mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
When calling `Engine.PushGuiPage` a promise is returned. The promise is
settled when the "child" page is closed. That allows to `await` it
inside `async` functions.
Previously the callback was run right inside the call to
`Engine.PopGuiPage`. Now the continuation of the promise is called at
the end of the "tick".
This won't help performance. It will more likely make things worse.
Since gui pages aren't opened or closed that frequently, it doesn't
matter that much.
Refs: 86c151ebaa
For the engine side:
The promise is stored in the `CGUIManager::SGUIPage` (like previously
the callback). When the promise is fulfilled it enqueues a callback in
the `JobQueue` of the `JSContext`.
Original patch by: @wraitii
Comments by: @wraitii, @Stan, @Polakrity, @lyv, @elexis, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3807
This was SVN commit r28145.
282 lines
9.4 KiB
C++
282 lines
9.4 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ScriptContext.h"
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#include "lib/alignment.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/Profile.h"
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#include "scriptinterface/Promises.h"
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#include "scriptinterface/ScriptExtraHeaders.h"
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#include "scriptinterface/ScriptEngine.h"
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#include "scriptinterface/ScriptInterface.h"
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void GCSliceCallbackHook(JSContext* UNUSED(cx), JS::GCProgress progress, const JS::GCDescription& UNUSED(desc))
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{
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/**
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* From the GCAPI.h file:
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* > During GC, the GC is bracketed by GC_CYCLE_BEGIN/END callbacks. Each
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* > slice between those (whether an incremental or the sole non-incremental
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* > slice) is bracketed by GC_SLICE_BEGIN/GC_SLICE_END.
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* Thus, to safely monitor GCs, we need to profile SLICE_X calls.
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*/
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if (progress == JS::GC_SLICE_BEGIN)
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{
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if (CProfileManager::IsInitialised() && Threading::IsMainThread())
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g_Profiler.Start("GCSlice");
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g_Profiler2.RecordRegionEnter("GCSlice");
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}
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else if (progress == JS::GC_SLICE_END)
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{
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if (CProfileManager::IsInitialised() && Threading::IsMainThread())
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g_Profiler.Stop();
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g_Profiler2.RecordRegionLeave();
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}
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// The following code can be used to print some information aobut garbage collection
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// Search for "Nonincremental reason" if there are problems running GC incrementally.
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#if 0
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if (progress == JS::GCProgress::GC_CYCLE_BEGIN)
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printf("starting cycle ===========================================\n");
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const char16_t* str = desc.formatMessage(cx);
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int len = 0;
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for(int i = 0; i < 10000; i++)
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{
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len++;
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if(!str[i])
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break;
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}
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wchar_t outstring[len];
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for(int i = 0; i < len; i++)
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{
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outstring[i] = (wchar_t)str[i];
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}
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printf("---------------------------------------\n: %ls \n---------------------------------------\n", outstring);
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#endif
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}
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std::shared_ptr<ScriptContext> ScriptContext::CreateContext(int contextSize, int heapGrowthBytesGCTrigger)
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{
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return std::make_shared<ScriptContext>(contextSize, heapGrowthBytesGCTrigger);
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}
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ScriptContext::ScriptContext(int contextSize, int heapGrowthBytesGCTrigger):
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m_JobQueue{std::make_unique<Script::JobQueue>()},
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m_ContextSize{contextSize},
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m_HeapGrowthBytesGCTrigger{heapGrowthBytesGCTrigger}
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{
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ENSURE(ScriptEngine::IsInitialised() && "The ScriptEngine must be initialized before constructing any ScriptContexts!");
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m_cx = JS_NewContext(contextSize);
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ENSURE(m_cx); // TODO: error handling
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// Set stack quota limits - JS scripts will stop with a "too much recursion" exception.
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// This seems to refer to the program's actual stack size, so it should be lower than the lowest common denominator
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// of the various stack sizes of supported OS.
