发布时间:2022-12-09 文章分类:WEB开发 投稿人:樱花 字号: 默认 | | 超大 打印

引言

上一篇中,我们理清了createApp走的流程,最后通过createAppAPI创建了app。虽然app上的各种属性和方法也都已经有所了解,但其中的mountunmount方法,都是通过调用render函数来完成的。尽管我们很好奇render函数的故事,可是baseCreateRenderer函数有2000+行,基本都和render相关,因此拆解到本文里叙述,以下方法都定义在baseCreateRenderer函数中。

render

render也不神秘了,毕竟在上一篇文章中露过面,当然这里也顺带提一下 baseCreateRenderer从参数options中解构的一些方法,基本都是些增删改查、复制节点的功能,见名知义了。主要看看render,接收vnodecontainerisSvg三个参数。调用unmount卸载或者调用patch进行节点比较从而继续下一步。

const {
insert: hostInsert,
remove: hostRemove,
patchProp: hostPatchProp,
createElement: hostCreateElement,
createText: hostCreateText,
createComment: hostCreateComment,
setText: hostSetText,
setElementText: hostSetElementText,
parentNode: hostParentNode,
nextSibling: hostNextSibling,
setScopeId: hostSetScopeId = NOOP,
cloneNode: hostCloneNode,
insertStaticContent: hostInsertStaticContent
} = options
// render
const render: RootRenderFunction = (vnode, container, isSVG) => {
if (vnode == null) {
if (container._vnode) {
unmount(container._vnode, null, null, true)
}
} else {
// 新旧节点的对比
patch(container._vnode || null, vnode, container, null, null, null, isSVG)
}
flushPostFlushCbs()
// 记录旧节点
container._vnode = vnode
}

patch

patch函数里主要对新旧节点也就是虚拟DOM的对比,常说的vue里的diff算法,便是从patch开始。结合render函数来看,我们知道,旧的虚拟DOM存储在container._vnode上。那么diff的方式就在patch中了:

新旧节点相同,直接返回;

旧节点存在,且新旧节点类型不同,则旧节点不可复用,将其卸载(unmount),锚点anchor移向下一个节点;

新节点是否静态节点标记;

根据新节点的类型,相应地调用不同类型的处理方法:

在 其它 这一项中,又根据形状标记 shapeFlag等,判断是 元素节点、组件节点,或是TeleportSuspense等,然后调用相应的process去处理。最后处理template中的ref

// Note: functions inside this closure should use `const xxx = () => {}`
// style in order to prevent being inlined by minifiers.
const patch: PatchFn = (
n1,
n2,
container,
anchor = null,
parentComponent = null,
parentSuspense = null,
isSVG = false,
slotScopeIds = null,
optimized = __DEV__ && isHmrUpdating ? false : !!n2.dynamicChildren
) => {
// 新旧节点相同,直接返回
if (n1 === n2) {
return
}
// 旧节点存在,且新旧节点类型不同,卸载旧节点,锚点anchor后移
// patching & not same type, unmount old tree
if (n1 && !isSameVNodeType(n1, n2)) {
anchor = getNextHostNode(n1)
unmount(n1, parentComponent, parentSuspense, true)
n1 = null
}
// 是否静态节点优化
if (n2.patchFlag === PatchFlags.BAIL) {
optimized = false
n2.dynamicChildren = null
}
//
const { type, ref, shapeFlag } = n2
switch (type) {
case Text:
processText(n1, n2, container, anchor)
break
case Comment:
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:
processFragment(
n1,
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
break
default:
if (shapeFlag & ShapeFlags.ELEMENT) {
processElement(
n1,
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
} else if (shapeFlag & ShapeFlags.COMPONENT) {
processComponent(
n1,
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
} else if (shapeFlag & ShapeFlags.TELEPORT) {
;(type as typeof TeleportImpl).process(
n1 as TeleportVNode,
n2 as TeleportVNode,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized,
internals
)
} else if (__FEATURE_SUSPENSE__ && shapeFlag & ShapeFlags.SUSPENSE) {
;(type as typeof SuspenseImpl).process(
n1,
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized,
internals
)
} else if (__DEV__) {
warn('Invalid VNode type:', type, `(${typeof type})`)
}
}
// 处理 template 中的 ref
// set ref
if (ref != null && parentComponent) {
setRef(ref, n1 && n1.ref, parentSuspense, n2 || n1, !n2)
}
}

processText

文本节点的处理十分简单,没有旧节点则新建并插入新节点;有旧节点,且节点内容不一致,则设置为新节点的内容。

const processText: ProcessTextOrCommentFn = (n1, n2, container, anchor) => {
if (n1 == null) {
hostInsert(
(n2.el = hostCreateText(n2.children as string)),
container,
anchor
)
} else {
const el = (n2.el = n1.el!)
if (n2.children !== n1.children) {
hostSetText(el, n2.children as string)
}
}
}

processCommontNode

不支持动态的注视节点,因此只要旧节点存在,就使用旧节点的内容。

const processCommentNode: ProcessTextOrCommentFn = (
n1,
n2,
container,
anchor
) => {
if (n1 == null) {
hostInsert(
(n2.el = hostCreateComment((n2.children as string) || '')),
container,
anchor
)
} else {
// there's no support for dynamic comments
n2.el = n1.el
}
}

mountStaticNode 和 patchStaticNode

事实上静态节点没啥好比较的,毕竟是静态的。当没有旧节点时,则通过mountStaticNode创建并插入新节点;即使有旧节点,也仅在_DEV_条件下在hmr,才会使用patchStaticVnode做一下比较并通过removeStaticNode移除某些旧节点。

const mountStaticNode = (
n2: VNode,
container: RendererElement,
anchor: RendererNode | null,
isSVG: boolean
) => {
// static nodes are only present when used with compiler-dom/runtime-dom
// which guarantees presence of hostInsertStaticContent.
;[n2.el, n2.anchor] = hostInsertStaticContent!(
n2.children as string,
container,
anchor,
isSVG,
n2.el,
n2.anchor
)
}
/**
* Dev / HMR only
*/
const patchStaticNode = (
n1: VNode,
n2: VNode,
container: RendererElement,
isSVG: boolean
) => {
// static nodes are only patched during dev for HMR
if (n2.children !== n1.children) {
const anchor = hostNextSibling(n1.anchor!)
// 移除已有的静态节点,并插入新的节点
// remove existing
removeStaticNode(n1)
// insert new
;[n2.el, n2.anchor] = hostInsertStaticContent!(
n2.children as string,
container,
anchor,
isSVG
)
} else {
n2.el = n1.el
n2.anchor = n1.anchor
}
}
// removeStaticNode:从 n1.el 至 n1.anchor 的内容被遍历移除
const removeStaticNode = ({ el, anchor }: VNode) => {
let next
while (el && el !== anchor) {
next = hostNextSibling(el)
hostRemove(el)
el = next
}
hostRemove(anchor!)
}

processFragment

vue3的单文件组件里,不再需要加一个根节点,因为使用了文档片段fragment来承载子节点,最后再一并添加到文档中。

若旧的片段节点为空,则插入起始锚点,挂载新的子节点;

