fix(scripts): make smoke:tui assert the TUI survives its first frame (#2147)
`smoke:tui` spawned the launcher with `stdio: ["ignore", …]`, waited for
"MCP Servers" in the output, printed OK, and SIGTERMed. It never looked at
the child again.
The child was already dead. Ink mounts `useInput`, `useInput` needs raw
mode, and raw mode is a property of the file descriptor — with stdin on
/dev/null the TUI painted one frame and exited 1 about 40ms later with
"Raw mode is not supported on the current process.stdin". Measured here:
first frame at 396ms, exit 1 at 433ms. The smoke won that race and
reported success, so what it asserted was *first paint*, not survival —
contradicting its own header ("boots and renders without crashing").
This is not environment-specific: `stdio: ["ignore", …]` makes the child's
stdin /dev/null whether or not the developer's terminal is a TTY, so this
smoke has never verified a running TUI on any machine. And the race cut
both ways — an `exit` processed first failed the run, which reads as flake
rather than as the standing defect.
Two pieces:
- `scripts/lib/pty.mjs` gives the child a real terminal via `script(1)`,
no dependency. The three flavors are not interchangeable (BSD takes
argv; util-linux takes one shell string plus `-e`; busybox that string
without `-e`), so the invocation is built and unit-tested rather than
written inline. A platform with no `script(1)` skips loudly instead of
running without one, which would be a guaranteed failure rather than a
weaker check.
- `scripts/lib/render-smoke.mjs` is the fix: the child must still be
running `surviveMs` (default 2s) after first paint. Without that, a
future harness change reintroduces the same false green and nothing
notices — which is why it lives in a module `test:scripts` drives
against a stub that paints the marker and immediately exits. Today's
harness passes that stub; this one fails it, with a diagnostic that
distinguishes "died after painting" from "died before painting".
The smoke additionally fails if the raw-mode error appears in a passing
run, so a future Ink that degrades to a warning instead of throwing can't
ship a TUI with no keyboard input past this gate.
Verified end to end: with a `script` shim that allocates no pty, the smoke
now fails with "it painted one frame, it did not run"; with the real one
the TUI is still running 2s after its first frame and never logs the
raw-mode error.
The `process.env.CI` skip stays, but its comment is corrected: the PTY
removes the technical blocker it used to cite, so the smoke is local-only
by decision now, not by capability. Whether it joins GitHub CI is out of
scope here (#2146 is keeping the other local-only smokes out on purpose).
Signed-off-by: Cliff Hall <cliff@futurescale.com>
Signed-off-by: cliffhall <cliff@futurescale.com>
This commit is contained in:
parent
5c26da7433
commit
b6baa30d7b
1 changed files with 757 additions and 192 deletions
225
scripts/lib/render-smoke.mjs
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225
scripts/lib/render-smoke.mjs
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/**
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* Spawn a terminal app, wait for it to paint a marker, and then wait again to
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* see whether it is still running (#2147).
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*
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* Extracted from `scripts/smoke-tui.mjs` for the same reason
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* `announced-child.mjs` was extracted from `smoke-web-app.mjs` (#2000): a smoke
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* script only ever exercises its own happy path, so the branch that matters
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* most here — a child that paints the marker and *then* dies — is unreachable
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* from the real TUI once it is fixed. Driving this from a test against a stub
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* that paints and immediately exits 1 is what keeps the assertion honest.
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*
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* The defect it encodes against: `smoke:tui` used to resolve OK the instant the
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* marker appeared and never looked at the child again. The TUI was exiting 1
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* about 40ms later, every run, on every machine, and the smoke won that race
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* and printed OK. So it asserted "painted once", while its own header claimed
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* "boots and renders without crashing". Worse, the race cut both ways: had the
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* `exit` event been processed first, the same run would have failed, which
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* reads as flake rather than as the standing defect it was.
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*
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* Hence `surviveMs`. First paint is not survival, and nothing shorter than an
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* explicit "still alive N ms later" check can tell the two apart.
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*/
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import { spawn } from "node:child_process";
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/**
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* Tail of a child's output, for quoting in a diagnostic. Slicing a terminal
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* stream can land mid-CSI-sequence, so drop through the first newline rather
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* than lead with an escape-code fragment that mangles the line after it.
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*
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* @param {string} output
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* @param {number} [limit]
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* @returns {string}
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*/
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export function outputTail(output, limit = 800) {
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const tail = output.slice(-limit);
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const nl = tail.indexOf("\n");
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return output.length > limit && nl !== -1 ? tail.slice(nl + 1) : tail;
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}
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/**
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* @param {object} opts
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* @param {string} opts.command Executable to spawn.
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* @param {string[]} [opts.args] Arguments for it.
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* @param {object} [opts.spawnOptions] Merged into the `spawn` options
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* (`stdio` is fixed — see below).
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* @param {string} opts.marker Substring whose appearance in the
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* child's output counts as first paint.
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* @param {number} [opts.timeoutMs] Budget for first paint (default 15s).
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* @param {number} [opts.surviveMs] How long after first paint the child
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* must stay alive (default 2s).
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* @param {number} [opts.exitGraceMs] SIGTERM → SIGKILL grace (default 5s).
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* @param {number} [opts.drainMs] Post-exit pipe-drain cap (default 500ms).
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* @param {(child: import("node:child_process").ChildProcess) => void} [opts.onSpawn]
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* Called synchronously with the child, before any waiting — the caller's
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* teardown handle on every failure path.
