hugo/resource/resource_cache.go

223 lines
4.8 KiB
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Add Hugo Piper with SCSS support and much more Before this commit, you would have to use page bundles to do image processing etc. in Hugo. This commit adds * A new `/assets` top-level project or theme dir (configurable via `assetDir`) * A new template func, `resources.Get` which can be used to "get a resource" that can be further processed. This means that you can now do this in your templates (or shortcodes): ```bash {{ $sunset := (resources.Get "images/sunset.jpg").Fill "300x200" }} ``` This also adds a new `extended` build tag that enables powerful SCSS/SASS support with source maps. To compile this from source, you will also need a C compiler installed: ``` HUGO_BUILD_TAGS=extended mage install ``` Note that you can use output of the SCSS processing later in a non-SCSSS-enabled Hugo. The `SCSS` processor is a _Resource transformation step_ and it can be chained with the many others in a pipeline: ```bash {{ $css := resources.Get "styles.scss" | resources.ToCSS | resources.PostCSS | resources.Minify | resources.Fingerprint }} <link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen"> ``` The transformation funcs above have aliases, so it can be shortened to: ```bash {{ $css := resources.Get "styles.scss" | toCSS | postCSS | minify | fingerprint }} <link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen"> ``` A quick tip would be to avoid the fingerprinting part, and possibly also the not-superfast `postCSS` when you're doing development, as it allows Hugo to be smarter about the rebuilding. Documentation will follow, but have a look at the demo repo in https://github.com/bep/hugo-sass-test New functions to create `Resource` objects: * `resources.Get` (see above) * `resources.FromString`: Create a Resource from a string. New `Resource` transformation funcs: * `resources.ToCSS`: Compile `SCSS` or `SASS` into `CSS`. * `resources.PostCSS`: Process your CSS with PostCSS. Config file support (project or theme or passed as an option). * `resources.Minify`: Currently supports `css`, `js`, `json`, `html`, `svg`, `xml`. * `resources.Fingerprint`: Creates a fingerprinted version of the given Resource with Subresource Integrity.. * `resources.Concat`: Concatenates a list of Resource objects. Think of this as a poor man's bundler. * `resources.ExecuteAsTemplate`: Parses and executes the given Resource and data context (e.g. .Site) as a Go template. Fixes #4381 Fixes #4903 Fixes #4858
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// Copyright 2018 The Hugo Authors. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package resource
import (
"encoding/json"
"io/ioutil"
"path"
"path/filepath"
"strings"
"sync"
"github.com/gohugoio/hugo/helpers"
Add Hugo Piper with SCSS support and much more Before this commit, you would have to use page bundles to do image processing etc. in Hugo. This commit adds * A new `/assets` top-level project or theme dir (configurable via `assetDir`) * A new template func, `resources.Get` which can be used to "get a resource" that can be further processed. This means that you can now do this in your templates (or shortcodes): ```bash {{ $sunset := (resources.Get "images/sunset.jpg").Fill "300x200" }} ``` This also adds a new `extended` build tag that enables powerful SCSS/SASS support with source maps. To compile this from source, you will also need a C compiler installed: ``` HUGO_BUILD_TAGS=extended mage install ``` Note that you can use output of the SCSS processing later in a non-SCSSS-enabled Hugo. The `SCSS` processor is a _Resource transformation step_ and it can be chained with the many others in a pipeline: ```bash {{ $css := resources.Get "styles.scss" | resources.ToCSS | resources.PostCSS | resources.Minify | resources.Fingerprint }} <link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen"> ``` The transformation funcs above have aliases, so it can be shortened to: ```bash {{ $css := resources.Get "styles.scss" | toCSS | postCSS | minify | fingerprint }} <link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen"> ``` A quick tip would be to avoid the fingerprinting part, and possibly also the not-superfast `postCSS` when you're doing development, as it allows Hugo to be smarter about the rebuilding. Documentation will follow, but have a look at the demo repo in https://github.com/bep/hugo-sass-test New functions to create `Resource` objects: * `resources.Get` (see above) * `resources.FromString`: Create a Resource from a string. New `Resource` transformation funcs: * `resources.ToCSS`: Compile `SCSS` or `SASS` into `CSS`. * `resources.PostCSS`: Process your CSS with PostCSS. Config file support (project or theme or passed as an option). * `resources.Minify`: Currently supports `css`, `js`, `json`, `html`, `svg`, `xml`. * `resources.Fingerprint`: Creates a fingerprinted version of the given Resource with Subresource Integrity.. * `resources.Concat`: Concatenates a list of Resource objects. Think of this as a poor man's bundler. * `resources.ExecuteAsTemplate`: Parses and executes the given Resource and data context (e.g. .Site) as a Go template. Fixes #4381 Fixes #4903 Fixes #4858
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"github.com/spf13/afero"
"github.com/BurntSushi/locker"
)
const (
CACHE_CLEAR_ALL = "clear_all"
CACHE_OTHER = "other"
)
type ResourceCache struct {
rs *Spec
cache map[string]Resource
sync.RWMutex
// Provides named resource locks.
nlocker *locker.Locker
}
// ResourceKeyPartition returns a partition name
// to allow for more fine grained cache flushes.
// It will return the file extension without the leading ".". If no
// extension, it will return "other".
func ResourceKeyPartition(filename string) string {
ext := strings.TrimPrefix(path.Ext(filepath.ToSlash(filename)), ".")
if ext == "" {
ext = CACHE_OTHER
}
return ext
}
func newResourceCache(rs *Spec) *ResourceCache {
return &ResourceCache{
rs: rs,
cache: make(map[string]Resource),
nlocker: locker.NewLocker(),
}
}
func (c *ResourceCache) clear() {
c.Lock()
defer c.Unlock()
c.cache = make(map[string]Resource)
c.nlocker = locker.NewLocker()
}
func (c *ResourceCache) Contains(key string) bool {
key = c.cleanKey(filepath.ToSlash(key))
_, found := c.get(key)
return found
}
func (c *ResourceCache) cleanKey(key string) string {
return strings.TrimPrefix(path.Clean(key), "/")
}
func (c *ResourceCache) get(key string) (Resource, bool) {
c.RLock()
defer c.RUnlock()
r, found := c.cache[key]
return r, found
}
func (c *ResourceCache) GetOrCreate(partition, key string, f func() (Resource, error)) (Resource, error) {
key = c.cleanKey(path.Join(partition, key))
// First check in-memory cache.
r, found := c.get(key)
if found {
return r, nil
}
// This is a potentially long running operation, so get a named lock.
c.nlocker.Lock(key)
// Double check in-memory cache.
r, found = c.get(key)
if found {
c.nlocker.Unlock(key)
return r, nil
}
defer c.nlocker.Unlock(key)
r, err := f()
if err != nil {
return nil, err
}
c.set(key, r)
return r, nil
}
func (c *ResourceCache) getFilenames(key string) (string, string) {
filenameBase := filepath.Join(c.rs.GenAssetsPath, key)
filenameMeta := filenameBase + ".json"
filenameContent := filenameBase + ".content"
return filenameMeta, filenameContent
}
func (c *ResourceCache) getFromFile(key string) (afero.File, transformedResourceMetadata, bool) {
c.RLock()
defer c.RUnlock()
var meta transformedResourceMetadata
filenameMeta, filenameContent := c.getFilenames(key)
fMeta, err := c.rs.Resources.Fs.Open(filenameMeta)
if err != nil {
return nil, meta, false
}
defer fMeta.Close()
jsonContent, err := ioutil.ReadAll(fMeta)
if err != nil {
return nil, meta, false
}
if err := json.Unmarshal(jsonContent, &meta); err != nil {
return nil, meta, false
}
fContent, err := c.rs.Resources.Fs.Open(filenameContent)
if err != nil {
return nil, meta, false
}
return fContent, meta, true
}
// writeMeta writes the metadata to file and returns a writer for the content part.