旧的片段不为空:

const processFragment = (
n1: VNode | null,
n2: VNode,
container: RendererElement,
anchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
slotScopeIds: string[] | null,
optimized: boolean
) => {
// 锚点
const fragmentStartAnchor = (n2.el = n1 ? n1.el : hostCreateText(''))!
const fragmentEndAnchor = (n2.anchor = n1 ? n1.anchor : hostCreateText(''))!
let { patchFlag, dynamicChildren, slotScopeIds: fragmentSlotScopeIds } = n2
// 开发环境热更新时,强制全量diff
if (
__DEV__ &&
// #5523 dev root fragment may inherit directives
(isHmrUpdating || patchFlag & PatchFlags.DEV_ROOT_FRAGMENT)
) {
// HMR updated / Dev root fragment (w/ comments), force full diff
patchFlag = 0
optimized = false
dynamicChildren = null
}
// 检查是否是插槽
// check if this is a slot fragment with :slotted scope ids
if (fragmentSlotScopeIds) {
slotScopeIds = slotScopeIds
? slotScopeIds.concat(fragmentSlotScopeIds)
: fragmentSlotScopeIds
}
// 当旧的片段为空时,挂载新的片段的子节点
if (n1 == null) {
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.
mountChildren(
n2.children as VNodeArrayChildren,
container,
fragmentEndAnchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
} else {
// 当旧片段不为空时,启用优化则使用patchBlockChildren
if (
patchFlag > 0 &&
patchFlag & PatchFlags.STABLE_FRAGMENT &&
dynamicChildren &&
// #2715 the previous fragment could've been a BAILed one as a result
// of renderSlot() with no valid children
n1.dynamicChildren
) {
// a stable fragment (template root or <template v-for>) doesn't need to
// patch children order, but it may contain dynamicChildren.
patchBlockChildren(
n1.dynamicChildren,
dynamicChildren,
container,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds
)
// 开发环境,热更新 处理静态子节点
if (__DEV__ && parentComponent && parentComponent.type.__hmrId) {
traverseStaticChildren(n1, n2)
} else if (
// #2080 if the stable fragment has a key, it's a <template v-for> that may
//  get moved around. Make sure all root level vnodes inherit el.
// #2134 or if it's a component root, it may also get moved around
// as the component is being moved.
n2.key != null ||
(parentComponent && n2 === parentComponent.subTree)
) {
traverseStaticChildren(n1, n2, true /* shallow */)
}
} else {
// 不可优化时,使用patchChildren处理
// 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.
patchChildren(
n1,
n2,
container,
fragmentEndAnchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
}
}
}

patchBlockChildren

在文档片段中的diff中,当符合优化条件时,则调用patchBlockChildren来进行优化的diff。这里主要以新节点的子节点长度为准,遍历新旧节点的子节点,更新了每个子节点的container然后进行patch

// The fast path for blocks.
const patchBlockChildren: PatchBlockChildrenFn = (
oldChildren,
newChildren,
fallbackContainer,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds
) => {
for (let i = 0; i < newChildren.length; i++) {
const oldVNode = oldChildren[i]
const newVNode = newChildren[i]
// Determine the container (parent element) for the patch.
const container =
// oldVNode may be an errored async setup() component inside Suspense
// which will not have a mounted element
oldVNode.el &&
// - In the case of a Fragment, we need to provide the actual parent
// of the Fragment itself so it can move its children.
(oldVNode.type === Fragment ||
// - In the case of different nodes, there is going to be a replacement
// which also requires the correct parent container
!isSameVNodeType(oldVNode, newVNode) ||
// - In the case of a component, it could contain anything.
oldVNode.shapeFlag & (ShapeFlags.COMPONENT | ShapeFlags.TELEPORT))
? hostParentNode(oldVNode.el)!
: // In other cases, the parent container is not actually used so we
// just pass the block element here to avoid a DOM parentNode call.
fallbackContainer
patch(
oldVNode,
newVNode,
container,
null,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
true
)
}
}

patchChildren

在没有优化条件时,使用patchChildren对子节点进行全量的diff

const patchChildren: PatchChildrenFn = (
n1,
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized = false
) => {
const c1 = n1 && n1.children
const prevShapeFlag = n1 ? n1.shapeFlag : 0
const c2 = n2.children
const { patchFlag, shapeFlag } = n2
// 走绿色通道:用patchFlag来保证children是数组
// fast path
if (patchFlag > 0) {
if (patchFlag & PatchFlags.KEYED_FRAGMENT) {
// 有key属性的时候,根据key来进行diff
// this could be either fully-keyed or mixed (some keyed some not)
// presence of patchFlag means children are guaranteed to be arrays
patchKeyedChildren(
c1 as VNode[],
c2 as VNodeArrayChildren,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
return
} else if (patchFlag & PatchFlags.UNKEYED_FRAGMENT) {
// 没有key
// unkeyed
patchUnkeyedChildren(
c1 as VNode[],
c2 as VNodeArrayChildren,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
return
}
}
// 没有patchFlag的保证,则children可能为文本、数组或空
// 根据形状标识来判断
// children has 3 possibilities: text, array or no children.
if (shapeFlag & ShapeFlags.TEXT_CHILDREN) {
// 文本子节点的绿色通道
// text children fast path
if (prevShapeFlag & ShapeFlags.ARRAY_CHILDREN) {
unmountChildren(c1 as VNode[], parentComponent, parentSuspense)
}
if (c2 !== c1) {
hostSetElementText(container, c2 as string)
}
} else {
// 旧的子节点是数组
if (prevShapeFlag & ShapeFlags.ARRAY_CHILDREN) {
// prev children was array
if (shapeFlag & ShapeFlags.ARRAY_CHILDREN) {
// 新旧子节点都是数组,需要进行全量diff
// two arrays, cannot assume anything, do full diff
patchKeyedChildren(
c1 as VNode[],
c2 as VNodeArrayChildren,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
} else {
// 新的子节点为空,则只需要卸载旧的子节点
// no new children, just unmount old
unmountChildren(c1 as VNode[], parentComponent, parentSuspense, true)
}
} else {
// 旧的子节点为文本节点或者空,新的为数组或空
// prev children was text OR null
// new children is array OR null
if (prevShapeFlag & ShapeFlags.TEXT_CHILDREN) {
// 旧的为文本节点,先将其文本置空
hostSetElementText(container, '')
}
// 新的为数组,则通过mountChildren挂载子节点
// mount new if array
if (shapeFlag & ShapeFlags.ARRAY_CHILDREN) {
mountChildren(
c2 as VNodeArrayChildren,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
}
}
}
}

patchKeyedChildren

使用patchKeyedChildren来比较两组有key,或者有key和没有key混合的children,属于diff的核心内容了。

从前往后依次对比相同索引位置的节点类型,当遇到节点类型不同则退出比较;

