# vnode的patch过程
createApp(App).mount(document.querySelector('#app')
回顾之前分析的Vue3.x应用的创建过程,我们知道在createApp方法中传入的根组件最后会调用patch方法 来执行根组件vnode的patch过程,在分析了vnode的创建过程后,我们对于vnode有了一个基本的了解, 接下来我们通过分析patch过程,来了解Vue3.x对于不同vnode的处理过程:
# patch
const patch: PatchFn = (
n1,
n2,
container,
anchor = null,
parentComponent = null,
parentSuspense = null,
isSVG = false,
optimized = false
) => {
// 如果旧vnode存在,并且新旧vnode的type、key不同
// 则先unmount旧节点,并将旧节点n1设置为null
if (n1 && !isSameVNodeType(n1, n2)) {
anchor = getNextHostNode(n1)
unmount(n1, parentComponent, parentSuspense, true)
n1 = null
}
// 如果patchFlag是PatchFlags.BAIL则跳过优化模式
// 并将vnode的dynamicChildren设置为null
if (n2.patchFlag === PatchFlags.BAIL) {
optimized = false
n2.dynamicChildren = null
}
const { type, ref, shapeFlag } = n2
switch (type) {
case Text:
// 处理文本节点
processText(n1, n2, container, anchor)
break
case Comment:
// 处理注释节点
processCommentNode(n1, n2, container, anchor)
break
case Static:
if (n1 == null) {
mountStaticNode(n2, container, anchor, isSVG)
} else if (__DEV__) {
patchStaticNode(n1, n2, container, isSVG)
}
break
case Fragment:
// 处理Fragment节点
processFragment(
n1,
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
optimized
)
break
default:
if (shapeFlag & ShapeFlags.ELEMENT) {
// 处理elment节点
processElement(
n1,
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
optimized
)
} else if (shapeFlag & ShapeFlags.COMPONENT) {
// 处理组件节点
processComponent(
n1,
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
optimized
)
} else if (shapeFlag & ShapeFlags.TELEPORT) {
// 处理teleport节点
;(type as typeof TeleportImpl).process(
n1 as TeleportVNode,
n2 as TeleportVNode,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
optimized,
internals
)
} else if (__FEATURE_SUSPENSE__ && shapeFlag & ShapeFlags.SUSPENSE) {
// 处理suspense节点
;(type as typeof SuspenseImpl).process(
n1,
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
optimized,
internals
)
} else if (__DEV__) {
warn('Invalid VNode type:', type, `(${typeof type})`)
}
}
// 设置ref
if (ref != null && parentComponent) {
setRef(ref, n1 && n1.ref, parentComponent, parentSuspense, n2)
}
}
可以看到patch就是一个递归处理vnode节点的过程,根据编译和创建vnode时生成的type和shapeFlag来决定处理什么节点。
# 处理组件节点processComponent
// 处理组件vnode
const processComponent = (
n1: VNode | null,
n2: VNode,
container: RendererElement,
anchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
optimized: boolean
) => {
// 如果旧节点不存在则调用mountComponent,执行创建组件的逻辑
// 否则调用updateComponent更新组件
if (n1 == null) {
mountComponent(
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
optimized
)
} else {
updateComponent(n1, n2, optimized)
}
}
# 组件创建
// 创建组件的逻辑
const mountComponent: MountComponentFn = (
initialVNode,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
optimized
) => {
// 1、创建组件实例
const instance: ComponentInternalInstance = (initialVNode.component = createComponentInstance(
initialVNode,
parentComponent,
parentSuspense
))
...
// 2、处理组件vnode上的props、执行组件的setup方法
setupComponent(instance)
...
// 3、创建组件Effect
setupRenderEffect(
instance,
initialVNode,
container,
anchor,
parentSuspense,
isSVG,
optimized
)
...
