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* 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 readonly onChar: (char: string) => void;
private static readonly 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);
}
}
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