perf(ui): shared KPI cache, live-cache-backed alarm summary, coalesced debug renders

This commit is contained in:
Joseph Doherty
2026-08-14 20:53:38 -04:00
parent ee193cd2bb
commit 8c0b36b2fa
19 changed files with 1554 additions and 64 deletions
@@ -291,13 +291,56 @@
.OrderBy(a => a.AttributeName)
.ToList();
/// <summary>Attribute composition forest, rebuilt from the live latest-per-name dictionary.</summary>
private IReadOnlyList<DebugTreeNode> AttributeForest =>
DebugTreeBuilder.BuildAttributeTree(_attributeValues.Values, _attrFilter);
// ── Tree memoization (arch-review WP2.4) ──────────────────────────────────
// Both forests used to be rebuilt from scratch on EVERY render — and a render
// fired per streamed event. A busy instance therefore rebuilt two whole
// composition trees hundreds of times a second, on the circuit's single
// dispatcher thread. The rebuild now sits behind a version stamp bumped
// whenever the underlying dictionaries change (a coalesced stream flush,
// Connect, Disconnect), so an unrelated re-render (tab switch, toast, status
// strip tick) reuses the forest instead of rebuilding it. Reusing the same
// instance also lets Blazor skip re-rendering the TreeView subtree entirely.
//
// The cached key includes the dictionary Count as well as the version: the
// trees must never go stale if the dictionaries are populated by some path
// that forgets to bump the stamp.
private int _dataVersion;
/// <summary>Alarm composition forest, rebuilt from the live latest-per-name dictionary.</summary>
private IReadOnlyList<DebugTreeNode> AlarmForest =>
DebugTreeBuilder.BuildAlarmTree(_alarmStates.Values, _alarmFilter);
private IReadOnlyList<DebugTreeNode>? _attrForestCache;
private (int Version, int Count, string Filter) _attrForestKey = (-1, -1, string.Empty);
private IReadOnlyList<DebugTreeNode>? _alarmForestCache;
private (int Version, int Count, string Filter) _alarmForestKey = (-1, -1, string.Empty);
/// <summary>Attribute composition forest, rebuilt only when the underlying data or filter changed.</summary>
private IReadOnlyList<DebugTreeNode> AttributeForest
{
get
{
var key = (_dataVersion, _attributeValues.Count, _attrFilter);
if (_attrForestCache is null || _attrForestKey != key)
{
_attrForestCache = DebugTreeBuilder.BuildAttributeTree(_attributeValues.Values, _attrFilter);
_attrForestKey = key;
}
return _attrForestCache;
}
}
/// <summary>Alarm composition forest, rebuilt only when the underlying data or filter changed.</summary>
private IReadOnlyList<DebugTreeNode> AlarmForest
{
get
{
var key = (_dataVersion, _alarmStates.Count, _alarmFilter);
if (_alarmForestCache is null || _alarmForestKey != key)
{
_alarmForestCache = DebugTreeBuilder.BuildAlarmTree(_alarmStates.Values, _alarmFilter);
_alarmForestKey = key;
}
return _alarmForestCache;
}
}
private DebugStreamSession? _session;
private ToastNotification _toast = default!;
@@ -458,6 +501,9 @@
foreach (var al in session.InitialSnapshot.AlarmStates)
_alarmStates[al.AlarmName] = al;
// Snapshot seeding is a data change like any other — bump the stamp so
// the memoized forests rebuild from it.
_dataVersion++;
_snapshot = session.InitialSnapshot;
_connected = true;
@@ -492,6 +538,11 @@
_snapshot = null;
_attributeValues.Clear();
_alarmStates.Clear();
// Drop anything the stream buffered for the session we just tore down, so a
// late flush can't repopulate a disconnected view.
