--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/WebCore/bindings/v8/V8Proxy.h Fri Sep 17 09:02:29 2010 +0300
@@ -0,0 +1,482 @@
+/*
+ * Copyright (C) 2009 Google Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef V8Proxy_h
+#define V8Proxy_h
+
+#include "PlatformBridge.h"
+#include "ScriptSourceCode.h" // for WebCore::ScriptSourceCode
+#include "SecurityOrigin.h" // for WebCore::SecurityOrigin
+#include "SharedPersistent.h"
+#include "V8AbstractEventListener.h"
+#include "V8DOMWindowShell.h"
+#include "V8DOMWrapper.h"
+#include "V8GCController.h"
+#include "V8Utilities.h"
+#include "WrapperTypeInfo.h"
+#include <v8.h>
+#include <wtf/PassRefPtr.h> // so generated bindings don't have to
+#include <wtf/Vector.h>
+
+#if defined(ENABLE_DOM_STATS_COUNTERS) && PLATFORM(CHROMIUM)
+#define INC_STATS(name) PlatformBridge::incrementStatsCounter(name)
+#else
+#define INC_STATS(name)
+#endif
+
+namespace WebCore {
+
+ class CachedScript;
+ class DOMWindow;
+ class Frame;
+ class Node;
+ class SVGElement;
+ class ScriptExecutionContext;
+ class String;
+ class V8EventListener;
+ class V8IsolatedContext;
+ class WorldContextHandle;
+
+ // FIXME: use standard logging facilities in WebCore.
+ void logInfo(Frame*, const String& message, const String& url);
+
+ // The following Batch structs and methods are used for setting multiple
+ // properties on an ObjectTemplate, used from the generated bindings
+ // initialization (ConfigureXXXTemplate). This greatly reduces the binary
+ // size by moving from code driven setup to data table driven setup.
+
+ // BatchedAttribute translates into calls to SetAccessor() on either the
+ // instance or the prototype ObjectTemplate, based on |onProto|.
+ struct BatchedAttribute {
+ const char* const name;
+ v8::AccessorGetter getter;
+ v8::AccessorSetter setter;
+ WrapperTypeInfo* data;
+ v8::AccessControl settings;
+ v8::PropertyAttribute attribute;
+ bool onProto;
+ };
+
+ void batchConfigureAttributes(v8::Handle<v8::ObjectTemplate>, v8::Handle<v8::ObjectTemplate>, const BatchedAttribute*, size_t attributeCount);
+
+ inline void configureAttribute(v8::Handle<v8::ObjectTemplate> instance, v8::Handle<v8::ObjectTemplate> proto, const BatchedAttribute& attribute)
+ {
+ (attribute.onProto ? proto : instance)->SetAccessor(v8::String::New(attribute.name),
+ attribute.getter,
+ attribute.setter,
+ v8::External::Wrap(attribute.data),
+ attribute.settings,
+ attribute.attribute);
+ }
+
+ // BatchedConstant translates into calls to Set() for setting up an object's
+ // constants. It sets the constant on both the FunctionTemplate and the
+ // ObjectTemplate. PropertyAttributes is always ReadOnly.
+ struct BatchedConstant {
+ const char* const name;
+ int value;
+ };
+
+ void batchConfigureConstants(v8::Handle<v8::FunctionTemplate>, v8::Handle<v8::ObjectTemplate>, const BatchedConstant*, size_t constantCount);
+
+ struct BatchedCallback {
+ const char* const name;
+ v8::InvocationCallback callback;
+ };
+
+ void batchConfigureCallbacks(v8::Handle<v8::ObjectTemplate>,
+ v8::Handle<v8::Signature>,
+ v8::PropertyAttribute,
+ const BatchedCallback*,
+ size_t callbackCount);
+
+ const int kMaxRecursionDepth = 20;
+
+ // Information about an extension that is registered for use with V8. If
+ // scheme is non-empty, it contains the URL scheme the extension should be
+ // used with. If group is non-zero, the extension will only be loaded into
+ // script contexts that belong to that group. Otherwise, the extension is
+ // used with all schemes and contexts.
+ struct V8ExtensionInfo {
+ String scheme;
+ int group;
+ v8::Extension* extension;
+ };
+ typedef WTF::Vector<V8ExtensionInfo> V8Extensions;
+
+ class V8Proxy {
+ public:
+ // The types of javascript errors that can be thrown.
+ enum ErrorType {
+ RangeError,
+ ReferenceError,
+ SyntaxError,
+ TypeError,
+ GeneralError
+ };
+
+ // When to report errors.
