694 lines
22 KiB
JavaScript
694 lines
22 KiB
JavaScript
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// Copyright (c) 2009 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// TODO
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// - spacial partitioning of the data so that we don't have to scan the
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// entire scene every time we render.
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// - properly clip the SVG elements when they render, right now we are just
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// letting them go negative or off the screen. This might give us a little
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// bit better performance?
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// - make the lines for thread creation work again. Figure out a better UI
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// than these lines, because they can be a bit distracting.
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// - Implement filters, so that you can filter on specific event types, etc.
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// - Make the callstack box collapsable or scrollable or something, it takes
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// up a lot of screen realestate now.
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// - Figure out better ways to preserve screen realestate.
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// - Make the thread bar heights configurable, figure out a better way to
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// handle overlapping events (the pushdown code).
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// - "Sticky" info, so you can click on something, and it will stay. Now
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// if you need to scroll the page you usually lose the info because you
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// will mouse over something else on your way to scrolling.
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// - Help / legend
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// - Loading indicator / debug console.
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// - OH MAN BETTER COLORS PLEASE
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//
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// Dean McNamee <deanm@chromium.org>
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// Man... namespaces are such a pain.
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var svgNS = 'http://www.w3.org/2000/svg';
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var xhtmlNS = 'http://www.w3.org/1999/xhtml';
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function toHex(num) {
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var str = "";
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var table = "0123456789abcdef";
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for (var i = 0; i < 8; ++i) {
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str = table.charAt(num & 0xf) + str;
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num >>= 4;
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}
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return str;
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}
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// a TLThread represents information about a thread in the traceline data.
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// A thread has a list of all events that happened on that thread, the start
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// and end time of the thread, the thread id, and name, etc.
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function TLThread(id, startms, endms) {
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this.id = id;
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// Default the name to the thread id, but if the application uses
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// thread naming, we might see a THREADNAME event later and update.
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this.name = "thread_" + id;
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this.startms = startms;
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this.endms = endms;
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this.events = [ ];
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};
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TLThread.prototype.duration_ms =
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function() {
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return this.endms - this.startms;
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};
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TLThread.prototype.AddEvent =
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function(e) {
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this.events.push(e);
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};
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TLThread.prototype.toString =
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function() {
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var res = "TLThread -- id: " + this.id + " name: " + this.name +
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" startms: " + this.startms + " endms: " + this.endms +
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" parent: " + this.parent;
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return res;
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};
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// A TLEvent represents a single logged event that happened on a thread.
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function TLEvent(e) {
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this.eventtype = e['eventtype'];
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this.thread = toHex(e['thread']);
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this.cpu = toHex(e['cpu']);
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this.ms = e['ms'];
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this.done = e['done'];
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this.e = e;
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}
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function HTMLEscape(str) {
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return str.replace(/&/g, '&').replace(/</g, '<').replace(/>/g, '>');
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}
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TLEvent.prototype.toString =
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function() {
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var res = "<b>ms:</b> " + this.ms + " " +
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"<b>event:</b> " + this.eventtype + " " +
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"<b>thread:</b> " + this.thread + " " +
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"<b>cpu:</b> " + this.cpu + "<br/>";
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if ('ldrinfo' in this.e) {
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res += "<b>ldrinfo:</b> " + this.e['ldrinfo'] + "<br/>";
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}
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if ('done' in this.e && this.e['done'] > 0) {
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res += "<b>done:</b> " + this.e['done'] + " ";
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res += "<b>duration:</b> " + (this.e['done'] - this.ms) + "<br/>";
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}
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if ('syscall' in this.e) {
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res += "<b>syscall:</b> " + this.e['syscall'];
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if ('syscallname' in this.e) {
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res += " <b>syscallname:</b> " + this.e['syscallname'];
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}
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if ('retval' in this.e) {
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res += " <b>retval:</b> " + this.e['retval'];
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}
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res += "<br/>"
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}
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if ('func_addr' in this.e) {
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res += "<b>func_addr:</b> " + toHex(this.e['func_addr']);
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if ('func_addr_name' in this.e) {
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res += " <b>func_addr_name:</b> " + HTMLEscape(this.e['func_addr_name']);
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}
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res += "<br/>"
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}
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if ('stacktrace' in this.e) {
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var stack = this.e['stacktrace'];
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res += "<b>stacktrace:</b><br/>";
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for (var i = 0; i < stack.length; ++i) {
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res += "0x" + toHex(stack[i][0]) + " - " +
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HTMLEscape(stack[i][1]) + "<br/>";
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}
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}
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return res;
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}
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// The trace logger dumps all log events to a simple JSON array. We delay
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// and background load the JSON, since it can be large. When the JSON is
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// loaded, parseEvents(...) is called and passed the JSON data. To make
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// things easier, we do a few passes on the data to group them together by
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// thread, gather together some useful pieces of data in a single place,
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// and form more of a structure out of the data. We also build links
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// between related events, for example a thread creating a new thread, and
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// the new thread starting to run. This structure is fairly close to what
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// we want to represent in the interface.
