This adds a set of Wasm convenience functions to ease memory management.
These are all prefixed with `ghostty_wasm` and are documented as part of
the standard Doxygen docs.
I also added a very simple single-page HTML example that demonstrates
how to use the Wasm module for key encoding.
This also adds a bunch of safety checks to the C API to verify that
valid values are actually passed to the function. This is an easy to hit
bug.
**AI disclosure:** The example is AI-written with Amp. I read through
all the code and understand it but I can't claim there isn't a better
way, I'm far from a JS expert. It is simple and works currently though.
Happy to see improvements if anyone wants to contribute.
This makes `libghostty-vt` build for freestanding wasm targets (aka a
browser) and produce a `ghostty-vt.wasm` file. This exports the same C
API that libghostty-vt does.
This commit specifically makes the changes necessary for the build to
build properly and for us to run the build in CI. We don't yet actually
try using it...
Fixes a crash when NSLocale returns nil for languageCode or countryCode
properties. This can happen when the app launches without locale
environment variables set.
The crash occurs at `src/os/locale.zig:87-88` when trying to call
`getProperty()` on a nil object. The fix adds a null check and falls
back to `en_US.UTF-8` instead of dereferencing null.
## Testing
Tested by running with locale variables unset:
```bash
unset LC_ALL && ./zig-out/Ghostty.app/Contents/MacOS/ghostty
```
Before: segmentation fault
After: launches successfully with fallback locale
Fixes#8900
Our xterm modify other keys state 2 encoding was stripped consumed mods
from the keyboard event. This doesn't match xterm or other popular
terminal emulators (but most importantly: xterm). Use the full set of
mods and add a test to verify this.
Reproduction:
```
printf '\033[>4;2m'
cat
```
Then press `ctrl+shift+h` and compare across terminals.
Closes#8430
A few questions:
* Should I set a default keybind for `toggle-mouse-reporting`? The issue
mentioned one, it's currently unset.
* Am I handling the `toggle-mouse-reporting` action properly in
`performAction` (gtk) / `action` (macos)?
Copilot was used to understand the codebase, but code was authored
manually.
This cleans up some of our termio exec code by unifying process launch
state into a single union type. This makes it easier to distinguish
between the current two mutually exclusive modes of launching a process:
fork/exec and flatpak dbus commands.
It also ensures everyplace we touch related to process launching is
forced to address every case (exhaustive switch handling). I did find
one resource cleanup bug based on this cleanup, which is also fixed
here. This just improves memory slightly so it's not a big deal.
If we add future ways to launch processes, we can add a new union case.
For example, I originally had a `posix_spawn` option while I was
experimenting with that before abandoning it (see #9274).
The host validation code previously expected IPv6 addresses to be
enclosed in [brackets], but that's not how ssh(1) expects them.
This change removes that requirement and reimplements the host
validation routine to check for valid hostnames and IP addresses (IPv4
and IPv6) using standard routines rather than custom logic.
std.net.isValidHostname is currently too generous. It considers strings
like ".example.com", "exa..mple.com", and "-example.com" to be valid
hostnames, which is incorrect according to RFC 1123 (the currently
accepted standard).
Until the standard library function is improved, we can use this local
implementation that does follow the RFC 1123 standard.
I asked Claude to perform an audit of the code based on its understand
of the RFC. It suggested some additional test cases and considers the
overall implementation to be robust (its words) and standards compliant.
Ref: https://www.rfc-editor.org/rfc/rfc1123
`fish_add_path` by default updates the `fish_user_paths` universal
variable which makes the modification persist across shell sessions.
The integration also tries to update the `fish_user_paths` when the
desired path already appears in the `PATH` environment variable but
not in `fish_user_paths`. Because `fish_user_paths` will always be
inserted before the inherited `PATH` env. This makes the added path
unintentionally has a higher priority.
This patch makes the above issues by adding `--global` and `--path`
options to `fish_user_paths` which limits the modification scope and
ensures that the path won't be added if it already exists in `PATH`.
This fixes the source of a deadlock that some tip users have hit. If our
surface mailbox is full and there is a dirty scrollbar state, then
drawFrame would block forever trying to queue to the surface mailbox.
We now fail instantly if the queue is full and keep the scrollbar state
dirty. We can try again on the next frame, it's not a critical thing to
get updated.
This fixes the source of a deadlock that some tip users have hit. If our
surface mailbox is full and there is a dirty scrollbar state, then
drawFrame would block forever trying to queue to the surface mailbox.
We now fail instantly if the queue is full and keep the scrollbar state
dirty. We can try again on the next frame, it's not a critical thing to
get updated.
Fixes#2731 (again)
This regressed in 1.2 due to the renderer rework missing porting this. I
believe this issue is still valid even with the rework since the font
grid changes the atlas and if there are still cached cells that
reference the old atlas coordinates it will produce garbage.
