@shotkit/shotium 0.1.0 → 0.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +321 -65
- package/dist/daemon_main.js +29 -44
- package/dist/daemon_main.js.map +1 -1
- package/dist/index.d.ts +551 -57
- package/dist/index.js +425 -73
- package/dist/index.js.map +1 -1
- package/dist/protocol-BTeWJDOa.js +474 -0
- package/dist/protocol-BTeWJDOa.js.map +1 -0
- package/native/binding.cc +184 -3
- package/package.json +7 -11
- package/src/index.ts +179 -89
- package/src/lib/binding.ts +110 -0
- package/src/lib/cache.ts +323 -0
- package/src/lib/client.ts +32 -17
- package/src/lib/config.ts +113 -61
- package/src/lib/daemon.ts +97 -62
- package/src/lib/endpoint.ts +19 -12
- package/src/lib/engine.ts +356 -0
- package/src/lib/platform.ts +1 -7
- package/src/lib/request.ts +14 -16
- package/src/types.ts +216 -42
- package/dist/native.d.ts +0 -66
- package/dist/native.js +0 -127
- package/dist/native.js.map +0 -1
- package/dist/platform-DU8DYqmA.js +0 -32
- package/dist/platform-DU8DYqmA.js.map +0 -1
- package/dist/pool-BSgS6vkr.js +0 -356
- package/dist/pool-BSgS6vkr.js.map +0 -1
- package/dist/request-qZXS3N9f.js +0 -43
- package/dist/request-qZXS3N9f.js.map +0 -1
- package/dist/types-x9HtkzeE.d.ts +0 -156
- package/src/lib/pool.ts +0 -243
- package/src/lib/worker.ts +0 -220
- package/src/native.ts +0 -234
package/src/lib/platform.ts
CHANGED
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@@ -66,10 +66,4 @@ function packageDir(): string|null {
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}
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}
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-
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// it: Windows wants the extension and nothing else does.
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function binaryName(): string {
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return process.platform === 'win32' ? 'shotium.exe' : 'shotium';
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}
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-
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export {PACKAGES, binaryName, packageDir, packageName};
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export {PACKAGES, packageDir, packageName};
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package/src/lib/request.ts
CHANGED
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@@ -1,14 +1,14 @@
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1
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-
import type {
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import type {
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CacheMode,
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Clip,
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PageGotoParams,
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ScreenshotOptions,
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} from '../types.js';
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const DEFAULT_TIMEOUT_MS = 30000;
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// How much longer than the page's own deadline a supervisor waits before
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// deciding the worker is not going to answer at all. The worker fails a slow
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// page by itself and replies; this margin covers process startup and the
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// encode, and firing it means something worse than a slow page.
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const SUPERVISOR_MARGIN_MS = 10000;
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// What actually goes down the pipe
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// flattened
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// What actually goes down the pipe: ScreenshotOptions with the viewport
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// flattened -- see toRequest below for why.
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export interface WireRequest {
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file: string;
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type?: 'png'|'jpeg'|'webp';
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@@ -21,6 +21,8 @@ export interface WireRequest {
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pageGotoParams?: PageGotoParams;
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clip?: Clip;
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allowFileAccess?: boolean;
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cache?: CacheMode;
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headers?: Record<string, string>;
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width?: number;
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height?: number;
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}
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@@ -45,12 +47,14 @@ const WIRE_FIELDS = new Set([
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'clip',
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'viewport',
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'allowFileAccess',
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'cache',
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'headers',
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]);
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// One ScreenshotOptions, checked and flattened into what goes on the wire.
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//
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// It lives here rather than in index.ts because the in
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// daemon both send it: a request that is valid through one entry point and
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// It lives here rather than in index.ts because the engine in this process and
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// the daemon both send it: a request that is valid through one entry point and
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// rejected through the other would be a difference nobody asked for.
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function toRequest(options: ScreenshotOptions): WireRequest {
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if (!options || typeof options !== 'object') {
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@@ -65,11 +69,6 @@ function toRequest(options: ScreenshotOptions): WireRequest {
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if (value === undefined) {
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continue;
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}
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// retry is the supervisor's, not the worker's: it decides how many times a
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// request is re-sent, which is not something the worker could act on.
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if (key === 'retry') {
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continue;
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}
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if (!WIRE_FIELDS.has(key)) {
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throw new TypeError(`shotium: unknown option "${key}"`);
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}
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@@ -101,7 +100,6 @@ function timeoutFor(options: ScreenshotOptions): number {
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export {
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DEFAULT_TIMEOUT_MS,
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SUPERVISOR_MARGIN_MS,
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WIRE_FIELDS,
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timeoutFor,
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toRequest,
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package/src/types.ts
CHANGED
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@@ -1,10 +1,8 @@
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// The vocabulary of the package: what a caller passes in and what comes back.
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//
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// It lives in one file rather than beside the code that reads each field
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// because these types are the published API
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//
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// point they came through -- and, more to the point, so there is one place
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// where adding an option means adding it.
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// because these types are the published API: index.ts re-exports them, so
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// there is one place where adding an option means adding it.
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/** A region of the document, in CSS pixels. */
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export interface Clip {
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@@ -35,6 +33,69 @@ export interface Viewport {
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height?: number;
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}
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/**
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* What a capture may do with the HTTP cache, spelled the way `fetch` spells
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* it.
