| Index: Source/bindings/core/v8/ScriptStreamer.cpp
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| diff --git a/Source/bindings/core/v8/ScriptStreamer.cpp b/Source/bindings/core/v8/ScriptStreamer.cpp
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..c92040954d5c931b2a01a019972d3a6842543185
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| --- /dev/null
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| +++ b/Source/bindings/core/v8/ScriptStreamer.cpp
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| @@ -0,0 +1,360 @@
|
| +// Copyright 2014 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
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| +
|
| +#include "config.h"
|
| +#include "bindings/core/v8/ScriptStreamer.h"
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| +
|
| +#include "bindings/core/v8/ScriptStreamerThread.h"
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| +#include "bindings/core/v8/V8ScriptRunner.h"
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| +#include "core/dom/Document.h"
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| +#include "core/dom/Element.h"
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| +#include "core/dom/PendingScript.h"
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| +#include "core/fetch/ScriptResource.h"
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| +#include "core/frame/Settings.h"
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| +#include "platform/SharedBuffer.h"
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| +#include "wtf/MainThread.h"
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| +#include "wtf/text/TextEncodingRegistry.h"
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| +
|
| +namespace blink {
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| +
|
| +// SourceStream implements the streaming interface towards V8. The main
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| +// functionality is preparing the data to give to V8 on main thread, and
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| +// actually giving the data (via GetMoreData which is called on a background
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| +// thread).
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| +class SourceStream : public v8::ScriptCompiler::ExternalSourceStream {
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| + WTF_MAKE_NONCOPYABLE(SourceStream);
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| +public:
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| + SourceStream(ScriptStreamer* streamer)
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| + : v8::ScriptCompiler::ExternalSourceStream()
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| + , m_streamer(streamer)
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| + , m_backgroundThreadWaitingForData(false)
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| + , m_dataPointer(0)
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| + , m_dataLength(0)
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| + , m_dataPosition(0)
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| + , m_loadingFinished(false)
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| + , m_cancelled(false)
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| + , m_allDataReturned(false) { }
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| +
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| + virtual ~SourceStream() { }
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| +
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| + // Called by V8 on a background thread. Should block until we can return
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| + // some data.
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| + virtual size_t GetMoreData(const uint8_t** src) OVERRIDE
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| + {
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| + ASSERT(!isMainThread());
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| + MutexLocker locker(m_mutex);
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| + if (m_cancelled || m_allDataReturned)
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| + return 0;
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| + // The main thread might be modifying the data buffer of the Resource,
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| + // so we cannot read it here. Post a task to the main thread and wait
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| + // for it to complete.
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| + m_backgroundThreadWaitingForData = true;
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| + m_dataPointer = src;
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| + m_dataLength = 0;
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| + callOnMainThread(WTF::bind(&SourceStream::prepareDataOnMainThread, this));
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| + m_condition.wait(m_mutex);
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| + if (m_cancelled || m_allDataReturned)
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| + return 0;
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| + return m_dataLength;
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| + }
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| +
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| + void didFinishLoading()
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| + {
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| + ASSERT(isMainThread());
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| + if (m_streamer->resource()->errorOccurred()) {
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| + // The background thread might be waiting for data. Wake it up. V8
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| + // will perceive this as EOS and call the completion callback. At
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| + // that point we will resume the normal "script loaded" code path
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| + // (see HTMLScriptRunner::notifyFinished which doesn't differentiate
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| + // between scripts which loaded successfully and scripts which
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| + // failed to load).
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| + cancel();
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| + return;
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| + }
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| + {
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| + MutexLocker locker(m_mutex);
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| + m_loadingFinished = true;
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| + if (!m_backgroundThreadWaitingForData)
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| + return;
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| + }
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| + prepareDataOnMainThread();
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| + }
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| +
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| + void didReceiveData()
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| + {
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| + ASSERT(isMainThread());
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| + prepareDataOnMainThread();
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| + }
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| +
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| + void cancel()
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| + {
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| + ASSERT(isMainThread());
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| + // The script is no longer needed by the upper layers. Stop streaming
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| + // it. The next time GetMoreData is called (or woken up), it will return
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| + // 0, which will be interpreted as EOS by V8 and the parsing will
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| + // fail. ScriptStreamer::streamingComplete will be called, and at that
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| + // point we will release the references to SourceStream.
