iOS AsyncDisplayKit 代碼閱讀筆記

如果看過 保持界面流暢技巧
這篇文章肯定會對AsyncDisplayKit 有強烈的好奇心。

此文章系 AsyncDisplayKit 的源碼閱讀筆記。零散的記錄一些點。讀完了說不定就能開始分析 AsyncDisplayKit 了

1:后臺釋放變量
void ASPerformBlockOnDeallocationQueue(void (^block)())
{
  static dispatch_queue_t queue;
  static dispatch_once_t onceToken;
  dispatch_once(&onceToken, ^{
    queue = dispatch_queue_create("org.AsyncDisplayKit.deallocationQueue", DISPATCH_QUEUE_SERIAL);
  });
  
  dispatch_async(queue, block);
}

ASPerformBlockOnDeallocationQueue用來釋放對象在后臺線程,讓界面更流暢。 比如應用

- (void)_clearImage
{
  // Destruction of bigger images on the main thread can be expensive
  // and can take some time, so we dispatch onto a bg queue to
  // actually dealloc.
  __block UIImage *image = self.image;
  CGSize imageSize = image.size;
  BOOL shouldReleaseImageOnBackgroundThread = imageSize.width > kMinReleaseImageOnBackgroundSize.width ||
                                              imageSize.height > kMinReleaseImageOnBackgroundSize.height;
  if (shouldReleaseImageOnBackgroundThread) {
    ASPerformBlockOnDeallocationQueue(^{
      image = nil;
    });
  }
///TODO
///

根據注釋看,說大圖在主線程釋放的時候會消耗更好的性能和時間。此處,最小尺寸是

static const CGSize kMinReleaseImageOnBackgroundSize = {20.0, 20.0};

20x20尺寸的圖,在我們的應用里比這個大很多的多的是吧!但是從來沒有想過,要在其他線程釋放!
所以 AsyncDisplayKit 性能好是有道理的,性能處理,做到極致!!

2:一些特定的方法只能在父類中實現。
BOOL ASSubclassOverridesSelector(Class superclass, Class subclass, SEL selector)
{
  Method superclassMethod = class_getInstanceMethod(superclass, selector);
  Method subclassMethod = class_getInstanceMethod(subclass, selector);
  IMP superclassIMP = superclassMethod ? method_getImplementation(superclassMethod) : NULL;
  IMP subclassIMP = subclassMethod ? method_getImplementation(subclassMethod) : NULL;
  return (superclassIMP != subclassIMP);
}

ASSubclassOverridesSelector用來判斷子類是不是實現了父類的某個方法,用法,配合#define ASDisplayNodeAssert(...) NSAssert(__VA_ARGS__)宏,在initialize方法中進行斷言,某些方法,子類一定不能實現。。

比如ASImageNode

+ (void)initialize
{
  [super initialize];
  
  if (self != [ASImageNode class]) {
    // Prevent custom drawing in subclasses
    ASDisplayNodeAssert(!ASSubclassOverridesClassSelector([ASImageNode class], self, @selector(displayWithParameters:isCancelled:)), @"Subclass %@ must not override displayWithParameters:isCancelled: method. Custom drawing in %@ subclass is not supported.", NSStringFromClass(self), NSStringFromClass([ASImageNode class]));
  }
}

3:任務放到主線程的正確姿勢
void ASPerformBlockOnMainThread(void (^block)())
{
  if (block == nil){
    return;
  }
  if (ASDisplayNodeThreadIsMain()) {
    block();
  } else {
    dispatch_async(dispatch_get_main_queue(), block);
  }
}

如果不做判斷,就會讓任務執行的時機發生變化!

4:消耗性能的操作,盡量只做一次求值操作

比如:

CGFloat ASScreenScale()
{
  static CGFloat __scale = 0.0;
  static dispatch_once_t onceToken;
  dispatch_once(&onceToken, ^{
    ASDisplayNodeCAssertMainThread();
    __scale = [[UIScreen mainScreen] scale];
  });
  return __scale;
}

ASScreenScale的調用時機在 ASDisplayNodeload方法中

+ (void)load
{
  // Ensure this value is cached on the main thread before needed in the background.
  ASScreenScale();
}

確保scale 的值已經計算好了,并且是在主線程中計算的。因為使用UIKit相關代碼了,所以一定要確保在主線程。

5:ASSentinel

ASSentinel 的作用是防止 layer 被重復渲染使用的,比如,一個layer 已經超出屏幕或者下一次渲染的數據已經來了,那么,需要一個標示,來標記,此次不用渲染了。

