/* * 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. * * 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 "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 #include #if PLATFORM(QT) #include #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 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 global = v8Context->Global(); v8::Handle eventSymbol = V8HiddenPropertyName::event(); v8::Handle jsEvent = global->GetHiddenValue(eventSymbol); Event* event = V8DOMWrapper::isValidDOMObject(jsEvent) ? V8Event::toNative(v8::Handle::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 name = v8::String::New("gc"); v8::Handle 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 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& worlds) { worlds.append(mainThreadNormalWorld()); } void ScriptController::evaluateInWorld(const ScriptSourceCode& source, DOMWrapperWorld* world) { Vector 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 v8Context = V8Proxy::mainWorldContext(frame); if (v8Context.IsEmpty()) return createNoScriptObject(); v8::Context::Scope scope(v8Context); DOMWindow* window = frame->domWindow(); v8::Handle global = toV8(window); ASSERT(global->IsObject()); return npCreateV8ScriptObject(0, v8::Handle::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 v8Context = V8Proxy::mainWorldContext(m_frame); if (v8Context.IsEmpty()) return createNoScriptObject(); v8::Context::Scope scope(v8Context); DOMWindow* window = m_frame->domWindow(); v8::Handle v8plugin = toV8(static_cast(plugin)); if (!v8plugin->IsObject()) return createNoScriptObject(); return npCreateV8ScriptObject(0, v8::Handle::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