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// Delay load the JSON data. We want to display the order in the order it was
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// passed to us. Since we have no way of correlating the json callback to
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// which script element it was called on, we load them one at a time.
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function JSONLoader(json_urls) {
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this.urls_to_load = json_urls;
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this.script_element = null;
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}
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JSONLoader.prototype.IsFinishedLoading =
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function() { return this.urls_to_load.length == 0; };
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// Start loading of the next JSON URL.
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JSONLoader.prototype.LoadNext =
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function() {
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var sc = document.createElementNS(
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'http://www.w3.org/1999/xhtml', 'script');
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this.script_element = sc;
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sc.setAttribute("src", this.urls_to_load[0]);
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document.getElementsByTagNameNS(xhtmlNS, 'body')[0].appendChild(sc);
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};
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// Callback counterpart to load_next, should be called when the script element
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// is finished loading. Returns the URL that was just loaded.
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JSONLoader.prototype.DoneLoading =
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function() {
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// Remove the script element from the DOM.
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this.script_element.parentNode.removeChild(this.script_element);
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this.script_element = null;
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// Return the URL that had just finished loading.
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return this.urls_to_load.shift();
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};
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var loader = null;
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function loadJSON(json_urls) {
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loader = new JSONLoader(json_urls);
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if (!loader.IsFinishedLoading())
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loader.LoadNext();
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}
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var traceline = new Traceline();
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// Called from the JSON with the log event array.
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function parseEvents(json) {
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loader.DoneLoading();
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var done = loader.IsFinishedLoading();
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if (!done)
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loader.LoadNext();
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traceline.ProcessJSON(json);
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if (done)
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traceline.Render();
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}
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// The Traceline class represents our entire state, all of the threads from
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// all sets of data, all of the events, DOM elements, etc.
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function Traceline() {
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// The array of threads that existed in the program. Hopefully in order
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// they were created. This includes all threads from all sets of data.
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this.threads = [ ];
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// Keep a mapping of where in the list of threads a set starts...
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this.thread_set_indexes = [ ];
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// Map a thread id to the index in the threads array. A thread ID is the
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// unique ID from the OS, along with our set id of which data file we were.
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this.threads_by_id = { };
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// The last event time of all of our events.
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this.endms = 0;
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// Constants for SVG rendering...
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this.kThreadHeightPx = 16;
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this.kTimelineWidthPx = 1008;
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}
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// Called to add another set of data into the traceline.
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Traceline.prototype.ProcessJSON =
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function(json_data) {
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// Keep track of which threads belong to which sets of data...
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var set_id = this.thread_set_indexes.length;
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this.thread_set_indexes.push(this.threads.length);
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// TODO make this less hacky. Used to connect related events, like creating
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// a thread and then having that thread run (two separate events which are
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// related but come in at different times, etc).
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var tiez = { };
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// Run over the data, building TLThread's and TLEvents, and doing some
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// processing to put things in an easier to display form...
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for (var i = 0, il = json_data.length; i < il; ++i) {
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var e = new TLEvent(json_data[i]);
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// Create a unique identifier for a thread by using the id of this data
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// set, so that they are isolated from other sets of data with the same
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// thread id, etc. TODO don't overwrite the original...
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e.thread = set_id + '_' + e.thread;
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// If this is the first event ever seen on this thread, create a new
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// thread object and add it to our lists of threads.
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if (!(e.thread in this.threads_by_id)) {
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var end_ms = e.done ? e.done : e.ms;
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var new_thread = new TLThread(e.thread, e.ms, end_ms);
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this.threads_by_id[new_thread.id] = this.threads.length;
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this.threads.push(new_thread);
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}
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var thread = this.threads[this.threads_by_id[e.thread]];
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thread.AddEvent(e);
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// Keep trace of the time of the last event seen.
