vue 3.2.26 源码解读(一)reactivity响应式
vue 3.2.26 源码解读(二)初始化渲染
vue 3.2.26 源码解读(三)diff算法原理
demo
我们接着上篇文章vue 3.2.26 源码解读(二)初始化渲染的demo
const {reactive, h} = Vue;
Vue.createApp({
setup() {
const a = reactive({arr: [1,2,3,4,5,6,7]});
return () => {
const lis = a.arr.map((item)=>{
return h('li', {
key: item
}, item)
});
return h('ul', {
onclick: ()=>{
a.arr = [1, 6, 2, 4, 3, 5, 7]
}
}, lis)
}
}
}).mount('#demo')
更新原理
当我们触发点击事件后,会导致a.arr的修改,根据我第一篇响应式原理,此时会执行effect执行,我们来回顾一下effect:
const effect = (instance.effect = new ReactiveEffect(
componentUpdateFn,
() => queueJob(instance.update),
instance.scope // track it in component's effect scope
))
const update = (instance.update = effect.run.bind(effect) as SchedulerJob)
由于我们传入了scheduler,所以effect执行的是该方法
queueJob
- 将所有update推入队列
- 在微任务中异步执行
const queue: SchedulerJob[] = []
const resolvedPromise: Promise<any> = Promise.resolve()
export function queueJob(job: SchedulerJob) {
// the dedupe search uses the startIndex argument of Array.includes()
// by default the search index includes the current job that is being run
// so it cannot recursively trigger itself again.
// if the job is a watch() callback, the search will start with a +1 index to
// allow it recursively trigger itself - it is the user's responsibility to
// ensure it doesn't end up in an infinite loop.
if (
(!queue.length ||
!queue.includes(
job,
isFlushing && job.allowRecurse ? flushIndex + 1 : flushIndex
)) &&
job !== currentPreFlushParentJob
) {
if (job.id == null) {
queue.push(job)
} else {
queue.splice(findInsertionIndex(job.id), 0, job)
}
queueFlush()
}
}
function queueFlush() {
if (!isFlushing && !isFlushPending) {
isFlushPending = true
currentFlushPromise = resolvedPromise.then(flushJobs)
}
}
flushJobs
- 初始化状态
- job排序
- 依次执行job,即update函数,即componentUpdateFn
function flushJobs(seen?: CountMap) {
isFlushPending = false
isFlushing = true
flushPreFlushCbs(seen)
// Sort queue before flush.
// This ensures that:
// 1. Components are updated from parent to child. (because parent is always
// created before the child so its render effect will have smaller
// priority number)
// 2. If a component is unmounted during a parent component's update,
// its update can be skipped.
queue.sort((a, b) => getId(a) - getId(b))
// conditional usage of checkRecursiveUpdate must be determined out of
// try ... catch block since Rollup by default de-optimizes treeshaking
// inside try-catch. This can leave all warning code unshaked. Although
// they would get eventually shaken by a minifier like terser, some minifiers
// would fail to do that (e.g. https://github.com/evanw/esbuild/issues/1610)
const check = __DEV__
? (job: SchedulerJob) => checkRecursiveUpdates(seen!, job)
: NOOP
try {
for (flushIndex = 0; flushIndex < queue.length; flushIndex++) {
const job = queue[flushIndex]
if (job && job.active !== false) {
if (__DEV__ && check(job)) {
continue
}
// console.log(`running:`, job.id)
callWithErrorHandling(job, null, ErrorCodes.SCHEDULER)
}
}
} finally {
flushIndex = 0
queue.length = 0
flushPostFlushCbs(seen)
isFlushing = false
currentFlushPromise = null
// some postFlushCb queued jobs!
// keep flushing until it drains.
if (
queue.length ||
pendingPreFlushCbs.length ||
pendingPostFlushCbs.length
) {
flushJobs(seen)
}
}
}
patchKeyedChildren
当我们执行到componentUpdateFn时,与初始化逻辑唯一不同的便是要走更新方法。以下就是diff的核心方法。
依次按照以下逻辑执行:
- 顺序比对
- 倒序比对
- 新增
- 移除
- 乱序(我们重点来看这种比较)
eg:
- old: [1, 2, 3, 4, 5, 6, 7]
- new: [1, 6, 2, 4, 3, 5, 7]
-
顺序比对 [2, 3, 4, 5, 6, 7]
[6, 2, 4, 3, 5, 7] -
倒序比对 [2, 3, 4, 5, 6]
[6, 2, 4, 3, 5] -
新增、移除(当前demo不符合条件,数组不变) [2, 3, 4, 5, 6]
[6, 2, 4, 3, 5] -
乱序
- 将没有比对的老节点使用
keyToNewIndexMap.set(nextChild.key, i)
保存,key是组件key属性,value为数组下标 - 拿到新节点在老节点中的下标[5, 1, 3, 2, 4]若新数组没有值则使用-1代替
- 找到当前最长递增子序列[1, 3, 4]对应的元素[2, 4, 5]不用移动
- 移动剩下的节点元素,从而减少移动次数
// can be all-keyed or mixed
const patchKeyedChildren = (
c1: VNode[],
c2: VNodeArrayChildren,
container: RendererElement,
parentAnchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
slotScopeIds: string[] | null,
optimized: boolean
) => {
let i = 0
const l2 = c2.length
let e1 = c1.length - 1 // prev ending index
let e2 = l2 - 1 // next ending index
// 1. sync from start
// (a b) c
// (a b) d e
while (i <= e1 && i <= e2) {
const n1 = c1[i]
