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-rw-r--r--node_modules/xterm/src/common/input/WriteBuffer.ts224
1 files changed, 0 insertions, 224 deletions
diff --git a/node_modules/xterm/src/common/input/WriteBuffer.ts b/node_modules/xterm/src/common/input/WriteBuffer.ts
deleted file mode 100644
index cc84c9a..0000000
--- a/node_modules/xterm/src/common/input/WriteBuffer.ts
+++ /dev/null
@@ -1,224 +0,0 @@
-
-/**
- * Copyright (c) 2019 The xterm.js authors. All rights reserved.
- * @license MIT
- */
-
-declare const setTimeout: (handler: () => void, timeout?: number) => void;
-
-/**
- * Safety watermark to avoid memory exhaustion and browser engine crash on fast data input.
- * Enable flow control to avoid this limit and make sure that your backend correctly
- * propagates this to the underlying pty. (see docs for further instructions)
- * Since this limit is meant as a safety parachute to prevent browser crashs,
- * it is set to a very high number. Typically xterm.js gets unresponsive with
- * a 100 times lower number (>500 kB).
- */
-const DISCARD_WATERMARK = 50000000; // ~50 MB
-
-/**
- * The max number of ms to spend on writes before allowing the renderer to
- * catch up with a 0ms setTimeout. A value of < 33 to keep us close to
- * 30fps, and a value of < 16 to try to run at 60fps. Of course, the real FPS
- * depends on the time it takes for the renderer to draw the frame.
- */
-const WRITE_TIMEOUT_MS = 12;
-
-/**
- * Threshold of max held chunks in the write buffer, that were already processed.
- * This is a tradeoff between extensive write buffer shifts (bad runtime) and high
- * memory consumption by data thats not used anymore.
- */
-const WRITE_BUFFER_LENGTH_THRESHOLD = 50;
-
-// queueMicrotask polyfill for nodejs < v11
-const qmt: (cb: () => void) => void = (typeof queueMicrotask === 'undefined')
- ? (cb: () => void) => { Promise.resolve().then(cb); }
- : queueMicrotask;
-
-
-export class WriteBuffer {
- private _writeBuffer: (string | Uint8Array)[] = [];
- private _callbacks: ((() => void) | undefined)[] = [];
- private _pendingData = 0;
- private _bufferOffset = 0;
- private _isSyncWriting = false;
- private _syncCalls = 0;
-
- constructor(private _action: (data: string | Uint8Array, promiseResult?: boolean) => void | Promise<boolean>) { }
-
- /**
- * @deprecated Unreliable, to be removed soon.
- */
- public writeSync(data: string | Uint8Array, maxSubsequentCalls?: number): void {
- // stop writeSync recursions with maxSubsequentCalls argument
- // This is dangerous to use as it will lose the current data chunk
- // and return immediately.
- if (maxSubsequentCalls !== undefined && this._syncCalls > maxSubsequentCalls) {
- // comment next line if a whole loop block should only contain x `writeSync` calls
- // (total flat vs. deep nested limit)
- this._syncCalls = 0;
- return;
- }
- // append chunk to buffer
- this._pendingData += data.length;
- this._writeBuffer.push(data);
- this._callbacks.push(undefined);
-
- // increase recursion counter
- this._syncCalls++;
- // exit early if another writeSync loop is active
- if (this._isSyncWriting) {
- return;
- }
- this._isSyncWriting = true;
-
- // force sync processing on pending data chunks to avoid in-band data scrambling
- // does the same as innerWrite but without event loop
- // we have to do it here as single loop steps to not corrupt loop subject
- // by another writeSync call triggered from _action
- let chunk: string | Uint8Array | undefined;
- while (chunk = this._writeBuffer.shift()) {
- this._action(chunk);
- const cb = this._callbacks.shift();
- if (cb) cb();
- }
- // reset to avoid reprocessing of chunks with scheduled innerWrite call
- // stopping scheduled innerWrite by offset > length condition
- this._pendingData = 0;
- this._bufferOffset = 0x7FFFFFFF;
-
- // allow another writeSync to loop
- this._isSyncWriting = false;
- this._syncCalls = 0;
- }
-
- public write(data: string | Uint8Array, callback?: () => void): void {
- if (this._pendingData > DISCARD_WATERMARK) {
- throw new Error('write data discarded, use flow control to avoid losing data');
- }
-
- // schedule chunk processing for next event loop run
- if (!this._writeBuffer.length) {
- this._bufferOffset = 0;
- setTimeout(() => this._innerWrite());
- }
-
- this._pendingData += data.length;
- this._writeBuffer.push(data);
- this._callbacks.push(callback);
- }
-
- /**
- * Inner write call, that enters the sliced chunk processing by timing.
