We are currently allocating in Set's constructor to create the set's
underlying Map. This can cause GC to occur before the member is actually
initialized, thus we will crash in Set::visit_edges trying to visit a
member that does not exist.
Instead, create the Map in Set::initialize, where we can allocate. Also
change Map to be stored as a normal JS heap-allocated object, rather
than as a stack variable.
This is a continuation of the previous two commits.
As allocating a JS cell already primarily involves a realm instead of a
global object, and we'll need to pass one to the allocate() function
itself eventually (it's bridged via the global object right now), the
create() functions need to receive a realm as well.
The plan is for this to be the highest-level function that actually
receives a realm and passes it around, AOs on an even higher level will
use the "current realm" concept via VM::current_realm() as that's what
the spec assumes; passing around realms (or global objects, for that
matter) on higher AO levels is pointless and unlike for allocating
individual objects, which may happen outside of regular JS execution, we
don't need control over the specific realm that is being used there.
When performing GetValue on a primitive type we do not need to perform
the ToObject conversion as it will resolve to a property on the
prototype object.
To avoid this we skip the initial ToObject conversion on the base value
as it only serves to get the primitive's boxed prototype. We further
specialize on PrimitiveString in order to get efficient behaviour
behaviour for the direct properties.
Depending on the tests anywhere from 20 to 60%, with significant loop
overhead.
Before this would assume that the element found in operator++ was still
valid when dereferencing it in operator*.
Since any code can have been run since that increment this is not always
valid.
To further simplify the logic of the iterator we no longer store the
index in an optional.