Add ChangeBatcher to plugin for two-way sync (#478)

* Implement ChangeBatcher

* Use ChangeBatcher for two-way sync

* Pause updates during patch application

* I can English good

* Break after encountering a nil Parent change

This prevents __flush from erroring out when an instance's Parent is
changed to nil and it has other property changes in the same batch.

* Update rbx_dom_lua

* Don't connect changed listeners in a running game

 #468 made me realize how bad of an idea this is in general...

* Update TestEZ and fix sibling Ref reification test

* Add ChangeBatcher tests

* Test instance unpausing by breaking functionality out to __cycle

* Break up the module a bit and improve tests

* Shuffle requires around and edit comment

* Break out more stuff, rename createChangePatch -> createPatchSet

* Make ChangeBatcher responsible for unpausing all paused instances

This somewhat improves the situation (of course, it would preferrable
to not have to hack around this problem with Source at all). It also
sets us up nicely if we come across any other properties that do
anything similar.

* Remove old reference to pausedBatchInstances

* Use RenderStepped instead of Heartbeat and trash multi-frame pauses

I probably should have done this in the first place...

ChangeBatcher still needs to unpause instances, but we don't need to
hold pauses for any longer than one cycle.

* Remove useless branch

* if not next(x) -> if next(x) == nil

* Add InstanceMap:unpauseAllInstances, use it in ChangeBatcher

* Move IsRunning check to InstanceMap:__maybeFireInstanceChanged
This commit is contained in:
Kenneth Loeffler
2021-10-18 15:18:51 -07:00
committed by GitHub
parent 277ddfa9be
commit 9d0b313261
14 changed files with 483 additions and 74 deletions

View File

@@ -1,3 +1,5 @@
local RunService = game:GetService("RunService")
local Log = require(script.Parent.Parent.Log)
--[[
@@ -135,29 +137,31 @@ function InstanceMap:destroyId(id)
end
--[[
Pause updates for an instance momentarily and invoke a callback.
If the callback throws an error, InstanceMap will still be kept in a
consistent state.
Pause updates for an instance.
]]
function InstanceMap:pauseInstance(instance, callback)
function InstanceMap:pauseInstance(instance)
local id = self.fromInstances[instance]
-- If we don't know about this instance, ignore it and do not invoke the
-- callback.
-- If we don't know about this instance, ignore it.
if id == nil then
return
end
self.pausedUpdateInstances[instance] = true
local success, result = xpcall(callback, debug.traceback)
self.pausedUpdateInstances[instance] = false
end
if success then
return result
else
error(result, 2)
end
--[[
Unpause updates for an instance.
]]
function InstanceMap:unpauseInstance(instance)
self.pausedUpdateInstances[instance] = nil
end
--[[
Unpause updates for all instances.
]]
function InstanceMap:unpauseAllInstances()
table.clear(self.pausedUpdateInstances)
end
function InstanceMap:__connectSignals(instance)
@@ -200,6 +204,12 @@ function InstanceMap:__maybeFireInstanceChanged(instance, propertyName)
return
end
if RunService:IsRunning() then
-- We probably don't want to pick up property changes to save to the
-- filesystem in a running game.
return
end
self.onInstanceChanged(instance, propertyName)
end
@@ -222,4 +232,4 @@ function InstanceMap:__disconnectSignals(instance)
end
end
return InstanceMap
return InstanceMap