
Intrinsics, i.e. mostly constructor and prototype objects, but also things like empty and new object shape now live on a new heap-allocated JS::Intrinsics object, thus completing the long journey of taking all the magic away from the global object. This represents the Realm's [[Intrinsics]] slot in the spec and matches its existing [[GlobalObject]] / [[GlobalEnv]] slots in terms of architecture. In the majority of cases it should now be possibly to fully allocate a regular object without the global object existing, and in fact that's what we do now - the realm is allocated before the global object, and the intrinsics between both :^)
45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
/*
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* Copyright (c) 2021-2022, Linus Groh <linusg@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibJS/Runtime/GlobalObject.h>
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#include <LibJS/Runtime/NativeFunction.h>
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#include <LibJS/Runtime/Promise.h>
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#include <LibJS/Runtime/PromiseResolvingFunction.h>
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namespace JS {
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PromiseResolvingFunction* PromiseResolvingFunction::create(Realm& realm, Promise& promise, AlreadyResolved& already_resolved, FunctionType function)
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{
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return realm.heap().allocate<PromiseResolvingFunction>(realm, promise, already_resolved, move(function), *realm.intrinsics().function_prototype());
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}
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PromiseResolvingFunction::PromiseResolvingFunction(Promise& promise, AlreadyResolved& already_resolved, FunctionType native_function, Object& prototype)
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: NativeFunction(prototype)
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, m_promise(promise)
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, m_already_resolved(already_resolved)
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, m_native_function(move(native_function))
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{
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}
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void PromiseResolvingFunction::initialize(Realm& realm)
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{
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Base::initialize(realm);
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define_direct_property(vm().names.length, Value(1), Attribute::Configurable);
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}
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ThrowCompletionOr<Value> PromiseResolvingFunction::call()
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{
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return m_native_function(vm(), m_promise, m_already_resolved);
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}
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void PromiseResolvingFunction::visit_edges(Cell::Visitor& visitor)
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{
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Base::visit_edges(visitor);
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visitor.visit(&m_promise);
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visitor.visit(&m_already_resolved);
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}
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}
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