@mlightcad/common
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[](https://opensource.org/licenses/MIT) [](https://www.npmjs.com/package/@mlightcad/common)
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JavaScript
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
return new (P || (P = Promise))(function (resolve, reject) {
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
};
var __generator = (this && this.__generator) || function (thisArg, body) {
var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
function verb(n) { return function (v) { return step([n, v]); }; }
function step(op) {
if (f) throw new TypeError("Generator is already executing.");
while (g && (g = 0, op[0] && (_ = 0)), _) try {
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
if (y = 0, t) op = [op[0] & 2, t.value];
switch (op[0]) {
case 0: case 1: t = op; break;
case 4: _.label++; return { value: op[1], done: false };
case 5: _.label++; y = op[1]; op = [0]; continue;
case 7: op = _.ops.pop(); _.trys.pop(); continue;
default:
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
if (t[2]) _.ops.pop();
_.trys.pop(); continue;
}
op = body.call(thisArg, _);
} catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
}
};
/**
* Default work-slice budget (ms) before a cooperative UI yield during
* main-thread work. Large enough to keep throughput high; small enough that
* spinners and progress UI still update.
*/
export var ACCM_DEFAULT_UI_YIELD_BUDGET_MS = 50;
/**
* Yields once to the event loop / next animation frame so the browser can
* paint and handle input. Prefer this inside hot loops (time-gated via
* {@link AcCmUiYieldGate}).
*
* Uses a single `requestAnimationFrame` when available (not a double-rAF),
* falling back to `setTimeout(0)`.
*
* @returns Promise that resolves after one frame (or next timer tick).
*/
export function accmYieldToUi() {
return new Promise(function (resolve) {
if (typeof globalThis !== 'undefined' &&
typeof globalThis
.requestAnimationFrame === 'function') {
;
globalThis.requestAnimationFrame(function () { return resolve(); });
}
else {
setTimeout(resolve, 0);
}
});
}
/**
* Waits until after at least one paint (double rAF). Use sparingly — e.g. once
* before a long sync stretch so a loading overlay can appear. Do not call this
* per chunk on large files.
*
* @returns Promise that resolves after two animation frames (or one timer tick).
*/
export function accmYieldForPaint() {
return new Promise(function (resolve) {
if (typeof globalThis !== 'undefined' &&
typeof globalThis
.requestAnimationFrame === 'function') {
var raf_1 = globalThis.requestAnimationFrame;
raf_1(function () { return raf_1(function () { return resolve(); }); });
}
else {
setTimeout(resolve, 0);
}
});
}
/**
* Time-budgeted cooperative yields: only awaits {@link accmYieldToUi} when at
* least `budgetMs` of wall time has elapsed since the previous yield completed.
*
* Typical usage: construct one gate per long job, then `await gate.maybeYield()`
* inside each loop iteration.
*/
var AcCmUiYieldGate = /** @class */ (function () {
/**
* Creates a yield gate.
*
* @param _budgetMs - Minimum wall time between yields, in milliseconds.
* Defaults to {@link ACCM_DEFAULT_UI_YIELD_BUDGET_MS}.
*/
function AcCmUiYieldGate(_budgetMs) {
if (_budgetMs === void 0) { _budgetMs = ACCM_DEFAULT_UI_YIELD_BUDGET_MS; }
this._budgetMs = _budgetMs;
this._lastYieldCompletedAt = AcCmUiYieldGate.now();
}
Object.defineProperty(AcCmUiYieldGate.prototype, "budgetMs", {
/**
* Minimum wall time between yields, in milliseconds.
*/
get: function () {
return this._budgetMs;
},
enumerable: false,
configurable: true
});
/**
* Yields when at least {@link budgetMs} has elapsed since the last completed
* yield (or since construction / {@link mark}).
*
* @param yieldFn - Async yield implementation. Defaults to {@link accmYieldToUi}.
* @returns Whether a yield actually ran.
*/
AcCmUiYieldGate.prototype.maybeYield = function () {
return __awaiter(this, arguments, void 0, function (yieldFn) {
var now;
if (yieldFn === void 0) { yieldFn = accmYieldToUi; }
return __generator(this, function (_a) {
switch (_a.label) {
case 0:
now = AcCmUiYieldGate.now();
if (now - this._lastYieldCompletedAt < this._budgetMs) {
return [2 /*return*/, false];
}
return [4 /*yield*/, yieldFn()];
case 1:
_a.sent();
this._lastYieldCompletedAt = AcCmUiYieldGate.now();
return [2 /*return*/, true];
}
});
});
};
/**
* Marks the timeline without yielding (e.g. after an explicit paint wait).
* Resets the budget clock so the next {@link maybeYield} waits a full
* {@link budgetMs} from this point.
*/
AcCmUiYieldGate.prototype.mark = function () {
this._lastYieldCompletedAt = AcCmUiYieldGate.now();
};
/**
* Current high-resolution time in milliseconds (`performance.now` when
* available, otherwise `Date.now`).
*
* @returns Monotonic-ish timestamp in ms suitable for budget comparisons.
*/
AcCmUiYieldGate.now = function () {
if (typeof performance !== 'undefined' &&
typeof performance.now === 'function') {
return performance.now();
}
return Date.now();
};
return AcCmUiYieldGate;
}());
export { AcCmUiYieldGate };
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