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/*
* 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.
*/
#include "config.h"
#include "V8IsolatedWorld.h"
#include <v8.h>
#include "V8DOMWindow.h"
#include "Frame.h"
#include "HashMap.h"
#include "ScriptController.h"
namespace WebCore {
// We cache a pointer to the V8IsolatedWorld as a hidden property on the
// context's global object. This constant is the name of our hidden property.
//
// FIXME: We should centralize our list of V8 hidden proprety names to ensure
// we don't have name collisions.
//
static char isolatedWorldKey[] = "IsolatedWorld";
static v8::Handle<v8::String> getIsolatedWorldKey()
{
static v8::Persistent<v8::String>* key;
if (!key)
key = new v8::Persistent<v8::String>(v8::Persistent<v8::String>::New(v8::String::NewSymbol(isolatedWorldKey)));
return *key;
}
static int isolatedWorldCount = 0;
static void contextWeakReferenceCallback(v8::Persistent<v8::Value> object, void* isolated_world)
{
// Our context is going away. Time to clean up the world.
V8IsolatedWorld* world = static_cast<V8IsolatedWorld*>(isolated_world);
delete world;
}
void V8IsolatedWorld::evaluate(const Vector<ScriptSourceCode>& sources, V8Proxy* proxy)
{
v8::HandleScope scope;
v8::Persistent<v8::Context> context = proxy->createNewContext(v8::Handle<v8::Object>());
// Run code in the new context.
v8::Context::Scope context_scope(context);
// The lifetime of this object is controlled by the V8 GC.
// We need to create the world before touching DOM wrappers.
V8IsolatedWorld* world = new V8IsolatedWorld(context);
proxy->installDOMWindow(context, proxy->frame()->domWindow());
for (size_t i = 0; i < sources.size(); ++i)
proxy->evaluate(sources[i], 0);
// Using the default security token means that the canAccess is always
// called, which is slow.
// FIXME: Use tokens where possible. This will mean keeping track of all
// created contexts so that they can all be updated when the
// document domain
// changes.
// FIXME: Move this statement above proxy->evaluate? It seems like we
// should set up the token before running the script.
context->UseDefaultSecurityToken();
context.Dispose();
// WARNING! This might well delete |world|.
}
V8IsolatedWorld::V8IsolatedWorld(v8::Handle<v8::Context> context)
: m_context(context)
{
++isolatedWorldCount;
m_context.MakeWeak(this, &contextWeakReferenceCallback);
m_context->Global()->SetHiddenValue(getIsolatedWorldKey(), v8::External::Wrap(this));
}
V8IsolatedWorld::~V8IsolatedWorld()
{
--isolatedWorldCount;
}
V8IsolatedWorld* V8IsolatedWorld::getEntered()
{
if (isolatedWorldCount == 0) {
// This is a temporary performance optimization. Essentially,
// GetHiddenValue is too slow for this code path. We need to get the
// V8 team to add a real property to v8::Context for isolated worlds.
// Until then, we optimize the common case of not having any isolated
// worlds at all.
return 0;
}
if (!v8::Context::InContext())
return 0;
v8::HandleScope scope;
v8::Local<v8::Value> world = v8::Context::GetEntered()->Global()->GetHiddenValue(getIsolatedWorldKey());
if (world.IsEmpty())
return 0;
return static_cast<V8IsolatedWorld*>(v8::External::Unwrap(world));
}
} // namespace WebCore