/* * 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. */ #ifndef V8Proxy_h #define V8Proxy_h #include "ScriptSourceCode.h" // for WebCore::ScriptSourceCode #include "SecurityOrigin.h" // for WebCore::SecurityOrigin #include "SharedPersistent.h" #include "V8AbstractEventListener.h" #include "V8DOMWrapper.h" #include "V8GCController.h" #include "V8Index.h" #include #include // so generated bindings don't have to #include #if defined(ENABLE_DOM_STATS_COUNTERS) && PLATFORM(CHROMIUM) #include "ChromiumBridge.h" #define INC_STATS(name) ChromiumBridge::incrementStatsCounter(name) #else #define INC_STATS(name) #endif namespace WebCore { class DOMWindow; class Frame; class Node; class SVGElement; class ScriptExecutionContext; class String; class V8EventListener; class V8IsolatedWorld; class WorldContextHandle; // FIXME: use standard logging facilities in WebCore. void logInfo(Frame*, const String& message, const String& url); // The following Batch structs and methods are used for setting multiple // properties on an ObjectTemplate, used from the generated bindings // initialization (ConfigureXXXTemplate). This greatly reduces the binary // size by moving from code driven setup to data table driven setup. // BatchedAttribute translates into calls to SetAccessor() on either the // instance or the prototype ObjectTemplate, based on |onProto|. struct BatchedAttribute { const char* const name; v8::AccessorGetter getter; v8::AccessorSetter setter; V8ClassIndex::V8WrapperType data; v8::AccessControl settings; v8::PropertyAttribute attribute; bool onProto; }; void batchConfigureAttributes(v8::Handle, v8::Handle, const BatchedAttribute*, size_t attributeCount); inline void configureAttribute(v8::Handle instance, v8::Handle proto, const BatchedAttribute& attribute) { (attribute.onProto ? proto : instance)->SetAccessor(v8::String::New(attribute.name), attribute.getter, attribute.setter, attribute.data == V8ClassIndex::INVALID_CLASS_INDEX ? v8::Handle() : v8::Integer::New(V8ClassIndex::ToInt(attribute.data)), attribute.settings, attribute.attribute); } // BatchedConstant translates into calls to Set() for setting up an object's // constants. It sets the constant on both the FunctionTemplate and the // ObjectTemplate. PropertyAttributes is always ReadOnly. struct BatchedConstant { const char* const name; int value; }; void batchConfigureConstants(v8::Handle, v8::Handle, const BatchedConstant*, size_t constantCount); struct BatchedCallback { const char* const name; v8::InvocationCallback callback; }; void batchConfigureCallbacks(v8::Handle, v8::Handle, v8::PropertyAttribute, const BatchedCallback*, size_t callbackCount); const int kMaxRecursionDepth = 20; // Information about an extension that is registered for use with V8. If // scheme is non-empty, it contains the URL scheme the extension should be // used with. If group is non-zero, the extension will only be loaded into // script contexts that belong to that group. Otherwise, the extension is // used with all schemes and contexts. struct V8ExtensionInfo { String scheme; int group; v8::Extension* extension; }; typedef WTF::Vector V8Extensions; class V8Proxy { public: // The types of javascript errors that can be thrown. enum ErrorType { RangeError, ReferenceError, SyntaxError, TypeError, GeneralError }; explicit V8Proxy(Frame*); ~V8Proxy(); Frame* frame() { return m_frame; } // Clear page-specific data, but keep the global object identify. void clearForNavigation(); // Clear page-specific data before shutting down the proxy object. void clearForClose(); // Update document object of the frame. void updateDocument(); // Update the security origin of a document // (e.g., after setting docoument.domain). void updateSecurityOrigin(); // Destroy the global object. void destroyGlobal(); // FIXME: Need comment. User Gesture related. bool inlineCode() const { return m_inlineCode; } void setInlineCode(bool value) { m_inlineCode = value; } bool timerCallback() const { return m_timerCallback; } void setTimerCallback(bool value) { m_timerCallback = value; } // Has the context for this proxy been initialized? bool isContextInitialized(); // Disconnects the proxy from its owner frame, // and clears all timeouts on the DOM