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PR-URL: https://github.com/nodejs/node/pull/46171 Reviewed-By: Darshan Sen <raisinten@gmail.com> Reviewed-By: Anna Henningsen <anna@addaleax.net> Reviewed-By: Yagiz Nizipli <yagiz@nizipli.com> Reviewed-By: Colin Ihrig <cjihrig@gmail.com> Reviewed-By: Luigi Pinca <luigipinca@gmail.com> Reviewed-By: Jiawen Geng <technicalcute@gmail.com> Reviewed-By: Richard Lau <rlau@redhat.com> Reviewed-By: Rich Trott <rtrott@gmail.com> Reviewed-By: Gerhard Stöbich <deb2001-github@yahoo.de> Reviewed-By: James M Snell <jasnell@gmail.com>
136 lines
4.6 KiB
C++
136 lines
4.6 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 "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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/**
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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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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,
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v8::Local<v8::Context> context,
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const RealmSerializeInfo* realm_info);
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~Realm();
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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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SET_MEMORY_INFO_NAME(Realm)
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SET_SELF_SIZE(Realm)
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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> BootstrapInternalLoaders();
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v8::MaybeLocal<v8::Value> BootstrapNode();
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v8::MaybeLocal<v8::Value> RunBootstrapping();
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inline void AddCleanupHook(CleanupQueue::Callback cb, void* arg);
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inline void RemoveCleanupHook(CleanupQueue::Callback cb, void* arg);
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inline bool HasCleanupHooks() 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 v8::Local<v8::Context> context() const;
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inline bool has_run_bootstrapping_code() const;
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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 void modify_base_object_count(int64_t delta);
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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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inline v8::Local<TypeName> PropertyName() const; \
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inline void set_##PropertyName(v8::Local<TypeName> value);
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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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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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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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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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CleanupQueue cleanup_queue_;
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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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};
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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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