Rocky_Mountain_Vending/.pnpm-store/v10/files/af/73b671ac8894631399cd282d218a0cd60de1ebb95e51839ba60aa648f8b498bd0c8ca81872943f00303313ec802a3f2aa57a293c1ff4b6391b175d6bf8619a
DMleadgen 46d973904b
Initial commit: Rocky Mountain Vending website
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>
2026-02-12 16:22:15 -07:00

1 line
No EOL
38 KiB
Text

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Copyright 2023 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 Platform from '../../../core/platform/platform.js';\nimport * as Helpers from '../helpers/helpers.js';\nimport * as Types from '../types/types.js';\n\nimport {type AuctionWorkletsData, data as auctionWorkletsData} from './AuctionWorkletsHandler.js';\nimport {data as layerTreeHandlerData, type LayerTreeData} from './LayerTreeHandler.js';\nimport {data as metaHandlerData, type MetaHandlerData} from './MetaHandler.js';\nimport {data as rendererHandlerData, type RendererHandlerData} from './RendererHandler.js';\nimport * as Threads from './Threads.js';\nimport type {HandlerName} from './types.js';\n\n/**\n * IMPORTANT: this handler is slightly different to the rest. This is because\n * it is an adaptation of the TimelineFrameModel that has been used in DevTools\n * for many years. Rather than re-implement all the logic from scratch, instead\n * this handler gathers up the events and instantitates the class in the\n * finalize() method. Once the class has parsed all events, it is used to then\n * return the array of frames.\n *\n * In time we expect to migrate this code to a more \"typical\" handler.\n */\n\nlet model: TimelineFrameModel|null = null;\nconst relevantFrameEvents: Types.Events.Event[] = [];\n\ntype FrameEvent = Types.Events.BeginFrame|Types.Events.DroppedFrame|Types.Events.RequestMainThreadFrame|\n Types.Events.BeginMainThreadFrame|Types.Events.Commit|Types.Events.CompositeLayers|\n Types.Events.ActivateLayerTree|Types.Events.NeedsBeginFrameChanged|Types.Events.DrawFrame;\n\nfunction isFrameEvent(event: Types.Events.Event): event is FrameEvent {\n return (\n Types.Events.isSetLayerId(event) || Types.Events.isBeginFrame(event) || Types.Events.isDroppedFrame(event) ||\n Types.Events.isRequestMainThreadFrame(event) || Types.Events.isBeginMainThreadFrame(event) ||\n Types.Events.isNeedsBeginFrameChanged(event) ||\n // Note that \"Commit\" is the replacement for \"CompositeLayers\" so in a trace\n // we wouldn't expect to see a combination of these. All \"new\" trace\n // recordings use \"Commit\", but we can easily support \"CompositeLayers\" too\n // to not break older traces being imported.\n Types.Events.isCommit(event) || Types.Events.isCompositeLayers(event) ||\n Types.Events.isActivateLayerTree(event) || Types.Events.isDrawFrame(event));\n}\n\nfunction entryIsTopLevel(entry: Types.Events.Event): boolean {\n const devtoolsTimelineCategory = 'disabled-by-default-devtools.timeline';\n return entry.name === Types.Events.Name.RUN_TASK && entry.cat.includes(devtoolsTimelineCategory);\n}\n\nconst MAIN_FRAME_MARKERS = new Set<Types.Events.Name>([\n Types.Events.Name.SCHEDULE_STYLE_RECALCULATION,\n Types.Events.Name.INVALIDATE_LAYOUT,\n Types.Events.Name.BEGIN_MAIN_THREAD_FRAME,\n Types.Events.Name.SCROLL_LAYER,\n]);\n\nexport function reset(): void {\n model = null;\n relevantFrameEvents.length = 0;\n}\nexport function handleEvent(event: Types.Events.Event): void {\n // This might seem like a wide set of events to filter for, but these are all\n // the types of events that we care about in the TimelineFrameModel class at\n // the bottom of this file. Previously we would take a copy of an array of\n // all trace events, but on a few test traces, this set of filtered events\n // accounts for about 10% of the total events, so it's a big performance win\n // to deal with a much smaller subset of the data.