再从后往前对比相同倒序位置上的节点类型,遇到不同类型则退出比较;

如果旧节点组遍历完,而新节点组还有内容,则挂载新节点组里的剩余内容;

如果新节点组遍历完,而旧节点组还有内容,则卸载旧节点组里的剩余内容;

如果都没有遍历完:

// can be all-keyed or mixed
const patchKeyedChildren = (
c1: VNode[],
c2: VNodeArrayChildren,
container: RendererElement,
parentAnchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
slotScopeIds: string[] | null,
optimized: boolean
) => {
let i = 0
const l2 = c2.length
// 两组各自的尾节点
let e1 = c1.length - 1 // prev ending index
let e2 = l2 - 1 // next ending index
// (从前往后)
// 以两组中最短的一组为基准
// 从头结点开始,依次比较同一位置的节点类型,若头节点类型相同,则对两个节点进行patch进行比较;
// 若类型不同则退出循环
// 1. sync from start
// (a b) c
// (a b) d e
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,
slotScopeIds,
optimized
)
} else {
break
}
//
i++
}
// (从后往前)
// 从尾节点开始,尾节点类型相同,则通过patch比较尾节点;
// 若类型不同则退出循环
// 2. sync from end
// a (b c)
// d e (b c)
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,
slotScopeIds,
optimized
)
} else {
break
}
e1--
e2--
}
// 经过前后两轮比较之后,剩下的就是中间那部分类型不同的子节点了
// 若旧的子节点组已经遍历完,而新的子节点组还有剩余内容
// 通过patch处理剩下的新的子节点中的内容,由于旧的子节点为空,
// 因此相当于在patch内部挂载剩余的新的子节点
// 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
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,
slotScopeIds,
optimized
)
i++
}
}
}
// 旧的子节点还有剩余内容而新的子节点组已经遍历完,则卸载旧子节点组剩余的那部分
// 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
else if (i > e2) {
while (i <= e1) {
unmount(c1[i], parentComponent, parentSuspense, true)
i++
}
}
// 新旧子节点组都没有遍历完,如下注释中[]里的部分
// 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
else {
// 拿到上次比较完的起点
const s1 = i // prev starting index
const s2 = i // next starting index
// 5.1 build key:index map for newChildren
const keyToNewIndexMap: Map<string | number | symbol, number> = new Map()
// 用Map存储新的子节点组的key和对应的index, key=>index 并给出重复的key的警告
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
// 已比较的数量
let patched = 0
// 未比较的数量
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
// 以新的子节点组中未完成比较的节点为基准
const newIndexToOldIndexMap = new Array(toBePatched)
// 先用0来填充,标记为没有key的节点。 ps:直接fill(0)不就好了么
for (i = 0; i < toBePatched; i++) newIndexToOldIndexMap[i] = 0
// 处理旧的子节点组
for (i = s1; i <= e1; i++) {
const prevChild = c1[i]
// 当已经比较完了(patched >= toBePatched),卸载旧的子节点
if (patched >= toBePatched) {
// all new children have been patched so this can only be a removal
unmount(prevChild, parentComponent, parentSuspense, true)
continue
}
let newIndex
// 当旧的子节点的key存在,取出key在新的子节点组中对应的index
if (prevChild.key != null) {
newIndex = keyToNewIndexMap.get(prevChild.key)
} else {
// 若旧的子节点没有key,找出没有key且类型相同的节点对应在新子节点组中的index
// 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
}
}
}
// newIndex不存在,即根据key来找,发现旧的子节点不可复用,则卸载旧的子节点
if (newIndex === undefined) {
unmount(prevChild, parentComponent, parentSuspense, true)
} else {
// 找到了可复用的节点,在newIndexToOldIndexMap中标记 i+1,
// 用于最大上升子序列算法
newIndexToOldIndexMap[newIndex - s2] = i + 1
// 刷新目前找到的最大的新子节点的index,做节点移动标记
if (newIndex >= maxNewIndexSoFar) {
maxNewIndexSoFar = newIndex
} else {
moved = true
}
// 再递归详细比较两个节点
patch(
prevChild,
c2[newIndex] as VNode,
container,
null,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
// 已对比的数量+1
patched++
}
}
// 当需要移动时,采用最大递增子序列算法,从而最大限度减少节点移动次数
// 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
// 倒序遍历,好处是可以使用上一次对比的节点作为锚点
// 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) {
// 等于0说明未被旧的子节点匹配到,属于全新的不可复用的子节点,则通过patch进行挂载
// mount new
patch(
null,
nextChild,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
} else if (moved) {
// 当计算出来的最大上升子序列为空数组,
// 或者当前节点不处于最大上升子序列中
// 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

没有key的时候就很直接了,只依照最短的那组的长度,来按位置进行比较。而后该卸载就卸载,该挂载就挂载。

const patchUnkeyedChildren = (
c1: VNode[],
c2: VNodeArrayChildren,
container: RendererElement,
anchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
slotScopeIds: string[] | null,
optimized: boolean
) => {
c1 = c1 || EMPTY_ARR
c2 = c2 || EMPTY_ARR
const oldLength = c1.length
const newLength = c2.length
const commonLength = Math.min(oldLength, newLength)
let i
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,
slotScopeIds,
optimized
)
}
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
)
}
}

mountChildren

mountChildren用于挂载子节点,主要是遍历子节点,处理每个子节点,得到复制的或者标准化的单个子节点,然后递归调用patch

const mountChildren: MountChildrenFn = (
children,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized,
start = 0
) => {
for (let i = start; i < children.length; i++) {
const child = (children[i] = optimized
? cloneIfMounted(children[i] as VNode)
: normalizeVNode(children[i]))
patch(
null,
child,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
}
}

unmountChildren

遍历子节点组,调用unmount方法卸载子节点。

const unmountChildren: UnmountChildrenFn = (
children,
parentComponent,
parentSuspense,
doRemove = false,
optimized = false,
start = 0
) => {
for (let i = start; i < children.length; i++) {
unmount(children[i], parentComponent, parentSuspense, doRemove, optimized)
}
}