window. void disconnectFrame(); #if ENABLE(SVG) static void setSVGContext(void*, SVGElement*); static SVGElement* svgContext(void*); // These helper functions are required in case we are given a PassRefPtr // to a (possibly) newly created object and must prevent its reference // count from dropping to zero as would happen in code like // // V8Proxy::setSVGContext(imp->getNewlyCreatedObject().get(), context); // foo(imp->getNewlyCreatedObject().get()); // // In the above two lines each time getNewlyCreatedObject() is called it // creates a new object because we don't ref() it. (So our attemts to // associate a context with it fail.) Such code should be rewritten to // // foo(V8Proxy::withSVGContext(imp->getNewlyCreatedObject(), context).get()); // // where PassRefPtr::~PassRefPtr() is invoked only after foo() is // called. template static PassRefPtr withSVGContext(PassRefPtr object, SVGElement* context) { setSVGContext(object.get(), context); return object; } static void* withSVGContext(void* object, SVGElement* context) { setSVGContext(object, context); return object; } #endif void setEventHandlerLineNumber(int lineNumber) { m_handlerLineNumber = lineNumber; } void finishedWithEvent(Event*) { } // Evaluate JavaScript in a new isolated world. The script gets its own // global scope, its own prototypes for intrinsic JavaScript objects (String, // Array, and so-on), and its own wrappers for all DOM nodes and DOM // constructors. void evaluateInIsolatedWorld(int worldId, const Vector& sources, int extensionGroup); // Evaluate JavaScript in a new context. The script gets its own global scope // and its own prototypes for intrinsic JavaScript objects (String, Array, // and so-on). It shares the wrappers for all DOM nodes and DOM constructors. void evaluateInNewContext(const Vector&, int extensionGroup); // Evaluate a script file in the current execution environment. // The caller must hold an execution context. // If cannot evalute the script, it returns an error. v8::Local evaluate(const ScriptSourceCode&, Node*); // Run an already compiled script. v8::Local runScript(v8::Handle, bool isInlineCode); #ifdef ANDROID_INSTRUMENT v8::Local runScriptInternal(v8::Handle script, bool inline_code); #endif // Call the function with the given receiver and arguments. v8::Local callFunction(v8::Handle, v8::Handle, int argc, v8::Handle argv[]); // Call the function as constructor with the given arguments. v8::Local newInstance(v8::Handle, int argc, v8::Handle argv[]); // To create JS Wrapper objects, we create a cache of a 'boiler plate' // object, and then simply Clone that object each time we need a new one. // This is faster than going through the full object creation process. v8::Local createWrapperFromCache(V8ClassIndex::V8WrapperType type) { int classIndex = V8ClassIndex::ToInt(type); v8::Local clone(m_wrapperBoilerplates->CloneElementAt(classIndex)); return clone.IsEmpty() ? createWrapperFromCacheSlowCase(type) : clone; } // Returns the window object associated with a context. static DOMWindow* retrieveWindow(v8::Handle); // Returns V8Proxy object of the currently executing context. static V8Proxy* retrieve(); // Returns V8Proxy object associated with a frame. static V8Proxy* retrieve(Frame*); // Returns V8Proxy object associated with a script execution context. static V8Proxy* retrieve(ScriptExecutionContext*); // Returns the frame object of the window object associated with // a context. static Frame* retrieveFrame(v8::Handle); // The three functions below retrieve WebFrame instances relating the // currently executing JavaScript. Since JavaScript can make function calls // across frames, though, we need to be more precise. // // For example, imagine that a JS function in frame A calls a function in // frame B, which calls native code, which wants to know what the 'active' // frame is. // // The 'entered context' is the context where execution first entered the // script engine; the context that is at the bottom of the JS function stack. // RetrieveFrameForEnteredContext() would return Frame A in our example. // This frame is often referred to as the "dynamic global object." // // The 'current context' is the context the JS engine is currently inside of; // the