+ enum DelayReporting {
+ ReportLater,
+ ReportNow
+ };
+
+ explicit V8Proxy(Frame*);
+
+ ~V8Proxy();
+
+ Frame* frame() { return m_frame; }
+
+ void clearForNavigation();
+ void clearForClose();
+
+ // FIXME: Need comment. User Gesture related.
+ bool inlineCode() const { return m_inlineCode; }
+ void setInlineCode(bool value) { m_inlineCode = value; }
+
+ bool timerCallback() const { return m_timerCallback; }
+ void setTimerCallback(bool value) { m_timerCallback = value; }
+
+ // Disconnects the proxy from its owner frame,
+ // and clears all timeouts on the DOM window.
+ void disconnectFrame();
+
+#if ENABLE(SVG)
+ static void setSVGContext(void*, SVGElement*);
+ static SVGElement* svgContext(void*);
+
+ // These helper functions are required in case we are given a PassRefPtr
+ // to a (possibly) newly created object and must prevent its reference
+ // count from dropping to zero as would happen in code like
+ //
+ // V8Proxy::setSVGContext(imp->getNewlyCreatedObject().get(), context);
+ // foo(imp->getNewlyCreatedObject().get());
+ //
+ // In the above two lines each time getNewlyCreatedObject() is called it
+ // creates a new object because we don't ref() it. (So our attemts to
+ // associate a context with it fail.) Such code should be rewritten to
+ //
+ // foo(V8Proxy::withSVGContext(imp->getNewlyCreatedObject(), context).get());
+ //
+ // where PassRefPtr::~PassRefPtr() is invoked only after foo() is
+ // called.
+ template <typename T>
+ static PassRefPtr<T> withSVGContext(PassRefPtr<T> object, SVGElement* context)
+ {
+ setSVGContext(object.get(), context);
+ return object;
+ }
+
+ template <typename T>
+ static T* withSVGContext(T* object, SVGElement* context)
+ {
+ setSVGContext(object, context);
+ return object;
+ }
+#endif
+
+ void finishedWithEvent(Event*) { }
+
+ // Evaluate JavaScript in a new isolated world. The script gets its own
+ // global scope, its own prototypes for intrinsic JavaScript objects (String,
+ // Array, and so-on), and its own wrappers for all DOM nodes and DOM
+ // constructors.
+ void evaluateInIsolatedWorld(int worldId, const Vector<ScriptSourceCode>& sources, int extensionGroup);
+
+ // Returns true if the proxy is currently executing a script in V8.
+ bool executingScript() const;
+
+ // Evaluate a script file in the current execution environment.
+ // The caller must hold an execution context.
+ // If cannot evalute the script, it returns an error.
+ v8::Local<v8::Value> evaluate(const ScriptSourceCode&, Node*);
+
+ // Run an already compiled script.
+ v8::Local<v8::Value> runScript(v8::Handle<v8::Script>, bool isInlineCode);
+
+ // Call the function with the given receiver and arguments.
+ v8::Local<v8::Value> callFunction(v8::Handle<v8::Function>, v8::Handle<v8::Object>, int argc, v8::Handle<v8::Value> argv[]);
+
+ // Call the function with the given receiver and arguments.
+ static v8::Local<v8::Value> callFunctionWithoutFrame(v8::Handle<v8::Function>, v8::Handle<v8::Object>, int argc, v8::Handle<v8::Value> argv[]);
+
+ // Call the function as constructor with the given arguments.
+ v8::Local<v8::Value> newInstance(v8::Handle<v8::Function>, int argc, v8::Handle<v8::Value> argv[]);
+
+ // Returns the window object associated with a context.
+ static DOMWindow* retrieveWindow(v8::Handle<v8::Context>);
+ // Returns V8Proxy object of the currently executing context.
+ static V8Proxy* retrieve();
+ // Returns V8Proxy object associated with a frame.
+ static V8Proxy* retrieve(Frame*);
+ // Returns V8Proxy object associated with a script execution context.
+ static V8Proxy* retrieve(ScriptExecutionContext*);
+
+ // Returns the frame object of the window object associated with
+ // a context.
+ static Frame* retrieveFrame(v8::Handle<v8::Context>);
+
+
+ // The three functions below retrieve WebFrame instances relating the
+ // currently executing JavaScript. Since JavaScript can make function calls
+ // across frames, though, we need to be more precise.
+ //
+ // For example, imagine that a JS function in frame A calls a function in
+ // frame B, which calls native code, which wants to know what the 'active'
+ // frame is.
+ //
+ // The 'entered context' is the context where execution first entered the
+ // script engine; the context that is at the bottom of the JS function stack.
+ // RetrieveFrameForEnteredContext() would return Frame A in our example.
+ // This frame is often referred to as the "dynamic global object."
+ //
+ // The 'current context' is the context the JS engine is currently inside of;
+ // the context that is at the top of the JS function stack.
