/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "TimeoutManager.h" #include "nsGlobalWindow.h" #include "mozilla/Logging.h" #include "mozilla/PerformanceCounter.h" #include "mozilla/StaticPrefs.h" #include "mozilla/Telemetry.h" #include "mozilla/ThrottledEventQueue.h" #include "mozilla/TimeStamp.h" #include "nsIDocShell.h" #include "nsINamed.h" #include "mozilla/dom/DocGroup.h" #include "mozilla/dom/PopupBlocker.h" #include "mozilla/dom/TabGroup.h" #include "mozilla/dom/TimeoutHandler.h" #include "TimeoutExecutor.h" #include "TimeoutBudgetManager.h" #include "mozilla/net/WebSocketEventService.h" #include "mozilla/MediaManager.h" #ifdef MOZ_GECKO_PROFILER # include "ProfilerMarkerPayload.h" #endif using namespace mozilla; using namespace mozilla::dom; LazyLogModule gTimeoutLog("Timeout"); static int32_t gRunningTimeoutDepth = 0; // The default shortest interval/timeout we permit #define DEFAULT_MIN_CLAMP_TIMEOUT_VALUE 4 // 4ms #define DEFAULT_MIN_BACKGROUND_TIMEOUT_VALUE 1000 // 1000ms #define DEFAULT_MIN_TRACKING_TIMEOUT_VALUE 4 // 4ms #define DEFAULT_MIN_TRACKING_BACKGROUND_TIMEOUT_VALUE 1000 // 1000ms static int32_t gMinClampTimeoutValue = 0; static int32_t gMinBackgroundTimeoutValue = 0; static int32_t gMinTrackingTimeoutValue = 0; static int32_t gMinTrackingBackgroundTimeoutValue = 0; static int32_t gTimeoutThrottlingDelay = 0; #define DEFAULT_BACKGROUND_BUDGET_REGENERATION_FACTOR 100 // 1ms per 100ms #define DEFAULT_FOREGROUND_BUDGET_REGENERATION_FACTOR 1 // 1ms per 1ms #define DEFAULT_BACKGROUND_THROTTLING_MAX_BUDGET 50 // 50ms #define DEFAULT_FOREGROUND_THROTTLING_MAX_BUDGET -1 // infinite #define DEFAULT_BUDGET_THROTTLING_MAX_DELAY 15000 // 15s #define DEFAULT_ENABLE_BUDGET_TIMEOUT_THROTTLING false static int32_t gBackgroundBudgetRegenerationFactor = 0; static int32_t gForegroundBudgetRegenerationFactor = 0; static int32_t gBackgroundThrottlingMaxBudget = 0; static int32_t gForegroundThrottlingMaxBudget = 0; static int32_t gBudgetThrottlingMaxDelay = 0; static bool gEnableBudgetTimeoutThrottling = false; // static const uint32_t TimeoutManager::InvalidFiringId = 0; namespace { double GetRegenerationFactor(bool aIsBackground) { // Lookup function for "dom.timeout.{background, // foreground}_budget_regeneration_rate". // Returns the rate of regeneration of the execution budget as a // fraction. If the value is 1.0, the amount of time regenerated is // equal to time passed. At this rate we regenerate 1ms/ms. If it is // 0.01 the amount regenerated is 1% of time passed. At this rate we // regenerate 1ms/100ms, etc. double denominator = std::max(aIsBackground ? gBackgroundBudgetRegenerationFactor : gForegroundBudgetRegenerationFactor, 1); return 1.0 / denominator; } TimeDuration GetMaxBudget(bool aIsBackground) { // Lookup function for "dom.timeout.{background, // foreground}_throttling_max_budget". // Returns how high a budget can be regenerated before being // clamped. If this value is less or equal to zero, // TimeDuration::Forever() is implied. int32_t maxBudget = aIsBackground ? gBackgroundThrottlingMaxBudget : gForegroundThrottlingMaxBudget; return maxBudget > 0 ? TimeDuration::FromMilliseconds(maxBudget) : TimeDuration::Forever(); } TimeDuration GetMinBudget(bool aIsBackground) { // The minimum budget is computed by looking up the maximum allowed // delay and computing how long time it would take to regenerate // that budget using the regeneration factor. This number is // expected to be negative. return TimeDuration::FromMilliseconds( -gBudgetThrottlingMaxDelay / std::max(aIsBackground ? gBackgroundBudgetRegenerationFactor : gForegroundBudgetRegenerationFactor, 1)); } } // namespace // bool TimeoutManager::IsBackground() const { return !IsActive() && mWindow.IsBackgroundInternal(); } bool TimeoutManager::IsActive() const { // A window is considered active if: // * It is a chrome window // * It is playing audio // // Note that a window can be considered active if it is either in the // foreground or in the background. if (mWindow.IsChromeWindow()) { return true; } // Check if we're playing audio if (mWindow.IsPlayingAudio()) { return true; } return false; } void TimeoutManager::SetLoading(bool value) { // When moving from loading to non-loading, we may need to // reschedule any existing timeouts from the idle timeout queue // to the normal queue. MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("%p: SetLoading(%d)", this, value)); if (mIsLoading && !value) { MoveIdleToActive(); } // We don't immediately move existing timeouts to the idle queue if we // move to loading. When they would have fired, we'll see we're loading // and move them then. mIsLoading = value; } void TimeoutManager::MoveIdleToActive() { uint32_t num = 0; TimeStamp when; #if MOZ_GECKO_PROFILER TimeStamp now; #endif // Ensure we maintain the ordering of timeouts, so timeouts // never fire before a timeout set for an earlier time, or // before a timeout for the same time already submitted. // See https://html.spec.whatwg.org/#dom-settimeout #16 and #17 while (RefPtr timeout = mIdleTimeouts.GetLast()) { if (num == 0) { when = timeout->When(); } timeout->remove(); mTimeouts.InsertFront(timeout); #if MOZ_GECKO_PROFILER if (profiler_is_active()) { if (num == 0) { now = TimeStamp::Now(); } TimeDuration elapsed = now - timeout->SubmitTime(); TimeDuration target = timeout->When() - timeout->SubmitTime(); TimeDuration delta = now - timeout->When(); nsPrintfCString marker( "Releasing deferred setTimeout() for %dms (original target time was " "%dms (%dms delta))", int(elapsed.ToMilliseconds()), int(target.ToMilliseconds()), int(delta.ToMilliseconds())); // don't have end before start... profiler_add_marker( "setTimeout deferred release", JS::ProfilingCategoryPair::DOM, MakeUnique( marker, delta.ToMilliseconds() >= 