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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691
|
// Copyright 2009 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// TODO
// - spacial partitioning of the data so that we don't have to scan the
// entire scene every time we render.
// - properly clip the SVG elements when they render, right now we are just
// letting them go negative or off the screen. This might give us a little
// bit better performance?
// - make the lines for thread creation work again. Figure out a better UI
// than these lines, because they can be a bit distracting.
// - Implement filters, so that you can filter on specific event types, etc.
// - Make the callstack box collapsable or scrollable or something, it takes
// up a lot of screen realestate now.
// - Figure out better ways to preserve screen realestate.
// - Make the thread bar heights configurable, figure out a better way to
// handle overlapping events (the pushdown code).
// - "Sticky" info, so you can click on something, and it will stay. Now
// if you need to scroll the page you usually lose the info because you
// will mouse over something else on your way to scrolling.
// - Help / legend
// - Loading indicator / debug console.
// - Better colors.
//
// Dean McNamee <deanm@chromium.org>
// XML namespaces.
var svgNS = 'http://www.w3.org/2000/svg';
var xhtmlNS = 'http://www.w3.org/1999/xhtml';
function toHex(num) {
var str = "";
var table = "0123456789abcdef";
for (var i = 0; i < 8; ++i) {
str = table.charAt(num & 0xf) + str;
num >>= 4;
}
return str;
}
// a TLThread represents information about a thread in the traceline data.
// A thread has a list of all events that happened on that thread, the start
// and end time of the thread, the thread id, and name, etc.
function TLThread(id, startms, endms) {
this.id = id;
// Default the name to the thread id, but if the application uses
// thread naming, we might see a THREADNAME event later and update.
this.name = "thread_" + id;
this.startms = startms;
this.endms = endms;
this.events = [ ];
};
TLThread.prototype.duration_ms =
function() {
return this.endms - this.startms;
};
TLThread.prototype.AddEvent =
function(e) {
this.events.push(e);
};
TLThread.prototype.toString =
function() {
var res = "TLThread -- id: " + this.id + " name: " + this.name +
" startms: " + this.startms + " endms: " + this.endms +
" parent: " + this.parent;
return res;
};
// A TLEvent represents a single logged event that happened on a thread.
function TLEvent(e) {
this.eventtype = e['eventtype'];
this.thread = toHex(e['thread']);
this.cpu = toHex(e['cpu']);
this.ms = e['ms'];
this.done = e['done'];
this.e = e;
}
function HTMLEscape(str) {
return str.replace(/&/g, '&').replace(/</g, '<').replace(/>/g, '>');
}
TLEvent.prototype.toString =
function() {
var res = "<b>ms:</b> " + this.ms + " " +
"<b>event:</b> " + this.eventtype + " " +
"<b>thread:</b> " + this.thread + " " +
"<b>cpu:</b> " + this.cpu + "<br/>";
if ('ldrinfo' in this.e) {
res += "<b>ldrinfo:</b> " + this.e['ldrinfo'] + "<br/>";
}
if ('done' in this.e && this.e['done'] > 0) {
res += "<b>done:</b> " + this.e['done'] + " ";
res += "<b>duration:</b> " + (this.e['done'] - this.ms) + "<br/>";
}
if ('syscall' in this.e) {
res += "<b>syscall:</b> " + this.e['syscall'];
if ('syscallname' in this.e) {
res += " <b>syscallname:</b> " + this.e['syscallname'];
}
if ('retval' in this.e) {
res += " <b>retval:</b> " + this.e['retval'];
}
res += "<br/>"
}
if ('func_addr' in this.e) {
res += "<b>func_addr:</b> " + toHex(this.e['func_addr']);
if ('func_addr_name' in this.e) {
res += " <b>func_addr_name:</b> " + HTMLEscape(this.e['func_addr_name']);
}
res += "<br/>"
}
if ('stacktrace' in this.e) {
var stack = this.e['stacktrace'];
res += "<b>stacktrace:</b><br/>";
for (var i = 0; i < stack.length; ++i) {
res += "0x" + toHex(stack[i][0]) + " - " +
HTMLEscape(stack[i][1]) + "<br/>";
}
}
return res;
}
// The trace logger dumps all log events to a simple JSON array. We delay
// and background load the JSON, since it can be large. When the JSON is
// loaded, parseEvents(...) is called and passed the JSON data. To make
// things easier, we do a few passes on the data to group them together by
// thread, gather together some useful pieces of data in a single place,
// and form more of a structure out of the data. We also build links
// between related events, for example a thread creating a new thread, and
// the new thread starting to run. This structure is fairly close to what
// we want to represent in the interface.
