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/* Copyright (C) 2025 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/>.
*/
#include "precompiled.h"
#include "ScriptContext.h"
#include "lib/alignment.h"
#include "ps/GameSetup/Config.h"
#include "ps/Profile.h"
#include "scriptinterface/Promises.h"
#include "scriptinterface/ScriptExtraHeaders.h"
#include "scriptinterface/ScriptEngine.h"
#include "scriptinterface/ScriptInterface.h"
#include "js/friend/PerformanceHint.h"
void GCSliceCallbackHook(JSContext* UNUSED(cx), JS::GCProgress progress, const JS::GCDescription& UNUSED(desc))
{
/**
* From the GCAPI.h file:
* > During GC, the GC is bracketed by GC_CYCLE_BEGIN/END callbacks. Each
* > slice between those (whether an incremental or the sole non-incremental
* > slice) is bracketed by GC_SLICE_BEGIN/GC_SLICE_END.
* Thus, to safely monitor GCs, we need to profile SLICE_X calls.
*/
if (progress == JS::GC_SLICE_BEGIN)
{
if (CProfileManager::IsInitialised() && Threading::IsMainThread())
g_Profiler.Start("GCSlice");
g_Profiler2.RecordRegionEnter("GCSlice");
}
else if (progress == JS::GC_SLICE_END)
{
if (CProfileManager::IsInitialised() && Threading::IsMainThread())
g_Profiler.Stop();
g_Profiler2.RecordRegionLeave();
}
// The following code can be used to print some information aobut garbage collection
// Search for "Nonincremental reason" if there are problems running GC incrementally.
#if 0
if (progress == JS::GCProgress::GC_CYCLE_BEGIN)
printf("starting cycle ===========================================\n");
//const char16_t* str = desc.formatMessage(cx);
const char16_t* str = desc.formatSliceMessage(cx);
int len = 0;
for(int i = 0; i < 10000; i++)
{
len++;
if(!str[i])
break;
}
wchar_t outstring[len];
for(int i = 0; i < len; i++)
{
outstring[i] = (wchar_t)str[i];
}
printf("---------------------------------------\n: %ls \n---------------------------------------\n", outstring);
const uint32_t gcBytes = JS_GetGCParameter(cx, JSGC_BYTES);
printf("gcBytes: %i KB\n", gcBytes / 1024);
if (progress == JS::GCProgress::GC_SLICE_END)
printf("ending cycle ===========================================\n");
#endif
}
std::shared_ptr<ScriptContext> ScriptContext::CreateContext(int contextSize, uint32_t heapGrowthBytesGCTrigger)
{
return std::make_shared<ScriptContext>(contextSize, heapGrowthBytesGCTrigger);
}
ScriptContext::ScriptContext(int contextSize, uint32_t heapGrowthBytesGCTrigger):
m_JobQueue{std::make_unique<Script::JobQueue>()},
m_ContextSize{contextSize},
m_HeapGrowthBytesGCTrigger{heapGrowthBytesGCTrigger}
{
ENSURE(ScriptEngine::IsInitialised() && "The ScriptEngine must be initialized before constructing any ScriptContexts!");
m_cx = JS_NewContext(contextSize);
ENSURE(m_cx); // TODO: error handling
// Set stack quota limits - JS scripts will stop with a "too much recursion" exception.
// This seems to refer to the program's actual stack size, so it should be lower than the lowest common denominator
// of the various stack sizes of supported OS.
// From SM78's jsapi.h:
// - "The stack quotas for each kind of code should be monotonically descending"
// - "This function may only be called immediately after the runtime is initialized
// and before any code is executed and/or interrupts requested"
JS_SetNativeStackQuota(m_cx, 950 * KiB, 900 * KiB, 850 * KiB);
ENSURE(JS::InitSelfHostedCode(m_cx));
JS::SetGCSliceCallback(m_cx, GCSliceCallbackHook);
JS_SetGCParameter(m_cx, JSGC_MAX_BYTES, m_ContextSize);
JS_SetGCParameter(m_cx, JSGC_INCREMENTAL_GC_ENABLED, true);
JS_SetGCParameter(m_cx, JSGC_PER_ZONE_GC_ENABLED, false);
// Set a low time budget to avoid lag spikes, but allow any number of last ditch GCs
// to avoid OOM errors.
JS_SetGCParameter(m_cx, JSGC_SLICE_TIME_BUDGET_MS, 10);
JS_SetGCParameter(m_cx, JSGC_MIN_LAST_DITCH_GC_PERIOD, 0);
JS_SetOffthreadIonCompilationEnabled(m_cx, true);
// For GC debugging:
// JS_SetGCZeal(m_cx, 2, JS_DEFAULT_ZEAL_FREQ);
JS_SetContextPrivate(m_cx, nullptr);
JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_ION_ENABLE, 1);
JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_BASELINE_ENABLE, 1);
// Turn off Spectre mitigations - this is a huge speedup on JS code, particularly JS -> C++ calls.
JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_JIT_TO_CXX_CALLS, 0);
JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_INDEX_MASKING, 0);
JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_VALUE_MASKING, 0);
JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_STRING_MITIGATIONS, 0);
JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_OBJECT_MITIGATIONS, 0);
JS::ContextOptionsRef(m_cx).setStrictMode(true);
// Workaround to turn off nursery size heuristic.
