1 /* 2 * Copyright (C) 2009 Google Inc. All rights reserved. 3 * 4 * Redistribution and use in source and binary forms, with or without 5 * modification, are permitted provided that the following conditions are 6 * met: 7 * 8 * * Redistributions of source code must retain the above copyright 9 * notice, this list of conditions and the following disclaimer. 10 * * Redistributions in binary form must reproduce the above 11 * copyright notice, this list of conditions and the following disclaimer 12 * in the documentation and/or other materials provided with the 13 * distribution. 14 * * Neither the name of Google Inc. nor the names of its 15 * contributors may be used to endorse or promote products derived from 16 * this software without specific prior written permission. 17 * 18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 19 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 29 */ 30 31 #include "config.h" 32 #include "DOMDataStore.h" 33 34 #include "DOMData.h" 35 36 namespace WebCore { 37 38 // DOM binding algorithm: 39 // 40 // There are two kinds of DOM objects: 41 // 1. DOM tree nodes, such as Document, HTMLElement, ... 42 // there classes implement TreeShared<T> interface; 43 // 2. Non-node DOM objects, such as CSSRule, Location, etc. 44 // these classes implement a ref-counted scheme. 45 // 46 // A DOM object may have a JS wrapper object. If a tree node 47 // is alive, its JS wrapper must be kept alive even it is not 48 // reachable from JS roots. 49 // However, JS wrappers of non-node objects can go away if 50 // not reachable from other JS objects. It works like a cache. 51 // 52 // DOM objects are ref-counted, and JS objects are traced from 53 // a set of root objects. They can create a cycle. To break 54 // cycles, we do following: 55 // Handles from DOM objects to JS wrappers are always weak, 56 // so JS wrappers of non-node object cannot create a cycle. 57 // Before starting a global GC, we create a virtual connection 58 // between nodes in the same tree in the JS heap. If the wrapper 59 // of one node in a tree is alive, wrappers of all nodes in 60 // the same tree are considered alive. This is done by creating 61 // object groups in GC prologue callbacks. The mark-compact 62 // collector will remove these groups after each GC. 63 // 64 // DOM objects should be deref-ed from the owning thread, not the GC thread 65 // that does not own them. In V8, GC can kick in from any thread. To ensure 66 // that DOM objects are always deref-ed from the owning thread when running 67 // V8 in multi-threading environment, we do following: 68 // 1. Maintain a thread specific DOM wrapper map for each object map. 69 // (We're using TLS support from WTF instead of base since V8Bindings 70 // does not depend on base. We further assume that all child threads 71 // running V8 instances are created by WTF and thus a destructor will 72 // be called to clean up all thread specific data.) 73 // 2. When GC happens: 74 // 2.1. If the dead object is in GC thread's map, remove the JS reference 75 // and deref the DOM object. 76 // 2.2. Otherwise, go through all thread maps to find the owning thread. 77 // Remove the JS reference from the owning thread's map and move the 78 // DOM object to a delayed queue. Post a task to the owning thread 79 // to have it deref-ed from the owning thread at later time. 80 // 3. When a thread is tearing down, invoke a cleanup routine to go through 81 // all objects in the delayed queue and the thread map and deref all of 82 // them. 83 84 85 DOMDataStore::DOMDataStore(DOMData* domData) 86 : m_domNodeMap(0) 87 , m_domObjectMap(0) 88 , m_activeDomObjectMap(0) 89 #if ENABLE(SVG) 90 , m_domSvgElementInstanceMap(0) 91 #endif 92 , m_domData(domData) 93 { 94 WTF::MutexLocker locker(DOMDataStore::allStoresMutex()); 95 DOMDataStore::allStores().append(this); 96 } 97 98 DOMDataStore::~DOMDataStore() 99 { 100 WTF::MutexLocker locker(DOMDataStore::allStoresMutex()); 101 DOMDataStore::allStores().remove(DOMDataStore::allStores().find(this)); 102 } 103 104 DOMDataList& DOMDataStore::allStores() 105 { 106 DEFINE_STATIC_LOCAL(DOMDataList, staticDOMDataList, ()); 107 return staticDOMDataList; 108 } 109 110 WTF::Mutex& DOMDataStore::allStoresMutex() 111 { 112 DEFINE_STATIC_LOCAL(WTF::Mutex, staticDOMDataListMutex, ()); 113 return staticDOMDataListMutex; 114 } 115 116 void* DOMDataStore::getDOMWrapperMap(DOMWrapperMapType type) 117 { 118 switch (type) { 119 case DOMNodeMap: 120 return m_domNodeMap; 121 case DOMObjectMap: 122 return m_domObjectMap; 123 case ActiveDOMObjectMap: 124 return m_activeDomObjectMap; 125 #if ENABLE(SVG) 126 case DOMSVGElementInstanceMap: 127 return m_domSvgElementInstanceMap; 128 #endif 129 } 130 131 ASSERT_NOT_REACHED(); 132 return 0; 133 } 134 135 // Called when the object is near death (not reachable from JS roots). 136 // It is time to remove the entry from the table and dispose the handle. 137 void DOMDataStore::weakDOMObjectCallback(v8::Persistent<v8::Value> v8Object, void* domObject) 138 { 139 v8::HandleScope scope; 140 ASSERT(v8Object->IsObject()); 141 DOMData::handleWeakObject(DOMDataStore::DOMObjectMap, v8::Persistent<v8::Object>::Cast(v8Object), domObject); 142 } 143 144 void DOMDataStore::weakActiveDOMObjectCallback(v8::Persistent<v8::Value> v8Object, void* domObject) 145 { 146 v8::HandleScope scope; 147 ASSERT(v8Object->IsObject()); 148 DOMData::handleWeakObject(DOMDataStore::ActiveDOMObjectMap, v8::Persistent<v8::Object>::Cast(v8Object), domObject); 149 } 150 151 void DOMDataStore::weakNodeCallback(v8::Persistent<v8::Value> value, void* domObject) 152 { 153 ASSERT(WTF::isMainThread()); 154 155 Node* node = static_cast<Node*>(domObject); 156 // Node wrappers must be JS objects. 157 v8::Persistent<v8::Object> v8Object = v8::Persistent<v8::Object>::Cast(value); 158 159 WTF::MutexLocker locker(DOMDataStore::allStoresMutex()); 160 DOMDataList& list = DOMDataStore::allStores(); 161 for (size_t i = 0; i < list.size(); ++i) { 162 DOMDataStore* store = list[i]; 163 if (store->domNodeMap().removeIfPresent(node, v8Object)) { 164 ASSERT(store->domData()->owningThread() == WTF::currentThread()); 165 node->deref(); // Nobody overrides Node::deref so it's safe 166 return; // There might be at most one wrapper for the node in world's maps 167 } 168 } 169 170 // If not found, it means map for the wrapper has been already destroyed, just dispose the 171 // handle and deref the object to fight memory leak. 172 v8Object.Dispose(); 173 node->deref(); // Nobody overrides Node::deref so it's safe 174 } 175 176 #if ENABLE(SVG) 177 178 void DOMDataStore::weakSVGElementInstanceCallback(v8::Persistent<v8::Value> v8Object, void* domObject) 179 { 180 v8::HandleScope scope; 181 ASSERT(v8Object->IsObject()); 182 DOMData::handleWeakObject(DOMDataStore::DOMSVGElementInstanceMap, v8::Persistent<v8::Object>::Cast(v8Object), static_cast<SVGElementInstance*>(domObject)); 183 } 184 185 #endif // ENABLE(SVG) 186 187 } // namespace WebCore 188