}
1、创建组件实例
export function createComponentInstance(
vnode: VNode,
parent: ComponentInternalInstance | null,
suspense: SuspenseBoundary | null
) {
// 拿到根组件的定义
const type = vnode.type as ConcreteComponent
// 拿到全局上下文
const appContext =
(parent ? parent.appContext : vnode.appContext) || emptyAppContext
// 创建组件实例
const instance: ComponentInternalInstance = {
uid: uid++,
vnode,
type,
parent,
appContext,
root: null!, // to be immediately set
next: null,
subTree: null!, // will be set synchronously right after creation
update: null!, // will be set synchronously right after creation
render: null,
proxy: null,
withProxy: null,
effects: null,
provides: parent ? parent.provides : Object.create(appContext.provides),
accessCache: null!,
renderCache: [],
// state
ctx: EMPTY_OBJ,
data: EMPTY_OBJ,
props: EMPTY_OBJ,
attrs: EMPTY_OBJ,
slots: EMPTY_OBJ,
refs: EMPTY_OBJ,
setupState: EMPTY_OBJ,
setupContext: null,
// suspense related
suspense,
asyncDep: null,
asyncResolved: false,
// lifecycle hooks
// not using enums here because it results in computed properties
isMounted: false,
isUnmounted: false,
isDeactivated: false,
bc: null,
c: null,
bm: null,
m: null,
bu: null,
u: null,
um: null,
bum: null,
da: null,
a: null,
rtg: null,
rtc: null,
ec: null,
emit: null as any, // to be set immediately
emitted: null
}
if (__DEV__) {
instance.ctx = createRenderContext(instance)
} else {
instance.ctx = { _: instance }
}
// 将根组件的实例保存在实例的root属性上
instance.root = parent ? parent.root : instance
// 将emit方法的this指向实例,并保存到emit属性上
instance.emit = emit.bind(null, instance)
return instance
}
2、处理组件插槽、props,执行setup方法
export function setupComponent(
instance: ComponentInternalInstance,
isSSR = false
) {
isInSSRComponentSetup = isSSR
const { props, children, shapeFlag } = instance.vnode
//
const isStateful = shapeFlag & ShapeFlags.STATEFUL_COMPONENT
// 处理props
initProps(instance, props, isStateful, isSSR)
// 处理slot
initSlots(instance, children)
// 如果是非函数组件,调用setupStatefulComponent执行setup
const setupResult = isStateful
? setupStatefulComponent(instance, isSSR)
: undefined
isInSSRComponentSetup = false
return setupResult
}
执行setup方法
function setupStatefulComponent(
instance: ComponentInternalInstance,
isSSR: boolean
) {
// 拿到实例上的组件定义
const Component = instance.type as ComponentOptions
...
instance.accessCache = {}
// 代理组件上下文,将生成的代理对象保存在proxy上
instance.proxy = new Proxy(instance.ctx, PublicInstanceProxyHandlers)
const { setup } = Component
if (setup) {
// 如果定义了setup方法,先拿到保存在实例上的attrs、slots、emit
const setupContext = (instance.setupContext =
setup.length > 1 ? createSetupContext(instance) : null)
// 设置currentInstance
currentInstance = instance
// 调用setup方法时暂定依赖收集
pauseTracking()
// 调用setup方法
const setupResult = callWithErrorHandling(
setup,
instance,
ErrorCodes.SETUP_FUNCTION,
[__DEV__ ? shallowReadonly(instance.props) : instance.props, setupContext]
)
resetTracking()
currentInstance = null
// 处理setup方法返回的结果
handleSetupResult(instance, setupResult, isSSR)
} else {
// 如果没有定义setup,直接执行finishComponentSetup方法
finishComponentSetup(instance, isSSR)
}
}
处理setup方法返回的结果
export function handleSetupResult(
instance: ComponentInternalInstance,
setupResult: unknown,
isSSR: boolean
) {
// 如果setup返回的是一个render函数,那么将它保存在实例的render属性上
if (isFunction(setupResult)) {
// setup returned an inline render function
instance.render = setupResult as InternalRenderFunction
} else if (isObject(setupResult)) {
// 如果返回的是一个对象,则代理这个对象,默认展开对象中的ref对象的值
instance.setupState = proxyRefs(setupResult)
} else if (__DEV__ && setupResult !== undefined) {
warn(
`setup() should return an object. Received: ${
setupResult === null ? 'null' : typeof setupResult
}`
)
}
// 调用finishComponentSetup方法
finishComponentSetup(instance, isSSR)
}
根据模板编译渲染函数
function finishComponentSetup(
instance: ComponentInternalInstance,
isSSR: boolean
) {
const Component = instance.type as ComponentOptions
// template / render function normalization
if (__NODE_JS__ && isSSR) {
...
