
No functional changes - we can still very easily get to the global object via `Realm::global_object()`. This is in preparation of moving the intrinsics to the realm and no longer having to pass a global object when allocating any object. In a few (now, and many more in subsequent commits) places we get a realm using `GlobalObject::associated_realm()`, this is intended to be temporary. For example, create() functions will later receive the same treatment and are passed a realm instead of a global object.
46 lines
1.1 KiB
C++
46 lines
1.1 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 <AK/Time.h>
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#include <LibJS/Contrib/Test262/AgentObject.h>
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#include <LibJS/Runtime/GlobalObject.h>
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#include <LibJS/Runtime/Object.h>
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#include <unistd.h>
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namespace JS::Test262 {
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AgentObject::AgentObject(Realm& realm)
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: Object(Object::ConstructWithoutPrototypeTag::Tag, realm)
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{
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}
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void AgentObject::initialize(JS::GlobalObject& global_object)
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{
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Base::initialize(global_object);
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u8 attr = Attribute::Writable | Attribute::Configurable;
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define_native_function("monotonicNow", monotonic_now, 0, attr);
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define_native_function("sleep", sleep, 1, attr);
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// TODO: broadcast
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// TODO: getReport
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// TODO: start
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}
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JS_DEFINE_NATIVE_FUNCTION(AgentObject::monotonic_now)
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{
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auto time = Time::now_monotonic();
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auto milliseconds = time.to_milliseconds();
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return Value(static_cast<double>(milliseconds));
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}
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JS_DEFINE_NATIVE_FUNCTION(AgentObject::sleep)
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{
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auto milliseconds = TRY(vm.argument(0).to_i32(global_object));
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::usleep(milliseconds * 1000);
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return js_undefined();
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}
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}
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