// Delay load the JSON data. We want to display the order in the order it was
// passed to us. Since we have no way of correlating the json callback to
// which script element it was called on, we load them one at a time.
function JSONLoader(json_urls) {
this.urls_to_load = json_urls;
this.script_element = null;
}
JSONLoader.prototype.IsFinishedLoading =
function() { return this.urls_to_load.length == 0; };
// Start loading of the next JSON URL.
JSONLoader.prototype.LoadNext =
function() {
var sc = document.createElementNS(
'http://www.w3.org/1999/xhtml', 'script');
this.script_element = sc;
sc.setAttribute("src", this.urls_to_load[0]);
document.getElementsByTagNameNS(xhtmlNS, 'body')[0].appendChild(sc);
};
// Callback counterpart to load_next, should be called when the script element
// is finished loading. Returns the URL that was just loaded.
JSONLoader.prototype.DoneLoading =
function() {
// Remove the script element from the DOM.
this.script_element.parentNode.removeChild(this.script_element);
this.script_element = null;
// Return the URL that had just finished loading.
return this.urls_to_load.shift();
};
var loader = null;
function loadJSON(json_urls) {
loader = new JSONLoader(json_urls);
if (!loader.IsFinishedLoading())
loader.LoadNext();
}
var traceline = new Traceline();
// Called from the JSON with the log event array.
function parseEvents(json) {
loader.DoneLoading();
var done = loader.IsFinishedLoading();
if (!done)
loader.LoadNext();
traceline.ProcessJSON(json);
if (done)
traceline.Render();
}
// The Traceline class represents our entire state, all of the threads from
// all sets of data, all of the events, DOM elements, etc.
function Traceline() {
// The array of threads that existed in the program. Hopefully in order
// they were created. This includes all threads from all sets of data.
this.threads = [ ];
// Keep a mapping of where in the list of threads a set starts...
this.thread_set_indexes = [ ];
// Map a thread id to the index in the threads array. A thread ID is the
// unique ID from the OS, along with our set id of which data file we were.
this.threads_by_id = { };
// The last event time of all of our events.
this.endms = 0;
// Constants for SVG rendering...
this.kThreadHeightPx = 16;
this.kTimelineWidthPx = 1008;
}
// Called to add another set of data into the traceline.
Traceline.prototype.ProcessJSON =
function(json_data) {
// Keep track of which threads belong to which sets of data...
var set_id = this.thread_set_indexes.length;
this.thread_set_indexes.push(this.threads.length);
// TODO make this less hacky. Used to connect related events, like creating
// a thread and then having that thread run (two separate events which are
// related but come in at different times, etc).
var tiez = { };
// Run over the data, building TLThread's and TLEvents, and doing some
// processing to put things in an easier to display form...
for (var i = 0, il = json_data.length; i < il; ++i) {
var e = new TLEvent(json_data[i]);
// Create a unique identifier for a thread by using the id of this data
// set, so that they are isolated from other sets of data with the same
// thread id, etc. TODO don't overwrite the original...
e.thread = set_id + '_' + e.thread;
// If this is the first event ever seen on this thread, create a new
// thread object and add it to our lists of threads.
if (!(e.thread in this.threads_by_id)) {
var end_ms = e.done ? e.done : e.ms;
var new_thread = new TLThread(e.thread, e.ms, end_ms);
this.threads_by_id[new_thread.id] = this.threads.length;
this.threads.push(new_thread);
}
var thread = this.threads[this.threads_by_id[e.thread]];
thread.AddEvent(e);
// Keep trace of the time of the last event seen.
