/*
* Copyright (C) 2008, 2009 Google Inc. All rights reserved.
* Copyright (C) 2009 Apple 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.
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* 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,
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "ScriptController.h"
#include "PlatformBridge.h"
#include "Document.h"
#include "ScriptCallStack.h"
#include "ScriptCallStackFactory.h"
#include "ScriptableDocumentParser.h"
#include "DOMWindow.h"
#include "Event.h"
#include "EventListener.h"
#include "EventNames.h"
#include "Frame.h"
#include "FrameLoaderClient.h"
#include "Node.h"
#include "NotImplemented.h"
#include "npruntime_impl.h"
#include "npruntime_priv.h"
#include "NPV8Object.h"
#include "ScriptSourceCode.h"
#include "Settings.h"
#include "UserGestureIndicator.h"
#include "V8Binding.h"
#include "V8BindingState.h"
#include "V8DOMWindow.h"
#include "V8Event.h"
#include "V8HiddenPropertyName.h"
#include "V8HTMLEmbedElement.h"
#include "V8IsolatedContext.h"
#include "V8NPObject.h"
#include "V8Proxy.h"
#include "Widget.h"
#include <wtf/StdLibExtras.h>
#include <wtf/text/CString.h>
#if PLATFORM(QT)
#include <QScriptEngine>
#endif
namespace WebCore {
void ScriptController::initializeThreading()
{
static bool initializedThreading = false;
if (!initializedThreading) {
WTF::initializeThreading();
WTF::initializeMainThread();
initializedThreading = true;
}
}
void ScriptController::setFlags(const char* string, int length)
{
v8::V8::SetFlagsFromString(string, length);
}
Frame* ScriptController::retrieveFrameForEnteredContext()
{
return V8Proxy::retrieveFrameForEnteredContext();
}
Frame* ScriptController::retrieveFrameForCurrentContext()
{
return V8Proxy::retrieveFrameForCurrentContext();
}
bool ScriptController::canAccessFromCurrentOrigin(Frame *frame)
{
return !v8::Context::InContext() || V8BindingSecurity::canAccessFrame(V8BindingState::Only(), frame, true);
}
bool ScriptController::isSafeScript(Frame* target)
{
return V8BindingSecurity::canAccessFrame(V8BindingState::Only(), target, true);
}
ScriptController::ScriptController(Frame* frame)
: m_frame(frame)
, m_sourceURL(0)
, m_inExecuteScript(false)
, m_processingTimerCallback(false)
, m_paused(false)
, m_allowPopupsFromPlugin(false)
, m_proxy(new V8Proxy(frame))
#if ENABLE(NETSCAPE_PLUGIN_API)
, m_windowScriptNPObject(0)
#endif
{
}
ScriptController::~ScriptController()
{
m_proxy->disconnectFrame();
}
void ScriptController::clearScriptObjects()
{
PluginObjectMap::iterator it = m_pluginObjects.begin();
for (; it != m_pluginObjects.end(); ++it) {
_NPN_UnregisterObject(it->second);
_NPN_ReleaseObject(it->second);
}
m_pluginObjects.clear();
#if ENABLE(NETSCAPE_PLUGIN_API)
if (m_windowScriptNPObject) {
// Call _NPN_DeallocateObject() instead of _NPN_ReleaseObject() so that we don't leak if a plugin fails to release the window
// script object properly.
// This shouldn't cause any problems for plugins since they should have already been stopped and destroyed at this point.
_NPN_DeallocateObject(m_windowScriptNPObject);
m_windowScriptNPObject = 0;
}
#endif
}
void ScriptController::updateSecurityOrigin()
{
m_proxy->windowShell()->updateSecurityOrigin();
}
void ScriptController::updatePlatformScriptObjects()
{
notImplemented();
}
bool ScriptController::processingUserGesture()
{
Frame* activeFrame = V8Proxy::retrieveFrameForEnteredContext();
// No script is running, so it is user-initiated unless the gesture stack
// explicitly says it is not.
if (!activeFrame)
return UserGestureIndicator::getUserGestureState() != DefinitelyNotProcessingUserGesture;
V8Proxy* activeProxy = activeFrame->script()->proxy();
v8::HandleScope handleScope;
v8::Handle<v8::Context> v8Context = V8Proxy::mainWorldContext(activeFrame);
// FIXME: find all cases context can be empty:
// 1) JS is disabled;
// 2) page is NULL;
if (v8Context.IsEmpty())
return true;
v8::Context::Scope scope(v8Context);
v8::Handle<v8::Object> global = v8Context->Global();
v8::Handle<v8::String> eventSymbol = V8HiddenPropertyName::event();
v8::Handle<v8::Value> jsEvent = global->GetHiddenValue(eventSymbol);
Event* event = V8DOMWrapper::isValidDOMObject(jsEvent) ? V8Event::toNative(v8::Handle<v8::Object>::Cast(jsEvent)) : 0;
// Based on code from JSC's ScriptController::processingUserGesture.