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*
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* - `default`: ordinary HTTP semantics. A fresh entry is used without asking,
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* a stale one is revalidated, and the response updates the cache.
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* - `reload`: read nothing, write everything -- the browser's reload button.
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* The next capture is fast again.
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* - `no-store`: neither read nor write. For a page that should not be left on
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* this machine's disk, which an authenticated one usually should not.
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* - `only-if-cached`: the network may not be touched and a miss is an error.
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* Useful for a deterministic re-render of something already fetched.
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*/
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export type CacheMode = 'default'|'reload'|'no-store'|'only-if-cached';
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/** Where the milliseconds went. */
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export interface CaptureTiming {
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/**
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* Fetching the top-level document. For a cold `https:` URL this is DNS, TCP,
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* TLS and a round trip, and it is routinely larger than everything below --
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* which is the single most useful thing this object says.
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*/
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fetch: number;
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/** Parse, subresources, style, layout, prepaint, paint. */
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render: number;
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encode: number;
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/** Wall clock for the whole capture, so the three above can be checked. */
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total: number;
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}
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/** What one capture cost, and where its bytes came from. */
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export interface CaptureStats {
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/** Every resource the document asked for, itself included. */
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requests: number;
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/**
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* Answered from the HTTP cache -- the body came from disk.
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*
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* Not the same as "no network was touched". A stale entry that can be
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* revalidated costs a conditional request and a 304, and counts here too;
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* what the cache saved is the download rather than the round trip. That is
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* why `timing.fetch` can be tens of milliseconds with this set.
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*/
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fromCache: number;
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failed: number;
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/** Decoded body bytes, summed -- not the transfer size. */
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bytes: number;
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/** The document's own status. 0 for a `file:` URL. */
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httpStatus: number;
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/** After redirects, which is what relative URLs resolved against. */
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finalUrl: string;
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timing: CaptureTiming;
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}
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/** One screenshot, and what taking it cost. */
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export interface ScreenshotResult {
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/**
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* The encoded image, or `null` when `path` was given: the engine wrote the
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* file itself and there is nothing left to hand back.
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*/
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image: Buffer|null;
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stats: CaptureStats;
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}
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export interface ScreenshotOptions {
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/** An http/https/file URL, or a local path. */
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file: string;
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* is rendered on.
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*/
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allowFileAccess?: boolean;
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/**
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/**
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* What this capture may do with the HTTP cache. Default `default`.
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*
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* It applies to the subresources as well as the document: a `reload` that
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* refreshed the HTML and reused yesterday's stylesheet would be a confusing
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* thing to have asked for.
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*/
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cache?: CacheMode;
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/**
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* Extra request headers, sent with the document and with the subresources
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* that are same-origin with it.
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*
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* Same-origin is the whole rule and it is not configurable. A caller passing
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* `Authorization` or `Cookie` means it for the site being photographed; a
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* page that pulls a script from a CDN must not have the credential
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* forwarded there.
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*/
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headers?: Record<string, string>;
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}
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export interface StartOptions {
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/**
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*
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*
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* Root of the HTTP disk cache. `null` disables caching entirely.
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*
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* The default is a per-project directory under the system temporary
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* directory -- see `cache.getDir()`. Caching is on by default because the
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* alternative turned out to be worse: without it every capture of an
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* `https:` URL pays for DNS, TLS and a round trip, which for a small page is
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* most of the time the call takes and all of the time the caller did not
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* expect to spend.
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*/
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binary?: string;
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/** Worker processes. Default half the cores, at least one, at most four. */
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workers?: number;
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/** Root of the per-worker HTTP disk caches. `null` disables caching. */
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cacheDir?: string|null;
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/**
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/**
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* Ceiling on the cache directory, in bytes. Default 256 MB.
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*
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* Zero is not "unlimited" -- it hands the decision to the backend, which
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* sizes itself against the volume's free space. That was a reasonable
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* default when every user of the cache had named a directory on purpose; for
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* one that appears by default under `~/.shotium` because somebody imported a
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* library, a number somebody chose is better than a number nobody did.
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*/
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cacheMaxBytes?: number;
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/** Overrides the built-in user agent string. */
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userAgent?: string;
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/**
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* Where `shotium_data.pak` and `shotium_strings.pak` are. Defaults to the
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* directory the engine was loaded from, which is where they ship.
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*/
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resourceDir?: string;
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}
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/** What `start()` reports about the engine it brought up. */
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export interface StartResult {
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/**
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* Whether this lifecycle is started.
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*
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* A process has at most one engine, so `false` here does not mean there is
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* nothing running -- it means this `Runtime` is stood down. `cacheDir` below
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* is still answered from the engine, because a stood-down engine keeps its
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* cache directory and reporting `null` would say the cache had gone away
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* when what went away was the willingness to render.
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*/
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running: boolean;
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/** The directory in use, or `null` when caching is off. */
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cacheDir: string|null;
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/**
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* Whether that directory is actually being cached into.
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*
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* A directory that cannot be created or written to costs nothing visible:
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* the engine renders exactly as well without a cache, only slower, and every
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* capture pays for the network again for a reason nothing reports. `false`
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* with a `cacheDir` set means the open failed; `false` with `cacheDir: null`
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* means no cache was asked for.
