pcbjam/tests/kicad/3d-viewer-deadlock.spec.ts
2026-07-02 13:01:02 +02:00

190 lines
10 KiB
TypeScript

import { test, expect } from './fixtures';
import { waitForPcbnew } from './utils/pcbnew-ready';
import { countGlCanvases, loadBoard, openThreeDViewer } from './utils/threed-viewer';
/**
* Regression for the camera-move-on-canvas raytrace DEADLOCK.
*
* The 3D viewer's EDA_3D_CANVAS is a wxGLCanvas whose paint runs the multi-threaded CPU
* raytracer. Moving the camera makes the raytracer spawn raw std::thread workers; with no
* PROXY_TO_PTHREAD its join runs on the browser main thread, and KiCad's own thread pool has
* already drained emscripten's pre-warmed Worker pool — so those threads fall back to on-demand
* `new Worker()`, whose boot handshake needs the main thread back in the JS event loop, which it
* can't reach while blocked in the render's busy-wait join. That circular wait is the freeze the
* user hit ("move the model → tab freezes"). The fix pre-warms PTHREAD_POOL_SIZE =
* hardwareConcurrency*2+8 for 3D-viewer builds (scripts/kicad/build-kicad-target.sh) so on-demand
* creation never happens; a wxwidgets wasm-layer change (src/wasm/app.cpp) additionally defers the
* 3D viewer's synchronous mouse-button Paint to the yielding pump (jank + defense, mirroring the
* resize-deadlock fix).
*
* Drives the REAL viewer with two camera-rotate drags (mirroring "move the model … move it
* again"), each followed by a settle for the raytrace to converge, asserting after every step that
* (a) the wasm main thread stays responsive (a deadlock hangs it) and (b) nothing aborted. Pre-fix
* a camera drag freezes or aborts; post-fix both stay live and the board keeps rendering. Frame
* drag/resize of the viewer are covered by 3d-viewer.spec.ts.
*
* ISOLATED in its own spec file (own Playwright worker → own browser process → a SINGLE heavy
* pcbnew load). The pre-warmed pool is ~2x hardwareConcurrency Workers PER load; running several
* 3D-viewer loads in one process (a serial describe) accumulates enough Workers that a later
* load's pool is short and the raytracer deadlocks anyway — so this test must not share a worker
* with the other 3D-viewer tests.
*
* Notes: the glcanvas client area is pointer-events:none, so a page.mouse drag over it falls
* through to the main #canvas whose Emscripten mousedown/up callback dispatches into
* wxApp::HandleMouseEvent — the deadlock path. WebGL pixels are read via drawImage→2D→getImageData
* (preserveDrawingBuffer=true), since a CDP screenshot of a WebGL canvas is blank on swiftshader.
*/
test.describe('3D viewer camera-move deadlock', () => {
// One 187 MB wasm runtime is already heavy; keep this serial and generous.
test.describe.configure({ mode: 'serial' });
test.setTimeout(240000);
test('camera-move drag on the 3D canvas does not deadlock the raytracer (regression)',
async ({ page, testLogger }) => {
await page.goto('/kicad/pcbnew.html');
await waitForPcbnew(page);
await loadBoard(page, testLogger);
const winsBefore = await page.evaluate(() =>
Array.from(document.querySelectorAll('#window-container [id^="window-"]')).map((e) => e.id));
const glBefore = await countGlCanvases(page);
await openThreeDViewer(page, glBefore);
const winId = await page.evaluate((before: string[]) => {
const all = Array.from(document.querySelectorAll('#window-container [id^="window-"]')).map((e) => e.id);
return all.find((id) => !before.includes(id)) ?? all[all.length - 1] ?? null;
}, winsBefore);
expect(winId, 'the 3D viewer should open a new top-level window').toBeTruthy();
// Let the INITIAL raytrace settle through the safe per-frame pump (Workers boot here).
await page.waitForTimeout(5000);
// Read the newest glcanvas-* (the 3D viewer) client rect in viewport coords.
const canvasRect = () => page.evaluate(() => {
const list = document.querySelectorAll('canvas[id^="glcanvas-"]');
const el = list[list.length - 1] as HTMLCanvasElement;
const r = el.getBoundingClientRect();
return { x: r.x, y: r.y, w: r.width, h: r.height };
});
// Sample the viewer canvas backing store: distinct colours (board rendered?) plus a
// coarse pixel signature (did the render change after the camera moved?).
const sampleCanvas = () => page.evaluate(() => {
const list = document.querySelectorAll('canvas[id^="glcanvas-"]');
const el = list[list.length - 1] as HTMLCanvasElement;
const tmp = document.createElement('canvas');
tmp.width = el.width; tmp.height = el.height;
const ctx = tmp.getContext('2d')!;
ctx.drawImage(el, 0, 0);
const colors = new Set<string>();
let sig = '';
for (let i = 0; i < 16; i++) {
for (let j = 0; j < 16; j++) {
const d = ctx.getImageData(Math.floor(el.width * i / 16),
Math.floor(el.height * j / 16), 1, 1).data;
colors.add(`${d[0]},${d[1]},${d[2]}`);
sig += `${d[0]}.${d[1]}.${d[2]}|`;
}
}
return { distinctColors: colors.size, sig };
});
// Main-thread liveness probe. A pthread-join deadlock hangs the wasm main thread → the
// browser main JS thread is blocked → in-page polling can't run → this times out.
