// Copyright 2018-2019 the Deno authors. All rights reserved. MIT license. import { assert } from "./util"; import * as msg from "gen/cli/msg_generated"; import * as flatbuffers from "./flatbuffers"; import { sendAsync, sendSync } from "./dispatch"; import { window } from "./window"; interface Timer { id: number; callback: () => void; delay: number; due: number; repeat: boolean; scheduled: boolean; } // We'll subtract EPOCH every time we retrieve the time with Date.now(). This // ensures that absolute time values stay below UINT32_MAX - 2, which is the // maximum object key that EcmaScript considers "numerical". After running for // about a month, this is no longer true, and Deno explodes. // TODO(piscisaureus): fix that ^. const EPOCH = Date.now(); const APOCALYPSE = 2 ** 32 - 2; // Timeout values > TIMEOUT_MAX are set to 1. const TIMEOUT_MAX = 2 ** 31 - 1; let globalTimeoutDue: number | null = null; let nextTimerId = 1; const idMap = new Map(); const dueMap: { [due: number]: Timer[] } = Object.create(null); function getTime(): number { // TODO: use a monotonic clock. const now = Date.now() - EPOCH; assert(now >= 0 && now < APOCALYPSE); return now; } function clearGlobalTimeout(): void { const builder = flatbuffers.createBuilder(); const inner = msg.GlobalTimerStop.createGlobalTimerStop(builder); globalTimeoutDue = null; let res = sendSync(builder, msg.Any.GlobalTimerStop, inner); assert(res == null); } async function setGlobalTimeout(due: number, now: number): Promise { // Since JS and Rust don't use the same clock, pass the time to rust as a // relative time value. On the Rust side we'll turn that into an absolute // value again. let timeout = due - now; assert(timeout >= 0); // Send message to the backend. const builder = flatbuffers.createBuilder(); msg.GlobalTimer.startGlobalTimer(builder); msg.GlobalTimer.addTimeout(builder, timeout); const inner = msg.GlobalTimer.endGlobalTimer(builder); globalTimeoutDue = due; await sendAsync(builder, msg.Any.GlobalTimer, inner); // eslint-disable-next-line @typescript-eslint/no-use-before-define fireTimers(); } function setOrClearGlobalTimeout(due: number | null, now: number): void { if (due == null) { clearGlobalTimeout(); } else { setGlobalTimeout(due, now); } } function schedule(timer: Timer, now: number): void { assert(!timer.scheduled); assert(now <= timer.due); // Find or create the list of timers that will fire at point-in-time `due`. let list = dueMap[timer.due]; if (list === undefined) { list = dueMap[timer.due] = []; } // Append the newly scheduled timer to the list and mark it as scheduled. list.push(timer); timer.scheduled = true; // If the new timer is scheduled to fire before any timer that existed before, // update the global timeout to reflect this. if (globalTimeoutDue === null || globalTimeoutDue > timer.due) { setOrClearGlobalTimeout(timer.due, now); } } function unschedule(timer: Timer): void { if (!timer.scheduled) { return; } // Find the list of timers that will fire at point-in-time `due`. const list = dueMap[timer.due]; if (list.length === 1) { // Time timer is the only one in the list. Remove the entire list. assert(list[0] === timer); delete dueMap[timer.due]; // If the unscheduled timer was 'next up', find when the next timer that // still exists is due, and update the global alarm accordingly. if (timer.due === globalTimeoutDue) { let nextTimerDue: number | null = null; for (const key in dueMap) { nextTimerDue = Number(key); break; } setOrClearGlobalTimeout(nextTimerDue, getTime()); } } else { // Multiple timers that are due at the same point in time. // Remove this timer from the list. const index = list.indexOf(timer); assert(index > -1); list.splice(index, 1); } } function fire(timer: Timer): void { // If the timer isn't found in the ID map, that means it has been cancelled // between the timer firing and the promise callback (this function). if (!idMap.has(timer.id)) { return; } // Reschedule the timer if it is a repeating one, otherwise drop it. if (!timer.repeat) { // One-shot timer: remove the timer from this id-to-timer map. idMap.delete(timer.id); } else { // Interval timer: compute when timer was supposed to fire next. // However make sure to never schedule the next interval in the past. const now = getTime(); timer.due = Math.max(now, timer.due + timer.delay); schedule(timer, now); } // Call the user callback. Intermediate assignment is to avoid leaking `this` // to it, while also keeping the stack trace neat when it shows up in there. const callback = timer.callback; callback(); } function fireTimers(): void { const now = getTime(); // Bail out if we're not expecting the global timer to fire (yet). if (globalTimeoutDue === null || now < globalTimeoutDue) { return; } // After firing the timers that are due now, this will hold the due time of // the first timer that hasn't fired yet. let nextTimerDue: number | null = null; // Walk over the keys of the 'due' map. Since dueMap is actually a regular // object and its keys are numerical and smaller than UINT32_MAX - 2, // keys are iterated in ascending order. for (const key in dueMap) { // Convert the object key (a string) to a number. const due = Number(key); // Break out of the loop if the next timer isn't due to fire yet. if (Number(due) > now) { nextTimerDue = due; break; } // Get the list of timers that have this due time, then drop it. const list = dueMap[key]; delete dueMap[key]; // Fire all the timers in the list. for (const timer of list) { // With the list dropped, the timer is no longer scheduled. timer.scheduled = false; // Place the callback on the microtask queue. Promise.resolve(timer).then(fire); } } // Update the global alarm to go off when the first-up timer that hasn't fired // yet is due. setOrClearGlobalTimeout(nextTimerDue, now); } export type Args = unknown[]; function checkThis(thisArg: unknown): void { if (thisArg !== null && thisArg !== undefined && thisArg !== window) { throw new TypeError("Illegal invocation"); } } function setTimer( cb: (...args: Args) => void, delay: number, args: Args, repeat: boolean ): number { // Bind `args` to the callback and bind `this` to window(global). const callback: () => void = cb.bind(window, ...args); // In the browser, the delay value must be coercible to an integer between 0 // and INT32_MAX. Any other value will cause the timer to fire immediately. // We emulate this behavior. const now = getTime(); if (delay > TIMEOUT_MAX) { console.warn( `${delay} does not fit into` + " a 32-bit signed integer." + "\nTimeout duration was set to 1." ); delay = 1; } delay = Math.max(0, delay | 0); // Create a new, unscheduled timer object. const timer = { id: nextTimerId++, callback, args, delay, due: now + delay, repeat, scheduled: false }; // Register the timer's existence in the id-to-timer map. idMap.set(timer.id, timer); // Schedule the timer in the due table. schedule(timer, now); return timer.id; } /** Sets a timer which executes a function once after the timer expires. */ export function setTimeout( cb: (...args: Args) => void, delay: number, ...args: Args ): number { // @ts-ignore checkThis(this); return setTimer(cb, delay, args, false); } /** Repeatedly calls a function , with a fixed time delay between each call. */ export function setInterval( cb: (...args: Args) => void, delay: number, ...args: Args ): number { // @ts-ignore checkThis(this); return setTimer(cb, delay, args, true); } /** Clears a previously set timer by id. AKA clearTimeout and clearInterval. */ function clearTimer(id: number): void { id = Number(id); const timer = idMap.get(id); if (timer === undefined) { // Timer doesn't exist any more or never existed. This is not an error. return; } // Unschedule the timer if it is currently scheduled, and forget about it. unschedule(timer); idMap.delete(timer.id); } export function clearTimeout(id: number): void { clearTimer(id); } export function clearInterval(id: number): void { clearTimer(id); }