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This patch implements automatic on-disk code caching that can be enabled
via an environment variable NODE_COMPILE_CACHE.
When set, whenever Node.js compiles a CommonJS or a ECMAScript Module,
it will use on-disk [V8 code cache][] persisted in the specified
directory to speed up the compilation. This may slow down the first
load of a module graph, but subsequent loads of the same module graph
may get a significant speedup if the contents of the modules do not
change. Locally, this speeds up loading of
test/fixtures/snapshot/typescript.js from ~130ms to ~80ms.
To clean up the generated code cache, simply remove the directory.
It will be recreated the next time the same directory is used for
`NODE_COMPILE_CACHE`.
Compilation cache generated by one version of Node.js may not be used
by a different version of Node.js. Cache generated by different versions
of Node.js will be stored separately if the same directory is used
to persist the cache, so they can co-exist.
Caveat: currently when using this with V8 JavaScript code coverage, the
coverage being collected by V8 may be less precise in functions that are
deserialized from the code cache. It's recommended to turn this off when
running tests to generate precise coverage.
Implementation details:
There is one cache file per module on disk. The directory layout
is:
- Compile cache directory (from NODE_COMPILE_CACHE)
- 8b23c8fe: CRC32 hash of CachedDataVersionTag + NODE_VERESION
- 2ea3424d:
- 10860e5a: CRC32 hash of filename + module type
- 431e9adc: ...
- ...
Inside the cache file, there is a header followed by the actual
cache content:
```
[uint32_t] code size
[uint32_t] code hash
[uint32_t] cache size
[uint32_t] cache hash
... compile cache content ...
```
When reading the cache file, we'll also check if the code size
and code hash match the code that the module loader is loading
and whether the cache size and cache hash match the file content
read. If they don't match, or if V8 rejects the cache passed,
we'll ignore the mismatch cache, and regenerate the cache after
compilation succeeds and rewrite it to disk.
PR-URL: https://github.com/nodejs/node/pull/52535
Refs: https://github.com/nodejs/node/issues/47472
Reviewed-By: Benjamin Gruenbaum <benjamingr@gmail.com>
Reviewed-By: Yagiz Nizipli <yagiz.nizipli@sentry.io>
Reviewed-By: Mohammed Keyvanzadeh <mohammadkeyvanzade94@gmail.com>
190 lines
7.0 KiB
C++
190 lines
7.0 KiB
C++
#ifndef SRC_DEBUG_UTILS_H_
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#define SRC_DEBUG_UTILS_H_
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#if defined(NODE_WANT_INTERNALS) && NODE_WANT_INTERNALS
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#include "async_wrap.h"
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#include "util.h"
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#include <algorithm>
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#include <sstream>
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#include <string>
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// Use FORCE_INLINE on functions that have a debug-category-enabled check first
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// and then ideally only a single function call following it, to maintain
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// performance for the common case (no debugging used).
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#ifdef __GNUC__
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#define FORCE_INLINE __attribute__((always_inline))
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#define COLD_NOINLINE __attribute__((cold, noinline))
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#else
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#define FORCE_INLINE
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#define COLD_NOINLINE
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#endif
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namespace node {
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class Environment;
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template <typename T>
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inline std::string ToString(const T& value);
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// C++-style variant of sprintf()/fprintf() that:
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// - Returns an std::string
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// - Handles \0 bytes correctly
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// - Supports %p and %s. %d, %i and %u are aliases for %s.
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// - Accepts any class that has a ToString() method for stringification.
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template <typename... Args>
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inline std::string SPrintF(const char* format, Args&&... args);
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template <typename... Args>
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inline void FPrintF(FILE* file, const char* format, Args&&... args);
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void NODE_EXTERN_PRIVATE FWrite(FILE* file, const std::string& str);
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// Listing the AsyncWrap provider types first enables us to cast directly
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// from a provider type to a debug category.
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#define DEBUG_CATEGORY_NAMES(V) \
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NODE_ASYNC_PROVIDER_TYPES(V) \
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V(COMPILE_CACHE) \
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V(DIAGNOSTICS) \
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V(HUGEPAGES) \
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V(INSPECTOR_SERVER) \
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V(INSPECTOR_PROFILER) \
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V(CODE_CACHE) \
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V(NGTCP2_DEBUG) \
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V(SEA) \
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V(WASI) \
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V(MKSNAPSHOT) \
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V(SNAPSHOT_SERDES) \
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V(PERMISSION_MODEL) \
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V(QUIC)
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enum class DebugCategory : unsigned int {
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#define V(name) name,
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DEBUG_CATEGORY_NAMES(V)
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#undef V
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};
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#define V(name) +1
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constexpr unsigned int kDebugCategoryCount = DEBUG_CATEGORY_NAMES(V);
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#undef V
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class NODE_EXTERN_PRIVATE EnabledDebugList {
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public:
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bool FORCE_INLINE enabled(DebugCategory category) const {
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DCHECK_LT(static_cast<unsigned int>(category), kDebugCategoryCount);
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return enabled_[static_cast<unsigned int>(category)];
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}
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// Uses NODE_DEBUG_NATIVE to initialize the categories. The env_vars variable
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// is parsed if it is not a nullptr, otherwise the system environment
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// variables are parsed.
