ladybird/Userland/Libraries/LibJS/Runtime/AsyncGenerator.h
Aliaksandr Kalenik 865e651a7d LibJS: Merge CallFrame into ExecutionContext
Before this change both ExecutionContext and CallFrame were created
before executing function/module/script with a couple exceptions:
- executable created for default function argument evaluation has to
  run in function's execution context.
- `execute_ast_node()` where executable compiled for ASTNode has to be
  executed in running execution context.

This change moves all members previously owned by CallFrame into
ExecutionContext, and makes two exceptions where an executable that does
not have a corresponding execution context saves and restores registers
before running.

Now, all execution state lives in a single entity, which makes it a bit
easier to reason about and opens opportunities for optimizations, such
as moving registers and local variables into a single array.
2024-05-02 07:26:13 +02:00

66 lines
2.3 KiB
C++

/*
* Copyright (c) 2022, Linus Groh <linusg@serenityos.org>
* Copyright (c) 2023, Luke Wilde <lukew@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Variant.h>
#include <LibJS/Bytecode/Interpreter.h>
#include <LibJS/Runtime/ExecutionContext.h>
#include <LibJS/Runtime/Object.h>
namespace JS {
// 27.6.2 Properties of AsyncGenerator Instances, https://tc39.es/ecma262/#sec-properties-of-asyncgenerator-intances
class AsyncGenerator final : public Object {
JS_OBJECT(AsyncGenerator, Object);
JS_DECLARE_ALLOCATOR(AsyncGenerator);
public:
enum class State {
SuspendedStart,
SuspendedYield,
Executing,
AwaitingReturn,
Completed,
};
static ThrowCompletionOr<NonnullGCPtr<AsyncGenerator>> create(Realm&, Value, ECMAScriptFunctionObject*, NonnullOwnPtr<ExecutionContext>);
virtual ~AsyncGenerator() override = default;
void async_generator_enqueue(Completion, NonnullGCPtr<PromiseCapability>);
ThrowCompletionOr<void> resume(VM&, Completion completion);
void await_return();
void complete_step(Completion, bool done, Realm* realm = nullptr);
void drain_queue();
State async_generator_state() const { return m_async_generator_state; }
void set_async_generator_state(Badge<AsyncGeneratorPrototype>, State value);
Optional<String> const& generator_brand() const { return m_generator_brand; }
private:
AsyncGenerator(Realm&, Object& prototype, NonnullOwnPtr<ExecutionContext>);
virtual void visit_edges(Cell::Visitor&) override;
void execute(VM&, Completion completion);
ThrowCompletionOr<void> await(Value);
// At the time of constructing an AsyncGenerator, we still need to point to an
// execution context on the stack, but later need to 'adopt' it.
State m_async_generator_state { State::SuspendedStart }; // [[AsyncGeneratorState]]
NonnullOwnPtr<ExecutionContext> m_async_generator_context; // [[AsyncGeneratorContext]]
Vector<AsyncGeneratorRequest> m_async_generator_queue; // [[AsyncGeneratorQueue]]
Optional<String> m_generator_brand; // [[GeneratorBrand]]
GCPtr<ECMAScriptFunctionObject> m_generating_function;
Value m_previous_value;
GCPtr<Promise> m_current_promise;
};
}