var end_ms = e.done ? e.done : e.ms;
if (end_ms > this.endms) this.endms = end_ms;
if (end_ms > thread.endms) thread.endms = end_ms;
switch(e.eventtype) {
case 'EVENT_TYPE_THREADNAME':
thread.name = e.e['threadname'];
break;
case 'EVENT_TYPE_CREATETHREAD':
tiez[e.e['eventid']] = e;
break;
case 'EVENT_TYPE_THREADBEGIN':
var pei = e.e['parenteventid'];
if (pei in tiez) {
e.parentevent = tiez[pei];
tiez[pei].childevent = e;
}
break;
}
}
};
Traceline.prototype.Render =
function() { this.RenderSVG(); };
Traceline.prototype.RenderText =
function() {
var z = document.getElementsByTagNameNS(xhtmlNS, 'body')[0];
for (var i = 0, il = this.threads.length; i < il; ++i) {
var p = document.createElementNS(
'http://www.w3.org/1999/xhtml', 'p');
p.innerHTML = this.threads[i].toString();
z.appendChild(p);
}
};
// So here we go. For two reasons, I implement my own scrolling system.
// First off, is that in order to scale, we want to have as little on the DOM
// as possible. This means not having off-screen elements in the DOM, as this
// slows down everything. This comes at a cost of more expensive
// scrolling performance since you have to re-render the scene. The second
// reason is a bug I stumbled into:
// https://bugs.webkit.org/show_bug.cgi?id=21968
// This means that scrolling an SVG element doesn't really work properly
// anyway. So what the code does is this. We have our layout that looks like:
// [ thread names ] [ svg timeline ]
// [ scroll bar ]
// We make a fake scrollbar, which doesn't actually have the SVG inside of it,
// we want for when this scrolls, with some debouncing, and then when it has
// scrolled we rerender the scene. This means that the SVG element is never
// scrolled, and coordinates are always at 0. We keep the scene in millisecond
// units which also helps for zooming. We do our own hit testing and decide
// what needs to be renderer, convert from milliseconds to SVG pixels, and then
// draw the update into the static SVG element... Y coordinates are still
// always in pixels (since we aren't paging along the Y axis), but this might
// be something to fix up later.
function SVGSceneLine(msg, klass, x1, y1, x2, y2) {
this.type = SVGSceneLine;
this.msg = msg;
this.klass = klass;
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
this.hittest = function(startms, dur) {
return true;
};
}
function SVGSceneRect(msg, klass, x, y, width, height) {
this.type = SVGSceneRect;
this.msg = msg;
this.klass = klass;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.hittest = function(startms, dur) {
return this.x <= (startms + dur) &&
(this.x + this.width) >= startms;
};
}
Traceline.prototype.RenderSVG =
function() {
var threadnames = this.RenderSVGCreateThreadNames();
var scene = this.RenderSVGCreateScene();
var curzoom = 8;
// The height is static after we've created the scene
var dom = this.RenderSVGCreateDOM(threadnames, scene.height);
dom.zoom(curzoom);
dom.attach();
var draw = (function(obj) {
return function(scroll, total) {
var startms = (scroll / total) * obj.endms;
var start = (new Date).getTime();
var count = obj.RenderSVGRenderScene(dom, scene, startms, curzoom);
var total = (new Date).getTime() - start;
dom.infoareadiv.innerHTML =
'Scene render of ' + count + ' nodes took: ' + total + ' ms';
};
})(this, dom, scene);
// Paint the initial paint with no scroll
draw(0, 1);
// Hook us up to repaint on scrolls.
dom.redraw = draw;
};
// Create all of the DOM elements for the SVG scene.
Traceline.prototype.RenderSVGCreateDOM =
function(threadnames, svgheight) {
// Total div holds the container and the info area.
var totaldiv = document.createElementNS(xhtmlNS, 'div');
// Container holds the thread names, SVG element, and fake scroll bar.
var container = document.createElementNS(xhtmlNS, 'div');
container.className = 'container';
// This is the div that holds the thread names along the left side, this is
// done in HTML for easier/better text support than SVG.
var threadnamesdiv = document.createElementNS(xhtmlNS, 'div');
threadnamesdiv.className = 'threadnamesdiv';
// Add all of the names into the div, these are static and don't update.
for (var i = 0, il = threadnames.length; i < il; ++i) {
var div = document.createElementNS(xhtmlNS, 'div');
div.className = 'threadnamediv';
div.appendChild(document.createTextNode(threadnames[i]));
threadnamesdiv.appendChild(div);
}
// SVG div goes along the right side, it holds the SVG element and our fake
// scroll bar.
