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package com.squareup.workflow1
import com.squareup.workflow1.RuntimeConfigOptions.CONFLATE_STALE_RENDERINGS
import com.squareup.workflow1.RuntimeConfigOptions.RENDER_ONLY_WHEN_STATE_CHANGES
import com.squareup.workflow1.internal.WorkflowRunner
import com.squareup.workflow1.internal.chained
import kotlinx.coroutines.CancellationException
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.Job
import kotlinx.coroutines.flow.Flow
import kotlinx.coroutines.flow.MutableStateFlow
import kotlinx.coroutines.flow.StateFlow
import kotlinx.coroutines.isActive
import kotlinx.coroutines.launch
/**
* Launches the [workflow] in a new coroutine in [scope] and returns a [StateFlow] of its
* [renderings][RenderingT] and [snapshots][Snapshot]. The workflow tree is seeded with
* [initialSnapshot] and the current value value of [props]. Subsequent values emitted from [props]
* will be used to re-render the workflow.
*
* This is the primary low-level entry point into the workflow runtime. If you are writing an app,
* you should probably be using a higher-level entry point that will also let you define UI bindings
* for your renderings.
*
* ## Initialization
*
* When this function is called, the workflow runtime is started immediately, before the function
* even returns. The current value of the [props] [StateFlow] is used to perform the initial render
* pass. The result of this render pass is used to initialize the [StateFlow] of renderings and
* snapshots that is returned.
*
* Once the initial render pass is complete, the workflow runtime will continue executing in a new
* coroutine launched in [scope].
*
* ## Scoping
*
* The workflow runtime makes use of
* [structured concurrency](https://medium.com/@elizarov/structured-concurrency-722d765aa952).
*
* The runtime is started in [scope], which defines the context for the entire workflow tree – most
* importantly, the [Job] that governs the runtime's lifetime and exception
* reporting path, and the [CoroutineDispatcher][kotlinx.coroutines.CoroutineDispatcher] that
* decides on what thread(s) to run workflow code. Note that if the scope's dispatcher executes
* on threads different than the caller, then the initial render pass will occur on the current
* thread but all subsequent render passes, and actions, will be executed on that dispatcher. This
* shouldn't affect well-written workflows, since the render method should not perform side effects
* anyway.
*
* All workers that are run by this runtime will be collected in coroutines that are children of
* [scope]. When the root workflow emits an output, [onOutput] will be invoked in a child of
* [scope].
*
* To stop the workflow runtime, simply cancel [scope]. Any running workers will be cancelled, and
* if [onOutput] is currently running it will be cancelled as well.
*
* ## Error handling
*
* If the initial render pass throws an exception, that exception will be thrown from this function.
* Any exceptions thrown from the runtime (and any workflows or workers) after that will bubble up
* and be handled by [scope] (usually by cancelling it).
*
* Since the [onOutput] function is executed in [scope], any exceptions it throws will also bubble
* up to [scope]. Any exceptions thrown by subscribers of the returned [StateFlow] will _not_ cancel
* [scope] or cancel the runtime, but will be handled in the [CoroutineScope] of the subscriber.
*
* @param workflow
* The root workflow to render.
*
* @param scope
* The [CoroutineScope] in which to launch the workflow runtime. Any exceptions thrown
* in any workflows, after the initial render pass, will be handled by this scope, and cancelling
* this scope will cancel the workflow runtime and any running workers. Note that any dispatcher
* in this scope will _not_ be used to execute the very first render pass.
*
* @param props
* Specifies the initial [PropsT] to use to render the root workflow, and will cause a re-render
* when new props are emitted. If this flow completes _after_ emitting at least one value, the
* runtime will _not_ fail or stop, it will continue running with the last-emitted input.
* To only pass a single props value, simply create a [MutableStateFlow] with the value.
*
* @param initialSnapshot
* If not null or empty, used to restore the workflow. Should be obtained from a previous runtime's
* [RenderingAndSnapshot].
*
* @param interceptors
* An optional list of [WorkflowInterceptor]s that will wrap every workflow rendered by the runtime.
* Interceptors will be invoked in 0-to-`length` order: the interceptor at index 0 will process the
* workflow first, then the interceptor at index 1, etc.