context that is at the top of the JS function stack. // RetrieveFrameForCurrentContext() would return Frame B in our example. // This frame is often referred to as the "lexical global object." // // Finally, the 'calling context' is the context one below the current // context on the JS function stack. For example, if function f calls // function g, then the calling context will be the context associated with // f. This context is commonly used by DOM security checks because they want // to know who called them. // // If you are unsure which of these functions to use, ask abarth. // // NOTE: These cannot be declared as inline function, because VS complains at // linking time. static Frame* retrieveFrameForEnteredContext(); static Frame* retrieveFrameForCurrentContext(); static Frame* retrieveFrameForCallingContext(); // Returns V8 Context of a frame. If none exists, creates // a new context. It is potentially slow and consumes memory. static v8::Local context(Frame*); static v8::Local mainWorldContext(Frame*); static v8::Local currentContext(); // If the current context causes out of memory, JavaScript setting // is disabled and it returns true. static bool handleOutOfMemory(); // Check if the active execution context can access the target frame. static bool canAccessFrame(Frame*, bool reportError); // Check if it is safe to access the given node from the // current security context. static bool checkNodeSecurity(Node*); static v8::Handle checkNewLegal(const v8::Arguments&); static v8::Handle compileScript(v8::Handle code, const String& fileName, int baseLine); #ifdef ANDROID_INSTRUMENT static v8::Handle compileScriptInternal(v8::Handle code, const String& fileName, int baseLine); #endif // If the exception code is different from zero, a DOM exception is // schedule to be thrown. static void setDOMException(int exceptionCode); // Schedule an error object to be thrown. static v8::Handle throwError(ErrorType, const char* message); // Create an instance of a function descriptor and set to the global object // as a named property. Used by v8_test_shell. static void bindJsObjectToWindow(Frame*, const char* name, int type, v8::Handle, void*); template static v8::Handle constructDOMObject(const v8::Arguments&); // Process any pending JavaScript console messages. static void processConsoleMessages(); // Function for retrieving the line number and source name for the top // JavaScript stack frame. // // It will return true if the line number was successfully retrieved and written // into the |result| parameter, otherwise the function will return false. It may // fail due to a stck overflow in the underlying JavaScript implentation, handling // of such exception is up to the caller. static bool sourceLineNumber(int& result); static bool sourceName(String& result); v8::Local context(); v8::Local mainWorldContext(); bool setContextDebugId(int id); static int contextDebugId(v8::Handle); static v8::Handle getHiddenObjectPrototype(v8::Handle); // WARNING: Call |installHiddenObjectPrototype| only on fresh contexts! static void installHiddenObjectPrototype(v8::Handle); // Registers a v8 extension to be available on webpages. The two forms // offer various restrictions on what types of contexts the extension is // loaded into. If a scheme is provided, only pages whose URL has the given // scheme will match. If extensionGroup is provided, the extension will // only be loaded into scripts run via evaluateInNewWorld with the // matching group. Will only affect v8 contexts initialized after this // call. Takes ownership of the v8::Extension object passed. static void registerExtension(v8::Extension*, const String& schemeRestriction); static void registerExtension(v8::Extension*, int extensionGroup); // FIXME: Separate these concerns from V8Proxy? v8::Persistent createNewContext(v8::Handle global, int extensionGroup); static bool installDOMWindow(v8::Handle context, DOMWindow* window); void initContextIfNeeded(); void updateDocumentWrapper(v8::Handle wrapper); private: void setSecurityToken(); void clearDocumentWrapper(); // The JavaScript wrapper for the document object is cached on the global // object for fast access. UpdateDocumentWrapperCache sets the wrapper // for the