@interface ASSentinel : NSObject
- (int32_t)value;
- (int32_t)increment;
@end

定義很簡單,返回一個值,increment 遞增當前的值。
在基類的 _initializeInstance函數中初始化,

_displaySentinel = [[ASSentinel alloc] init];

在需要關閉當前渲染的時候進行自增

- (void)cancelDisplayAsyncLayer:(_ASDisplayLayer *)asyncLayer
{
  [_displaySentinel increment];
}
或者 
- (void)cancelAsyncDisplay
{
  ASDisplayNodeAssertMainThread();
  [_displaySentinel increment];
.........
}

delegate 函數的判斷,也可以使用結構體標示有沒有實現某個方法,比如:

struct ASDisplayNodeFlags {
    // public properties
    unsigned synchronous:1;
    unsigned layerBacked:1;
    unsigned displaysAsynchronously:1;
    unsigned shouldRasterizeDescendants:1;
    unsigned shouldBypassEnsureDisplay:1;
    unsigned displaySuspended:1;
    unsigned shouldAnimateSizeChanges:1;
    unsigned hasCustomDrawingPriority:1;
    }

具體使用如下(ps鄙人項目中的使用):

struct {
        unsigned hasJingxiangAction:1;
        unsigned hasCameraAction   :1;
        unsigned hasMuteAction     :1;
        unsigned hasRoomManagerAction:1;
        unsigned hasFollowlistAction:1;
    }_delefateAction; ///<delelgate 行為
    
    設置代理的時候
    - (void)setDelegate:(id<PXYMoreActionDelegate>)delegate {
    _delegate = delegate;
    _delefateAction.hasJingxiangAction = [_delegate respondsToSelector:@selector(jingxiangAction)];
    _delefateAction.hasCameraAction = [_delegate respondsToSelector:@selector(cameraAction)];
    _delefateAction.hasMuteAction = [_delegate respondsToSelector:@selector(muteAction)];
    _delefateAction.hasRoomManagerAction = [_delegate respondsToSelector:@selector(roomManagerAciton)];
    _delefateAction.hasFollowlistAction = [_delegate respondsToSelector:@selector(followerListAction)];
}

不用每次都調用respondsToSelector 方法,稍微提升一點效率,使用的時候就可以這樣子判斷了

if (_delefateAction.hasRoomManagerAction) {
     [_delegate roomManagerAciton];
   }

省去了之前繁瑣的判斷。

華麗分割線!!!!

我們看看 node 是什么時候創建 view 或者 layer 的。(顯示視圖,肯定是 view或者layer了)


- (void)addSubnode:(ASDisplayNode *)subnode
{
  ///斷言 #省略
  ASDisplayNodeAssert(subnode, @"Cannot insert a nil subnode");
  ASDisplayNode *oldParent = subnode.supernode;
  ///#不能重復添加或者自己添加自己
  if (!subnode || subnode == self || oldParent == self) {
    return;
  }
  ///#添加子節點
  BOOL isMovingEquivalentParents = disableNotificationsForMovingBetweenParents(oldParent, self);
  if (isMovingEquivalentParents) {
    [subnode __incrementVisibilityNotificationsDisabled];
  }
  [subnode removeFromSupernode];

  if (!_subnodes) {
    _subnodes = [[NSMutableArray alloc] init];
  }

  [_subnodes addObject:subnode];
  
  // This call will apply our .hierarchyState to the new subnode.
  // If we are a managed hierarchy, as in ASCellNode trees, it will also apply our .interfaceState.
  [subnode __setSupernode:self];
  ///#如果當前的node 已經有 view 或者 layer 就給子節點同樣創建一個 view 或者 layer并且添加進來。。
  if (self.nodeLoaded) {
    ASPerformBlockOnMainThread(^{
      [self _addSubnodeSubviewOrSublayer:subnode];
    });
  }

  ASDisplayNodeAssert(isMovingEquivalentParents == disableNotificationsForMovingBetweenParents(oldParent, self), @"Invariant violated");
  if (isMovingEquivalentParents) {
    [subnode __decrementVisibilityNotificationsDisabled];
  }
}

從流程上看,在 addSubnode 的時候,如果父node已經有顯示出來了,就創建。

還有另外一種情況,調用 view的 addSubnode 方法:

