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The binding data must be weak so that it won't keep the realm reachable from strong GC roots indefinitely. The wrapper object of binding data should be referenced from JavaScript, thus the binding data should be reachable throughout the lifetime of the realm. PR-URL: https://github.com/nodejs/node/pull/47688 Reviewed-By: Matteo Collina <matteo.collina@gmail.com> Reviewed-By: Joyee Cheung <joyeec9h3@gmail.com>
359 lines
14 KiB
C++
359 lines
14 KiB
C++
#include "node_realm.h"
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#include "env-inl.h"
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#include "memory_tracker-inl.h"
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#include "node_builtins.h"
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#include "node_process.h"
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#include "util.h"
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namespace node {
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using v8::Context;
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using v8::EscapableHandleScope;
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using v8::HandleScope;
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using v8::Local;
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using v8::MaybeLocal;
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using v8::Object;
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using v8::SnapshotCreator;
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using v8::String;
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using v8::Value;
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Realm::Realm(Environment* env, v8::Local<v8::Context> context, Kind kind)
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: env_(env), isolate_(context->GetIsolate()), kind_(kind) {
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context_.Reset(isolate_, context);
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env->AssignToContext(context, this, ContextInfo(""));
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}
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Realm::~Realm() {
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CHECK_EQ(base_object_count_, 0);
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}
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void Realm::MemoryInfo(MemoryTracker* tracker) const {
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#define V(PropertyName, TypeName) \
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tracker->TrackField(#PropertyName, PropertyName());
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PER_REALM_STRONG_PERSISTENT_VALUES(V)
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#undef V
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tracker->TrackField("cleanup_queue", cleanup_queue_);
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tracker->TrackField("builtins_with_cache", builtins_with_cache);
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tracker->TrackField("builtins_without_cache", builtins_without_cache);
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}
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void Realm::CreateProperties() {
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HandleScope handle_scope(isolate_);
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Local<Context> ctx = context();
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// Store primordials setup by the per-context script in the environment.
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Local<Object> per_context_bindings =
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GetPerContextExports(ctx).ToLocalChecked();
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Local<Value> primordials =
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per_context_bindings->Get(ctx, env_->primordials_string())
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.ToLocalChecked();
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CHECK(primordials->IsObject());
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set_primordials(primordials.As<Object>());
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Local<String> prototype_string =
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FIXED_ONE_BYTE_STRING(isolate(), "prototype");
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#define V(EnvPropertyName, PrimordialsPropertyName) \
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{ \
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Local<Value> ctor = \
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primordials.As<Object>() \
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->Get(ctx, \
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FIXED_ONE_BYTE_STRING(isolate(), PrimordialsPropertyName)) \
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.ToLocalChecked(); \
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CHECK(ctor->IsObject()); \
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Local<Value> prototype = \
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ctor.As<Object>()->Get(ctx, prototype_string).ToLocalChecked(); \
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CHECK(prototype->IsObject()); \
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set_##EnvPropertyName(prototype.As<Object>()); \
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}
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V(primordials_safe_map_prototype_object, "SafeMap");
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V(primordials_safe_set_prototype_object, "SafeSet");
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V(primordials_safe_weak_map_prototype_object, "SafeWeakMap");
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V(primordials_safe_weak_set_prototype_object, "SafeWeakSet");
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#undef V
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// TODO(legendecas): some methods probably doesn't need to be created with
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// process. Distinguish them and create process object only in the principal
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// realm.
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Local<Object> process_object =
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node::CreateProcessObject(this).FromMaybe(Local<Object>());
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set_process_object(process_object);
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}
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RealmSerializeInfo Realm::Serialize(SnapshotCreator* creator) {
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RealmSerializeInfo info;
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Local<Context> ctx = context();
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// Currently all modules are compiled without cache in builtin snapshot
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// builder.
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info.builtins = std::vector<std::string>(builtins_without_cache.begin(),
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builtins_without_cache.end());
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uint32_t id = 0;
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#define V(PropertyName, TypeName) \
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do { \
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Local<TypeName> field = PropertyName(); \
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if (!field.IsEmpty()) { \
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size_t index = creator->AddData(ctx, field); \
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info.persistent_values.push_back({#PropertyName, id, index}); \
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} \
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id++; \
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} while (0);
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PER_REALM_STRONG_PERSISTENT_VALUES(V)
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#undef V
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// Do this after other creator->AddData() calls so that Snapshotable objects
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// can use 0 to indicate that a SnapshotIndex is invalid.