} else if (!instance.render) {
// 如果不存在render函数,根据定义的template调用compile方法生成render函数
if (compile && Component.template && !Component.render) {
Component.render = compile(Component.template, {
isCustomElement: instance.appContext.config.isCustomElement,
delimiters: Component.delimiters
})
}
// 将生产的render函数保存到实例render属性上
instance.render = (Component.render || NOOP) as InternalRenderFunction
}
}
3、创建组件Effect,执行组件渲染函数,patch组件子树
const setupRenderEffect: SetupRenderEffectFn = (
instance,
initialVNode,
container,
anchor,
parentSuspense,
isSVG,
optimized
) => {
// 创建Effect,并保存在实例的updata方法上,
// Effect在创建的时候会先执行本身
instance.update = effect(function componentEffect() {
if (!instance.isMounted) {
// 创建组件逻辑
let vnodeHook: VNodeHook | null | undefined
const { el, props } = initialVNode
const { bm, m, parent } = instance
// 调用beforeMount钩子
if (bm) {
invokeArrayFns(bm)
}
// 调用vnode上的beforeMount钩子
if ((vnodeHook = props && props.onVnodeBeforeMount)) {
invokeVNodeHook(vnodeHook, parent, initialVNode)
}
// 创建子树vnode
const subTree = (instance.subTree = renderComponentRoot(instance))
...
// 调用patch执行子树vnode的patch过程
patch(
null,
subTree,
container,
anchor,
instance,
parentSuspense,
isSVG
)
// 将生成的真实DOM节点保存在组件vnode的el属性上
initialVNode.el = subTree.el
// 调用mountd钩子
if (m) {
queuePostRenderEffect(m, parentSuspense)
}
// 调用vnode的mountd钩子
if ((vnodeHook = props && props.onVnodeMounted)) {
queuePostRenderEffect(() => {
invokeVNodeHook(vnodeHook!, parent, initialVNode)
}, parentSuspense)
}
instance.isMounted = true
} else {
// 更新组件逻辑
}
}, __DEV__ ? createDevEffectOptions(instance) : prodEffectOptions)
// #1801 mark it to allow recursive updates
;(instance.update as SchedulerJob).allowRecurse = true
}
# 组件更新
之前在组件创建流程中我们已经分析过了,组件创建时会创建组件的effect,当组件中的响应式对象改变时, 会触发组件effect的重新执行:
instance.update = effect(function componentEffect() {
if (!instance.isMounted) {
// 组件创建的逻辑
} else {
// 组件更新
let { next, bu, u, parent, vnode } = instance
let originNext = next
let vnodeHook: VNodeHook | null | undefined
if (__DEV__) {
pushWarningContext(next || instance.vnode)
}
// 判断next是否存在
// 当组件更新是通过effect触发时,next = null
// 当组件更新是通过父组件更新触发时,next为组件的更新后的组件vnode
if (next) {
// 当next存在时,调用updateComponentPreRender更新组件的props、slot
updateComponentPreRender(instance, next, optimized)
} else {
// next不存在时,将组件的组件vnode复制给next
next = vnode
}
next.el = vnode.el
// 调用before update钩子
if (bu) {
invokeArrayFns(bu)
}
// 调用组件vnode的before update钩子
if ((vnodeHook = next.props && next.props.onVnodeBeforeUpdate)) {
invokeVNodeHook(vnodeHook, parent, next, vnode)
}
// render
if (__DEV__) {
startMeasure(instance, `render`)
}
// 调用renderComponentRoot重新执行render函数创建更新后的vnode
const nextTree = renderComponentRoot(instance)
if (__DEV__) {
endMeasure(instance, `render`)
}
const prevTree = instance.subTree
// 更新subTree
instance.subTree = nextTree
// reset refs
// only needed if previous patch had refs
if (instance.refs !== EMPTY_OBJ) {
instance.refs = {}
}
if (__DEV__) {
startMeasure(instance, `patch`)
}
// 调用patch更新新旧子树
patch(
prevTree,
nextTree,
// parent may have changed if it's in a teleport
hostParentNode(prevTree.el!)!,
// anchor may have changed if it's in a fragment
getNextHostNode(prevTree),
instance,
parentSuspense,
isSVG
)
if (__DEV__) {
endMeasure(instance, `patch`)
}
// 将更新后的的dom节点复制给组件vnode
next.el = nextTree.el
if (originNext === null) {
// self-triggered update. In case of HOC, update parent component
// vnode el. HOC is indicated by parent instance's subTree pointing