const n2 = (c2[i] = optimized
? cloneIfMounted(c2[i] as VNode)
: normalizeVNode(c2[i]))
if (isSameVNodeType(n1, n2)) {
patch(
n1,
n2,
container,
null,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
} else {
break
}
i++
}
// 2. sync from end
// a (b c)
// d e (b c)
while (i <= e1 && i <= e2) {
const n1 = c1[e1]
const n2 = (c2[e2] = optimized
? cloneIfMounted(c2[e2] as VNode)
: normalizeVNode(c2[e2]))
if (isSameVNodeType(n1, n2)) {
patch(
n1,
n2,
container,
null,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
} else {
break
}
e1--
e2--
}
// 3. common sequence + mount
// (a b)
// (a b) c
// i = 2, e1 = 1, e2 = 2
// (a b)
// c (a b)
// i = 0, e1 = -1, e2 = 0
if (i > e1) {
if (i <= e2) {
const nextPos = e2 + 1
const anchor = nextPos < l2 ? (c2[nextPos] as VNode).el : parentAnchor
while (i <= e2) {
patch(
null,
(c2[i] = optimized
? cloneIfMounted(c2[i] as VNode)
: normalizeVNode(c2[i])),
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
i++
}
}
}
// 4. common sequence + unmount
// (a b) c
// (a b)
// i = 2, e1 = 2, e2 = 1
// a (b c)
// (b c)
// i = 0, e1 = 0, e2 = -1
else if (i > e2) {
while (i <= e1) {
unmount(c1[i], parentComponent, parentSuspense, true)
i++
}
}
// 5. unknown sequence
// [i ... e1 + 1]: a b [c d e] f g
// [i ... e2 + 1]: a b [e d c h] f g
// i = 2, e1 = 4, e2 = 5
else {
const s1 = i // prev starting index
const s2 = i // next starting index
// 5.1 build key:index map for newChildren
const keyToNewIndexMap: Map<string | number | symbol, number> = new Map()
for (i = s2; i <= e2; i++) {
const nextChild = (c2[i] = optimized
? cloneIfMounted(c2[i] as VNode)
: normalizeVNode(c2[i]))
if (nextChild.key != null) {
if (__DEV__ && keyToNewIndexMap.has(nextChild.key)) {
warn(
`Duplicate keys found during update:`,
JSON.stringify(nextChild.key),
`Make sure keys are unique.`
)
}
keyToNewIndexMap.set(nextChild.key, i)
}
}
// 5.2 loop through old children left to be patched and try to patch
// matching nodes & remove nodes that are no longer present
let j
let patched = 0
const toBePatched = e2 - s2 + 1
let moved = false
// used to track whether any node has moved
let maxNewIndexSoFar = 0
// works as Map<newIndex, oldIndex>
// Note that oldIndex is offset by +1
// and oldIndex = 0 is a special value indicating the new node has
// no corresponding old node.
// used for determining longest stable subsequence
const newIndexToOldIndexMap = new Array(toBePatched)
for (i = 0; i < toBePatched; i++) newIndexToOldIndexMap[i] = 0
for (i = s1; i <= e1; i++) {
const prevChild = c1[i]
if (patched >= toBePatched) {
// all new children have been patched so this can only be a removal
unmount(prevChild, parentComponent, parentSuspense, true)
continue
}
let newIndex
if (prevChild.key != null) {
newIndex = keyToNewIndexMap.get(prevChild.key)
} else {
// key-less node, try to locate a key-less node of the same type
for (j = s2; j <= e2; j++) {
if (
newIndexToOldIndexMap[j - s2] === 0 &&
isSameVNodeType(prevChild, c2[j] as VNode)
) {
newIndex = j
break
}
}
}
if (newIndex === undefined) {
unmount(prevChild, parentComponent, parentSuspense, true)
} else {
newIndexToOldIndexMap[newIndex - s2] = i + 1
if (newIndex >= maxNewIndexSoFar) {
maxNewIndexSoFar = newIndex
} else {
moved = true
}
patch(
prevChild,
c2[newIndex] as VNode,
container,
null,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
patched++
}
}
// 5.3 move and mount
// generate longest stable subsequence only when nodes have moved
const increasingNewIndexSequence = moved
? getSequence(newIndexToOldIndexMap)
: EMPTY_ARR
j = increasingNewIndexSequence.length - 1
// looping backwards so that we can use last patched node as anchor
for (i = toBePatched - 1; i >= 0; i--) {
const nextIndex = s2 + i
const nextChild = c2[nextIndex] as VNode
const anchor =
nextIndex + 1 < l2 ? (c2[nextIndex + 1] as VNode).el : parentAnchor
if (newIndexToOldIndexMap[i] === 0) {
// mount new
patch(
null,
nextChild,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
} else if (moved) {
// move if:
// There is no stable subsequence (e.g. a reverse)
// OR current node is not among the stable sequence
if (j < 0 || i !== increasingNewIndexSequence[j]) {
move(nextChild, container, anchor, MoveType.REORDER)
} else {
j--
}
}
}
}
}