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SerializeSnapshotableObjects(this, creator, &info);
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info.context = creator->AddData(ctx, ctx);
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return info;
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}
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void Realm::DeserializeProperties(const RealmSerializeInfo* info) {
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Local<Context> ctx = context();
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builtins_in_snapshot = info->builtins;
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const std::vector<PropInfo>& values = info->persistent_values;
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size_t i = 0; // index to the array
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uint32_t id = 0;
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#define V(PropertyName, TypeName) \
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do { \
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if (values.size() > i && id == values[i].id) { \
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const PropInfo& d = values[i]; \
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DCHECK_EQ(d.name, #PropertyName); \
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MaybeLocal<TypeName> maybe_field = \
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ctx->GetDataFromSnapshotOnce<TypeName>(d.index); \
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Local<TypeName> field; \
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if (!maybe_field.ToLocal(&field)) { \
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fprintf(stderr, \
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"Failed to deserialize realm value " #PropertyName "\n"); \
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} \
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set_##PropertyName(field); \
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i++; \
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} \
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id++; \
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} while (0);
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PER_REALM_STRONG_PERSISTENT_VALUES(V);
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#undef V
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MaybeLocal<Context> maybe_ctx_from_snapshot =
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ctx->GetDataFromSnapshotOnce<Context>(info->context);
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Local<Context> ctx_from_snapshot;
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if (!maybe_ctx_from_snapshot.ToLocal(&ctx_from_snapshot)) {
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fprintf(stderr,
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"Failed to deserialize context back reference from the snapshot\n");
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}
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CHECK_EQ(ctx_from_snapshot, ctx);
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DoneBootstrapping();
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}
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MaybeLocal<Value> Realm::ExecuteBootstrapper(const char* id) {
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EscapableHandleScope scope(isolate());
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Local<Context> ctx = context();
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MaybeLocal<Value> result =
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env()->builtin_loader()->CompileAndCall(ctx, id, this);
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// If there was an error during bootstrap, it must be unrecoverable
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// (e.g. max call stack exceeded). Clear the stack so that the
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// AsyncCallbackScope destructor doesn't fail on the id check.
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// There are only two ways to have a stack size > 1: 1) the user manually
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// called MakeCallback or 2) user awaited during bootstrap, which triggered
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// _tickCallback().
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if (result.IsEmpty()) {
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env()->async_hooks()->clear_async_id_stack();
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}
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return scope.EscapeMaybe(result);
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}
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MaybeLocal<Value> Realm::RunBootstrapping() {
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EscapableHandleScope scope(isolate_);
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CHECK(!has_run_bootstrapping_code());
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Local<Value> result;
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if (!ExecuteBootstrapper("internal/bootstrap/realm").ToLocal(&result) ||
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!BootstrapRealm().ToLocal(&result)) {
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return MaybeLocal<Value>();
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}
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DoneBootstrapping();
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return scope.Escape(result);
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}
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void Realm::DoneBootstrapping() {
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// Make sure that no request or handle is created during bootstrap -
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// if necessary those should be done in pre-execution.
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// Usually, doing so would trigger the checks present in the ReqWrap and
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// HandleWrap classes, so this is only a consistency check.
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// TODO(legendecas): track req_wrap and handle_wrap by realms instead of
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// environments.
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if (kind_ == kPrincipal) {
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CHECK(env_->req_wrap_queue()->IsEmpty());
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CHECK(env_->handle_wrap_queue()->IsEmpty());
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}
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has_run_bootstrapping_code_ = true;
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// This adjusts the return value of base_object_created_after_bootstrap() so
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// that tests that check the count do not have to account for internally
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// created BaseObjects.
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base_object_created_by_bootstrap_ = base_object_count_;
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}
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void Realm::RunCleanup() {
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TRACE_EVENT0(TRACING_CATEGORY_NODE1(realm), "RunCleanup");
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for (size_t i = 0; i < binding_data_store_.size(); ++i) {
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binding_data_store_[i].reset();
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}
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cleanup_queue_.Drain();
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}
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void Realm::PrintInfoForSnapshot() {
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fprintf(stderr, "Realm = %p\n", this);
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fprintf(stderr, "BaseObjects of the Realm:\n");
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size_t i = 0;
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ForEachBaseObject([&](BaseObject* obj) {
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std::cout << "#" << i++ << " " << obj << ": " << obj->MemoryInfoName()
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<< "\n";
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});
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fprintf(stderr, "\nBuiltins without cache:\n");
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for (const auto& s : builtins_without_cache) {
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fprintf(stderr, "%s\n", s.c_str());
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}
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fprintf(stderr, "\nBuiltins with cache:\n");
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for (const auto& s : builtins_with_cache) {
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fprintf(stderr, "%s\n", s.c_str());
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}
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fprintf(stderr, "\nStatic bindings (need to be registered):\n");
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for (const auto mod : internal_bindings) {
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fprintf(stderr, "%s:%s\n", mod->nm_filename, mod->nm_modname);
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}
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fprintf(stderr, "End of the Realm.\n");
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}
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void Realm::VerifyNoStrongBaseObjects() {
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// When a process exits cleanly, i.e. because the event loop ends up without
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// things to wait for, the Node.js objects that are left on the heap should
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// be:
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//
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// 1. weak, i.e. ready for garbage collection once no longer referenced, or
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// 2. detached, i.e. scheduled for destruction once no longer referenced, or
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// 3. an unrefed libuv handle, i.e. does not keep the event loop alive, or
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// 4. an inactive libuv handle (essentially the same here)
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//
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// There are a few exceptions to this rule, but generally, if there are
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// C++-backed Node.js objects on the heap that do not fall into the above
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// categories, we may be looking at a potential memory leak. Most likely,
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// the cause is a missing MakeWeak() call on the corresponding object.