var svgdiv = document.createElementNS(xhtmlNS, 'div');
svgdiv.className = 'svgdiv';
// The SVG element, static width, and we will update the height after we've
// walked through how many threads we have and know the size.
var svg = document.createElementNS(svgNS, 'svg');
svg.setAttributeNS(null, 'height', svgheight);
svg.setAttributeNS(null, 'width', this.kTimelineWidthPx);
// The fake scroll div is an outer div with a fixed size with a scroll.
var fakescrolldiv = document.createElementNS(xhtmlNS, 'div');
fakescrolldiv.className = 'fakescrolldiv';
// Fatty is inside the fake scroll div to give us the size we want to scroll.
var fattydiv = document.createElementNS(xhtmlNS, 'div');
fattydiv.className = 'fattydiv';
fakescrolldiv.appendChild(fattydiv);
var infoareadiv = document.createElementNS(xhtmlNS, 'div');
infoareadiv.className = 'infoareadiv';
infoareadiv.innerHTML = 'Hover an event...';
// Set the SVG mouseover handler to write the data to the infoarea.
svg.addEventListener('mouseover', (function(infoarea) {
return function(e) {
if ('msg' in e.target && e.target.msg) {
infoarea.innerHTML = e.target.msg;
}
e.stopPropagation(); // not really needed, but might as well.
};
})(infoareadiv), true);
svgdiv.appendChild(svg);
svgdiv.appendChild(fakescrolldiv);
container.appendChild(threadnamesdiv);
container.appendChild(svgdiv);
totaldiv.appendChild(container);
totaldiv.appendChild(infoareadiv);
var widthms = Math.floor(this.endms + 2);
// Make member variables out of the things we want to 'export', things that
// will need to be updated each time we redraw the scene.
var obj = {
// The root of our piece of the DOM.
'totaldiv': totaldiv,
// We will want to listen for scrolling on the fakescrolldiv
'fakescrolldiv': fakescrolldiv,
// The SVG element will of course need updating.
'svg': svg,
// The area we update with the info on mouseovers.
'infoareadiv': infoareadiv,
// Called when we detected new scroll a should redraw
'redraw': function() { },
'attached': false,
'attach': function() {
document.getElementsByTagNameNS(xhtmlNS, 'body')[0].appendChild(
this.totaldiv);
this.attached = true;
},
// The fatty div will have its width adjusted based on the zoom level and
// the duration of the graph, to get the scrolling correct for the size.
'zoom': function(curzoom) {
var width = widthms * curzoom;
fattydiv.style.width = width + 'px';
},
'detach': function() {
this.totaldiv.parentNode.removeChild(this.totaldiv);
this.attached = false;
},
};
// Watch when we get scroll events on the fake scrollbar and debounce. We
// need to give it a pointer to use in the closer to call this.redraw();
fakescrolldiv.addEventListener('scroll', (function(theobj) {
var seqnum = 0;
return function(e) {
seqnum = (seqnum + 1) & 0xffff;
window.setTimeout((function(myseqnum) {
return function() {
if (seqnum == myseqnum) {
theobj.redraw(e.target.scrollLeft, e.target.scrollWidth);
}
};
})(seqnum), 100);
};
})(obj), false);
return obj;
};
Traceline.prototype.RenderSVGCreateThreadNames =
function() {
// This names is the list to show along the left hand size.
var threadnames = [ ];
for (var i = 0, il = this.threads.length; i < il; ++i) {
var thread = this.threads[i];
if (i != 0) {
for (var j = 0; j < this.thread_set_indexes.length; j++) {
if (i == this.thread_set_indexes[j]) {
threadnames.push('------');
break;
}
}
}
threadnames.push(thread.name);
}
return threadnames;
};
Traceline.prototype.RenderSVGCreateScene =
function() {
// This scene is just a list of SVGSceneRect and SVGSceneLine, in no great
// order. In the future they should be structured to make range checking
// faster.
var scene = [ ];
// Remember, for now, Y (height) coordinates are still in pixels, since we
// don't zoom or scroll in this direction. X coordinates are milliseconds.
var lasty = 0;
for (var i = 0, il = this.threads.length; i < il; ++i) {
var thread = this.threads[i];
if (i != 0) {
for (var j = 0; j < this.thread_set_indexes.length; j++) {
if (i == this.thread_set_indexes[j]) {
lasty += this.kThreadHeightPx;
break;
}
}
}
// For this thread, create the background thread (blue band);
scene.push(new SVGSceneRect(null,
'thread',
thread.startms,
1 + lasty,
thread.duration_ms(),
this.kThreadHeightPx - 2));
// Now create all of the events...
