Convert a lot of top level consts to const enums

This commit is contained in:
Daniel Imms
2026-05-02 06:44:25 -07:00
parent 5c47e6dd9a
commit 80debafa11
19 changed files with 304 additions and 282 deletions
+30 -30
View File
@@ -9,30 +9,30 @@ import { Emitter } from 'common/Event';
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;
const enum Constants {
/**
* 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).
*/
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.
*/
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.
*/
WRITE_BUFFER_LENGTH_THRESHOLD = 50
}
export class WriteBuffer extends Disposable {
private _writeBuffer: (string | Uint8Array)[] = [];
@@ -133,7 +133,7 @@ export class WriteBuffer extends Disposable {
}
public write(data: string | Uint8Array, callback?: () => void): void {
if (this._pendingData > DISCARD_WATERMARK) {
if (this._pendingData > Constants.DISCARD_WATERMARK) {
throw new Error('write data discarded, use flow control to avoid losing data');
}
@@ -169,7 +169,7 @@ export class WriteBuffer extends Disposable {
* effectively lowering the redrawing needs, schematically:
*
* macroTask _innerWrite:
* if (performance.now() - (lastTime | 0) < WRITE_TIMEOUT_MS):
* if (performance.now() - (lastTime | 0) < Constants.WRITE_TIMEOUT_MS):
* schedule microTask _innerWrite(lastTime)
* else:
* schedule macroTask _innerWrite(0)
@@ -218,7 +218,7 @@ export class WriteBuffer extends Disposable {
* 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) => performance.now() - startTime >= WRITE_TIMEOUT_MS
const continuation: (r: boolean) => void = (r: boolean) => performance.now() - startTime >= Constants.WRITE_TIMEOUT_MS
? setTimeout(() => this._innerWrite(0, r))
: this._innerWrite(startTime, r);
@@ -235,7 +235,7 @@ export class WriteBuffer extends Disposable {
* current microtask queue (executed before setTimeout).
*/
// const continuation: (r: boolean) => void = performance.now() - startTime >=
// WRITE_TIMEOUT_MS
// Constants.WRITE_TIMEOUT_MS
// ? r => setTimeout(() => this._innerWrite(0, r))
// : r => this._innerWrite(startTime, r);
@@ -255,14 +255,14 @@ export class WriteBuffer extends Disposable {
this._bufferOffset++;
this._pendingData -= data.length;
if (performance.now() - startTime >= WRITE_TIMEOUT_MS) {
if (performance.now() - startTime >= Constants.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) {
if (this._bufferOffset > Constants.WRITE_BUFFER_LENGTH_THRESHOLD) {
this._writeBuffer = this._writeBuffer.slice(this._bufferOffset);
this._callbacks = this._callbacks.slice(this._bufferOffset);
this._bufferOffset = 0;