
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.
38 lines
881 B
C++
38 lines
881 B
C++
/*
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* Copyright (c) 2021, Idan Horowitz <idan.horowitz@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/HashMap.h>
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#include <LibJS/Runtime/GlobalObject.h>
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#include <LibJS/Runtime/Object.h>
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#include <LibJS/Runtime/WeakContainer.h>
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namespace JS {
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class WeakMap final
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: public Object
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, public WeakContainer {
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JS_OBJECT(WeakMap, Object);
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public:
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static WeakMap* create(Realm&);
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explicit WeakMap(Object& prototype);
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virtual ~WeakMap() override = default;
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HashMap<Cell*, Value> const& values() const { return m_values; };
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HashMap<Cell*, Value>& values() { return m_values; };
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virtual void remove_dead_cells(Badge<Heap>) override;
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private:
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void visit_edges(Visitor&) override;
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HashMap<Cell*, Value> m_values; // This stores Cell pointers instead of Object pointers to aide with sweeping
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};
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}
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