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void Parse(std::shared_ptr<KVStore> env_vars);
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private:
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// Enable all categories matching cats.
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void Parse(const std::string& cats);
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void set_enabled(DebugCategory category) {
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DCHECK_LT(static_cast<unsigned int>(category), kDebugCategoryCount);
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enabled_[static_cast<int>(category)] = true;
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}
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bool enabled_[kDebugCategoryCount] = {false};
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};
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template <typename... Args>
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inline void FORCE_INLINE Debug(EnabledDebugList* list,
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DebugCategory cat,
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const char* format,
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Args&&... args);
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inline void FORCE_INLINE Debug(EnabledDebugList* list,
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DebugCategory cat,
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const char* message);
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template <typename... Args>
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inline void FORCE_INLINE
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Debug(Environment* env, DebugCategory cat, const char* format, Args&&... args);
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inline void FORCE_INLINE Debug(Environment* env,
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DebugCategory cat,
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const char* message);
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template <typename... Args>
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inline void Debug(Environment* env,
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DebugCategory cat,
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const std::string& format,
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Args&&... args);
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// Used internally by the 'real' Debug(AsyncWrap*, ...) functions below, so that
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// the FORCE_INLINE flag on them doesn't apply to the contents of this function
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// as well.
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// We apply COLD_NOINLINE to tell the compiler that it's not worth optimizing
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// this function for speed and it should rather focus on keeping it out of
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// hot code paths. In particular, we want to keep the string concatenating code
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// out of the function containing the original `Debug()` call.
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template <typename... Args>
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void COLD_NOINLINE UnconditionalAsyncWrapDebug(AsyncWrap* async_wrap,
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const char* format,
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Args&&... args);
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template <typename... Args>
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inline void FORCE_INLINE Debug(AsyncWrap* async_wrap,
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const char* format,
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Args&&... args);
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template <typename... Args>
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inline void FORCE_INLINE Debug(AsyncWrap* async_wrap,
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const std::string& format,
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Args&&... args);
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// Debug helper for inspecting the currently running `node` executable.
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class NativeSymbolDebuggingContext {
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public:
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static std::unique_ptr<NativeSymbolDebuggingContext> New();
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class SymbolInfo {
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public:
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std::string name;
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std::string filename;
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size_t line = 0;
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size_t dis = 0;
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std::string Display() const;
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};
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NativeSymbolDebuggingContext() = default;
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virtual ~NativeSymbolDebuggingContext() = default;
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virtual SymbolInfo LookupSymbol(void* address) { return {}; }
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virtual bool IsMapped(void* address) { return false; }
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virtual int GetStackTrace(void** frames, int count) { return 0; }
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NativeSymbolDebuggingContext(const NativeSymbolDebuggingContext&) = delete;
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NativeSymbolDebuggingContext(NativeSymbolDebuggingContext&&) = delete;
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NativeSymbolDebuggingContext operator=(NativeSymbolDebuggingContext&)
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= delete;
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NativeSymbolDebuggingContext operator=(NativeSymbolDebuggingContext&&)
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= delete;
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static std::vector<std::string> GetLoadedLibraries();
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};
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// Variant of `uv_loop_close` that tries to be as helpful as possible
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// about giving information on currently existing handles, if there are any,
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// but still aborts the process.
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void CheckedUvLoopClose(uv_loop_t* loop);
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void PrintLibuvHandleInformation(uv_loop_t* loop, FILE* stream);
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namespace per_process {
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extern NODE_EXTERN_PRIVATE EnabledDebugList enabled_debug_list;
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template <typename... Args>
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inline void FORCE_INLINE Debug(DebugCategory cat,
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const char* format,
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Args&&... args);
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inline void FORCE_INLINE Debug(DebugCategory cat, const char* message);
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} // namespace per_process
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} // namespace node
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#endif // defined(NODE_WANT_INTERNALS) && NODE_WANT_INTERNALS
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#endif // SRC_DEBUG_UTILS_H_
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