// Note: This is more liberal than Firefox's implementation.
if (event) {
// Event::fromUserGesture will return false when UserGestureIndicator::processingUserGesture() returns false.
return event->fromUserGesture();
}
// FIXME: We check the javascript anchor navigation from the last entered
// frame becuase it should only be initiated on the last entered frame in
// which execution began if it does happen.
const String* sourceURL = activeFrame->script()->sourceURL();
if (sourceURL && sourceURL->isNull() && !activeProxy->timerCallback()) {
// This is the <a href="javascript:window.open('...')> case -> we let it through.
return true;
}
if (activeFrame->script()->allowPopupsFromPlugin())
return true;
// This is the <script>window.open(...)</script> case or a timer callback -> block it.
// Based on JSC version, use returned value of UserGestureIndicator::processingUserGesture for all other situations.
return UserGestureIndicator::processingUserGesture();
}
bool ScriptController::anyPageIsProcessingUserGesture() const
{
// FIXME: is this right?
return ScriptController::processingUserGesture();
}
void ScriptController::evaluateInIsolatedWorld(unsigned worldID, const Vector<ScriptSourceCode>& sources)
{
m_proxy->evaluateInIsolatedWorld(worldID, sources, 0);
}
void ScriptController::evaluateInIsolatedWorld(unsigned worldID, const Vector<ScriptSourceCode>& sources, int extensionGroup)
{
m_proxy->evaluateInIsolatedWorld(worldID, sources, extensionGroup);
}
// Evaluate a script file in the environment of this proxy.
ScriptValue ScriptController::evaluate(const ScriptSourceCode& sourceCode)
{
String sourceURL = sourceCode.url();
const String* savedSourceURL = m_sourceURL;
m_sourceURL = &sourceURL;
v8::HandleScope handleScope;
v8::Handle<v8::Context> v8Context = V8Proxy::mainWorldContext(m_proxy->frame());
if (v8Context.IsEmpty())
return ScriptValue();
v8::Context::Scope scope(v8Context);
RefPtr<Frame> protect(m_frame);
v8::Local<v8::Value> object = m_proxy->evaluate(sourceCode, 0);
// Evaluating the JavaScript could cause the frame to be deallocated
// so we start the keep alive timer here.
m_frame->keepAlive();
m_sourceURL = savedSourceURL;
if (object.IsEmpty())
return ScriptValue();
return ScriptValue(object);
}
TextPosition0 ScriptController::eventHandlerPosition() const
{
ScriptableDocumentParser* parser = m_frame->document()->scriptableDocumentParser();
if (parser)
return parser->textPosition();
return TextPosition0::minimumPosition();
}
void ScriptController::finishedWithEvent(Event* event)
{
m_proxy->finishedWithEvent(event);
}
// Create a V8 object with an interceptor of NPObjectPropertyGetter.
void ScriptController::bindToWindowObject(Frame* frame, const String& key, NPObject* object)
{
v8::HandleScope handleScope;
v8::Handle<v8::Context> v8Context = V8Proxy::mainWorldContext(frame);
if (v8Context.IsEmpty())
return;
v8::Context::Scope scope(v8Context);
v8::Handle<v8::Object> value = createV8ObjectForNPObject(object, 0);
// Attach to the global object.
v8::Handle<v8::Object> global = v8Context->Global();
global->Set(v8String(key), value);
}
void ScriptController::collectGarbage()
{
v8::HandleScope handleScope;
v8::Persistent<v8::Context> v8Context = v8::Context::New();
if (v8Context.IsEmpty())
return;
{
v8::Context::Scope scope(v8Context);
v8::Local<v8::String> source = v8::String::New("if (gc) gc();");
v8::Local<v8::String> name = v8::String::New("gc");
v8::Handle<v8::Script> script = v8::Script::Compile(source, name);
if (!script.IsEmpty())
script->Run();
}
v8Context.Dispose();
}
void ScriptController::lowMemoryNotification()
{
v8::V8::LowMemoryNotification();
}
bool ScriptController::haveInterpreter() const
{
return m_proxy->windowShell()->isContextInitialized();
}
PassScriptInstance ScriptController::createScriptInstanceForWidget(Widget* widget)
{
ASSERT(widget);
if (widget->isFrameView())
return 0;
NPObject* npObject = PlatformBridge::pluginScriptableObject(widget);
if (!npObject)
return 0;
// Frame Memory Management for NPObjects
// -------------------------------------
// NPObjects are treated differently than other objects wrapped by JS.
// NPObjects can be created either by the browser (e.g. the main
// window object) or by the plugin (the main plugin object
// for a HTMLEmbedElement). Further, unlike most DOM Objects, the frame
// is especially careful to ensure NPObjects terminate at frame teardown because
// if a plugin leaks a reference, it could leak its objects (or the browser's objects).
//
// The Frame maintains a list of plugin objects (m_pluginObjects)
// which it can use to quickly find the wrapped embed object.
//
// Inside the NPRuntime, we've added a few methods for registering
// wrapped NPObjects. The purpose of the registration is because
// javascript garbage collection is non-deterministic, yet we need to
// be able to tear down the plugin objects immediately. When an object
// is registered, javascript can use it. When the object is destroyed,
// or when the object's "owning" object is destroyed, the object will
// be un-registered, and the javascript engine must not use it.
