Next.js website for Rocky Mountain Vending company featuring: - Product catalog with Stripe integration - Service areas and parts pages - Admin dashboard with Clerk authentication - SEO optimized pages with JSON-LD structured data Co-authored-by: Cursor <cursoragent@cursor.com>
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36 KiB
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1 line
No EOL
36 KiB
Text
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Copyright 2024 The Chromium Authors. All rights reserved.\n// Use of this source code is governed by a BSD-style license that can be\n// found in the LICENSE file.\n\nimport * as Core from '../core/core.js';\nimport * as Graph from '../graph/graph.js';\nimport type * as Lantern from '../types/types.js';\n\nimport {ConnectionPool} from './ConnectionPool.js';\nimport {Constants} from './Constants.js';\nimport {DNSCache} from './DNSCache.js';\nimport {type CompleteNodeTiming, type ConnectionTiming, SimulatorTimingMap} from './SimulationTimingMap.js';\nimport {TCPConnection} from './TCPConnection.js';\n\nexport interface Result<T = Lantern.AnyNetworkObject> {\n timeInMs: number;\n nodeTimings: Map<Graph.Node<T>, Lantern.Simulation.NodeTiming>;\n}\n\nconst defaultThrottling = Constants.throttling.mobileSlow4G;\n\n// see https://cs.chromium.org/search/?q=kDefaultMaxNumDelayableRequestsPerClient&sq=package:chromium&type=cs\nconst DEFAULT_MAXIMUM_CONCURRENT_REQUESTS = 10;\n// layout tasks tend to be less CPU-bound and do not experience the same increase in duration\nconst DEFAULT_LAYOUT_TASK_MULTIPLIER = 0.5;\n// if a task takes more than 10 seconds it's usually a sign it isn't actually CPU bound and we're overestimating\nconst DEFAULT_MAXIMUM_CPU_TASK_DURATION = 10000;\n\nconst NodeState = {\n NotReadyToStart: 0,\n ReadyToStart: 1,\n InProgress: 2,\n Complete: 3,\n};\n\nconst PriorityStartTimePenalty: Record<Lantern.ResourcePriority, number> = {\n VeryHigh: 0,\n High: 0.25,\n Medium: 0.5,\n Low: 1,\n VeryLow: 2,\n};\n\nconst ALL_SIMULATION_NODE_TIMINGS = new Map<string, Map<Graph.Node, CompleteNodeTiming>>();\n\nclass Simulator<T = Lantern.AnyNetworkObject> {\n static createSimulator(settings: Lantern.Simulation.Settings): Simulator {\n const {throttlingMethod, throttling, precomputedLanternData, networkAnalysis} = settings;\n\n const options: Lantern.Simulation.Options = {\n additionalRttByOrigin: networkAnalysis.additionalRttByOrigin,\n serverResponseTimeByOrigin: networkAnalysis.serverResponseTimeByOrigin,\n observedThroughput: networkAnalysis.throughput,\n };\n\n // If we have precomputed lantern data, overwrite our observed estimates and use precomputed instead\n // for increased stability.\n if (precomputedLanternData) {\n options.additionalRttByOrigin = new Map(Object.entries(precomputedLanternData.additionalRttByOrigin));\n options.serverResponseTimeByOrigin = new Map(Object.entries(precomputedLanternData.serverResponseTimeByOrigin));\n }\n\n switch (throttlingMethod) {\n case 'provided':\n options.rtt = networkAnalysis.rtt;\n options.throughput = networkAnalysis.throughput;\n options.cpuSlowdownMultiplier = 1;\n options.layoutTaskMultiplier = 1;\n break;\n case 'devtools':\n if (throttling) {\n options.rtt = throttling.requestLatencyMs / Constants.throttling.DEVTOOLS_RTT_ADJUSTMENT_FACTOR;\n options.throughput =\n throttling.downloadThroughputKbps * 1024 / Constants.throttling.DEVTOOLS_THROUGHPUT_ADJUSTMENT_FACTOR;\n }\n\n options.cpuSlowdownMultiplier = 1;\n options.layoutTaskMultiplier = 1;\n break;\n case 'simulate':\n if (throttling) {\n options.rtt = throttling.rttMs;\n options.throughput = throttling.throughputKbps * 1024;\n options.cpuSlowdownMultiplier = throttling.cpuSlowdownMultiplier;\n }\n break;\n default:\n // intentionally fallback to simulator defaults\n break;\n }\n\n return new Simulator(options);\n }\n\n options: Required<Lantern.Simulation.Options>;\n _rtt: number;\n throughput: number;\n maximumConcurrentRequests: number;\n cpuSlowdownMultiplier: number;\n layoutTaskMultiplier: number;\n cachedNodeListByStartPosition: Graph.Node[];\n nodeTimings: SimulatorTimingMap;\n numberInProgressByType: Map<string, number>;\n nodes: Record<number, Set<Graph.Node>>;\n dns: DNSCache;\n connectionPool: ConnectionPool;\n\n constructor(options?: Lantern.Simulation.Options) {\n this.options = Object.assign(\n {\n rtt: defaultThrottling.rttMs,\n throughput: defaultThrottling.throughputKbps * 1024,\n maximumConcurrentRequests: DEFAULT_MAXIMUM_CONCURRENT_REQUESTS,\n cpuSlowdownMultiplier: defaultThrottling.cpuSlowdownMultiplier,\n layoutTaskMultiplier: DEFAULT_LAYOUT_TASK_MULTIPLIER,\n additionalRttByOrigin: new Map(),\n serverResponseTimeByOrigin: new Map(),\n },\n options,\n );\n\n this._rtt = this.options.rtt;\n this.throughput = this.options.throughput;\n this.maximumConcurrentRequests = Math.max(\n Math.min(\n TCPConnection.maximumSaturatedConnections(this._rtt, this.throughput),\n this.options.maximumConcurrentRequests,\n ),\n 1);\n this.cpuSlowdownMultiplier = this.options.cpuSlowdownMultiplier;\n this.layoutTaskMultiplier = this.cpuSlowdownMultiplier * this.options.layoutTaskMultiplier;\n this.cachedNodeListByStartPosition = [];\n\n // Properties reset on every `.simulate` call but duplicated here for type checking\n this.nodeTimings = new SimulatorTimingMap();\n this.numberInProgressByType = new Map<string, number>();\n this.nodes = {};\n this.dns = new DNSCache({rtt: this._rtt});\n // @ts-expect-error\n this.connectionPool = null;\n\n if (!Number.isFinite(this._rtt)) {\n throw new Core.LanternError(`Invalid rtt ${this._rtt}`);\n }\n if (!Number.isFinite(this.throughput)) {\n throw new Core.LanternError(`Invalid throughput ${this.throughput}`);\n }\n }\n\n get rtt(): number {\n return this._rtt;\n }\n\n initializeConnectionPool(graph: Graph.Node): void {\n const records: Lantern.NetworkRequest[] = [];\n graph.getRootNode().traverse(node => {\n if (node.type === Graph.BaseNode.types.NETWORK) {\n records.push(node.request);\n }\n });\n\n this.connectionPool = new ConnectionPool(records, this.options);\n }\n\n /**\n * Initializes the various state data structures such _nodeTimings and the _node Sets by state.\n */\n initializeAuxiliaryData(): void {\n this.nodeTimings = new SimulatorTimingMap();\n this.numberInProgressByType = new Map();\n\n this.nodes = {};\n this.cachedNodeListByStartPosition = [];\n // NOTE: We don't actually need *all* of these sets, but the clarity that each node progresses\n // through the system is quite nice.\n for (const state of Object.values(NodeState)) {\n this.nodes[state] = new Set();\n }\n }\n\n numberInProgress(type: string): number {\n return this.numberInProgressByType.get(type) || 0;\n }\n\n markNodeAsReadyToStart(node: Graph.Node, queuedTime: number): void {\n const nodeStartPosition = Simulator.computeNodeStartPosition(node);\n const firstNodeIndexWithGreaterStartPosition = this.cachedNodeListByStartPosition.findIndex(\n candidate => Simulator.computeNodeStartPosition(candidate) > nodeStartPosition);\n const insertionIndex = firstNodeIndexWithGreaterStartPosition === -1 ? this.cachedNodeListByStartPosition.length :\n firstNodeIndexWithGreaterStartPosition;\n this.cachedNodeListByStartPosition.splice(insertionIndex, 0, node);\n\n this.nodes[NodeState.ReadyToStart].add(node);\n this.nodes[NodeState.NotReadyToStart].delete(node);\n this.nodeTimings.setReadyToStart(node, {queuedTime});\n }\n\n markNodeAsInProgress(node: Graph.Node, startTime: number): void {\n const indexOfNodeToStart = this.cachedNodeListByStartPosition.indexOf(node);\n this.cachedNodeListByStartPosition.splice(indexOfNodeToStart, 1);\n\n this.nodes[NodeState.InProgress].add(node);\n this.nodes[NodeState.ReadyToStart].delete(node);\n this.numberInProgressByType.set(node.type, this.numberInProgress(node.type) + 1);\n this.nodeTimings.setInProgress(node, {startTime});\n }\n\n markNodeAsComplete(node: Graph.Node, endTime: number, connectionTiming?: ConnectionTiming): void {\n this.nodes[NodeState.Complete].add(node);\n this.nodes[NodeState.InProgress].delete(node);\n this.numberInProgressByType.set(node.type, this.numberInProgress(node.type) - 