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1 // Copyright 2014 The Chromium Authors. All rights reserved. | 1 // Copyright 2014 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #ifndef ScriptState_h | 5 // This file has been moved to platform/bindings/ScriptState.h. |
6 #define ScriptState_h | 6 // TODO(adithyas): Remove this file. |
7 | 7 #include "platform/bindings/ScriptState.h" |
8 #include <memory> | |
9 | |
10 #include "bindings/core/v8/ScopedPersistent.h" | |
11 #include "bindings/core/v8/V8PerContextData.h" | |
12 #include "core/CoreExport.h" | |
13 #include "platform/wtf/RefCounted.h" | |
14 #include "v8/include/v8-debug.h" | |
15 #include "v8/include/v8.h" | |
16 | |
17 namespace blink { | |
18 | |
19 class DOMWrapperWorld; | |
20 class ScriptValue; | |
21 | |
22 // ScriptState is an abstraction class that holds all information about script | |
23 // exectuion (e.g., v8::Isolate, v8::Context, DOMWrapperWorld, ExecutionContext | |
24 // etc). If you need any info about the script execution, you're expected to | |
25 // pass around ScriptState in the code base. ScriptState is in a 1:1 | |
26 // relationship with v8::Context. | |
27 // | |
28 // When you need ScriptState, you can add [CallWith=ScriptState] to IDL files | |
29 // and pass around ScriptState into a place where you need ScriptState. | |
30 // | |
31 // In some cases, you need ScriptState in code that doesn't have any JavaScript | |
32 // on the stack. Then you can store ScriptState on a C++ object using | |
33 // RefPtr<ScriptState>. | |
34 // | |
35 // class SomeObject { | |
36 // void someMethod(ScriptState* scriptState) { | |
37 // m_scriptState = scriptState; // Record the ScriptState. | |
38 // ...; | |
39 // } | |
40 // | |
41 // void asynchronousMethod() { | |
42 // if (!m_scriptState->contextIsValid()) { | |
43 // // It's possible that the context is already gone. | |
44 // return; | |
45 // } | |
46 // // Enter the ScriptState. | |
47 // ScriptState::Scope scope(m_scriptState.get()); | |
48 // // Do V8 related things. | |
49 // ToV8(...); | |
50 // } | |
51 // RefPtr<ScriptState> m_scriptState; | |
52 // }; | |
53 // | |
54 // You should not store ScriptState on a C++ object that can be accessed | |
55 // by multiple worlds. For example, you can store ScriptState on | |
56 // ScriptPromiseResolver, ScriptValue etc because they can be accessed from one | |
57 // world. However, you cannot store ScriptState on a DOM object that has | |
58 // an IDL interface because the DOM object can be accessed from multiple | |
59 // worlds. If ScriptState of one world "leak"s to another world, you will | |
60 // end up with leaking any JavaScript objects from one Chrome extension | |
61 // to another Chrome extension, which is a severe security bug. | |
62 // | |
63 // Lifetime: | |
64 // ScriptState is created when v8::Context is created. | |
65 // ScriptState is destroyed when v8::Context is garbage-collected and | |
66 // all V8 proxy objects that have references to the ScriptState are destructed. | |
67 class CORE_EXPORT ScriptState : public RefCounted<ScriptState> { | |
68 WTF_MAKE_NONCOPYABLE(ScriptState); | |
69 | |
70 public: | |
71 class Scope { | |
72 STACK_ALLOCATED(); | |
73 | |
74 public: | |
75 // You need to make sure that scriptState->context() is not empty before | |
76 // creating a Scope. | |
77 explicit Scope(ScriptState* script_state) | |
78 : handle_scope_(script_state->GetIsolate()), | |
79 context_(script_state->GetContext()) { | |
80 DCHECK(script_state->ContextIsValid()); | |
81 context_->Enter(); | |
82 } | |
83 | |
84 ~Scope() { context_->Exit(); } | |
85 | |
86 private: | |
87 v8::HandleScope handle_scope_; | |
88 v8::Local<v8::Context> context_; | |
89 }; | |
90 | |
91 static PassRefPtr<ScriptState> Create(v8::Local<v8::Context>, | |
92 PassRefPtr<DOMWrapperWorld>); | |
93 virtual ~ScriptState(); | |
94 | |
95 static ScriptState* Current(v8::Isolate* isolate) // DEPRECATED | |
96 { | |
97 return From(isolate->GetCurrentContext()); | |
98 } | |
99 | |
100 static ScriptState* ForFunctionObject( | |