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var end_ms = e.done ? e.done : e.ms;
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if (end_ms > this.endms) this.endms = end_ms;
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if (end_ms > thread.endms) thread.endms = end_ms;
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switch(e.eventtype) {
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case 'EVENT_TYPE_THREADNAME':
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thread.name = e.e['threadname'];
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break;
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case 'EVENT_TYPE_CREATETHREAD':
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tiez[e.e['eventid']] = e;
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break;
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case 'EVENT_TYPE_THREADBEGIN':
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var pei = e.e['parenteventid'];
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if (pei in tiez) {
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e.parentevent = tiez[pei];
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tiez[pei].childevent = e;
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}
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break;
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}
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}
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};
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Traceline.prototype.Render =
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function() { this.RenderSVG(); };
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Traceline.prototype.RenderText =
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function() {
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var z = document.getElementsByTagNameNS(xhtmlNS, 'body')[0];
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for (var i = 0, il = this.threads.length; i < il; ++i) {
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var p = document.createElementNS(
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'http://www.w3.org/1999/xhtml', 'p');
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p.innerHTML = this.threads[i].toString();
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z.appendChild(p);
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}
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};
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// Oh man, so here we go. For two reasons, I implement my own scrolling
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// system. First off, is that in order to scale, we want to have as little
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// on the DOM as possible. This means not having off-screen elements in the
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// DOM, as this slows down everything. This comes at a cost of more expensive
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// scrolling performance since you have to re-render the scene. The second
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// reason is a bug I stumbled into:
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// https://bugs.webkit.org/show_bug.cgi?id=21968
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// This means that scrolling an SVG element doesn't really work properly
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// anyway. So what the code does is this. We have our layout that looks like:
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// [ thread names ] [ svg timeline ]
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// [ scroll bar ]
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// We make a fake scrollbar, which doesn't actually have the SVG inside of it,
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// we want for when this scrolls, with some debouncing, and then when it has
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// scrolled we rerender the scene. This means that the SVG element is never
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// scrolled, and coordinates are always at 0. We keep the scene in millisecond
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// units which also helps for zooming. We do our own hit testing and decide
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// what needs to be renderer, convert from milliseconds to SVG pixels, and then
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// draw the update into the static SVG element... Y coordinates are still
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// always in pixels (since we aren't paging along the Y axis), but this might
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// be something to fix up later.
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function SVGSceneLine(msg, klass, x1, y1, x2, y2) {
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this.type = SVGSceneLine;
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this.msg = msg;
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this.klass = klass;
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this.x1 = x1;
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this.y1 = y1;
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this.x2 = x2;
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this.y2 = y2;
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this.hittest = function(startms, dur) {
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return true;
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};
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}
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function SVGSceneRect(msg, klass, x, y, width, height) {
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this.type = SVGSceneRect;
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this.msg = msg;
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this.klass = klass;
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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this.hittest = function(startms, dur) {
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return this.x <= (startms + dur) &&
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(this.x + this.width) >= startms;
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};
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}
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Traceline.prototype.RenderSVG =
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function() {
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var threadnames = this.RenderSVGCreateThreadNames();
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var scene = this.RenderSVGCreateScene();
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var curzoom = 8;
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// The height is static after we've created the scene
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var dom = this.RenderSVGCreateDOM(threadnames, scene.height);
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dom.zoom(curzoom);
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dom.attach();
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var draw = (function(obj) {
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return function(scroll, total) {
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var startms = (scroll / total) * obj.endms;
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var start = (new Date).getTime();
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var count = obj.RenderSVGRenderScene(dom, scene, startms, curzoom);
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var total = (new Date).getTime() - start;
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dom.infoareadiv.innerHTML =
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'Scene render of ' + count + ' nodes took: ' + total + ' ms';
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};
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})(this, dom, scene);
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// Paint the initial paint with no scroll
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draw(0, 1);
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// Hook us up to repaint on scrolls.
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dom.redraw = draw;
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};
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// Create all of the DOM elements for the SVG scene.
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Traceline.prototype.RenderSVGCreateDOM =
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function(threadnames, svgheight) {
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// Total div holds the container and the info area.
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var totaldiv = document.createElementNS(xhtmlNS, 'div');
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// Container holds the thread names, SVG element, and fake scroll bar.
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var container = document.createElementNS(xhtmlNS, 'div');
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container.className = 'container';
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// This is the div that holds the thread names along the left side, this is
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// done in HTML for easier/better text support than SVG.
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var threadnamesdiv = document.createElementNS(xhtmlNS, 'div');
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threadnamesdiv.className = 'threadnamesdiv';
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// Add all of the names into the div, these are static and don't update.
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for (var i = 0, il = threadnames.length; i < il; ++i) {
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var div = document.createElementNS(xhtmlNS, 'div');
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div.className = 'threadnamediv';
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div.appendChild(document.createTextNode(threadnames[i]));
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threadnamesdiv.appendChild(div);
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}
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// SVG div goes along the right side, it holds the SVG element and our fake
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// scroll bar.
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var svgdiv = document.createElementNS(xhtmlNS, 'div');
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svgdiv.className = 'svgdiv';
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// The SVG element, static width, and we will update the height after we've
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// walked through how many threads we have and know the size.
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var svg = document.createElementNS(svgNS, 'svg');
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svg.setAttributeNS(null, 'height', svgheight);
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||
|
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];
|
||
|
|
||
|
// TODO make this not so stupid...
|
||
|
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];
|
||
|
|
||
|
// TODO make this not so stupid...
|
||
|
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;
|
||
|
};
|