aspnetcore/src/Microsoft.AspNetCore.Blazor/RenderTree/RenderTreeDiffComputer.cs

348 lines
17 KiB
C#

// Copyright (c) .NET Foundation. All rights reserved.
// Licensed under the Apache License, Version 2.0. See License.txt in the project root for license information.
using System;
using Microsoft.AspNetCore.Blazor.Components;
using Microsoft.AspNetCore.Blazor.Rendering;
namespace Microsoft.AspNetCore.Blazor.RenderTree
{
internal class RenderTreeDiffComputer
{
private readonly Renderer _renderer;
private readonly ArrayBuilder<RenderTreeEdit> _entries = new ArrayBuilder<RenderTreeEdit>(10);
public RenderTreeDiffComputer(Renderer renderer)
{
_renderer = renderer ?? throw new ArgumentNullException(nameof(renderer));
}
/// <summary>
/// As well as computing the diff between the two trees, this method also has the side-effect
/// of instantiating child components on newly-inserted Component nodes, and copying the existing
/// component instances onto retained Component nodes. It's particularly convenient to do that
/// here because we have the right information and are already walking the trees to do the diff.
/// </summary>
public RenderTreeDiff ApplyNewRenderTreeVersion(
ArrayRange<RenderTreeNode> oldTree,
ArrayRange<RenderTreeNode> newTree)
{
_entries.Clear();
var siblingIndex = 0;
AppendDiffEntriesForRange(oldTree.Array, 0, oldTree.Count, newTree.Array, 0, newTree.Count, ref siblingIndex);
return new RenderTreeDiff(_entries.ToRange(), newTree);
}
private void AppendDiffEntriesForRange(
RenderTreeNode[] oldTree, int oldStartIndex, int oldEndIndexExcl,
RenderTreeNode[] newTree, int newStartIndex, int newEndIndexExcl,
ref int siblingIndex)
{
var hasMoreOld = oldEndIndexExcl > oldStartIndex;
var hasMoreNew = newEndIndexExcl > newStartIndex;
var prevOldSeq = -1;
var prevNewSeq = -1;
while (hasMoreOld || hasMoreNew)
{
var oldSeq = hasMoreOld ? oldTree[oldStartIndex].Sequence : int.MaxValue;
var newSeq = hasMoreNew ? newTree[newStartIndex].Sequence : int.MaxValue;
if (oldSeq == newSeq)
{
AppendDiffEntriesForNodesWithSameSequence(oldTree, oldStartIndex, newTree, newStartIndex, ref siblingIndex);
oldStartIndex = NextSiblingIndex(oldTree, oldStartIndex);
newStartIndex = NextSiblingIndex(newTree, newStartIndex);
hasMoreOld = oldEndIndexExcl > oldStartIndex;
hasMoreNew = newEndIndexExcl > newStartIndex;
prevOldSeq = oldSeq;
prevNewSeq = newSeq;
}
else
{
bool treatAsInsert;
var oldLoopedBack = oldSeq <= prevOldSeq;
var newLoopedBack = newSeq <= prevNewSeq;
if (oldLoopedBack == newLoopedBack)
{
// Both sequences are proceeding through the same loop block, so do a simple
// preordered merge join (picking from whichever side brings us closer to being
// back in sync)
treatAsInsert = newSeq < oldSeq;
if (oldLoopedBack)
{
// If both old and new have now looped back, we must reset their 'looped back'
// tracker so we can treat them as proceeding through the same loop block
prevOldSeq = prevNewSeq = -1;
}
}
else if (oldLoopedBack)
{
// Old sequence looped back but new one didn't
// The new sequence either has some extra trailing elements in the current loop block
// which we should insert, or omits some old trailing loop blocks which we should delete
// TODO: Find a way of not recomputing this next flag on every iteration
var newLoopsBackLater = false;
for (var testIndex = newStartIndex + 1; testIndex < newEndIndexExcl; testIndex++)
{
if (newTree[testIndex].Sequence < newSeq)
{
newLoopsBackLater = true;
break;
}
}
// If the new sequence loops back later to an earlier point than this,
// then we know it's part of the existing loop block (so should be inserted).
