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257 lines
9.8 KiB
C++
257 lines
9.8 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* vim: set ts=8 sts=4 et sw=4 tw=99:
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* 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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// Interfaces by which the embedding can interact with the Debugger API.
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#ifndef js_DebugAPI_h
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#define js_DebugAPI_h
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#include "mozilla/Assertions.h"
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#include "mozilla/Attributes.h"
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#include "mozilla/Move.h"
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#include "jspubtd.h"
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#include "js/RootingAPI.h"
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#include "js/TypeDecls.h"
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namespace js {
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class Debugger;
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}
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namespace JS {
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namespace dbg {
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// Helping embedding code build objects for Debugger
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// -------------------------------------------------
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//
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// Some Debugger API features lean on the embedding application to construct
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// their result values. For example, Debugger.Frame.prototype.scriptEntryReason
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// calls hooks provided by the embedding to construct values explaining why it
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// invoked JavaScript; if F is a frame called from a mouse click event handler,
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// F.scriptEntryReason would return an object of the form:
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//
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// { eventType: "mousedown", event: <object> }
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//
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// where <object> is a Debugger.Object whose referent is the event being
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// dispatched.
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//
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// However, Debugger implements a trust boundary. Debuggee code may be
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// considered untrusted; debugger code needs to be protected from debuggee
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// getters, setters, proxies, Object.watch watchpoints, and any other feature
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// that might accidentally cause debugger code to set the debuggee running. The
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// Debugger API tries to make it easy to write safe debugger code by only
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// offering access to debuggee objects via Debugger.Object instances, which
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// ensure that only those operations whose explicit purpose is to invoke
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// debuggee code do so. But this protective membrane is only helpful if we
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// interpose Debugger.Object instances in all the necessary spots.
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//
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// SpiderMonkey's compartment system also implements a trust boundary. The
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// debuggee and debugger are always in different compartments. Inter-compartment
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// work requires carefully tracking which compartment each JSObject or JS::Value
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// belongs to, and ensuring that is is correctly wrapped for each operation.
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//
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// It seems precarious to expect the embedding's hooks to implement these trust
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// boundaries. Instead, the JS::dbg::Builder API segregates the code which
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// constructs trusted objects from that which deals with untrusted objects.
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// Trusted objects have an entirely different C++ type, so code that improperly
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// mixes trusted and untrusted objects is caught at compile time.
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//
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// In the structure shown above, there are two trusted objects, and one
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// untrusted object:
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//
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// - The overall object, with the 'eventType' and 'event' properties, is a
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// trusted object. We're going to return it to D.F.p.scriptEntryReason's
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// caller, which will handle it directly.
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//
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// - The Debugger.Object instance appearing as the value of the 'event' property
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// is a trusted object. It belongs to the same Debugger instance as the
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// Debugger.Frame instance whose scriptEntryReason accessor was called, and
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// presents a safe reflection-oriented API for inspecting its referent, which
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// is:
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//
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// - The actual event object, an untrusted object, and the referent of the
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// Debugger.Object above. (Content can do things like replacing accessors on
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// Event.prototype.)
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//
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// Using JS::dbg::Builder, all objects and values the embedding deals with
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// directly are considered untrusted, and are assumed to be debuggee values. The
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// only way to construct trusted objects is to use Builder's own methods, which
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// return a separate Object type. The only way to set a property on a trusted
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// object is through that Object type. The actual trusted object is never
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// exposed to the embedding.
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//
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// So, for example, the embedding might use code like the following to construct
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// the object shown above, given a Builder passed to it by Debugger:
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//
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// bool
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// MyScriptEntryReason::explain(JSContext *cx,
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// Builder &builder,
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// Builder::Object &result)
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// {
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// JSObject *eventObject = ... obtain debuggee event object somehow ...;
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// if (!eventObject)
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// return false;
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// result = builder.newObject(cx);
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// return result &&
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// result.defineProperty(cx, "eventType", SafelyFetchType(eventObject)) &&
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// result.defineProperty(cx, "event", eventObject);
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// }
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//
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//
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// Object::defineProperty also accepts an Object as the value to store on the
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// property. By its type, we know that the value is trusted, so we set it
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// directly as the property's value, without interposing a Debugger.Object
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// wrapper. This allows the embedding to builted nested structures of trusted
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// objects.
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//
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// The Builder and Builder::Object methods take care of doing whatever
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// compartment switching and wrapping are necessary to construct the trusted
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// values in the Debugger's compartment.
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//
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// The Object type is self-rooting. Construction, assignment, and destruction
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// all properly root the referent object.
