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1 : /* Copyright (C) 2023 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_SCRIPTCONTEXT
19 : #define INCLUDED_SCRIPTCONTEXT
20 :
21 : #include "ScriptTypes.h"
22 : #include "ScriptExtraHeaders.h"
23 :
24 : #include <list>
25 :
26 : // Those are minimal defaults. The runtime for the main game is larger and GCs upon a larger growth.
27 : constexpr int DEFAULT_CONTEXT_SIZE = 16 * 1024 * 1024;
28 : constexpr int DEFAULT_HEAP_GROWTH_BYTES_GCTRIGGER = 2 * 1024 * 1024;
29 :
30 : /**
31 : * Abstraction around a SpiderMonkey JSContext.
32 : *
33 : * A single ScriptContext, with the associated context,
34 : * should only be used on a single thread.
35 : *
36 : * (One means to share data between threads and contexts is to create
37 : * a Script::StructuredClone.)
38 : */
39 :
40 : class ScriptContext
41 : {
42 : public:
43 : ScriptContext(int contextSize, int heapGrowthBytesGCTrigger);
44 : ~ScriptContext();
45 :
46 : /**
47 : * Returns a context, in which any number of ScriptInterfaces compartments can live.
48 : * Each context should only ever be used on a single thread.
49 : * @param parentContext Parent context from the parent thread, with which we share some thread-safe data
50 : * @param contextSize Maximum size in bytes of the new context
51 : * @param heapGrowthBytesGCTrigger Size in bytes of cumulated allocations after which a GC will be triggered
52 : */
53 : static std::shared_ptr<ScriptContext> CreateContext(
54 : int contextSize = DEFAULT_CONTEXT_SIZE,
55 : int heapGrowthBytesGCTrigger = DEFAULT_HEAP_GROWTH_BYTES_GCTRIGGER);
56 :
57 :
58 : /**
59 : * MaybeIncrementalGC tries to determine whether a context-wide garbage collection would free up enough memory to
60 : * be worth the amount of time it would take. It does this with our own logic and NOT some predefined JSAPI logic because
61 : * such functionality currently isn't available out of the box.
62 : * It does incremental GC which means it will collect one slice each time it's called until the garbage collection is done.
63 : * This can and should be called quite regularly. The delay parameter allows you to specify a minimum time since the last GC
64 : * in seconds (the delay should be a fraction of a second in most cases though).
65 : * It will only start a new incremental GC or another GC slice if this time is exceeded. The user of this function is
66 : * responsible for ensuring that GC can run with a small enough delay to get done with the work.
67 : */
68 : void MaybeIncrementalGC(double delay);
69 : void ShrinkingGC();
70 :
71 : /**
72 : * This is used to keep track of realms which should be prepared for a GC.
73 : */
74 : void RegisterRealm(JS::Realm* realm);
75 : void UnRegisterRealm(JS::Realm* realm);
76 :
77 : /**
78 : * GetGeneralJSContext returns the context without starting a GC request and without
79 : * entering any compartment. It should only be used in specific situations, such as
80 : * creating a new compartment, or when initializing a persistent rooted.
81 : * If you need the compartmented context of a ScriptInterface, you should create a
82 : * ScriptRequest and use the context from that.
83 : */
84 855 : JSContext* GetGeneralJSContext() const { return m_cx; }
85 :
86 : private:
87 :
88 : JSContext* m_cx;
89 :
90 : void PrepareZonesForIncrementalGC() const;
91 : std::list<JS::Realm*> m_Realms;
92 :
93 : int m_ContextSize;
94 : int m_HeapGrowthBytesGCTrigger;
95 : int m_LastGCBytes;
96 : double m_LastGCCheck;
97 : };
98 :
99 : // Using a global object for the context is a workaround until Simulation, AI, etc,
100 : // use their own threads and also their own contexts.
101 : extern thread_local std::shared_ptr<ScriptContext> g_ScriptContext;
102 :
103 : #endif // INCLUDED_SCRIPTCONTEXT
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