vue3 diff 算法详解
源码地址
源码地址:patchChildren函数
补充说明
- patchFlag:
patchFlag是在编译template模板时,给vnode添加的一个标识信息,这个标识信息反映了vnode的哪些部位绑定了动态值,这样在更新阶段,减少非动态内容的对比消耗 - patchFlag的类型
export const enum PatchFlags { // 表示vnode具有动态textContent的元素 TEXT = 1, // 表示vnode具有动态的class CLASS = 1 << 1, // 表示具有动态的style STYLE = 1 << 2, // 表示具有动态的非class和style的props PROPS = 1 << 3, // 表示props具有动态的key,与CLASS、STYLE、PROPS冲突 FULL_PROPS = 1 << 4, // 表示有监听事件(在同构期间需要添加) HYDRATE_EVENTS = 1 << 5, // 表示vnode是个children顺序不会改变的fragment STABLE_FRAGMENT = 1 << 6, // 表示children带有key的fragment KEYED_FRAGMENT = 1 << 7, // 表示children没有key的fragment UNKEYED_FRAGMENT = 1 << 8, // 表示vnode只需要非props的patch。例如只有标签中只有ref或指令 NEED_PATCH = 1 << 9, // 表示vnode存在动态的插槽。例如动态的插槽名 DYNAMIC_SLOTS = 1 << 10, // 表示用户在模板的根级别存在注释而创建的片段,这是一个仅用于开发的标志,因为注释在生产中被剥离 DEV_ROOT_FRAGMENT = 1 << 11, // 以下都是一些特殊的flag,它们不能使用位运算进行匹配 // 表示vnode经过静态提升 HOISTED = -1, // diff算法应该退出优化模式 BAIL = -2 }
核心方法
-
patchChildren
/* 用来比对更新子节点,当节点的标记(patchFlag)为KEYED_FRAGMENT或UNKEYED_FRAGMENT 则会分别调用patchKeyedChildren和patchUnkeyedChildren进行比对 */ const patchChildren:PatchChildrenFn = (n1,n2,...) => { // n1 旧节点 n2 新节点 const c1 = n1 && n1.children const prevShapeFlag = n1 ? n1.shapeFlag : 0 const c2 = n2.children const { patchFlag, shapeFlag } = n2 if (patchFlag > 0) { // 通过位、与来判断 if (patchFlag & PatchFlags.KEYED_FRAGMENT) { // 携带key值的情况下,新旧子节点列表的比对,利用到了diff算法。 patchKeyedChildren(n1,n2,...) return } else if (patchFlag & PatchFlags.UNKEYED_FRAGMENT) { // 没有携带key patchUnkeyedChildren(n1,n2,...) return } } ... } -
isSameVNodeType
function isSameVNodeType(n1,n2):boolean { // 根据节点的类型和key值来快速判断两个VNode是否相同 return n1.type === n2.type && n1.key === n2.key } -
patchKeyedChildren
执行步骤
const patchKeyedChildren = (c1,c2,...) => { let i = 0 const l2 = c2.length // 新节点的长度 let e1 = c1.length - 1 // 旧节点最后一个元素的位置 let e2 = l2 - 1 // 新节点最后一个元素的位置 // 1. 从头部对比 while(i<=el&&i<=e2){...} // 2. 从尾部对比 while(i<=el&&i<=e2){...} // 3. 挂载新的节点 if(i>e1){...} // 4. 卸载新的节点 else if(i>e2){...} // 5. 对比剩余部分 寻找是否存在公用节点并移动位置 else{...} }代码调试
<script src="../../dist/vue.global.js"></script> <div id="demo"> <ul> <li v-for="item in list" :key="item">{{item}}</li> </ul> <button @click="handleChange">change</button> </div> <script> const App = Vue.defineComponent({ // render() { // return Vue.h('div', 'foo') // } data() { return { list: ['a', 'b', 'c'] } }, methods: { handleChange() { this.list = ['a', 'b', 'c', 'd'] } } }) Vue.createApp(App).mount('#demo') </script>头比较
while (i <= e1 && i <= e2) { const n1 = c1[i] const n2 = (c2[i] = optimized ? cloneIfMounted(c2[i] as VNode) : normalizeVNode(c2[i])) // 验证和处理VNode if (isSameVNodeType(n1, n2)) { // 验证节点是否一致 patch(...) } else { break // 不一致则跳出循环 开始尾循环 } i++ // 索引向右走 }尾比较
while (i <= e1 && i <= e2) { const n1 = c1[e1] // 最后一位的旧节点 const n2 = (c2[e2] = optimized ? cloneIfMounted(c2[e2] as VNode) : normalizeVNode(c2[e2])) if (isSameVNodeType(n1, n2)) { patch(...) } else { break } e1-- // 旧节点长度减小 e2-- // 新节点长度减小 }新增处理
经过头和尾 能够得到 i(能够复用的vnode的位置) e1(旧节点匹配的最后一位索引) e2(新节点匹配的最后一位索引)