move

在有key的子节点比较中,出现了需要移动子节点的情况,而移动就是通过move来完成的。按照不同的节点类型,处理方式有所差异。

const move: MoveFn = (
vnode,
container,
anchor,
moveType,
parentSuspense = null
) => {
const { el, type, transition, children, shapeFlag } = vnode
// 对于组件节点,递归处理subTree
if (shapeFlag & ShapeFlags.COMPONENT) {
move(vnode.component!.subTree, container, anchor, moveType)
return
}
// 处理异步组件<Suspense>
if (__FEATURE_SUSPENSE__ && shapeFlag & ShapeFlags.SUSPENSE) {
vnode.suspense!.move(container, anchor, moveType)
return
}
// 处理<Teleport>
if (shapeFlag & ShapeFlags.TELEPORT) {
;(type as typeof TeleportImpl).move(vnode, container, anchor, internals)
return
}
// 文档片段,处理起始锚点和子节点
if (type === Fragment) {
hostInsert(el!, container, anchor)
for (let i = 0; i < (children as VNode[]).length; i++) {
move((children as VNode[])[i], container, anchor, moveType)
}
hostInsert(vnode.anchor!, container, anchor)
return
}
// 静态节点
if (type === Static) {
moveStaticNode(vnode, container, anchor)
return
}
// 处理<Transition>的钩子
// single nodes
const needTransition =
moveType !== MoveType.REORDER &&
shapeFlag & ShapeFlags.ELEMENT &&
transition
if (needTransition) {
if (moveType === MoveType.ENTER) {
transition!.beforeEnter(el!)
hostInsert(el!, container, anchor)
queuePostRenderEffect(() => transition!.enter(el!), parentSuspense)
} else {
const { leave, delayLeave, afterLeave } = transition!
const remove = () => hostInsert(el!, container, anchor)
const performLeave = () => {
leave(el!, () => {
remove()
afterLeave && afterLeave()
})
}
if (delayLeave) {
delayLeave(el!, remove, performLeave)
} else {
performLeave()
}
}
} else {
hostInsert(el!, container, anchor)
}
}

processElement

processElement内容很简单,判断一下是否要当作svg处理;之后,如果旧节点为空,则直接通过mountElement挂载新的元素节点,否则通过patchElement对元素节点进行对比。

const processElement = (
n1: VNode | null,
n2: VNode,
container: RendererElement,
anchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
slotScopeIds: string[] | null,
optimized: boolean
) => {
isSVG = isSVG || (n2.type as string) === 'svg'
if (n1 == null) {
mountElement(
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
} else {
patchElement(
n1,
n2,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
}
}

mountElement

假如此时旧节点为空,那么就会调用mountElement,我们来看看它是怎么做的。

const mountElement = (
vnode: VNode,
container: RendererElement,
anchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
slotScopeIds: string[] | null,
optimized: boolean
) => {
let el: RendererElement
let vnodeHook: VNodeHook | undefined | null
const { type, props, shapeFlag, transition, patchFlag, dirs } = vnode
if (
!__DEV__ &&
vnode.el &&
hostCloneNode !== undefined &&
patchFlag === PatchFlags.HOISTED
) {
// vnode的el元素存在,仅在生产环境下对可复用的静态节点进行复制
// 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.
el = vnode.el = hostCloneNode(vnode.el)
} else {
// vnode上的元素不存在则新建
el = vnode.el = hostCreateElement(
vnode.type as string,
isSVG,
props && props.is,
props
)
// 注释:由于某些props依赖于子节点的渲染,先挂载子节点
// mount children first, since some props may rely on child content
// being already rendered, e.g. `<select value>`
if (shapeFlag & ShapeFlags.TEXT_CHILDREN) {
// 设置元素文本
hostSetElementText(el, vnode.children as string)
} else if (shapeFlag & ShapeFlags.ARRAY_CHILDREN) {
// 挂载子节点
mountChildren(
vnode.children as VNodeArrayChildren,
el,
null,
parentComponent,
parentSuspense,
isSVG && type !== 'foreignObject',
slotScopeIds,
optimized
)
}
// 指令的created阶段
if (dirs) {
invokeDirectiveHook(vnode, null, parentComponent, 'created')
}
// 处理元素的props
// props
if (props) {
for (const key in props) {
if (key !== 'value' && !isReservedProp(key)) {
hostPatchProp(
el,
key,
null,
props[key],
isSVG,
vnode.children as VNode[],
parentComponent,
parentSuspense,
unmountChildren
)
}
}
/**
* Special case for setting value on DOM elements:
* - it can be order-sensitive (e.g. should be set *after* min/max, #2325, #4024)
* - it needs to be forced (#1471)
* #2353 proposes adding another renderer option to configure this, but
* the properties affects are so finite it is worth special casing it
* here to reduce the complexity. (Special casing it also should not
* affect non-DOM renderers)
*/
if ('value' in props) {
hostPatchProp(el, 'value', null, props.value)
}
if ((vnodeHook = props.onVnodeBeforeMount)) {
invokeVNodeHook(vnodeHook, parentComponent, vnode)
}
}
// scopeId
setScopeId(el, vnode, vnode.scopeId, slotScopeIds, parentComponent)
}
// __DEV__环境下处理 __vnode属性和父组件为不可枚举
if (__DEV__ || __FEATURE_PROD_DEVTOOLS__) {
Object.defineProperty(el, '__vnode', {
value: vnode,
enumerable: false
})
Object.defineProperty(el, '__vueParentComponent', {
value: parentComponent,
enumerable: false
})
}
// 执行指令中的 beforeMount 阶段
if (dirs) {
invokeDirectiveHook(vnode, null, parentComponent, 'beforeMount')
}
// #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
// 是否需要执行动画组件钩子
const needCallTransitionHooks =
(!parentSuspense || (parentSuspense && !parentSuspense.pendingBranch)) &&
transition &&
!transition.persisted
if (needCallTransitionHooks) {
transition!.beforeEnter(el)
}
hostInsert(el, container, anchor)
if (
(vnodeHook = props && props.onVnodeMounted) ||
needCallTransitionHooks ||
dirs
) {
// 加入组件更新后的副作用执行队列,在合适的时机执行入队的函数
// 这里是一些钩子函数、trasition的钩子、指令在mounted阶段的钩子
queuePostRenderEffect(() => {
vnodeHook && invokeVNodeHook(vnodeHook, parentComponent, vnode)
needCallTransitionHooks && transition!.enter(el)
dirs && invokeDirectiveHook(vnode, null, parentComponent, 'mounted')
}, parentSuspense)
}
}

patchElement

patchElemengt相当重要,因为其它和你多内容的patch,最终经过递归,依然会走到patchElement。当新旧元素节点都存在时,就会调用patchElement进行对比。可以看到顺序:

beforeUpdated -> 子节点 -> class/style -> 其它props/attrs -> updated

关闭recurse,处理beforeUpdated钩子;

处理指定的beforeUpdated阶段,再启用recurse

__DEV__环境下的热更新时,则会清理优化标记,从而强制对节点进行全量的比较(full diff);

处理动态子节点:

