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This is a continuation of the previous two commits.
As allocating a JS cell already primarily involves a realm instead of a
global object, and we'll need to pass one to the allocate() function
itself eventually (it's bridged via the global object right now), the
create() functions need to receive a realm as well.
The plan is for this to be the highest-level function that actually
receives a realm and passes it around, AOs on an even higher level will
use the "current realm" concept via VM::current_realm() as that's what
the spec assumes; passing around realms (or global objects, for that
matter) on higher AO levels is pointless and unlike for allocating
individual objects, which may happen outside of regular JS execution, we
don't need control over the specific realm that is being used there.
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This is a continuation of the previous commit.
Calling initialize() is the first thing that's done after allocating a
cell on the JS heap - and in the common case of allocating an object,
that's where properties are assigned and intrinsics occasionally
accessed.
Since those are supposed to live on the realm eventually, this is
another step into that direction.
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No functional changes - we can still very easily get to the global
object via `Realm::global_object()`. This is in preparation of moving
the intrinsics to the realm and no longer having to pass a global
object when allocating any object.
In a few (now, and many more in subsequent commits) places we get a
realm using `GlobalObject::associated_realm()`, this is intended to be
temporary. For example, create() functions will later receive the same
treatment and are passed a realm instead of a global object.
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Like any other regular, non-inheriting web platform prototype, the
prototype's prototype should be Object.prototype, not the global object.
Another reason to get rid of "global object (an object) + prototype
object (also an object)"-style APIs for allocation :^)
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As per the FIXME.
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This also demotes the constant to floats instead of doubles, because we
truncate it to int anyways and don't need the extra accuracy.
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SDL 2.24.0 starts having include loops if we try to do an in-tree build
against its wishes, so let's not do that anymore.
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⚡ - U+26A1 HIGH VOLTAGE
⚪ - U+26AA WHITE CIRCLE
⚫ - U+26AB BLACK CIRCLE
⚾ - U+26BE BASEBALL
✉ - U+2709 ENVELOPE
Coverage: https://emoji.serenityos.net
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🌡 - U+1F321 THERMOMETER
🌞 - U+1F31E SUN WITH FACE
⛅ - U+26C5 SUN BEHIND CLOUD
⛈ - U+26C8 CLOUD WITH LIGHTNING AND RAIN
🌪 - U+1F32A TORNADO
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Previously if `background-size` was 0px in any dimension we would
go into in infinite loop whilst painting.
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The recently added generate-emoji-txt.sh script uses a Bash 4
substitution feature, causing CI to fail as macOS ships an ancient Bash
3.x. We'll want to use a more recent version anyway, so let's do that
instead of updading the script to older syntax.
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The on_segment_change handler introduced in
a00fa793b37550a8b44122192346eeeb1d692bf9 was only getting called by
programmatically setting the segment, not by clicking a button or using
tab navigation.
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This patch makes the handler's behavior closer to what can be expected
from it's name by not handling set_selected_segment if the segment is
already selected.
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Boot profiling was previously broken due to init_stage2() passing the
event mask to sys$profiling_enable() via kernel pointer, but a user
pointer is expected.
To fix this, I added Process::profiling_enable() as an alternative to
Process::sys$profiling_enable which takes a u64 rather than a
Userspace<u64 const*>. It's a bit of a hack, but it works.
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This adds 16 emojis, and improves the emoji for Wine Glass.
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🫶🏿 - U+1FAF6 U+1F3FF Heart Hands: Dark Skin Tone
🫶🏾 - U+1FAF6 U+1F3FE Heart Hands: Medium-Dark Skin Tone
🫶🏽 - U+1FAF6 U+1F3FD Heart Hands: Medium Skin Tone
🫶🏼 - U+1FAF6 U+1F3FC Heart Hands: Medium-Light Skin Tone
🫶🏻 - U+1FAF6 U+1F3FB Heart Hands: Light Skin Tone
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This deadlock would incorrectly change the queue from almost empty to
full on dequeue because someone else could empty the queue after we had
checked its non-emptyness. The test would deadlock on this, which
doesn't happen anymore.
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These just resolve to an extra color stop.
Something like "red 10% 40%" is just shorthand for "red 10%, red 40%".
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This is an easy check to add and seems like it makes things a
tiny bit smoother.
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The only accepted syntax for these seems to be
<color> <length percentage> <length percentage>, no other order.
But that's just gathered from looking at other browsers as though
these are supported by all major browsers, they don't appear in
the W3C spec.
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We have to override Inode::update_timestamps() for ProcFS inodes,
otherwise we'll get the default behavior of erroring with ENOTIMPL.
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We have to override Inode::update_timestamps() for SysFS inodes,
otherwise we'll get the default behavior of erroring with ENOTIMPL.
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Instead of having "Flip Horizontally" in both the Image and Layer menus,
we now have "Flip Image Horizontally" and "Flip Layer Horizontally".
This same concept applied to other, similar actions.
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This avoids a jarring effect where we'd "snap" the image into place
upon the next resize event.
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This will make undoing a resize or rotate operation actually restore the
size of the image as well.
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Computation from last turn might have produced some nodes that are still
accurate. Keeping them should make the engine a bit smarter.
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Monte-Carlo methods are known to intensively create nodes and in our
case each leaf of the tree stores a board. However, for this use case,
we don't need a full board object that also contains game information.
This patch adds a `clone_cleared()` method that return a clone without
game information and uses it when constructing the tree.
It allows the ChessEngine much more possibility before getting out of
memory.
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This method temperate the habit of Monte-Carlo based algorithms to
repeatedly create new nodes.
It was first implemented in `Efficient Selectivity and Backup Operators
in Monte-Carlo Tree Search` by Rémi Coulom.
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This can be accessed from multiple CPUs at the same time, so relying on
the interrupt flag is clearly insufficient.
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You're still required to disable interrupts though, as the mappings are
per-CPU. This exposed the fact that our CR3 lookup map is insufficiently
protected (but we'll address that in a separate commit.)
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This is no longer required as these quickmaps are now per-CPU. :^)
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While the "regular" quickmap (used to temporarily map a physical page
at a known address for quick access) has been per-CPU for a while,
we also have the PD (page directory) and PT (page table) quickmaps
used by the memory management code to edit page tables. These have been
global, which meant that SMP systems had to keep fighting over them.
This patch makes *all* quickmaps per-CPU. We reserve virtual addresses
for up to 64 CPUs worth of quickmaps for now.
Note that all quickmaps are still protected by the MM lock, and we'll
have to fix that too, before seeing any real throughput improvements.
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Instead of having three separate APIs (one for each timestamp),
there's now only Inode::update_timestamps() and it takes 3x optional
timestamps. The non-empty timestamps are updated while holding the inode
mutex, and the outside world no longer has to look at intermediate
timestamp states.
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The current emoji_txt.cmake does not handle download errors (which were
a common source of issues in the build problems channel) or Unicode
versioning. These are both handled by unicode_data.cmake. Move the
download to unicode_data.cmake so that we can more easily handle next
month's Unicode 15 release.
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