'use strict'; /** * This module offers an optimized timer implementation designed for scenarios * where high precision is not critical. * * The timer achieves faster performance by using a low-resolution approach, * with an accuracy target of within 500ms. This makes it particularly useful * for timers with delays of 1 second or more, where exact timing is less * crucial. * * It's important to note that Node.js timers are inherently imprecise, as * delays can occur due to the event loop being blocked by other operations. * Consequently, timers may trigger later than their scheduled time. */ /** * The fastNow variable contains the internal fast timer clock value. * * @type {number} */ let fastNow = 0; /** * RESOLUTION_MS represents the target resolution time in milliseconds. * * @type {number} * @default 1000 */ const RESOLUTION_MS = 1e3; /** * TICK_MS defines the desired interval in milliseconds between each tick. * The target value is set to half the resolution time, minus 1 ms, to account * for potential event loop overhead. * * @type {number} * @default 499 */ const TICK_MS = (RESOLUTION_MS >> 1) - 1; /** * fastNowTimeout is a Node.js timer used to manage and process * the FastTimers stored in the `fastTimers` array. * * @type {NodeJS.Timeout} */ let fastNowTimeout; /** * The kFastTimer symbol is used to identify FastTimer instances. * * @type {Symbol} */ const kFastTimer = Symbol('kFastTimer'); /** * The fastTimers array contains all active FastTimers. * * @type {FastTimer[]} */ const fastTimers = []; /** * These constants represent the various states of a FastTimer. */ /** * The `NOT_IN_LIST` constant indicates that the FastTimer is not included * in the `fastTimers` array. Timers with this status will not be processed * during the next tick by the `onTick` function. * * A FastTimer can be re-added to the `fastTimers` array by invoking the * `refresh` method on the FastTimer instance. * * @type {-2} */ const NOT_IN_LIST = -2; /** * The `TO_BE_CLEARED` constant indicates that the FastTimer is scheduled * for removal from the `fastTimers` array. A FastTimer in this state will * be removed in the next tick by the `onTick` function and will no longer * be processed. * * This status is also set when the `clear` method is called on the FastTimer instance. * * @type {-1} */ const TO_BE_CLEARED = -1; /** * The `PENDING` constant signifies that the FastTimer is awaiting processing * in the next tick by the `onTick` function. Timers with this status will have * their `_idleStart` value set and their status updated to `ACTIVE` in the next tick. * * @type {0} */ const PENDING = 0; /** * The `ACTIVE` constant indicates that the FastTimer is active and waiting * for its timer to expire. During the next tick, the `onTick` function will * check if the timer has expired, and if so, it will execute the associated callback. * * @type {1} */ const ACTIVE = 1; /** * The onTick function processes the fastTimers array. * * @returns {void} */ function onTick() { /** * Increment the fastNow value by the TICK_MS value, despite the actual time * that has passed since the last tick. This approach ensures independence * from the system clock and delays caused by a blocked event loop. * * @type {number} */ fastNow += TICK_MS; /** * The `idx` variable is used to iterate over the `fastTimers` array. * Expired timers are removed by replacing them with the last element in the array. * Consequently, `idx` is only incremented when the current element is not removed. * * @type {number} */ let idx = 0; /** * The len variable will contain the length of the fastTimers array * and will be decremented when a FastTimer should be removed from the * fastTimers array. * * @type {number} */ let len = fastTimers.length; while (idx < len) { /** * @type {FastTimer} */ const timer = fastTimers[idx]; // If the timer is in the ACTIVE state and the timer has expired, it will // be processed in the next tick. if (timer._state === PENDING) { // Set the _idleStart value to the fastNow value minus the TICK_MS value // to account for the time the timer was in the PENDING state. timer._idleStart = fastNow - TICK_MS; timer._state = ACTIVE; } else if ( timer._state === ACTIVE && fastNow >= timer._idleStart + timer._idleTimeout ) { timer._state = TO_BE_CLEARED; timer._idleStart = -1; timer._onTimeout(timer._timerArg); } if (timer._state === TO_BE_CLEARED) { timer._state = NOT_IN_LIST; // Move the last element to the current index and decrement len if it is // not the only element in the array. if (--len !== 0) { fastTimers[idx] = fastTimers[len]; } } else { ++idx; } } // Set the length of the fastTimers array to the new length and thus // removing the excess FastTimers elements from the array. fastTimers.length = len; // If there are still active FastTimers in the array, refresh the Timer. // If there are no active FastTimers, the timer will be refreshed again // when a new FastTimer is instantiated. if (fastTimers.length !