判断patchFlag > 0,大于0时则元素的render代码由compiler生成,有优化buff

patchFlag <= 0,且没有设置优化时,对props进行全量diff

updated阶段。

const patchElement = (
n1: VNode,
n2: VNode,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
slotScopeIds: string[] | null,
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
patchFlag |= n1.patchFlag & PatchFlags.FULL_PROPS
const oldProps = n1.props || EMPTY_OBJ
const newProps = n2.props || EMPTY_OBJ
let vnodeHook: VNodeHook | undefined | null
// 关闭recurse,在 beforeUpdated 阶段不允许自己调用
// disable recurse in beforeUpdate hooks
parentComponent && toggleRecurse(parentComponent, false)
// beforeUpdated钩子
if ((vnodeHook = newProps.onVnodeBeforeUpdate)) {
invokeVNodeHook(vnodeHook, parentComponent, n2, n1)
}
// 指令的 beforeUpdated 钩子
if (dirs) {
invokeDirectiveHook(n2, n1, parentComponent, 'beforeUpdate')
}
// 允许自己调用
parentComponent && toggleRecurse(parentComponent, true)
// 开发环境呢下,关闭优化,全量diff
if (__DEV__ && isHmrUpdating) {
// HMR updated, force full diff
patchFlag = 0
optimized = false
dynamicChildren = null
}
const areChildrenSVG = isSVG && n2.type !== 'foreignObject'
// 新节点的动态子节点不为空,则比较新旧节点的动态子节点
if (dynamicChildren) {
patchBlockChildren(
n1.dynamicChildren!,
dynamicChildren,
el,
parentComponent,
parentSuspense,
areChildrenSVG,
slotScopeIds
)
// 开发环境  递归遍历静态子节点
if (__DEV__ && parentComponent && parentComponent.type.__hmrId) {
traverseStaticChildren(n1, n2)
}
// 没有优化,全量 diff
} else if (!optimized) {
// full diff
patchChildren(
n1,
n2,
el,
null,
parentComponent,
parentSuspense,
areChildrenSVG,
slotScopeIds,
false
)
}
// 注释:patchFlag 标识的存在意味着元素的 render 代码是由 compiler 生成的,
// 且可以在 patch 时走快道,此时能保证新旧节点形状相同,即它们在源模板中正好处于相同的位置
// 此时的对比是有着各种优化的
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)
if (patchFlag & PatchFlags.FULL_PROPS) {
// 当props中含有动态的key,需要进行全量 diff
// element props contain dynamic keys, full diff needed
patchProps(
el,
n2,
oldProps,
newProps,
parentComponent,
parentSuspense,
isSVG
)
} else {
// 处理动态类名绑定
// class
// this flag is matched when the element has dynamic class bindings.
if (patchFlag & PatchFlags.CLASS) {
if (oldProps.class !== newProps.class) {
hostPatchProp(el, 'class', null, newProps.class, isSVG)
}
}
// 处理动态的 style 绑定
// style
// this flag is matched when the element has dynamic style bindings
if (patchFlag & PatchFlags.STYLE) {
hostPatchProp(el, 'style', oldProps.style, newProps.style, isSVG)
}
// 处理动态的 prop/attr 绑定,有迭代缓存,优化比较速度
// 如果 `prop/attr`的 key 是动态的,那么这种优化则会失效
// 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
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]
// value属性会被强行对比
// #1471 force patch value
if (next !== prev || key === 'value') {
hostPatchProp(
el,
key,
prev,
next,
isSVG,
n1.children as VNode[],
parentComponent,
parentSuspense,
unmountChildren
)
}
}
}
}
// 处理文本:仅在元素只有文本子节点时触发
// text
// This flag is matched when the element has only dynamic text children.
if (patchFlag & PatchFlags.TEXT) {
if (n1.children !== n2.children) {
hostSetElementText(el, n2.children as string)
}
}
} else if (!optimized && dynamicChildren == null) {
// 没有优化,全量 diff
// unoptimized, full diff
patchProps(
el,
n2,
oldProps,
newProps,
parentComponent,
parentSuspense,
isSVG
)
}
// updated 钩子 入队
if ((vnodeHook = newProps.onVnodeUpdated) || dirs) {
queuePostRenderEffect(() => {
vnodeHook && invokeVNodeHook(vnodeHook, parentComponent, n2, n1)
dirs && invokeDirectiveHook(n2, n1, parentComponent, 'updated')
}, parentSuspense)
}
}

patchElement中,注意到当新节点具有动态子节点时,调用了patchBlockChildren来进行子节点的比较,而在没有动态子节点且不符合优化条件时,则使用patchChildren来比较。这与processFragment类似。

而当patchFlag <= 0且没有设置优化时,对props进行全量diff。分别遍历新的props和旧的props,最后刷新value的值。

const patchProps = (
el: RendererElement,
vnode: VNode,
oldProps: Data,
newProps: Data,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean
) => {
if (oldProps !== newProps) {
// 遍历新的props
for (const key in newProps) {
// empty string is not valid prop
if (isReservedProp(key)) continue
const next = newProps[key]
const prev = oldProps[key]
// 先不比较 value
// defer patching value
if (next !== prev && key !== 'value') {
hostPatchProp(
el,
key,
prev,
next,
isSVG,
vnode.children as VNode[],
parentComponent,
parentSuspense,
unmountChildren
)
}
}
// 遍历旧的props
if (oldProps !== EMPTY_OBJ) {
for (const key in oldProps) {
if (!isReservedProp(key) && !(key in newProps)) {
hostPatchProp(
el,
key,
oldProps[key],
null,
isSVG,
vnode.children as VNode[],
parentComponent,
parentSuspense,
unmountChildren
)
}
}
}
// 最后处理 value
if ('value' in newProps) {
hostPatchProp(el, 'value', oldProps.value, newProps.value)
}
}
}

processComponent

当被patch的节点类型是组件时,通过processComponent来处理。

当旧组件节点存在时,则调用updateComponent进行更新;

否则:

const processComponent = (
n1: VNode | null,
n2: VNode,
container: RendererElement,
anchor: RendererNode | null,
parentComponent: ComponentInternalInstance | null,
parentSuspense: SuspenseBoundary | null,
isSVG: boolean,
slotScopeIds: string[] | null,
optimized: boolean
) => {
n2.slotScopeIds = slotScopeIds
if (n1 == null) {
if (n2.shapeFlag & ShapeFlags.COMPONENT_KEPT_ALIVE) {
;(parentComponent!.ctx as KeepAliveContext).activate(
n2,
container,
anchor,
isSVG,
optimized
)
} else {
mountComponent(
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
optimized
)
}
} else {
updateComponent(n1, n2, optimized)
}
}

