xterm
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Full xterm terminal, in your browser
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text/typescript
/**
* Copyright (c) 2019 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { EventEmitter } from 'common/EventEmitter';
import { Disposable } from 'common/Lifecycle';
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;
export class WriteBuffer extends Disposable {
private _writeBuffer: (string | Uint8Array)[] = [];
private _callbacks: ((() => void) | undefined)[] = [];
private _pendingData = 0;
private _bufferOffset = 0;
private _isSyncWriting = false;
private _syncCalls = 0;
private _didUserInput = false;
private readonly _onWriteParsed = this.register(new EventEmitter<void>());
public readonly onWriteParsed = this._onWriteParsed.event;
constructor(private _action: (data: string | Uint8Array, promiseResult?: boolean) => void | Promise<boolean>) {
super();
}
public handleUserInput(): void {
this._didUserInput = true;
}
/**
* @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;
// If this is the first write call after the user has done some input,
// parse it immediately to minimize input latency,
// otherwise schedule for the next event
if (this._didUserInput) {
this._didUserInput = false;
this._pendingData += data.length;
this._writeBuffer.push(data);
this._callbacks.push(callback);
this._innerWrite();
return;
}
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 => {
queueMicrotask(() => {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;
}
this._onWriteParsed.fire();
}
}