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Each status used to start a spinner render loop of its own, running on a worker that inherited the foreground/background flavor of the status's owner, and exiting only once the entire status stack was empty. That shape had a real bug: a foreground operation's loop could be kept alive by someone else's status. Finish a quick operation with a waiting status while a background fetch's "Fetching..." status is still showing, and the operation's render loop — a foreground worker task — keeps ticking until the fetch ends. Busy() stays true for that whole time, so repo switching is refused even though nothing is in flight anymore; with a fetch hanging on a slow network, that means minutes. The shape was also wasteful: overlapping statuses were each drawn by their own loop (plus a duplicate whenever a task was paused and resumed while another status was showing), all redundantly redrawing the same top status. Replace the per-status loops with a single loop owned by the status stack as a whole: whoever shows the first status starts it, and it exits after drawing a final empty frame once the last status is removed. The claim/release methods on StatusManager keep the loop flag's transitions atomic with the stack under the one mutex, so a status added while the loop is about to exit starts a fresh loop instead of going unrendered. The loop always runs as a background task now: rendering issues no git commands, so it never needs to block repo switching, and a foreground operation's busy-ness is already carried by its own worker task. This is what fixes the bug above, and it retires the need to thread a foreground/background flag through the waiting-status helpers altogether. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
162 lines
4.2 KiB
Go
162 lines
4.2 KiB
Go
package status
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import (
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"time"
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"github.com/jesseduffield/lazygit/pkg/config"
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"github.com/jesseduffield/lazygit/pkg/gocui"
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"github.com/jesseduffield/lazygit/pkg/gui/presentation"
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"github.com/jesseduffield/lazygit/pkg/gui/types"
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"github.com/samber/lo"
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"github.com/sasha-s/go-deadlock"
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)
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// StatusManager's job is to handle queuing of loading states and toast notifications
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// that you see at the bottom left of the screen.
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type StatusManager struct {
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statuses []appStatus
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nextId int
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mutex deadlock.Mutex
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// Whether a render loop is currently drawing the statuses. Guarded by
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// mutex, so that claiming and releasing the loop stay atomic with the
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// changes to statuses; see ClaimRenderLoop and ReleaseRenderLoopIfEmpty.
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renderLoopRunning bool
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}
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// Can be used to manipulate a waiting status while it is running (e.g. pause
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// and resume it)
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type WaitingStatusHandle struct {
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statusManager *StatusManager
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message string
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renderFunc func()
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id int
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}
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func (self *WaitingStatusHandle) Show() {
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self.id = self.statusManager.addStatus(self.message, "waiting", types.ToastKindStatus)
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self.renderFunc()
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}
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func (self *WaitingStatusHandle) Hide() {
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self.statusManager.removeStatus(self.id)
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}
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type appStatus struct {
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message string
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statusType string
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color gocui.Attribute
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id int
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}
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func NewStatusManager() *StatusManager {
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return &StatusManager{}
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}
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func (self *StatusManager) WithWaitingStatus(message string, renderFunc func(), f func(*WaitingStatusHandle) error) error {
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handle := &WaitingStatusHandle{statusManager: self, message: message, renderFunc: renderFunc, id: -1}
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handle.Show()
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defer handle.Hide()
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return f(handle)
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}
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func (self *StatusManager) AddToastStatus(message string, kind types.ToastKind) int {
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id := self.addStatus(message, "toast", kind)
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go func() {
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delay := lo.Ternary(kind == types.ToastKindError, time.Second*4, time.Second*2)
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time.Sleep(delay)
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self.removeStatus(id)
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}()
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return id
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}
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func (self *StatusManager) GetStatusString(userConfig *config.UserConfig) (string, gocui.Attribute) {
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self.mutex.Lock()
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defer self.mutex.Unlock()
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if len(self.statuses) == 0 {
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return "", gocui.ColorDefault
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}
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topStatus := self.statuses[0]
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if topStatus.statusType == "waiting" {
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return topStatus.message + " " + presentation.Loader(time.Now(), userConfig.Gui.Spinner), topStatus.color
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}
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return topStatus.message, topStatus.color
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}
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func (self *StatusManager) HasStatus() bool {
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self.mutex.Lock()
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defer self.mutex.Unlock()
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return len(self.statuses) > 0
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}
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// ClaimRenderLoop is called by whoever just added a status; it reports whether
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// they must start the render loop. When it returns false, a loop is already
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// running and will pick the new status up on its next tick.
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func (self *StatusManager) ClaimRenderLoop() bool {
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self.mutex.Lock()
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defer self.mutex.Unlock()
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if self.renderLoopRunning {
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return false
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}
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self.renderLoopRunning = true
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return true
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}
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// ReleaseRenderLoopIfEmpty is called by the render loop after each frame it
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// draws; a true result releases the loop's claim and tells it to exit, because
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// there are no statuses left to draw. The emptiness check and the release are
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// atomic with respect to ClaimRenderLoop, so a status added around this moment
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// either sees the still-running loop or starts a fresh one — it can't end up
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// unrendered.
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func (self *StatusManager) ReleaseRenderLoopIfEmpty() bool {
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self.mutex.Lock()
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defer self.mutex.Unlock()
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if len(self.statuses) > 0 {
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return false
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}
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self.renderLoopRunning = false
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return true
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}
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func (self *StatusManager) addStatus(message string, statusType string, kind types.ToastKind) int {
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self.mutex.Lock()
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defer self.mutex.Unlock()
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self.nextId++
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id := self.nextId
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color := gocui.ColorCyan
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if kind == types.ToastKindError {
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color = gocui.ColorRed
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}
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newStatus := appStatus{
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message: message,
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statusType: statusType,
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color: color,
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id: id,
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}
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self.statuses = append([]appStatus{newStatus}, self.statuses...)
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return id
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}
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func (self *StatusManager) removeStatus(id int) {
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self.mutex.Lock()
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defer self.mutex.Unlock()
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self.statuses = lo.Filter(self.statuses, func(status appStatus, _ int) bool {
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return status.id != id
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})
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}
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