/* * Copyright (c) 2021, Linus Groh * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 2. 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. * * 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 HOLDER 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. */ #pragma once #include #include namespace JS { Object* promise_resolve(GlobalObject&, Object& constructor, Value); class Promise final : public Object { JS_OBJECT(Promise, Object); public: enum class State { Pending, Fulfilled, Rejected, }; enum class RejectionOperation { Reject, Handle, }; static Promise* create(GlobalObject&); explicit Promise(Object& prototype); virtual ~Promise() = default; State state() const { return m_state; } Value result() const { return m_result; } struct ResolvingFunctions { Function& resolve; Function& reject; }; ResolvingFunctions create_resolving_functions(); Value fulfill(Value value); Value reject(Value reason); Value perform_then(Value on_fulfilled, Value on_rejected, Optional result_capability); private: virtual void visit_edges(Visitor&) override; bool is_settled() const { return m_state == State::Fulfilled || m_state == State::Rejected; } void trigger_reactions() const; State m_state { State::Pending }; Value m_result; Vector m_fulfill_reactions; Vector m_reject_reactions; bool m_is_handled { false }; }; }