- (void)addSubnode:(ASDisplayNode *)subnode
{
  if (subnode.layerBacked) {
    // Call -addSubnode: so that we use the asyncdisplaykit_node path if possible.
    [self.layer addSubnode:subnode];
  } else {
    ASDisplayNode *selfNode = self.asyncdisplaykit_node;
    if (selfNode) {
      [selfNode addSubnode:subnode];
    } else {
      [self addSubview:subnode.view];
    }
  }
}

最后如果一步 [self addSubview:subnode.view];的時候,就開始走 view的創建流程了。

view 的創建流程:

- (UIView *)view
{
 if (_flags.layerBacked) {
    return nil;
  }
  if (!_view) {
    ASDisplayNodeAssertMainThread();
    [self _loadViewOrLayerIsLayerBacked:NO];
  }
  return _view;
}

- (CALayer *)layer
{
  if (!_layer) {
    ASDisplayNodeAssertMainThread();

    if (!_flags.layerBacked) {
      return self.view.layer;
    }
    [self _loadViewOrLayerIsLayerBacked:YES];
  }
  return _layer;
}

創建 view 或者 layer 的時候,都會使用 ASDisplayNodeAssertMainThread(); 宏來限定,只能在主線程創建。。最后都會調用 _loadViewOrLayerIsLayerBacked 函數。如果創建layer 傳入 YES 創建 view 傳入 NO

- (void)_loadViewOrLayerIsLayerBacked:(BOOL)isLayerBacked
{
  /// 如果node 已經是釋放狀態,不創建
  if (self._isDeallocating) {
    return;
  }

  /// 如果沒有父節點,直接返回
  if (![self __shouldLoadViewOrLayer]) {
    return;
  }

  /// 創建 layer
  if (isLayerBacked) {
    _layer = [self _layerToLoad];
    _layer.delegate = (id<CALayerDelegate>)self;
  } else {
  /// 創建 view
    _view = [self _viewToLoad];
    _view.asyncdisplaykit_node = self;
    _layer = _view.layer;
  }
  _layer.asyncdisplaykit_node = self;

  self.asyncLayer.asyncDelegate = self;

///# 其他狀態設置
  ......
}

創建view 的過程 如下:

- (UIView *)_viewToLoad
{
  UIView *view;
  ASDN::MutexLocker l(__instanceLock__);

  if (_viewBlock) {
    view = _viewBlock();
    ASDisplayNodeAssertNotNil(view, @"View block returned nil");
    ASDisplayNodeAssert(![view isKindOfClass:[_ASDisplayView class]], @"View block should return a synchronously displayed view");
    _viewBlock = nil;
    _viewClass = [view class];
  } else {
    if (!_viewClass) {
      _viewClass = [self.class viewClass];
    }
    view = [[_viewClass alloc] init];
  }
  
  // Update flags related to special handling of UIImageView layers. More details on the flags
  if (_flags.synchronous && [_viewClass isSubclassOfClass:[UIImageView class]]) {
    _flags.canClearContentsOfLayer = NO;
    _flags.canCallSetNeedsDisplayOfLayer = NO;
  }

  return view;
}

如果初始化的時候有提供_viewBlock,就是用 _viewBlock 返回一個view,要么就是用默認的view進行創建。

+ (Class)viewClass
{
  return [_ASDisplayView class];
}

+ (Class)layerClass
{
  return [_ASDisplayLayer class];
}

ASDisplayNode 提供了內置的 view 和 layer ,_ASDisplayView 用來轉發一些事件,_ASDisplayLayer 是 性能提升的關鍵。

從上面可以看出 node 節點就是包裝了 view 和 layer 的 載體,可以通過node 設置 view 或者 layer的屬性。在view 或者 layer需要顯示的時候,把屬性設置上去。

這里忽略掉了布局相關的代碼。以后有空了補補

_ASDisplayView

_ASDisplayView 是 ASDisplayNode 的 一個私有類,只能在ASDisplayNode 中使用,不能繼承和重寫。前面有提到過

+ (Class)viewClass
{
  return [_ASDisplayView class];
}

_ASDisplayView 的 作用就是重寫了UIView的一些方法用來轉發一些事件給 ASDisplayNode,下面,我們看看主要的函數。

+ (Class)layerClass
{
  return [_ASDisplayLayer class];
}

重寫 layerClass 函數,使用可以異步繪制的 類 _ASDisplayLayer。

- (void)willMoveToWindow:(UIWindow *)newWindow
{
  BOOL visible = (newWindow != nil);
  if (visible && !_node.inHierarchy) {
    [_node __enterHierarchy];
  }
}