_pendingAttributes.Clear();
_pendingAlarms.Clear();
_dataVersion++;
}
/// <summary>
@@ -508,37 +559,108 @@
_toast.ShowInfo("Cleared previous session — select a site and instance to begin.", autoDismissMs: 5000);
}
// ── Render coalescing (arch-review WP2.4) ─────────────────────────────────
// Every streamed event used to marshal onto the dispatcher and call
// StateHasChanged individually, so a chatty instance drove one full render
// (and two full tree rebuilds) per value change. Events now land in a
// thread-safe pending map keyed by name — repeated updates to the same tag
// inside one window collapse to the latest — and exactly ONE dispatcher
// marshal per window drains them, bumps the version stamp and renders once.
private const int RenderCoalesceMs = 250;
private readonly System.Collections.Concurrent.ConcurrentDictionary<string, AttributeValueChanged> _pendingAttributes = new();
private readonly System.Collections.Concurrent.ConcurrentDictionary<string, AlarmStateChanged> _pendingAlarms = new();
/// <summary>0/1 flag: whether a coalesce window is already armed. Interlocked-guarded.</summary>
private int _flushArmed;
/// <summary>
/// Handles one debug-stream event. The callback is invoked on an Akka/gRPC
/// thread, but <see cref="_attributeValues"/>/<see cref="_alarmStates"/> are
/// <see cref="Dictionary{TKey,TValue}"/> instances also enumerated by the
/// render thread (the tree forests + <see cref="FilteredAttributeValues"/> are
/// built from them). <c>Dictionary</c> is not thread-safe (CentralUI-021): a
/// write racing an enumeration can throw or corrupt the buckets. The mutation
/// is therefore marshalled onto the renderer's dispatcher via
/// <see cref="SafeInvokeAsync"/> so every access to the dictionaries — read
/// and write — happens on the render thread.
/// write racing an enumeration can throw or corrupt the buckets. The event is
/// therefore parked in a concurrent pending map here and applied on the
/// renderer's dispatcher by <see cref="FlushPendingAsync"/>, so every access to
/// the render dictionaries — read and write — still happens on one thread.
/// </summary>
private void HandleStreamEvent(object evt)
{
// CentralUI-009: the component may have been disposed while this event
// was in flight on the Akka/gRPC thread.
if (_disposed) return;
_ = SafeInvokeAsync(() =>
switch (evt)
{
case AttributeValueChanged av:
_pendingAttributes[av.AttributeName] = av;
break;
case AlarmStateChanged al:
_pendingAlarms[al.AlarmName] = al;
break;
default:
// Unknown event type — nothing to apply, no render needed.
return;
}
// Arm the window if it isn't already. Losers of the CAS have nothing to do:
// their event is in the pending map and the armed flush will pick it up.
if (Interlocked.CompareExchange(ref _flushArmed, 1, 0) == 0)
{
_ = FlushPendingAsync();
}
}
/// <summary>
/// Waits out the coalesce window, then applies everything buffered in one
/// dispatcher pass and renders once.
/// </summary>
private async Task FlushPendingAsync()
{
try
{
await Task.Delay(RenderCoalesceMs);
}
catch
{
// Delay never faults in practice; if it ever did, fall through and drain.
}
if (_disposed)
{
Volatile.Write(ref _flushArmed, 0);
return;
}
await SafeInvokeAsync(() =>
{
// Disarm BEFORE draining: an event arriving mid-drain then arms a fresh
// window rather than being stranded until the next unrelated event.
Volatile.Write(ref _flushArmed, 0);
if (_disposed) return;
switch (evt)
var applied = false;
foreach (var key in _pendingAttributes.Keys)
{
case AttributeValueChanged av:
if (_pendingAttributes.TryRemove(key, out var av))
{
_attributeValues[av.AttributeName] = av;
break;
case AlarmStateChanged al:
_alarmStates[al.AlarmName] = al;
break;
default:
// Unknown event type — no re-render needed.
return;
applied = true;
}
}
foreach (var key in _pendingAlarms.Keys)
{
if (_pendingAlarms.TryRemove(key, out var al))
{
_alarmStates[al.AlarmName] = al;
applied = true;
}
}
if (!applied) return;
_dataVersion++;
StateHasChanged();
});
}