- *
- * `lastTime` indicates, when the last _innerWrite call had started.
- * It is used to aggregate async handler execution under a timeout constraint
- * effectively lowering the redrawing needs, schematically:
- *
- * macroTask _innerWrite:
- * if (Date.now() - (lastTime | 0) < WRITE_TIMEOUT_MS):
- * schedule microTask _innerWrite(lastTime)
- * else:
- * schedule macroTask _innerWrite(0)
- *
- * overall execution order on task queues:
- *
- * macrotasks: [...] --> _innerWrite(0) --> [...] --> screenUpdate --> [...]
- * m t: |
- * i a: [...]
- * c s: |
- * r k: while < timeout:
- * o s: _innerWrite(timeout)
- *
- * `promiseResult` depicts the promise resolve value of an async handler.
- * This value gets carried forward through all saved stack states of the
- * paused parser for proper continuation.
- *
- * Note, for pure sync code `lastTime` and `promiseResult` have no meaning.
- */
- protected _innerWrite(lastTime: number = 0, promiseResult: boolean = true): void {
- const startTime = lastTime || Date.now();
- while (this._writeBuffer.length > this._bufferOffset) {
- const data = this._writeBuffer[this._bufferOffset];
- const result = this._action(data, promiseResult);
- if (result) {
- /**
- * If we get a promise as return value, we re-schedule the continuation
- * as thenable on the promise and exit right away.
- *
- * The exit here means, that we block input processing at the current active chunk,
- * the exact execution position within the chunk is preserved by the saved
- * stack content in InputHandler and EscapeSequenceParser.
- *
- * Resuming happens automatically from that saved stack state.
- * Also the resolved promise value is passed along the callstack to
- * `EscapeSequenceParser.parse` to correctly resume the stopped handler loop.
- *
- * Exceptions on async handlers will be logged to console async, but do not interrupt
- * the input processing (continues with next handler at the current input position).
- */
-
- /**
- * If a promise takes long to resolve, we should schedule continuation behind setTimeout.
- * This might already be too late, if our .then enters really late (executor + prev thens took very long).
- * This cannot be solved here for the handler itself (it is the handlers responsibility to slice hard work),
- * but we can at least schedule a screen update as we gain control.
- */
- const continuation: (r: boolean) => void = (r: boolean) => Date.now() - startTime >= WRITE_TIMEOUT_MS
- ? setTimeout(() => this._innerWrite(0, r))
- : this._innerWrite(startTime, r);
-
- /**
- * Optimization considerations:
- * The continuation above favors FPS over throughput by eval'ing `startTime` on resolve.
- * This might schedule too many screen updates with bad throughput drops (in case a slow
- * resolving handler sliced its work properly behind setTimeout calls). We cannot spot
- * this condition here, also the renderer has no way to spot nonsense updates either.
- * FIXME: A proper fix for this would track the FPS at the renderer entry level separately.
- *
- * If favoring of FPS shows bad throughtput impact, use the following instead. It favors
- * throughput by eval'ing `startTime` upfront pulling at least one more chunk into the
- * current microtask queue (executed before setTimeout).
- */
- // const continuation: (r: boolean) => void = Date.now() - startTime >= WRITE_TIMEOUT_MS
- // ? r => setTimeout(() => this._innerWrite(0, r))
- // : r => this._innerWrite(startTime, r);
-
- // Handle exceptions synchronously to current band position, idea:
- // 1. spawn a single microtask which we allow to throw hard
- // 2. spawn a promise immediately resolving to `true`
- // (executed on the same queue, thus properly aligned before continuation happens)
- result.catch(err => {
- qmt(() => {throw err;});
- return Promise.resolve(false);
- }).then(continuation);
- return;
- }
-
- const cb = this._callbacks[this._bufferOffset];
- if (cb) cb();
- this._bufferOffset++;
- this._pendingData -= data.length;
-
- if (Date.now() - startTime >= WRITE_TIMEOUT_MS) {
- break;
- }
- }
- if (this._writeBuffer.length > this._bufferOffset) {
- // Allow renderer to catch up before processing the next batch
- // trim already processed chunks if we are above threshold
- if (this._bufferOffset > WRITE_BUFFER_LENGTH_THRESHOLD) {
- this._writeBuffer = this._writeBuffer.slice(this._bufferOffset);
- this._callbacks = this._callbacks.slice(this._bufferOffset);
- this._bufferOffset = 0;
- }
- setTimeout(() => this._innerWrite());
- } else {
- this._writeBuffer.length = 0;
- this._callbacks.length = 0;
- this._pendingData = 0;
- this._bufferOffset = 0;
- }
- }
-}