0 ? timeout->When() : now, now)); } #endif num++; } if (num > 0) { MOZ_ALWAYS_SUCCEEDS(MaybeSchedule(when)); mIdleExecutor->Cancel(); } MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("%p: Moved %d timeouts from Idle to active", this, num)); } uint32_t TimeoutManager::CreateFiringId() { uint32_t id = mNextFiringId; mNextFiringId += 1; if (mNextFiringId == InvalidFiringId) { mNextFiringId += 1; } mFiringIdStack.AppendElement(id); return id; } void TimeoutManager::DestroyFiringId(uint32_t aFiringId) { MOZ_DIAGNOSTIC_ASSERT(!mFiringIdStack.IsEmpty()); MOZ_DIAGNOSTIC_ASSERT(mFiringIdStack.LastElement() == aFiringId); mFiringIdStack.RemoveLastElement(); } bool TimeoutManager::IsValidFiringId(uint32_t aFiringId) const { return !IsInvalidFiringId(aFiringId); } TimeDuration TimeoutManager::MinSchedulingDelay() const { if (IsActive()) { return TimeDuration(); } bool isBackground = mWindow.IsBackgroundInternal(); // If a window isn't active as defined by TimeoutManager::IsActive() // and we're throttling timeouts using an execution budget, we // should adjust the minimum scheduling delay if we have used up all // of our execution budget. Note that a window can be active or // inactive regardless of wether it is in the foreground or in the // background. Throttling using a budget depends largely on the // regeneration factor, which can be specified separately for // foreground and background windows. // // The value that we compute is the time in the future when we again // have a positive execution budget. We do this by taking the // execution budget into account, which if it positive implies that // we have time left to execute, and if it is negative implies that // we should throttle it until the budget again is positive. The // factor used is the rate of budget regeneration. // // We clamp the delay to be less than or equal to // gBudgetThrottlingMaxDelay to not entirely starve the timeouts. // // Consider these examples assuming we should throttle using // budgets: // // mExecutionBudget is 20ms // factor is 1, which is 1 ms/ms // delay is 0ms // then we will compute the minimum delay: // max(0, - 20 * 1) = 0 // // mExecutionBudget is -50ms // factor is 0.1, which is 1 ms/10ms // delay is 1000ms // then we will compute the minimum delay: // max(1000, - (- 50) * 1/0.1) = max(1000, 500) = 1000 // // mExecutionBudget is -15ms // factor is 0.01, which is 1 ms/100ms // delay is 1000ms // then we will compute the minimum delay: // max(1000, - (- 15) * 1/0.01) = max(1000, 1500) = 1500 TimeDuration unthrottled = isBackground ? TimeDuration::FromMilliseconds(gMinBackgroundTimeoutValue) : TimeDuration(); if (BudgetThrottlingEnabled(isBackground) && mExecutionBudget < TimeDuration()) { // Only throttle if execution budget is less than 0 double factor = 1.0 / GetRegenerationFactor(mWindow.IsBackgroundInternal()); return TimeDuration::Max(unthrottled, -mExecutionBudget.MultDouble(factor)); } // return unthrottled; } nsresult TimeoutManager::MaybeSchedule(const TimeStamp& aWhen, const TimeStamp& aNow) { MOZ_DIAGNOSTIC_ASSERT(mExecutor); // Before we can schedule the executor we need to make sure that we // have an updated execution budget. UpdateBudget(aNow); return mExecutor->MaybeSchedule(aWhen, MinSchedulingDelay()); } bool TimeoutManager::IsInvalidFiringId(uint32_t aFiringId) const { // Check the most common ways to invalidate a firing id first. // These should be quite fast. if (aFiringId == InvalidFiringId || mFiringIdStack.IsEmpty()) { return true; } if (mFiringIdStack.Length() == 1) { return mFiringIdStack[0] != aFiringId; } // Next do a range check on the first and last items in the stack // of active firing ids. This is a bit slower. uint32_t low = mFiringIdStack[0]; uint32_t high = mFiringIdStack.LastElement(); MOZ_DIAGNOSTIC_ASSERT(low != high); if (low > high) { // If the first element is bigger than the last element in the // stack, that means mNextFiringId wrapped around to zero at // some point. Swap(low, high); } MOZ_DIAGNOSTIC_ASSERT(low < high); if (aFiringId < low || aFiringId > high) { return true; } // Finally, fall back to verifying the firing id is not anywhere // in the stack. This could be slow for a large stack, but that // should be rare. It can only happen with deeply nested event // loop spinning. For example, a page that does a lot of timers // and a lot of sync XHRs within those timers could be slow here. return !mFiringIdStack.Contains(aFiringId); } // The number of nested timeouts before we start clamping. HTML5 says 1, WebKit // uses 5. #define DOM_CLAMP_TIMEOUT_NESTING_LEVEL 5u TimeDuration TimeoutManager::CalculateDelay(Timeout* aTimeout) const { MOZ_DIAGNOSTIC_ASSERT(aTimeout); TimeDuration result = aTimeout->mInterval; if (aTimeout->mNestingLevel >= DOM_CLAMP_TIMEOUT_NESTING_LEVEL) { result = TimeDuration::Max( result, TimeDuration::FromMilliseconds(gMinClampTimeoutValue)); } return result; } PerformanceCounter* TimeoutManager::GetPerformanceCounter() { Document* doc = mWindow.GetDocument(); if (doc) { dom::DocGroup* docGroup = doc->GetDocGroup(); if (docGroup) { return docGroup->GetPerformanceCounter(); } } return nullptr; } void TimeoutManager::RecordExecution(Timeout* aRunningTimeout, Timeout* aTimeout) { TimeoutBudgetManager& budgetManager = TimeoutBudgetManager::Get(); TimeStamp now = TimeStamp::Now(); if (aRunningTimeout) { // If we're running a timeout callback, record any execution until // now. TimeDuration duration = budgetManager.RecordExecution(now, aRunningTimeout); UpdateBudget(now, duration); // This is an ad-hoc way to use the counters for the timers // that should be removed at somepoint. See Bug 1482834 PerformanceCounter* counter = GetPerformanceCounter(); if (counter) { counter->IncrementExecutionDuration(duration.ToMicroseconds()); } } if (aTimeout) { // If we're starting a new timeout callback, start recording. budgetManager.StartRecording(now); PerformanceCounter* counter = GetPerformanceCounter(); if (counter) { counter->IncrementDispatchCounter(DispatchCategory(TaskCategory::Timer)); } } else { // Else stop by clearing the start timestamp. budgetManager.StopRecording(); } } void TimeoutManager::UpdateBudget(const TimeStamp& aNow, const TimeDuration& aDuration) { if (mWindow.IsChromeWindow()) { return; } // The budget is adjusted by increasing it with the time since the // last budget update factored with the regeneration rate. If a // runnable has executed, subtract that duration from the // budget. The budget updated without consideration of wether the // window is active or not. If throttling is enabled and the window // is active and then becomes inactive, an overdrawn budget will // still be counted against the minimum delay. bool isBackground = mWindow.IsBackgroundInternal(); if (BudgetThrottlingEnabled(isBackground)) { double factor = GetRegenerationFactor(isBackground); TimeDuration regenerated = (aNow - mLastBudgetUpdate).MultDouble(factor); // Clamp the budget to the range of minimum and maximum allowed budget. mExecutionBudget = TimeDuration::Max( GetMinBudget(isBackground), TimeDuration::Min(GetMaxBudget(isBackground), mExecutionBudget - aDuration + regenerated)); } else { // If budget throttling isn't enabled, reset the execution budget // to the max budget specified in preferences. Always doing this // will catch the case of BudgetThrottlingEnabled going from // returning true to returning false. This prevent us from looping // in RunTimeout, due to totalTimeLimit being set to zero and no // timeouts being executed, even though budget throttling isn't // active at the moment. mExecutionBudget = GetMaxBudget(isBackground); } mLastBudgetUpdate = aNow; } #define DEFAULT_TIMEOUT_THROTTLING_DELAY \ -1 // Only positive integers cause us to introduce a delay for // timeout throttling. // The longest interval (as PRIntervalTime) we permit, or that our // timer code can handle, really. See DELAY_INTERVAL_LIMIT in // nsTimerImpl.h for details. #define DOM_MAX_TIMEOUT_VALUE DELAY_INTERVAL_LIMIT uint32_t TimeoutManager::sNestingLevel = 0; namespace { // The maximum number of milliseconds to allow consecutive timer callbacks // to run in a single event loop runnable. #define DEFAULT_MAX_CONSECUTIVE_CALLBACKS_MILLISECONDS 4 uint32_t gMaxConsecutiveCallbacksMilliseconds; // Only propagate the open window click permission if the setTimeout() is equal // to or less than this value. #define DEFAULT_DISABLE_OPEN_CLICK_DELAY 0 int32_t gDisableOpenClickDelay; } // anonymous namespace TimeoutManager::TimeoutManager(nsGlobalWindowInner& aWindow, uint32_t aMaxIdleDeferMS) : mWindow(aWindow), mExecutor(new TimeoutExecutor(this, false, 0)), mIdleExecutor(new TimeoutExecutor(this, true, aMaxIdleDeferMS)), mTimeouts(*this), mTimeoutIdCounter(1), mNextFiringId(InvalidFiringId + 1), #ifdef DEBUG mFiringIndex(0), mLastFiringIndex(-1), #endif mRunningTimeout(nullptr), mIdleTimeouts(*this), mIdleCallbackTimeoutCounter(1), mLastBudgetUpdate(TimeStamp::Now()), mExecutionBudget(GetMaxBudget(mWindow.IsBackgroundInternal())), mThrottleTimeouts(false), mThrottleTrackingTimeouts(false), mBudgetThrottleTimeouts(false), mIsLoading(false) { MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("TimeoutManager %p created, tracking bucketing %s\n", this, StaticPrefs::privacy_trackingprotection_annotate_channels() ? "enabled" : "disabled")); } TimeoutManager::~TimeoutManager() { MOZ_DIAGNOSTIC_ASSERT(mWindow.IsDying()); MOZ_DIAGNOSTIC_ASSERT(!mThrottleTimeoutsTimer); mExecutor->Shutdown(); mIdleExecutor->Shutdown(); MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("TimeoutManager %p destroyed\n", this)); } /* static */ void TimeoutManager::Initialize() { Preferences::AddIntVarCache(&gMinClampTimeoutValue, "dom.min_timeout_value", DEFAULT_MIN_CLAMP_TIMEOUT_VALUE); Preferences::AddIntVarCache(&gMinBackgroundTimeoutValue, "dom.min_background_timeout_value", DEFAULT_MIN_BACKGROUND_TIMEOUT_VALUE); Preferences::AddIntVarCache(&gMinTrackingTimeoutValue, "dom.min_tracking_timeout_value", DEFAULT_MIN_TRACKING_TIMEOUT_VALUE); Preferences::AddIntVarCache(&gMinTrackingBackgroundTimeoutValue, "dom.min_tracking_background_timeout_value", DEFAULT_MIN_TRACKING_BACKGROUND_TIMEOUT_VALUE); Preferences::AddIntVarCache(&gTimeoutThrottlingDelay, "dom.timeout.throttling_delay", DEFAULT_TIMEOUT_THROTTLING_DELAY); Preferences::AddUintVarCache(&gMaxConsecutiveCallbacksMilliseconds, "dom.timeout.max_consecutive_callbacks_ms", DEFAULT_MAX_CONSECUTIVE_CALLBACKS_MILLISECONDS); Preferences::AddIntVarCache(&gDisableOpenClickDelay, "dom.disable_open_click_delay", DEFAULT_DISABLE_OPEN_CLICK_DELAY); Preferences::AddIntVarCache(&gBackgroundBudgetRegenerationFactor, "dom.timeout.background_budget_regeneration_rate", DEFAULT_BACKGROUND_BUDGET_REGENERATION_FACTOR); Preferences::AddIntVarCache(&gForegroundBudgetRegenerationFactor, "dom.timeout.foreground_budget_regeneration_rate", DEFAULT_FOREGROUND_BUDGET_REGENERATION_FACTOR); Preferences::AddIntVarCache(&gBackgroundThrottlingMaxBudget, "dom.timeout.background_throttling_max_budget", DEFAULT_BACKGROUND_THROTTLING_MAX_BUDGET); Preferences::AddIntVarCache(&gForegroundThrottlingMaxBudget, "dom.timeout.foreground_throttling_max_budget", DEFAULT_FOREGROUND_THROTTLING_MAX_BUDGET); Preferences::AddIntVarCache(&gBudgetThrottlingMaxDelay, "dom.timeout.budget_throttling_max_delay", DEFAULT_BUDGET_THROTTLING_MAX_DELAY); Preferences::AddBoolVarCache(&gEnableBudgetTimeoutThrottling, "dom.timeout.enable_budget_timer_throttling", DEFAULT_ENABLE_BUDGET_TIMEOUT_THROTTLING); } uint32_t