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*
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* It is not about sharing. Several processes may use one directory and all
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* of them cache -- the backend takes no cross-process lock -- so `true` in
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* two processes at once is the ordinary answer.
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*/
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cacheActive: boolean;
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}
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export interface DaemonOptions extends StartOptions {
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/**
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* Address the daemon by name instead of by configuration. Without it the
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* endpoint is a hash of `
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* client never attaches to a
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* endpoint is a hash of `cacheDir`, `userAgent` and `resourceDir`, so a
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* client never attaches to a daemon that renders with something other than
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* what it asked for.
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*/
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name?: string;
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@@ -110,9 +228,8 @@ export interface DaemonOptions extends StartOptions {
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*/
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idleTimeoutMs?: number;
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/**
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* Render one throwaway document
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*
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* true.
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* Render one throwaway document at startup, so the first real request does
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* not pay for whatever the engine initialises lazily. Default true.
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*/
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prewarm?: boolean;
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/** Fail instead of starting a daemon when none is listening. */
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@@ -129,11 +246,10 @@ export interface DaemonStatus {
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spawned?: boolean;
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pid: number;
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endpoint: string;
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binary: string;
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workers: number;
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cacheDir: string|null;
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-
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-
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userAgent?: string;
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resourceDir?: string;
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/** The engine has rendered at least once. */
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warm: boolean;
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uptimeMs: number;
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connections: number;
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@@ -143,27 +259,85 @@ export interface DaemonStatus {
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version: string;
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target?: 'current'|'all'|(string&{});
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/** One resource the cache is holding. */
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export interface CacheEntry {
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/** The resource, not the backend's key -- see `cache.getFiles()`. */
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url: string;
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/** Milliseconds since the Unix epoch. */
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/** Which cache directory it was found in. */
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dir: string;
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}
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export interface CacheClearOptions extends CacheTarget {
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*
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* are hashes and would match nothing anybody would think to write.
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*
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* `{a,b}`. Matching happens here rather than in the engine: the entries come
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* back first, the patterns are applied to their URLs, and the ones that
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* Remove entries not used for this many seconds. `0`, the default, means no
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* age limit.
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/**
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* Evict least-recently-used entries until the directory is at or below this
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* many bytes. `0`, the default, means no size limit.
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*/
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maxSize?: number;
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}
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export interface CacheClearResult {
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/**
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* How many entries went. `-1` when the whole directory was dropped in one
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* operation, which the backend does without counting them.
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*/
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removed: number;
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/** Which directory this result is for. */
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dir: string;
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|
package/dist/native.d.ts
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@@ -1,66 +0,0 @@
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import { i as NativeStartOptions, o as PurgeOptions, s as ScreenshotOptions } from "./types-x9HtkzeE.js";
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//#region src/native.d.ts
|
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/**
|
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* The engine, in this process, and the queue in front of it.
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*
|
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* Same options and same output as `runtime`, and a different set of trades.
|
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* There is no worker process, so there is nothing to start, nothing to find on
|
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|
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* disk and no pipe: a screenshot costs about a third less than through the
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* pool, and the whole thing is one process instead of five.
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*
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* What it gives up is what a separate process was providing for free. One
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* renderer, because blink is a process-wide singleton and `worker_threads`
|
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* share the process, so requests are serialised however many callers there
|
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* are. And no crash isolation: a renderer that dies takes the host program
|
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* with it, where the pool would have retried.
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*
|
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* The queue is not about fairness. Each capture occupies a libuv thread pool
|
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* thread for as long as the render takes, and there are four of those by
|
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* default, shared with fs and dns -- so letting four screenshots go at once
|
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* would stall the host's file reads for a fifth of a second at a time while
|
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* gaining nothing, since the engine serialises them anyway.
|
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*/
|
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declare class NativeRuntime {
|
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private engine;
|
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private tail;
|
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|
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get running(): boolean;
|
|
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/**
|
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* Starts the engine. Safe to call twice; the second call is a no-op.
|
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*
|
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* `cacheDir` is the HTTP disk cache and `null` disables it, which is the
|
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* default here. `resourceDir` is where `shotium_data.pak` and
|
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* `shotium_strings.pak` are, and defaults to the directory the addon was
|
|
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* loaded from, which is where they ship.
|
|
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*/
|
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start(options?: NativeStartOptions): this;
|
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/** Stops the engine, after whatever is queued. */
|
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stop(): Promise<void>;
|
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|
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/**
|
|
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|
-
* Hands back what the engine is holding but can rebuild.
|
|
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|
-
* `releaseWorkingSet` additionally asks the OS for the pages, which the next
|
|
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|
-
* screenshot pays back in soft faults -- worth it when there may not be a
|
|
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|
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* next one soon.
|
|
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|
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*
|
|
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|
-
* The resident worker does this for itself on a timer because it can watch
|
|
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|
-
* its own request stream go quiet. Here the queue belongs to the caller, so
|
|
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|
-
* the caller is the one who knows a batch has ended.
|
|
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|
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*/
|
|
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|
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purge({ releaseWorkingSet }?: PurgeOptions): void;
|
|
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|
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/**
|
|
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|
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* Renders one screenshot. Resolves to the encoded image, or to `null` when
|
|
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|
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* `path` was given and the engine wrote the file itself.