將要添加到window上的時候,把事件轉給Node. 當然還有其他的類似 didMoveToWindow

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
  if (_node.methodOverrides & ASDisplayNodeMethodOverrideTouchesBegan) {
    [_node touchesBegan:touches withEvent:event];
  } else {
    [super touchesBegan:touches withEvent:event];
  }
}

touche 系列的函數的重寫,判斷當前node 是否實現了對應的方法,如果實現了,就把事件轉發給node. ASControlNode的實現,就得益于touch 函數的轉發。

分割線

判斷兩個obj是否相等

ASDISPLAYNODE_INLINE BOOL ASObjectIsEqual(id<NSObject> obj, id<NSObject> otherObj)
{
  return obj == otherObj || [obj isEqual:otherObj];
}

參數可以為nil 此處!

_ASDisplayLayer

看看_ASDisplayLayer 的實現。

typedef BOOL(^asdisplaynode_iscancelled_block_t)(void);

用來標示當前異步的操作是否已經結束

@interface _ASDisplayLayer : CALayer
///#設置是否異步展示
@property (nonatomic, assign) BOOL displaysAsynchronously;
///#關閉當前的異步展示
- (void)cancelAsyncDisplay;
///#異步展示的隊列
+ (dispatch_queue_t)displayQueue;
///#計數器,之前講過的
@property (nonatomic, strong, readonly) ASSentinel *displaySentinel;
///#展示過程中的代理
@property (nonatomic, weak) id<_ASDisplayLayerDelegate> asyncDelegate;
///#掛起異步顯示
@property (nonatomic, assign, getter=isDisplaySuspended) BOOL displaySuspended;
///#直接展示
- (void)displayImmediately;
ASCALayerExtendedDelegate

bounds 改變的時候回調用這個代理的方法。

_ASDisplayLayerDelegate

異步渲染的時候一些回調,node 可以實現這些方法,來實現自己的渲染,

_ASDisplayLayer實現

- (instancetype)init
{
  if ((self = [super init])) {
    _displaySentinel = [[ASSentinel alloc] init];

    self.opaque = YES;
  }
  return self;
}

_displaySentinel 初始化異步展示關閉的條件。

看一些主要的方法。

+ (id)defaultValueForKey:(NSString *)key
{
  if ([key isEqualToString:@"displaysAsynchronously"]) {
    return @YES;
  } else {
    return [super defaultValueForKey:key];
  }
}

設置layer的默認的屬性值,這是設置 displaysAsynchronously 默認為 YES。(默認開啟異步展示效果)

- (void)setNeedsDisplay
{
///#判斷是不是主線程
  ASDisplayNodeAssertMainThread();
///#線程鎖
  _displaySuspendedLock.lock();
  ///關閉當前的繪制,已經在繪制的不能被關閉,如果還沒有開始繪制,但是在隊列里面,是能關閉的
  [self cancelAsyncDisplay];

  // Short circuit if display is suspended. When resumed, we will setNeedsDisplay at that time.
  if (!_displaySuspended) {
    [super setNeedsDisplay];
  }
  _displaySuspendedLock.unlock();
}

setNeedsDisplay 設置內容需要重新繪制。開始繪制之前,先關閉上次還沒有開始繪制的任務!

+ (dispatch_queue_t)displayQueue
{
  static dispatch_queue_t displayQueue = NULL;
  static dispatch_once_t onceToken;
  dispatch_once(&onceToken, ^{
    displayQueue = dispatch_queue_create("org.AsyncDisplayKit.ASDisplayLayer.displayQueue", DISPATCH_QUEUE_CONCURRENT);
    // we use the highpri queue to prioritize UI rendering over other async operations
    dispatch_set_target_queue(displayQueue, dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0));
  });

  return displayQueue;
}

displayQueue 異步繪制的隊列。注意,隊列是 DISPATCH_QUEUE_CONCURRENT 并行的。并且 dispatch_set_target_queue 設置的 DISPATCH_QUEUE_PRIORITY_HIGH。跟UI繪制相關的隊列,優先級最高。