// to child component's vnode
updateHOCHostEl(instance, nextTree.el)
}
// 调用updated 钩子
if (u) {
queuePostRenderEffect(u, parentSuspense)
}
// 调用组件vnode的updated 钩子
if ((vnodeHook = next.props && next.props.onVnodeUpdated)) {
queuePostRenderEffect(() => {
invokeVNodeHook(vnodeHook!, parent, next!, vnode)
}, parentSuspense)
}
if (__DEV__ || __FEATURE_PROD_DEVTOOLS__) {
devtoolsComponentUpdated(instance)
}
if (__DEV__) {
popWarningContext()
}
}
}, __DEV__ ? createDevEffectOptions(instance) : prodEffectOptions)
// #1801 mark it to allow recursive updates
;(instance.update as SchedulerJob).allowRecurse = true
}
当组件更新时,通常有两种触发组件更新的方式:
- 1、组件内响应式对象改变,触发组件effect重新执行
- 2、父组件更新时触发组件的更新
第一种触发方式不需要更新组件vnode,所以直接将之前的组件vnode赋值给next,而第二种方式需要调用updateComponentPreRender 更新组件vnode。处理完组件vnode后,调用render方法重新生成组件vnode的子树,也就是subtree,通过patch方法重新对比新旧子树 并更新DOM节点。
const updateComponent = (n1: VNode, n2: VNode, optimized: boolean) => {
const instance = (n2.component = n1.component)!
// 通过shouldUpdateComponent判断组件是否需要更新
// 1、当新组件vnode存在指令、或者transition方法时需要更新
// 2、optimized为true并且patchFlag > 0
// (1)组件vnode存在动态插槽时需要更新(patchFlag = PatchFlags.DYNAMIC_SLOTS)
// (2)存在动态key值的props(patchFlag = PatchFlags.FULL_PROPS)时,对比props是否改变,如果改变则更新
// (3)存在除了style、class的动态props(patchFlag = PatchFlags.PROPS)时,对比props是否改变,如果改变则更新
// 3、如果是通过手写渲染函数生成的组件vnode,
// (1)判断传入渲染函数的children是否包含$stable属性,如果不存在$stable属性则更新
// (2)对比props是否改变,如果改变则更新
if (shouldUpdateComponent(n1, n2, optimized)) {
if (
__FEATURE_SUSPENSE__ &&
instance.asyncDep &&
!instance.asyncResolved
) {
// 动态组件更新
} else {
// 将新组件vnode赋值给实例的next属性
instance.next = n2
// 如果当前组件在更新队列中,则删除当前组件在队列中的更新任务,避免重复更新
invalidateJob(instance.update)
// 调用update方法执行组件的effect
instance.update()
}
} else {
// 如果不需要更新,则直接更新复制旧vnode的component、el属性到新vnode
// 并更新实例上保存的组件vnode
n2.component = n1.component
n2.el = n1.el
instance.vnode = n2
}
}
注意此时实例上的next属性保存了新vnode节点,再次执行子组件的effect时,就会执行updateComponentPreRender:
const updateComponentPreRender = (
instance: ComponentInternalInstance,
nextVNode: VNode,
optimized: boolean
) => {
if (__DEV__ && instance.type.__hmrId) {
optimized = false
}
//
nextVNode.component = instance
const prevProps = instance.vnode.props
instance.vnode = nextVNode
instance.next = null
// 更新props、slot
updateProps(instance, nextVNode.props, prevProps, optimized)
updateSlots(instance, nextVNode.children)
// 如果组件内监听了props,那么更新了props就会触发watchers
// 调用flushPreFlushCbs在重新渲染之前执行这些watcher
// 这里的逻辑会在介绍scheduler的时候分析
flushPreFlushCbs(undefined, instance.update)
}
# 处理Element节点 processElement
// 处理Element节点同样分为创建和更新过程
const processElement = (
n1: VNode | null,
n2: VNode,
container: RendererElement,
anchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
optimized: boolean
) => {
isSVG = isSVG || (n2.type as string) === 'svg'
if (n1 == null) {
mountElement(
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
optimized
)
} else {
patchElement(n1, n2, parentComponent, parentSuspense, isSVG, optimized)
}
}
# 创建Element节点
const mountElement = (
vnode: VNode,
container: RendererElement,
anchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
optimized: boolean
) => {
let el: RendererElement
let vnodeHook: VNodeHook | undefined | null
const {
type,
props,
shapeFlag,
transition,
scopeId,
patchFlag,
dirs
} = vnode
if (
!__DEV__ &&
vnode.el &&
hostCloneNode !== undefined &&
patchFlag === PatchFlags.HOISTED
) {
// If a vnode has non-null el, it means it's being reused.