== 0) { refreshTimeout(); } } function refreshTimeout() { // If the fastNowTimeout is already set, refresh it. if (fastNowTimeout) { fastNowTimeout.refresh(); // fastNowTimeout is not instantiated yet, create a new Timer. } else { clearTimeout(fastNowTimeout); fastNowTimeout = setTimeout(onTick, TICK_MS); // If the Timer has an unref method, call it to allow the process to exit if // there are no other active handles. if (fastNowTimeout.unref) { fastNowTimeout.unref(); } } } /** * The `FastTimer` class is a data structure designed to store and manage * timer information. */ class FastTimer { [kFastTimer] = true; /** * The state of the timer, which can be one of the following: * - NOT_IN_LIST (-2) * - TO_BE_CLEARED (-1) * - PENDING (0) * - ACTIVE (1) * * @type {-2|-1|0|1} * @private */ _state = NOT_IN_LIST; /** * The number of milliseconds to wait before calling the callback. * * @type {number} * @private */ _idleTimeout = -1; /** * The time in milliseconds when the timer was started. This value is used to * calculate when the timer should expire. * * @type {number} * @default -1 * @private */ _idleStart = -1; /** * The function to be executed when the timer expires. * @type {Function} * @private */ _onTimeout; /** * The argument to be passed to the callback when the timer expires. * * @type {*} * @private */ _timerArg; /** * @constructor * @param {Function} callback A function to be executed after the timer * expires. * @param {number} delay The time, in milliseconds that the timer should wait * before the specified function or code is executed. * @param {*} arg */ constructor(callback, delay, arg) { this._onTimeout = callback; this._idleTimeout = delay; this._timerArg = arg; this.refresh(); } /** * Sets the timer's start time to the current time, and reschedules the timer * to call its callback at the previously specified duration adjusted to the * current time. * Using this on a timer that has already called its callback will reactivate * the timer. * * @returns {void} */ refresh() { // In the special case that the timer is not in the list of active timers, // add it back to the array to be processed in the next tick by the onTick // function. if (this._state === NOT_IN_LIST) { fastTimers.push(this); } // If the timer is the only active timer, refresh the fastNowTimeout for // better resolution. if (!fastNowTimeout || fastTimers.length === 1) { refreshTimeout(); } // Setting the state to PENDING will cause the timer to be reset in the // next tick by the onTick function. this._state = PENDING; } /** * The `clear` method cancels the timer, preventing it from executing. * * @returns {void} * @private */ clear() { // Set the state to TO_BE_CLEARED to mark the timer for removal in the next // tick by the onTick function. this._state = TO_BE_CLEARED; // Reset the _idleStart value to -1 to indicate that the timer is no longer // active. this._idleStart = -1; } } /** * This module exports a setTimeout and clearTimeout function that can be * used as a drop-in replacement for the native functions. */ module.exports = { /** * The setTimeout() method sets a timer which executes a function once the * timer expires. * @param {Function} callback A function to be executed after the timer * expires. * @param {number} delay The time, in milliseconds that the timer should * wait before the specified function or code is executed. * @param {*} [arg] An optional argument to be passed to the callback function * when the timer expires. * @returns {NodeJS.Timeout|FastTimer} */ setTimeout(callback, delay, arg) { // If the delay is less than or equal to the RESOLUTION_MS value return a // native Node.js Timer instance. return delay <= RESOLUTION_MS ? setTimeout(callback, delay, arg) : new FastTimer(callback, delay, arg); }, /** * The clearTimeout method cancels an instantiated Timer previously created * by calling setTimeout. * * @param {NodeJS.Timeout|FastTimer} timeout */ clearTimeout(timeout) { // If the timeout is a FastTimer, call its own clear method. if (timeout[kFastTimer]) { /** * @type {FastTimer} */ timeout.clear(); // Otherwise it is an instance of a native NodeJS.Timeout, so call the // Node.js native clearTimeout function. } else { clearTimeout(timeout); } }, /** * The setFastTimeout() method sets a fastTimer which executes a function once * the timer expires. * @param {Function} callback A function to be executed after the timer * expires. * @param {number} delay The time, in milliseconds that the timer should * wait before the specified function or code is executed. * @param {*} [arg] An optional argument to be passed to the callback function * when the timer expires. * @returns {FastTimer} */ setFastTimeout(callback, delay, arg) { return new FastTimer(callback, delay, arg); }, /** * The clearTimeout method cancels an instantiated FastTimer previously * created by calling setFastTimeout. * * @param {FastTimer} timeout */ clearFastTimeout(timeout) { timeout.clear(); }, /** * The now method returns the value of the internal fast timer clock. * * @returns {number} */ now() { return fastNow; }, /** * Trigger the onTick function to process the fastTimers array. * Exported for testing purposes only. * Marking as deprecated to discourage any use outside of testing. * @deprecated * @param {number} [delay=0] The delay in milliseconds to add to the now value. */ tick(delay = 0) { fastNow += delay - RESOLUTION_MS + 1; onTick(); onTick(); }, /** * Reset FastTimers. * Exported for testing purposes only. * Marking as deprecated to discourage any use outside of testing. * @deprecated */ reset() { fastNow = 0; fastTimers.length = 0; clearTimeout(fastNowTimeout); fastNowTimeout = null; }, /** * Exporting for testing purposes only. * Marking as deprecated to discourage any use outside of testing. * @deprecated */ kFastTimer, };