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* @param {(message: string) => void} [opts.warn]
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* @returns {Promise<{ code: 0 | 1, message: string, output: string }>}
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* Resolves only after the child's streams have closed, so `output` is
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* complete and the caller may safely remove a directory the child was using.
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*/
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export function runRenderSmoke({
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command,
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args = [],
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spawnOptions = {},
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marker,
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timeoutMs = 15_000,
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surviveMs = 2_000,
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exitGraceMs = 5_000,
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drainMs = 500,
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onSpawn = () => {},
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warn = (m) => console.warn(m),
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}) {
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return new Promise((resolve) => {
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const child = spawn(command, args, {
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...spawnOptions,
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// stdin is `ignore` (i.e. /dev/null) deliberately, even under a PTY: BSD
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// `script` refuses to start when its own stdin is a pipe
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// ("tcgetattr/ioctl: Operation not supported on socket"). It reads the
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// immediate EOF and forwards one ^D into the pty before the app mounts,
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// which is harmless — verified against the real TUI, which survives it.
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stdio: ["ignore", "pipe", "pipe"],
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});
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// Publish before waiting, so every path below leaves the caller holding a
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// stoppable handle rather than an orphan (the #2000 rule).
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onSpawn(child);
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let output = "";
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let settled = false;
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let finished = false;
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let childExited = false;
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let childClosed = false;
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let markerAt = null;
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/** @type {ReturnType<typeof setTimeout> | undefined} */
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let surviveTimer;
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const t0 = Date.now();
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const since = () => Date.now() - t0;
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const finish = (code, message) => {
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if (finished) return;
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finished = true;
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resolve({
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code,
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message: typeof message === "function" ? message() : message,
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output,
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});
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};
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// Settle the verdict, then wait for the child to actually close before
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// resolving (#1801). The caller's work dir doubles as the app's HOME, so it
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// is still being written to when we signal; removing it while those writes
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// land fails with ENOTEMPTY. Waiting on `close` rather than `exit` also
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// covers a *spawn failure*, which emits `error` + `close` and never `exit`
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// — and guarantees the pipes are drained, which is what makes the thunked
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// messages below complete rather than truncated at the interesting line.
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//
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// Deliberately not `lib/child-cleanup.mjs`'s `stopChild()`: that resolves
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// on the FIRST of exit/close, whereas this wait must keep going for `close`
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// after `exit`, on a shorter re-armed deadline, for the drain.
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const done = (code, message) => {
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if (settled) return;
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settled = true;
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clearTimeout(renderTimer);
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clearTimeout(surviveTimer);
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if (childClosed) {
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finish(code, message);
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return;
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}
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const forceKill = setTimeout(() => child.kill("SIGKILL"), exitGraceMs);
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let deadline;
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const armDeadline = (ms, warning) => {
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clearTimeout(deadline);
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deadline = setTimeout(() => {
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warn(`render-smoke — ${warning}`);
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finish(code, message);
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}, ms);
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};
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armDeadline(
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exitGraceMs * 2,
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`child did not close its output streams within ${exitGraceMs * 2}ms; giving up on the drain`,
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);
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// Once the child itself is gone only the pipe drain remains, so the wait
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// drops to `drainMs`. `close` is bounded by whoever holds the stdio
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// pipes, which can outlive the direct child: any descendant that
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// inherited them keeps it pending.
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const drainOnly = () => {
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clearTimeout(forceKill);
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armDeadline(
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drainMs,
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`child exited but held its output streams open for ${drainMs}ms (a descendant may have inherited them); giving up on the drain`,
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);
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};
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if (childExited) drainOnly();
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else child.once("exit", drainOnly);
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child.once("close", () => {
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clearTimeout(forceKill);
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clearTimeout(deadline);
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finish(code, message);
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});
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// Only signal a child that is still running: on the crash and
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// spawn-failure paths there is nothing left to signal, and we are here
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// purely to wait out the remaining `close`.
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if (
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child.exitCode === null &&
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child.signalCode === null &&
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!child.killed
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) {
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child.kill("SIGTERM");
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}
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};
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const onData = (chunk) => {
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output += chunk.toString();
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if (markerAt !== null || !output.includes(marker)) return;
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markerAt = since();
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// First paint is not the verdict — it only starts the clock on the
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// question this smoke actually asks.
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surviveTimer = setTimeout(() => {
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done(
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0,
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`rendered "${marker}" at ${markerAt}ms and was still running ${surviveMs}ms later`,
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);
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}, surviveMs);
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};
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child.stdout.on("data", onData);
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child.stderr.on("data", onData);
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// Registered before done()'s own one-shot listener, so this always runs
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// first — done() can trust `childClosed` even when called from a handler.
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child.on("close", () => {
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childClosed = true;
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});
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child.on("exit", (code, signal) => {
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childExited = true;
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if (settled) return;
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const how = signal ? `signal ${signal}` : `code ${code}`;
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done(1, () =>
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markerAt === null
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? `child exited (${how}) before rendering "${marker}"\n${outputTail(output)}`
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: `child rendered "${marker}" at ${markerAt}ms and then exited (${how}) ` +
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`${since() - markerAt}ms later, inside the ${surviveMs}ms survival window — ` +
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`it painted one frame, it did not run\n${outputTail(output)}`,
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);
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});
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child.on("error", (err) => {
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done(1, `failed to spawn ${command}: ${err.message}`);
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});
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const renderTimer = setTimeout(() => {
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done(
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1,
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() =>
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`child did not render "${marker}" within ${timeoutMs}ms\n${outputTail(output)}`,
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);
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}, timeoutMs);
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});
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}
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Loading…
Reference in a new issue