// If not, then it's unrelated to the previous loop block (so we should treat
// the old items as trailing loop blocks to be removed).
treatAsInsert = newLoopsBackLater;
}
else
{
// New sequence looped back but old one didn't
// The old sequence either has some extra trailing elements in the current loop block
// which we should delete, or the new sequence has extra trailing loop blocks which we
// should insert
// TODO: Find a way of not recomputing this next flag on every iteration
var oldLoopsBackLater = false;
for (var testIndex = oldStartIndex + 1; testIndex < oldEndIndexExcl; testIndex++)
{
if (oldTree[testIndex].Sequence < oldSeq)
{
oldLoopsBackLater = true;
break;
}
}
// If the old sequence loops back later to an earlier point than this,
// then we know it's part of the existing loop block (so should be removed).
// If not, then it's unrelated to the previous loop block (so we should treat
// the new items as trailing loop blocks to be inserted).
treatAsInsert = !oldLoopsBackLater;
}
if (treatAsInsert)
{
var newNodeType = newTree[newStartIndex].NodeType;
if (newNodeType == RenderTreeNodeType.Attribute)
{
Append(RenderTreeEdit.SetAttribute(siblingIndex, newStartIndex));
newStartIndex++;
}
else
{
if (newNodeType == RenderTreeNodeType.Element || newNodeType == RenderTreeNodeType.Component)
{
InstantiateChildComponents(newTree, newStartIndex);
}
Append(RenderTreeEdit.PrependNode(siblingIndex, newStartIndex));
newStartIndex = NextSiblingIndex(newTree, newStartIndex);
siblingIndex++;
}
hasMoreNew = newEndIndexExcl > newStartIndex;
prevNewSeq = newSeq;
}
else
{
if (oldTree[oldStartIndex].NodeType == RenderTreeNodeType.Attribute)
{
Append(RenderTreeEdit.RemoveAttribute(siblingIndex, oldTree[oldStartIndex].AttributeName));
oldStartIndex++;
}
else
{
Append(RenderTreeEdit.RemoveNode(siblingIndex));
oldStartIndex = NextSiblingIndex(oldTree, oldStartIndex);
}
hasMoreOld = oldEndIndexExcl > oldStartIndex;
prevOldSeq = oldSeq;
}
}
}
}
private static int NextSiblingIndex(RenderTreeNode[] tree, int nodeIndex)
{
var descendantsEndIndex = tree[nodeIndex].ElementDescendantsEndIndex;
return (descendantsEndIndex == 0 ? nodeIndex : descendantsEndIndex) + 1;
}
private void AppendDiffEntriesForNodesWithSameSequence(
RenderTreeNode[] oldTree, int oldNodeIndex,
RenderTreeNode[] newTree, int newNodeIndex,
ref int siblingIndex)
{
// We can assume that the old and new nodes are of the same type, because they correspond
// to the same sequence number (and if not, the behaviour is undefined).
switch (newTree[newNodeIndex].NodeType)
{
case RenderTreeNodeType.Text:
{
var oldText = oldTree[oldNodeIndex].TextContent;
var newText = newTree[newNodeIndex].TextContent;
if (!string.Equals(oldText, newText, StringComparison.Ordinal))
{
Append(RenderTreeEdit.UpdateText(siblingIndex, newNodeIndex));
}
siblingIndex++;
break;
}
case RenderTreeNodeType.Element:
{
var oldElementName = oldTree[oldNodeIndex].ElementName;
var newElementName = newTree[newNodeIndex].ElementName;
if (string.Equals(oldElementName, newElementName, StringComparison.Ordinal))
{
var oldNodeAttributesEndIndexExcl = GetAttributesEndIndexExclusive(oldTree, oldNodeIndex);
var newNodeAttributesEndIndexExcl = GetAttributesEndIndexExclusive(newTree, newNodeIndex);
// Diff the attributes
AppendDiffEntriesForRange(
oldTree, oldNodeIndex + 1, oldNodeAttributesEndIndexExcl,
newTree, newNodeIndex + 1, newNodeAttributesEndIndexExcl,
ref siblingIndex);
// Diff the children
var oldNodeChildrenEndIndexExcl = oldTree[oldNodeIndex].ElementDescendantsEndIndex + 1;
var newNodeChildrenEndIndexExcl = newTree[newNodeIndex].ElementDescendantsEndIndex + 1;
var hasChildrenToProcess =