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//
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// In order to avoid this kind of problem, we check the list of BaseObjects
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// for these criteria. Currently, we only do so when explicitly instructed to
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// or when in debug mode (where --verify-base-objects is always-on).
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// TODO(legendecas): introduce per-realm options.
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if (!env()->options()->verify_base_objects) return;
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ForEachBaseObject([](BaseObject* obj) {
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if (obj->IsNotIndicativeOfMemoryLeakAtExit()) return;
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fprintf(stderr,
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"Found bad BaseObject during clean exit: %s\n",
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obj->MemoryInfoName());
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fflush(stderr);
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ABORT();
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});
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}
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v8::Local<v8::Context> Realm::context() const {
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return PersistentToLocal::Strong(context_);
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}
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// Per-realm strong value accessors. The per-realm values should avoid being
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// accessed across realms.
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#define V(PropertyName, TypeName) \
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v8::Local<TypeName> PrincipalRealm::PropertyName() const { \
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return PersistentToLocal::Strong(PropertyName##_); \
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} \
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void PrincipalRealm::set_##PropertyName(v8::Local<TypeName> value) { \
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DCHECK_IMPLIES(!value.IsEmpty(), \
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isolate()->GetCurrentContext() == context()); \
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PropertyName##_.Reset(isolate(), value); \
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}
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PER_REALM_STRONG_PERSISTENT_VALUES(V)
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#undef V
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PrincipalRealm::PrincipalRealm(Environment* env,
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v8::Local<v8::Context> context,
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const RealmSerializeInfo* realm_info)
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: Realm(env, context, kPrincipal) {
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// Create properties if not deserializing from snapshot.
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// Or the properties are deserialized with DeserializeProperties() when the
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// env drained the deserialize requests.
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if (realm_info == nullptr) {
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CreateProperties();
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}
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}
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PrincipalRealm::~PrincipalRealm() {
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DCHECK(!context_.IsEmpty());
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HandleScope handle_scope(isolate());
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env_->UnassignFromContext(context());
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}
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MaybeLocal<Value> PrincipalRealm::BootstrapRealm() {
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HandleScope scope(isolate_);
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if (ExecuteBootstrapper("internal/bootstrap/node").IsEmpty()) {
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return MaybeLocal<Value>();
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}
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if (!env_->no_browser_globals()) {
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if (ExecuteBootstrapper("internal/bootstrap/web/exposed-wildcard")
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.IsEmpty() ||
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ExecuteBootstrapper("internal/bootstrap/web/exposed-window-or-worker")
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.IsEmpty()) {
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return MaybeLocal<Value>();
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}
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}
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// TODO(joyeecheung): skip these in the snapshot building for workers.
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auto thread_switch_id =
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env_->is_main_thread() ? "internal/bootstrap/switches/is_main_thread"
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: "internal/bootstrap/switches/is_not_main_thread";
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if (ExecuteBootstrapper(thread_switch_id).IsEmpty()) {
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return MaybeLocal<Value>();
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}
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auto process_state_switch_id =
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env_->owns_process_state()
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? "internal/bootstrap/switches/does_own_process_state"
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: "internal/bootstrap/switches/does_not_own_process_state";
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if (ExecuteBootstrapper(process_state_switch_id).IsEmpty()) {
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return MaybeLocal<Value>();
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}
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Local<String> env_string = FIXED_ONE_BYTE_STRING(isolate_, "env");
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Local<Object> env_proxy;
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CreateEnvProxyTemplate(isolate_, env_->isolate_data());
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if (!env_->env_proxy_template()->NewInstance(context()).ToLocal(&env_proxy) ||
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process_object()->Set(context(), env_string, env_proxy).IsNothing()) {
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return MaybeLocal<Value>();
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}
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return v8::True(isolate_);
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}
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} // namespace node
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