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// From SM78's jsapi.h:
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// - "The stack quotas for each kind of code should be monotonically descending"
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// - "This function may only be called immediately after the runtime is initialized
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// and before any code is executed and/or interrupts requested"
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JS_SetNativeStackQuota(m_cx, 950 * KiB, 900 * KiB, 850 * KiB);
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ENSURE(JS::InitSelfHostedCode(m_cx));
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JS::SetGCSliceCallback(m_cx, GCSliceCallbackHook);
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JS_SetGCParameter(m_cx, JSGC_MAX_BYTES, m_ContextSize);
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JS_SetGCParameter(m_cx, JSGC_INCREMENTAL_GC_ENABLED, true);
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JS_SetGCParameter(m_cx, JSGC_PER_ZONE_GC_ENABLED, false);
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JS_SetOffthreadIonCompilationEnabled(m_cx, true);
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// For GC debugging:
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// JS_SetGCZeal(m_cx, 2, JS_DEFAULT_ZEAL_FREQ);
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JS_SetContextPrivate(m_cx, nullptr);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_ION_ENABLE, 1);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_BASELINE_ENABLE, 1);
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// Turn off Spectre mitigations - this is a huge speedup on JS code, particularly JS -> C++ calls.
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_JIT_TO_CXX_CALLS, 0);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_INDEX_MASKING, 0);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_VALUE_MASKING, 0);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_STRING_MITIGATIONS, 0);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_OBJECT_MITIGATIONS, 0);
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JS::ContextOptionsRef(m_cx).setStrictMode(true);
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ScriptEngine::GetSingleton().RegisterContext(m_cx);
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JS::SetJobQueue(m_cx, m_JobQueue.get());
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}
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ScriptContext::~ScriptContext()
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{
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ENSURE(ScriptEngine::IsInitialised() && "The ScriptEngine must be active (initialized and not yet shut down) when destroying a ScriptContext!");
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JS_DestroyContext(m_cx);
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ScriptEngine::GetSingleton().UnRegisterContext(m_cx);
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}
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void ScriptContext::RegisterRealm(JS::Realm* realm)
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{
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ENSURE(realm);
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m_Realms.push_back(realm);
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}
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void ScriptContext::UnRegisterRealm(JS::Realm* realm)
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{
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// Schedule the zone for GC, which will destroy the realm.
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if (JS::IsIncrementalGCInProgress(m_cx))
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JS::FinishIncrementalGC(m_cx, JS::GCReason::API);
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JS::PrepareZoneForGC(m_cx, js::GetRealmZone(realm));
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m_Realms.remove(realm);
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}
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#define GC_DEBUG_PRINT 0
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void ScriptContext::MaybeIncrementalGC(double delay)
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{
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PROFILE2("MaybeIncrementalGC");
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if (JS::IsIncrementalGCEnabled(m_cx))
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{
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// The idea is to get the heap size after a completed GC and trigger the next GC when the heap size has
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// reached m_LastGCBytes + X.
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// In practice it doesn't quite work like that. When the incremental marking is completed, the sweeping kicks in.
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// The sweeping actually frees memory and it does this in a background thread (if JS_USE_HELPER_THREADS is set).
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// While the sweeping is happening we already run scripts again and produce new garbage.
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const int GCSliceTimeBudget = 30; // Milliseconds an incremental slice is allowed to run
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// Have a minimum time in seconds to wait between GC slices and before starting a new GC to distribute the GC
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// load and to hopefully make it unnoticeable for the player. This value should be high enough to distribute
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// the load well enough and low enough to make sure we don't run out of memory before we can start with the
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// sweeping.
