perf: prevent import hanging with timeouts and batching
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- verifyAndFixInteractionModesCount: paginated DB queries (500/batch)
  instead of loading all items into memory at once
- withFurniDataLock: add 60s chain timeout to prevent deadlocks
  when a lock holder stalls or crashes
- withGamedataLock: same timeout protection for gamedata locks
- conversion-pool: add 60s per-job timeout, fall back to main thread
- furni/batch: abort signal + post_import progress events + skip
  post-import steps when client disconnects
- furni/batch-regen: abort signal + early exit when disconnected
- clone/sync-all: pre-fetch furnidata once per source instead of
  per item (eliminates 2000+ redundant fetches)
- sse-client: add 60s idle timeout to prevent infinite hangs
This commit is contained in:
openhands committed 2026-08-31 18:25:32 +02:00
1 parent f70d96b81c
commit 7556b1f3fa
5 files changed
+222 -93

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@@ -2,10 +2,12 @@ import { promises as fs } from "node:fs";
const LOCK_STALE_MS = 60_000;
const LOCK_ACQUIRE_TIMEOUT_MS = 30_000;
const CHAIN_TIMEOUT_MS = 60_000;
// In-process serialization, keyed by absolute file path, layered on top of the
// on-disk lock so multiple awaiters in the same Node process queue cleanly.
const chains = new Map<string, Promise<void>>();
const chainTimestamps = new Map<string, number>();
async function acquireDiskLock(lockPath: string): Promise<void> {
const deadline = Date.now() + LOCK_ACQUIRE_TIMEOUT_MS;
@@ -34,6 +36,48 @@ async function acquireDiskLock(lockPath: string): Promise<void> {
}
}
/**
* Wait for the previous chain holder with a timeout.
* If the chain holder stalled (e.g. process crash, unhandled rejection),
* we break the chain instead of waiting forever.
*/
async function waitForChain(filePath: string): Promise<void> {
const prev = chains.get(filePath);
if (!prev) return;
const timestamp = chainTimestamps.get(filePath) ?? 0;
const elapsed = Date.now() - timestamp;
if (elapsed > CHAIN_TIMEOUT_MS) {
// Previous holder took too long — break the chain
console.warn(
`[gamedata-lock] Breaking stale chain for ${filePath} (held for ${elapsed}ms)`,
);
chains.delete(filePath);
chainTimestamps.delete(filePath);
return;
}
try {
await Promise.race([
prev,
new Promise((_, reject) =>
setTimeout(
() => reject(new Error("chain timeout")),
Math.max(1, CHAIN_TIMEOUT_MS - elapsed),
),
),
]);
} catch {
// Chain holder timed out or crashed — break the chain
console.warn(
`[gamedata-lock] Chain timeout for ${filePath}, breaking chain`,
);
chains.delete(filePath);
chainTimestamps.delete(filePath);
}
}
export async function withGamedataLock<T>(
filePath: string,
fn: () => Promise<T>,
@@ -42,15 +86,20 @@ export async function withGamedataLock<T>(
const acquired = new Promise<void>((r) => {
release = r;
});
const prev = chains.get(filePath) ?? Promise.resolve();
await waitForChain(filePath);
chains.set(filePath, acquired);
await prev;
chainTimestamps.set(filePath, Date.now());
const lockPath = `${filePath}.lock`;
await acquireDiskLock(lockPath);
try {
return await fn();
} finally {
await fs.unlink(/*turbopackIgnore: true*/ lockPath).catch(() => {});
chains.delete(filePath);
chainTimestamps.delete(filePath);
release();
}
}