current document on the global object. ClearDocumentWrapperCache // deletes the document wrapper from the global object. void updateDocumentWrapperCache(); void clearDocumentWrapperCache(); // Dispose global handles of m_contexts and friends. void disposeContextHandles(); // If m_recursionCount is 0, let LocalStorage know so we can release // the storage mutex. void releaseStorageMutex(); void resetIsolatedWorlds(); // Returns false when we're out of memory in V8. bool setInjectedScriptContextDebugId(v8::Handle targetContext); static bool canAccessPrivate(DOMWindow*); static const char* rangeExceptionName(int exceptionCode); static const char* eventExceptionName(int exceptionCode); static const char* xmlHttpRequestExceptionName(int exceptionCode); static const char* domExceptionName(int exceptionCode); #if ENABLE(XPATH) static const char* xpathExceptionName(int exceptionCode); #endif #if ENABLE(SVG) static const char* svgExceptionName(int exceptionCode); #endif static void createUtilityContext(); // Returns a local handle of the utility context. static v8::Local utilityContext() { if (m_utilityContext.IsEmpty()) createUtilityContext(); return v8::Local::New(m_utilityContext); } v8::Local createWrapperFromCacheSlowCase(V8ClassIndex::V8WrapperType); static void registerExtensionWithV8(v8::Extension*); static bool registeredExtensionWithV8(v8::Extension*); Frame* m_frame; v8::Persistent m_context; // For each possible type of wrapper, we keep a boilerplate object. // The boilerplate is used to create additional wrappers of the same // type. We keep a single persistent handle to an array of the // activated boilerplates. v8::Persistent m_wrapperBoilerplates; v8::Persistent m_global; v8::Persistent m_document; // Utility context holding JavaScript functions used internally. static v8::Persistent m_utilityContext; int m_handlerLineNumber; // True for and false for . // Only valid during execution. bool m_inlineCode; // True when executing from within a timer callback. Only valid during // execution. bool m_timerCallback; // Track the recursion depth to be able to avoid too deep recursion. The V8 // engine allows much more recursion than KJS does so we need to guard against // excessive recursion in the binding layer. int m_recursion; // All of the extensions registered with the context. static V8Extensions m_extensions; // The isolated worlds we are tracking for this frame. We hold them alive // here so that they can be used again by future calls to // evaluateInIsolatedWorld(). // // Note: although the pointer is raw, the instance is kept alive by a strong // reference to the v8 context it contains, which is not made weak until we // call world->destroy(). typedef HashMap IsolatedWorldMap; IsolatedWorldMap m_isolatedWorlds; }; template v8::Handle V8Proxy::constructDOMObject(const v8::Arguments& args) { if (!args.IsConstructCall()) return throwError(V8Proxy::TypeError, "DOM object constructor cannot be called as a function."); // Note: it's OK to let this RefPtr go out of scope because we also call // SetDOMWrapper(), which effectively holds a reference to obj. RefPtr obj = T::create(); V8DOMWrapper::setDOMWrapper(args.Holder(), tag, obj.get()); obj->ref(); V8DOMWrapper::setJSWrapperForDOMObject(obj.get(), v8::Persistent::New(args.Holder())); return args.Holder(); } v8::Local toV8Context(ScriptExecutionContext*, const WorldContextHandle& worldContext); // Used by an interceptor callback that it hasn't found anything to // intercept. inline static v8::Local notHandledByInterceptor() { return v8::Local(); } inline static v8::Local deletionNotHandledByInterceptor() { return v8::Local(); } inline v8::Handle throwError(const char* message, V8Proxy::ErrorType type = V8Proxy::TypeError) { V8Proxy::throwError(type, message); return v8::Undefined(); } inline v8::Handle throwError(ExceptionCode ec) { V8Proxy::setDOMException(ec); return v8::Undefined(); } inline v8::Handle throwError(v8::Local exception) { v8::ThrowException(exception); return v8::Undefined(); } template inline v8::Handle toV8(PassRefPtr object, v8::Local holder) { object->ref(); V8DOMWrapper::setJSWrapperForDOMObject(object.get(), v8::Persistent::New(holder)); return holder; } } #endif // V8Proxy_h