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- //! # VirtualDOM Implementation for Rust
- //! This module provides the primary mechanics to create a hook-based, concurrent VDOM for Rust.
- //!
- //! In this file, multiple items are defined. This file is big, but should be documented well to
- //! navigate the innerworkings of the Dom. We try to keep these main mechanics in this file to limit
- //! the possible exposed API surface (keep fields private). This particular implementation of VDOM
- //! is extremely efficient, but relies on some unsafety under the hood to do things like manage
- //! micro-heaps for components. We are currently working on refactoring the safety out into safe(r)
- //! abstractions, but current tests (MIRI and otherwise) show no issues with the current implementation.
- //!
- //! Included is:
- //! - The [`VirtualDom`] itself
- //! - The [`Scope`] object for mangning component lifecycle
- //! - The [`ActiveFrame`] object for managing the Scope`s microheap
- //! - The [`Context`] object for exposing VirtualDOM API to components
- //! - The [`NodeFactory`] object for lazyily exposing the `Context` API to the nodebuilder API
- //! - The [`Hook`] object for exposing state management in components.
- //!
- //! This module includes just the barebones for a complete VirtualDOM API.
- //! Additional functionality is defined in the respective files.
- use crate::tasks::TaskQueue;
- use crate::{arena::ScopeArena, innerlude::*};
- use slotmap::DefaultKey;
- use slotmap::SlotMap;
- use std::{any::TypeId, fmt::Debug, rc::Rc};
- pub type ScopeIdx = DefaultKey;
- /// An integrated virtual node system that progresses events and diffs UI trees.
- /// Differences are converted into patches which a renderer can use to draw the UI.
- pub struct VirtualDom {
- /// All mounted components are arena allocated to make additions, removals, and references easy to work with
- /// A generational arena is used to re-use slots of deleted scopes without having to resize the underlying arena.
- ///
- /// This is wrapped in an UnsafeCell because we will need to get mutable access to unique values in unique bump arenas
- /// and rusts's guartnees cannot prove that this is safe. We will need to maintain the safety guarantees manually.
- pub components: ScopeArena,
- /// The index of the root component
- /// Should always be the first (gen=0, id=0)
- pub base_scope: ScopeIdx,
- /// All components dump their updates into a queue to be processed
- pub(crate) event_queue: EventQueue,
- pub(crate) tasks: TaskQueue,
- /// a strong allocation to the "caller" for the original component and its props
- #[doc(hidden)]
- _root_caller: Rc<OpaqueComponent>,
- /// Type of the original cx. This is stored as TypeId so VirtualDom does not need to be generic.
- ///
- /// Whenver props need to be updated, an Error will be thrown if the new props do not
- /// match the props used to create the VirtualDom.
- #[doc(hidden)]
- _root_prop_type: std::any::TypeId,
- }
- /// The `RealDomNode` is an ID handle that corresponds to a foreign DOM node.
- ///
- /// "u64" was chosen for two reasons
- /// - 0 cost hashing
- /// - use with slotmap and other versioned slot arenas
- #[derive(Clone, Copy, Debug, PartialEq)]
- pub struct RealDomNode(pub u64);
- impl RealDomNode {
- pub fn new(id: u64) -> Self {
- Self(id)
- }
- pub fn empty() -> Self {
- Self(u64::MIN)
- }
- }
- // ======================================
- // Public Methods for the VirtualDom
- // ======================================
- impl VirtualDom {
- /// Create a new instance of the Dioxus Virtual Dom with no properties for the root component.
- ///
- /// This means that the root component must either consumes its own context, or statics are used to generate the page.
- /// The root component can access things like routing in its context.
- ///
- /// As an end-user, you'll want to use the Renderer's "new" method instead of this method.
- /// Directly creating the VirtualDOM is only useful when implementing a new renderer.
- ///
- ///
- /// ```ignore
- /// // Directly from a closure
- ///
- /// let dom = VirtualDom::new(|cx| cx.render(rsx!{ div {"hello world"} }));
- ///
- /// // or pass in...
