ladybird/Libraries/LibWeb/HTML/Timer.cpp
Andreas Kling 4d27e9aa5e LibWeb: Make setInterval() reuse the timer to reduce drift
Instead of creating a new single-shot timer every time a setInterval
timer reschedules itself, we now use a repeating Core::Timer internally.

This dramatically reduces timer drift, since the next timeout is now
based on when the timer fired, rather than when the timer callback
completed (which could take arbitrarily long since we run JS).

It's not perfect, but it's a huge improvement and allows us to play
DiabloWeb at full framerate (20 fps).
2025-12-01 19:58:47 +01:00

58 lines
1.4 KiB
C++

/*
* Copyright (c) 2020, Andreas Kling <andreas@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibCore/Timer.h>
#include <LibJS/Runtime/Object.h>
#include <LibWeb/HTML/Timer.h>
#include <LibWeb/HTML/Window.h>
namespace Web::HTML {
GC_DEFINE_ALLOCATOR(Timer);
GC::Ref<Timer> Timer::create(JS::Object& window_or_worker_global_scope, i32 milliseconds, Function<void()> callback, i32 id, Repeating repeating)
{
return window_or_worker_global_scope.heap().allocate<Timer>(window_or_worker_global_scope, milliseconds, move(callback), id, repeating);
}
Timer::Timer(JS::Object& window_or_worker_global_scope, i32 milliseconds, Function<void()> callback, i32 id, Repeating repeating)
: m_window_or_worker_global_scope(window_or_worker_global_scope)
, m_id(id)
{
if (repeating == Repeating::Yes)
m_timer = Core::Timer::create_repeating(milliseconds, move(callback));
else
m_timer = Core::Timer::create_single_shot(milliseconds, move(callback));
}
void Timer::visit_edges(Cell::Visitor& visitor)
{
Base::visit_edges(visitor);
visitor.visit(m_window_or_worker_global_scope);
visitor.visit_possible_values(m_timer->on_timeout.raw_capture_range());
}
Timer::~Timer()
{
VERIFY(!m_timer->is_active());
}
void Timer::start()
{
m_timer->start();
}
void Timer::stop()
{
m_timer->stop();
}
void Timer::set_callback(Function<void()> callback)
{
m_timer->on_timeout = move(callback);
}
}