File: ScriptContext.h

package info (click to toggle)
0ad 0.27.0-2
  • links: PTS, VCS
  • area: main
  • in suites: sid, trixie
  • size: 171,928 kB
  • sloc: cpp: 194,011; javascript: 19,098; ansic: 15,066; python: 6,328; sh: 1,695; perl: 1,575; java: 533; xml: 415; php: 192; makefile: 99
file content (117 lines) | stat: -rw-r--r-- 4,324 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
/* Copyright (C) 2024 Wildfire Games.
 * This file is part of 0 A.D.
 *
 * 0 A.D. is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 *
 * 0 A.D. is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef INCLUDED_SCRIPTCONTEXT
#define INCLUDED_SCRIPTCONTEXT

#include "ScriptTypes.h"
#include "ScriptExtraHeaders.h"

#include <list>

// Those are minimal defaults. The runtime for the main game is larger and GCs upon a larger growth.
constexpr int DEFAULT_CONTEXT_SIZE = 16 * 1024 * 1024;
constexpr int DEFAULT_HEAP_GROWTH_BYTES_GCTRIGGER = 2 * 1024 * 1024;

namespace Script
{
class JobQueue;
}

/**
 * Abstraction around a SpiderMonkey JSContext.
 *
 * A single ScriptContext, with the associated context,
 * should only be used on a single thread.
 *
 * (One means to share data between threads and contexts is to create
 * a Script::StructuredClone.)
 */

class ScriptContext
{
public:
	ScriptContext(int contextSize, int heapGrowthBytesGCTrigger);
	~ScriptContext();

	/**
	 * Returns a context, in which any number of ScriptInterfaces compartments can live.
	 * Each context should only ever be used on a single thread.
	 * @param parentContext Parent context from the parent thread, with which we share some thread-safe data
	 * @param contextSize Maximum size in bytes of the new context
	 * @param heapGrowthBytesGCTrigger Size in bytes of cumulated allocations after which a GC will be triggered
	 */
	static std::shared_ptr<ScriptContext> CreateContext(
		int contextSize = DEFAULT_CONTEXT_SIZE,
		int heapGrowthBytesGCTrigger = DEFAULT_HEAP_GROWTH_BYTES_GCTRIGGER);


	/**
	 * MaybeIncrementalGC tries to determine whether a context-wide garbage collection would free up enough memory to
	 * be worth the amount of time it would take. It does this with our own logic and NOT some predefined JSAPI logic because
	 * such functionality currently isn't available out of the box.
	 * It does incremental GC which means it will collect one slice each time it's called until the garbage collection is done.
	 * This can and should be called quite regularly. The delay parameter allows you to specify a minimum time since the last GC
	 * in seconds (the delay should be a fraction of a second in most cases though).
	 * It will only start a new incremental GC or another GC slice if this time is exceeded. The user of this function is
	 * responsible for ensuring that GC can run with a small enough delay to get done with the work.
	 */
	void MaybeIncrementalGC(double delay);
	void ShrinkingGC();

	/**
	 * This is used to keep track of realms which should be prepared for a GC.
	 */
	void RegisterRealm(JS::Realm* realm);
	void UnRegisterRealm(JS::Realm* realm);

	/**
	 * Runs the promise continuation.
	 * On contexts where promises can be used this function has to be
	 * called.
	 * This function has to be called frequently.
	 */
	void RunJobs();

	/**
	 * GetGeneralJSContext returns the context without starting a GC request and without
	 * entering any compartment. It should only be used in specific situations, such as
	 * creating a new compartment, or when initializing a persistent rooted.
	 * If you need the compartmented context of a ScriptInterface, you should create a
	 * ScriptRequest and use the context from that.
	 */
	JSContext* GetGeneralJSContext() const { return m_cx; }

private:

	JSContext* m_cx;
	const std::unique_ptr<Script::JobQueue> m_JobQueue;

	void PrepareZonesForIncrementalGC() const;
	std::list<JS::Realm*> m_Realms;

	int m_ContextSize;
	int m_HeapGrowthBytesGCTrigger;
	int m_LastGCBytes{0};
	double m_LastGCCheck{0.0};
};

// Using a global object for the context is a workaround until Simulation, AI, etc,
// use their own threads and also their own contexts.
extern thread_local std::shared_ptr<ScriptContext> g_ScriptContext;

#endif // INCLUDED_SCRIPTCONTEXT