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