// Only static vnodes can be reused, so its mounted DOM nodes should be
// exactly the same, and we can simply do a clone here.
// only do this in production since cloned trees cannot be HMR updated.
// 在生产环境中,如果此时vnode的DOM已经生成保存在el属性上
// 并且vnode是一个PatchFlags.HOISTED静态节点,说明它已经被patch过并且不会改变
// 直接复制vnode的DOM节点
el = vnode.el = hostCloneNode(vnode.el)
} else {
// 否则 根据vnode的type创建DOM节点
el = vnode.el = hostCreateElement(
vnode.type as string,
isSVG,
props && props.is
)
// mount children first, since some props may rely on child content
// being already rendered, e.g. `<select value>`
// 先创建子节点,props或者props上的某些钩子可能会依赖子节点
if (shapeFlag & ShapeFlags.TEXT_CHILDREN) {
// 如果子节点是文本直接设置节点内容
hostSetElementText(el, vnode.children as string)
} else if (shapeFlag & ShapeFlags.ARRAY_CHILDREN) {
// 如果子节点是array,遍历子节点
// 递归调用patch创建子节点
mountChildren(
vnode.children as VNodeArrayChildren,
el,
null,
parentComponent,
parentSuspense,
isSVG && type !== 'foreignObject',
optimized || !!vnode.dynamicChildren
)
}
// props
// 处理vnode的props,并调用BeforeMount钩子
if (props) {
for (const key in props) {
if (!isReservedProp(key)) {
hostPatchProp(
el,
key,
null,
props[key],
isSVG,
vnode.children as VNode[],
parentComponent,
parentSuspense,
unmountChildren
)
}
}
if ((vnodeHook = props.onVnodeBeforeMount)) {
invokeVNodeHook(vnodeHook, parentComponent, vnode)
}
}
// 如果存在指令,调用指令的beforeMount钩子
if (dirs) {
invokeDirectiveHook(vnode, null, parentComponent, 'beforeMount')
}
// scopeId
// 如果是使用单文件开发模式,存在scopeId,则设置scopeId
if (scopeId) {
hostSetScopeId(el, scopeId)
}
const treeOwnerId = parentComponent && parentComponent.type.__scopeId
// vnode's own scopeId and the current patched component's scopeId is
// different - this is a slot content node.
// 如果scopeId和实例上的scopeId不同
// 那么证明节点为插槽内的节点,那么将节点的scopeId设置为treeOwnerId + '-s'
if (treeOwnerId && treeOwnerId !== scopeId) {
hostSetScopeId(el, treeOwnerId + '-s')
}
}
// #1583 For inside suspense + suspense not resolved case, enter hook should call when suspense resolved
// #1689 For inside suspense + suspense resolved case, just call it
// 关于transition后面会详细介绍
// 如果满足根据以下这些条件,调用transition的beforeEnter钩子
const needCallTransitionHooks =
(!parentSuspense || (parentSuspense && parentSuspense!.isResolved)) &&
transition &&
!transition.persisted
if (needCallTransitionHooks) {
transition!.beforeEnter(el)
}
// 将节点插入真实的DOM中
hostInsert(el, container, anchor)
// 调用vnode的mounted钩子
// transition的enter钩子
// 指令的mounted钩子
if (
(vnodeHook = props && props.onVnodeMounted) ||
needCallTransitionHooks ||
dirs
) {
queuePostRenderEffect(() => {
vnodeHook && invokeVNodeHook(vnodeHook, parentComponent, vnode)
needCallTransitionHooks && transition!.enter(el)
dirs && invokeDirectiveHook(vnode, null, parentComponent, 'mounted')
}, parentSuspense)
}
}
# 更新Element节点
const patchElement = (
n1: VNode,
n2: VNode,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
optimized: boolean
) => {
const el = (n2.el = n1.el!)