|
|
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|
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*/
|
|
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|
-
screenshot(options: ScreenshotOptions): Promise<Buffer | null>;
|
|
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|
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}
|
|
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|
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/** The shared in-process engine, started on first use. */
|
|
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|
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declare const native: NativeRuntime;
|
|
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|
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/** One screenshot through the shared in-process engine. */
|
|
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|
-
declare const screenshot: (options: ScreenshotOptions) => Promise<Buffer | null>;
|
|
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|
-
declare const _default: {
|
|
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|
-
NativeRuntime: typeof NativeRuntime;
|
|
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|
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native: NativeRuntime;
|
|
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|
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screenshot: (options: ScreenshotOptions) => Promise<Buffer | null>;
|
|
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|
-
};
|
|
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|
-
//#endregion
|
|
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|
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export { NativeRuntime, type NativeStartOptions, type PurgeOptions, type ScreenshotOptions, _default as default, native, screenshot };
|
|
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|
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//# sourceMappingURL=native.d.ts.map
|
package/dist/native.js
DELETED
|
@@ -1,127 +0,0 @@
|
|
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|
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import { n as packageDir, r as packageName } from "./platform-DU8DYqmA.js";
|
|
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|
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import { r as toRequest } from "./request-qZXS3N9f.js";
|
|
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|
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import { createRequire } from "node:module";
|
|
4
|
-
import fs from "node:fs";
|
|
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|
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import path from "node:path";
|
|
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|
-
import { fileURLToPath } from "node:url";
|
|
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|
-
|
|
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|
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//#region src/native.ts
|
|
9
|
-
const require = createRequire(import.meta.url);
|
|
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|
-
const HERE = path.dirname(fileURLToPath(import.meta.url));
|
|
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|
-
function candidates() {
|
|
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|
-
const found = [];
|
|
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|
-
const dir = packageDir();
|
|
14
|
-
if (dir) found.push(path.join(dir, "shotium.node"));
|
|
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|
-
found.push(path.join(HERE, "..", "native", "build", "Release", "shotium.node"));
|
|
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|
-
return found;
|
|
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|
-
}
|
|
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|
-
let binding = null;
|
|
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|
-
let bindingDir = null;
|
|
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|
-
function load() {
|
|
21
|
-
if (binding) return binding;
|
|
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|
-
const tried = candidates();
|
|
23
|
-
for (const candidate of tried) {
|
|
24
|
-
if (!fs.existsSync(candidate)) continue;
|
|
25
|
-
binding = require(candidate);
|
|
26
|
-
bindingDir = path.dirname(candidate);
|
|
27
|
-
return binding;
|
|
28
|
-
}
|
|
29
|
-
const expected = packageName();
|
|
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|
-
throw new Error(`shotium: no native engine for this platform.
|
|
31
|
-
looked in:\n ${tried.join("\n ")}\n` + (expected ? ` It ships in ${expected}, which npm installs as an optional dependency of this package.
|
|
32
|
-
` : ` There is no build for ${process.platform}-${process.arch}.\n`) + " import(\"@shotkit/shotium\") uses worker processes instead and needs no addon.");
|
|
33
|
-
}
|
|
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|
-
/**
|
|
35
|
-
* The engine, in this process, and the queue in front of it.
|
|
36
|
-
*
|
|
37
|
-
* Same options and same output as `runtime`, and a different set of trades.
|
|
38
|
-
* There is no worker process, so there is nothing to start, nothing to find on
|
|
39
|
-
* disk and no pipe: a screenshot costs about a third less than through the
|
|
40
|
-
* pool, and the whole thing is one process instead of five.
|
|
41
|
-
*
|
|
42
|
-
* What it gives up is what a separate process was providing for free. One
|
|
43
|
-
* renderer, because blink is a process-wide singleton and `worker_threads`
|
|
44
|
-
* share the process, so requests are serialised however many callers there
|
|
45
|
-
* are. And no crash isolation: a renderer that dies takes the host program
|
|
46
|
-
* with it, where the pool would have retried.
|
|
47
|
-
*
|
|
48
|
-
* The queue is not about fairness. Each capture occupies a libuv thread pool
|
|
49
|
-
* thread for as long as the render takes, and there are four of those by
|
|
50
|
-
* default, shared with fs and dns -- so letting four screenshots go at once
|
|
51
|
-
* would stall the host's file reads for a fifth of a second at a time while
|
|
52
|
-
* gaining nothing, since the engine serialises them anyway.
|
|
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|
-
*/
|
|
54
|
-
var NativeRuntime = class {
|
|
55
|
-
engine = null;
|
|
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|
-
tail = Promise.resolve();
|
|
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|
-
get running() {
|
|
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|
-
return this.engine !== null;
|
|
59
|
-
}
|
|
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|
-
/**
|
|
61
|
-
* Starts the engine. Safe to call twice; the second call is a no-op.
|
|
62
|
-
*
|
|
63
|
-
* `cacheDir` is the HTTP disk cache and `null` disables it, which is the
|
|
64
|
-
* default here. `resourceDir` is where `shotium_data.pak` and
|
|
65
|
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* `shotium_strings.pak` are, and defaults to the directory the addon was
|
|
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|
-
* loaded from, which is where they ship.
