
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 :^)
36 lines
717 B
C++
36 lines
717 B
C++
/*
|
|
* Copyright (c) 2021, Idan Horowitz <idan.horowitz@serenityos.org>
|
|
*
|
|
* SPDX-License-Identifier: BSD-2-Clause
|
|
*/
|
|
|
|
#include <LibJS/Runtime/WeakMap.h>
|
|
|
|
namespace JS {
|
|
|
|
WeakMap* WeakMap::create(Realm& realm)
|
|
{
|
|
return realm.heap().allocate<WeakMap>(realm, *realm.intrinsics().weak_map_prototype());
|
|
}
|
|
|
|
WeakMap::WeakMap(Object& prototype)
|
|
: Object(prototype)
|
|
, WeakContainer(heap())
|
|
{
|
|
}
|
|
|
|
void WeakMap::remove_dead_cells(Badge<Heap>)
|
|
{
|
|
m_values.remove_all_matching([](Cell* key, Value) {
|
|
return key->state() != Cell::State::Live;
|
|
});
|
|
}
|
|
|
|
void WeakMap::visit_edges(Visitor& visitor)
|
|
{
|
|
Base::visit_edges(visitor);
|
|
for (auto& entry : m_values)
|
|
visitor.visit(entry.value);
|
|
}
|
|
|
|
}
|