101 const v8::FunctionCallbackInfo<v8::Value>& info) { | |
102 // We're assuming that the current context is not yet changed since | |
103 // the callback function has got called back. | |
104 // TODO(yukishiino): Once info.GetFunctionContext() gets implemented, | |
105 // we should use it instead. | |
106 return From(info.GetIsolate()->GetCurrentContext()); | |
107 } | |
108 | |
109 static ScriptState* ForReceiverObject( | |
110 const v8::FunctionCallbackInfo<v8::Value>& info) { | |
111 return From(info.Holder()->CreationContext()); | |
112 } | |
113 | |
114 static ScriptState* ForReceiverObject( | |
115 const v8::PropertyCallbackInfo<v8::Value>& info) { | |
116 return From(info.Holder()->CreationContext()); | |
117 } | |
118 | |
119 static ScriptState* ForReceiverObject( | |
120 const v8::PropertyCallbackInfo<void>& info) { | |
121 return From(info.Holder()->CreationContext()); | |
122 } | |
123 | |
124 static ScriptState* From(v8::Local<v8::Context> context) { | |
125 DCHECK(!context.IsEmpty()); | |
126 ScriptState* script_state = | |
127 static_cast<ScriptState*>(context->GetAlignedPointerFromEmbedderData( | |
128 kV8ContextPerContextDataIndex)); | |
129 // ScriptState::from() must not be called for a context that does not have | |
130 // valid embedder data in the embedder field. | |
131 SECURITY_CHECK(script_state); | |
132 SECURITY_CHECK(script_state->GetContext() == context); | |
133 return script_state; | |
134 } | |
135 | |
136 v8::Isolate* GetIsolate() const { return isolate_; } | |
137 DOMWrapperWorld& World() const { return *world_; } | |
138 | |
139 // This can return an empty handle if the v8::Context is gone. | |
140 v8::Local<v8::Context> GetContext() const { | |
141 return context_.NewLocal(isolate_); | |
142 } | |
143 bool ContextIsValid() const { | |
144 return !context_.IsEmpty() && per_context_data_; | |
145 } | |
146 void DetachGlobalObject(); | |
147 void ClearContext() { return context_.Clear(); } | |
148 | |
149 V8PerContextData* PerContextData() const { return per_context_data_.get(); } | |
150 void DisposePerContextData(); | |
151 | |
152 protected: | |
153 ScriptState(v8::Local<v8::Context>, PassRefPtr<DOMWrapperWorld>); | |
154 | |
155 private: | |
156 v8::Isolate* isolate_; | |
157 // This persistent handle is weak. | |
158 ScopedPersistent<v8::Context> context_; | |
159 | |
160 // This RefPtr doesn't cause a cycle because all persistent handles that | |
161 // DOMWrapperWorld holds are weak. | |
162 RefPtr<DOMWrapperWorld> world_; | |
163 | |
164 // This std::unique_ptr causes a cycle: | |
165 // V8PerContextData --(Persistent)--> v8::Context --(RefPtr)--> ScriptState | |
166 // --(std::unique_ptr)--> V8PerContextData | |
167 // So you must explicitly clear the std::unique_ptr by calling | |
168 // disposePerContextData() once you no longer need V8PerContextData. | |
169 // Otherwise, the v8::Context will leak. | |
170 std::unique_ptr<V8PerContextData> per_context_data_; | |
171 }; | |
172 | |
173 // ScriptStateProtectingContext keeps the context associated with the | |
174 // ScriptState alive. You need to call clear() once you no longer need the | |
175 // context. Otherwise, the context will leak. | |
176 class ScriptStateProtectingContext { | |
177 WTF_MAKE_NONCOPYABLE(ScriptStateProtectingContext); | |
178 USING_FAST_MALLOC(ScriptStateProtectingContext); | |
179 | |
180 public: | |
181 ScriptStateProtectingContext(ScriptState* script_state) | |
182 : script_state_(script_state) { | |
183 if (script_state_) | |
184 context_.Set(script_state_->GetIsolate(), script_state_->GetContext()); | |
185 } | |
186 | |
187 ScriptState* operator->() const { return script_state_.Get(); } | |
188 ScriptState* Get() const { return script_state_.Get(); } | |
189 void Clear() { | |
190 script_state_ = nullptr; | |
191 context_.Clear(); | |
192 } | |
193 | |
194 private: | |
195 RefPtr<ScriptState> script_state_; | |
196 ScopedPersistent<v8::Context> context_; | |
197 }; | |
198 | |
199 } // namespace blink | |
200 | |
201 #endif // ScriptState_h | |
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