\n if (isFrameEvent(event) || Types.Events.isLayerTreeHostImplSnapshot(event) || entryIsTopLevel(event) ||\n MAIN_FRAME_MARKERS.has(event.name as Types.Events.Name) || Types.Events.isPaint(event)) {\n relevantFrameEvents.push(event);\n }\n}\n\nexport async function finalize(): Promise<void> {\n // We have to sort the events by timestamp, because the model code expects to\n // process events in order.\n Helpers.Trace.sortTraceEventsInPlace(relevantFrameEvents);\n\n const modelForTrace = new TimelineFrameModel(\n relevantFrameEvents,\n rendererHandlerData(),\n auctionWorkletsData(),\n metaHandlerData(),\n layerTreeHandlerData(),\n );\n model = modelForTrace;\n}\n\nexport interface FramesData {\n frames: readonly Types.Events.LegacyTimelineFrame[];\n framesById: Readonly<Record<number, Types.Events.LegacyTimelineFrame|undefined>>;\n}\n\nexport function data(): FramesData {\n return {\n frames: model ? Array.from(model.frames()) : [],\n framesById: model ? {...model.framesById()} : {},\n };\n}\n\nexport function deps(): HandlerName[] {\n return ['Meta', 'Renderer', 'AuctionWorklets', 'LayerTree'];\n}\n\nexport class TimelineFrameModel {\n #frames: TimelineFrame[] = [];\n #frameById: Record<number, TimelineFrame> = {};\n #beginFrameQueue: TimelineFrameBeginFrameQueue = new TimelineFrameBeginFrameQueue();\n #lastFrame: TimelineFrame|null = null;\n #mainFrameCommitted = false;\n #mainFrameRequested = false;\n #lastLayerTree: Types.Events.LegacyFrameLayerTreeData|null = null;\n #framePendingActivation: PendingFrame|null = null;\n #framePendingCommit: PendingFrame|null = null;\n #lastBeginFrame: number|null = null;\n #lastNeedsBeginFrame: number|null = null;\n #lastTaskBeginTime: Types.Timing.Micro|null = null;\n #layerTreeId: number|null = null;\n #activeProcessId: Types.Events.ProcessID|null = null;\n #activeThreadId: Types.Events.ThreadID|null = null;\n #layerTreeData: LayerTreeData;\n\n constructor(\n allEvents: readonly Types.Events.Event[], rendererData: RendererHandlerData,\n auctionWorkletsData: AuctionWorkletsData, metaData: MetaHandlerData, layerTreeData: LayerTreeData) {\n // We only care about getting threads from the Renderer, not Samples,\n // because Frames don't exist in a CPU Profile (which won't have Renderer\n // threads.)\n const mainThreads = Threads.threadsInRenderer(rendererData, auctionWorkletsData).filter(thread => {\n return thread.type === Threads.ThreadType.MAIN_THREAD && thread.processIsOnMainFrame;\n });\n const threadData = mainThreads.map(thread => {\n return {\n tid: thread.tid,\n pid: thread.pid,\n startTime: thread.entries[0].ts,\n };\n });\n\n this.#layerTreeData = layerTreeData;\n this.#addTraceEvents(allEvents, threadData, metaData.mainFrameId);\n }\n\n framesById(): Readonly<Record<number, TimelineFrame|undefined>> {\n return this.#frameById;\n }\n\n frames(): TimelineFrame[] {\n return this.#frames;\n }\n\n #handleBeginFrame(startTime: Types.Timing.Micro, seqId: number): void {\n if (!this.#lastFrame) {\n this.#startFrame(startTime, seqId);\n }\n this.#lastBeginFrame = startTime;\n\n this.