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https://github.com/classilla/tenfourfox.git
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384 lines
15 KiB
C++
384 lines
15 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* vim: set ts=8 sts=4 et sw=4 tw=99:
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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// Interfaces by which the embedding can interact with the Debugger API.
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#ifndef js_Debug_h
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#define js_Debug_h
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#include "mozilla/Assertions.h"
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#include "mozilla/Attributes.h"
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#include "mozilla/MemoryReporting.h"
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#include "mozilla/UniquePtr.h"
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#include "jsapi.h"
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#include "jspubtd.h"
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#include "js/GCAPI.h"
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#include "js/RootingAPI.h"
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#include "js/TypeDecls.h"
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namespace js {
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class Debugger;
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} // namespace js
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namespace JS {
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using mozilla::UniquePtr;
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namespace dbg {
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// Helping embedding code build objects for Debugger
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// -------------------------------------------------
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//
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// Some Debugger API features lean on the embedding application to construct
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// their result values. For example, Debugger.Frame.prototype.scriptEntryReason
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// calls hooks provided by the embedding to construct values explaining why it
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// invoked JavaScript; if F is a frame called from a mouse click event handler,
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// F.scriptEntryReason would return an object of the form:
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//
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// { eventType: "mousedown", event: <object> }
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//
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// where <object> is a Debugger.Object whose referent is the event being
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// dispatched.
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//
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// However, Debugger implements a trust boundary. Debuggee code may be
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// considered untrusted; debugger code needs to be protected from debuggee
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// getters, setters, proxies, Object.watch watchpoints, and any other feature
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// that might accidentally cause debugger code to set the debuggee running. The
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// Debugger API tries to make it easy to write safe debugger code by only
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// offering access to debuggee objects via Debugger.Object instances, which
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// ensure that only those operations whose explicit purpose is to invoke
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// debuggee code do so. But this protective membrane is only helpful if we
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// interpose Debugger.Object instances in all the necessary spots.
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//
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// SpiderMonkey's compartment system also implements a trust boundary. The
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// debuggee and debugger are always in different compartments. Inter-compartment
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// work requires carefully tracking which compartment each JSObject or JS::Value
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// belongs to, and ensuring that is is correctly wrapped for each operation.
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//
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// It seems precarious to expect the embedding's hooks to implement these trust
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// boundaries. Instead, the JS::dbg::Builder API segregates the code which
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// constructs trusted objects from that which deals with untrusted objects.
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// Trusted objects have an entirely different C++ type, so code that improperly
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// mixes trusted and untrusted objects is caught at compile time.
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//
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// In the structure shown above, there are two trusted objects, and one
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// untrusted object:
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//
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// - The overall object, with the 'eventType' and 'event' properties, is a
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// trusted object. We're going to return it to D.F.p.scriptEntryReason's
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// caller, which will handle it directly.
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//
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// - The Debugger.Object instance appearing as the value of the 'event' property
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// is a trusted object. It belongs to the same Debugger instance as the
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// Debugger.Frame instance whose scriptEntryReason accessor was called, and
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// presents a safe reflection-oriented API for inspecting its referent, which
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// is:
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//
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// - The actual event object, an untrusted object, and the referent of the
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// Debugger.Object above. (Content can do things like replacing accessors on
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// Event.prototype.)
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//
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// Using JS::dbg::Builder, all objects and values the embedding deals with
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// directly are considered untrusted, and are assumed to be debuggee values. The
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// only way to construct trusted objects is to use Builder's own methods, which
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// return a separate Object type. The only way to set a property on a trusted
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// object is through that Object type. The actual trusted object is never
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// exposed to the embedding.
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//
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// So, for example, the embedding might use code like the following to construct
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// the object shown above, given a Builder passed to it by Debugger:
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//
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// bool
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// MyScriptEntryReason::explain(JSContext* cx,
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// Builder& builder,
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// Builder::Object& result)
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// {
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// JSObject* eventObject = ... obtain debuggee event object somehow ...;
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// if (!eventObject)
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// return false;
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// result = builder.newObject(cx);
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// return result &&
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// result.defineProperty(cx, "eventType", SafelyFetchType(eventObject)) &&
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// result.defineProperty(cx, "event", eventObject);
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// }
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//
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//
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// Object::defineProperty also accepts an Object as the value to store on the
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// property. By its type, we know that the value is trusted, so we set it
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// directly as the property's value, without interposing a Debugger.Object
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// wrapper. This allows the embedding to builted nested structures of trusted
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// objects.
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//
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// The Builder and Builder::Object methods take care of doing whatever
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// compartment switching and wrapping are necessary to construct the trusted
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// values in the Debugger's compartment.