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| + MutexLocker locker(m_mutex);
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| + m_cancelled = true;
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| + m_backgroundThreadWaitingForData = false;
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| + m_condition.signal();
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| + }
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| +
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| +private:
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| + void prepareDataOnMainThread()
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| + {
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| + ASSERT(isMainThread());
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| + MutexLocker locker(m_mutex);
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| + if (!m_backgroundThreadWaitingForData) {
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| + // It's possible that the background thread is not waiting. This
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| + // happens when 1) data arrives but V8 hasn't requested data yet, 2)
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| + // we have previously scheduled prepareDataOnMainThread, but some
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| + // other event (load cancelled or finished) already retrieved the
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| + // data and set m_backgroundThreadWaitingForData to false.
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| + return;
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| + }
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| + // The Resource must still be alive; otherwise we should've cancelled
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| + // the streaming (if we have cancelled, the background thread is not
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| + // waiting).
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| + ASSERT(m_streamer->resource());
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| +
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| + if (m_streamer->resource()->cachedMetadata(V8ScriptRunner::tagForCodeCache())) {
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| + // The resource has a code cache, so it's unnecessary to stream and
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| + // parse the code. Cancel the streaming and resume the non-streaming
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| + // code path.
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| + m_streamer->suppressStreaming();
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| + m_cancelled = true;
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| + m_backgroundThreadWaitingForData = false;
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| + m_condition.signal();
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| + return;
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| + }
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| +
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| + if (!m_resourceBuffer) {
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| + // We don't have a buffer yet. Try to get it from the resource.
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| + SharedBuffer* buffer = m_streamer->resource()->resourceBuffer();
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| + if (!buffer) {
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| + // The Resource hasn't created its SharedBuffer yet. At some
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| + // point (at latest when the script loading finishes) this
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| + // function will be called again and we will have data.
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| + if (m_loadingFinished) {
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| + // This happens only in special cases (e.g., involving empty
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| + // scripts).
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| + m_allDataReturned = true;
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| + m_backgroundThreadWaitingForData = false;
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| + m_condition.signal();
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| + }
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| + return;
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| + }
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| + m_resourceBuffer = RefPtr<SharedBuffer>(buffer);
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| + }
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| +
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| + // Get as much data from the ResourceBuffer as we can.
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| + const char* data = 0;
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| + Vector<const char*> chunks;
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| + Vector<unsigned> chunkLengths;
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| + while (unsigned length = m_resourceBuffer->getSomeData(data, m_dataPosition)) {
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| + // FIXME: Here we can limit based on the total length, if it turns
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| + // out that we don't want to give all the data we have (memory
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| + // vs. speed).
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| + chunks.append(data);
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| + chunkLengths.append(length);
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| + m_dataLength += length;
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| + m_dataPosition += length;
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| + }
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| + // Copy the data chunks into a new buffer, since we're going to give the
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| + // data to a background thread.
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| + if (m_dataLength > 0) {
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| + uint8_t* copiedData = new uint8_t[m_dataLength];
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| + unsigned offset = 0;
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| + for (size_t i = 0; i < chunks.size(); ++i) {
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| + memcpy(copiedData + offset, chunks[i], chunkLengths[i]);
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| + offset += chunkLengths[i];
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| + }
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| + *m_dataPointer = copiedData;
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| + m_backgroundThreadWaitingForData = false;
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| + m_condition.signal();
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| + } else if (m_loadingFinished) {
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| + // We need to return data length 0 to V8 to signal that the data
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| + // ends.
