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forked from 0ad/0ad
0ad/source/scriptinterface/ScriptContext.cpp

256 lines
7.9 KiB
C++

/* Copyright (C) 2021 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 "ps/GameSetup/Config.h"
#include "ps/Profile.h"
#include "scriptinterface/ScriptExtraHeaders.h"
#include "scriptinterface/ScriptEngine.h"
#include "scriptinterface/ScriptInterface.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);
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);
#endif
}
shared_ptr<ScriptContext> ScriptContext::CreateContext(int contextSize, int heapGrowthBytesGCTrigger)
{
return std::make_shared<ScriptContext>(contextSize, heapGrowthBytesGCTrigger);
}
ScriptContext::ScriptContext(int contextSize, int heapGrowthBytesGCTrigger):
m_LastGCBytes(0),
m_LastGCCheck(0.0f),
m_HeapGrowthBytesGCTrigger(heapGrowthBytesGCTrigger),
m_ContextSize(contextSize)
{
ENSURE(ScriptEngine::IsInitialised() && "The ScriptEngine must be initialized before constructing any ScriptContexts!");
m_cx = JS_NewContext(contextSize);
ENSURE(m_cx); // TODO: error handling
ENSURE(JS::InitSelfHostedCode(m_cx));
JS::SetGCSliceCallback(m_cx, GCSliceCallbackHook);
JS_SetGCParameter(m_cx, JSGC_MAX_BYTES, m_ContextSize);
JS_SetGCParameter(m_cx, JSGC_MODE, JSGC_MODE_INCREMENTAL);
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);
JS::ContextOptionsRef(m_cx).setStrictMode(true);
ScriptEngine::GetSingleton().RegisterContext(m_cx);
}
ScriptContext::~ScriptContext()
{
ENSURE(ScriptEngine::IsInitialised() && "The ScriptEngine must be active (initialized and not yet shut down) when destroying a ScriptContext!");
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(js::GetRealmZone(realm));
m_Realms.remove(realm);
}
#define GC_DEBUG_PRINT 0
void ScriptContext::MaybeIncrementalGC(double delay)
{
PROFILE2("MaybeIncrementalGC");
if (JS::IsIncrementalGCEnabled(m_cx))
{
// 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.
// In practice it doesn't quite work like that. When the incremental marking is completed, the sweeping kicks in.
// The sweeping actually frees memory and it does this in a background thread (if JS_USE_HELPER_THREADS is set).
// While the sweeping is happening we already run scripts again and produce new garbage.
const int GCSliceTimeBudget = 30; // Milliseconds an incremental slice is allowed to run
// Have a minimum time in seconds to wait between GC slices and before starting a new GC to distribute the GC
// load and to hopefully make it unnoticeable for the player. This value should be high enough to distribute
// the load well enough and low enough to make sure we don't run out of memory before we can start with the
// sweeping.
if (timer_Time() - m_LastGCCheck < delay)
return;
m_LastGCCheck = timer_Time();
int gcBytes = JS_GetGCParameter(m_cx, JSGC_BYTES);
#if GC_DEBUG_PRINT
std::cout << "gcBytes: " << gcBytes / 1024 << " KB" << std::endl;
#endif
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
// A hack to make sure we never exceed the context size because we can't collect the memory
// fast enough.
if (gcBytes > m_ContextSize / 2)
{
if (JS::IsIncrementalGCInProgress(m_cx))
{
#if GC_DEBUG_PRINT
printf("Finishing incremental GC because gcBytes > m_ContextSize / 2. \n");
#endif
PrepareZonesForIncrementalGC();
JS::FinishIncrementalGC(m_cx, JS::GCReason::API);
}
else
{
if (gcBytes > m_ContextSize * 0.75)
{
ShrinkingGC();
#if GC_DEBUG_PRINT
printf("Running shrinking GC because gcBytes > m_ContextSize * 0.75. \n");
#endif
}
else
{
#if GC_DEBUG_PRINT
printf("Running full GC because gcBytes > m_ContextSize / 2. \n");
#endif
JS_GC(m_cx);
}
}
}
else
{
#if GC_DEBUG_PRINT
if (!JS::IsIncrementalGCInProgress(m_cx))
printf("Starting incremental GC \n");
else
printf("Running incremental GC slice \n");
#endif
PrepareZonesForIncrementalGC();
if (!JS::IsIncrementalGCInProgress(m_cx))
JS::StartIncrementalGC(m_cx, GC_NORMAL, JS::GCReason::API, GCSliceTimeBudget);
else
JS::IncrementalGCSlice(m_cx, JS::GCReason::API, GCSliceTimeBudget);
}
m_LastGCBytes = gcBytes;
}
}
}
void ScriptContext::ShrinkingGC()
{
JS_SetGCParameter(m_cx, JSGC_MODE, JSGC_MODE_ZONE);
JS::PrepareForFullGC(m_cx);
JS::NonIncrementalGC(m_cx, GC_SHRINK, JS::GCReason::API);
JS_SetGCParameter(m_cx, JSGC_MODE, JSGC_MODE_INCREMENTAL);
}
void ScriptContext::PrepareZonesForIncrementalGC() const
{
for (JS::Realm* const& realm : m_Realms)
JS::PrepareZoneForGC(js::GetRealmZone(realm));
}