oldNodeChildrenEndIndexExcl > oldNodeAttributesEndIndexExcl ||
newNodeChildrenEndIndexExcl > newNodeAttributesEndIndexExcl;
if (hasChildrenToProcess)
{
Append(RenderTreeEdit.StepIn(siblingIndex));
var childSiblingIndex = 0;
AppendDiffEntriesForRange(
oldTree, oldNodeAttributesEndIndexExcl, oldNodeChildrenEndIndexExcl,
newTree, newNodeAttributesEndIndexExcl, newNodeChildrenEndIndexExcl,
ref childSiblingIndex);
Append(RenderTreeEdit.StepOut());
siblingIndex++;
}
else
{
siblingIndex++;
}
}
else
{
// Elements with different names are treated as completely unrelated
Append(RenderTreeEdit.PrependNode(siblingIndex, newNodeIndex));
siblingIndex++;
Append(RenderTreeEdit.RemoveNode(siblingIndex));
}
break;
}
case RenderTreeNodeType.Component:
{
var oldComponentType = oldTree[oldNodeIndex].ComponentType;
var newComponentType = newTree[newNodeIndex].ComponentType;
if (oldComponentType == newComponentType)
{
// Since it's the same child component type, we'll preserve the instance
// rather than instantiating a new one
newTree[newNodeIndex].SetChildComponentInstance(
oldTree[oldNodeIndex].ComponentId,
oldTree[oldNodeIndex].Component);
// TODO: Compare attributes and notify the existing child component
// instance of any changes
siblingIndex++;
}
else
{
// Child components of different types are treated as completely unrelated
Append(RenderTreeEdit.PrependNode(siblingIndex, newNodeIndex));
siblingIndex++;
Append(RenderTreeEdit.RemoveNode(siblingIndex));
}
break;
}
case RenderTreeNodeType.Attribute:
{
var oldName = oldTree[oldNodeIndex].AttributeName;
var newName = newTree[newNodeIndex].AttributeName;
if (string.Equals(oldName, newName, StringComparison.Ordinal))
{
var changed =
!string.Equals(oldTree[oldNodeIndex].AttributeValue, newTree[newNodeIndex].AttributeValue, StringComparison.Ordinal)
|| oldTree[oldNodeIndex].AttributeEventHandlerValue != newTree[newNodeIndex].AttributeEventHandlerValue;
if (changed)
{
Append(RenderTreeEdit.SetAttribute(siblingIndex, newNodeIndex));
}
}
else
{
// Since this code path is never reachable for Razor components (because you
// can't have two different attribute names from the same source sequence), we
// could consider removing the 'name equality' check entirely for perf
Append(RenderTreeEdit.SetAttribute(siblingIndex, newNodeIndex));
Append(RenderTreeEdit.RemoveAttribute(siblingIndex, oldName));
}
break;
}
default:
throw new NotImplementedException($"Encountered unsupported node type during diffing: {newTree[newNodeIndex].NodeType}");
}
}
private int GetAttributesEndIndexExclusive(RenderTreeNode[] tree, int rootIndex)
{
var descendantsEndIndex = tree[rootIndex].ElementDescendantsEndIndex;
var index = rootIndex + 1;
for (; index <= descendantsEndIndex; index++)
{
if (tree[index].NodeType != RenderTreeNodeType.Attribute)
{
break;
}
}
return index;
}
private void Append(in RenderTreeEdit entry)
{
if (entry.Type == RenderTreeEditType.StepOut)
{
// If the preceding node is a StepIn, then the StepOut cancels it out
var previousIndex = _entries.Count - 1;
if (previousIndex >= 0 && _entries.Buffer[previousIndex].Type == RenderTreeEditType.StepIn)
{
_entries.RemoveLast();
return;
}
}
_entries.Append(entry);
}
private void InstantiateChildComponents(RenderTreeNode[] nodes, int startIndex)
{
var endIndex = nodes[startIndex].ElementDescendantsEndIndex;
for (var i = startIndex; i <= endIndex; i++)
{
if (nodes[i].NodeType == RenderTreeNodeType.Component)
{
if (nodes[i].Component != null)
{
throw new InvalidOperationException($"Child component already exists during {nameof(InstantiateChildComponents)}");
}
_renderer.InstantiateChildComponent(ref nodes[i]);
}
}
}
}
}