#beginFrameQueue.addFrameIfNotExists(seqId, startTime, false, false);\n }\n\n #handleDroppedFrame(startTime: Types.Timing.Micro, seqId: number, isPartial: boolean): void {\n if (!this.#lastFrame) {\n this.#startFrame(startTime, seqId);\n }\n\n // This line handles the case where no BeginFrame event is issued for\n // the dropped frame. In this situation, add a BeginFrame to the queue\n // as if it actually occurred.\n this.#beginFrameQueue.addFrameIfNotExists(seqId, startTime, true, isPartial);\n this.#beginFrameQueue.setDropped(seqId, true);\n this.#beginFrameQueue.setPartial(seqId, isPartial);\n }\n\n #handleDrawFrame(startTime: Types.Timing.Micro, seqId: number): void {\n if (!this.#lastFrame) {\n this.#startFrame(startTime, seqId);\n return;\n }\n\n // - if it wasn't drawn, it didn't happen!\n // - only show frames that either did not wait for the main thread frame or had one committed.\n if (this.#mainFrameCommitted || !this.#mainFrameRequested) {\n if (this.#lastNeedsBeginFrame) {\n const idleTimeEnd = this.#framePendingActivation ? this.#framePendingActivation.triggerTime :\n (this.#lastBeginFrame || this.#lastNeedsBeginFrame);\n if (idleTimeEnd > this.#lastFrame.startTime) {\n this.#lastFrame.idle = true;\n this.#lastBeginFrame = null;\n }\n this.#lastNeedsBeginFrame = null;\n }\n\n const framesToVisualize = this.#beginFrameQueue.processPendingBeginFramesOnDrawFrame(seqId);\n\n // Visualize the current frame and all pending frames before it.\n for (const frame of framesToVisualize) {\n const isLastFrameIdle = this.#lastFrame.idle;\n\n // If |frame| is the first frame after an idle period, the CPU time\n // will be logged (\"committed\") under |frame| if applicable.\n this.#startFrame(frame.startTime, seqId);\n if (isLastFrameIdle && this.#framePendingActivation) {\n this.#commitPendingFrame();\n }\n if (frame.isDropped) {\n this.#lastFrame.dropped = true;\n }\n if (frame.isPartial) {\n this.#lastFrame.isPartial = true;\n }\n }\n }\n this.#mainFrameCommitted = false;\n }\n\n #handleActivateLayerTree(): void {\n if (!this.#lastFrame) {\n return;\n }\n if (this.#framePendingActivation && !this.#lastNeedsBeginFrame) {\n this.#commitPendingFrame();\n }\n }\n\n #handleRequestMainThreadFrame(): void {\n if (!this.#lastFrame) {\n return;\n }\n this.#mainFrameRequested = true;\n }\n\n #handleCommit(): void {\n if (!this.#framePendingCommit) {\n return;\n }\n this.#framePendingActivation = this.#framePendingCommit;\n this.#framePendingCommit = null;\n this.#mainFrameRequested = false;\n this.#mainFrameCommitted = true;\n }\n\n #handleLayerTreeSnapshot(layerTree: Types.Events.LegacyFrameLayerTreeData): void {\n this.#lastLayerTree = layerTree;\n }\n\n #handleNeedFrameChanged(startTime: Types.Timing.Micro, needsBeginFrame: boolean): void {\n if (needsBeginFrame) {\n this.#lastNeedsBeginFrame = startTime;\n }\n }\n\n #startFrame(startTime: Types.Timing.Micro, seqId: number): void {\n if (this.#lastFrame) {\n this.#flushFrame(this.#lastFrame, startTime);\n }\n this.#lastFrame =\n new TimelineFrame(seqId, startTime, Types.Timing.Micro(startTime - metaHandlerData().traceBounds.min));\n }\n\n #flushFrame(frame: TimelineFrame, endTime: Types.Timing.Micro): void {\n frame.setLayerTree(this.#lastLayerTree);\n frame.setEndTime(endTime);\n if (this.#lastLayerTree) {\n this.#lastLayerTree.paints = frame.paints;\n }\n const lastFrame = this.#frames[this.#frames.length - 1];\n if (this.#frames.length && lastFrame &&\n (frame.startTime !