1);\n this.nodeTimings.setCompleted(node, {endTime, connectionTiming});\n\n // Try to add all its dependents to the queue\n for (const dependent of node.getDependents()) {\n // Skip dependent node if one of its dependencies hasn't finished yet\n const dependencies = dependent.getDependencies();\n if (dependencies.some(dep => !this.nodes[NodeState.Complete].has(dep))) {\n continue;\n }\n\n // Otherwise add it to the queue\n this.markNodeAsReadyToStart(dependent, endTime);\n }\n }\n\n acquireConnection(request: Lantern.NetworkRequest): TCPConnection|null {\n return this.connectionPool.acquire(request);\n }\n\n getNodesSortedByStartPosition(): Graph.Node[] {\n // Make a copy so we don't skip nodes due to concurrent modification\n return Array.from(this.cachedNodeListByStartPosition);\n }\n\n startNodeIfPossible(node: Graph.Node, totalElapsedTime: number): void {\n if (node.type === Graph.BaseNode.types.CPU) {\n // Start a CPU task if there's no other CPU task in process\n if (this.numberInProgress(node.type) === 0) {\n this.markNodeAsInProgress(node, totalElapsedTime);\n }\n\n return;\n }\n\n if (node.type !== Graph.BaseNode.types.NETWORK) {\n throw new Core.LanternError('Unsupported');\n }\n\n // If a network request is connectionless, we can always start it, so skip the connection checks\n if (!node.isConnectionless) {\n // Start a network request if we're not at max requests and a connection is available\n const numberOfActiveRequests = this.numberInProgress(node.type);\n if (numberOfActiveRequests >= this.maximumConcurrentRequests) {\n return;\n }\n const connection = this.acquireConnection(node.request);\n if (!connection) {\n return;\n }\n }\n\n this.markNodeAsInProgress(node, totalElapsedTime);\n }\n\n /**\n * Updates each connection in use with the available throughput based on the number of network requests\n * currently in flight.\n */\n updateNetworkCapacity(): void {\n const inFlight = this.numberInProgress(Graph.BaseNode.types.NETWORK);\n if (inFlight === 0) {\n return;\n }\n\n for (const connection of this.connectionPool.connectionsInUse()) {\n connection.setThroughput(this.throughput / inFlight);\n }\n }\n\n /**\n * Estimates the number of milliseconds remaining given current conditions before the node is complete.\n */\n estimateTimeRemaining(node: Graph.Node): number {\n if (node.type === Graph.BaseNode.types.CPU) {\n return this.estimateCPUTimeRemaining(node);\n }\n if (node.type === Graph.BaseNode.types.NETWORK) {\n return this.estimateNetworkTimeRemaining(node);\n }\n throw new Core.LanternError('Unsupported');\n }\n\n estimateCPUTimeRemaining(cpuNode: Graph.CPUNode): number {\n const timingData = this.nodeTimings.getCpuStarted(cpuNode);\n const multiplier = cpuNode.didPerformLayout() ? this.layoutTaskMultiplier : this.cpuSlowdownMultiplier;\n const totalDuration = Math.min(\n Math.round(cpuNode.duration / 1000 * multiplier),\n DEFAULT_MAXIMUM_CPU_TASK_DURATION,\n );\n const estimatedTimeElapsed = totalDuration - timingData.timeElapsed;\n this.nodeTimings.setCpuEstimated(cpuNode, {estimatedTimeElapsed});\n return estimatedTimeElapsed;\n }\n\n estimateNetworkTimeRemaining(networkNode: Graph.NetworkNode): number {\n const request = networkNode.request;\n const timingData = this.nodeTimings.getNetworkStarted(networkNode);\n\n let timeElapsed = 0;\n if (networkNode.fromDiskCache) {\n // Rough access time for seeking to location on disk and reading sequentially.\n // 8ms per seek + 20ms/MB\n // @see http://norvig.com/21-days.html#answers\n const sizeInMb = (request.resourceSize || 0) / 1024 / 1024;\n timeElapsed = 8 + 20 * sizeInMb - timingData.timeElapsed;\n } else if (networkNode.isNonNetworkProtocol) {\n // Estimates for the overhead of a data URL in Chromium and the decoding time for base64-encoded data.