func (c *ResourceCache) writeMeta(key string, meta transformedResourceMetadata) (afero.File, error) {
filenameMeta, filenameContent := c.getFilenames(key)
raw, err := json.Marshal(meta)
if err != nil {
return nil, err
}
fm, err := c.openResourceFileForWriting(filenameMeta)
if err != nil {
return nil, err
}
if _, err := fm.Write(raw); err != nil {
return nil, err
}
return c.openResourceFileForWriting(filenameContent)
}
func (c *ResourceCache) openResourceFileForWriting(filename string) (afero.File, error) {
return helpers.OpenFileForWriting(c.rs.Resources.Fs, filename)
Add Hugo Piper with SCSS support and much more Before this commit, you would have to use page bundles to do image processing etc. in Hugo. This commit adds * A new `/assets` top-level project or theme dir (configurable via `assetDir`) * A new template func, `resources.Get` which can be used to "get a resource" that can be further processed. This means that you can now do this in your templates (or shortcodes): ```bash {{ $sunset := (resources.Get "images/sunset.jpg").Fill "300x200" }} ``` This also adds a new `extended` build tag that enables powerful SCSS/SASS support with source maps. To compile this from source, you will also need a C compiler installed: ``` HUGO_BUILD_TAGS=extended mage install ``` Note that you can use output of the SCSS processing later in a non-SCSSS-enabled Hugo. The `SCSS` processor is a _Resource transformation step_ and it can be chained with the many others in a pipeline: ```bash {{ $css := resources.Get "styles.scss" | resources.ToCSS | resources.PostCSS | resources.Minify | resources.Fingerprint }} <link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen"> ``` The transformation funcs above have aliases, so it can be shortened to: ```bash {{ $css := resources.Get "styles.scss" | toCSS | postCSS | minify | fingerprint }} <link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen"> ``` A quick tip would be to avoid the fingerprinting part, and possibly also the not-superfast `postCSS` when you're doing development, as it allows Hugo to be smarter about the rebuilding. Documentation will follow, but have a look at the demo repo in https://github.com/bep/hugo-sass-test New functions to create `Resource` objects: * `resources.Get` (see above) * `resources.FromString`: Create a Resource from a string. New `Resource` transformation funcs: * `resources.ToCSS`: Compile `SCSS` or `SASS` into `CSS`. * `resources.PostCSS`: Process your CSS with PostCSS. Config file support (project or theme or passed as an option). * `resources.Minify`: Currently supports `css`, `js`, `json`, `html`, `svg`, `xml`. * `resources.Fingerprint`: Creates a fingerprinted version of the given Resource with Subresource Integrity.. * `resources.Concat`: Concatenates a list of Resource objects. Think of this as a poor man's bundler. * `resources.ExecuteAsTemplate`: Parses and executes the given Resource and data context (e.g. .Site) as a Go template. Fixes #4381 Fixes #4903 Fixes #4858
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}
func (c *ResourceCache) set(key string, r Resource) {
c.Lock()
defer c.Unlock()
c.cache[key] = r
}
func (c *ResourceCache) DeletePartitions(partitions ...string) {
partitionsSet := map[string]bool{
// Always clear out the resources not matching the partition.
"other": true,
}
for _, p := range partitions {
partitionsSet[p] = true
}
if partitionsSet[CACHE_CLEAR_ALL] {
c.clear()
return
}
c.Lock()
defer c.Unlock()
for k := range c.cache {
clear := false
partIdx := strings.Index(k, "/")
if partIdx == -1 {
clear = true
} else {
partition := k[:partIdx]
if partitionsSet[partition] {
clear = true
}
}
if clear {
delete(c.cache, k)
}
}
}