```js // i > e1 && i <= e2,即c1旧节点列表遍历完了,c2新节点列表还未遍历完。此时c2剩余未遍历的节点, // 即全部都是新节点,直接继续遍历通过patch打补丁完成挂载(mount)即可 if(i>e1){ if(i<=e2){ const nextPos = e2 + 1 // 让nextPos指向e2指向的下一个节点 const anchor = nextPos < l2 ? (c2[nextPos] as VNode).el : parentAnchor while (i <= e2) { patch(...) i++ } } } ```删除处理
//i <= e1 && i > e2,此时c2新节点列表已经遍历完成,但c1未遍历完, //即旧节点列表c1里的所有节点都是没用的,直接继续遍历卸载掉(unmounted)c1剩余节点即可 else if(i>e2){ while(i<=e1){ unmount(...) i++ } }
处理剩余中间部分 寻找可复用node并移动
- 处理新节点的剩余部分[s2,e2],将其转换 为
keyToNewIndexMap:key:index的map结构 - 根据
toBePatched([s2,e2]的长度)生成一个newIndexToOldIndexMap值都为0的数组 - 遍历旧节点(s1,e2) 寻找新节点的值在
keyToNewIndexMap中的索引(newIndex)不存在则为undefined(后面执行unmount操作),存在则完善newIndexToOldIndexMap中的数据(主要用于第二个move循环) 执行patch操作 - 如果
newIndex大于maxNewIndexSoFar(当前可以复用节点的最大索引)则说明需要进行move操作 求newIndexToOldIndexMap的最长稳定子序列
- 若该节点在
newIndexToOldIndexMap中的值为0,则说明为新增节点,对其新增 - 否则遍历
newIndexToOldIndexMap,若索引值在increasingNewIndexSequence中, 则跳过该节点不移动,否则移动节点
const s1 = i // prev starting index s1指向旧节点开始的索引(剩余中间部分)
const s2 = i // next starting index s2指向新节点开始的索引(剩余中间部分)
// 5.1 build key:index map for newChildren
//生成新节点 key:index 的映射关系 方便后面查找可复用节点
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 */
// newIndexToOldIndexMap的索引index即c2当前项的位置,value为c2项在c1中的位置加1。
//如果当前位置的值为0,则c2该位置的节点是全新的节点,直接生成即可 。否则,通过移动来实现复用
let j
let patched = 0
const toBePatched = e2 - s2 + 1 // 5 - 2 + 1 中间待修补的范围区间长度 [s2,e2]
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) // 一个对应toBePatched长度且内容为0的数组
for (i = 0; i < toBePatched; i++) newIndexToOldIndexMap[i] = 0
// newIndexToOldIndexMap:[0,0,0,0]
// 利用c1[s1]的key值,在keyToNewIndexMap中找c2同key值项的位置赋值给newIndex,
//找到则完善newIndexToOldIndexMap,否则unmount卸载掉当前项
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 // prevChild.key 在newIndexToOldIndexMap不存在则为undefined
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
}
}
}
// 如果 newIndex 为undefined 说明新节点中没有 则执行卸载操作
if (newIndex === undefined) {
unmount(prevChild, parentComponent, parentSuspense, true)
} else {
// 将newIndexToOldIndexMap中可复用的节点位置 赋值为i+1
newIndexToOldIndexMap[newIndex - s2] = i + 1
// maxNewIndexSoFar 当前可以复用节点的最大索引
if (newIndex >= maxNewIndexSoFar) {
maxNewIndexSoFar = newIndex
} else {
moved = true
}
console.log('prevChild => ', prevChild)
console.log('c2[newIndex] => ', c2[newIndex])
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--
}
}
}
-
patchUnkeyedChildren
用于比对两个没有添加key的新旧Vnode列表
- 获取旧节点列表c1和新节点列表c2的长度,再取其最小长度(防止遍历的时候越界)
c1 = c1 || EMPTY_ARR c2 = c2 || EMPTY_ARR const oldLength = c1.length const newLength = c2.length const commonLength = Math.min(oldLength, newLength)- 头头比对,一个个patch,相同则复用,不同则直接打补丁、重新生成再替换。
let i for (i = 0; i < commonLength; i++) { const nextChild = c2[i] patch( c1[i], nextChild, container, null, parentComponent, parentSuspense, isSVG, slotScopeIds, optimized ) }- 如果c2遍历完,c1未遍历完,即旧节点列表未遍历完,卸载掉多余的节点。相反,新节点列表未遍历完,则生成新的节点。
if (oldLength > newLength) { // remove old unmountChildren( c1, parentComponent, parentSuspense, true, false, commonLength ) } else { // mount new mountChildren( c2, container, anchor, parentComponent, parentSuspense, isSVG, slotScopeIds, optimized, commonLength ) }