Rework internal navigation to prevent deadlocking

The mix of sync and async HTTP requests requires care to avoid deadlocks.
Previously, it was possible for async requests to use up all available HTTP
state objects duration a navigation flow (either directly, or via an internal
redirect (e.g. click, submit, ...)). This would block the navigation, which,
because everything is single thread, would block the I/O loop, resulting in a
deadlock.

The correct solution seems to be to remove all synchronous I/O. And I tried to
do that, but I ran into a wall with module-loading, which is initiated from V8.
V8 says "give me the source for this module", and I don't see a great way to
tell it: wait a bit.

So I went back to trying to make this work with the hybrid model, despite last
weeks failures to get it to work. I changed two things:

1 - The http client will only directly initiate an async request if there's
    at least 2 free state objects available (1 for the request, and leaving 1
    free for any synchronous requests)

2 - Delayed navigation retries until there's at least 1 free http state object
    available.

Commits from last week did help with this. First, we're now guaranteed to have
a single sync-request at a time (previously, we could have had 2). Secondly,
the async connection is now async end-to-end (previously, it could have blocked
on an empty state pool).

We could probably make this a bit more obviously by reserving 1 state object
for synchronous requests. But, since the long term solution is probably having
no synchronous requests, I'm happy with anything that lets me move past this
issue.
This commit is contained in:
Karl Seguin
2025-06-11 17:44:45 +08:00
parent 0de33b36f8
commit 97c769e805
5 changed files with 124 additions and 46 deletions

View File

@@ -220,7 +220,7 @@ fn closeTarget(cmd: anytype) !void {
bc.session_id = null;
}
try bc.session.removePage();
bc.session.removePage();
if (bc.isolated_world) |*world| {
world.deinit();
bc.isolated_world = null;