/*
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*
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* in the documentation and/or other materials provided with the
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*
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#include "config.h"
#include "DOMDataStore.h"
#include "DOMData.h"
namespace WebCore {
// DOM binding algorithm:
//
// There are two kinds of DOM objects:
// 1. DOM tree nodes, such as Document, HTMLElement, ...
// there classes implement TreeShared<T> interface;
// 2. Non-node DOM objects, such as CSSRule, Location, etc.
// these classes implement a ref-counted scheme.
//
// A DOM object may have a JS wrapper object. If a tree node
// is alive, its JS wrapper must be kept alive even it is not
// reachable from JS roots.
// However, JS wrappers of non-node objects can go away if
// not reachable from other JS objects. It works like a cache.
//
// DOM objects are ref-counted, and JS objects are traced from
// a set of root objects. They can create a cycle. To break
// cycles, we do following:
// Handles from DOM objects to JS wrappers are always weak,
// so JS wrappers of non-node object cannot create a cycle.
// Before starting a global GC, we create a virtual connection
// between nodes in the same tree in the JS heap. If the wrapper
// of one node in a tree is alive, wrappers of all nodes in
// the same tree are considered alive. This is done by creating
// object groups in GC prologue callbacks. The mark-compact
// collector will remove these groups after each GC.
//
// DOM objects should be deref-ed from the owning thread, not the GC thread
// that does not own them. In V8, GC can kick in from any thread. To ensure
// that DOM objects are always deref-ed from the owning thread when running
// V8 in multi-threading environment, we do following:
// 1. Maintain a thread specific DOM wrapper map for each object map.
// (We're using TLS support from WTF instead of base since V8Bindings
// does not depend on base. We further assume that all child threads
// running V8 instances are created by WTF and thus a destructor will
// be called to clean up all thread specific data.)
// 2. When GC happens:
// 2.1. If the dead object is in GC thread's map, remove the JS reference
// and deref the DOM object.
// 2.2. Otherwise, go through all thread maps to find the owning thread.
// Remove the JS reference from the owning thread's map and move the
// DOM object to a delayed queue. Post a task to the owning thread
// to have it deref-ed from the owning thread at later time.
// 3. When a thread is tearing down, invoke a cleanup routine to go through
// all objects in the delayed queue and the thread map and deref all of
// them.
DOMDataStore::DOMDataStore(DOMData* domData)
: m_domNodeMap(0)
, m_domObjectMap(0)
, m_activeDomObjectMap(0)
#if ENABLE(SVG)
, m_domSvgElementInstanceMap(0)
, m_domSvgObjectWithContextMap(0)
#endif
, m_domData(domData)
{
WTF::MutexLocker locker(DOMDataStore::allStoresMutex());
DOMDataStore::allStores().append(this);
}
DOMDataStore::~DOMDataStore()
{
WTF::MutexLocker locker(DOMDataStore::allStoresMutex());
DOMDataStore::allStores().remove(DOMDataStore::allStores().find(this));
}
DOMDataList& DOMDataStore::allStores()
{
DEFINE_STATIC_LOCAL(DOMDataList, staticDOMDataList, ());
return staticDOMDataList;
}
WTF::Mutex& DOMDataStore::allStoresMutex()
{
DEFINE_STATIC_LOCAL(WTF::Mutex, staticDOMDataListMutex, ());
return staticDOMDataListMutex;
}
void DOMDataStore::forgetDelayedObject(DOMData* domData, void* object)
{
domData->forgetDelayedObject(object);
}
void* DOMDataStore::getDOMWrapperMap(DOMWrapperMapType type)
{
switch (type) {
case DOMNodeMap:
return m_domNodeMap;
case DOMObjectMap:
return m_domObjectMap;
case ActiveDOMObjectMap:
return m_activeDomObjectMap;
#if ENABLE(SVG)
case DOMSVGElementInstanceMap:
return m_domSvgElementInstanceMap;
case DOMSVGObjectWithContextMap:
return m_domSvgObjectWithContextMap;
#endif
}
ASSERT_NOT_REACHED();
return 0;
}
// Called when the object is near death (not reachable from JS roots).
// It is time to remove the entry from the table and dispose the handle.
void DOMDataStore::weakDOMObjectCallback(v8::Persistent<v8::Value> v8Object, void* domObject)
{
v8::HandleScope scope;
ASSERT(v8Object->IsObject());
DOMData::handleWeakObject(DOMDataStore::DOMObjectMap, v8::Persistent<v8::Object>::Cast(v8Object), domObject);
}
void DOMDataStore::weakActiveDOMObjectCallback(v8::Persistent<v8::Value> v8Object, void* domObject)
{
v8::HandleScope scope;
ASSERT(v8Object->IsObject());
DOMData::handleWeakObject(DOMDataStore::ActiveDOMObjectMap, v8::Persistent<v8::Object>::Cast(v8Object), domObject);
}
void DOMDataStore::weakNodeCallback(v8::Persistent<v8::Value> v8Object, void* domObject)
{
ASSERT(WTF::isMainThread());
Node* node = static_cast<Node*>(domObject);
WTF::MutexLocker locker(DOMDataStore::allStoresMutex());
DOMDataList& list = DOMDataStore::allStores();
for (size_t i = 0; i < list.size(); ++i) {
DOMDataStore* store = list[i];
if (store->domNodeMap().removeIfPresent(node, v8Object)) {
ASSERT(store->domData()->owningThread() == WTF::currentThread());
node->deref(); // Nobody overrides Node::deref so it's safe
break; // There might be at most one wrapper for the node in world's maps
}
}
}
bool DOMDataStore::IntrusiveDOMWrapperMap::removeIfPresent(Node* obj, v8::Persistent<v8::Data> value)
{
ASSERT(obj);
v8::Persistent<v8::Object>* entry = obj->wrapper();
if (!entry)
return false;
if (*entry != value)
return false;
obj->clearWrapper();
m_table.remove(entry);
value.Dispose();
return true;
}
#if ENABLE(SVG)
void DOMDataStore::weakSVGElementInstanceCallback(v8::Persistent<v8::Value> v8Object, void* domObject)
{
v8::HandleScope scope;
ASSERT(v8Object->IsObject());
DOMData::handleWeakObject(DOMDataStore::DOMSVGElementInstanceMap, v8::Persistent<v8::Object>::Cast(v8Object), static_cast<SVGElementInstance*>(domObject));
}
void DOMDataStore::weakSVGObjectWithContextCallback(v8::Persistent<v8::Value> v8Object, void* domObject)
{
v8::HandleScope scope;
ASSERT(v8Object->IsObject());
DOMData::handleWeakObject(DOMDataStore::DOMSVGObjectWithContextMap, v8::Persistent<v8::Object>::Cast(v8Object), domObject);
}
#endif // ENABLE(SVG)
} // namespace WebCore