useState

当我们的代码执行到了useState的时候,他到底做了什么呢?

function basicStateReducer<S>(state: S, action: BasicStateAction<S>): S {
  return typeof action === 'function' ? action(state) : action;
}

export function useState<S>(
  initialState: (() => S) | S,
): [S, Dispatch<BasicStateAction<S>>] {
  return useReducer(
    basicStateReducer,
    // useReducer has a special case to support lazy useState initializers
    (initialState: any),
  );
}

可见useState不过就是个语法糖,本质其实就是useReducer,那么useReducer具体做了什么呢?

useReducer

最开始的两句代码是每个Hooks都会做的统一代码:

currentlyRenderingFiber = resolveCurrentlyRenderingFiber();
workInProgressHook = createWorkInProgressHook();

这里分两种情况:第一次渲染更新,如果workInProgressHook.queue存在则为更新,否则是第一次渲染

第一次渲染

第一次渲染主要就是初始化操作

// There's no existing queue, so this is the initial render.
if (reducer === basicStateReducer) {
  // Special case for `useState`.
  if (typeof initialState === 'function') {
    initialState = initialState();
  }
} else if (initialAction !== undefined && initialAction !== null) {
  initialState = reducer(initialState, initialAction);
}
workInProgressHook.memoizedState = workInProgressHook.baseState = initialState;

这里初始化initialState,并且记录在workInProgressHook.memoizedStateworkInProgressHook.baseState

然后创建queue对象

queue = workInProgressHook.queue = {
  last: null,
  dispatch: null,
};

这一看到queue的结构非常简单,只有一个last指针和dispatchdispatch是用来记录更新state的方法的,接下去我们就要创建dispatch方法了

const dispatch: Dispatch<A> = (queue.dispatch = (dispatchAction.bind(
  null,
  currentlyRenderingFiber,
  queue,
): any));

可以看到这个dispatch就是dispatchAction绑定了对应的Fiberqueue。最后return

return [workInProgressHook.memoizedState, dispatch];

对应了我们const [state, updateState] = useState('default')的用法

更新

分两种情况,是否是reRender,所谓reRender就是说在当前更新周期中又产生了新的更新,就继续执行这些更新知道当前渲染周期中没有更新为止

他们基本的操作是一致的,就是根据reducerupdate.action来创建新的state,并赋值给Hook.memoizedState以及Hook.baseState

注意这里,对于非reRender得情况,我们会对每个更新判断其优先级,如果不是当前整体更新优先级内得更新会跳过,第一个跳过得Update会变成新的baseUpdate他记录了在之后所有得Update,即便是优先级比他高得,因为在他被执行得时候,需要保证后续的更新要在他更新之后的基础上再次执行,因为结果可能会不一样。

export function useReducer<S, A>(
  reducer: (S, A) => S,
  initialState: S,
  initialAction: A | void | null,
): [S, Dispatch<A>] {
  currentlyRenderingFiber = resolveCurrentlyRenderingFiber();
  workInProgressHook = createWorkInProgressHook();
  let queue: UpdateQueue<A> | null = (workInProgressHook.queue: any);
  if (queue !== null) {
    // Already have a queue, so this is an update.
    if (isReRender) {
      // This is a re-render. Apply the new render phase updates to the previous
      // work-in-progress hook.
      const dispatch: Dispatch<A> = (queue.dispatch: any);
      if (renderPhaseUpdates !== null) {
        // Render phase updates are stored in a map of queue -> linked list
        const firstRenderPhaseUpdate = renderPhaseUpdates.get(queue);
        if (firstRenderPhaseUpdate !== undefined) {
          renderPhaseUpdates.delete(queue);
          let newState = workInProgressHook.memoizedState;
          let update = firstRenderPhaseUpdate;
          do {
            // Process this render phase update. We don't have to check the
            // priority because it will always be the same as the current
            // render's.
            const action = update.action;
            newState = reducer(newState, action);
            update = update.next;
          } while (update !== null);

          workInProgressHook.memoizedState = newState;

          // Don't persist the state accumlated from the render phase updates to
          // the base state unless the queue is empty.
          // TODO: Not sure if this is the desired semantics, but it's what we
          // do for gDSFP. I can't remember why.
          if (workInProgressHook.baseUpdate === queue.last) {
            workInProgressHook.baseState = newState;
          }

          return [newState, dispatch];
        }
      }
      return [workInProgressHook.memoizedState, dispatch];
    }

    // The last update in the entire queue
    const last = queue.last;
    // The last update that is part of the base state.
    const baseUpdate = workInProgressHook.baseUpdate;

