// Copyright (c) 2009 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // This is the browser side of the cache manager, it tracks the activity of the // render processes and allocates available memory cache resources. #ifndef CHROME_BROWSER_WEB_CACHE_MANAGER_H_ #define CHROME_BROWSER_WEB_CACHE_MANAGER_H_ #include #include #include #include "base/basictypes.h" #include "base/shared_memory.h" #include "base/task.h" #include "base/time.h" #include "testing/gtest/include/gtest/gtest_prod.h" #include "webkit/api/public/WebCache.h" template struct DefaultSingletonTraits; class PrefService; class WebCacheManager { // Unit tests are our friends. friend class WebCacheManagerTest; FRIEND_TEST(WebCacheManagerBrowserTest, DISABLED_CrashOnceOnly); public: static void RegisterPrefs(PrefService* prefs); // Gets the singleton WebCacheManager object. The first time this method // is called, a WebCacheManager object is constructed and returned. // Subsequent calls will return the same object. static WebCacheManager* GetInstance(); // When a render process is created, it registers itself with the cache // manager host, causing the renderer to be allocated cache resources. void Add(int renderer_id); // When a render process ends, it removes itself from the cache manager host, // freeing the manager to assign its cache resources to other renderers. void Remove(int renderer_id); // The cache manager assigns more cache resources to active renderer. When a // renderer is active, it should inform the cache manager to receive more // cache resources. // // When a renderer moves from being inactive to being active, the cache // manager may decide to adjust its resource allocation, but it will delay // the recalculation, allowing ObserveActivity to return quickly. void ObserveActivity(int renderer_id); // Periodically, renderers should inform the cache manager of their current // statistics. The more up-to-date the cache manager's statistics, the // better it can allocate cache resources. void ObserveStats( int renderer_id, const WebKit::WebCache::UsageStats& stats); // The global limit on the number of bytes in all the in-memory caches. size_t global_size_limit() const { return global_size_limit_; } // Sets the global size limit, forcing a recalculation of cache allocations. void SetGlobalSizeLimit(size_t bytes); // Gets the default global size limit. This interrogates system metrics to // tune the default size to the current system. static size_t GetDefaultGlobalSizeLimit(); protected: // The amount of idle time before we consider a tab to be "inactive" static const int kRendererInactiveThresholdMinutes = 5; // Keep track of some renderer information. struct RendererInfo : WebKit::WebCache::UsageStats { // The access time for this renderer. base::Time access; }; typedef std::map StatsMap; // An allocation is the number of bytes a specific renderer should use for // its cache. typedef std::pair Allocation; // An allocation strategy is a list of allocations specifying the resources // each renderer is permitted to consume for its cache. typedef std::list AllocationStrategy; // This class is a singleton. Do not instantiate directly. WebCacheManager(); friend struct DefaultSingletonTraits; ~WebCacheManager(); // Recomputes the allocation of cache resources among the renderers. Also // informs the renderers of their new allocation. void ReviseAllocationStrategy(); // Schedules a call to ReviseAllocationStrategy after a short delay. void ReviseAllocationStrategyLater(); // The various tactics used as part of an allocation strategy. To decide // how many resources a given renderer should be allocated, we consider its // usage statistics. Each tactic specifies the function that maps usage // statistics to resource allocations. // // Determining a resource allocation strategy amounts to picking a tactic // for each renderer and checking that the total memory required fits within // our |global_size_limit_|. enum AllocationTactic { // Ignore cache statistics and divide resources equally among the given // set of caches. DIVIDE_EVENLY, // Allow each renderer to keep its current set of cached resources, with // some extra allocation to store new objects. KEEP_CURRENT_WITH_HEADROOM, // Allow each renderer to keep its current set of cached resources. KEEP_CURRENT, // Allow each renderer to keep cache resources it believs are currently // being used, with some extra allocation to store new objects. KEEP_LIVE_WITH_HEADROOM, // Allow each renderer to keep cache resources it believes are currently // being used, but instruct the renderer to discard all other data. KEEP_LIVE, }; // Helper functions for devising an allocation strategy // Add up all the stats from the given set of renderers and place the result // in |stats|. void GatherStats(const std::set& renderers, WebKit::WebCache::UsageStats* stats); // Get the amount of memory that would be required to implement |tactic| // using the specified allocation tactic. This function defines the // semantics for each of the tactics. static size_t GetSize(AllocationTactic tactic, const WebKit::WebCache::UsageStats& stats); // Attempt to use the specified tactics to compute an allocation strategy // and place the result in |strategy|. |active_stats| and |inactive_stats| // are the aggregate statistics for |active_renderers_| and // |inactive_renderers_|, respectively. // // Returns |true| on success and |false| on failure. Does not modify // |strategy| on failure. bool AttemptTactic(AllocationTactic active_tactic, const WebKit::WebCache::UsageStats& active_stats, AllocationTactic inactive_tactic, const WebKit::WebCache::UsageStats& inactive_stats, AllocationStrategy* strategy); // For each renderer in |renderers|, computes its allocation according to // |tactic| and add the result to |strategy|. Any |extra_bytes_to_allocate| // is divided evenly among the renderers. void AddToStrategy(std::set renderers, AllocationTactic tactic, size_t extra_bytes_to_allocate, AllocationStrategy* strategy); // Enact an allocation strategy by informing the renderers of their // allocations according to |strategy|. void EnactStrategy(const AllocationStrategy& strategy); // Check to see if any active renderers have fallen inactive. void FindInactiveRenderers(); // The global size limit for all in-memory caches. size_t global_size_limit_; // Maps every renderer_id our most recent copy of its statistics. StatsMap stats_; // Every renderer we think is still around is in one of these two sets. // // Active renderers are those renderers that have been active more recently // than they have been inactive. std::set active_renderers_; // Inactive renderers are those renderers that have been inactive more // recently than they have been active. std::set inactive_renderers_; ScopedRunnableMethodFactory revise_allocation_factory_; DISALLOW_COPY_AND_ASSIGN(WebCacheManager); }; #endif // CHROME_BROWSER_WEB_CACHE_MANAGER_H_