mountComponent

mountComponent在旧的组件节点不存在时被调用。所有的mountXXX最常见的调用时机都是首次渲染时,旧节点都是空的。

const mountComponent: MountComponentFn = (
initialVNode,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
optimized
) => {
// 2.x compat may pre-create the component instance before actually
// mounting
const compatMountInstance =
__COMPAT__ && initialVNode.isCompatRoot && initialVNode.component
const instance: ComponentInternalInstance =
compatMountInstance ||
(initialVNode.component = createComponentInstance(
initialVNode,
parentComponent,
parentSuspense
))
// 注册热更新
if (__DEV__ && instance.type.__hmrId) {
registerHMR(instance)
}
// 挂载性能检测
if (__DEV__) {
pushWarningContext(initialVNode)
startMeasure(instance, `mount`)
}
// 注入renderer的内部内容
// inject renderer internals for keepAlive
if (isKeepAlive(initialVNode)) {
;(instance.ctx as KeepAliveContext).renderer = internals
}
/** 这里备注一下 internals 的内容
* const internals: RendererInternals = {
*   p: patch,
*   um: unmount,
*   m: move,
*   r: remove,
*   mt: mountComponent,
*   mc: mountChildren,
*   pc: patchChildren,
*   pbc: patchBlockChildren,
*   n: getNextHostNode,
*   o: options
* }
*/
// 处理props和插槽
// resolve props and slots for setup context
if (!(__COMPAT__ && compatMountInstance)) {
// 检测初始化性能
if (__DEV__) {
startMeasure(instance, `init`)
}
// 处理setup:这个函数里使用其它方法,初始化了props和插槽,且调用了setup
setupComponent(instance)
if (__DEV__) {
endMeasure(instance, `init`)
}
}
// 处理异步的setup
// setup() is async. This component relies on async logic to be resolved
// before proceeding
if (__FEATURE_SUSPENSE__ && instance.asyncDep) {
parentSuspense && parentSuspense.registerDep(instance, setupRenderEffect)
// Give it a placeholder if this is not hydration
// TODO handle self-defined fallback
if (!initialVNode.el) {
const placeholder = (instance.subTree = createVNode(Comment))
processCommentNode(null, placeholder, container!, anchor)
}
return
}
// 接下来根据setup返回内容进行渲染
// todo 阅读该函数的内容
setupRenderEffect(
instance,
initialVNode,
container,
anchor,
parentSuspense,
isSVG,
optimized
)
// mount性能检测结束点
if (__DEV__) {
popWarningContext()
endMeasure(instance, `mount`)
}
}

updateComponent

当旧的组件节点存在时,对组件节点的处理会进入到更新阶段,也就是updateComponent。以旧组件为基准拿到实例instance,通过shouldUpdateComponent判断是否要更新组件。如果不需要更新,则只复制一下属性;否则,当实例是异步组件时,则只更新props和插槽;当实例是同步组件时,则设置next为新的组件节点,并调用组件的update方法进行更新。

const updateComponent = (n1: VNode, n2: VNode, optimized: boolean) => {
const instance = (n2.component = n1.component)!
if (shouldUpdateComponent(n1, n2, optimized)) {
if (
__FEATURE_SUSPENSE__ &&
instance.asyncDep &&
!instance.asyncResolved
) {
// async & still pending - just update props and slots
// since the component's reactive effect for render isn't set-up yet
if (__DEV__) {
pushWarningContext(n2)
}
// 更新组件的预渲染:即处理props和插槽
updateComponentPreRender(instance, n2, optimized)
if (__DEV__) {
popWarningContext()
}
return
} else {
// normal update
instance.next = n2
// in case the child component is also queued, remove it to avoid
// double updating the same child component in the same flush.
invalidateJob(instance.update)
// instance.update is the reactive effect.
instance.update()
}
} else {
// no update needed. just copy over properties
n2.el = n1.el
instance.vnode = n2
}
}

updateComponentPreRender

组件的预渲染,即在这里处理props和插槽。

const updateComponentPreRender = (
instance: ComponentInternalInstance,
nextVNode: VNode,
optimized: boolean
) => {
nextVNode.component = instance
const prevProps = instance.vnode.props
instance.vnode = nextVNode
instance.next = null
updateProps(instance, nextVNode.props, prevProps, optimized)
updateSlots(instance, nextVNode.children, optimized)
pauseTracking()
// props update may have triggered pre-flush watchers.
// flush them before the render update.
flushPreFlushCbs(undefined, instance.update)
resetTracking()
}

setupRenderEffect

相当重要的一个函数。用componentUpdateFn来创建一个effect。最后执行的update函数以及实例的update方法,都是执行effect.run。而effect.run内部会进行与依赖收集相关的操作,还会调用新建effect时传入的函数componentUpdateFn。这里可以看到**componentUpdateFn分为挂载和更新两部分**。