TimeoutManager::GetTimeoutId(Timeout::Reason aReason) { switch (aReason) { case Timeout::Reason::eIdleCallbackTimeout: return ++mIdleCallbackTimeoutCounter; case Timeout::Reason::eTimeoutOrInterval: default: return ++mTimeoutIdCounter; } } bool TimeoutManager::IsRunningTimeout() const { return mRunningTimeout; } nsresult TimeoutManager::SetTimeout(TimeoutHandler* aHandler, int32_t interval, bool aIsInterval, Timeout::Reason aReason, int32_t* aReturn) { // If we don't have a document (we could have been unloaded since // the call to setTimeout was made), do nothing. nsCOMPtr doc = mWindow.GetExtantDoc(); if (!doc) { return NS_OK; } // Disallow negative intervals. interval = std::max(0, interval); // Make sure we don't proceed with an interval larger than our timer // code can handle. (Note: we already forced |interval| to be non-negative, // so the uint32_t cast (to avoid compiler warnings) is ok.) uint32_t maxTimeoutMs = PR_IntervalToMilliseconds(DOM_MAX_TIMEOUT_VALUE); if (static_cast(interval) > maxTimeoutMs) { interval = maxTimeoutMs; } RefPtr timeout = new Timeout(); #ifdef DEBUG timeout->mFiringIndex = -1; #endif timeout->mWindow = &mWindow; timeout->mIsInterval = aIsInterval; timeout->mInterval = TimeDuration::FromMilliseconds(interval); timeout->mScriptHandler = aHandler; timeout->mReason = aReason; // No popups from timeouts by default timeout->mPopupState = PopupBlocker::openAbused; timeout->mNestingLevel = sNestingLevel < DOM_CLAMP_TIMEOUT_NESTING_LEVEL ? sNestingLevel + 1 : sNestingLevel; // Now clamp the actual interval we will use for the timer based on TimeDuration realInterval = CalculateDelay(timeout); TimeStamp now = TimeStamp::Now(); timeout->SetWhenOrTimeRemaining(now, realInterval); // If we're not suspended, then set the timer. if (!mWindow.IsSuspended()) { nsresult rv = MaybeSchedule(timeout->When(), now); if (NS_FAILED(rv)) { return rv; } } if (gRunningTimeoutDepth == 0 && PopupBlocker::GetPopupControlState() < PopupBlocker::openBlocked) { // This timeout is *not* set from another timeout and it's set // while popups are enabled. Propagate the state to the timeout if // its delay (interval) is equal to or less than what // "dom.disable_open_click_delay" is set to (in ms). // This is checking |interval|, not realInterval, on purpose, // because our lower bound for |realInterval| could be pretty high // in some cases. if (interval <= gDisableOpenClickDelay) { timeout->mPopupState = PopupBlocker::GetPopupControlState(); } } Timeouts::SortBy sort(mWindow.IsFrozen() ? Timeouts::SortBy::TimeRemaining : Timeouts::SortBy::TimeWhen); mTimeouts.Insert(timeout, sort); timeout->mTimeoutId = GetTimeoutId(aReason); *aReturn = timeout->mTimeoutId; MOZ_LOG( gTimeoutLog, LogLevel::Debug, ("Set%s(TimeoutManager=%p, timeout=%p, delay=%i, " "minimum=%f, throttling=%s, state=%s(%s), realInterval=%f) " "returned timeout ID %u, budget=%d\n", aIsInterval ? "Interval" : "Timeout", this, timeout.get(), interval, (CalculateDelay(timeout) - timeout->mInterval).ToMilliseconds(), mThrottleTimeouts ? "yes" : (mThrottleTimeoutsTimer ? "pending" : "no"), IsActive() ? "active" : "inactive", mWindow.IsBackgroundInternal() ? "background" : "foreground", realInterval.ToMilliseconds(), timeout->mTimeoutId, int(mExecutionBudget.ToMilliseconds()))); return NS_OK; } // Make sure we clear it no matter which list it's in void TimeoutManager::ClearTimeout(int32_t aTimerId, Timeout::Reason aReason) { if (ClearTimeoutInternal(aTimerId, aReason, false) || mIdleTimeouts.IsEmpty()) { return; // no need to check the other list if we cleared the timeout } ClearTimeoutInternal(aTimerId, aReason, true); } bool TimeoutManager::ClearTimeoutInternal(int32_t aTimerId, Timeout::Reason aReason, bool aIsIdle) { uint32_t timerId = (uint32_t)aTimerId; Timeouts& timeouts = aIsIdle ? mIdleTimeouts : mTimeouts; RefPtr& executor = aIsIdle ? mIdleExecutor : mExecutor; bool firstTimeout = true; bool deferredDeletion = false; bool cleared = false; timeouts.ForEachAbortable([&](Timeout* aTimeout) { MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("Clear%s(TimeoutManager=%p, timeout=%p, aTimerId=%u, ID=%u)\n", aTimeout->mIsInterval ? "Interval" : "Timeout", this, aTimeout, timerId, aTimeout->mTimeoutId)); if (aTimeout->mTimeoutId == timerId && aTimeout->mReason == aReason) { if (aTimeout->mRunning) { /* We're running from inside the aTimeout. Mark this aTimeout for deferred deletion by the code in RunTimeout() */ aTimeout->mIsInterval = false; deferredDeletion = true; } else { /* Delete the aTimeout from the pending aTimeout list */ aTimeout->remove(); } cleared = true; return true; // abort! } firstTimeout = false; return false; }); // We don't need to reschedule the executor if any of the following are true: // * If the we weren't cancelling the first timeout, then the executor's // state doesn't need to change. It will only reflect the next soonest // Timeout. // * If we did cancel the first Timeout, but its currently running, then // RunTimeout() will handle rescheduling the executor. // * If the window has become suspended then we should not start executing // Timeouts. if (!firstTimeout || deferredDeletion || mWindow.IsSuspended()) { return cleared; } // Stop the executor and restart it at the next soonest deadline. executor->Cancel(); Timeout* nextTimeout = timeouts.GetFirst(); if (nextTimeout) { if (aIsIdle) { MOZ_ALWAYS_SUCCEEDS( executor->MaybeSchedule(nextTimeout->When(), TimeDuration(0))); } else { MOZ_ALWAYS_SUCCEEDS(MaybeSchedule(nextTimeout->When())); } } return cleared; } void TimeoutManager::RunTimeout(const TimeStamp& aNow, const TimeStamp& aTargetDeadline, bool aProcessIdle) { MOZ_DIAGNOSTIC_ASSERT(!aNow.IsNull()); MOZ_DIAGNOSTIC_ASSERT(!aTargetDeadline.IsNull()); MOZ_ASSERT_IF(mWindow.IsFrozen(), mWindow.IsSuspended()); if (mWindow.IsSuspended()) { return; } Timeouts& timeouts(aProcessIdle ? mIdleTimeouts : mTimeouts); // Limit the overall time spent in RunTimeout() to reduce jank. uint32_t totalTimeLimitMS = std::max(1u, gMaxConsecutiveCallbacksMilliseconds); const TimeDuration totalTimeLimit = TimeDuration::Min(TimeDuration::FromMilliseconds(totalTimeLimitMS), TimeDuration::Max(TimeDuration(), mExecutionBudget)); // Allow up to 25% of our total time budget to be used figuring out which // timers need to run. This is the initial loop in this method. const TimeDuration initialTimeLimit = TimeDuration::FromMilliseconds(totalTimeLimit.ToMilliseconds() / 4); // Ammortize overhead from from calling TimeStamp::Now() in the initial // loop, though, by only checking for an elapsed limit every N timeouts. const uint32_t kNumTimersPerInitialElapsedCheck = 100; // Start measuring elapsed time immediately. We won't potentially expire // the time budget until at least one Timeout has run, though. TimeStamp now(aNow); TimeStamp start = now; uint32_t firingId = CreateFiringId(); auto guard = MakeScopeExit([&] { DestroyFiringId(firingId); }); // Make sure that the window and the script context don't go away as // a result of running timeouts RefPtr window(&mWindow); // Accessing members of mWindow here is safe, because the lifetime of // TimeoutManager is the same as the lifetime of the containing // nsGlobalWindow. // A native timer has gone off. See which of our timeouts need // servicing TimeStamp deadline; if (aTargetDeadline > now) { // The OS timer fired early (which can happen due to the timers // having lower precision than TimeStamp does). Set |deadline| to // be the time when the OS timer *should* have fired so that any // timers that *should* have fired *will* be fired now. deadline = aTargetDeadline; } else { deadline = now; } TimeStamp nextDeadline; uint32_t numTimersToRun = 0; // The timeout list is kept in deadline order. Discover the latest timeout // whose deadline has expired. On some platforms, native timeout events fire // "early", but we handled that above by setting deadline to aTargetDeadline // if the timer fired early. So we can stop walking if we get to timeouts // whose When() is greater than deadline, since once that happens we know // nothing past that point is expired. for (Timeout* timeout = timeouts.GetFirst(); timeout != nullptr; timeout = timeout->getNext()) { if (totalTimeLimit.IsZero() || timeout->When() > deadline) { nextDeadline = timeout->When(); break; } if (IsInvalidFiringId(timeout->mFiringId)) { // Mark any timeouts that are on the list to be fired with the // firing depth so that we can reentrantly run timeouts timeout->mFiringId = firingId; numTimersToRun += 1; // Run only a limited number of timers based on the configured maximum. if (numTimersToRun % kNumTimersPerInitialElapsedCheck == 0) { now = TimeStamp::Now(); TimeDuration elapsed(now - start); if (elapsed >= initialTimeLimit) { nextDeadline = timeout->When(); break; } } } } if (aProcessIdle) { MOZ_LOG( gTimeoutLog, LogLevel::Debug, ("Running %u deferred timeouts on idle (TimeoutManager=%p), " "nextDeadline = %gms from now", numTimersToRun, this, nextDeadline.IsNull() ? 0.0 : (nextDeadline - now).ToMilliseconds())); } now = TimeStamp::Now(); // Wherever we stopped in the timer list, schedule the executor to // run for the next unexpired deadline. Note, this *must* be done // before we start executing any content script handlers. If one // of them spins the event loop the executor must already be scheduled // in order for timeouts to fire properly. if (!nextDeadline.IsNull()) { // Note, we verified the window is not suspended at the top of // method and the window should not have been suspended while // executing the loop above since it doesn't call out to js. MOZ_DIAGNOSTIC_ASSERT(!mWindow.IsSuspended()); if (aProcessIdle) { // We don't want to update timing budget for idle queue firings, and // all timeouts in the IdleTimeouts list have hit their deadlines, // and so should run as soon as possible. MOZ_ALWAYS_SUCCEEDS( mIdleExecutor->MaybeSchedule(nextDeadline, TimeDuration())); } else { MOZ_ALWAYS_SUCCEEDS(MaybeSchedule(nextDeadline, now)); } } // Maybe the timeout that the event was fired for has been deleted // and there are no others timeouts with deadlines that make them // eligible for execution yet. Go away. if (!numTimersToRun) { return; } // Now we need to search the normal and tracking timer list at the same // time to run the timers in the scheduled order. // We stop iterating each list when we go past the last expired timeout from // that list that we have observed above. That timeout will either be the // next item after the last timeout we looked at or nullptr if we have // exhausted the entire list while looking for the last expired timeout. { // Use a nested scope in order to make sure the strong references held while // iterating are freed after the loop. // The next timeout to run. This is used to advance the loop, but // we cannot set it until we've run the current timeout, since // running the current timeout might remove the immediate next // timeout. RefPtr next; for (RefPtr timeout = timeouts.GetFirst(); timeout != nullptr; timeout = next) { next = timeout->getNext(); // We should only execute callbacks for the set of expired Timeout // objects we computed above. if (timeout->mFiringId != firingId) { // If the FiringId does not match, but is still valid, then this is // a Timeout for another RunTimeout() on the call stack (such as in // the case of nested event loops, for alert() or more likely XHR). // Just skip it. if (IsValidFiringId(timeout->mFiringId)) { MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("Skipping