let { patchFlag, dynamicChildren, dirs } = n2
// #1426 take the old vnode's patch flag into account since user may clone a
// compiler-generated vnode, which de-opts to FULL_PROPS
// 同步新旧节点的patchFlag
patchFlag |= n1.patchFlag & PatchFlags.FULL_PROPS
const oldProps = n1.props || EMPTY_OBJ
const newProps = n2.props || EMPTY_OBJ
let vnodeHook: VNodeHook | undefined | null
// 调用vnode的before update钩子
if ((vnodeHook = newProps.onVnodeBeforeUpdate)) {
invokeVNodeHook(vnodeHook, parentComponent, n2, n1)
}
// 如果节点存在指令调用指令的before update钩子
if (dirs) {
invokeDirectiveHook(n2, n1, parentComponent, 'beforeUpdate')
}
if (__DEV__ && isHmrUpdating) {
// HMR updated, force full diff
patchFlag = 0
optimized = false
dynamicChildren = null
}
// 处理节点的props
// patchFlag > 0 进入优化模式,根据props的动态类型对比更新props
if (patchFlag > 0) {
// the presence of a patchFlag means this element's render code was
// generated by the compiler and can take the fast path.
// in this path old node and new node are guaranteed to have the same shape
// (i.e. at the exact same position in the source template)
// 节点存在动态key时,对比所有的props
if (patchFlag & PatchFlags.FULL_PROPS) {
// element props contain dynamic keys, full diff needed
patchProps(
el,
n2,
oldProps,
newProps,
parentComponent,
parentSuspense,
isSVG
)
} else {
// class
// this flag is matched when the element has dynamic class bindings.
// 存在动态class,处理动态class props
if (patchFlag & PatchFlags.CLASS) {
if (oldProps.class !== newProps.class) {
hostPatchProp(el, 'class', null, newProps.class, isSVG)
}
}
// style
// this flag is matched when the element has dynamic style bindings
// 存在动态style,处理动态style props
if (patchFlag & PatchFlags.STYLE) {
hostPatchProp(el, 'style', oldProps.style, newProps.style, isSVG)
}
// props
// This flag is matched when the element has dynamic prop/attr bindings
// other than class and style. The keys of dynamic prop/attrs are saved for
// faster iteration.
// Note dynamic keys like :[foo]="bar" will cause this optimization to
// bail out and go through a full diff because we need to unset the old key
// 存在除了动态class、动态style的props时,会将props的key值保存在dynamicProps属性上
// 只对比dynamicProps上的props key即可
if (patchFlag & PatchFlags.PROPS) {
// if the flag is present then dynamicProps must be non-null
const propsToUpdate = n2.dynamicProps!
for (let i = 0; i < propsToUpdate.length; i++) {
const key = propsToUpdate[i]
const prev = oldProps[key]
const next = newProps[key]
if (
next !== prev ||
(hostForcePatchProp && hostForcePatchProp(el, key))
) {
hostPatchProp(
el,
key,
prev,
next,
isSVG,
n1.children as VNode[],
parentComponent,
parentSuspense,
unmountChildren
)
}
}
}
}
// text
// This flag is matched when the element has only dynamic text children.
// 存在动态文本子节点时,直接更新节点的内容
if (patchFlag & PatchFlags.TEXT) {
if (n1.children !== n2.children) {
hostSetElementText(el, n2.children as string)
}
}
} else if (!optimized && dynamicChildren == null) {
// unoptimized, full diff
// 当patchFlag < 0并且dynamicChildren === null时不进入优化模式
// 此时要patch所有props
patchProps(
el,
n2,
oldProps,
newProps,
parentComponent,
parentSuspense,
isSVG
)
}
const areChildrenSVG = isSVG && n2.type !== 'foreignObject'
// 递归patch子节点
// 存在dynamicChildren时,只patch dynamicChildren保存的动态节点
if (dynamicChildren) {
patchBlockChildren(
n1.dynamicChildren!,
dynamicChildren,
el,
parentComponent,
parentSuspense,
areChildrenSVG
)
if (__DEV__ && parentComponent && parentComponent.type.__hmrId) {
traverseStaticChildren(n1, n2)
}
} else if (!optimized) {
// full diff
// 否则调用patchChildren,patch所有子节点
patchChildren(
n1,
n2,
el,
null,
parentComponent,
parentSuspense,
areChildrenSVG
)
}
// 更新完子节点后调用vnode和指令的updated钩子
if ((vnodeHook = newProps.onVnodeUpdated) || dirs) {
queuePostRenderEffect(() => {
vnodeHook && invokeVNodeHook(vnodeHook, parentComponent, n2, n1)
dirs && invokeDirectiveHook(n2, n1, parentComponent, 'updated')
}, parentSuspense)
}
}
# 处理Fragment节点
- 1、在Vue3中,模板已经支持了多个根节点,当模板存在多个根节点时,Vue会自动生成一个Fragment节点,将所有的根节点作为Fragment的子节点
- 2、使用v-for指令渲染列表时,生成的vnode会作为一个Fragment节点的子节点
const processFragment = (
n1: VNode | null,
n2: VNode,
container: RendererElement,
anchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
optimized: boolean
) => {
// Fragment节点是没有内容的,也不会出现在真实的DOM节点
// 所以需要创建2个锚点来确定Fragment节点的子节点插入的位置
const fragmentStartAnchor = (n2.el = n1 ? n1.el : hostCreateText(''))!
