some light editing of the router loop explanation
- preserving all the flavor
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@ -8,22 +8,22 @@
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;; -- Router Loop ------------------------------------------------------------
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;;
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;; Conceptually, the task is to process events in a perpetual loop, one after
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;; the other, FIFO, calling the right event-handler for each. Being idle when
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;; ther are no events, and firing up when one arrives, etc. The processing
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;; of events happens "asynchronously" sometime after an event is dispatched.
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;; the other, FIFO, calling the right event-handler for each, being idle when
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;; there are no events, and firing up when one arrives, etc. The processing
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;; of an event happens "asynchronously" sometime after the event is
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;; dispatched.
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;;
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;; In practice, browsers only have a single thread of control and we must be
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;; careful to not hog the CPU.
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;; When processing events one after another, we must hand back control to
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;; the browser regularly, so it can redraw, process websockets, etc. But not
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;; too regularly! If we are in a de-focused browser tab, then our app
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;; will be CPU throttled. Each time we get back control, we have to process all
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;; queued events, or else something like a bursty websocket (producing events)
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;; might overwhelm the queue. So there's a balance.
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;; careful to not hog the CPU. When processing events one after another, we
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;; must hand back control to the browser regularly, so it can redraw, process
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;; websockets, etc. But not too regularly! If we are in a de-focused browser
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;; tab, our app will be CPU throttled. Each time we get back control, we have
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;; to process all queued events, or else something like a bursty websocket
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;; (producing events) might overwhelm the queue. So there's a balance.
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;;
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;; The original implementation of this router loop used core.async. It
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;; was fairly simple, and it mostly worked, but it did not give enough
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;; control. So now we hand-roll our own, mini finite-state-machine and all.
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;; The original implementation of this router loop used core.async. It was
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;; fairly simple, and it mostly worked, but it did not give enough
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;; control. So now we hand-roll our own, finite-state-machine and all.
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;;
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;; The strategy is this:
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;; - maintain a queue of `dispatched` events.
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@ -31,20 +31,20 @@
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;; goog.async.nextTick, which means it will happen "very soon".
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;; - when processing events, do ALL the ones currently queued. Don't stop.
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;; Don't yield to the browser. Hog that CPU.
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;; - but if any new events arrive during this cycle of processing,
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;; don't do them immediately. Leave then queued. Yield first to the
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;; browser, and do these new events in the next processing cycle.
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;; That way we drain the queue up to a point, but we
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;; never hog the CPU forever. In particular, we handle the case
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;; where handling one event will begat another event. The freshly begated
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;; event will be handled next cycle, with yielding in between.
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;; - but if any new events arrive during this cycle of processing, don't do
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;; them immediately. Leave them queued. Yield first to the browser, and
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;; do these new events in the next processing cycle. That way we drain
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;; the queue up to a point, but we never hog the CPU forever. In
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;; particular, we handle the case where handling one event will beget
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;; another event. The freshly begat event will be handled next cycle,
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;; with yielding in between.
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;; - In some cases, an event should not be run until after the GUI has been
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;; updated. Ie. after the next reagent animation frame. In such a case,
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;; updated, i.e., after the next reagent animation frame. In such a case,
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;; the event should be dispatched with :flush-dom metadata like this:
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;; (dispatch ^:flush-dom [:event-id other params])
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;; Such an event will block all further processing, because events are
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;; processed sequentially. We must do one event before we can handle the
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;; ones behind it.
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;; Such an event will temporarily block all further processing because
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;; events are processed sequentially: we handle each event before we
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;; handle the ones behind it.
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;;
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;; Implementation
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;; - queue processing can be in a number of states: scheduled, running, paused
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