ladybird/Userland/Libraries/LibJS/Runtime/ShadowRealmConstructor.cpp
Linus Groh ecd163bdf1 LibJS+LibWeb: Replace GlobalObject with Realm in object constructors
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.
2022-08-23 13:58:30 +01:00

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3 KiB
C++

/*
* Copyright (c) 2021, Linus Groh <linusg@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibJS/Runtime/AbstractOperations.h>
#include <LibJS/Runtime/ShadowRealm.h>
#include <LibJS/Runtime/ShadowRealmConstructor.h>
namespace JS {
// 3.2 The ShadowRealm Constructor, https://tc39.es/proposal-shadowrealm/#sec-shadowrealm-constructor
ShadowRealmConstructor::ShadowRealmConstructor(Realm& realm)
: NativeFunction(vm().names.ShadowRealm.as_string(), *realm.global_object().function_prototype())
{
}
void ShadowRealmConstructor::initialize(GlobalObject& global_object)
{
auto& vm = this->vm();
NativeFunction::initialize(global_object);
// 3.3.1 ShadowRealm.prototype, https://tc39.es/proposal-shadowrealm/#sec-shadowrealm.prototype
define_direct_property(vm.names.prototype, global_object.shadow_realm_prototype(), 0);
define_direct_property(vm.names.length, Value(0), Attribute::Configurable);
}
// 3.2.1 ShadowRealm ( ), https://tc39.es/proposal-shadowrealm/#sec-shadowrealm
ThrowCompletionOr<Value> ShadowRealmConstructor::call()
{
auto& vm = this->vm();
// 1. If NewTarget is undefined, throw a TypeError exception.
return vm.throw_completion<TypeError>(global_object(), ErrorType::ConstructorWithoutNew, vm.names.ShadowRealm);
}
// 3.2.1 ShadowRealm ( ), https://tc39.es/proposal-shadowrealm/#sec-shadowrealm
ThrowCompletionOr<Object*> ShadowRealmConstructor::construct(FunctionObject& new_target)
{
auto& vm = this->vm();
auto& global_object = this->global_object();
// 3. Let realmRec be CreateRealm().
auto* realm = Realm::create(vm);
// 5. Let context be a new execution context.
auto context = ExecutionContext { vm.heap() };
// 6. Set the Function of context to null.
context.function = nullptr;
// 7. Set the Realm of context to realmRec.
context.realm = realm;
// 8. Set the ScriptOrModule of context to null.
// Note: This is already the default value.
// 2. Let O be ? OrdinaryCreateFromConstructor(NewTarget, "%ShadowRealm.prototype%", « [[ShadowRealm]], [[ExecutionContext]] »).
// 4. Set O.[[ShadowRealm]] to realmRec.
// 9. Set O.[[ExecutionContext]] to context.
auto* object = TRY(ordinary_create_from_constructor<ShadowRealm>(global_object, new_target, &GlobalObject::shadow_realm_prototype, *realm, move(context)));
// 10. Perform ? SetRealmGlobalObject(realmRec, undefined, undefined).
auto* new_global_object = vm.heap().allocate_without_global_object<GlobalObject>(*realm);
realm->set_global_object(new_global_object, nullptr);
new_global_object->initialize_global_object();
// TODO: I don't think we should have these exactly like this, that doesn't work well with how
// we create global objects. Still, it should be possible to make a ShadowRealm with a
// non-LibJS GlobalObject somehow.
// 11. Perform ? SetDefaultGlobalBindings(O.[[ShadowRealm]]).
// 12. Perform ? HostInitializeShadowRealm(O.[[ShadowRealm]]).
// 13. Return O.
return object;
}
}