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go/internal/lsp/source/deep_completion.go
Muir Manders b29f5f60c3 internal/lsp: limit deep completion search scope
Deep completions can take a long time (500ms+) if there are many
large, deeply nested structs in scope. To make sure we return
completion results in a timely manner we now notice if we have spent
"too long" searching for deep completions and reduce the search scope.

In particular, our overall completion budget is 100ms. This value is
often cited as the longest latency that still feels instantaneous to
most people. As we spend 25%, 50%, and 75% of our budget we limit our
deep completion candidate search depth to 4, 3, and 2,
respectively. If we hit 90% of our budget, we disable deep completions
entirely.

In my testing, limiting the search scope to 4 normally makes even
enormous searches finish in a few milliseconds. Of course, you can
have arbitrarily many objects in scope with arbitrarily many fields,
so to cover our bases we continue to dial down the search depth as
needed.

I replaced the "enabled" field with a "maxDepth" field that disables
deep search when set to 0.

Change-Id: I9b5a07de70709895c065503ae6082d1ea615d1af
Reviewed-on: https://go-review.googlesource.com/c/tools/+/190978
Run-TryBot: Rebecca Stambler <rstambler@golang.org>
TryBot-Result: Gobot Gobot <gobot@golang.org>
Reviewed-by: Ian Cottrell <iancottrell@google.com>
2019-08-27 20:50:25 +00:00

174 lines
5.0 KiB
Go

// Copyright 2019 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package source
import (
"go/types"
"strings"
"time"
)
// Limit deep completion results because in most cases there are too many
// to be useful.
const MaxDeepCompletions = 3
// deepCompletionState stores our state as we search for deep completions.
// "deep completion" refers to searching into objects' fields and methods to
// find more completion candidates.
type deepCompletionState struct {
// maxDepth limits the deep completion search depth. 0 means
// disabled and -1 means unlimited.
maxDepth int
// chain holds the traversal path as we do a depth-first search through
// objects' members looking for exact type matches.
chain []types.Object
// chainNames holds the names of the chain objects. This allows us to
// save allocations as we build many deep completion items.
chainNames []string
// highScores tracks the highest deep candidate scores we have found
// so far. This is used to avoid work for low scoring deep candidates.
highScores [MaxDeepCompletions]float64
// candidateCount is the count of unique deep candidates encountered
// so far.
candidateCount int
}
// push pushes obj onto our search stack.
func (s *deepCompletionState) push(obj types.Object) {
s.chain = append(s.chain, obj)
s.chainNames = append(s.chainNames, obj.Name())
}
// pop pops the last object off our search stack.
func (s *deepCompletionState) pop() {
s.chain = s.chain[:len(s.chain)-1]
s.chainNames = s.chainNames[:len(s.chainNames)-1]
}
// chainString joins the chain of objects' names together on ".".
func (s *deepCompletionState) chainString(finalName string) string {
s.chainNames = append(s.chainNames, finalName)
chainStr := strings.Join(s.chainNames, ".")
s.chainNames = s.chainNames[:len(s.chainNames)-1]
return chainStr
}
// isHighScore returns whether score is among the top MaxDeepCompletions
// deep candidate scores encountered so far. If so, it adds score to
// highScores, possibly displacing an existing high score.
func (s *deepCompletionState) isHighScore(score float64) bool {
// Invariant: s.highScores is sorted with highest score first. Unclaimed
// positions are trailing zeros.
// First check for an unclaimed spot and claim if available.
for i, deepScore := range s.highScores {
if deepScore == 0 {
s.highScores[i] = score
return true
}
}
// Otherwise, if we beat an existing score then take its spot and scoot
// all lower scores down one position.
for i, deepScore := range s.highScores {
if score > deepScore {
copy(s.highScores[i+1:], s.highScores[i:])
s.highScores[i] = score
return true
}
}
return false
}
func (c *completer) inDeepCompletion() bool {
return len(c.deepState.chain) > 0
}
// shouldPrune returns whether we should prune the current deep
// candidate search to reduce the overall search scope. The
// maximum search depth is reduced gradually as we use up our
// completionBudget.
func (c *completer) shouldPrune() bool {
if !c.inDeepCompletion() {
return false
}
c.deepState.candidateCount++
// Check our remaining budget every 1000 candidates.
if c.deepState.candidateCount%1000 == 0 {
spent := float64(time.Since(c.startTime)) / float64(completionBudget)
switch {
case spent >= 0.90:
// We are close to exhausting our budget. Disable deep completions.
c.deepState.maxDepth = 0
case spent >= 0.75:
// We are running out of budget, reduce max depth again.
c.deepState.maxDepth = 2
case spent >= 0.5:
// We have used half our budget, reduce max depth again.
c.deepState.maxDepth = 3
case spent >= 0.25:
// We have used a good chunk of our budget, so start limiting our search.
// By default the search depth is unlimited, so this limit, while still
// generous, is normally a huge reduction in search scope that will result
// in our search completing very soon.
c.deepState.maxDepth = 4
}
}
if c.deepState.maxDepth >= 0 {
return len(c.deepState.chain) >= c.deepState.maxDepth
}
return false
}
// deepSearch searches through obj's subordinate objects for more
// completion items.
func (c *completer) deepSearch(obj types.Object) {
if c.deepState.maxDepth == 0 {
return
}
// If we are definitely completing a struct field name, deep completions
// don't make sense.
if c.wantStructFieldCompletions() && c.enclosingCompositeLiteral.inKey {
return
}
// Don't search into type names.
if isTypeName(obj) {
return
}
// Don't search embedded fields because they were already included in their
// parent's fields.
if v, ok := obj.(*types.Var); ok && v.Embedded() {
return
}
// Push this object onto our search stack.
c.deepState.push(obj)
switch obj := obj.(type) {
case *types.PkgName:
c.packageMembers(obj)
default:
// For now it is okay to assume obj is addressable since we don't search beyond
// function calls.
c.methodsAndFields(obj.Type(), true)
}
// Pop the object off our search stack.
c.deepState.pop()
}