    // Find the first unprocessed update.
    let first;
    if (baseUpdate !== null) {
      if (last !== null) {
        // For the first update, the queue is a circular linked list where
        // `queue.last.next = queue.first`. Once the first update commits, and
        // the `baseUpdate` is no longer empty, we can unravel the list.
        last.next = null;
      }
      first = baseUpdate.next;
    } else {
      first = last !== null ? last.next : null;
    }
    if (first !== null) {
      let newState = workInProgressHook.baseState;
      let newBaseState = null;
      let newBaseUpdate = null;
      let prevUpdate = baseUpdate;
      let update = first;
      let didSkip = false;
      do {
        const updateExpirationTime = update.expirationTime;
        if (updateExpirationTime < renderExpirationTime) {
          // Priority is insufficient. Skip this update. If this is the first
          // skipped update, the previous update/state is the new base
          // update/state.
          if (!didSkip) {
            didSkip = true;
            newBaseUpdate = prevUpdate;
            newBaseState = newState;
          }
          // Update the remaining priority in the queue.
          if (updateExpirationTime > remainingExpirationTime) {
            remainingExpirationTime = updateExpirationTime;
          }
        } else {
          // Process this update.
          const action = update.action;
          newState = reducer(newState, action);
        }
        prevUpdate = update;
        update = update.next;
      } while (update !== null && update !== first);

      if (!didSkip) {
        newBaseUpdate = prevUpdate;
        newBaseState = newState;
      }

      workInProgressHook.memoizedState = newState;
      workInProgressHook.baseUpdate = newBaseUpdate;
      workInProgressHook.baseState = newBaseState;
    }

    const dispatch: Dispatch<A> = (queue.dispatch: any);
    return [workInProgressHook.memoizedState, dispatch];
  }

  // There's no existing queue, so this is the initial render.
  if (reducer === basicStateReducer) {
    // Special case for `useState`.
    if (typeof initialState === 'function') {
      initialState = initialState();
    }
  } else if (initialAction !== undefined && initialAction !== null) {
    initialState = reducer(initialState, initialAction);
  }
  workInProgressHook.memoizedState = workInProgressHook.baseState = initialState;
  queue = workInProgressHook.queue = {
    last: null,
    dispatch: null,
  };
  const dispatch: Dispatch<A> = (queue.dispatch = (dispatchAction.bind(
    null,
    currentlyRenderingFiber,
    queue,
  ): any));
  return [workInProgressHook.memoizedState, dispatch];
}

dispatchAction

首先看这个判断:

if (
  fiber === currentlyRenderingFiber ||
  (alternate !== null && alternate === currentlyRenderingFiber)
)

这其实就是判断这个更新是否是在渲染过程中产生的currentlyRenderingFiber只有在FunctionalComponent更新的过程中才会被设置,在离开更新的时候设置为null,所以只要存在并更产生更新的Fiber相等,说明这个更新是在当前渲染中产生的,则这是一次reRender

所有更新过程中产生的更新记录在renderPhaseUpdates这个Map上,以每个Hookqueuekey

对于不是更新过程中产生的更新,则直接在queue上执行操作就行了,注意在最后会发起一次scheduleWork的调度。

function dispatchAction<A>(fiber: Fiber, queue: UpdateQueue<A>, action: A) {
  invariant(
    numberOfReRenders < RE_RENDER_LIMIT,
    'Too many re-renders. React limits the number of renders to prevent ' +
      'an infinite loop.',
  );

  const alternate = fiber.alternate;
  if (
    fiber === currentlyRenderingFiber ||
    (alternate !== null && alternate === currentlyRenderingFiber)
  ) {
    // This is a render phase update. Stash it in a lazily-created map of
    // queue -> linked list of updates. After this render pass, we'll restart
    // and apply the stashed updates on top of the work-in-progress hook.
    didScheduleRenderPhaseUpdate = true;
    const update: Update<A> = {
      expirationTime: renderExpirationTime,
      action,
      next: null,
    };
    if (renderPhaseUpdates === null) {
      renderPhaseUpdates = new Map();
    }
    const firstRenderPhaseUpdate = renderPhaseUpdates.get(queue);
    if (firstRenderPhaseUpdate === undefined) {
      renderPhaseUpdates.set(queue, update);
    } else {
      // Append the update to the end of the list.
      let lastRenderPhaseUpdate = firstRenderPhaseUpdate;
      while (lastRenderPhaseUpdate.next !== null) {
        lastRenderPhaseUpdate = lastRenderPhaseUpdate.next;
      }
      lastRenderPhaseUpdate.next = update;
    }
  } else {
    const currentTime = requestCurrentTime();
    const expirationTime = computeExpirationForFiber(currentTime, fiber);
    const update: Update<A> = {
      expirationTime,
      action,
      next: null,
    };
    flushPassiveEffects();
    // Append the update to the end of the list.
    const last = queue.last;
    if (last === null) {
      // This is the first update. Create a circular list.
      update.next = update;
    } else {
      const first = last.next;
      if (first !== null) {
        // Still circular.
        update.next = first;
      }
      last.next = update;
    }
    queue.last = update;
    scheduleWork(fiber, expirationTime);
  }
}

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