mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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b7603848e6
A distinct advantage is that try...catch statements are no longer used to control the flow of code.
244 lines
6.9 KiB
JavaScript
244 lines
6.9 KiB
JavaScript
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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"use strict";
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const {interfaces: Ci, utils: Cu} = Components;
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Cu.import("resource://gre/modules/Log.jsm");
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Cu.import("resource://gre/modules/Preferences.jsm");
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Cu.import("resource://gre/modules/Task.jsm");
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Cu.import("chrome://marionette/content/driver.js");
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Cu.import("chrome://marionette/content/emulator.js");
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Cu.import("chrome://marionette/content/error.js");
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Cu.import("chrome://marionette/content/message.js");
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this.EXPORTED_SYMBOLS = ["Dispatcher"];
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const PROTOCOL_VERSION = 3;
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const logger = Log.repository.getLogger("Marionette");
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/**
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* Manages a Marionette connection, and dispatches packets received to
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* their correct destinations.
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*
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* @param {number} connId
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* Unique identifier of the connection this dispatcher should handle.
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* @param {DebuggerTransport} transport
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* Debugger transport connection to the client.
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* @param {function(Emulator): GeckoDriver} driverFactory
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* A factory function that takes an Emulator as argument and produces
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* a GeckoDriver.
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*/
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this.Dispatcher = function(connId, transport, driverFactory) {
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this.connId = connId;
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this.conn = transport;
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// transport hooks are Dispatcher#onPacket
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// and Dispatcher#onClosed
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this.conn.hooks = this;
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// callback for when connection is closed
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this.onclose = null;
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// last received/sent message ID
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this.lastId = 0;
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this.emulator = new Emulator(this.sendEmulator.bind(this));
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this.driver = driverFactory(this.emulator);
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// lookup of commands sent by server to client by message ID
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this.commands_ = new Map();
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};
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/**
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* Debugger transport callback that cleans up
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* after a connection is closed.
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*/
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Dispatcher.prototype.onClosed = function(reason) {
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this.driver.sessionTearDown();
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if (this.onclose) {
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this.onclose(this);
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}
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};
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/**
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* Callback that receives data packets from the client.
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*
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* If the message is a Response, we look up the command previously issued
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* to the client and run its callback, if any. In case of a Command,
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* the corresponding is executed.
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*
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* @param {Array.<number, number, ?, ?>} data
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* A four element array where the elements, in sequence, signifies
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* message type, message ID, method name or error, and parameters
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* or result.
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*/
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Dispatcher.prototype.onPacket = function(data) {
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let msg = Message.fromMsg(data);
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msg.origin = MessageOrigin.Client;
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this.log_(msg);
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if (msg instanceof Response) {
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let cmd = this.commands_.get(msg.id);
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this.commands_.delete(msg.id);
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cmd.onresponse(msg);
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} else if (msg instanceof Command) {
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this.lastId = msg.id;
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this.execute(msg);
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}
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};
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/**
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* Executes a WebDriver command and sends back a response when it has
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* finished executing.
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*
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* Commands implemented in GeckoDriver and registered in its
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* {@code GeckoDriver.commands} attribute. The return values from
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* commands are expected to be Promises. If the resolved value of said
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* promise is not an object, the response body will be wrapped in an object
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* under a "value" field.
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*
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* If the command implementation sends the response itself by calling
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* {@code resp.send()}, the response is guaranteed to not be sent twice.
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*
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* Errors thrown in commands are marshaled and sent back, and if they
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* are not WebDriverError instances, they are additionally propagated and
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* reported to {@code Components.utils.reportError}.
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*
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* @param {Command} cmd
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* The requested command to execute.
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*/
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Dispatcher.prototype.execute = function(cmd) {
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let resp = new Response(cmd.id, this.send.bind(this));
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let sendResponse = () => resp.sendConditionally(resp => !resp.sent);
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let sendError = resp.sendError.bind(resp);
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let req = Task.spawn(function*() {
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let fn = this.driver.commands[cmd.name];
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if (typeof fn == "undefined") {
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throw new UnknownCommandError(cmd.name);
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}
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let rv = yield fn.bind(this.driver)(cmd, resp);
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if (typeof rv != "undefined") {
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if (typeof rv != "object") {
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resp.body = {value: rv};
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} else {
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resp.body = rv;
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}
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}
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}.bind(this));
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req.then(sendResponse, sendError).catch(error.report);
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};
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Dispatcher.prototype.sendError = function(err, cmdId) {
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let resp = new Response(cmdId, this.send.bind(this));
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resp.sendError(err);
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};
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// Convenience methods:
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/**
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* When a client connects we send across a JSON Object defining the
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* protocol level.
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*
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* This is the only message sent by Marionette that does not follow
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* the regular message format.
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*/
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Dispatcher.prototype.sayHello = function() {
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let whatHo = {
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applicationType: "gecko",
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marionetteProtocol: PROTOCOL_VERSION,
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};
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this.sendRaw(whatHo);
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};
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Dispatcher.prototype.sendEmulator = function(name, params, resCb, errCb) {
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let cmd = new Command(++this.lastId, name, params);
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cmd.onresult = resCb;
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cmd.onerror = errCb;
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this.send(cmd);
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};
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/**
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* Delegates message to client or emulator based on the provided
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* {@code cmdId}. The message is sent over the debugger transport socket.
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*
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* The command ID is a unique identifier assigned to the client's request
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* that is used to distinguish the asynchronous responses.
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*
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* Whilst responses to commands are synchronous and must be sent in the
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* correct order, emulator callbacks are more transparent and can be sent
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* at any time. These callbacks won't change the current command state.
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*
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* @param {Command,Response} msg
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* The command or response to send.
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*/
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Dispatcher.prototype.send = function(msg) {
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msg.origin = MessageOrigin.Server;
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if (msg instanceof Command) {
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this.commands_.set(msg.id, msg);
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this.sendToEmulator(msg);
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} else if (msg instanceof Response) {
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this.sendToClient(msg);
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}
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};
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// Low-level methods:
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/**
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* Send command to emulator over the debugger transport socket.
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*
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* @param {Command} cmd
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* The command to issue to the emulator.
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*/
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Dispatcher.prototype.sendToEmulator = function(cmd) {
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this.sendMessage(cmd);
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};
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/**
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* Send given response to the client over the debugger transport socket.
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*
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* @param {Response} resp
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* The response to send back to the client.
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*/
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Dispatcher.prototype.sendToClient = function(resp) {
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this.driver.responseCompleted();
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this.sendMessage(resp);
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};
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/**
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* Marshal message to the Marionette message format and send it.
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*
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* @param {Command,Response} msg
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* The message to send.
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*/
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Dispatcher.prototype.sendMessage = function(msg) {
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this.log_(msg);
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let payload = msg.toMsg();
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this.sendRaw(payload);
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};
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/**
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* Send the given payload over the debugger transport socket to the
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* connected client.
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*
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* @param {Object} payload
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* The payload to ship.
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*/
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Dispatcher.prototype.sendRaw = function(payload) {
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this.conn.send(payload);
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};
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Dispatcher.prototype.log_ = function(msg) {
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let a = (msg.origin == MessageOrigin.Client ? " -> " : " <- ");
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let s = JSON.stringify(msg.toMsg());
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logger.trace(this.connId + a + s);
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};
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