
This patch introduces a caching mechanism in ResourceLoader. It's keyed on a LoadRequest object which is what you provide to load_resource() when you want to load a resource. We currently never prune the cache, so resources will stay in there forever. This is obviously not gonna stay that way, but we're just getting started here. :^) This should drastically reduce the number of requests when loading some sites (like Twitter) that reuse the same images over and over.
104 lines
3.1 KiB
C++
104 lines
3.1 KiB
C++
/*
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* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <LibWeb/DOM/HTMLImageElement.h>
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#include <LibWeb/Loader/Resource.h>
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namespace Web {
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NonnullRefPtr<Resource> Resource::create(Badge<ResourceLoader>, const LoadRequest& request)
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{
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return adopt(*new Resource(request));
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}
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Resource::Resource(const LoadRequest& request)
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: m_request(request)
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{
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}
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Resource::~Resource()
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{
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}
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void Resource::did_load(Badge<ResourceLoader>, const ByteBuffer& data, const HashMap<String, String, CaseInsensitiveStringTraits>& headers)
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{
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ASSERT(!m_loaded);
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m_encoded_data = data;
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m_response_headers = headers;
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m_loaded = true;
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for_each_client([](auto& client) {
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client.resource_did_load();
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});
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}
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void Resource::did_fail(Badge<ResourceLoader>, const String& error)
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{
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m_error = error;
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m_failed = true;
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for_each_client([](auto& client) {
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client.resource_did_fail();
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});
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}
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void Resource::register_client(Badge<ResourceClient>, ResourceClient& client)
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{
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ASSERT(!m_clients.contains(&client));
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m_clients.set(&client);
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}
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void Resource::unregister_client(Badge<ResourceClient>, ResourceClient& client)
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{
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ASSERT(m_clients.contains(&client));
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m_clients.remove(&client);
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}
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void ResourceClient::set_resource(Resource* resource)
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{
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if (m_resource)
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m_resource->unregister_client({}, *this);
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m_resource = resource;
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if (m_resource) {
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m_resource->register_client({}, *this);
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// Make sure that reused resources also have their load callback fired.
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if (resource->is_loaded())
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resource_did_load();
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// Make sure that reused resources also have their fail callback fired.
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if (resource->is_failed())
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resource_did_fail();
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}
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}
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ResourceClient::~ResourceClient()
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{
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if (m_resource)
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m_resource->unregister_client({}, *this);
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}
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}
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