== lastFrame.endTime || frame.startTime > frame.endTime)) {\n console.assert(\n false, `Inconsistent frame time for frame ${this.#frames.length} (${frame.startTime} - ${frame.endTime})`);\n }\n const newFramesLength = this.#frames.push(frame);\n frame.setIndex(newFramesLength - 1);\n if (typeof frame.mainFrameId === 'number') {\n this.#frameById[frame.mainFrameId] = frame;\n }\n }\n\n #commitPendingFrame(): void {\n if (!this.#framePendingActivation || !this.#lastFrame) {\n return;\n }\n\n this.#lastFrame.paints = this.#framePendingActivation.paints;\n this.#lastFrame.mainFrameId = this.#framePendingActivation.mainFrameId;\n this.#framePendingActivation = null;\n }\n\n #addTraceEvents(\n events: readonly Types.Events.Event[], threadData: Array<{\n pid: Types.Events.ProcessID,\n tid: Types.Events.ThreadID,\n startTime: Types.Timing.Micro,\n }>,\n mainFrameId: string): void {\n let j = 0;\n this.#activeThreadId = threadData.length && threadData[0].tid || null;\n this.#activeProcessId = threadData.length && threadData[0].pid || null;\n for (let i = 0; i < events.length; ++i) {\n while (j + 1 < threadData.length && threadData[j + 1].startTime <= events[i].ts) {\n this.#activeThreadId = threadData[++j].tid;\n this.#activeProcessId = threadData[j].pid;\n }\n this.#addTraceEvent(events[i], mainFrameId);\n }\n this.#activeThreadId = null;\n this.#activeProcessId = null;\n }\n\n #addTraceEvent(event: Types.Events.Event, mainFrameId: string): void {\n if (Types.Events.isSetLayerId(event) && event.args.data.frame === mainFrameId) {\n this.#layerTreeId = event.args.data.layerTreeId;\n } else if (Types.Events.isLayerTreeHostImplSnapshot(event) && Number(event.id) === this.#layerTreeId) {\n this.#handleLayerTreeSnapshot({\n entry: event,\n paints: [],\n });\n } else {\n if (isFrameEvent(event)) {\n this.#processCompositorEvents(event);\n }\n // Make sure we only use events from the main thread: we check the PID as\n // well in case two processes have a thread with the same TID.\n if (event.tid === this.#activeThreadId && event.pid === this.#activeProcessId) {\n this.#addMainThreadTraceEvent(event);\n }\n }\n }\n\n #processCompositorEvents(entry: FrameEvent): void {\n if (entry.args['layerTreeId'] !== this.#layerTreeId) {\n return;\n }\n if (Types.Events.isBeginFrame(entry)) {\n this.#handleBeginFrame(entry.ts, entry.args['frameSeqId']);\n } else if (Types.Events.isDrawFrame(entry)) {\n this.#handleDrawFrame(entry.ts, entry.args['frameSeqId']);\n } else if (Types.Events.isActivateLayerTree(entry)) {\n this.#handleActivateLayerTree();\n } else if (Types.Events.isRequestMainThreadFrame(entry)) {\n this.#handleRequestMainThreadFrame();\n } else if (Types.Events.isNeedsBeginFrameChanged(entry)) {\n // needsBeginFrame property will either be 0 or 1, which represents\n // true/false in this case, hence the Boolean() wrapper.\n this.#handleNeedFrameChanged(entry.ts, entry.args['data'] && Boolean(entry.args['data']['needsBeginFrame']));\n } else if (Types.Events.isDroppedFrame(entry)) {\n this.#handleDroppedFrame(entry.ts, entry.args['frameSeqId'], Boolean(entry.args['hasPartialUpdate']));\n }\n }\n\n #addMainThreadTraceEvent(entry: Types.Events.Event): void {\n if (entryIsTopLevel(entry)) {\n this.#lastTaskBeginTime = entry.ts;\n }\n if (!this.#framePendingCommit && MAIN_FRAME_MARKERS.has(entry.name as Types.Events.Name)) {\n this.#framePendingCommit = new PendingFrame(this.#lastTaskBeginTime || entry.ts);\n }\n if (!this.#framePendingCommit) {\n return;\n }\n\n if (Types.Events.isBeginMainThreadFrame(entry) && entry.args.data.frameId) {\n this.