const fragmentEndAnchor = (n2.anchor = n1 ? n1.anchor : hostCreateText(''))!
let { patchFlag, dynamicChildren } = n2
if (patchFlag > 0) {
optimized = true
}
if (__DEV__ && isHmrUpdating) {
// HMR updated, force full diff
patchFlag = 0
optimized = false
dynamicChildren = null
}
if (n1 == null) {
// 创建Fragment
// 将创建的空节点插入父节点中
hostInsert(fragmentStartAnchor, container, anchor)
hostInsert(fragmentEndAnchor, container, anchor)
// a fragment can only have array children
// since they are either generated by the compiler, or implicitly created
// from arrays.
// 调用mountChildren递归创建子节点
mountChildren(
n2.children as VNodeArrayChildren,
container,
fragmentEndAnchor,
parentComponent,
parentSuspense,
isSVG,
optimized
)
} else {
// 更新Fragment节点
if (
patchFlag > 0 &&
patchFlag & PatchFlags.STABLE_FRAGMENT &&
dynamicChildren
) {
// a stable fragment (template root or <template v-for>) doesn't need to
// patch children order, but it may contain dynamicChildren.
// 如果是STABLE_FRAGMENT,那么它的子节点的顺序不会改变
// 那么只需要遍历dynamicChildren动态节点,递归调用patch更新动态节点
patchBlockChildren(
n1.dynamicChildren!,
dynamicChildren,
container,
parentComponent,
parentSuspense,
isSVG
)
if (__DEV__ && parentComponent && parentComponent.type.__hmrId) {
traverseStaticChildren(n1, n2)
}
} else {
// keyed / unkeyed, or manual fragments.
// for keyed & unkeyed, since they are compiler generated from v-for,
// each child is guaranteed to be a block so the fragment will never
// have dynamicChildren.
// 如果是v-for生成的keyed或者unkeyed的fragment节点,那么它的子节点的顺序是可能
// 改变顺序的,所以应该对比所有子节点
patchChildren(
n1,
n2,
container,
fragmentEndAnchor,
parentComponent,
parentSuspense,
isSVG,
optimized
)
}
}
}
更新keyed、 unkeyed子节点
// 更新不带key值的子节点
const patchUnkeyedChildren = (
c1: VNode[],
c2: VNodeArrayChildren,
container: RendererElement,
anchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
optimized: boolean
) => {
c1 = c1 || EMPTY_ARR
c2 = c2 || EMPTY_ARR
const oldLength = c1.length
const newLength = c2.length
// 获取新旧子节点长度的最小值
const commonLength = Math.min(oldLength, newLength)
let i
// 遍历到commonLength,递归调用patch
for (i = 0; i < commonLength; i++) {
const nextChild = (c2[i] = optimized
? cloneIfMounted(c2[i] as VNode)
: normalizeVNode(c2[i]))
patch(
c1[i],
nextChild,
container,
null,
parentComponent,
parentSuspense,
isSVG,
optimized
)
}
// 当旧子节点的长度大于新的,则销毁旧节点,否则创建新节点
if (oldLength > newLength) {
// remove old
unmountChildren(c1, parentComponent, parentSuspense, true, commonLength)
} else {
// mount new
mountChildren(
c2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
optimized,
commonLength
)
}
}
// 更新带key值的子节点
const patchKeyedChildren = (
c1: VNode[],
c2: VNodeArrayChildren,
container: RendererElement,
parentAnchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
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
// 从头开始同步节点,直到第一个不相同的节点
// 记录此时的同步到的节点的位置i
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,
optimized
)
} else {
break
}
i++
}
// 2. sync from end
// a (b c)
// d e (b c)
// 从尾部开始同步节点,直到第一个不相同的节点
// 记录此时的同步到的节点的位置e1、e2
