Cache your async lookups and don't fetch the same thing more than necessary.
Let's say you have to look up stat info from paths. But you are ok with only looking up the stat info once every 10 minutes (since it doesn't change that often), and you want to limit your cache size to 1000 objects, and never have two stat calls for the same file happening at the same time (since that's silly and unnecessary).
You can do this:
var stats = new AsyncCache({
// options passed directly to the internal lru cache
max: 1000,
maxAge: 1000 * 60 * 10,
// method to load a thing if it's not in the cache.
// key must be unique in the context of this cache.
load: function (key, cb) {
// the key can be something like the path, or fd+path, or whatever.
// something that will be unique.
// this method will only be called if it's not already in cache, and will
// cache the result in the lru.
getTheStatFromTheKey(key, cb)
}
})
// then later..
stats.get(fd + ':' + path, function (er, stat) {
// maybe loaded from cache, maybe just fetched
})
Except for the load
method, all the options are passed unmolested to
the internal lru-cache.
Differences from lru-cache
Since values are fetched asynchronously, the get
method takes a
callback, rather than returning the value synchronously.
While there is a set(k,v)
method to manually seed the cache,
typically you'll just call get
and let the load function fetch the
key for you.
Keys must uniquely identify a single object, and must contain all the information required to fetch an object, and must be strings.
-
get(key, cb)
If the key is in the cache, then callscb(null, cached)
on nextTick. Otherwise, calls theload
function that was supplied in the options object. If it doesn't return an error, then cache the result. Multipleget
calls with the same key will only ever have a singleload
call at the same time. -
set(key, val)
Seed the cache. This doesn't have to be done, but can be convenient if you know that something will be fetched soon. -
reset()
Drop all the items in the cache.