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class BuilderOrigin;
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class Builder {
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// The Debugger instance whose client we are building a value for. We build
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// objects in this object's compartment.
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PersistentRootedObject debuggerObject;
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// debuggerObject's Debugger structure, for convenience.
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js::Debugger *debugger;
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// Check that |thing| is in the same compartment as our debuggerObject. Used
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// for assertions when constructing BuiltThings. We can overload this as we
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// add more instantiations of BuiltThing.
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#if DEBUG
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void assertBuilt(JSObject *obj);
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#else
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void assertBuilt(JSObject *obj) { }
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#endif
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protected:
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// A reference to a trusted object or value. At the moment, we only use it
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// with JSObject *.
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template<typename T>
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class BuiltThing {
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friend class BuilderOrigin;
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void nonNull() {}
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protected:
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// The Builder to which this trusted thing belongs.
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Builder &owner;
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// A rooted reference to our value.
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PersistentRooted<T> value;
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BuiltThing(JSContext *cx, Builder &owner_, T value_ = js::GCMethods<T>::initial())
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: owner(owner_), value(cx, value_)
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{
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owner.assertBuilt(value_);
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}
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// Forward some things from our owner, for convenience.
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js::Debugger *debugger() const { return owner.debugger; }
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JSObject *debuggerObject() const { return owner.debuggerObject; }
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public:
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BuiltThing(const BuiltThing &rhs) : owner(rhs.owner), value(rhs.value) { }
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BuiltThing &operator=(const BuiltThing &rhs) {
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MOZ_ASSERT(&owner == &rhs.owner);
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owner.assertBuilt(rhs.value);
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value = rhs.value;
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return *this;
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}
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typedef void (BuiltThing::* ConvertibleToBool)();
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operator ConvertibleToBool() const {
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// If we ever instantiate BuiltThink<Value>, this might not suffice.
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return value ? &BuiltThing::nonNull : 0;
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}
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private:
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BuiltThing() MOZ_DELETE;
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};
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public:
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// A reference to a trusted object, possibly null. Instances of Object are
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// always properly rooted. They can be copied and assigned, as if they were
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// pointers.
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class Object: private BuiltThing<JSObject *> {
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friend class Builder; // for construction
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friend class BuilderOrigin; // for unwrapping
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typedef BuiltThing<JSObject *> Base;
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// This is private, because only Builders can create Objects that
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// actually point to something (hence the 'friend' declaration).
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Object(JSContext *cx, Builder &owner_, HandleObject obj) : Base(cx, owner_, obj.get()) { }
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bool definePropertyToTrusted(JSContext *cx, const char *name,
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JS::MutableHandleValue value);
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public:
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Object(JSContext *cx, Builder &owner_) : Base(cx, owner_, nullptr) { }
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Object(const Object &rhs) : Base(rhs) { }
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// Our automatically-generated assignment operator can see our base
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// class's assignment operator, so we don't need to write one out here.
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// Set the property named |name| on this object to |value|.
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//
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// If |value| is a string or primitive, re-wrap it for the debugger's
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// compartment.
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//
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// If |value| is an object, assume it is a debuggee object and make a
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// Debugger.Object instance referring to it. Set that as the propery's
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// value.
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//
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// If |value| is another trusted object, store it directly as the
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// property's value.
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//
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// On error, report the problem on cx and return false.
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bool defineProperty(JSContext *cx, const char *name, JS::HandleValue value);
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bool defineProperty(JSContext *cx, const char *name, JS::HandleObject value);
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bool defineProperty(JSContext *cx, const char *name, Object &value);
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using Base::ConvertibleToBool;
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using Base::operator ConvertibleToBool;
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};
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// Build an empty object for direct use by debugger code, owned by this
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// Builder. If an error occurs, report it on cx and return a false Object.
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Object newObject(JSContext *cx);
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protected:
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Builder(JSContext *cx, js::Debugger *debugger);
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};
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// Debugger itself instantiates this subclass of Builder, which can unwrap
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// BuiltThings that belong to it.
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class BuilderOrigin : public Builder {
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template<typename T>
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T unwrapAny(const BuiltThing<T> &thing) {
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MOZ_ASSERT(&thing.owner == this);
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return thing.value.get();
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}
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public:
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BuilderOrigin(JSContext *cx, js::Debugger *debugger_)
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: Builder(cx, debugger_)
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{ }
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JSObject *unwrap(Object &object) { return unwrapAny(object); }
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};
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} // namespace dbg
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} // namespace JS
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#endif /* js_DebugAPI_h */
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