- ///
- /// let root = |cx| {
- /// cx.render(rsx!{
- /// div {"hello world"}
- /// })
- /// }
- /// let dom = VirtualDom::new(root);
- ///
- /// // or directly from a fn
- ///
- /// fn Example(cx: Context<()>) -> VNode {
- /// cx.render(rsx!{ div{"hello world"} })
- /// }
- ///
- /// let dom = VirtualDom::new(Example);
- /// ```
- pub fn new(root: FC<()>) -> Self {
- Self::new_with_props(root, ())
- }
- /// Start a new VirtualDom instance with a dependent cx.
- /// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders.
- ///
- /// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive
- /// to toss out the entire tree.
- ///
- /// ```ignore
- /// // Directly from a closure
- ///
- /// let dom = VirtualDom::new(|cx| cx.render(rsx!{ div {"hello world"} }));
- ///
- /// // or pass in...
- ///
- /// let root = |cx| {
- /// cx.render(rsx!{
- /// div {"hello world"}
- /// })
- /// }
- /// let dom = VirtualDom::new(root);
- ///
- /// // or directly from a fn
- ///
- /// fn Example(cx: Context, props: &SomeProps) -> VNode {
- /// cx.render(rsx!{ div{"hello world"} })
- /// }
- ///
- /// let dom = VirtualDom::new(Example);
- /// ```
- pub fn new_with_props<P: Properties + 'static>(root: FC<P>, root_props: P) -> Self {
- let components = ScopeArena::new(SlotMap::new());
- // Normally, a component would be passed as a child in the RSX macro which automatically produces OpaqueComponents
- // Here, we need to make it manually, using an RC to force the Weak reference to stick around for the main scope.
- let _root_caller: Rc<OpaqueComponent> = Rc::new(move |scope| {
- // let _root_caller: Rc<OpaqueComponent<'static>> = Rc::new(move |scope| {
- // the lifetime of this closure is just as long as the lifetime on the scope reference
- // this closure moves root props (which is static) into this closure
- let props = unsafe { &*(&root_props as *const _) };
- root(Context {
- props,
- scope,
- tasks: todo!(),
- })
- });
- // Create a weak reference to the OpaqueComponent for the root scope to use as its render function
- let caller_ref = Rc::downgrade(&_root_caller);
- // Build a funnel for hooks to send their updates into. The `use_hook` method will call into the update funnel.
- let event_queue = EventQueue::default();
- let _event_queue = event_queue.clone();
- // Make the first scope
- // We don't run the component though, so renderers will need to call "rebuild" when they initialize their DOM
- let link = components.clone();
- let base_scope = components
- .with(|arena| {
- arena.insert_with_key(move |myidx| {
- let event_channel = _event_queue.new_channel(0, myidx);
- Scope::new(caller_ref, myidx, None, 0, event_channel, link, &[])
- })
- })
- .unwrap();
- Self {
- _root_caller,
- base_scope,
- event_queue,
- components,
- tasks: TaskQueue::new(),
- _root_prop_type: TypeId::of::<P>(),
- }
- }
- }
- // ======================================
- // Private Methods for the VirtualDom
- // ======================================
- impl VirtualDom {
- /// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom rom scratch
- /// Currently this doesn't do what we want it to do
- pub fn rebuild<'s, Dom: RealDom<'s>>(&'s mut self, realdom: &mut Dom) -> Result<()> {
- let mut diff_machine = DiffMachine::new(
- realdom,
- &self.components,
- self.base_scope,
- self.event_queue.clone(),
- );
- // Schedule an update and then immediately call it on the root component
- // This is akin to a hook being called from a listener and requring a re-render
- // Instead, this is done on top-level component
- let base = self.components.try_get(self.base_scope)?;
- let update = &base.event_channel;
- update();
- self.progress_completely(&mut diff_machine)?;
- Ok(())
- }
- /// This method is the most sophisticated way of updating the virtual dom after an external event has been triggered.
- ///
- /// Given a synthetic event, the component that triggered the event, and the index of the callback, this runs the virtual
- /// dom to completion, tagging components that need updates, compressing events together, and finally emitting a single
- /// change list.
- ///
- /// If implementing an external renderer, this is the perfect method to combine with an async event loop that waits on
- /// listeners, something like this:
- ///
- /// ```ignore
- /// while let Ok(event) = receiver.recv().await {
- /// let edits = self.internal_dom.progress_with_event(event)?;
- /// for edit in &edits {
- /// patch_machine.handle_edit(edit);
- /// }
- /// }
- /// ```
- ///
- /// Note: this method is not async and does not provide suspense-like functionality. It is up to the renderer to provide the
- /// executor and handlers for suspense as show in the example.
