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* feat: add cumulative resource score tracking across partial renders Add cumulative_render_score and cumulative_assign_score counters to ResourceLimits that accumulate across reset() calls, with optional cumulative_render_score_limit and cumulative_assign_score_limit to cap total work across all partial renders. Also add a reached? check in BlockBody's render loop so that once a cumulative limit triggers, the parent template stops processing further nodes. Bump version to 5.12.0. * refactor: move cumulative limit enforcement into reset() Instead of checking reached? in BlockBody's render loop, enforce cumulative limits in reset() itself. Since reset() is called before the begin/rescue MemoryError block in Template#render, the raise propagates to the parent naturally — no changes to BlockBody needed.
80 lines
2.6 KiB
Ruby
80 lines
2.6 KiB
Ruby
# frozen_string_literal: true
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module Liquid
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class ResourceLimits
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attr_accessor :render_length_limit,
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:render_score_limit,
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:assign_score_limit,
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:cumulative_render_score_limit,
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:cumulative_assign_score_limit
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attr_reader :render_score,
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:assign_score,
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:cumulative_render_score,
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:cumulative_assign_score
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def initialize(limits)
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@render_length_limit = limits[:render_length_limit]
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@render_score_limit = limits[:render_score_limit]
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@assign_score_limit = limits[:assign_score_limit]
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@cumulative_render_score_limit = limits[:cumulative_render_score_limit]
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@cumulative_assign_score_limit = limits[:cumulative_assign_score_limit]
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@cumulative_render_score = 0
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@cumulative_assign_score = 0
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reset
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end
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def increment_render_score(amount)
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@render_score += amount
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@cumulative_render_score += amount
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raise_limits_reached if @render_score_limit && @render_score > @render_score_limit
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raise_limits_reached if @cumulative_render_score_limit && @cumulative_render_score > @cumulative_render_score_limit
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end
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def increment_assign_score(amount)
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@assign_score += amount
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@cumulative_assign_score += amount
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raise_limits_reached if @assign_score_limit && @assign_score > @assign_score_limit
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raise_limits_reached if @cumulative_assign_score_limit && @cumulative_assign_score > @cumulative_assign_score_limit
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end
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# update either render_length or assign_score based on whether or not the writes are captured
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def increment_write_score(output)
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if (last_captured = @last_capture_length)
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captured = output.bytesize
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increment = captured - last_captured
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@last_capture_length = captured
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increment_assign_score(increment)
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elsif @render_length_limit && output.bytesize > @render_length_limit
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raise_limits_reached
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end
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end
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def raise_limits_reached
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@reached_limit = true
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raise MemoryError, "Memory limits exceeded"
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end
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def reached?
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@reached_limit
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end
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def reset
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@reached_limit = false
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@last_capture_length = nil
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@render_score = @assign_score = 0
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raise_limits_reached if @cumulative_render_score_limit && @cumulative_render_score > @cumulative_render_score_limit
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raise_limits_reached if @cumulative_assign_score_limit && @cumulative_assign_score > @cumulative_assign_score_limit
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end
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def with_capture
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old_capture_length = @last_capture_length
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begin
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@last_capture_length = 0
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yield
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ensure
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@last_capture_length = old_capture_length
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end
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end
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end
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end
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