//
// Inside the javascript engine, the engine can keep a reference to the
// NPObject as part of its wrapper. However, before accessing the object
// it must consult the _NPN_Registry.
v8::Local<v8::Object> wrapper = createV8ObjectForNPObject(npObject, 0);
#ifdef ANDROID_FIX
// TODO: this should be up streamed.
// HTMLEmbedElement::getInstance() will call this function with its closest
// ancestor who has the objectTag. So this "widget" may be already in the
// HashMap. If it does, even m_pluginObjects.set() is a no-op, we do need to
// call _NPN_ReleaseObject on the npObject to balance the reference count.
PluginObjectMap::iterator it = m_pluginObjects.find(widget);
if (it != m_pluginObjects.end()) {
ASSERT(it->second == npObject);
_NPN_ReleaseObject(it->second);
}
#endif
// Track the plugin object. We've been given a reference to the object.
m_pluginObjects.set(widget, npObject);
return V8ScriptInstance::create(wrapper);
}
void ScriptController::cleanupScriptObjectsForPlugin(Widget* nativeHandle)
{
PluginObjectMap::iterator it = m_pluginObjects.find(nativeHandle);
if (it == m_pluginObjects.end())
return;
_NPN_UnregisterObject(it->second);
_NPN_ReleaseObject(it->second);
m_pluginObjects.remove(it);
}
void ScriptController::getAllWorlds(Vector<DOMWrapperWorld*>& worlds)
{
worlds.append(mainThreadNormalWorld());
}
void ScriptController::evaluateInWorld(const ScriptSourceCode& source,
DOMWrapperWorld* world)
{
Vector<ScriptSourceCode> sources;
sources.append(source);
// FIXME: Get an ID from the world param.
evaluateInIsolatedWorld(0, sources);
}
static NPObject* createNoScriptObject()
{
notImplemented();
return 0;
}
static NPObject* createScriptObject(Frame* frame)
{
v8::HandleScope handleScope;
v8::Handle<v8::Context> v8Context = V8Proxy::mainWorldContext(frame);
if (v8Context.IsEmpty())
return createNoScriptObject();
v8::Context::Scope scope(v8Context);
DOMWindow* window = frame->domWindow();
v8::Handle<v8::Value> global = toV8(window);
ASSERT(global->IsObject());
return npCreateV8ScriptObject(0, v8::Handle<v8::Object>::Cast(global), window);
}
NPObject* ScriptController::windowScriptNPObject()
{
if (m_windowScriptNPObject)
return m_windowScriptNPObject;
if (canExecuteScripts(NotAboutToExecuteScript)) {
// JavaScript is enabled, so there is a JavaScript window object.
// Return an NPObject bound to the window object.
m_windowScriptNPObject = createScriptObject(m_frame);
_NPN_RegisterObject(m_windowScriptNPObject, 0);
} else {
// JavaScript is not enabled, so we cannot bind the NPObject to the
// JavaScript window object. Instead, we create an NPObject of a
// different class, one which is not bound to a JavaScript object.
m_windowScriptNPObject = createNoScriptObject();
}
return m_windowScriptNPObject;
}
NPObject* ScriptController::createScriptObjectForPluginElement(HTMLPlugInElement* plugin)
{
// Can't create NPObjects when JavaScript is disabled.
if (!canExecuteScripts(NotAboutToExecuteScript))
return createNoScriptObject();
v8::HandleScope handleScope;
v8::Handle<v8::Context> v8Context = V8Proxy::mainWorldContext(m_frame);
if (v8Context.IsEmpty())
return createNoScriptObject();
v8::Context::Scope scope(v8Context);
DOMWindow* window = m_frame->domWindow();
v8::Handle<v8::Value> v8plugin = toV8(static_cast<HTMLEmbedElement*>(plugin));
if (!v8plugin->IsObject())
return createNoScriptObject();
return npCreateV8ScriptObject(0, v8::Handle<v8::Object>::Cast(v8plugin), window);
}
void ScriptController::clearWindowShell(bool)
{
// V8 binding expects ScriptController::clearWindowShell only be called
// when a frame is loading a new page. V8Proxy::clearForNavigation
// creates a new context for the new page.
m_proxy->clearForNavigation();
}
#if ENABLE(INSPECTOR)
void ScriptController::setCaptureCallStackForUncaughtExceptions(bool value)
{
v8::V8::SetCaptureStackTraceForUncaughtExceptions(value, ScriptCallStack::maxCallStackSizeToCapture, stackTraceOptions);
}
#endif
void ScriptController::attachDebugger(void*)
{
notImplemented();
}
void ScriptController::updateDocument()
{
m_proxy->windowShell()->updateDocument();
}
void ScriptController::namedItemAdded(HTMLDocument* doc, const AtomicString& name)
{
m_proxy->windowShell()->namedItemAdded(doc, name);
}
void ScriptController::namedItemRemoved(HTMLDocument* doc, const AtomicString& name)
{
m_proxy->windowShell()->namedItemRemoved(doc, name);
}
} // namespace WebCore