Run%s(TimeoutManager=%p, timeout=%p) since " "firingId %d is valid (processing firingId %d)" #ifdef DEBUG " - FiringIndex %" PRId64 " (mLastFiringIndex %" PRId64 ")" #endif , timeout->mIsInterval ? "Interval" : "Timeout", this, timeout.get(), timeout->mFiringId, firingId #ifdef DEBUG , timeout->mFiringIndex, mFiringIndex #endif )); #ifdef DEBUG // The old FiringIndex assumed no recursion; recursion can cause // other timers to get fired "in the middle" of a sequence we've // already assigned firingindexes to. Since we're not going to // run this timeout now, remove any FiringIndex that was already // set. // Since all timers that have FiringIndexes set *must* be ready // to run and have valid FiringIds, all of them will be 'skipped' // and reset if we recurse - we don't have to look through the // list past where we'll stop on the first InvalidFiringId. timeout->mFiringIndex = -1; #endif continue; } // If, however, the FiringId is invalid then we have reached Timeout // objects beyond the list we calculated above. This can happen // if the Timeout just beyond our last expired Timeout is cancelled // by one of the callbacks we've just executed. In this case we // should just stop iterating. We're done. else { break; } } MOZ_ASSERT_IF(mWindow.IsFrozen(), mWindow.IsSuspended()); if (mWindow.IsSuspended()) { break; } // The timeout is on the list to run at this depth, go ahead and // process it. // Record the first time we try to fire a timeout, and ensure that // all actual firings occur in that order. This ensures that we // retain compliance with the spec language // (https://html.spec.whatwg.org/#dom-settimeout) specifically items // 15 ("If method context is a Window object, wait until the Document // associated with method context has been fully active for a further // timeout milliseconds (not necessarily consecutively)") and item 16 // ("Wait until any invocations of this algorithm that had the same // method context, that started before this one, and whose timeout is // equal to or less than this one's, have completed."). #ifdef DEBUG if (timeout->mFiringIndex == -1) { timeout->mFiringIndex = mFiringIndex++; } #endif if (mIsLoading && !aProcessIdle) { // Any timeouts that would fire during a load will be deferred // until the load event occurs, but if there's an idle time, // they'll be run before the load event. timeout->remove(); // MOZ_RELEASE_ASSERT(timeout->When() <= (TimeStamp::Now())); mIdleTimeouts.InsertBack(timeout); if (MOZ_LOG_TEST(gTimeoutLog, LogLevel::Debug)) { uint32_t num = 0; for (Timeout* t = mIdleTimeouts.GetFirst(); t != nullptr; t = t->getNext()) { num++; } MOZ_LOG( gTimeoutLog, LogLevel::Debug, ("Deferring Run%s(TimeoutManager=%p, timeout=%p (%gms in the " "past)) (%u deferred)", timeout->mIsInterval ? "Interval" : "Timeout", this, timeout.get(), (now - timeout->When()).ToMilliseconds(), num)); } MOZ_ALWAYS_SUCCEEDS(mIdleExecutor->MaybeSchedule(now, TimeDuration())); } else { // Get the script context (a strong ref to prevent it going away) // for this timeout and ensure the script language is enabled. nsCOMPtr scx = mWindow.GetContextInternal(); if (!scx) { // No context means this window was closed or never properly // initialized for this language. This timer will never fire // so just remove it. timeout->remove(); continue; } #ifdef DEBUG if (timeout->mFiringIndex <= mLastFiringIndex) { MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("Incorrect firing index for Run%s(TimeoutManager=%p, " "timeout=%p) with " "firingId %d - FiringIndex %" PRId64 " (mLastFiringIndex %" PRId64 ")", timeout->mIsInterval ? "Interval" : "Timeout", this, timeout.get(), timeout->mFiringId, timeout->mFiringIndex, mFiringIndex)); } MOZ_ASSERT(timeout->mFiringIndex > mLastFiringIndex); mLastFiringIndex = timeout->mFiringIndex; #endif // This timeout is good to run. bool timeout_was_cleared = window->RunTimeoutHandler(timeout, scx); #if MOZ_GECKO_PROFILER if (profiler_is_active()) { TimeDuration elapsed = now - timeout->SubmitTime(); TimeDuration target = timeout->When() - timeout->SubmitTime(); TimeDuration delta = now - timeout->When(); TimeDuration runtime = TimeStamp::Now() - now; nsPrintfCString marker( "%sset%s() for %dms (original target time was %dms (%dms " "delta)); runtime = %dms", aProcessIdle ? "Deferred " : "", timeout->mIsInterval ? "Interval" : "Timeout", int(elapsed.ToMilliseconds()), int(target.ToMilliseconds()), int(delta.ToMilliseconds()), int(runtime.ToMilliseconds())); // don't have end before start... profiler_add_marker( "setTimeout", JS::ProfilingCategoryPair::DOM, MakeUnique( marker, delta.ToMilliseconds() >= 0 ? timeout->When() : now, now)); } #endif MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("Run%s(TimeoutManager=%p, timeout=%p) returned %d\n", timeout->mIsInterval ? "Interval" : "Timeout", this, timeout.get(), !!timeout_was_cleared)); if (timeout_was_cleared) { // Make sure we're not holding any Timeout objects alive. next = nullptr; // Since ClearAllTimeouts() was called the lists should be empty. MOZ_DIAGNOSTIC_ASSERT(!HasTimeouts()); return; } // If we need to reschedule a setInterval() the delay should be // calculated based on when its callback started to execute. So // save off the last time before updating our "now" timestamp to // account for its callback execution time. TimeStamp lastCallbackTime = now; now = TimeStamp::Now(); // If we have a regular interval timer, we re-schedule the // timeout, accounting for clock drift. bool needsReinsertion = RescheduleTimeout(timeout, lastCallbackTime, now); // Running a timeout can cause another timeout to be deleted, so // we need to reset the pointer to the following timeout. next = timeout->getNext(); timeout->remove(); if (needsReinsertion) { // Insert