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9845361153
Partially supersedes #19016. This migrates `spawn` and `spawn_blocking` to `deno_core`, and removes the requirement for `spawn` tasks to be `Send` given our single-threaded executor. While we don't need to technically do anything w/`spawn_blocking`, this allows us to have a single `JoinHandle` type that works for both cases, and allows us to more easily experiment with alternative `spawn_blocking` implementations that do not require tokio (ie: rayon). Async ops (+~35%): Before: ``` time 1310 ms rate 763358 time 1267 ms rate 789265 time 1259 ms rate 794281 time 1266 ms rate 789889 ``` After: ``` time 956 ms rate 1046025 time 954 ms rate 1048218 time 924 ms rate 1082251 time 920 ms rate 1086956 ``` HTTP serve (+~4.4%): Before: ``` Running 10s test @ http://localhost:4500 2 threads and 10 connections Thread Stats Avg Stdev Max +/- Stdev Latency 68.78us 19.77us 1.43ms 86.84% Req/Sec 68.78k 5.00k 73.84k 91.58% 1381833 requests in 10.10s, 167.36MB read Requests/sec: 136823.29 Transfer/sec: 16.57MB ``` After: ``` Running 10s test @ http://localhost:4500 2 threads and 10 connections Thread Stats Avg Stdev Max +/- Stdev Latency 63.12us 17.43us 1.11ms 85.13% Req/Sec 71.82k 3.71k 77.02k 79.21% 1443195 requests in 10.10s, 174.79MB read Requests/sec: 142921.99 Transfer/sec: 17.31MB ``` Suggested-By: alice@ryhl.io Co-authored-by: Bartek Iwańczuk <biwanczuk@gmail.com>
236 lines
7.2 KiB
Rust
236 lines
7.2 KiB
Rust
// Copyright 2018-2023 the Deno authors. All rights reserved. MIT license.
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use console_static_text::ConsoleStaticText;
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use deno_core::parking_lot::Mutex;
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use deno_core::task::spawn_blocking;
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use deno_runtime::ops::tty::ConsoleSize;
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use once_cell::sync::Lazy;
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use std::sync::Arc;
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use std::time::Duration;
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use crate::util::console::console_size;
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/// Renders text that will be displayed stacked in a
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/// static place on the console.
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pub trait DrawThreadRenderer: Send + Sync + std::fmt::Debug {
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fn render(&self, data: &ConsoleSize) -> String;
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}
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/// Draw thread guard. Keep this alive for the duration
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/// that you wish the entry to be drawn for. Once it is
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/// dropped, then the entry will be removed from the draw
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/// thread.
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#[derive(Debug)]
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pub struct DrawThreadGuard(u16);
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impl Drop for DrawThreadGuard {
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fn drop(&mut self) {
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DrawThread::finish_entry(self.0)
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}
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}
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#[derive(Debug, Clone)]
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struct InternalEntry {
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id: u16,
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renderer: Arc<dyn DrawThreadRenderer>,
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}
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#[derive(Debug)]
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struct InternalState {
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// this ensures only one actual draw thread is running
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drawer_id: usize,
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hide: bool,
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has_draw_thread: bool,
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next_entry_id: u16,
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entries: Vec<InternalEntry>,
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static_text: ConsoleStaticText,
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}
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impl InternalState {
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pub fn should_exit_draw_thread(&self, drawer_id: usize) -> bool {
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self.drawer_id != drawer_id || self.entries.is_empty()
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}
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}
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static INTERNAL_STATE: Lazy<Arc<Mutex<InternalState>>> = Lazy::new(|| {
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Arc::new(Mutex::new(InternalState {
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drawer_id: 0,
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hide: false,
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has_draw_thread: false,
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entries: Vec::new(),
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next_entry_id: 0,
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static_text: ConsoleStaticText::new(|| {
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let size = console_size().unwrap();
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console_static_text::ConsoleSize {
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cols: Some(size.cols as u16),
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rows: Some(size.rows as u16),
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}
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}),
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}))
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});
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static IS_TTY_WITH_CONSOLE_SIZE: Lazy<bool> = Lazy::new(|| {
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atty::is(atty::Stream::Stderr)
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&& console_size()
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.map(|s| s.cols > 0 && s.rows > 0)
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.unwrap_or(false)
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});
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/// The draw thread is responsible for rendering multiple active
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/// `DrawThreadRenderer`s to stderr. It is global because the
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/// concept of stderr in the process is also a global concept.
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#[derive(Clone, Debug)]
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pub struct DrawThread;
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impl DrawThread {
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/// Is using a draw thread supported.