var pushdown = [ 0, 0, 0, 0 ];
for (var j = 0, jl = thread.events.length; j < jl; ++j) {
var e = thread.events[j];
var y = 2 + lasty;
// TODO this is a hack just so that we know the correct why position
// so we can create the threadline...
if (e.childevent) {
e.marky = y;
}
// Handle events that we want to represent as lines and not event blocks,
// right now this is only thread creation. We map an event back to its
// "parent" event, and now lets add a line to represent that.
if (e.parentevent) {
var eparent = e.parentevent;
var msg = eparent.toString() + '<br/>' + e.toString();
scene.push(
new SVGSceneLine(msg, 'eventline',
eparent.ms, eparent.marky + 5, e.ms, lasty + 5));
}
// We get negative done values (well, really, it was 0 and then made
// relative to start time) when a syscall never returned...
var dur = 0;
if ('done' in e.e && e.e['done'] > 0) {
dur = e.e['done'] - e.ms;
}
// TODO skip short events for now, but eventually we should figure out
// a way to control this from the UI, etc.
if (dur < 0.2)
continue;
var width = dur;
// Try to find an available horizontal slot for our event.
for (var z = 0; z < pushdown.length; ++z) {
var found = false;
var slot = z;
if (pushdown[z] < e.ms) {
found = true;
}
if (!found) {
if (z != pushdown.length - 1)
continue;
slot = Math.floor(Math.random() * pushdown.length);
alert('blah');
}
pushdown[slot] = e.ms + dur;
y += slot * 4;
break;
}
// Create the event
klass = e.e.waiting ? 'eventwaiting' : 'event';
scene.push(
new SVGSceneRect(e.toString(), klass, e.ms, y, width, 3));
// If there is a "parentevent", we want to make a line there.
// TODO
}
lasty += this.kThreadHeightPx;
}
return {
'scene': scene,
'width': this.endms + 2,
'height': lasty,
};
};
Traceline.prototype.RenderSVGRenderScene =
function(dom, scene, startms, curzoom) {
var stuff = scene.scene;
var svg = dom.svg;
var count = 0;
// Remove everything from the DOM.
while (svg.firstChild)
svg.removeChild(svg.firstChild);
// Don't actually need this, but you can't transform on an svg element,
// so it's nice to have a <g> around for transforms...
var svgg = document.createElementNS(svgNS, 'g');
var dur = this.kTimelineWidthPx / curzoom;
function min(a, b) {
return a < b ? a : b;
}
function max(a, b) {
return a > b ? a : b;
}
function timeToPixel(x) {
// TODO(deanm): This clip is a bit shady.
var x = min(max(Math.floor(x*curzoom), -100), 2000);
return (x == 0 ? 1 : x);
}
for (var i = 0, il = stuff.length; i < il; ++i) {
var thing = stuff[i];
if (!thing.hittest(startms, startms+dur))
continue;
if (thing.type == SVGSceneRect) {
var rect = document.createElementNS('http://www.w3.org/2000/svg', 'rect');
rect.setAttributeNS(null, 'class', thing.klass)
rect.setAttributeNS(null, 'x', timeToPixel(thing.x - startms));
rect.setAttributeNS(null, 'y', thing.y);
rect.setAttributeNS(null, 'width', timeToPixel(thing.width));
rect.setAttributeNS(null, 'height', thing.height);
rect.msg = thing.msg;
svgg.appendChild(rect);
} else if (thing.type == SVGSceneLine) {
var line = document.createElementNS('http://www.w3.org/2000/svg', 'line');
line.setAttributeNS(null, 'class', thing.klass)
line.setAttributeNS(null, 'x1', timeToPixel(thing.x1 - startms));
line.setAttributeNS(null, 'y1', thing.y1);
line.setAttributeNS(null, 'x2', timeToPixel(thing.x2 - startms));
line.setAttributeNS(null, 'y2', thing.y2);
line.msg = thing.msg;
svgg.appendChild(line);
}
++count;
}
// Append the 'g' element on after we've build it.
svg.appendChild(svgg);
return count;
};
|