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| + m_allDataReturned = true;
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| + m_backgroundThreadWaitingForData = false;
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| + m_condition.signal();
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| + }
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| + // Otherwise, we had scheduled prepareDataOnMainThread but we didn't
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| + // have any data to return. It will be scheduled again when the data
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| + // arrives.
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| + }
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| +
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| + ScriptStreamer* m_streamer;
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| +
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| + // For coordinating between the main thread and background thread tasks.
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| + // Guarded by m_mutex.
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| + bool m_backgroundThreadWaitingForData;
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| + const uint8_t** m_dataPointer;
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| + unsigned m_dataLength;
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| + unsigned m_dataPosition;
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| + bool m_loadingFinished;
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| + bool m_cancelled;
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| + bool m_allDataReturned;
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| + RefPtr<SharedBuffer> m_resourceBuffer; // Only used by the main thread.
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| +
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| + ThreadCondition m_condition;
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| + Mutex m_mutex;
|
| +};
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| +
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| +
|
| +bool ScriptStreamer::startStreaming(PendingScript& script, Settings* settings, ScriptState* scriptState)
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| +{
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| + ASSERT(isMainThread());
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| + if (!settings || !settings->v8ScriptStreamingEnabled())
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| + return false;
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| + if (ScriptStreamerThread::shared()->isRunningTask()) {
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| + // At the moment we only have one thread for running the tasks. A new
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| + // task shouldn't be queued before the running task completes, because
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| + // the running task can block and wait for data from the network. At the
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| + // moment we are only streaming parser blocking scripts, but this code
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| + // can still be hit when multiple frames are loading simultaneously.
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| + return false;
|
| + }
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| + ScriptResource* resource = script.resource();
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| + if (!resource->url().protocolIsInHTTPFamily())
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| + return false;
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| + if (resource->resourceToRevalidate()) {
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| + // This happens e.g., during reloads. We're actually not going to load
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| + // the current Resource of the PendingScript but switch to another
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| + // Resource -> don't stream.
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| + return false;
|
| + }
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| + // We cannot filter out short scripts, even if we wait for the HTTP headers
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| + // to arrive. In general, the web servers don't seem to send the
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| + // Content-Length HTTP header for scripts.
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| +
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| + WTF::TextEncoding textEncoding(resource->encoding());
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| + const char* encodingName = textEncoding.name();
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| +
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| + // Here's a list of encodings we can use for streaming. These are
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| + // the canonical names.
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| + v8::ScriptCompiler::StreamedSource::Encoding encoding;
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| + if (strcmp(encodingName, "windows-1252") == 0
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| + || strcmp(encodingName, "ISO-8859-1") == 0
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| + || strcmp(encodingName, "US-ASCII") == 0) {
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| + encoding = v8::ScriptCompiler::StreamedSource::ONE_BYTE;
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| + } else if (strcmp(encodingName, "UTF-8") == 0) {
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| + encoding = v8::ScriptCompiler::StreamedSource::UTF8;
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| + } else {
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| + // We don't stream other encodings; especially we don't stream two byte
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| + // scripts to avoid the handling of byte order marks. Most scripts are
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| + // Latin1 or UTF-8 anyway, so this should be enough for most real world
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| + // purposes.
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| + return false;
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| + }
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| +
|
| + if (scriptState->contextIsValid())
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| + return false;
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| + ScriptState::Scope scope(scriptState);
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| +
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| + // The Resource might go out of scope if the script is no longer needed. We
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| + // will soon call PendingScript::setStreamer, which makes the PendingScript
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| + // notify the ScriptStreamer when it is destroyed.
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| + RefPtr<ScriptStreamer> streamer = adoptRef(new ScriptStreamer(resource, encoding));
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| +
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| + // Decide what kind of cached data we should produce while streaming. By
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| + // default, we generate the parser cache for streamed scripts, to emulate
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| + // the non-streaming behavior (seeV8ScriptRunner::compileScript).
