Files
liquid/lib/liquid/resource_limits.rb
T
Ian Ker-SeymerandGitHub 59d8d0d22d Add cumulative resource score tracking across partial renders (#2058)
* 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.
2026-03-18 11:54:46 -04:00

80 lines
2.6 KiB
Ruby

# frozen_string_literal: true
module Liquid
class ResourceLimits
attr_accessor :render_length_limit,
:render_score_limit,
:assign_score_limit,
:cumulative_render_score_limit,
:cumulative_assign_score_limit
attr_reader :render_score,
:assign_score,
:cumulative_render_score,
:cumulative_assign_score
def initialize(limits)
@render_length_limit = limits[:render_length_limit]
@render_score_limit = limits[:render_score_limit]
@assign_score_limit = limits[:assign_score_limit]
@cumulative_render_score_limit = limits[:cumulative_render_score_limit]
@cumulative_assign_score_limit = limits[:cumulative_assign_score_limit]
@cumulative_render_score = 0
@cumulative_assign_score = 0
reset
end
def increment_render_score(amount)
@render_score += amount
@cumulative_render_score += amount
raise_limits_reached if @render_score_limit && @render_score > @render_score_limit
raise_limits_reached if @cumulative_render_score_limit && @cumulative_render_score > @cumulative_render_score_limit
end
def increment_assign_score(amount)
@assign_score += amount
@cumulative_assign_score += amount
raise_limits_reached if @assign_score_limit && @assign_score > @assign_score_limit
raise_limits_reached if @cumulative_assign_score_limit && @cumulative_assign_score > @cumulative_assign_score_limit
end
# update either render_length or assign_score based on whether or not the writes are captured
def increment_write_score(output)
if (last_captured = @last_capture_length)
captured = output.bytesize
increment = captured - last_captured
@last_capture_length = captured
increment_assign_score(increment)
elsif @render_length_limit && output.bytesize > @render_length_limit
raise_limits_reached
end
end
def raise_limits_reached
@reached_limit = true
raise MemoryError, "Memory limits exceeded"
end
def reached?
@reached_limit
end
def reset
@reached_limit = false
@last_capture_length = nil
@render_score = @assign_score = 0
raise_limits_reached if @cumulative_render_score_limit && @cumulative_render_score > @cumulative_render_score_limit
raise_limits_reached if @cumulative_assign_score_limit && @cumulative_assign_score > @cumulative_assign_score_limit
end
def with_capture
old_capture_length = @last_capture_length
begin
@last_capture_length = 0
yield
ensure
@last_capture_length = old_capture_length
end
end
end
end