/* * 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 "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 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) #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::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; #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 v8Object, void* domObject) { v8::HandleScope scope; ASSERT(v8Object->IsObject()); DOMData::handleWeakObject(DOMDataStore::DOMObjectMap, v8::Persistent::Cast(v8Object), domObject); } void DOMDataStore::weakActiveDOMObjectCallback(v8::Persistent v8Object, void* domObject) { v8::HandleScope scope; ASSERT(v8Object->IsObject()); DOMData::handleWeakObject(DOMDataStore::ActiveDOMObjectMap, v8::Persistent::Cast(v8Object), domObject); } void DOMDataStore::weakNodeCallback(v8::Persistent value, void* domObject) { ASSERT(WTF::isMainThread()); Node* node = static_cast(domObject); // Node wrappers must be JS objects. v8::Persistent v8Object = v8::Persistent::Cast(value); 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 return; // There might be at most one wrapper for the node in world's maps } } // If not found, it means map for the wrapper has been already destroyed, just dispose the // handle and deref the object to fight memory leak. v8Object.Dispose(); node->deref(); // Nobody overrides Node::deref so it's safe } #if ENABLE(SVG) void DOMDataStore::weakSVGElementInstanceCallback(v8::Persistent v8Object, void* domObject) { v8::HandleScope scope; ASSERT(v8Object->IsObject()); DOMData::handleWeakObject(DOMDataStore::DOMSVGElementInstanceMap, v8::Persistent::Cast(v8Object), static_cast(domObject)); } #endif // ENABLE(SVG) } // namespace WebCore