|
|
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|
-
*/
|
|
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|
-
start(options = {}) {
|
|
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|
-
if (this.engine) return this;
|
|
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|
-
const native = load();
|
|
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|
-
const engineOptions = {};
|
|
72
|
-
if (options.cacheDir !== null && options.cacheDir !== void 0) engineOptions.cacheDir = options.cacheDir;
|
|
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|
-
if (options.userAgent !== void 0) engineOptions.userAgent = options.userAgent;
|
|
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|
-
engineOptions.resourceDir = options.resourceDir || bindingDir;
|
|
75
|
-
this.engine = native.create(JSON.stringify(engineOptions));
|
|
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|
-
return this;
|
|
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|
-
}
|
|
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|
-
/** Stops the engine, after whatever is queued. */
|
|
79
|
-
async stop() {
|
|
80
|
-
if (!this.engine) return;
|
|
81
|
-
const engine = this.engine;
|
|
82
|
-
this.engine = null;
|
|
83
|
-
await this.tail.catch(() => {});
|
|
84
|
-
load().destroy(engine);
|
|
85
|
-
}
|
|
86
|
-
/**
|
|
87
|
-
* Hands back what the engine is holding but can rebuild.
|
|
88
|
-
* `releaseWorkingSet` additionally asks the OS for the pages, which the next
|
|
89
|
-
* screenshot pays back in soft faults -- worth it when there may not be a
|
|
90
|
-
* next one soon.
|
|
91
|
-
*
|
|
92
|
-
* The resident worker does this for itself on a timer because it can watch
|
|
93
|
-
* its own request stream go quiet. Here the queue belongs to the caller, so
|
|
94
|
-
* the caller is the one who knows a batch has ended.
|
|
95
|
-
*/
|
|
96
|
-
purge({ releaseWorkingSet = false } = {}) {
|
|
97
|
-
if (!this.engine) return;
|
|
98
|
-
load().purge(this.engine, releaseWorkingSet);
|
|
99
|
-
}
|
|
100
|
-
/**
|
|
101
|
-
* Renders one screenshot. Resolves to the encoded image, or to `null` when
|
|
102
|
-
* `path` was given and the engine wrote the file itself.
|
|
103
|
-
*/
|
|
104
|
-
async screenshot(options) {
|
|
105
|
-
const request = toRequest(options);
|
|
106
|
-
if (!this.engine) this.start();
|
|
107
|
-
const engine = this.engine;
|
|
108
|
-
const native = load();
|
|
109
|
-
const result = this.tail.catch(() => {}).then(() => native.capture(engine, JSON.stringify(request)));
|
|
110
|
-
this.tail = result.catch(() => {});
|
|
111
|
-
const image = await result;
|
|
112
|
-
return request.path ? null : image;
|
|
113
|
-
}
|
|
114
|
-
};
|
|
115
|
-
/** The shared in-process engine, started on first use. */
|
|
116
|
-
const native = new NativeRuntime();
|
|
117
|
-
/** One screenshot through the shared in-process engine. */
|
|
118
|
-
const screenshot = (options) => native.screenshot(options);
|
|
119
|
-
var native_default = {
|
|
120
|
-
NativeRuntime,
|
|
121
|
-
native,
|
|
122
|
-
screenshot
|
|
123
|
-
};
|
|
124
|
-
|
|
125
|
-
//#endregion
|
|
126
|
-
export { NativeRuntime, native_default as default, native, screenshot };
|
|
127
|
-
//# sourceMappingURL=native.js.map
|
package/dist/native.js.map
DELETED
|
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|
|
|
1
|
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{"version":3,"file":"native.js","names":["platformPackage.packageDir","platformPackage.packageName"],"sources":["../src/native.ts"],"sourcesContent":["import fs from 'node:fs';\nimport {createRequire} from 'node:module';\nimport path from 'node:path';\nimport {fileURLToPath} from 'node:url';\n\nimport * as platformPackage from './lib/platform.js';\nimport {toRequest} from './lib/request.js';\nimport type {\n NativeStartOptions,\n PurgeOptions,\n ScreenshotOptions,\n} from './types.js';\n\nexport type {\n NativeStartOptions,\n PurgeOptions,\n ScreenshotOptions,\n} from './types.js';\n\n// A .node addon is a CommonJS artefact: there is no ESM loader for one.\nconst require = createRequire(import.meta.url);\n\n// ESM has no __dirname. This is the same thing, from the module's own URL.\nconst HERE = path.dirname(fileURLToPath(import.meta.url));\n\n// The engine handle the addon hands back. It is opaque on purpose: everything\n// that can be done with it is a call on the binding below.\ntype Engine = unknown;\n\n// What native/binding.cc exports. See shot/shot_api.h for the C ABI under it.