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#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_ |