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/*
* 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 <v8.h>
#include <wtf/PassRefPtr.h> // so generated bindings don't have to
#include <wtf/Vector.h>
#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::ObjectTemplate>, v8::Handle<v8::ObjectTemplate>, const BatchedAttribute*, size_t attributeCount);
inline void configureAttribute(v8::Handle<v8::ObjectTemplate> instance, v8::Handle<v8::ObjectTemplate> 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::Value>() : 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::FunctionTemplate>, v8::Handle<v8::ObjectTemplate>, const BatchedConstant*, size_t constantCount);
struct BatchedCallback {
const char* const name;
v8::InvocationCallback callback;
};
void batchConfigureCallbacks(v8::Handle<v8::ObjectTemplate>,
v8::Handle<v8::Signature>,
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<V8ExtensionInfo> 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 <typename T>
static PassRefPtr<T> withSVGContext(PassRefPtr<T> 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<ScriptSourceCode>& 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<ScriptSourceCode>&, 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<v8::Value> evaluate(const ScriptSourceCode&, Node*);
// Run an already compiled script.
v8::Local<v8::Value> runScript(v8::Handle<v8::Script>, bool isInlineCode);
#ifdef ANDROID_INSTRUMENT
v8::Local<v8::Value> runScriptInternal(v8::Handle<v8::Script> script, bool inline_code);
#endif
// Call the function with the given receiver and arguments.
v8::Local<v8::Value> callFunction(v8::Handle<v8::Function>, v8::Handle<v8::Object>, int argc, v8::Handle<v8::Value> argv[]);
// Call the function as constructor with the given arguments.
v8::Local<v8::Value> newInstance(v8::Handle<v8::Function>, int argc, v8::Handle<v8::Value> 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<v8::Object> createWrapperFromCache(V8ClassIndex::V8WrapperType type)
{
int classIndex = V8ClassIndex::ToInt(type);
v8::Local<v8::Object> clone(m_wrapperBoilerplates->CloneElementAt(classIndex));
return clone.IsEmpty() ? createWrapperFromCacheSlowCase(type) : clone;
}
// Returns the window object associated with a context.
static DOMWindow* retrieveWindow(v8::Handle<v8::Context>);
// 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<v8::Context>);
// 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<v8::Context> context(Frame*);
static v8::Local<v8::Context> mainWorldContext(Frame*);
static v8::Local<v8::Context> 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<v8::Value> checkNewLegal(const v8::Arguments&);
static v8::Handle<v8::Script> compileScript(v8::Handle<v8::String> code, const String& fileName, int baseLine);
#ifdef ANDROID_INSTRUMENT
static v8::Handle<v8::Script> compileScriptInternal(v8::Handle<v8::String> 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<v8::Value> 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<v8::FunctionTemplate>, void*);
template <int tag, typename T>
static v8::Handle<v8::Value> 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<v8::Context> context();
v8::Local<v8::Context> mainWorldContext();
bool setContextDebugId(int id);
static int contextDebugId(v8::Handle<v8::Context>);
static v8::Handle<v8::Value> getHiddenObjectPrototype(v8::Handle<v8::Context>);
// WARNING: Call |installHiddenObjectPrototype| only on fresh contexts!
static void installHiddenObjectPrototype(v8::Handle<v8::Context>);
// 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<v8::Context> createNewContext(v8::Handle<v8::Object> global, int extensionGroup);
static bool installDOMWindow(v8::Handle<v8::Context> context, DOMWindow* window);
void initContextIfNeeded();
void updateDocumentWrapper(v8::Handle<v8::Value> 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<v8::Context> 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<v8::Context> utilityContext()
{
if (m_utilityContext.IsEmpty())
createUtilityContext();
return v8::Local<v8::Context>::New(m_utilityContext);
}
v8::Local<v8::Object> createWrapperFromCacheSlowCase(V8ClassIndex::V8WrapperType);
static void registerExtensionWithV8(v8::Extension*);
static bool registeredExtensionWithV8(v8::Extension*);
Frame* m_frame;
v8::Persistent<v8::Context> 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<v8::Array> m_wrapperBoilerplates;
v8::Persistent<v8::Object> m_global;
v8::Persistent<v8::Value> m_document;
// Utility context holding JavaScript functions used internally.
static v8::Persistent<v8::Context> m_utilityContext;
int m_handlerLineNumber;
// True for <a href="javascript:foo()"> and false for <script>foo()</script>.
// 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<int, V8IsolatedWorld*> IsolatedWorldMap;
IsolatedWorldMap m_isolatedWorlds;
};
template <int tag, typename T>
v8::Handle<v8::Value> 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<T> obj = T::create();
V8DOMWrapper::setDOMWrapper(args.Holder(), tag, obj.get());
obj->ref();
V8DOMWrapper::setJSWrapperForDOMObject(obj.get(), v8::Persistent<v8::Object>::New(args.Holder()));
return args.Holder();
}
v8::Local<v8::Context> toV8Context(ScriptExecutionContext*, const WorldContextHandle& worldContext);
// Used by an interceptor callback that it hasn't found anything to
// intercept.
inline static v8::Local<v8::Object> notHandledByInterceptor()
{
return v8::Local<v8::Object>();
}
inline static v8::Local<v8::Boolean> deletionNotHandledByInterceptor()
{
return v8::Local<v8::Boolean>();
}
inline v8::Handle<v8::Primitive> throwError(const char* message, V8Proxy::ErrorType type = V8Proxy::TypeError)
{
V8Proxy::throwError(type, message);
return v8::Undefined();
}
inline v8::Handle<v8::Primitive> throwError(ExceptionCode ec)
{
V8Proxy::setDOMException(ec);
return v8::Undefined();
}
inline v8::Handle<v8::Primitive> throwError(v8::Local<v8::Value> exception)
{
v8::ThrowException(exception);
return v8::Undefined();
}
template <class T> inline v8::Handle<v8::Object> toV8(PassRefPtr<T> object, v8::Local<v8::Object> holder)
{
object->ref();
V8DOMWrapper::setJSWrapperForDOMObject(object.get(), v8::Persistent<v8::Object>::New(holder));
return holder;
}
}
#endif // V8Proxy_h