- ///
- /// ```ignore
- /// let (sender, receiver) = channel::new();
- /// sender.send(EventTrigger::start());
- ///
- /// let mut dom = VirtualDom::new();
- /// dom.suspense_handler(|event| sender.send(event));
- ///
- /// while let Ok(diffs) = dom.progress_with_event(receiver.recv().await) {
- /// render(diffs);
- /// }
- ///
- /// ```
- //
- // Developer notes:
- // ----
- // This method has some pretty complex safety guarantees to uphold.
- // We interact with bump arenas, raw pointers, and use UnsafeCell to get a partial borrow of the arena.
- // The final EditList has edits that pull directly from the Bump Arenas which add significant complexity
- // in crafting a 100% safe solution with traditional lifetimes. Consider this method to be internally unsafe
- // but the guarantees provide a safe, fast, and efficient abstraction for the VirtualDOM updating framework.
- //
- // A good project would be to remove all unsafe from this crate and move the unsafety into safer abstractions.
- pub fn progress_with_event<'s, Dom: RealDom<'s>>(
- &'s mut self,
- realdom: &'_ mut Dom,
- trigger: EventTrigger,
- ) -> Result<()> {
- let id = trigger.originator.clone();
- self.components.try_get_mut(id)?.call_listener(trigger)?;
- let mut diff_machine =
- DiffMachine::new(realdom, &self.components, id, self.event_queue.clone());
- self.progress_completely(&mut diff_machine)?;
- Ok(())
- }
- /// Consume the event queue, descending depth-first.
- /// Only ever run each component once.
- ///
- /// The DiffMachine logs its progress as it goes which might be useful for certain types of renderers.
- pub(crate) fn progress_completely<'a, 'bump, Dom: RealDom<'bump>>(
- &'bump self,
- diff_machine: &'_ mut DiffMachine<'a, 'bump, Dom>,
- ) -> Result<()> {
- // Add this component to the list of components that need to be difed
- // #[allow(unused_assignments)]
- // let mut cur_height: u32 = 0;
- // Now, there are events in the queue
- let mut updates = self.event_queue.0.as_ref().borrow_mut();
- // Order the nodes by their height, we want the nodes with the smallest depth on top
- // This prevents us from running the same component multiple times
- updates.sort_unstable();
- log::debug!("There are: {:#?} updates to be processed", updates.len());
- // Iterate through the triggered nodes (sorted by height) and begin to diff them
- for update in updates.drain(..) {
- log::debug!("Running updates for: {:#?}", update);
- // Make sure this isn't a node we've already seen, we don't want to double-render anything
- // If we double-renderer something, this would cause memory safety issues
- if diff_machine.seen_nodes.contains(&update.idx) {
- continue;
- }
- // Now, all the "seen nodes" are nodes that got notified by running this listener
- diff_machine.seen_nodes.insert(update.idx.clone());
- // Start a new mutable borrow to components
- // We are guaranteeed that this scope is unique because we are tracking which nodes have modified
- let cur_component = self.components.try_get_mut(update.idx).unwrap();
- // let inner: &'s mut _ = unsafe { &mut *self.components.0.borrow().arena.get() };
- // let cur_component = inner.get_mut(update.idx).unwrap();
- cur_component.run_scope()?;
- // diff_machine.change_list.load_known_root(1);
- let (old, new) = (cur_component.old_frame(), cur_component.next_frame());
- // let (old, new) = cur_component.get_frames_mut();
- diff_machine.diff_node(old, new);
- // cur_height = cur_component.height;
- // log::debug!(
- // "Processing update: {:#?} with height {}",
- // &update.idx,
- // cur_height
- // );
- }
- Ok(())
- }
- pub fn base_scope(&self) -> &Scope {
- let idx = self.base_scope;
- self.components.try_get(idx).unwrap()
- }
- }
- // TODO!
- // These impls are actually wrong. The DOM needs to have a mutex implemented.
- unsafe impl Sync for VirtualDom {}
- unsafe impl Send for VirtualDom {}
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