frame::BumpFrame, innerlude::DirtyScope, innerlude::{SuspenseHandle, SuspenseId, SuspenseLeaf}, nodes::RenderReturn, scopes::{ScopeId, ScopeState}, virtual_dom::VirtualDom, }; use futures_util::FutureExt; use std::{ mem, pin::Pin, sync::Arc, task::{Context, Poll}, }; impl VirtualDom { pub(super) fn new_scope( &mut self, props: Box>, name: &'static str, ) -> &ScopeState { let parent = self.acquire_current_scope_raw(); let entry = self.scopes.vacant_entry(); let height = unsafe { parent.map(|f| (*f).height + 1).unwrap_or(0) }; let id = ScopeId(entry.key()); entry.insert(Box::new(ScopeState { parent, id, height, name, props: Some(props), tasks: self.scheduler.clone(), placeholder: Default::default(), node_arena_1: BumpFrame::new(0), node_arena_2: BumpFrame::new(0), spawned_tasks: Default::default(), render_cnt: Default::default(), hook_arena: Default::default(), hook_list: Default::default(), hook_idx: Default::default(), shared_contexts: Default::default(), borrowed_props: Default::default(), attributes_to_drop: Default::default(), })) } fn acquire_current_scope_raw(&self) -> Option<*const ScopeState> { let id = self.scope_stack.last().copied()?; let scope = self.scopes.get(id.0)?; Some(scope.as_ref()) } pub(crate) fn run_scope(&mut self, scope_id: ScopeId) -> &RenderReturn { // Cycle to the next frame and then reset it // This breaks any latent references, invalidating every pointer referencing into it. // Remove all the outdated listeners self.ensure_drop_safety(scope_id); let mut new_nodes = unsafe { self.scopes[scope_id.0].previous_frame().bump_mut().reset(); let scope = &self.scopes[scope_id.0]; scope.hook_idx.set(0); // safety: due to how we traverse the tree, we know that the scope is not currently aliased let props: &dyn AnyProps = scope.props.as_ref().unwrap().as_ref(); let props: &dyn AnyProps = mem::transmute(props); props.render(scope).extend_lifetime() }; // immediately resolve futures that can be resolved if let RenderReturn::Pending(task) = &mut new_nodes { let mut leaves = self.scheduler.leaves.borrow_mut(); let entry = leaves.vacant_entry(); let suspense_id = SuspenseId(entry.key()); let leaf = SuspenseLeaf { scope_id, task: task.as_mut(), notified: Default::default(), waker: futures_util::task::waker(Arc::new(SuspenseHandle { id: suspense_id, tx: self.scheduler.sender.clone(), })), }; let mut cx = Context::from_waker(&leaf.waker); // safety: the task is already pinned in the bump arena let mut pinned = unsafe { Pin::new_unchecked(task.as_mut()) }; // Keep polling until either we get a value or the future is not ready loop { match pinned.poll_unpin(&mut cx) { // If nodes are produced, then set it and we can break Poll::Ready(nodes) => { new_nodes = match nodes { Some(nodes) => RenderReturn::Ready(nodes), None => RenderReturn::default(), }; break; } // If no nodes are produced but the future woke up immediately, then try polling it again // This circumvents things like yield_now, but is important is important when rendering // components that are just a stream of immediately ready futures _ if leaf.notified.get() => { leaf.notified.set(false); continue; } // If no nodes are produced, then we need to wait for the future to be woken up // Insert the future into fiber leaves and break _ => { entry.insert(leaf); self.collected_leaves.push(suspense_id); break; } }; } }; let scope = &self.scopes[scope_id.0]; // We write on top of the previous frame and then make it the current by pushing the generation forward let frame = scope.previous_frame(); // set the new head of the bump frame let allocated = &*frame.bump().alloc(new_nodes); frame.node.set(allocated); // And move the render generation forward by one scope.render_cnt.set(scope.render_cnt.get() + 1); // remove this scope from dirty scopes self.dirty_scopes.remove(&DirtyScope { height: scope.height, id: scope.id, }); // rebind the lifetime now that its stored internally unsafe { allocated.extend_lifetime_ref() } } }