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if (timer_Time() - m_LastGCCheck < delay)
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return;
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m_LastGCCheck = timer_Time();
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int gcBytes = JS_GetGCParameter(m_cx, JSGC_BYTES);
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#if GC_DEBUG_PRINT
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std::cout << "gcBytes: " << gcBytes / 1024 << " KB" << std::endl;
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#endif
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if (m_LastGCBytes > gcBytes || m_LastGCBytes == 0)
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{
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#if GC_DEBUG_PRINT
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printf("Setting m_LastGCBytes: %d KB \n", gcBytes / 1024);
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#endif
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m_LastGCBytes = gcBytes;
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}
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// Run an additional incremental GC slice if the currently running incremental GC isn't over yet
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// ... or
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// start a new incremental GC if the JS heap size has grown enough for a GC to make sense
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if (JS::IsIncrementalGCInProgress(m_cx) || (gcBytes - m_LastGCBytes > m_HeapGrowthBytesGCTrigger))
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{
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#if GC_DEBUG_PRINT
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if (JS::IsIncrementalGCInProgress(m_cx))
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printf("An incremental GC cycle is in progress. \n");
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else
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printf("GC needed because JSGC_BYTES - m_LastGCBytes > m_HeapGrowthBytesGCTrigger \n"
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" JSGC_BYTES: %d KB \n m_LastGCBytes: %d KB \n m_HeapGrowthBytesGCTrigger: %d KB \n",
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gcBytes / 1024,
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m_LastGCBytes / 1024,
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m_HeapGrowthBytesGCTrigger / 1024);
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#endif
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// A hack to make sure we never exceed the context size because we can't collect the memory
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// fast enough.
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if (gcBytes > m_ContextSize / 2)
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{
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if (JS::IsIncrementalGCInProgress(m_cx))
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{
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#if GC_DEBUG_PRINT
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printf("Finishing incremental GC because gcBytes > m_ContextSize / 2. \n");
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#endif
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PrepareZonesForIncrementalGC();
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JS::FinishIncrementalGC(m_cx, JS::GCReason::API);
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}
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else
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{
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if (gcBytes > m_ContextSize * 0.75)
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{
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ShrinkingGC();
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#if GC_DEBUG_PRINT
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printf("Running shrinking GC because gcBytes > m_ContextSize * 0.75. \n");
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#endif
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}
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else
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{
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#if GC_DEBUG_PRINT
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printf("Running full GC because gcBytes > m_ContextSize / 2. \n");
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#endif
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JS_GC(m_cx);
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}
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}
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}
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else
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{
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#if GC_DEBUG_PRINT
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if (!JS::IsIncrementalGCInProgress(m_cx))
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printf("Starting incremental GC \n");
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else
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printf("Running incremental GC slice \n");
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#endif
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PrepareZonesForIncrementalGC();
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if (!JS::IsIncrementalGCInProgress(m_cx))
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JS::StartIncrementalGC(m_cx, JS::GCOptions::Normal, JS::GCReason::API, GCSliceTimeBudget);
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else
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JS::IncrementalGCSlice(m_cx, JS::GCReason::API, GCSliceTimeBudget);
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}
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m_LastGCBytes = gcBytes;
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}
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}
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}
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void ScriptContext::ShrinkingGC()
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{
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JS_SetGCParameter(m_cx, JSGC_INCREMENTAL_GC_ENABLED, false);
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JS_SetGCParameter(m_cx, JSGC_PER_ZONE_GC_ENABLED, true);
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JS::PrepareForFullGC(m_cx);
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JS::NonIncrementalGC(m_cx, JS::GCOptions::Shrink, JS::GCReason::API);
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JS_SetGCParameter(m_cx, JSGC_INCREMENTAL_GC_ENABLED, true);
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JS_SetGCParameter(m_cx, JSGC_PER_ZONE_GC_ENABLED, false);
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}
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void ScriptContext::RunJobs()
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{
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m_JobQueue->runJobs(m_cx);
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}
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void ScriptContext::PrepareZonesForIncrementalGC() const
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{
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for (JS::Realm* const& realm : m_Realms)
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JS::PrepareZoneForGC(m_cx, js::GetRealmZone(realm));
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}
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