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✏️ EDITING: node_realm.cc
#include "node_realm.h" #include "env-inl.h" #include "memory_tracker-inl.h" #include "node_builtins.h" #include "node_process.h" #include "util.h" namespace node { using builtins::BuiltinLoader; using v8::Context; using v8::EscapableHandleScope; using v8::Function; using v8::HandleScope; using v8::Local; using v8::MaybeLocal; using v8::Object; using v8::SnapshotCreator; using v8::String; using v8::Undefined; using v8::Value; Realm::Realm(Environment* env, v8::Local<v8::Context> context, const RealmSerializeInfo* realm_info) : env_(env), isolate_(context->GetIsolate()) { context_.Reset(isolate_, context); // Create properties if not deserializing from snapshot. // Or the properties are deserialized with DeserializeProperties() when the // env drained the deserialize requests. if (realm_info == nullptr) { CreateProperties(); } } Realm::~Realm() { CHECK_EQ(base_object_count_, 0); } void Realm::MemoryInfo(MemoryTracker* tracker) const { #define V(PropertyName, TypeName) \ tracker->TrackField(#PropertyName, PropertyName()); PER_REALM_STRONG_PERSISTENT_VALUES(V) #undef V tracker->TrackField("env", env_); tracker->TrackField("cleanup_queue", cleanup_queue_); } void Realm::CreateProperties() { HandleScope handle_scope(isolate_); Local<Context> ctx = context(); // Store primordials setup by the per-context script in the environment. Local<Object> per_context_bindings = GetPerContextExports(ctx).ToLocalChecked(); Local<Value> primordials = per_context_bindings->Get(ctx, env_->primordials_string()) .ToLocalChecked(); CHECK(primordials->IsObject()); set_primordials(primordials.As<Object>()); Local<String> prototype_string = FIXED_ONE_BYTE_STRING(isolate(), "prototype"); #define V(EnvPropertyName, PrimordialsPropertyName) \ { \ Local<Value> ctor = \ primordials.As<Object>() \ ->Get(ctx, \ FIXED_ONE_BYTE_STRING(isolate(), PrimordialsPropertyName)) \ .ToLocalChecked(); \ CHECK(ctor->IsObject()); \ Local<Value> prototype = \ ctor.As<Object>()->Get(ctx, prototype_string).ToLocalChecked(); \ CHECK(prototype->IsObject()); \ set_##EnvPropertyName(prototype.As<Object>()); \ } V(primordials_safe_map_prototype_object, "SafeMap"); V(primordials_safe_set_prototype_object, "SafeSet"); V(primordials_safe_weak_map_prototype_object, "SafeWeakMap"); V(primordials_safe_weak_set_prototype_object, "SafeWeakSet"); #undef V // TODO(legendecas): some methods probably doesn't need to be created with // process. Distinguish them and create process object only in the principal // realm. Local<Object> process_object = node::CreateProcessObject(this).FromMaybe(Local<Object>()); set_process_object(process_object); } RealmSerializeInfo Realm::Serialize(SnapshotCreator* creator) { RealmSerializeInfo info; Local<Context> ctx = context(); uint32_t id = 0; #define V(PropertyName, TypeName) \ do { \ Local<TypeName> field = PropertyName(); \ if (!field.IsEmpty()) { \ size_t index = creator->AddData(ctx, field); \ info.persistent_values.push_back({#PropertyName, id, index}); \ } \ id++; \ } while (0); PER_REALM_STRONG_PERSISTENT_VALUES(V) #undef V // Do this after other creator->AddData() calls so that Snapshotable objects // can use 0 to indicate that a SnapshotIndex is invalid. SerializeSnapshotableObjects(this, creator, &info); info.context = creator->AddData(ctx, ctx); return info; } void Realm::DeserializeProperties(const RealmSerializeInfo* info) { Local<Context> ctx = context(); const std::vector<PropInfo>& values = info->persistent_values; size_t i = 0; // index to the array uint32_t id = 0; #define V(PropertyName, TypeName) \ do { \ if (values.size() > i && id == values[i].id) { \ const PropInfo& d = values[i]; \ DCHECK_EQ(d.name, #PropertyName); \ MaybeLocal<TypeName> maybe_field = \ ctx->GetDataFromSnapshotOnce<TypeName>(d.index); \ Local<TypeName> field; \ if (!maybe_field.ToLocal(&field)) { \ fprintf(stderr, \ "Failed to deserialize realm value " #PropertyName "\n"); \ } \ set_##PropertyName(field); \ i++; \ } \ id++; \ } while (0); PER_REALM_STRONG_PERSISTENT_VALUES(V); #undef V MaybeLocal<Context> maybe_ctx_from_snapshot = ctx->GetDataFromSnapshotOnce<Context>(info->context); Local<Context> ctx_from_snapshot; if (!maybe_ctx_from_snapshot.ToLocal(&ctx_from_snapshot)) { fprintf(stderr, "Failed to deserialize context back reference from the snapshot\n"); } CHECK_EQ(ctx_from_snapshot, ctx); DoneBootstrapping(); } MaybeLocal<Value> Realm::ExecuteBootstrapper( const char* id, std::vector<Local<Value>>* arguments) { EscapableHandleScope scope(isolate()); Local<Context> ctx = context(); MaybeLocal<Function> maybe_fn = BuiltinLoader::LookupAndCompile(ctx, id, env()); Local<Function> fn; if (!maybe_fn.ToLocal(&fn)) { return MaybeLocal<Value>(); } MaybeLocal<Value> result = fn->Call(ctx, Undefined(isolate()), arguments->size(), arguments->data()); // If there was an error during bootstrap, it must be unrecoverable // (e.g. max call stack exceeded). Clear the stack so that the // AsyncCallbackScope destructor doesn't fail on the id check. // There are only two ways to have a stack size > 1: 1) the user manually // called MakeCallback or 2) user awaited during bootstrap, which triggered // _tickCallback(). if (result.IsEmpty()) { env()->async_hooks()->clear_async_id_stack(); } return scope.EscapeMaybe(result); } MaybeLocal<Value> Realm::BootstrapInternalLoaders() { EscapableHandleScope scope(isolate_); // Arguments must match the parameters specified in // BuiltinLoader::LookupAndCompile(). std::vector<Local<Value>> loaders_args = { process_object(), NewFunctionTemplate(isolate_, binding::GetLinkedBinding) ->GetFunction(context()) .ToLocalChecked(), NewFunctionTemplate(isolate_, binding::GetInternalBinding) ->GetFunction(context()) .ToLocalChecked(), primordials()}; // Bootstrap internal loaders Local<Value> loader_exports; if (!ExecuteBootstrapper("internal/bootstrap/loaders", &loaders_args) .ToLocal(&loader_exports)) { return MaybeLocal<Value>(); } CHECK(loader_exports->IsObject()); Local<Object> loader_exports_obj = loader_exports.As<Object>(); Local<Value> internal_binding_loader = loader_exports_obj->Get(context(), env_->internal_binding_string()) .ToLocalChecked(); CHECK(internal_binding_loader->IsFunction()); set_internal_binding_loader(internal_binding_loader.As<Function>()); Local<Value> require = loader_exports_obj->Get(context(), env_->require_string()) .ToLocalChecked(); CHECK(require->IsFunction()); set_builtin_module_require(require.As<Function>()); return scope.Escape(loader_exports); } MaybeLocal<Value> Realm::BootstrapNode() { EscapableHandleScope scope(isolate_); // Arguments must match the parameters specified in // BuiltinLoader::LookupAndCompile(). // process, require, internalBinding, primordials std::vector<Local<Value>> node_args = {process_object(), builtin_module_require(), internal_binding_loader(), primordials()}; MaybeLocal<Value> result = ExecuteBootstrapper("internal/bootstrap/node", &node_args); if (result.IsEmpty()) { return MaybeLocal<Value>(); } if (!env_->no_browser_globals()) { result = ExecuteBootstrapper("internal/bootstrap/browser", &node_args); if (result.IsEmpty()) { return MaybeLocal<Value>(); } } // TODO(joyeecheung): skip these in the snapshot building for workers. auto thread_switch_id = env_->is_main_thread() ? "internal/bootstrap/switches/is_main_thread" : "internal/bootstrap/switches/is_not_main_thread"; result = ExecuteBootstrapper(thread_switch_id, &node_args); if (result.IsEmpty()) { return MaybeLocal<Value>(); } auto process_state_switch_id = env_->owns_process_state() ? "internal/bootstrap/switches/does_own_process_state" : "internal/bootstrap/switches/does_not_own_process_state"; result = ExecuteBootstrapper(process_state_switch_id, &node_args); if (result.IsEmpty()) { return MaybeLocal<Value>(); } Local<String> env_string = FIXED_ONE_BYTE_STRING(isolate_, "env"); Local<Object> env_proxy; CreateEnvProxyTemplate(isolate_, env_->isolate_data()); if (!env_->env_proxy_template()->NewInstance(context()).ToLocal(&env_proxy) || process_object()->Set(context(), env_string, env_proxy).IsNothing()) { return MaybeLocal<Value>(); } return scope.EscapeMaybe(result); } MaybeLocal<Value> Realm::RunBootstrapping() { EscapableHandleScope scope(isolate_); CHECK(!has_run_bootstrapping_code()); if (BootstrapInternalLoaders().IsEmpty()) { return MaybeLocal<Value>(); } Local<Value> result; if (!BootstrapNode().ToLocal(&result)) { return MaybeLocal<Value>(); } DoneBootstrapping(); return scope.Escape(result); } void Realm::DoneBootstrapping() { // Make sure that no request or handle is created during bootstrap - // if necessary those should be done in pre-execution. // Usually, doing so would trigger the checks present in the ReqWrap and // HandleWrap classes, so this is only a consistency check. // TODO(legendecas): track req_wrap and handle_wrap by realms instead of // environments. CHECK(env_->req_wrap_queue()->IsEmpty()); CHECK(env_->handle_wrap_queue()->IsEmpty()); has_run_bootstrapping_code_ = true; // This adjusts the return value of base_object_created_after_bootstrap() so // that tests that check the count do not have to account for internally // created BaseObjects. base_object_created_by_bootstrap_ = base_object_count_; } void Realm::RunCleanup() { TRACE_EVENT0(TRACING_CATEGORY_NODE1(realm), "RunCleanup"); binding_data_store_.clear(); cleanup_queue_.Drain(); } void Realm::PrintInfoForSnapshot() { fprintf(stderr, "Realm = %p\n", this); fprintf(stderr, "BaseObjects of the Realm:\n"); size_t i = 0; ForEachBaseObject([&](BaseObject* obj) { std::cout << "#" << i++ << " " << obj << ": " << obj->MemoryInfoName() << "\n"; }); fprintf(stderr, "End of the Realm.\n"); } void Realm::VerifyNoStrongBaseObjects() { // When a process exits cleanly, i.e. because the event loop ends up without // things to wait for, the Node.js objects that are left on the heap should // be: // // 1. weak, i.e. ready for garbage collection once no longer referenced, or // 2. detached, i.e. scheduled for destruction once no longer referenced, or // 3. an unrefed libuv handle, i.e. does not keep the event loop alive, or // 4. an inactive libuv handle (essentially the same here) // // There are a few exceptions to this rule, but generally, if there are // C++-backed Node.js objects on the heap that do not fall into the above // categories, we may be looking at a potential memory leak. Most likely, // the cause is a missing MakeWeak() call on the corresponding object. // // In order to avoid this kind of problem, we check the list of BaseObjects // for these criteria. Currently, we only do so when explicitly instructed to // or when in debug mode (where --verify-base-objects is always-on). // TODO(legendecas): introduce per-realm options. if (!env()->options()->verify_base_objects) return; ForEachBaseObject([](BaseObject* obj) { if (obj->IsNotIndicativeOfMemoryLeakAtExit()) return; fprintf(stderr, "Found bad BaseObject during clean exit: %s\n", obj->MemoryInfoName()); fflush(stderr); ABORT(); }); } } // namespace node
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