\ninterface NativeBinding {\n create(optionsJson: string): Engine;\n destroy(engine: Engine): void;\n purge(engine: Engine, releaseWorkingSet: boolean): void;\n capture(engine: Engine, requestJson: string): Promise<Buffer>;\n}\n\n// shot in this process, instead of in workers beside it.\n//\n// The difference from `runtime` is not the API, which is the same\n// screenshot(options), and not the request format, which is byte for byte the\n// same JSON. It is where blink is:\n//\n// runtime N worker processes, one screenshot each at a time, a crash is a\n// retry, memory is N copies of an engine\n// native one engine in this process, one screenshot at a time ever, a\n// crash takes the program with it, memory is one copy\n//\n// One at a time is not a limitation of this file. Blink is a process-wide\n// singleton -- it is initialised once and there is no path to a second one --\n// so an in-process engine is one renderer no matter how it is driven, and\n// worker_threads do not change that because they share the process. A caller\n// who wants four screenshots at once wants four processes, which is what the\n// pool is for.\n//\n// What it buys is that there is no process to start, nothing to find on disk,\n// no pipe, and no supervisor: a program that takes a handful of screenshots\n// and exits pays for one engine and talks to it directly.\n\n// Where the addon and the library beside it live.\n//\n// The platform package is what ships -- the .node sits next to the shared\n// library it is linked against, which is the whole reason the two travel in\n// one package rather than two. native/build/Release is where node-gyp puts a\n// local build; it exists in a checkout and not in an install, so the two never\n// compete in practice. Both paths are relative to this file's build output,\n// which is one directory below the package root.\nfunction candidates(): string[] {\n const found: string[] = [];\n const dir = platformPackage.packageDir();\n if (dir) {\n found.push(path.join(dir, 'shotium.node'));\n }\n found.push(\n path.join(HERE, '..', 'native', 'build', 'Release', 'shotium.node'));\n return found;\n}\n\nlet binding: NativeBinding|null = null;\nlet bindingDir: string|null = null;\n\nfunction load(): NativeBinding {\n if (binding) {\n return binding;\n }\n const tried = candidates();\n for (const candidate of tried) {\n if (!fs.existsSync(candidate)) {\n continue;\n }\n // Not wrapped in a try: a .node that is there and will not load is a\n // broken installation, and the loader's own message -- a missing\n // dependency, an architecture mismatch -- says more than anything that\n // could be substituted for it.\n binding = require(candidate) as NativeBinding;\n bindingDir = path.dirname(candidate);\n return binding;\n }\n const expected = platformPackage.packageName();\n throw new Error(\n 'shotium: no native engine for this platform.\\n' +\n ` looked in:\\n ${tried.join('\\n ')}\\n` +\n (expected ?\n ` It ships in ${expected}, which npm installs as an optional ` +\n 'dependency of this package.\\n' :\n ` There is no build for ${process.platform}-${process.arch}.\\n`) +\n ' import(\"@shotkit/shotium\") uses worker processes instead and needs ' +\n 'no addon.');\n}\n\n/**\n * The engine, in this process, and the queue in front of it.\n *\n * Same options and same output as `runtime`, and a different set of trades.\n * There is no worker process, so there is nothing to start, nothing to find on\n * disk and no pipe: a screenshot costs about a third less than through the\n * pool, and the whole thing is one process instead of five.\n *\n * What it gives up is what a separate process was providing for free. One\n * renderer, because blink is a process-wide singleton and `worker_threads`\n * share the process, so requests are serialised however many callers there\n * are. And no crash isolation: a renderer that dies takes the host program\n * with it, where the pool would have retried.\n *\n * The queue is not about fairness. Each capture occupies a libuv thread pool\n * thread for as long as the render takes, and there are four of those by\n * default, shared with fs and dns -- so letting four screenshots go at once\n * would stall the host's file reads for a fifth of a second at a time while\n * gaining nothing, since the engine serialises them anyway.\n */\nexport class NativeRuntime {\n private engine: Engine|null = null;\n private tail: Promise<unknown> = Promise.resolve();\n\n get running(): boolean {\n return this.engine !== null;\n }\n\n /**\n * Starts the engine. Safe to call twice; the second call is a no-op.