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//
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// The Object type is self-rooting. Construction, assignment, and destruction
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// all properly root the referent object.
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class BuilderOrigin;
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class Builder {
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// The Debugger instance whose client we are building a value for. We build
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// objects in this object's compartment.
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PersistentRootedObject debuggerObject;
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// debuggerObject's Debugger structure, for convenience.
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js::Debugger* debugger;
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// Check that |thing| is in the same compartment as our debuggerObject. Used
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// for assertions when constructing BuiltThings. We can overload this as we
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// add more instantiations of BuiltThing.
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#if DEBUG
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void assertBuilt(JSObject* obj);
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#else
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void assertBuilt(JSObject* obj) { }
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#endif
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protected:
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// A reference to a trusted object or value. At the moment, we only use it
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// with JSObject*.
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template<typename T>
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class BuiltThing {
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friend class BuilderOrigin;
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protected:
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// The Builder to which this trusted thing belongs.
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Builder& owner;
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// A rooted reference to our value.
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PersistentRooted<T> value;
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BuiltThing(JSContext* cx, Builder& owner_, T value_ = js::GCMethods<T>::initial())
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: owner(owner_), value(cx, value_)
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{
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owner.assertBuilt(value_);
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}
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// Forward some things from our owner, for convenience.
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js::Debugger* debugger() const { return owner.debugger; }
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JSObject* debuggerObject() const { return owner.debuggerObject; }
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public:
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BuiltThing(const BuiltThing& rhs) : owner(rhs.owner), value(rhs.value) { }
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BuiltThing& operator=(const BuiltThing& rhs) {
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MOZ_ASSERT(&owner == &rhs.owner);
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owner.assertBuilt(rhs.value);
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value = rhs.value;
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return *this;
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}
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explicit operator bool() const {
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// If we ever instantiate BuiltThing<Value>, this might not suffice.
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return value;
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}
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private:
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BuiltThing() = delete;
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};
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public:
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// A reference to a trusted object, possibly null. Instances of Object are
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// always properly rooted. They can be copied and assigned, as if they were
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// pointers.
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class Object: private BuiltThing<JSObject*> {
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friend class Builder; // for construction
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friend class BuilderOrigin; // for unwrapping
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typedef BuiltThing<JSObject*> Base;
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// This is private, because only Builders can create Objects that
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// actually point to something (hence the 'friend' declaration).
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Object(JSContext* cx, Builder& owner_, HandleObject obj) : Base(cx, owner_, obj.get()) { }
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bool definePropertyToTrusted(JSContext* cx, const char* name,
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JS::MutableHandleValue value);
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public:
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Object(JSContext* cx, Builder& owner_) : Base(cx, owner_, nullptr) { }
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Object(const Object& rhs) : Base(rhs) { }
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// Our automatically-generated assignment operator can see our base
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// class's assignment operator, so we don't need to write one out here.
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// Set the property named |name| on this object to |value|.
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//
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// If |value| is a string or primitive, re-wrap it for the debugger's
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// compartment.
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//
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// If |value| is an object, assume it is a debuggee object and make a
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// Debugger.Object instance referring to it. Set that as the propery's
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// value.
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//
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// If |value| is another trusted object, store it directly as the
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// property's value.
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//
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// On error, report the problem on cx and return false.
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bool defineProperty(JSContext* cx, const char* name, JS::HandleValue value);
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bool defineProperty(JSContext* cx, const char* name, JS::HandleObject value);
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bool defineProperty(JSContext* cx, const char* name, Object& value);
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using Base::operator bool;
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};
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// Build an empty object for direct use by debugger code, owned by this
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// Builder. If an error occurs, report it on cx and return a false Object.
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Object newObject(JSContext* cx);
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protected:
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Builder(JSContext* cx, js::Debugger* debugger);
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};
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// Debugger itself instantiates this subclass of Builder, which can unwrap
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// BuiltThings that belong to it.
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class BuilderOrigin : public Builder {
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template<typename T>
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T unwrapAny(const BuiltThing<T>& thing) {
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MOZ_ASSERT(&thing.owner == this);
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return thing.value.get();
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}
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public:
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BuilderOrigin(JSContext* cx, js::Debugger* debugger_)
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: Builder(cx, debugger_)
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{ }
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JSObject* unwrap(Object& object) { return unwrapAny(object); }
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};
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// Finding the size of blocks allocated with malloc
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// ------------------------------------------------
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//
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// Debugger.Memory wants to be able to report how many bytes items in memory are
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// consuming. To do this, it needs a function that accepts a pointer to a block,
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// and returns the number of bytes allocated to that block. SpiderMonkey itself
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// doesn't know which function is appropriate to use, but the embedding does.