interval timeout onto the corresponding list sorted in // deadline order. AddRefs timeout. // Always re-insert into the normal time queue! mTimeouts.Insert(timeout, mWindow.IsFrozen() ? Timeouts::SortBy::TimeRemaining : Timeouts::SortBy::TimeWhen); } } // Check to see if we have run out of time to execute timeout handlers. // If we've exceeded our time budget then terminate the loop immediately. TimeDuration elapsed = now - start; if (elapsed >= totalTimeLimit) { // We ran out of time. Make sure to schedule the executor to // run immediately for the next timer, if it exists. Its possible, // however, that the last timeout handler suspended the window. If // that happened then we must skip this step. if (!mWindow.IsSuspended()) { if (next) { if (aProcessIdle) { // We don't want to update timing budget for idle queue firings, // and all timeouts in the IdleTimeouts list have hit their // deadlines, and so should run as soon as possible. // Shouldn't need cancelling since it never waits MOZ_ALWAYS_SUCCEEDS( mIdleExecutor->MaybeSchedule(next->When(), TimeDuration())); } else { // If we ran out of execution budget we need to force a // reschedule. By cancelling the executor we will not run // immediately, but instead reschedule to the minimum // scheduling delay. if (mExecutionBudget < TimeDuration()) { mExecutor->Cancel(); } MOZ_ALWAYS_SUCCEEDS(MaybeSchedule(next->When(), now)); } } } break; } } } } bool TimeoutManager::RescheduleTimeout(Timeout* aTimeout, const TimeStamp& aLastCallbackTime, const TimeStamp& aCurrentNow) { MOZ_DIAGNOSTIC_ASSERT(aLastCallbackTime <= aCurrentNow); if (!aTimeout->mIsInterval) { return false; } // Automatically increase the nesting level when a setInterval() // is rescheduled just as if it was using a chained setTimeout(). if (aTimeout->mNestingLevel < DOM_CLAMP_TIMEOUT_NESTING_LEVEL) { aTimeout->mNestingLevel += 1; } // Compute time to next timeout for interval timer. // Make sure nextInterval is at least CalculateDelay(). TimeDuration nextInterval = CalculateDelay(aTimeout); TimeStamp firingTime = aLastCallbackTime + nextInterval; TimeDuration delay = firingTime - aCurrentNow; #ifdef DEBUG aTimeout->mFiringIndex = -1; #endif // And make sure delay is nonnegative; that might happen if the timer // thread is firing our timers somewhat early or if they're taking a long // time to run the callback. if (delay < TimeDuration(0)) { delay = TimeDuration(0); } aTimeout->SetWhenOrTimeRemaining(aCurrentNow, delay); if (mWindow.IsSuspended()) { return true; } nsresult rv = MaybeSchedule(aTimeout->When(), aCurrentNow); NS_ENSURE_SUCCESS(rv, false); return true; } void TimeoutManager::ClearAllTimeouts() { bool seenRunningTimeout = false; MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("ClearAllTimeouts(TimeoutManager=%p)\n", this)); if (mThrottleTimeoutsTimer) { mThrottleTimeoutsTimer->Cancel(); mThrottleTimeoutsTimer = nullptr; } mExecutor->Cancel(); mIdleExecutor->Cancel(); ForEachUnorderedTimeout([&](Timeout* aTimeout) { /* If RunTimeout() is higher up on the stack for this window, e.g. as a result of document.write from a timeout, then we need to reset the list insertion point for newly-created timeouts in case the user adds a timeout, before we pop the stack back to RunTimeout. */ if (mRunningTimeout == aTimeout) { seenRunningTimeout = true; } // Set timeout->mCleared to true to indicate that the timeout was // cleared and taken out of the list of timeouts aTimeout->mCleared = true; }); // Clear out our lists mTimeouts.Clear(); mIdleTimeouts.Clear(); } void TimeoutManager::Timeouts::Insert(Timeout* aTimeout, SortBy aSortBy) { // Start at mLastTimeout and go backwards. Stop if we see a Timeout with a // valid FiringId since those timers are currently being processed by // RunTimeout. This optimizes for the common case of insertion at the end. Timeout* prevSibling; for (prevSibling = GetLast(); prevSibling && // This condition needs to match the one in SetTimeoutOrInterval that // determines whether to set When() or TimeRemaining(). (aSortBy == SortBy::TimeRemaining ? prevSibling->TimeRemaining() > aTimeout->TimeRemaining() : prevSibling->When() > aTimeout->When()) && // Check the firing ID last since it will evaluate true in the vast // majority of cases. mManager.IsInvalidFiringId(prevSibling->mFiringId); prevSibling = prevSibling->getPrevious()) { /* Do nothing; just searching */ } // Now link in aTimeout after prevSibling. if (prevSibling) { prevSibling->setNext(aTimeout); } else { InsertFront(aTimeout); } aTimeout->mFiringId = InvalidFiringId; } Timeout* TimeoutManager::BeginRunningTimeout(Timeout* aTimeout) { Timeout* currentTimeout = mRunningTimeout; mRunningTimeout = aTimeout; ++gRunningTimeoutDepth; RecordExecution(currentTimeout, aTimeout); return currentTimeout; } void TimeoutManager::EndRunningTimeout(Timeout* aTimeout) { --gRunningTimeoutDepth; RecordExecution(mRunningTimeout, aTimeout); mRunningTimeout = aTimeout; } void TimeoutManager::UnmarkGrayTimers() { ForEachUnorderedTimeout([](Timeout* aTimeout) { if (aTimeout->mScriptHandler) { aTimeout->mScriptHandler->MarkForCC(); } }); } void TimeoutManager::Suspend() { MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("Suspend(TimeoutManager=%p)\n", this)); if (mThrottleTimeoutsTimer) { mThrottleTimeoutsTimer->Cancel(); mThrottleTimeoutsTimer = nullptr; } mExecutor->Cancel(); mIdleExecutor->Cancel(); } void TimeoutManager::Resume() { MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("Resume(TimeoutManager=%p)\n", this)); // When Suspend() has been called after IsDocumentLoaded(), but the // throttle tracking timer never managed to fire, start the timer // again. if (mWindow.IsDocumentLoaded() && !mThrottleTimeouts) { MaybeStartThrottleTimeout(); } Timeout* nextTimeout = mTimeouts.GetFirst(); if (nextTimeout) { MOZ_ALWAYS_SUCCEEDS(MaybeSchedule(nextTimeout->When())); } nextTimeout = mIdleTimeouts.GetFirst(); if (nextTimeout) { MOZ_ALWAYS_SUCCEEDS( mIdleExecutor->MaybeSchedule(nextTimeout->When(), TimeDuration())); } } void TimeoutManager::Freeze() { MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("Freeze(TimeoutManager=%p)\n", this)); TimeStamp now = TimeStamp::Now(); ForEachUnorderedTimeout([&](Timeout* aTimeout) { // Save the current remaining time for this timeout. We will // re-apply it when the window is Thaw()'d. This effectively // shifts timers to the right as if time does not pass while // the window is frozen. TimeDuration delta(0); if (aTimeout->When() > now) { delta = aTimeout->When() - now; } aTimeout->SetWhenOrTimeRemaining(now, delta); MOZ_DIAGNOSTIC_ASSERT(aTimeout->TimeRemaining() == delta); }); } void TimeoutManager::Thaw() { MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("Thaw(TimeoutManager=%p)\n", this)); TimeStamp now = TimeStamp::Now(); ForEachUnorderedTimeout([&](Timeout* aTimeout) { // Set When() back to the time when the timer is supposed to fire. aTimeout->SetWhenOrTimeRemaining(now, aTimeout->TimeRemaining()); MOZ_DIAGNOSTIC_ASSERT(!aTimeout->When().IsNull()); }); } void TimeoutManager::UpdateBackgroundState() { mExecutionBudget = GetMaxBudget(mWindow.IsBackgroundInternal()); // When the window moves to the background or foreground we should // reschedule the TimeoutExecutor in case the MinSchedulingDelay() // changed. Only do this if the window is not suspended and we // actually have a timeout. if (!mWindow.IsSuspended()) { Timeout* nextTimeout = mTimeouts.GetFirst(); if (nextTimeout) { mExecutor->Cancel(); MOZ_ALWAYS_SUCCEEDS(MaybeSchedule(nextTimeout->When())); } // the Idle queue should all be past their firing time, so there we just // need to restart the queue // XXX May not be needed if we don't stop the idle queue, as // MinSchedulingDelay isn't relevant here nextTimeout = mIdleTimeouts.GetFirst(); if (nextTimeout) { mIdleExecutor->Cancel(); MOZ_ALWAYS_SUCCEEDS( mIdleExecutor->MaybeSchedule(nextTimeout->When(), TimeDuration())); } } } namespace { class ThrottleTimeoutsCallback final : public nsITimerCallback, public nsINamed { public: explicit ThrottleTimeoutsCallback(nsGlobalWindowInner* aWindow) : mWindow(aWindow) {} NS_DECL_ISUPPORTS NS_DECL_NSITIMERCALLBACK NS_IMETHOD GetName(nsACString& aName) override { aName.AssignLiteral("ThrottleTimeoutsCallback"); return NS_OK; } private: ~ThrottleTimeoutsCallback() {} private: // The strong reference here keeps the Window and hence the TimeoutManager // object itself alive. RefPtr mWindow; }; NS_IMPL_ISUPPORTS(ThrottleTimeoutsCallback, nsITimerCallback, nsINamed) NS_IMETHODIMP ThrottleTimeoutsCallback::Notify(nsITimer* aTimer) { mWindow->TimeoutManager().StartThrottlingTimeouts(); mWindow = nullptr; return NS_OK; } } // namespace bool TimeoutManager::BudgetThrottlingEnabled(bool aIsBackground) const { // A window can be throttled using budget if // * It isn't active // * If it isn't using WebRTC // * If it hasn't got open WebSockets // * If it hasn't got active IndexedDB databases // Note that we allow both foreground and background to be // considered for budget throttling. What determines if they are if // budget throttling is enabled is the max budget. if ((aIsBackground ? gBackgroundThrottlingMaxBudget : gForegroundThrottlingMaxBudget) < 0) { return false; } if (!mBudgetThrottleTimeouts || IsActive()) { return false; } // Check if there are any active IndexedDB databases if (mWindow.HasActiveIndexedDBDatabases()) { return false; } // Check if we have active PeerConnection if (mWindow.HasActivePeerConnections()) { return false; } if (mWindow.HasOpenWebSockets()) { return false; } return true; } void TimeoutManager::StartThrottlingTimeouts() { MOZ_ASSERT(NS_IsMainThread()); MOZ_DIAGNOSTIC_ASSERT(mThrottleTimeoutsTimer); MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("TimeoutManager %p started to throttle tracking timeouts\n", this)); MOZ_DIAGNOSTIC_ASSERT(!mThrottleTimeouts); mThrottleTimeouts = true; mThrottleTrackingTimeouts = true; mBudgetThrottleTimeouts = gEnableBudgetTimeoutThrottling; mThrottleTimeoutsTimer = nullptr; } void TimeoutManager::OnDocumentLoaded() { // The load event may be firing again if we're coming back to the page by // navigating through the session history, so we need to ensure to only call // this when mThrottleTimeouts hasn't been set yet. if (!mThrottleTimeouts) { MaybeStartThrottleTimeout(); } } void TimeoutManager::MaybeStartThrottleTimeout() { if (gTimeoutThrottlingDelay <= 0 || mWindow.IsDying() || mWindow.IsSuspended()) { return; } MOZ_DIAGNOSTIC_ASSERT(!mThrottleTimeouts); MOZ_LOG(gTimeoutLog, LogLevel::Debug, ("TimeoutManager %p delaying tracking timeout throttling by %dms\n", this, gTimeoutThrottlingDelay)); nsCOMPtr callback = new ThrottleTimeoutsCallback(&mWindow); NS_NewTimerWithCallback(getter_AddRefs(mThrottleTimeoutsTimer), callback, gTimeoutThrottlingDelay, nsITimer::TYPE_ONE_SHOT, EventTarget()); } void TimeoutManager::BeginSyncOperation() { // If we're beginning a sync operation, the currently running // timeout will be put on hold. To not get into an inconsistent // state, where the currently running timeout appears to take time // equivalent to the period of us spinning up a new event loop, // record what we have and stop recording until we reach // EndSyncOperation. RecordExecution(mRunningTimeout, nullptr); } void TimeoutManager::EndSyncOperation() { // If we're running a timeout, restart the measurement from here. RecordExecution(nullptr, mRunningTimeout); } nsIEventTarget* TimeoutManager::EventTarget() { return mWindow.EventTargetFor(TaskCategory::Timer); }