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,
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
// 同步完头部、尾部的节点后
// 如果旧子节点数组没有剩余节点也就是i > e1
// 并且新节点有剩余节点也就是i <= e2
// 则证明有新添加的节点,调用patch传入n1 === null创建节点
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
)
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
// 同步完头部、尾部的节点后
// 如果新子节点数组没有剩余节点也就是i > e2
// 并且就节点有剩余节点也就是i <= e1
// 则证明有删除的节点,调用unmount销毁旧节点
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
// 同步头尾节点后新旧节点都剩余节点
else {
const s1 = i // prev starting index
const s2 = i // next starting index
// 5.1 build key:index map for newChildren
// 根据新节点的顺序创建key为新节点的key,value为位置i的map
const keyToNewIndexMap: Map<string | number, 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
// 以新节点剩余的数量为需要patch的数量
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
// 创建新节点的位置到旧节点位置的映射,初始化为0
const newIndexToOldIndexMap = new Array(toBePatched)
for (i = 0; i < toBePatched; i++) newIndexToOldIndexMap[i] = 0
// 遍历旧节点
for (i = s1; i <= e1; i++) {
const prevChild = c1[i]
// 如果已经patch的数量大于toBePatched的数量
// 则销毁剩余的节点
if (patched >= toBePatched) {
// all new children have been patched so this can only be a removal
unmount(prevChild, parentComponent, parentSuspense, true)
continue
}
let newIndex
// 如果旧节点的key存在,则获取他在新节点中的位置赋值给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
// 如果没有找到旧节点在新节点中的位置
// 则遍历新节点,找到一个和当前旧节点相同的节点
// 并且这个新节点不能是一个已经被找到的节点
for (j = s2; j <= e2; j++) {
if (
newIndexToOldIndexMap[j - s2] === 0 &&
isSameVNodeType(prevChild, c2[j] as VNode)
) {
newIndex = j
break
}
}
}
// 如果newIndex不存在,说明该节点已经删除,则销毁该节点
if (newIndex === undefined) {
unmount(prevChild, parentComponent, parentSuspense, true)
} else {
// 否则,更新新节点的位置到旧节点位置的映射
newIndexToOldIndexMap[newIndex - s2] = i + 1
// 通过maxNewIndexSoFar来记录每次newIndex的位置
// 如果每次都是递增,则证明旧节点在新节点中的顺序没有改变
// 如果顺序改变了,则将moved设置为true,代表将要移动节点
if (newIndex >= maxNewIndexSoFar) {
maxNewIndexSoFar = newIndex
} else {
moved = true
}
// 调用patch,先同步新旧节点
patch(
prevChild,
c2[newIndex] as VNode,
container,
null,
parentComponent,
parentSuspense,
isSVG,
optimized
)
patched++
}
}
// 5.3 move and mount
// generate longest stable subsequence only when nodes have moved
// 找到新节点到旧节点映射的最长递增子序列
// 也就是说找到最多的不需要移动的节点,因为他们的位置是递增的说明他们在新节点中的位置顺序没有改变
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--) {
// 从尾部开始遍历新节点
const nextIndex = s2 + i
const nextChild = c2[nextIndex] as VNode
// 获取节点插入的锚点,如果当前的节点是最后一个,则插入到传入的锚点的前面
// 否则则插入到前一个节点的前面
const anchor =
nextIndex + 1 < l2 ? (c2[nextIndex + 1] as VNode).el : parentAnchor
if (newIndexToOldIndexMap[i] === 0) {
// mount new
// 当映射中存在等于0的值,则证明当前节点是新增加的
// 调用patch创建新节点
patch(
null,
nextChild,
container,
anchor,
parentComponent,
parentSuspense,
isSVG
)
} else if (moved) {
// move if:
// There is no stable subsequence (e.g. a reverse)
// OR current node is not among the stable sequence
// 如果当前节点不在不需要移动的节点中
// 则只需要调用move移动该DOM节点
if (j < 0 || i !== increasingNewIndexSequence[j]) {
move(nextChild, container, anchor, MoveType.REORDER)
} else {
j--
}
}
}
}
}