\n // 2ms per request + 10ms/MB\n // @see traces on https://dopiaza.org/tools/datauri/examples/index.php\n const sizeInMb = (request.resourceSize || 0) / 1024 / 1024;\n timeElapsed = 2 + 10 * sizeInMb - timingData.timeElapsed;\n } else {\n const connection = this.connectionPool.acquireActiveConnectionFromRequest(request);\n const dnsResolutionTime = this.dns.getTimeUntilResolution(request, {\n requestedAt: timingData.startTime,\n shouldUpdateCache: true,\n });\n const timeAlreadyElapsed = timingData.timeElapsed;\n const calculation = connection.simulateDownloadUntil(\n request.transferSize - timingData.bytesDownloaded,\n {timeAlreadyElapsed, dnsResolutionTime, maximumTimeToElapse: Infinity},\n );\n\n timeElapsed = calculation.timeElapsed;\n }\n\n const estimatedTimeElapsed = timeElapsed + timingData.timeElapsedOvershoot;\n this.nodeTimings.setNetworkEstimated(networkNode, {estimatedTimeElapsed});\n return estimatedTimeElapsed;\n }\n\n /**\n * Computes and returns the minimum estimated completion time of the nodes currently in progress.\n */\n findNextNodeCompletionTime(): number {\n let minimumTime = Infinity;\n for (const node of this.nodes[NodeState.InProgress]) {\n minimumTime = Math.min(minimumTime, this.estimateTimeRemaining(node));\n }\n\n return minimumTime;\n }\n\n /**\n * Given a time period, computes the progress toward completion that the node made during that time.\n */\n updateProgressMadeInTimePeriod(node: Graph.Node, timePeriodLength: number, totalElapsedTime: number): void {\n const timingData = this.nodeTimings.getInProgress(node);\n const isFinished = timingData.estimatedTimeElapsed === timePeriodLength;\n\n if (node.type === Graph.BaseNode.types.CPU || node.isConnectionless) {\n if (isFinished) {\n this.markNodeAsComplete(node, totalElapsedTime);\n } else {\n timingData.timeElapsed += timePeriodLength;\n }\n return;\n }\n\n if (node.type !== Graph.BaseNode.types.NETWORK) {\n throw new Core.LanternError('Unsupported');\n }\n if (!('bytesDownloaded' in timingData)) {\n throw new Core.LanternError('Invalid timing data');\n }\n\n const request = node.request;\n const connection = this.connectionPool.acquireActiveConnectionFromRequest(request);\n const dnsResolutionTime = this.dns.getTimeUntilResolution(request, {\n requestedAt: timingData.startTime,\n shouldUpdateCache: true,\n });\n const calculation = connection.simulateDownloadUntil(\n request.transferSize - timingData.bytesDownloaded,\n {\n dnsResolutionTime,\n timeAlreadyElapsed: timingData.timeElapsed,\n maximumTimeToElapse: timePeriodLength - timingData.timeElapsedOvershoot,\n },\n );\n\n connection.setCongestionWindow(calculation.congestionWindow);\n connection.setH2OverflowBytesDownloaded(calculation.extraBytesDownloaded);\n\n if (isFinished) {\n connection.setWarmed(true);\n this.connectionPool.release(request);\n this.markNodeAsComplete(node, totalElapsedTime, calculation.connectionTiming);\n } else {\n timingData.timeElapsed += calculation.timeElapsed;\n timingData.timeElapsedOvershoot += calculation.timeElapsed - timePeriodLength;\n timingData.bytesDownloaded += calculation.bytesDownloaded;\n }\n }\n\n computeFinalNodeTimings(): {\n nodeTimings: Map<Graph.Node, Lantern.Simulation.NodeTiming>,\n completeNodeTimings: Map<Graph.Node, CompleteNodeTiming>,\n } {\n const completeNodeTimingEntries: Array<[Graph.Node, CompleteNodeTiming]> = this.nodeTimings.getNodes().map(node => {\n return [node, this.nodeTimings.getCompleted(node)];\n });\n\n // Most consumers will want the entries sorted by startTime, so insert them in that order\n completeNodeTimingEntries.sort((a, b) => a[1].startTime - b[1].startTime);\n\n // Trimmed version of type `Lantern.Simulation.NodeTiming`.\n const nodeTimingEntries: Array<[Graph.Node, Lantern.Simulation.NodeTiming]> =\n completeNodeTimingEntries.map(([node, timing]) => {\n return [\n node,\n {\n startTime: timing.startTime,\n endTime: timing.endTime,\n duration: timing.endTime - timing.startTime,\n },\n ];\n });\n\n return {\n nodeTimings: new Map(nodeTimingEntries),\n completeNodeTimings: new Map(completeNodeTimingEntries),\n };\n }\n\n getOptions(): Required<Lantern.Simulation.Options> {\n return this.options;\n }\n\n /**\n * Estimates the time taken to process all of the graph's nodes, returns the overall time along with\n * each node annotated by start/end times.