PR-URL: https://github.com/nodejs/node/pull/61387 Reviewed-By: Anna Henningsen <anna@addaleax.net> Reviewed-By: Yagiz Nizipli <yagiz@nizipli.com>
183 lines
6 KiB
C++
183 lines
6 KiB
C++
#ifndef SRC_NODE_REALM_H_
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#define SRC_NODE_REALM_H_
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#if defined(NODE_WANT_INTERNALS) && NODE_WANT_INTERNALS
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#include <v8.h>
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#include <unordered_map>
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#include "cleanup_queue.h"
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#include "env_properties.h"
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#include "memory_tracker.h"
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#include "node_snapshotable.h"
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namespace node {
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struct RealmSerializeInfo {
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std::vector<std::string> builtins;
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std::vector<PropInfo> persistent_values;
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std::vector<PropInfo> native_objects;
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SnapshotIndex context;
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friend std::ostream& operator<<(std::ostream& o, const RealmSerializeInfo& i);
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};
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using BindingDataStore =
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std::array<BaseObjectWeakPtr<BaseObject>,
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static_cast<size_t>(BindingDataType::kBindingDataTypeCount)>;
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/**
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* node::Realm is a container for a set of JavaScript objects and functions
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* that associated with a particular global environment.
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*
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* An ECMAScript realm (https://tc39.es/ecma262/#sec-code-realms) representing
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* a global environment in which script is run. Each ECMAScript realm comes
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* with a global object and a set of intrinsic objects. An ECMAScript realm has
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* a [[HostDefined]] field, which contains the node::Realm object.
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*
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* Realm can be a principal realm or a synthetic realm. A principal realm is
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* created with an Environment as its principal global environment to evaluate
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* scripts. A synthetic realm is created with JS APIs like ShadowRealm.
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*
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* Native bindings and builtin modules can be evaluated in either a principal
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* realm or a synthetic realm.
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*/
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class Realm : public MemoryRetainer {
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public:
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enum Kind {
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kPrincipal,
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kShadowRealm,
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};
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static inline Realm* GetCurrent(v8::Isolate* isolate);
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static inline Realm* GetCurrent(v8::Local<v8::Context> context);
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static inline Realm* GetCurrent(
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const v8::FunctionCallbackInfo<v8::Value>& info);
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template <typename T>
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static inline Realm* GetCurrent(const v8::PropertyCallbackInfo<T>& info);
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Realm(Environment* env, v8::Local<v8::Context> context, Kind kind);
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Realm(const Realm&) = delete;
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Realm& operator=(const Realm&) = delete;
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Realm(Realm&&) = delete;
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Realm& operator=(Realm&&) = delete;
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void MemoryInfo(MemoryTracker* tracker) const override;
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void CreateProperties();
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RealmSerializeInfo Serialize(v8::SnapshotCreator* creator);
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void DeserializeProperties(const RealmSerializeInfo* info);
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v8::MaybeLocal<v8::Value> ExecuteBootstrapper(const char* id);
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v8::MaybeLocal<v8::Value> RunBootstrapping();
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inline void TrackBaseObject(BaseObject* bo);
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inline void UntrackBaseObject(BaseObject* bo);
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inline bool PendingCleanup() const;
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void RunCleanup();
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template <typename T>
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void ForEachBaseObject(T&& iterator) const;
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void PrintInfoForSnapshot();
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void VerifyNoStrongBaseObjects();
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inline IsolateData* isolate_data() const;
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inline Environment* env() const;
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inline v8::Isolate* isolate() const;
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inline Kind kind() const;
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inline virtual v8::Local<v8::Context> context() const;
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inline bool has_run_bootstrapping_code() const;
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// Methods created using SetMethod(), SetPrototypeMethod(), etc. inside
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// this scope can access the created T* object using
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// GetBindingData<T>(args) later.
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template <typename T, typename... Args>
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T* AddBindingData(v8::Local<v8::Object> target, Args&&... args);
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template <typename T, typename U>
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static inline T* GetBindingData(const v8::PropertyCallbackInfo<U>& info);
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template <typename T>
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static inline T* GetBindingData(
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const v8::FunctionCallbackInfo<v8::Value>& info);
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template <typename T>
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static inline T* GetBindingData(v8::Local<v8::Context> context);
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template <typename T>
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inline T* GetBindingData();
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inline BindingDataStore* binding_data_store();
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// The BaseObject count is a debugging helper that makes sure that there are
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// no memory leaks caused by BaseObjects staying alive longer than expected
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// (in particular, no circular BaseObjectPtr references).
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inline int64_t base_object_count() const;
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// Base object count created after the bootstrap of the realm.
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inline int64_t base_object_created_after_bootstrap() const;
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#define V(PropertyName, TypeName) \
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virtual v8::Local<TypeName> PropertyName() const = 0; \
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virtual void set_##PropertyName(v8::Local<TypeName> value) = 0;
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PER_REALM_STRONG_PERSISTENT_VALUES(V)
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#undef V
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std::set<struct node_module*> internal_bindings;
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std::set<std::string> builtins_with_cache;
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std::set<std::string> builtins_without_cache;
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// This is only filled during deserialization. We use a vector since
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// it's only used for tests.
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std::vector<std::string> builtins_in_snapshot;
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protected:
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~Realm();
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virtual v8::MaybeLocal<v8::Value> BootstrapRealm() = 0;
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Environment* env_;
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// Shorthand for isolate pointer.
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v8::Isolate* isolate_;
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v8::Global<v8::Context> context_;
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#define V(PropertyName, TypeName) v8::Global<TypeName> PropertyName##_;
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PER_REALM_STRONG_PERSISTENT_VALUES(V)
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#undef V
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private:
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void InitializeContext(v8::Local<v8::Context> context,
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const RealmSerializeInfo* realm_info);
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void DoneBootstrapping();
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Kind kind_;
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bool has_run_bootstrapping_code_ = false;
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int64_t base_object_count_ = 0;
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int64_t base_object_created_by_bootstrap_ = 0;
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BindingDataStore binding_data_store_;
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BaseObjectList base_object_list_;
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};
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class PrincipalRealm final : public Realm {
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public:
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PrincipalRealm(Environment* env,
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v8::Local<v8::Context> context,
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const RealmSerializeInfo* realm_info);
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~PrincipalRealm();
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SET_MEMORY_INFO_NAME(PrincipalRealm)
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SET_SELF_SIZE(PrincipalRealm)
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#define V(PropertyName, TypeName) \
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v8::Local<TypeName> PropertyName() const override; \
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void set_##PropertyName(v8::Local<TypeName> value) override;
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PER_REALM_STRONG_PERSISTENT_VALUES(V)
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#undef V
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protected:
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v8::MaybeLocal<v8::Value> BootstrapRealm() override;
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};
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} // namespace node
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#endif // defined(NODE_WANT_INTERNALS) && NODE_WANT_INTERNALS
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#endif // SRC_NODE_REALM_H_
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