- (void)display
{
///#此方法只能在主線程調用
  ASDisplayNodeAssertMainThread();
  [self _hackResetNeedsDisplay];
///如果已經掛起了,返回
  if (self.isDisplaySuspended) {
    return;
  }
///開始調用繪制
  [self display:self.displaysAsynchronously];
}

- (void)display:(BOOL)asynchronously
{
///如果大小為0 的時候是否繪制
  if (CGRectIsEmpty(self.bounds)) {
    _attemptedDisplayWhileZeroSized = YES;
  }

  id<_ASDisplayLayerDelegate> NS_VALID_UNTIL_END_OF_SCOPE strongAsyncDelegate;
  {
    _asyncDelegateLock.lock();
    strongAsyncDelegate = _asyncDelegate;
    _asyncDelegateLock.unlock();
  }
  ///開始調用代理的方法,進行繪制
  [strongAsyncDelegate displayAsyncLayer:self asynchronously:asynchronously];
}

so,繪制部分交給了代理,也就是Node....ok,我們看一下node的繪制部分。。。
相關代碼在ASDisplayNode+AsyncDisplay.mm文件中

- (void)displayAsyncLayer:(_ASDisplayLayer *)asyncLayer asynchronously:(BOOL)asynchronously
{
///必須在主線程進行
  ASDisplayNodeAssertMainThread();
///上鎖
  ASDN::MutexLocker l(__instanceLock__);

  if (_hierarchyState & ASHierarchyStateRasterized) {
    return;
  }
///判斷有沒有取消當前繪制的block
  ASSentinel *displaySentinel = (asynchronously ? _displaySentinel : nil);
  int32_t displaySentinelValue = [displaySentinel increment];
  asdisplaynode_iscancelled_block_t isCancelledBlock = ^{
    return BOOL(displaySentinelValue != displaySentinel.value);
  };

  ///生成繪制的block 返回一個image 直接設置在layer上
  asyncdisplaykit_async_transaction_operation_block_t displayBlock = [self _displayBlockWithAsynchronous:asynchronously isCancelledBlock:isCancelledBlock rasterizing:NO];
  ///#如果沒有繪制的block,那就沒有必要進行了
  if (!displayBlock) {
    return;
  }
  ///插入runloop的block
  ASDisplayNodeAssert(_layer, @"Expect _layer to be not nil");
  asyncdisplaykit_async_transaction_operation_completion_block_t completionBlock = ^(id<NSObject> value, BOOL canceled){
    ASDisplayNodeCAssertMainThread();
    if (!canceled && !isCancelledBlock()) {
      UIImage *image = (UIImage *)value;
      BOOL stretchable = (NO == UIEdgeInsetsEqualToEdgeInsets(image.capInsets, UIEdgeInsetsZero));
      if (stretchable) {
        ASDisplayNodeSetupLayerContentsWithResizableImage(_layer, image);
      } else {
        _layer.contentsScale = self.contentsScale;
        _layer.contents = (id)image.CGImage;
      }
      [self didDisplayAsyncLayer:self.asyncLayer];
    }
  };
///調用即將渲染layer的函數
  [self willDisplayAsyncLayer:self.asyncLayer];

  if (asynchronously) {///如果是異步的,加入到runloop中
    // Async rendering operations are contained by a transaction, which allows them to proceed and concurrently
    // while synchronizing the final application of the results to the layer's contents property (completionBlock).
    
    // First, look to see if we are expected to join a parent's transaction container.
    CALayer *containerLayer = _layer.asyncdisplaykit_parentTransactionContainer ? : _layer;
    
    // In the case that a transaction does not yet exist (such as for an individual node outside of a container),
    // this call will allocate the transaction and add it to _ASAsyncTransactionGroup.
    // It will automatically commit the transaction at the end of the runloop.
    _ASAsyncTransaction *transaction = containerLayer.asyncdisplaykit_asyncTransaction;
    
    // Adding this displayBlock operation to the transaction will start it IMMEDIATELY.
    // The only function of the transaction commit is to gate the calling of the completionBlock.
    [transaction addOperationWithBlock:displayBlock priority:self.drawingPriority queue:[_ASDisplayLayer displayQueue] completion:completionBlock];
  } else {
  ///不是異步,直接把image,設置在layer上!!
    UIImage *contents = (UIImage *)displayBlock();
    completionBlock(contents, NO);
  }
}

此處,相關技術可以通過YY大神博客了解 保持界面流暢技巧

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