const setupRenderEffect: SetupRenderEffectFn = (
instance,
initialVNode,
container,
anchor,
parentSuspense,
isSVG,
optimized
) => {
const componentUpdateFn = () => {
if (!instance.isMounted) {
let vnodeHook: VNodeHook | null | undefined
const { el, props } = initialVNode
const { bm, m, parent } = instance
const isAsyncWrapperVNode = isAsyncWrapper(initialVNode)
// 在beforeMounted期间 不允许effect自己调用
toggleRecurse(instance, false)
// beforeMount hook
if (bm) {
invokeArrayFns(bm)
}
// onVnodeBeforeMount
if (
!isAsyncWrapperVNode &&
(vnodeHook = props && props.onVnodeBeforeMount)
) {
invokeVNodeHook(vnodeHook, parent, initialVNode)
}
if (
__COMPAT__ &&
isCompatEnabled(DeprecationTypes.INSTANCE_EVENT_HOOKS, instance)
) {
instance.emit('hook:beforeMount')
}
toggleRecurse(instance, true)
if (el && hydrateNode) {
// vnode has adopted host node - perform hydration instead of mount.
const hydrateSubTree = () => {
if (__DEV__) {
startMeasure(instance, `render`)
}
instance.subTree = renderComponentRoot(instance)
if (__DEV__) {
endMeasure(instance, `render`)
}
if (__DEV__) {
startMeasure(instance, `hydrate`)
}
hydrateNode!(
el as Node,
instance.subTree,
instance,
parentSuspense,
null
)
if (__DEV__) {
endMeasure(instance, `hydrate`)
}
}
if (isAsyncWrapperVNode) {
;(initialVNode.type as ComponentOptions).__asyncLoader!().then(
// note: we are moving the render call into an async callback,
// which means it won't track dependencies - but it's ok because
// a server-rendered async wrapper is already in resolved state
// and it will never need to change.
() => !instance.isUnmounted && hydrateSubTree()
)
} else {
hydrateSubTree()
}
} else {
if (__DEV__) {
startMeasure(instance, `render`)
}
const subTree = (instance.subTree = renderComponentRoot(instance))
if (__DEV__) {
endMeasure(instance, `render`)
}
if (__DEV__) {
startMeasure(instance, `patch`)
}
patch(
null,
subTree,
container,
anchor,
instance,
parentSuspense,
isSVG
)
if (__DEV__) {
endMeasure(instance, `patch`)
}
initialVNode.el = subTree.el
}
// mounted钩子入队
// mounted hook
if (m) {
queuePostRenderEffect(m, parentSuspense)
}
// onVnodeMounted
if (
!isAsyncWrapperVNode &&
(vnodeHook = props && props.onVnodeMounted)
) {
const scopedInitialVNode = initialVNode
queuePostRenderEffect(
() => invokeVNodeHook(vnodeHook!, parent, scopedInitialVNode),
parentSuspense
)
}
if (
__COMPAT__ &&
isCompatEnabled(DeprecationTypes.INSTANCE_EVENT_HOOKS, instance)
) {
queuePostRenderEffect(
() => instance.emit('hook:mounted'),
parentSuspense
)
}
// <KeepAlive>组件的activated钩子,可能包含从子组件注入的钩子
// activated hook for keep-alive roots.
// #1742 activated hook must be accessed after first render
// since the hook may be injected by a child keep-alive
if (
initialVNode.shapeFlag & ShapeFlags.COMPONENT_SHOULD_KEEP_ALIVE ||
(parent &&
isAsyncWrapper(parent.vnode) &&
parent.vnode.shapeFlag & ShapeFlags.COMPONENT_SHOULD_KEEP_ALIVE)
) {
instance.a && queuePostRenderEffect(instance.a, parentSuspense)
// 兼容
if (
__COMPAT__ &&
isCompatEnabled(DeprecationTypes.INSTANCE_EVENT_HOOKS, instance)
) {
queuePostRenderEffect(
() => instance.emit('hook:activated'),
parentSuspense
)
}
}
// 变更组件挂载状态
instance.isMounted = true
if (__DEV__ || __FEATURE_PROD_DEVTOOLS__) {
devtoolsComponentAdded(instance)
}
// #2458: deference mount-only object parameters to prevent memleaks
initialVNode = container = anchor = null as any
} else {
// updateComponent
// This is triggered by mutation of component's own state (next: null)
// OR parent calling processComponent (next: VNode)
let { next, bu, u, parent, vnode } = instance
let originNext = next
let vnodeHook: VNodeHook | null | undefined
if (__DEV__) {
pushWarningContext(next || instance.vnode)
}
// beforeUpdated 期间也不允许effect自调用
// Disallow component effect recursion during pre-lifecycle hooks.
toggleRecurse(instance, false)
if (next) {
next.el = vnode.el
updateComponentPreRender(instance, next, optimized)
} else {
next = vnode
}
// beforeUpdate hook
if (bu) {
invokeArrayFns(bu)
}
// onVnodeBeforeUpdate
if ((vnodeHook = next.props && next.props.onVnodeBeforeUpdate)) {
invokeVNodeHook(vnodeHook, parent, next, vnode)
}
// 考虑兼容
if (
__COMPAT__ &&
isCompatEnabled(DeprecationTypes.INSTANCE_EVENT_HOOKS, instance)
) {
instance.emit('hook:beforeUpdate')
}
toggleRecurse(instance, true)
// render
if (__DEV__) {
startMeasure(instance, `render`)
}
const nextTree = renderComponentRoot(instance)
if (__DEV__) {
endMeasure(instance, `render`)
}
const prevTree = instance.subTree
instance.subTree = nextTree
if (__DEV__) {
startMeasure(instance, `patch`)
}
// 更新则比较新旧subTree
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`)
}
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)
}
// 处理updated钩子
// updated hook
if (u) {
queuePostRenderEffect(u, parentSuspense)
}
// onVnodeUpdated
if ((vnodeHook = next.props && next.props.onVnodeUpdated)) {
queuePostRenderEffect(
() => invokeVNodeHook(vnodeHook!, parent, next!, vnode),
parentSuspense
)
}
if (
__COMPAT__ &&
isCompatEnabled(DeprecationTypes.INSTANCE_EVENT_HOOKS, instance)
) {
queuePostRenderEffect(
() => instance.emit('hook:updated'),
parentSuspense
)
}
if (__DEV__ || __FEATURE_PROD_DEVTOOLS__) {
devtoolsComponentUpdated(instance)
}
if (__DEV__) {
popWarningContext()
}
}
}
// 使用componentUpdateFn创建effect
// create reactive effect for rendering
const effect = (instance.effect = new ReactiveEffect(
componentUpdateFn,
() => queueJob(update),
instance.scope // track it in component's effect scope
))
const update: SchedulerJob = (instance.update = () => effect.run())
update.id = instance.uid
// allowRecurse
// #1801, #2043 component render effects should allow recursive updates
toggleRecurse(instance, true)
// 用于开发调试
if (__DEV__) {
effect.onTrack = instance.rtc
? e => invokeArrayFns(instance.rtc!, e)
: void 0
effect.onTrigger = instance.rtg
? e => invokeArrayFns(instance.rtg!, e)
: void 0
update.ownerInstance = instance
}
// 调用一次更新
update()
}

unmount

旧节点的卸载通过unmount来处理,其中根据节点类型不同,又有着不同的函数来实施卸载。

经过置空ref、判断与处理KeepAlivebeforeUnmounted的钩子函数和指令、判断组件的类型并相应卸载、处理unmounted钩子和指令等过程。

const unmount: UnmountFn = (
vnode,
parentComponent,
parentSuspense,
doRemove = false,
optimized = false
) => {
const {
type,
props,
ref,
children,
dynamicChildren,
shapeFlag,
patchFlag,
dirs
} = vnode
// 置空ref
// unset ref
if (ref != null) {
setRef(ref, null, parentSuspense, vnode, true)
}
// 组件被缓存,则调用<KeepAlive>的失活方法 deactivate
if (shapeFlag & ShapeFlags.COMPONENT_SHOULD_KEEP_ALIVE) {
;(parentComponent!.ctx as KeepAliveContext).deactivate(vnode)
return
}
// 是否调用指令和钩子
const shouldInvokeDirs = shapeFlag & ShapeFlags.ELEMENT && dirs
const shouldInvokeVnodeHook = !isAsyncWrapper(vnode)
// beforeUnmounted 钩子
let vnodeHook: VNodeHook | undefined | null
if (
shouldInvokeVnodeHook &&
(vnodeHook = props && props.onVnodeBeforeUnmount)
) {
invokeVNodeHook(vnodeHook, parentComponent, vnode)
}
if (shapeFlag & ShapeFlags.COMPONENT) {
// 卸载组件
unmountComponent(vnode.component!, parentSuspense, doRemove)
} else {
// 卸载异步组件
if (__FEATURE_SUSPENSE__ && shapeFlag & ShapeFlags.SUSPENSE) {
vnode.suspense!.unmount(parentSuspense, doRemove)
return
}
// 处理指令的 beforeUnmounted 阶段
if (shouldInvokeDirs) {
invokeDirectiveHook(vnode, null, parentComponent, 'beforeUnmount')
}
// 卸载 Teleport
if (shapeFlag & ShapeFlags.TELEPORT) {
;(vnode.type as typeof TeleportImpl).remove(
vnode,
parentComponent,
parentSuspense,
optimized,
internals,
doRemove
)
} else if (
dynamicChildren &&
// #1153: fast path should not be taken for non-stable (v-for) fragments
(type !== Fragment ||
(patchFlag > 0 && patchFlag & PatchFlags.STABLE_FRAGMENT))
) {
// 对于优化过的块状节点,仅需移除动态子节点
// fast path for block nodes: only need to unmount dynamic children.
unmountChildren(
dynamicChildren,
parentComponent,
parentSuspense,
false,
true
)
} else if (
// 文档片段  移除其子节点
(type === Fragment &&
patchFlag &
(PatchFlags.KEYED_FRAGMENT | PatchFlags.UNKEYED_FRAGMENT)) ||
(!optimized && shapeFlag & ShapeFlags.ARRAY_CHILDREN)
) {
unmountChildren(children as VNode[], parentComponent, parentSuspense)
}
// 处理节点自身
if (doRemove) {
remove(vnode)
}
}
// 处理 unmounted 钩子以及指令中的 unmounted 阶段
if (
(shouldInvokeVnodeHook &&
(vnodeHook = props && props.onVnodeUnmounted)) ||
shouldInvokeDirs
) {
queuePostRenderEffect(() => {
vnodeHook && invokeVNodeHook(vnodeHook, parentComponent, vnode)
shouldInvokeDirs &&
invokeDirectiveHook(vnode, null, parentComponent, 'unmounted')
}, parentSuspense)
}
}