#framePendingCommit.mainFrameId = entry.args.data.frameId;\n }\n if (Types.Events.isPaint(entry)) {\n const snapshot = this.#layerTreeData.paintsToSnapshots.get(entry);\n if (snapshot) {\n this.#framePendingCommit.paints.push(new LayerPaintEvent(entry, snapshot));\n }\n }\n // Commit will be replacing CompositeLayers but CompositeLayers is kept\n // around for backwards compatibility.\n if ((Types.Events.isCompositeLayers(entry) || Types.Events.isCommit(entry)) &&\n entry.args['layerTreeId'] === this.#layerTreeId) {\n this.#handleCommit();\n }\n }\n}\n\n/**\n * Legacy class that represents TimelineFrames that was ported from the old SDK.\n * This class is purposefully not exported as it breaks the abstraction that\n * every event shown on the timeline is a trace event. Instead, we use the Type\n * LegacyTimelineFrame to represent frames in the codebase. These do implement\n * the right interface to be treated just like they were a trace event.\n */\nclass TimelineFrame implements Types.Events.LegacyTimelineFrame {\n // These fields exist to satisfy the base Event type which all\n // \"trace events\" must implement. They aren't used, but doing this means we\n // can pass `TimelineFrame` instances into places that expect\n // Types.Events.Event.\n cat = 'devtools.legacy_frame';\n name = 'frame';\n ph = Types.Events.Phase.COMPLETE;\n ts: Types.Timing.Micro;\n pid = Types.Events.ProcessID(-1);\n tid = Types.Events.ThreadID(-1);\n\n index = -1;\n startTime: Types.Timing.Micro;\n startTimeOffset: Types.Timing.Micro;\n endTime: Types.Timing.Micro;\n duration: Types.Timing.Micro;\n idle: boolean;\n dropped: boolean;\n isPartial: boolean;\n layerTree: Types.Events.LegacyFrameLayerTreeData|null;\n paints: LayerPaintEvent[];\n mainFrameId: number|undefined;\n readonly seqId: number;\n\n constructor(seqId: number, startTime: Types.Timing.Micro, startTimeOffset: Types.Timing.Micro) {\n this.seqId = seqId;\n this.startTime = startTime;\n this.ts = startTime;\n this.startTimeOffset = startTimeOffset;\n this.endTime = this.startTime;\n this.duration = Types.Timing.Micro(0);\n this.idle = false;\n this.dropped = false;\n this.isPartial = false;\n this.layerTree = null;\n this.paints = [];\n this.mainFrameId = undefined;\n }\n\n setIndex(i: number): void {\n this.index = i;\n }\n\n setEndTime(endTime: Types.Timing.Micro): void {\n this.endTime = endTime;\n this.duration = Types.Timing.Micro(this.endTime - this.startTime);\n }\n\n setLayerTree(layerTree: Types.Events.LegacyFrameLayerTreeData|null): void {\n this.layerTree = layerTree;\n }\n\n /**\n * Fake the `dur` field to meet the expected value given that we pretend\n * these TimelineFrame classes are trace events across the codebase.\n */\n get dur(): Types.Timing.Micro {\n return this.duration;\n }\n}\n\nexport class LayerPaintEvent implements Types.Events.LegacyLayerPaintEvent {\n readonly #event: Types.Events.Paint;\n #snapshot: Types.Events.DisplayItemListSnapshot;\n\n constructor(event: Types.Events.Paint, snapshot: Types.Events.DisplayItemListSnapshot) {\n this.#event = event;\n this.#snapshot = snapshot;\n }\n\n layerId(): number {\n return this.#event.args.data.layerId;\n }\n\n event(): Types.Events.Paint {\n return this.#event;\n }\n\n picture(): Types.Events.LegacyLayerPaintEventPicture|null {\n const rect = this.#snapshot.args.snapshot.params?.layer_rect;\n const pictureData = this.