encapsulate deferred writing in WriteBuffer class
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@@ -0,0 +1,110 @@
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/**
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* Copyright (c) 2019 The xterm.js authors. All rights reserved.
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* @license MIT
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*/
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declare const setTimeout: (handler: () => void, timeout?: number) => void;
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/**
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* Safety watermark to avoid memory exhaustion and browser engine crash on fast data input.
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* Enable flow control to avoid this limit and make sure that your backend correctly
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* propagates this to the underlying pty. (see docs for further instructions)
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* Since this limit is meant as a safety parachute to prevent browser crashs,
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* it is set to a very high number. Typically xterm.js gets unresponsive with
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* a 100 times lower number (>500 kB).
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*/
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const DISCARD_WATERMARK = 50000000; // ~50 MB
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/**
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* The max number of ms to spend on writes before allowing the renderer to
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* catch up with a 0ms setTimeout. A value of < 33 to keep us close to
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* 30fps, and a value of < 16 to try to run at 60fps. Of course, the real FPS
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* depends on the time it takes for the renderer to draw the frame.
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*/
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const WRITE_TIMEOUT_MS = 12;
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/**
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* Threshold of max held chunks in the write buffer, that were already processed.
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* This is a tradeoff between extensive write buffer shifts (bad runtime) and high
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* memory consumption by data thats not used anymore.
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*/
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const WRITE_BUFFER_LENGTH_THRESHOLD = 50;
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export class WriteBuffer {
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private _writeBuffer: (string | Uint8Array)[] = [];
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private _callbacks: ((() => void) | undefined)[] = [];
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private _pendingData = 0;
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private _bufferOffset = 0;
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constructor(private _action: (data: string | Uint8Array) => void) { }
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public writeSync(data: string | Uint8Array): void {
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// force sync processing on pending data chunks to avoid in-band data scrambling
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// does the same as innerWrite but without event loop
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if (this._writeBuffer.length) {
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for (let i = this._bufferOffset; i < this._writeBuffer.length; ++i) {
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const data = this._writeBuffer[i];
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const cb = this._callbacks[i];
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this._action(data);
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if (cb) cb();
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}
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// reset all to avoid reprocessing of chunks with scheduled innerWrite call
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this._writeBuffer = [];
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this._callbacks = [];
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this._pendingData = 0;
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// stop scheduled innerWrite by offset > length condition
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this._bufferOffset = 0x7FFFFFFF;
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}
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// handle current data chunk
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this._action(data);
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}
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public write(data: string | Uint8Array, callback?: () => void): void {
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if (this._pendingData > DISCARD_WATERMARK) {
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throw new Error('write data discarded, use flow control to avoid losing data');
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}
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// schedule chunk processing for next event loop run
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if (!this._writeBuffer.length) {
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this._bufferOffset = 0;
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setTimeout(() => this._innerWrite());
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}
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this._pendingData += data.length;
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this._writeBuffer.push(data);
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this._callbacks.push(callback);
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}
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protected _innerWrite(): void {
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const startTime = Date.now();
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while (this._writeBuffer.length > this._bufferOffset) {
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const data = this._writeBuffer[this._bufferOffset];
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const cb = this._callbacks[this._bufferOffset];
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this._bufferOffset++;
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this._action(data);
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this._pendingData -= data.length;
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if (cb) cb();
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if (Date.now() - startTime >= WRITE_TIMEOUT_MS) {
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break;
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}
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}
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if (this._writeBuffer.length > this._bufferOffset) {
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// Allow renderer to catch up before processing the next batch
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// trim already processed chunks if we are above threshold
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if (this._bufferOffset > WRITE_BUFFER_LENGTH_THRESHOLD) {
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this._writeBuffer = this._writeBuffer.slice(this._bufferOffset);
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this._callbacks = this._callbacks.slice(this._bufferOffset);
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this._bufferOffset = 0;
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}
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setTimeout(() => this._innerWrite(), 0);
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} else {
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this._writeBuffer = [];
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this._callbacks = [];
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this._pendingData = 0;
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this._bufferOffset = 0;
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}
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}
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}
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