Related to #111
This adds the necessary logic and data for the `PageList` data structure
to keep track of **total length** of the screen, **offset** into the
viewport, and **length** of the viewport. These three values are
necessary to _render_ a scrollbar. This PR updates the renderer to grab
this information but stops short of actually drawing a scrollbar (which
we'll do with native UI), in the interest of having a PR that doesn't
contain too many changes.
**This doesn't yet draw a scrollbar, these are just the internal changes
necessary to support it.**
## Background
The `PageList` structure is very core to how we represent terminal
state. It maintains a doubly linked list of "pages" (not literally
virtual memory pages, but close). Each page stores cell information,
styles, hyperlinks, etc fully self-contained in a contiguous sets of VM
pages using offset addresses rather than full pointers. **Pages are not
guaranteed to be equal sizes.** (This is where scrollbars get difficult)
Because it is a linked list structure of non-equal sized nodes, it isn't
amenable to typical scrollbar behavior. A scrollbar needs to know: full
size, offset, and length in order to draw the scrollbar properly.
Getting these values naively is `O(N)` within the data structure that is
on the hottest IO performance path in all of Ghostty.
## Implementation
### PageList
We now maintain two cached values for **total length** and **viewport
offset**.
The total length is relatively straightforward, we just have to be
careful to update it in every operation that could add or remove rows.
I've done this and ensured that every place we update it is covered with
unit test coverage.
The viewport offset is nasty, but I came up with what I believe is a
good solution. The viewport when arbitrarily scrolled is defined as a
direct pointer to the linked list node plus a row offset into that node.
The only way to calculate offset from the top is `O(N)`.
But we have a couple shortcuts:
1. If the viewport is at the bottom (most common) or top, calculating
the offset is `O(1)`: bottom is `total_rows - active_rows`, both readily
available. And top is `0` by definition.
2. Operations on the PageList typically add or remove rows. We don't do
arbitrary linked list surgery. If we instrument those areas with delta
updates to our cache, we can avoid the `O(N)` cost for most operations,
including scrolling a scrollbar. The only expensive operation is a full,
arbitrary jump (new node pointer).
Point 1 was quick to implement, so I focused all the complexity on point
2. Whenever we have an operation that adds or removes rows (for example
pruning the scroll back, adding more, erase rows within the active area,
etc.) then I do the math to calculate the delta change required for the
offset if we've already calculated it, and apply that directly.
### Renderer
The other issue was how to notify the apprts of scrollbar state. Sending
messages on any terminal change within the IO thread is a non-option
because (1) sending messages is slow (2) the terminal changes a lot and
(3) any slowness in the IO thread slows down overall terminal
throughput.
The solution was to **trigger scrollbar notifications with the renderer
vsync**. We read the scrollbar information when we render a frame,
compare it to renderer previous state, and if the scrollbar changed,
send a message to the apprt _after the frame is GPU-renderer_.
The renderer spends _most_ of its time sleeping compared to the IO
thread, and has more opportunities for optimizing its awake time.
Additionally, there's no reason to update the scrollbar information if
the renderer hasn't rendered the new frames because the user can't even
see the stuff the scrollbar wants to scroll to. We're talking about
millisecond scale stuff here at worst but it adds up.
## Performance
No noticeable performance impact for the additional metrics:
<img width="1012" height="738" alt="image"
src="https://github.com/user-attachments/assets/4ed0a3e8-6d76-40c1-b249-e34041c2f6fd"
/>
## AI Usage
I used Amp to help audit the codebase and write tests. I wrote all the
main implementation code manually. I came up with the main design
myself. Relevant threads:
-
https://ampcode.com/threads/T-95fff686-75bb-4553-a2fb-e41fe4cd4b77#message-0-block-0
-
https://ampcode.com/threads/T-48e9a288-b280-4eec-83b7-ca73d029b4ef#message-91-block-0
## Future
This is just the internal changes necessary to _draw_ a scrollbar. There
will be other changes we'll need to add to handle grabbing and actually
jumping the scrollbar. I have a good idea of how to implement those
performantly as well.
Fixes#9191
This changes our color change operations from writing to the renderer
mailbox directly to using our `rendererMailboxWriter` function which
handles the scenario where the mailbox is full by yielding the lock,
waking up the renderer, and retrying later.
This is a known deadlock scenario we've worked around since the private
beta days, but unfortunately this slipped through and I didn't catch it
in review.
What happens here is it's possible with certain escape sequences for the
IO thread to saturate other mailboxes with messages while holding the
terminal state lock. This can happen to any thread. This ultimately
leads to starvation and all threads deadlock.
Our IO thread is the only thread that produces this kind of massive
stream of events while holding the lock, so we have helpers in it to
attempt to queue (cheap, fast) and if that fails then to yield the lock,
wakeup the target thread, requeue, and grab the lock again (expensive,
slow).