#snapshot.args.snapshot.skp64;\n return rect && pictureData ? {rect, serializedPicture: pictureData} : null;\n }\n}\n\nexport class PendingFrame {\n paints: LayerPaintEvent[];\n mainFrameId: number|undefined;\n triggerTime: number;\n constructor(triggerTime: number) {\n this.paints = [];\n this.mainFrameId = undefined;\n this.triggerTime = triggerTime;\n }\n}\n\n// The parameters of an impl-side BeginFrame.\nclass BeginFrameInfo {\n seqId: number;\n startTime: Types.Timing.Micro;\n isDropped: boolean;\n isPartial: boolean;\n constructor(seqId: number, startTime: Types.Timing.Micro, isDropped: boolean, isPartial: boolean) {\n this.seqId = seqId;\n this.startTime = startTime;\n this.isDropped = isDropped;\n this.isPartial = isPartial;\n }\n}\n\n// A queue of BeginFrames pending visualization.\n// BeginFrames are added into this queue as they occur; later when their\n// corresponding DrawFrames occur (or lack thereof), the BeginFrames are removed\n// from the queue and their timestamps are used for visualization.\nexport class TimelineFrameBeginFrameQueue {\n private queueFrames: number[] = [];\n\n // Maps frameSeqId to BeginFrameInfo.\n private mapFrames: Record<number, BeginFrameInfo> = {};\n\n // Add a BeginFrame to the queue, if it does not already exit.\n addFrameIfNotExists(seqId: number, startTime: Types.Timing.Micro, isDropped: boolean, isPartial: boolean): void {\n if (!(seqId in this.mapFrames)) {\n this.mapFrames[seqId] = new BeginFrameInfo(seqId, startTime, isDropped, isPartial);\n this.queueFrames.push(seqId);\n }\n }\n\n // Set a BeginFrame in queue as dropped.\n setDropped(seqId: number, isDropped: boolean): void {\n if (seqId in this.mapFrames) {\n this.mapFrames[seqId].isDropped = isDropped;\n }\n }\n\n setPartial(seqId: number, isPartial: boolean): void {\n if (seqId in this.mapFrames) {\n this.mapFrames[seqId].isPartial = isPartial;\n }\n }\n\n processPendingBeginFramesOnDrawFrame(seqId: number): BeginFrameInfo[] {\n const framesToVisualize: BeginFrameInfo[] = [];\n\n // Do not visualize this frame in the rare case where the current DrawFrame\n // does not have a corresponding BeginFrame.\n if (seqId in this.mapFrames) {\n // Pop all BeginFrames before the current frame, and add only the dropped\n // ones in |frames_to_visualize|.\n // Non-dropped frames popped here are BeginFrames that are never\n // drawn (but not considered dropped either for some reason).\n // Those frames do not require an proactive visualization effort and will\n // be naturally presented as continuationss of other frames.\n while (this.queueFrames[0] !== seqId) {\n const currentSeqId = this.queueFrames[0];\n if (this.mapFrames[currentSeqId].isDropped) {\n framesToVisualize.push(this.mapFrames[currentSeqId]);\n }\n\n delete this.mapFrames[currentSeqId];\n this.queueFrames.shift();\n }\n\n // Pop the BeginFrame associated with the current DrawFrame.\n framesToVisualize.push(this.mapFrames[seqId]);\n delete this.mapFrames[seqId];\n this.queueFrames.shift();\n }\n return framesToVisualize;\n }\n}\n\nexport function framesWithinWindow(\n frames: readonly Types.Events.LegacyTimelineFrame[], startTime: Types.Timing.Micro,\n endTime: Types.Timing.Micro): Types.Events.LegacyTimelineFrame[] {\n const firstFrame = Platform.ArrayUtilities.lowerBound(frames, startTime || 0, (time, frame) => time - frame.endTime);\n const lastFrame =\n Platform.ArrayUtilities.lowerBound(frames, endTime || Infinity, (time, frame) => time - frame.startTime);\n return frames.slice(firstFrame, lastFrame);\n}\n"]}