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| + v8::ScriptCompiler::CompileOptions compileOption = v8::ScriptCompiler::kProduceParserCache;
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| + if (settings->v8CacheOptions() == V8CacheOptionsCode)
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| + compileOption = v8::ScriptCompiler::kProduceCodeCache;
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| + v8::ScriptCompiler::ScriptStreamingTask* scriptStreamingTask = v8::ScriptCompiler::StartStreamingScript(scriptState->isolate(), &(streamer->m_source), compileOption);
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| + if (scriptStreamingTask) {
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| + ScriptStreamingTask* task = new ScriptStreamingTask(scriptStreamingTask, streamer.get());
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| + // ScriptStreamer needs to stay alive as long as the background task is
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| + // running. This is taken care of with a manual ref() & deref() pair;
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| + // the corresponding deref() is in streamingComplete.
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| + streamer->ref();
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| + script.setStreamer(streamer.release());
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| + ScriptStreamerThread::shared()->postTask(task);
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| + return true;
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| + }
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| + // Otherwise, V8 cannot stream the script.
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| + return false;
|
| +}
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| +
|
| +void ScriptStreamer::streamingComplete()
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| +{
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| + ASSERT(isMainThread());
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| + // It's possible that the corresponding Resource was deleted before V8
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| + // finished streaming. In that case, the data or the notification is not
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| + // needed.
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| + if (m_detached) {
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| + deref();
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| + return;
|
| + }
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| +
|
| + // We have now streamed the whole script to V8 and it has parsed the
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| + // script. We're ready for the next step: compiling and executing the
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| + // script.
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| + m_parsingFinished = true;
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| +
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| + notifyFinishedToClient();
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| +
|
| + // The background thread no longer holds an implicit reference.
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| + deref();
|
| +}
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| +
|
| +void ScriptStreamer::cancel()
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| +{
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| + ASSERT(isMainThread());
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| + // The upper layer doesn't need the script any more, but streaming might
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| + // still be ongoing. Tell SourceStream to try to cancel it whenever it gets
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| + // the control the next time. It can also be that V8 has already completed
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| + // its operations and streamingComplete will be called soon.
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| + m_detached = true;
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| + m_resource = 0;
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| + m_stream->cancel();
|
| +}
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| +
|
| +void ScriptStreamer::notifyAppendData(ScriptResource* resource)
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| +{
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| + ASSERT(isMainThread());
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| + ASSERT(m_resource == resource);
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| + m_stream->didReceiveData();
|
| +}
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| +
|
| +void ScriptStreamer::notifyFinished(Resource* resource)
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| +{
|
| + ASSERT(isMainThread());
|
| + ASSERT(m_resource == resource);
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| + m_stream->didFinishLoading();
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| + m_loadingFinished = true;
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| + notifyFinishedToClient();
|
| +}
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| +
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| +ScriptStreamer::ScriptStreamer(ScriptResource* resource, v8::ScriptCompiler::StreamedSource::Encoding encoding)
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| + : m_resource(resource)
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| + , m_detached(false)
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| + , m_stream(new SourceStream(this))
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| + , m_source(m_stream, encoding) // m_source takes ownership of m_stream.
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| + , m_client(0)
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| + , m_loadingFinished(false)
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| + , m_parsingFinished(false)
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| + , m_streamingSuppressed(false)
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| +{
|
| +}
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| +
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| +void ScriptStreamer::notifyFinishedToClient()
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| +{
|
| + ASSERT(isMainThread());
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| + // Usually, the loading will be finished first, and V8 will still need some
|
| + // time to catch up. But the other way is possible too: if V8 detects a
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| + // parse error, the V8 side can complete before loading has finished. Send
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| + // the notification after both loading and V8 side operations have
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| + // completed. Here we also check that we have a client: it can happen that a
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| + // function calling notifyFinishedToClient was already scheduled in the task
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| + // queue and the upper layer decided that it's not interested in the script
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| + // and called removeClient.
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| + if (m_loadingFinished && m_parsingFinished && m_client)
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| + m_client->notifyFinished(m_resource);
|
| +}
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| +
|
| +} // namespace blink
|
|
|