// See https://gitea.wildfiregames.com/0ad/0ad/issues/7714 for details.
js::gc::SetPerformanceHint(m_cx, js::gc::PerformanceHint::InPageLoad);
ScriptEngine::GetSingleton().RegisterContext(m_cx);
JS::SetJobQueue(m_cx, m_JobQueue.get());
JS::SetPromiseRejectionTrackerCallback(m_cx, &Script::UnhandledRejectedPromise);
}
ScriptContext::~ScriptContext()
{
ENSURE(ScriptEngine::IsInitialised() && "The ScriptEngine must be active (initialized and not yet shut down) when destroying a ScriptContext!");
// Switch back to normal performance mode to avoid assertion in debug mode.
js::gc::SetPerformanceHint(m_cx, js::gc::PerformanceHint::Normal);
JS_DestroyContext(m_cx);
ScriptEngine::GetSingleton().UnRegisterContext(m_cx);
}
void ScriptContext::RegisterRealm(JS::Realm* realm)
{
ENSURE(realm);
m_Realms.push_back(realm);
}
void ScriptContext::UnRegisterRealm(JS::Realm* realm)
{
// Schedule the zone for GC, which will destroy the realm.
if (JS::IsIncrementalGCInProgress(m_cx))
JS::FinishIncrementalGC(m_cx, JS::GCReason::API);
JS::PrepareZoneForGC(m_cx, js::GetRealmZone(realm));
m_Realms.remove(realm);
}
#define GC_DEBUG_PRINT 0
void ScriptContext::MaybeIncrementalGC()
{
PROFILE2("MaybeIncrementalGC");
if (!JS::IsIncrementalGCEnabled(m_cx))
return;
// The idea is to get the heap size after a completed GC and trigger the next GC
// when the heap size has reached m_LastGCBytes + X.
// Spidermonkey allocates memory arenas of 4KB for JS heap data.
// At the end of a GC, any such arena that became empty is freed.
// On shrinking GCs, spidermonkey further defragments the arenas, which effectively frees more memory but costs time.
// In practice, shrinking GCs also dump JITted code and the defragmentation is not worth it for 0 A.D.
// The regular GCs also free quite a bit of memory anyways, and non-full arenas get used for new objects.
const uint32_t gcBytes = JS_GetGCParameter(m_cx, JSGC_BYTES);
#if GC_DEBUG_PRINT
printf("gcBytes: %i KB, last of %i KB\n", gcBytes / 1024, m_LastGCBytes / 1024);
#endif
// The memory freeing happens mostly in the background, so we can't rely on the value on the last incremental slice.
// To fix that, just remember a 'minimum' value.
if (m_LastGCBytes > gcBytes || m_LastGCBytes == 0)
{
#if GC_DEBUG_PRINT
printf("Setting m_LastGCBytes: %d KB \n", gcBytes / 1024);
#endif
m_LastGCBytes = gcBytes;
}
// Run an additional incremental GC slice if the currently running incremental GC isn't over yet
// ... or
// start a new incremental GC if the JS heap size has grown enough for a GC to make sense
if (JS::IsIncrementalGCInProgress(m_cx) || (gcBytes - m_LastGCBytes > m_HeapGrowthBytesGCTrigger))
{
#if GC_DEBUG_PRINT
if (JS::IsIncrementalGCInProgress(m_cx))
printf("An incremental GC cycle is in progress. \n");
else
printf("GC needed because JSGC_BYTES - m_LastGCBytes > m_HeapGrowthBytesGCTrigger \n"
" JSGC_BYTES: %d KB \n m_LastGCBytes: %d KB \n m_HeapGrowthBytesGCTrigger: %d KB \n",
gcBytes / 1024,
m_LastGCBytes / 1024,
m_HeapGrowthBytesGCTrigger / 1024);
#endif
#if GC_DEBUG_PRINT
if (!JS::IsIncrementalGCInProgress(m_cx))
printf("Starting incremental GC \n");
else
printf("Running incremental GC slice \n");
#endif
// There is a tradeoff between this time and the number of frames we must run GCs on, but overall we should prioritize smooth framerates.
const js::SliceBudget GCSliceTimeBudget = js::SliceBudget(js::TimeBudget(6)); // Milliseconds an incremental slice is allowed to run. SM respects this fairly well.
PrepareZonesForIncrementalGC();
if (!JS::IsIncrementalGCInProgress(m_cx))
JS::StartIncrementalGC(m_cx, JS::GCOptions::Normal, JS::GCReason::API, GCSliceTimeBudget);
else
JS::IncrementalGCSlice(m_cx, JS::GCReason::API, GCSliceTimeBudget);
// Reset this here so that the minimum gets cleared.
m_LastGCBytes = gcBytes;
}
}
void ScriptContext::ShrinkingGC()
{
JS_SetGCParameter(m_cx, JSGC_INCREMENTAL_GC_ENABLED, false);
JS_SetGCParameter(m_cx, JSGC_PER_ZONE_GC_ENABLED, true);
JS::PrepareForFullGC(m_cx);
JS::NonIncrementalGC(m_cx, JS::GCOptions::Shrink, JS::GCReason::API);
JS_SetGCParameter(m_cx, JSGC_INCREMENTAL_GC_ENABLED, true);
JS_SetGCParameter(m_cx, JSGC_PER_ZONE_GC_ENABLED, false);
}
void ScriptContext::RunJobs()
{
m_JobQueue->runJobs(m_cx);
}
void ScriptContext::PrepareZonesForIncrementalGC() const
{
for (JS::Realm* const& realm : m_Realms)
JS::PrepareZoneForGC(m_cx, js::GetRealmZone(realm));
}
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