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/*
* Copyright (C) 2011-2013 University of Washington. All rights reserved.
* Copyright (C) 2014 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
* IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
* PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#if ENABLE(WEB_REPLAY)
#include "EventLoopInputDispatcher.h"
#include <wtf/Noncopyable.h>
// Determinism assertions are guarded by this macro. When a user-facing error reporting and
// recovery mechanism is implemented, this guard can be removed. <https://webkit.org/b/131279>
#define ENABLE_AGGRESSIVE_DETERMINISM_CHECKS 0
namespace JSC {
class InputCursor;
}
namespace WebCore {
class DOMWindow;
class Document;
class DocumentLoader;
class Element;
class Event;
class EventLoopInputBase;
class Frame;
class Node;
class Page;
class ReplaySession;
class ReplaySessionSegment;
// Each state may transition to the state immediately above or below it.
// SessionState transitions are only allowed when SegmentState is Unloaded.
enum class SessionState {
Capturing,
// Neither capturing or replaying. m_currentPosition is not valid in this state.
Inactive,
Replaying,
};
// Each state may transition to the state immediately above or below it.
enum class SegmentState {
// Inputs can be appended into an unassociated session segment.
// We can stop capturing, which reverts to the Unloaded state.
Appending,
// No session segment is loaded.
// We can start capturing, or load a segment (and then replay it).
Unloaded,
// A session segment is loaded.
// We can unload the segment, or begin playback from m_currentPosition.
Loaded,
// The controller is actively dispatching event loop inputs.
// We can pause or cancel playback, which reverts to the Loaded state.
Dispatching,
};
struct ReplayPosition {
ReplayPosition(unsigned segmentOffset, unsigned inputOffset)
: segmentOffset(segmentOffset)
, inputOffset(inputOffset)
{
}
// By convention, this position represents the end of the last segment of the session.
ReplayPosition()
: segmentOffset(0)
, inputOffset(0)
{
}
bool operator<(const ReplayPosition& other)
{
return segmentOffset <= other.segmentOffset && inputOffset < other.inputOffset;
}
bool operator==(const ReplayPosition& other)
{
return segmentOffset == other.segmentOffset && inputOffset == other.inputOffset;
}
unsigned segmentOffset;
unsigned inputOffset;
};
class ReplayController final : public EventLoopInputDispatcherClient {
WTF_MAKE_FAST_ALLOCATED;
WTF_MAKE_NONCOPYABLE(ReplayController);
public:
ReplayController(Page&);
void startCapturing();
void stopCapturing();
// Start or resume playback with default speed and target replay position.
void startPlayback();
void pausePlayback();
void cancelPlayback();
void replayToPosition(const ReplayPosition&, DispatchSpeed = DispatchSpeed::FastForward);
void replayToCompletion(DispatchSpeed speed = DispatchSpeed::FastForward)
{
replayToPosition(ReplayPosition(), speed);
}
void switchSession(RefPtr<ReplaySession>&&);
// InspectorReplayAgent notifications.
void frameNavigated(Frame&);
void frameDetached(Frame&);
void willDispatchEvent(const Event&, Frame*);
Page& page() const { return m_page; }
SessionState sessionState() const { return m_sessionState; }
SegmentState segmentState() const { return m_segmentState; }
RefPtr<ReplaySession> loadedSession() const;
RefPtr<ReplaySessionSegment> loadedSegment() const;
JSC::InputCursor& activeInputCursor();
ReplayPosition currentPosition() const { return m_currentPosition; }
private:
// EventLoopInputDispatcherClient API
void willDispatchInput(const EventLoopInputBase&) override;
void didDispatchInput(const EventLoopInputBase&) override;
void didDispatchFinalInput() override;
void createSegment();
void completeSegment();
void loadSegmentAtIndex(size_t);
void unloadSegment(bool suppressNotifications = false);
EventLoopInputDispatcher& dispatcher() const;
void setSessionState(SessionState);
void setSegmentState(SegmentState);
void setForceDeterministicSettings(bool);
struct SavedSettings {
bool usesPageCache;
SavedSettings()
: usesPageCache(false)
{ }
};
Page& m_page;
RefPtr<ReplaySessionSegment> m_loadedSegment;
RefPtr<ReplaySession> m_loadedSession;
Ref<JSC::InputCursor> m_emptyCursor;
// The active cursor is set to nullptr when invalid.
RefPtr<JSC::InputCursor> m_activeCursor;
// This position is valid when SessionState == Replaying.
ReplayPosition m_targetPosition;
// This position is valid when SessionState != Inactive.
ReplayPosition m_currentPosition;
SegmentState m_segmentState;
// This tracks state across multiple segments. When navigating the main frame,
// there is a small interval during segment switching when no segment is loaded.
SessionState m_sessionState;
DispatchSpeed m_dispatchSpeed;
SavedSettings m_savedSettings;
};
} // namespace WebCore
#endif // ENABLE(WEB_REPLAY)