Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 | 36x 36x 36x 36x 5x 36x 24x 24x 1x 1x 24x 22x 22x 52x 52x 11x 11x 5x 5x 2x 45x 45x 10x 9x 26x 24x 24x 24x 1235x 1235x 1235x 1235x 1235x 1044x 1005x 1005x 1005x 1005x 1005x 39x 39x 39x 1044x 1235x 1222x 13x 1235x 3x 1232x 1232x 1232x 1232x | /**
* SerialCharacterRenderer
*
* Rendert eingehende Serial-Daten mit baudrate-basierter Verzögerung,
* um das reale Verhalten eines Arduino Serial Monitors zu simulieren.
*
* Features:
* - Queue-basiertes Character-Streaming
* - requestAnimationFrame für smooth Rendering
* - Baudrate → ms/char Berechnung
* - Pause/Resume/Clear API
* - Performance-optimiert für hohe Baudraten
*/
export class SerialCharacterRenderer {
private queue: string = "";
private paused: boolean = false;
private baudrate: number | undefined;
private lastCharTime: number = 0;
private rafId: number | null = null;
private onChar: (char: string) => void;
private static MAX_QUEUE_SIZE = 50000; // ~50KB safety limit
constructor(onChar: (char: string) => void) {
this.onChar = onChar;
}
/**
* Enqueue data for character-by-character rendering
*/
enqueue(data: string): void {
// Append new data to queue
this.queue += data;
// Enforce memory limit: Keep only last MAX_QUEUE_SIZE chars
if (this.queue.length > SerialCharacterRenderer.MAX_QUEUE_SIZE) {
const excess = this.queue.length - SerialCharacterRenderer.MAX_QUEUE_SIZE;
this.queue = this.queue.slice(excess); // Drop oldest chars
}
// Start rendering if not already running and not paused
if (!this.rafId && !this.paused && this.queue.length > 0) {
this.start();
}
}
/**
* Set baudrate (affects rendering speed)
*/
setBaudrate(baud: number | undefined): void {
this.baudrate = baud;
}
/**
* Pause character rendering
*/
pause(): void {
this.paused = true;
if (this.rafId !== null) {
cancelAnimationFrame(this.rafId);
this.rafId = null;
}
}
/**
* Resume character rendering
*/
resume(): void {
this.paused = false;
if (this.queue.length > 0 && this.rafId === null) {
this.start();
}
}
/**
* Clear queue and stop rendering
*/
clear(): void {
this.queue = "";
this.pause();
}
/**
* Get current queue length (for debugging/UI feedback)
*/
getQueueLength(): number {
return this.queue.length;
}
/**
* Check if renderer is currently active
*/
isActive(): boolean {
return this.rafId !== null;
}
/**
* Destroy renderer and cleanup
*/
destroy(): void {
this.clear();
}
private start(): void {
Iif (this.rafId !== null) return;
this.lastCharTime = performance.now();
this.rafId = requestAnimationFrame(() => this.tick());
}
private tick(): void {
// Stop if paused or queue empty
Iif (this.paused || this.queue.length === 0) {
this.rafId = null;
return;
}
const now = performance.now();
const elapsed = now - this.lastCharTime;
const msPerChar = this.calculateMsPerChar();
// Check if enough time has passed to render next character(s)
if (elapsed >= msPerChar) {
if (msPerChar === 0 || msPerChar < 1) {
// High baudrate or no baudrate: Batch render
const charsToRender = msPerChar === 0
? this.queue.length // No baudrate: render all immediately
: Math.min(Math.floor(elapsed / msPerChar), this.queue.length);
const batch = this.queue.slice(0, charsToRender);
this.queue = this.queue.slice(charsToRender);
Eif (batch.length > 0) {
this.onChar(batch);
}
} else {
// Low baudrate: Render 1 character at a time
const char = this.queue[0];
this.queue = this.queue.slice(1);
this.onChar(char);
}
this.lastCharTime = now;
}
// Continue if queue has more data
if (this.queue.length > 0) {
this.rafId = requestAnimationFrame(() => this.tick());
} else {
this.rafId = null;
}
}
private calculateMsPerChar(): number {
if (!this.baudrate) {
return 0; // Immediate rendering when baudrate not set
}
// Baud = bits/second
// Serial frame: 1 start bit + 8 data bits + 1 stop bit = 10 bits per byte
const bytesPerSecond = this.baudrate / 10;
const secondsPerByte = 1 / bytesPerSecond;
const msPerByte = secondsPerByte * 1000;
// Minimum 0.1ms to avoid excessive RAF calls at very high bauds
return Math.max(0.1, msPerByte);
}
}
|