Files
bigjakk e5b411cee5 Initial release: patched Electron builds fixing WebSocket starvation
Fixes a Chromium regression where continuous mouse input (e.g., shooting
in FPS games) starves WebSocket/Worker message dispatch when
--disable-frame-rate-limit is active.

Includes:
- Patch diff for main_thread_scheduler_impl.cc
- Automated CDP stress test for verification
- Full build-from-source guide

Pre-built binaries available in Releases.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-02 07:12:39 -08:00

89 lines
3.4 KiB
HTML

<!DOCTYPE html>
<html>
<head><title>WS Starvation Stress Test</title></head>
<body style="margin:0; overflow:hidden; background:#111;">
<canvas id="c" style="width:100vw;height:100vh;display:block;"></canvas>
<div id="hud" style="position:fixed;top:10px;left:10px;color:#0f0;font:14px monospace;background:rgba(0,0,0,0.8);padding:10px;z-index:10;pointer-events:none;"></div>
<script>
const canvas = document.getElementById('c');
const ctx = canvas.getContext('2d');
const hud = document.getElementById('hud');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Draw crosshair at mouse position (forces compositor work on every mousemove)
let mx = canvas.width/2, my = canvas.height/2;
let mouseDown = false;
let moveCount = 0;
let frameCount = 0;
document.addEventListener('mousedown', (e) => {
mouseDown = true;
mx = e.clientX; my = e.clientY;
// Simulate shooting — draw muzzle flash (forces paint)
ctx.fillStyle = '#ff0';
ctx.beginPath();
ctx.arc(mx, my, 30, 0, Math.PI*2);
ctx.fill();
});
document.addEventListener('mouseup', () => { mouseDown = false; });
document.addEventListener('mousemove', (e) => {
mx = e.clientX; my = e.clientY;
moveCount++;
// Force layout/paint on every single mousemove
// This is what triggers the compositor priority boost
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw crosshair
ctx.strokeStyle = mouseDown ? '#f00' : '#0f0';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(mx - 20, my); ctx.lineTo(mx + 20, my);
ctx.moveTo(mx, my - 20); ctx.lineTo(mx, my + 20);
ctx.stroke();
// Draw particles when "shooting"
if (mouseDown) {
for (let i = 0; i < 5; i++) {
ctx.fillStyle = `hsl(${Math.random()*60}, 100%, 50%)`;
ctx.fillRect(mx + Math.random()*60-30, my + Math.random()*60-30, 3, 3);
}
}
});
// requestAnimationFrame loop (keeps compositor busy at unlimited FPS)
function frame() {
frameCount++;
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
// WebSocket latency tracking
let wsLatencies = [];
const ws = new WebSocket('ws://' + location.host);
ws.onmessage = (e) => {
const now = performance.now();
if (ws._lastReceive) {
wsLatencies.push(now - ws._lastReceive);
}
ws._lastReceive = now;
};
// Periodic HUD update
setInterval(() => {
if (wsLatencies.length < 2) return;
const recent = wsLatencies.slice(-300); // last 5 seconds at 60Hz
const sorted = [...recent].sort((a,b) => a - b);
const avg = recent.reduce((a,b) => a+b, 0) / recent.length;
const p95 = sorted[Math.floor(sorted.length * 0.95)];
const p99 = sorted[Math.floor(sorted.length * 0.99)];
const max = sorted[sorted.length - 1];
const over50 = recent.filter(x => x > 50).length;
hud.innerHTML =
`Mouse: ${mouseDown ? 'SHOOTING' : 'idle'} (${moveCount} moves)<br>` +
`Frames: ${frameCount}<br>` +
`WS: avg=${avg.toFixed(1)} p95=${p95.toFixed(1)} p99=${p99.toFixed(1)} max=${max.toFixed(1)}<br>` +
`WS >50ms: ${over50}/${recent.length} (${(over50/recent.length*100).toFixed(1)}%)`;
}, 250);
</script>
</body>
</html>