remove

使用remove来移除一个节点。根据节点类型与环境,执行的逻辑也稍有差别。

const remove: RemoveFn = vnode => {
const { type, el, anchor, transition } = vnode
if (type === Fragment) {
if (
__DEV__ &&
vnode.patchFlag > 0 &&
vnode.patchFlag & PatchFlags.DEV_ROOT_FRAGMENT &&
transition &&
!transition.persisted
) {
// __DEV__环境
// 遍历移除子节点
;(vnode.children as VNode[]).forEach(child => {
if (child.type === Comment) {
hostRemove(child.el!)
} else {
remove(child)
}
})
} else {
// 移除片段
removeFragment(el!, anchor!)
}
return
}
// 移除静态节点
if (type === Static) {
removeStaticNode(vnode)
return
}
/** 遍历移除静态节点
*  const removeStaticNode = ({ el, anchor }: VNode) => {
*    let next
*    while (el && el !== anchor) {
*      next = hostNextSibling(el)
*      hostRemove(el)
*      el = next
*    }
*    hostRemove(anchor!)
*  }
*/
const performRemove = () => {
// 移除el
hostRemove(el!)
if (transition && !transition.persisted && transition.afterLeave) {
// 动画的 afterLeave 钩子
transition.afterLeave()
}
}
if (
vnode.shapeFlag & ShapeFlags.ELEMENT &&
transition &&
!transition.persisted
) {
const { leave, delayLeave } = transition
const performLeave = () => leave(el!, performRemove)
// 推迟 leave 动画
if (delayLeave) {
delayLeave(vnode.el!, performRemove, performLeave)
} else {
performLeave()
}
} else {
// 执行
performRemove()
}
}

removeFragment

直接遍历移除所有包含的节点,这一点与移除静态节点十分相似。

const removeFragment = (cur: RendererNode, end: RendererNode) => {
// For fragments, directly remove all contained DOM nodes.
// (fragment child nodes cannot have transition)
let next
while (cur !== end) {
next = hostNextSibling(cur)!
hostRemove(cur)
cur = next
}
hostRemove(end)
}

unmountComponent

对于组件的卸载,步骤稍微多一点。毕竟除了要遍历卸载子组件树,要处理组件的钩子函数,甚至考虑异步组件。

const unmountComponent = (
instance: ComponentInternalInstance,
parentSuspense: SuspenseBoundary | null,
doRemove?: boolean
) => {
if (__DEV__ && instance.type.__hmrId) {
unregisterHMR(instance)
}
const { bum, scope, update, subTree, um } = instance
// 调用 beforeUnmounted 钩子
// beforeUnmount hook
if (bum) {
invokeArrayFns(bum)
}
if (
__COMPAT__ &&
isCompatEnabled(DeprecationTypes.INSTANCE_EVENT_HOOKS, instance)
) {
instance.emit('hook:beforeDestroy')
}
// 停止副作用
// stop effects in component scope
scope.stop()
// 关闭 update,卸载子组件树
// update may be null if a component is unmounted before its async
// setup has resolved.
if (update) {
// so that scheduler will no longer invoke it
update.active = false
unmount(subTree, instance, parentSuspense, doRemove)
}
// 调用unmounted钩子
// unmounted hook
if (um) {
queuePostRenderEffect(um, parentSuspense)
}
// 向后兼容:destroyed 钩子
if (
__COMPAT__ &&
isCompatEnabled(DeprecationTypes.INSTANCE_EVENT_HOOKS, instance)
) {
queuePostRenderEffect(
() => instance.emit('hook:destroyed'),
parentSuspense
)
}
// 更改状态为已卸载
queuePostRenderEffect(() => {
instance.isUnmounted = true
}, parentSuspense)
// 处理<Suspense>
// A component with async dep inside a pending suspense is unmounted before
// its async dep resolves. This should remove the dep from the suspense, and
// cause the suspense to resolve immediately if that was the last dep.
if (
__FEATURE_SUSPENSE__ &&
parentSuspense &&
parentSuspense.pendingBranch &&
!parentSuspense.isUnmounted &&
instance.asyncDep &&
!instance.asyncResolved &&
instance.suspenseId === parentSuspense.pendingId
) {
parentSuspense.deps--
if (parentSuspense.deps === 0) {
parentSuspense.resolve()
}
}
if (__DEV__ || __FEATURE_PROD_DEVTOOLS__) {
devtoolsComponentRemoved(instance)
}
}

unmountChildren

卸载子节点,遍历递归unmount方法进行卸载。

const unmountChildren: UnmountChildrenFn = (
children,
parentComponent,
parentSuspense,
doRemove = false,
optimized = false,
start = 0
) => {
for (let i = start; i < children.length; i++) {
unmount(children[i], parentComponent, parentSuspense, doRemove, optimized)
}
}

小结

render只是个引子,绝大部分功能如节点挂载、节点更新都被patch涵盖了。diff算法在同层级进行遍历比较,核心内容都在patchKeyedChildren中,首尾节点各自循环一轮,对于中间的节点,则利用Map来映射key和节点在新子节点组中的index,再遍历剩余的旧子节点组,在Map中找相同的key里确定这个旧节点是否可复用。没有key的情况则使用patchUnkeyedChildren进行diff,简单粗暴。

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