This will be useful in the upcoming listdir utility (in the next commit)
to get the file type which is obtained in the get_dir_entries syscall,
so it's not changed later by the fstatat syscall.
This will ensure that we get the raw file type value as it's represented
by directory entries from the get_dir_entries syscall.
SysFS, ProcFS and DevPtsFS were all sending filetype 0 when traversing
their directories, but it is actually very easy to send proper filetypes
in these filesystems.
This patch binds all RAM backed filesystems to use only one enum for
their internal filetype, to simplify the implementation and allow
sharing of code.
Please note that the Plan9FS case is currently not solved as I am not
familiar with this filesystem and its constructs.
The ProcFS mostly keeps track of the filetype, and a fix was needed for
the /proc root directory - all processes exhibit a directory inside it
which makes it very easy to hardcode the directory filetype for them.
There's also the `self` symlink inode which is now exposed as DT_LNK.
As for SysFS, we could leverage the fact everything inherits from the
SysFSComponent class, so we could have a virtual const method to return
the proper filetype.
Most of the files in SysFS are "regular" files though, so the base class
has a non-pure virtual method.
Lastly, the DevPtsFS simply hardcodes '.' and '..' as directory file
type, and everything else is hardcoded to send the character device file
type, as this filesystem is only exposing character pts device files.
The paintable tree structure more closely matches the painting order
when fragments are owned by corresponding inline paintables. This
change does not affect the layout tree, as it is more convenient for
layout purposes to have all fragments owned by a block container in
one place.
Additionally, this improves performance significantly on pages with
many fragments, as we no longer have to walk the ancestor chain up
to the closest block container to determine if a fragment belongs
to an inline paintable.
Instead of trying to be clever and detaching the paint tree lazily,
just detach all paintables from both DOM and layout tree when building
and committing respectively.
Switch over from deprecated_attribute to attribute, and reuse the result
of this lookup for both checking whether that attribute exists - and for
retrieving the value of that attribute when we need it.
Rather than resolving the text-shadow each time painting commands are
recorded, we can resolve it once during the layout commit and save the
resolved values in paintable fragments. This is also step towards
getting rid of layout node pointer in paintable fragment.
If the entire document is invalidated, we know a full style update is
coming soon, and there's no need to try and invalidate a smaller part.
This avoids a *lot* of work on some pages. As an example, we are able to
skip ~1.5 million style invalidations on https://html.spec.whatwg.org/
This is a part of refactoring towards making the paintable tree
independent of the layout tree. Now, instead of transferring text
fragments from the layout tree to the paintable tree during the layout
commit phase, we allocate separate PaintableFragments that contain only
the information necessary for painting. Doing this also allows us to
get rid LineBoxes, as they are used only during layout.
Use the [FlyString] extended attribute to allow these functions to take
an Optional<FlyString> directly, allowing us to tidy up some conversions
from Optional<String>.
`JsonValue::to_byte_string` has peculiar type-erasure semantics which is
not usually intended. Unfortunately, it also has a very stereotypical
name which does not warn about unexpected behavior. So let's prefix it
with `deprecated_` to make new code use `as_string` if it just wants to
get string value or `serialized<StringBuilder>` if it needs to do proper
serialization.
`on_game_start` is not called until the player makes a move, so waiting
until then means that the solve button would still be visible when
starting a new game after completing one. By hiding the button in
`on_game_end`, this happens when the game-over animation starts playing
instead.
A bunch of users used consume_specific with a constant ByteString
literal, which can be replaced by an allocation-free StringView literal.
The generic consume_while overload gains a requires clause so that
consume_specific("abc") causes a more understandable and actionable
error.
This is for some reason needed for riscv64 clang, as otherwise the
kernel.map file would grow too big to fit in its section inside the
kernel image.
None of our other architectures have temporary locals in their
kernel.map.
We initialize the MMU by first setting up the page tables for the
kernel image and the initial kernel stack.
Then we jump to a identity mapped page which makes the newly created
kernel root page table active by setting `satp` and then jumps to
`init`.
This trap handler uses the SBI to print an error message via a newly
introduced panic function, which is necessary as `pre_init` is running
identity mapped.
Also add a header file for `pre_init.cpp` as we wan't to use the panic
and `dbgln` function in the MMU init code as well.