\n *\n * `cacheDir` is the HTTP disk cache and `null` disables it, which is the\n * default here. `resourceDir` is where `shotium_data.pak` and\n * `shotium_strings.pak` are, and defaults to the directory the addon was\n * loaded from, which is where they ship.\n */\n start(options: NativeStartOptions = {}): this {\n if (this.engine) {\n return this;\n }\n const native = load();\n\n const engineOptions: Record<string, unknown> = {};\n if (options.cacheDir !== null && options.cacheDir !== undefined) {\n engineOptions.cacheDir = options.cacheDir;\n }\n if (options.userAgent !== undefined) {\n engineOptions.userAgent = options.userAgent;\n }\n // The packs sit beside the library, and the library cannot find itself on\n // Linux -- the path the engine resolves for \"this module\" goes through\n // /proc/self/exe, which names node. Saying it here is cheaper than\n // teaching the engine a second way to look. See shot_api.h.\n engineOptions.resourceDir = options.resourceDir || bindingDir;\n\n this.engine = native.create(JSON.stringify(engineOptions));\n return this;\n }\n\n /** Stops the engine, after whatever is queued. */\n async stop(): Promise<void> {\n if (!this.engine) {\n return;\n }\n // After the queue, not before: destroy() waits for a capture in flight\n // anyway, and doing it in order means a caller's last screenshot resolves\n // rather than racing the shutdown.\n const engine = this.engine;\n this.engine = null;\n await this.tail.catch(() => {});\n load().destroy(engine);\n }\n\n /**\n * Hands back what the engine is holding but can rebuild.\n * `releaseWorkingSet` additionally asks the OS for the pages, which the next\n * screenshot pays back in soft faults -- worth it when there may not be a\n * next one soon.\n *\n * The resident worker does this for itself on a timer because it can watch\n * its own request stream go quiet. Here the queue belongs to the caller, so\n * the caller is the one who knows a batch has ended.\n */\n purge({releaseWorkingSet = false}: PurgeOptions = {}): void {\n if (!this.engine) {\n return;\n }\n load().purge(this.engine, releaseWorkingSet);\n }\n\n /**\n * Renders one screenshot. Resolves to the encoded image, or to `null` when\n * `path` was given and the engine wrote the file itself.\n */\n async screenshot(options: ScreenshotOptions): Promise<Buffer|null> {\n // Before anything else, and before the queue: a malformed request should\n // be a rejection now rather than one that waits its turn.\n const request = toRequest(options);\n if (!this.engine) {\n this.start();\n }\n const engine = this.engine;\n const native = load();\n\n // Chain onto the tail so that captures run one at a time. The catch keeps\n // one failure from poisoning everything queued behind it.\n const result = this.tail.catch(() => {}).then(\n () => native.capture(engine, JSON.stringify(request)));\n this.tail = result.catch(() => {});\n const image = await result;\n return request.path ? null : image;\n }\n}\n\n/** The shared in-process engine, started on first use. */\nconst native = new NativeRuntime();\n\n/** One screenshot through the shared in-process engine. */\nconst screenshot = (options: ScreenshotOptions): Promise<Buffer|null> =>\n native.screenshot(options);\n\nexport {native, screenshot};\n\nexport default {NativeRuntime, native, screenshot};\n"],"mappings":";;;;;;;;AAoBA,MAAM,UAAU,cAAc,YAAY,GAAG;AAG7C,MAAM,OAAO,KAAK,QAAQ,cAAc,YAAY,GAAG,CAAC;AA4CxD,SAAS,aAAuB;CAC9B,MAAM,QAAkB,CAAC;CACzB,MAAM,MAAMA,WAA2B;CACvC,IAAI,KACF,MAAM,KAAK,KAAK,KAAK,KAAK,cAAc,CAAC;CAE3C,MAAM,KACF,KAAK,KAAK,MAAM,MAAM,UAAU,SAAS,WAAW,cAAc,CAAC;CACvE,OAAO;AACT;AAEA,IAAI,UAA8B;AAClC,IAAI,aAA0B;AAE9B,SAAS,OAAsB;CAC7B,IAAI,SACF,OAAO;CAET,MAAM,QAAQ,WAAW;CACzB,KAAK,MAAM,aAAa,OAAO;EAC7B,IAAI,CAAC,GAAG,WAAW,SAAS,GAC1B;EAMF,UAAU,QAAQ,SAAS;EAC3B,aAAa,KAAK,QAAQ,SAAS;EACnC,OAAO;CACT;CACA,MAAM,WAAWC,YAA4B;CAC7C,MAAM,IAAI,MACN;oBACqB,MAAM,KAAK,QAAQ,EAAE,OACzC,WACI,iBAAiB,SAAS;IAE1B,2BAA2B,QAAQ,SAAS,GAAG,QAAQ,KAAK,QACjE,kFACW;AACjB;;;;;;;;;;;;;;;;;;;;;AAsBA,IAAa,gBAAb,MAA2B;CACzB,AAAQ,SAAsB;CAC9B,AAAQ,OAAyB,QAAQ,QAAQ;CAEjD,IAAI,UAAmB;EACrB,OAAO,KAAK,WAAW;CACzB;;;;;;;;;CAUA,MAAM,UAA8B,CAAC,GAAS;EAC5C,IAAI,KAAK,QACP,OAAO;EAET,MAAM,SAAS,KAAK;EAEpB,MAAM,gBAAyC,CAAC;EAChD,IAAI,QAAQ,aAAa,QAAQ,QAAQ,aAAa,QACpD,cAAc,WAAW,QAAQ;EAEnC,IAAI,QAAQ,cAAc,QACxB,cAAc,YAAY,QAAQ;EAMpC,cAAc,cAAc,QAAQ,eAAe;EAEnD,KAAK,SAAS,OAAO,OAAO,KAAK,UAAU,aAAa,CAAC;EACzD,OAAO;CACT;;CAGA,MAAM,OAAsB;EAC1B,IAAI,CAAC,KAAK,QACR;EAKF,MAAM,SAAS,KAAK;EACpB,KAAK,SAAS;EACd,MAAM,KAAK,KAAK,YAAY,CAAC,CAAC;EAC9B,KAAK,CAAC,CAAC,QAAQ,MAAM;CACvB;;;;;;;;;;;CAYA,MAAM,EAAC,oBAAoB,UAAuB,CAAC,GAAS;EAC1D,IAAI,CAAC,KAAK,QACR;EAEF,KAAK,CAAC,CAAC,MAAM,KAAK,QAAQ,iBAAiB;CAC7C;;;;;CAMA,MAAM,WAAW,SAAkD;EAGjE,MAAM,UAAU,UAAU,OAAO;EACjC,IAAI,CAAC,KAAK,QACR,KAAK,MAAM;EAEb,MAAM,SAAS,KAAK;EACpB,MAAM,SAAS,KAAK;EAIpB,MAAM,SAAS,KAAK,KAAK,YAAY,CAAC,CAAC,CAAC,CAAC,WAC/B,OAAO,QAAQ,QAAQ,KAAK,UAAU,OAAO,CAAC,CAAC;EACzD,KAAK,OAAO,OAAO,YAAY,CAAC,CAAC;EACjC,MAAM,QAAQ,MAAM;EACpB,OAAO,QAAQ,OAAO,OAAO;CAC/B;AACF;;AAGA,MAAM,SAAS,IAAI,cAAc;;AAGjC,MAAM,cAAc,YAChB,OAAO,WAAW,OAAO;AAI7B,qBAAe;CAAC;CAAe;CAAQ;AAAU"}
