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@mlightcad/common

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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 }; //# sourceMappingURL=AcCmYieldToUi.js.map