+ // RetrieveFrameForCurrentContext() would return Frame B in our example.
+ // This frame is often referred to as the "lexical global object."
+ //
+ // Finally, the 'calling context' is the context one below the current
+ // context on the JS function stack. For example, if function f calls
+ // function g, then the calling context will be the context associated with
+ // f. This context is commonly used by DOM security checks because they want
+ // to know who called them.
+ //
+ // If you are unsure which of these functions to use, ask abarth.
+ //
+ // NOTE: These cannot be declared as inline function, because VS complains at
+ // linking time.
+ static Frame* retrieveFrameForEnteredContext();
+ static Frame* retrieveFrameForCurrentContext();
+ static Frame* retrieveFrameForCallingContext();
+
+ // Returns V8 Context of a frame. If none exists, creates
+ // a new context. It is potentially slow and consumes memory.
+ static v8::Local<v8::Context> context(Frame*);
+ static v8::Local<v8::Context> mainWorldContext(Frame*);
+ static v8::Local<v8::Context> currentContext();
+
+ // If the current context causes out of memory, JavaScript setting
+ // is disabled and it returns true.
+ static bool handleOutOfMemory();
+
+ static v8::Handle<v8::Value> checkNewLegal(const v8::Arguments&);
+
+ static v8::Handle<v8::Script> compileScript(v8::Handle<v8::String> code, const String& fileName, int baseLine, v8::ScriptData* = 0);
+
+ // If the exception code is different from zero, a DOM exception is
+ // schedule to be thrown.
+ static void setDOMException(int exceptionCode);
+
+ // Schedule an error object to be thrown.
+ static v8::Handle<v8::Value> throwError(ErrorType, const char* message);
+
+ // Helpers for throwing syntax and type errors with predefined messages.
+ static v8::Handle<v8::Value> throwTypeError();
+ static v8::Handle<v8::Value> throwSyntaxError();
+
+ template <typename T>
+ static v8::Handle<v8::Value> constructDOMObject(const v8::Arguments&, WrapperTypeInfo*);
+
+ template <typename T>
+ static v8::Handle<v8::Value> constructDOMObjectWithScriptExecutionContext(const v8::Arguments&, WrapperTypeInfo*);
+
+ // Process any pending JavaScript console messages.
+ static void processConsoleMessages();
+
+ v8::Local<v8::Context> context();
+ v8::Local<v8::Context> mainWorldContext();
+
+ // FIXME: This should eventually take DOMWrapperWorld argument!
+ V8DOMWindowShell* windowShell() const { return m_windowShell.get(); }
+
+ bool setContextDebugId(int id);
+ static int contextDebugId(v8::Handle<v8::Context>);
+
+ // Registers a v8 extension to be available on webpages. The two forms
+ // offer various restrictions on what types of contexts the extension is
+ // loaded into. If a scheme is provided, only pages whose URL has the given
+ // scheme will match. If extensionGroup is provided, the extension will
+ // only be loaded into scripts run via evaluateInNewWorld with the
+ // matching group. Will only affect v8 contexts initialized after this
+ // call. Takes ownership of the v8::Extension object passed.
+ static void registerExtension(v8::Extension*, const String& schemeRestriction);
+ static void registerExtension(v8::Extension*, int extensionGroup);
+
+ static void registerExtensionWithV8(v8::Extension*);
+ static bool registeredExtensionWithV8(v8::Extension*);
+
+ static const V8Extensions& extensions() { return m_extensions; }
+
+ // Report an unsafe attempt to access the given frame on the console.
+ static void reportUnsafeAccessTo(Frame* target, DelayReporting delay);
+
+ private:
+ // If m_recursionCount is 0, let LocalStorage know so we can release
+ // the storage mutex.
+ void releaseStorageMutex();
+
+ void resetIsolatedWorlds();
+
+ PassOwnPtr<v8::ScriptData> precompileScript(v8::Handle<v8::String>, CachedScript*);
+
+ // Returns false when we're out of memory in V8.
+ bool setInjectedScriptContextDebugId(v8::Handle<v8::Context> targetContext);
+
+ static const char* rangeExceptionName(int exceptionCode);
+ static const char* eventExceptionName(int exceptionCode);
+ static const char* xmlHttpRequestExceptionName(int exceptionCode);
+ static const char* domExceptionName(int exceptionCode);
+
+#if ENABLE(XPATH)
+ static const char* xpathExceptionName(int exceptionCode);
+#endif
+
+#if ENABLE(SVG)
+ static const char* svgExceptionName(int exceptionCode);
+#endif
+
+#if ENABLE(DATABASE)
+ static const char* sqlExceptionName(int exceptionCode);
+#endif
+
+ Frame* m_frame;
+
+ // For the moment, we have one of these. Soon we will have one per DOMWrapperWorld.