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{"version":3,"file":"platform-DU8DYqmA.js","names":[],"sources":["../src/lib/platform.ts"],"sourcesContent":["import {createRequire} from 'node:module';\nimport path from 'node:path';\n\n// require.resolve is the resolver, and ESM has no synchronous equivalent\n// that answers for a package that may not be installed at all.\nconst require = createRequire(import.meta.url);\n\n// Which package carries the engine for this machine.\n//\n// The engine is not in this package and cannot be: it is a Chromium build,\n// 41 MB per platform and architecture, six of them, and `npm install` is never\n// going to produce one. So the bytes live in six packages of their own and\n// this one depends on all six as optionalDependencies with `os` and `cpu` set,\n// which is npm's way of saying \"install the one that matches this machine and\n// skip the other five\". A machine nobody builds for installs none of them and\n// still gets a working package -- it just has to be pointed at an engine.\n//\n// The alternative, a postinstall script that downloads a tarball, was not\n// chosen. It defeats a lockfile, which is supposed to pin what you get; it\n// fails behind a registry mirror, which is the one place a large dependency\n// most needs to work; and it runs code at install time in exchange for saving\n// nothing that npm was not already doing.\n//\n// Key and name are both `${process.platform}-${process.arch}`, so the table is\n// the identity map with a prefix on it. That is deliberate: the value npm\n// matches `os` and `cpu` against is process.platform, and a package named for\n// anything else makes the reader hold two spellings of one machine in their\n// head. It is also what every other package of this shape does -- esbuild,\n// swc, lightningcss all publish darwin-arm64 and win32-x64.\n//\n// The release archives spell it win/mac instead -- shotium-mac-arm64.7z --\n// and that is not going to change either. They are downloaded by people, and\n// `mac` is what people call it. So the two spellings do differ, in the one\n// place where each is right: the registry gets node's, the download page gets\n// the reader's.\nconst PACKAGES: Readonly<Record<string, string>> = {\n 'win32-x64': '@shotkit/shotium-win32-x64',\n 'win32-arm64': '@shotkit/shotium-win32-arm64',\n 'darwin-x64': '@shotkit/shotium-darwin-x64',\n 'darwin-arm64': '@shotkit/shotium-darwin-arm64',\n 'linux-x64': '@shotkit/shotium-linux-x64',\n 'linux-arm64': '@shotkit/shotium-linux-arm64',\n};\n\nfunction packageName(\n platform: string = process.platform,\n arch: string = process.arch): string|null {\n return PACKAGES[`${platform}-${arch}`] ?? null;\n}\n\n// Where the matching platform package unpacked, or null if it is not installed.\n//\n// require.resolve rather than a path built from the module's own location: the\n// package can be hoisted to a workspace root, nested under this one, or left\n// in a pnpm store with a symlink pointing at it, and the resolver is the only\n// thing that knows which of those happened.\nfunction packageDir(): string|null {\n const name = packageName();\n if (!name) {\n return null;\n }\n try {\n return path.dirname(require.resolve(`${name}/package.json`));\n } catch {\n return null;\n }\n}\n\n// What the engine executable is called, which is not what the platform calls\n// it: Windows wants the extension and nothing else does.\nfunction binaryName(): string {\n return process.platform === 'win32' ? 'shotium.exe' : 'shotium';\n}\n\nexport {PACKAGES, binaryName, packageDir, packageName};\n"],"mappings":";;;;AAKA,MAAM,UAAU,cAAc,YAAY,GAAG;AA8B7C,MAAM,WAA6C;CACjD,aAAa;CACb,eAAe;CACf,cAAc;CACd,gBAAgB;CAChB,aAAa;CACb,eAAe;AACjB;AAEA,SAAS,YACL,WAAmB,QAAQ,UAC3B,OAAe,QAAQ,MAAmB;CAC5C,OAAO,SAAS,GAAG,SAAS,GAAG,WAAW;AAC5C;AAQA,SAAS,aAA0B;CACjC,MAAM,OAAO,YAAY;CACzB,IAAI,CAAC,MACH,OAAO;CAET,IAAI;EACF,OAAO,KAAK,QAAQ,QAAQ,QAAQ,GAAG,KAAK,cAAc,CAAC;CAC7D,QAAQ;EACN,OAAO;CACT;AACF;AAIA,SAAS,aAAqB;CAC5B,OAAO,QAAQ,aAAa,UAAU,gBAAgB;AACxD"}
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