*
* @param onOutput
* A function that will be called whenever the root workflow emits an [OutputT]. This is a suspend
* function, and is invoked synchronously within the runtime: if it suspends, the workflow runtime
* will effectively be paused until it returns. This means that it will propagate backpressure if
* used to forward outputs to a [Flow] or [Channel][kotlinx.coroutines.channels.Channel], for
* example.
*
* @param runtimeConfig
* Configuration parameters for the Workflow Runtime.
*
* @return
* A [StateFlow] of [RenderingAndSnapshot]s that will emit any time the root workflow creates a new
* rendering.
*/
@OptIn(WorkflowExperimentalRuntime::class)
public fun renderWorkflowIn(
workflow: Workflow,
scope: CoroutineScope,
props: StateFlow,
initialSnapshot: TreeSnapshot? = null,
interceptors: List = emptyList(),
runtimeConfig: RuntimeConfig = RuntimeConfigOptions.DEFAULT_CONFIG,
onOutput: suspend (OutputT) -> Unit
): StateFlow> {
val chainedInterceptor = interceptors.chained()
val runner =
WorkflowRunner(scope, workflow, props, initialSnapshot, chainedInterceptor, runtimeConfig)
// Rendering is synchronous, so we can run the first render pass before launching the runtime
// coroutine to calculate the initial rendering.
val renderingsAndSnapshots = MutableStateFlow(
try {
runner.nextRendering()
} catch (e: Throwable) {
// If any part of the workflow runtime fails, the scope should be cancelled. We're not in a
// coroutine yet however, so if the first render pass fails it won't cancel the runtime,
// but this is an implementation detail so we must cancel the scope manually to keep the
// contract.
val cancellation =
(e as? CancellationException) ?: CancellationException("Workflow runtime failed", e)
runner.cancelRuntime(cancellation)
throw e
}
)
suspend fun sendOutput(
actionResult: ActionProcessingResult,
onOutput: suspend (OutputT) -> Unit
) {
when (actionResult) {
is ActionApplied<*> -> {
@Suppress("UNCHECKED_CAST")
(actionResult as? ActionApplied)?.let {
it.output?.let { actualOutput ->
onOutput(actualOutput.value)
}
}
}
else -> {} // no -op
}
}
/**
* If [runtimeConfig] contains [RuntimeConfigOptions.RENDER_ONLY_WHEN_STATE_CHANGES] then
* send any output, but return true which means restart the runtime loop and process another
* action.
*/
suspend fun shortCircuitForUnchangedState(actionResult: ActionProcessingResult): Boolean {
if (runtimeConfig.contains(RENDER_ONLY_WHEN_STATE_CHANGES) &&
actionResult is ActionApplied<*> && !actionResult.stateChanged
) {
// Possibly send output and process more actions. No state change so no re-render.
sendOutput(actionResult, onOutput)
return true
}
return false
}
scope.launch {
while (isActive) {
// It might look weird to start by processing an action before getting the rendering below,
// but remember the first render pass already occurred above, before this coroutine was even
// launched.
var actionResult: ActionProcessingResult = runner.processAction()
if (shortCircuitForUnchangedState(actionResult)) continue
// After resuming from runner.processAction() our coroutine could now be cancelled, check so
// we don't surprise anyone with an unexpected rendering pass. Show's over, go home.
if (!isActive) return@launch
var nextRenderAndSnapshot: RenderingAndSnapshot = runner.nextRendering()
if (runtimeConfig.contains(CONFLATE_STALE_RENDERINGS)) {
// Only null will allow us to continue processing actions and conflating stale renderings.
// If this is not null, then we had an Output and we want to send it with the Rendering
// (stale or not).
while (actionResult is ActionApplied<*> && actionResult.output == null) {
// We have more actions we can process, so this rendering is stale.
actionResult = runner.processAction(waitForAnAction = false)
if (!isActive) return@launch
// If no actions processed, then no new rendering needed.
if (actionResult == ActionsExhausted) break
nextRenderAndSnapshot = runner.nextRendering()
}
}
// Pass on to the UI.
renderingsAndSnapshots.value = nextRenderAndSnapshot
// And emit the Output.
sendOutput(actionResult, onOutput)
}
}
return renderingsAndSnapshots
}