+ RefPtr<V8DOMWindowShell> m_windowShell;
+
+ // True for <a href="javascript:foo()"> and false for <script>foo()</script>.
+ // Only valid during execution.
+ bool m_inlineCode;
+
+ // True when executing from within a timer callback. Only valid during
+ // execution.
+ bool m_timerCallback;
+
+ // Track the recursion depth to be able to avoid too deep recursion. The V8
+ // engine allows much more recursion than KJS does so we need to guard against
+ // excessive recursion in the binding layer.
+ int m_recursion;
+
+ // All of the extensions registered with the context.
+ static V8Extensions m_extensions;
+
+ // The isolated worlds we are tracking for this frame. We hold them alive
+ // here so that they can be used again by future calls to
+ // evaluateInIsolatedWorld().
+ //
+ // Note: although the pointer is raw, the instance is kept alive by a strong
+ // reference to the v8 context it contains, which is not made weak until we
+ // call world->destroy().
+ //
+ // FIXME: We want to eventually be holding window shells instead of the
+ // IsolatedContext directly.
+ typedef HashMap<int, V8IsolatedContext*> IsolatedWorldMap;
+ IsolatedWorldMap m_isolatedWorlds;
+ };
+
+ template <typename T>
+ v8::Handle<v8::Value> V8Proxy::constructDOMObject(const v8::Arguments& args, WrapperTypeInfo* type)
+ {
+ if (!args.IsConstructCall())
+ return throwError(V8Proxy::TypeError, "DOM object constructor cannot be called as a function.");
+
+ // Note: it's OK to let this RefPtr go out of scope because we also call
+ // SetDOMWrapper(), which effectively holds a reference to obj.
+ RefPtr<T> obj = T::create();
+ V8DOMWrapper::setDOMWrapper(args.Holder(), type, obj.get());
+ obj->ref();
+ V8DOMWrapper::setJSWrapperForDOMObject(obj.get(), v8::Persistent<v8::Object>::New(args.Holder()));
+ return args.Holder();
+ }
+
+ template <typename T>
+ v8::Handle<v8::Value> V8Proxy::constructDOMObjectWithScriptExecutionContext(const v8::Arguments& args, WrapperTypeInfo* type)
+ {
+ if (!args.IsConstructCall())
+ return throwError(V8Proxy::TypeError, "");
+
+ ScriptExecutionContext* context = getScriptExecutionContext();
+ if (!context)
+ return throwError(V8Proxy::ReferenceError, "");
+
+ // Note: it's OK to let this RefPtr go out of scope because we also call
+ // SetDOMWrapper(), which effectively holds a reference to obj.
+ RefPtr<T> obj = T::create(context);
+ V8DOMWrapper::setDOMWrapper(args.Holder(), type, obj.get());
+ obj->ref();
+ V8DOMWrapper::setJSWrapperForDOMObject(obj.get(), v8::Persistent<v8::Object>::New(args.Holder()));
+ return args.Holder();
+ }
+
+
+ v8::Local<v8::Context> toV8Context(ScriptExecutionContext*, const WorldContextHandle& worldContext);
+
+ // Used by an interceptor callback that it hasn't found anything to
+ // intercept.
+ inline static v8::Local<v8::Object> notHandledByInterceptor()
+ {
+ return v8::Local<v8::Object>();
+ }
+
+ inline static v8::Local<v8::Boolean> deletionNotHandledByInterceptor()
+ {
+ return v8::Local<v8::Boolean>();
+ }
+ inline v8::Handle<v8::Primitive> throwError(const char* message, V8Proxy::ErrorType type = V8Proxy::TypeError)
+ {
+ if (!v8::V8::IsExecutionTerminating())
+ V8Proxy::throwError(type, message);
+ return v8::Undefined();
+ }
+
+ inline v8::Handle<v8::Primitive> throwError(ExceptionCode ec)
+ {
+ if (!v8::V8::IsExecutionTerminating())
+ V8Proxy::setDOMException(ec);
+ return v8::Undefined();
+ }
+
+ inline v8::Handle<v8::Primitive> throwError(v8::Local<v8::Value> exception)
+ {
+ if (!v8::V8::IsExecutionTerminating())
+ v8::ThrowException(exception);
+ return v8::Undefined();
+ }
+
+ template <class T> inline v8::Handle<v8::Object> toV8(PassRefPtr<T> object, v8::Local<v8::Object> holder)
+ {
+ object->ref();
+ V8DOMWrapper::setJSWrapperForDOMObject(object.get(), v8::Persistent<v8::Object>::New(holder));
+ return holder;
+ }
+
+}
+
+#endif // V8Proxy_h