\n *\n * Simulator/connection pool are allowed to deviate from what was\n * observed in the trace/devtoolsLog and start requests as soon as they are queued (i.e. do not\n * wait around for a warm connection to be available if the original request was fetched on a warm\n * connection).\n */\n simulate(graph: Graph.Node, options?: {label?: string}): Result<T> {\n if (Graph.BaseNode.findCycle(graph)) {\n throw new Core.LanternError('Cannot simulate graph with cycle');\n }\n\n options = Object.assign(\n {\n label: undefined,\n },\n options);\n\n // initialize the necessary data containers\n this.dns = new DNSCache({rtt: this._rtt});\n this.initializeConnectionPool(graph);\n this.initializeAuxiliaryData();\n\n const nodesNotReadyToStart = this.nodes[NodeState.NotReadyToStart];\n const nodesReadyToStart = this.nodes[NodeState.ReadyToStart];\n const nodesInProgress = this.nodes[NodeState.InProgress];\n\n const rootNode = graph.getRootNode();\n rootNode.traverse(node => nodesNotReadyToStart.add(node));\n let totalElapsedTime = 0;\n let iteration = 0;\n\n // root node is always ready to start\n this.markNodeAsReadyToStart(rootNode, totalElapsedTime);\n\n // loop as long as we have nodes in the queue or currently in progress\n while (nodesReadyToStart.size || nodesInProgress.size) {\n // move all possible queued nodes to in progress\n for (const node of this.getNodesSortedByStartPosition()) {\n this.startNodeIfPossible(node, totalElapsedTime);\n }\n\n if (!nodesInProgress.size) {\n // Interplay between fromDiskCache and connectionReused can be incorrect,\n // have to give up.\n throw new Core.LanternError('Failed to start a node');\n }\n\n // set the available throughput for all connections based on # in-flight\n this.updateNetworkCapacity();\n\n // find the time that the next node will finish\n const minimumTime = this.findNextNodeCompletionTime();\n totalElapsedTime += minimumTime;\n\n // While this is no longer strictly necessary, it's always better than hanging\n if (!Number.isFinite(minimumTime) || iteration > 100000) {\n throw new Core.LanternError('Simulation failed, depth exceeded');\n }\n\n iteration++;\n // update how far each node will progress until that point\n for (const node of nodesInProgress) {\n this.updateProgressMadeInTimePeriod(node, minimumTime, totalElapsedTime);\n }\n }\n\n // `nodeTimings` are used for simulator consumers, `completeNodeTimings` kept for debugging.\n const {nodeTimings, completeNodeTimings} = this.computeFinalNodeTimings();\n ALL_SIMULATION_NODE_TIMINGS.set(options.label || 'unlabeled', completeNodeTimings);\n\n return {\n timeInMs: totalElapsedTime,\n nodeTimings,\n };\n }\n\n computeWastedMsFromWastedBytes(wastedBytes: number): number {\n const {throughput, observedThroughput} = this.options;\n\n // https://github.com/GoogleChrome/lighthouse/pull/13323#issuecomment-962031709\n // 0 throughput means the no (additional) throttling is expected.\n // This is common for desktop + devtools throttling where throttling is additive and we don't want any additional.\n const bitsPerSecond = throughput === 0 ? observedThroughput : throughput;\n if (bitsPerSecond === 0) {\n return 0;\n }\n\n const wastedBits = wastedBytes * 8;\n const wastedMs = wastedBits / bitsPerSecond * 1000;\n\n // This is an estimate of wasted time, so we won't be more precise than 10ms.\n return Math.round(wastedMs / 10) * 10;\n }\n\n // Used by Lighthouse asset-saver\n static get allNodeTimings(): Map<string, Map<Graph.Node, CompleteNodeTiming>> {\n return ALL_SIMULATION_NODE_TIMINGS;\n }\n\n /**\n * We attempt to start nodes by their observed start time using the request priority as a tie breaker.\n * When simulating, just because a low priority image started 5ms before a high priority image doesn't mean\n * it would have happened like that when the network was slower.\n */\n static computeNodeStartPosition(node: Graph.Node): number {\n if (node.type === 'cpu') {\n return node.startTime;\n }\n return node.startTime + (PriorityStartTimePenalty[node.request.priority] * 1000 * 1000 || 0);\n }\n}\n\nexport {Simulator};\n"]} |