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pub fn is_supported() -> bool {
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// don't put the log level in the lazy because the
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// log level may change as the application runs
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log::log_enabled!(log::Level::Info) && *IS_TTY_WITH_CONSOLE_SIZE
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}
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/// Adds a renderer to the draw thread.
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pub fn add_entry(renderer: Arc<dyn DrawThreadRenderer>) -> DrawThreadGuard {
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let internal_state = &*INTERNAL_STATE;
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let mut internal_state = internal_state.lock();
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let id = internal_state.next_entry_id;
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internal_state.entries.push(InternalEntry { id, renderer });
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if internal_state.next_entry_id == u16::MAX {
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internal_state.next_entry_id = 0;
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} else {
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internal_state.next_entry_id += 1;
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}
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Self::maybe_start_draw_thread(&mut internal_state);
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DrawThreadGuard(id)
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}
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/// Hides the draw thread.
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pub fn hide() {
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let internal_state = &*INTERNAL_STATE;
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let mut internal_state = internal_state.lock();
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internal_state.hide = true;
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Self::clear_and_stop_draw_thread(&mut internal_state);
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}
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/// Shows the draw thread if it was previously hidden.
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pub fn show() {
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let internal_state = &*INTERNAL_STATE;
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let mut internal_state = internal_state.lock();
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internal_state.hide = false;
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Self::maybe_start_draw_thread(&mut internal_state);
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}
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fn finish_entry(entry_id: u16) {
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let internal_state = &*INTERNAL_STATE;
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let mut internal_state = internal_state.lock();
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if let Some(index) =
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internal_state.entries.iter().position(|e| e.id == entry_id)
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{
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internal_state.entries.remove(index);
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if internal_state.entries.is_empty() {
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Self::clear_and_stop_draw_thread(&mut internal_state);
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}
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}
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}
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fn clear_and_stop_draw_thread(internal_state: &mut InternalState) {
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if internal_state.has_draw_thread {
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internal_state.static_text.eprint_clear();
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// bump the drawer id to exit the draw thread
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internal_state.drawer_id += 1;
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internal_state.has_draw_thread = false;
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}
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}
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fn maybe_start_draw_thread(internal_state: &mut InternalState) {
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if internal_state.has_draw_thread
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|| internal_state.hide
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|| internal_state.entries.is_empty()
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|| !DrawThread::is_supported()
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{
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return;
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}
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internal_state.drawer_id += 1;
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internal_state.has_draw_thread = true;
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let drawer_id = internal_state.drawer_id;
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spawn_blocking(move || {
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let mut previous_size = console_size();
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loop {
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let mut delay_ms = 120;
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{
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// Get the entries to render.
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let entries = {
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let internal_state = &*INTERNAL_STATE;
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let internal_state = internal_state.lock();
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if internal_state.should_exit_draw_thread(drawer_id) {
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break;
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}
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internal_state.entries.clone()
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};
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// this should always be set, but have the code handle
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// it not being for some reason
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let size = console_size();
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// Call into the renderers outside the lock to prevent a potential
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// deadlock between our internal state lock and the renderers
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// internal state lock.
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//
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// Example deadlock if this code didn't do this:
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// 1. Other thread - Renderer - acquired internal lock to update state
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// 2. This thread - Acquired internal state
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// 3. Other thread - Renderer - drops DrawThreadGuard
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// 4. This thread - Calls renderer.render within internal lock,
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// which attempts to acquire the other thread's Render's internal
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// lock causing a deadlock
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let mut text = String::new();
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if size != previous_size {
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// means the user is actively resizing the console...
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// wait a little bit until they stop resizing
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previous_size = size;
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delay_ms = 200;
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} else if let Some(size) = size {
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let mut should_new_line_next = false;
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for entry in entries {
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let new_text = entry.renderer.render(&size);
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if should_new_line_next && !new_text.is_empty() {
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text.push('\n');
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}
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should_new_line_next = !new_text.is_empty();
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text.push_str(&new_text);
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}
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// now reacquire the lock, ensure we should still be drawing, then
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// output the text
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{
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let internal_state = &*INTERNAL_STATE;
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let mut internal_state = internal_state.lock();
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if internal_state.should_exit_draw_thread(drawer_id) {
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break;
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}
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internal_state.static_text.eprint_with_size(
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&text,
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console_static_text::ConsoleSize {
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cols: Some(size.cols as u16),
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rows: Some(size.rows as u16),
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},
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);
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}
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}
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}
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std::thread::sleep(Duration::from_millis(delay_ms));
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}
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});
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}
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}
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