// Returns false on a freeze rather than throwing.
const mainThreadAlive = () => page.waitForFunction(() => {
const r = (window as unknown as { wxElementRegistry?: { findAll: (o: unknown) => unknown[] } })
.wxElementRegistry;
return !!r && r.findAll({ visible: true }).length > 0;
}, null, { timeout: 15000 }).then(() => true).catch(() => false);
const abortLines = () => [...testLogger.consoleLogs, ...testLogger.errors].filter((l) =>
l.includes('Aborted(')
|| l.toLowerCase().includes('invalid state')
|| l.toLowerCase().includes('uncaught exception: unwind')
|| l.toLowerCase().includes('indirect call to null'));
// Run an interaction with a hard wall-clock bound: a hard freeze can also hang the CDP
// input dispatch, so this fails fast instead of at the 240s test timeout.
const bounded = async (fn: () => Promise<void>, ms: number): Promise<boolean> => {
let froze = false;
await Promise.race([
fn().catch(() => { /* an in-wasm abort surfaces via abortLines(), not here */ }),
new Promise<void>((r) => setTimeout(() => { froze = true; r(); }, ms)),
]);
return froze;
};
// Rotate the camera: left-drag inside the GL region (below the ~28px titlebar).
const rotate = async () => {
const c = await canvasRect();
const cx = c.x + c.w / 2;
const cy = c.y + c.h / 2 + 40;
await page.mouse.move(cx, cy);
await page.mouse.down();
await page.mouse.move(cx + 140, cy + 70, { steps: 14 });
await page.mouse.move(cx - 90, cy + 20, { steps: 10 });
await page.mouse.up();
};
// Wait for the raytrace kicked by a camera move to CONVERGE (canvas signature stable
// across two samples) before the next move, so successive renders don't overlap and
// momentarily demand more pthread Workers than the pool holds. On the fixed build this
// returns in a few polls; a mid-render deadlock is caught by the assertLive that follows.
const settleRender = async (maxMs: number) => {
let prev = '';
const start = Date.now();
while (Date.now() - start < maxMs) {
await page.waitForTimeout(1500);
const s = (await sampleCanvas()).sig;
if (s === prev) return;
prev = s;
}
};
// After each step: nothing aborted, main thread still live.
const assertLive = async (step: string) => {
expect(abortLines(), `raytrace aborted during "${step}":\n${abortLines().join('\n\n')}`)
.toEqual([]);
expect(await mainThreadAlive(),
`wasm main thread unresponsive after "${step}" → deadlock`).toBe(true);
};
const before = await sampleCanvas();
console.log(`[TEST] 3D render before interaction: ${before.distinctColors} distinct colours`);
// THE deadlock path: a left-drag on the 3D canvas rotates the model; the terminating
// mouse button events drive wxApp::HandleMouseEvent's synchronous Paint() of the
// wxGLCanvas, running the multi-threaded CPU raytracer. Pre-fix its on-demand pthread
// Worker boot deadlocks the main thread; post-fix the pre-warmed pool covers it and each
// move stays live. Two moves with a settle between mirror the user's "move the model …
// move it again".
let froze = await bounded(rotate, 30000);
expect(froze, 'the first camera-rotate drag froze the wasm main thread (deadlock)').toBe(false);
await assertLive('camera rotate');
await settleRender(25000);
await assertLive('camera rotate settle');
// Validity: the render changed → the synthetic mouse actually reached the 3D canvas
// (guards against a false green where the drag missed the canvas entirely).
const mid = await sampleCanvas();
expect(mid.sig,
'the 3D render did not change after the first camera move — the synthetic mouse '
+ 'likely never reached the 3D canvas (invalid repro), or the render stalled')
.not.toBe(before.sig);
froze = await bounded(rotate, 30000);
expect(froze, 'the second camera-rotate drag froze the main thread').toBe(false);
await assertLive('camera rotate again');
await settleRender(25000);
await assertLive('camera rotate again settle');
await page.screenshot({ path: 'test-results/3d-viewer-deadlock.png', scale: 'device' });
// Sanity: the board still renders (not blank / crashed) after both moves.
const after = await sampleCanvas();
console.log(`[TEST] 3D render after interaction: ${after.distinctColors} distinct colours`);
expect(after.distinctColors,
'the 3D viewer should still render the board (many colours) after the camera moves')
.toBeGreaterThan(8);
});
});