lib/ui/ui: use atomic instead of channel
This makes it so an atomic `invalid` value is used instead of an unbuffered channel. When many invalidations kick in, a lot of values were sent to the channel. (Since OnInvalidate's callback can be run in any goroutine, we need to be careful about races here.)
This commit is contained in:
parent
a15ea01cfb
commit
7c6325977b
39
lib/ui/ui.go
39
lib/ui/ui.go
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@ -15,7 +15,7 @@ type UI struct {
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screen tcell.Screen
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screen tcell.Screen
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tcEvents chan tcell.Event
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tcEvents chan tcell.Event
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invalidations chan interface{}
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invalid int32 // access via atomic
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}
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}
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func Initialize(conf *config.AercConfig,
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func Initialize(conf *config.AercConfig,
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@ -41,23 +41,21 @@ func Initialize(conf *config.AercConfig,
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screen: screen,
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screen: screen,
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tcEvents: make(chan tcell.Event, 10),
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tcEvents: make(chan tcell.Event, 10),
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invalidations: make(chan interface{}),
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}
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}
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state.exit.Store(false)
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state.exit.Store(false)
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go (func() {
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go func() {
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for !state.ShouldExit() {
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for !state.ShouldExit() {
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state.tcEvents <- screen.PollEvent()
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state.tcEvents <- screen.PollEvent()
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}
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}
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})()
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}()
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go (func() {
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state.invalidations <- nil
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state.invalid = 1
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})()
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content.OnInvalidate(func(_ Drawable) {
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content.OnInvalidate(func(_ Drawable) {
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go (func() {
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atomic.StoreInt32(&state.invalid, 1)
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state.invalidations <- nil
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})()
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})
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})
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content.Focus(true)
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content.Focus(true)
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return &state, nil
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return &state, nil
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}
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}
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@ -74,6 +72,8 @@ func (state *UI) Close() {
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}
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}
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func (state *UI) Tick() bool {
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func (state *UI) Tick() bool {
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more := false
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select {
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select {
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case event := <-state.tcEvents:
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case event := <-state.tcEvents:
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switch event := event.(type) {
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switch event := event.(type) {
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@ -84,21 +84,16 @@ func (state *UI) Tick() bool {
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state.Content.Invalidate()
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state.Content.Invalidate()
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}
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}
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state.Content.Event(event)
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state.Content.Event(event)
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case <-state.invalidations:
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more = true
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for {
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// Flush any other pending invalidations
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select {
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case <-state.invalidations:
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break
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default:
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default:
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goto done
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}
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}
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}
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done:
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wasInvalid := atomic.SwapInt32(&state.invalid, 0)
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if wasInvalid != 0 {
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state.Content.Draw(state.ctx)
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state.Content.Draw(state.ctx)
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state.screen.Show()
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state.screen.Show()
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default:
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more = true
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return false
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}
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}
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return true
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return more
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}
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}
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