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// Tell Debuggers in |runtime| to use |mallocSizeOf| to find the size of
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// malloc'd blocks.
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JS_PUBLIC_API(void)
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SetDebuggerMallocSizeOf(JSRuntime* runtime, mozilla::MallocSizeOf mallocSizeOf);
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// Get the MallocSizeOf function that the given runtime is using to find the
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// size of malloc'd blocks.
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JS_PUBLIC_API(mozilla::MallocSizeOf)
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GetDebuggerMallocSizeOf(JSRuntime* runtime);
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// Debugger and Garbage Collection Events
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// --------------------------------------
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//
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// The Debugger wants to report about its debuggees' GC cycles, however entering
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// JS after a GC is troublesome since SpiderMonkey will often do something like
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// force a GC and then rely on the nursery being empty. If we call into some
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// Debugger's hook after the GC, then JS runs and the nursery won't be
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// empty. Instead, we rely on embedders to call back into SpiderMonkey after a
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// GC and notify Debuggers to call their onGarbageCollection hook.
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// For each Debugger that observed a debuggee involved in the given GC event,
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// call its `onGarbageCollection` hook.
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JS_PUBLIC_API(bool)
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FireOnGarbageCollectionHook(JSContext* cx, GarbageCollectionEvent::Ptr&& data);
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// Handlers for observing Promises
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// -------------------------------
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//
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// The Debugger wants to observe behavior of promises, which are implemented by
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// Gecko with webidl and which SpiderMonkey knows nothing about. On the other
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// hand, Gecko knows nothing about which (if any) debuggers are observing a
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// promise's global. The compromise is that Gecko is responsible for calling
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// these handlers at the appropriate times, and SpiderMonkey will handle
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// notifying any Debugger instances that are observing the given promise's
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// global.
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// Notify any Debugger instances observing this promise's global that a new
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// promise was allocated.
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JS_PUBLIC_API(void)
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onNewPromise(JSContext* cx, HandleObject promise);
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// Notify any Debugger instances observing this promise's global that the
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// promise has settled (ie, it has either been fulfilled or rejected). Note that
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// this is *not* equivalent to the promise resolution (ie, the promise's fate
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// getting locked in) because you can resolve a promise with another pending
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// promise, in which case neither promise has settled yet.
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//
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// It is Gecko's responsibility to ensure that this is never called on the same
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// promise more than once (because a promise can only make the transition from
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// unsettled to settled once).
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JS_PUBLIC_API(void)
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onPromiseSettled(JSContext* cx, HandleObject promise);
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// Return true if the given value is a Debugger object, false otherwise.
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JS_PUBLIC_API(bool)
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IsDebugger(JSObject& obj);
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// Append each of the debuggee global objects observed by the Debugger object
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// |dbgObj| to |vector|. Returns true on success, false on failure.
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JS_PUBLIC_API(bool)
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GetDebuggeeGlobals(JSContext* cx, JSObject& dbgObj, AutoObjectVector& vector);
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// Hooks for reporting where JavaScript execution began.
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//
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// Our performance tools would like to be able to label blocks of JavaScript
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// execution with the function name and source location where execution began:
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// the event handler, the callback, etc.
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//
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// Construct an instance of this class on the stack, providing a JSContext
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// belonging to the runtime in which execution will occur. Each time we enter
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// JavaScript --- specifically, each time we push a JavaScript stack frame that
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// has no older JS frames younger than this AutoEntryMonitor --- we will
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// call the appropriate |Entry| member function to indicate where we've begun
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// execution.
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class MOZ_STACK_CLASS AutoEntryMonitor {
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JSRuntime* runtime_;
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AutoEntryMonitor* savedMonitor_;
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public:
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explicit AutoEntryMonitor(JSContext* cx);
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~AutoEntryMonitor();
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// SpiderMonkey reports the JavaScript entry points occuring within this
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// AutoEntryMonitor's scope to the following member functions, which the
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// embedding is expected to override.
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// We have begun executing |function|. Note that |function| may not be the
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// actual closure we are running, but only the canonical function object to
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// which the script refers.
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virtual void Entry(JSContext* cx, JSFunction* function,
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HandleValue asyncStack,
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HandleString asyncCause) = 0;
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// Execution has begun at the entry point of |script|, which is not a
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// function body. (This is probably being executed by 'eval' or some
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// JSAPI equivalent.)
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virtual void Entry(JSContext* cx, JSScript* script,
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HandleValue asyncStack,
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HandleString asyncCause) = 0;
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// Execution of the function or script has ended.
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virtual void Exit(JSContext* cx) { }
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};
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} // namespace dbg
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} // namespace JS
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#endif /* js_Debug_h */
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