/* * Copyright (C) 2004, 2006 Apple Computer, Inc. All rights reserved. * Copyright (C) 2007, 2008, 2009 Google, Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "bindings/v8/NPV8Object.h" #include "bindings/v8/ScriptController.h" #include "bindings/v8/ScriptSourceCode.h" #include "bindings/v8/V8Binding.h" #include "bindings/v8/V8GCController.h" #include "bindings/v8/V8NPUtils.h" #include "bindings/v8/V8ObjectConstructor.h" #include "bindings/v8/V8ScriptRunner.h" #include "bindings/v8/WrapperTypeInfo.h" #include "bindings/v8/npruntime_impl.h" #include "bindings/v8/npruntime_priv.h" #include "core/frame/LocalDOMWindow.h" #include "core/frame/LocalFrame.h" #include "platform/UserGestureIndicator.h" #include "wtf/OwnPtr.h" #include #include "wtf/StringExtras.h" #include "wtf/text/WTFString.h" using namespace WebCore; namespace WebCore { const WrapperTypeInfo* npObjectTypeInfo() { static const WrapperTypeInfo typeInfo = { gin::kEmbedderBlink, 0, 0, 0, 0, 0, 0, 0, WrapperTypeObjectPrototype, RefCountedObject }; return &typeInfo; } // FIXME: Comments on why use malloc and free. static NPObject* allocV8NPObject(NPP, NPClass*) { return static_cast(malloc(sizeof(V8NPObject))); } static void freeV8NPObject(NPObject* npObject) { V8NPObject* v8NpObject = reinterpret_cast(npObject); disposeUnderlyingV8Object(npObject, v8::Isolate::GetCurrent()); free(v8NpObject); } static NPClass V8NPObjectClass = { NP_CLASS_STRUCT_VERSION, allocV8NPObject, freeV8NPObject, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; static ScriptState* mainWorldScriptState(v8::Isolate* isolate, NPP npp, NPObject* npObject) { ASSERT(npObject->_class == &V8NPObjectClass); V8NPObject* object = reinterpret_cast(npObject); LocalDOMWindow* window = object->rootObject; if (!window || !window->isCurrentlyDisplayedInFrame()) return 0; v8::HandleScope handleScope(isolate); v8::Handle context = toV8Context(object->rootObject->frame(), DOMWrapperWorld::mainWorld()); return ScriptState::from(context); } static PassOwnPtr[]> createValueListFromVariantArgs(const NPVariant* arguments, uint32_t argumentCount, NPObject* owner, v8::Isolate* isolate) { OwnPtr[]> argv = adoptArrayPtr(new v8::Handle[argumentCount]); for (uint32_t index = 0; index < argumentCount; index++) { const NPVariant* arg = &arguments[index]; argv[index] = convertNPVariantToV8Object(arg, owner, isolate); } return argv.release(); } // Create an identifier (null terminated utf8 char*) from the NPIdentifier. static v8::Local npIdentifierToV8Identifier(NPIdentifier name, v8::Isolate* isolate) { PrivateIdentifier* identifier = static_cast(name); if (identifier->isString) return v8AtomicString(isolate, static_cast(identifier->value.string)); char buffer[32]; snprintf(buffer, sizeof(buffer), "%d", identifier->value.number); return v8AtomicString(isolate, buffer); } NPObject* v8ObjectToNPObject(v8::Handle object) { return reinterpret_cast(object->GetAlignedPointerFromInternalField(v8DOMWrapperObjectIndex)); } NPObject* npCreateV8ScriptObject(NPP npp, v8::Handle object, LocalDOMWindow* root, v8::Isolate* isolate) { // Check to see if this object is already wrapped. if (object->InternalFieldCount() == npObjectInternalFieldCount) { const WrapperTypeInfo* typeInfo = static_cast(object->GetAlignedPointerFromInternalField(v8DOMWrapperTypeIndex)); if (typeInfo == npObjectTypeInfo()) { NPObject* returnValue = v8ObjectToNPObject(object); _NPN_RetainObject(returnValue); return returnValue; } } V8NPObjectVector* objectVector = 0; if (V8PerContextData* perContextData = V8PerContextData::from(object->CreationContext())) { int v8ObjectHash = object->GetIdentityHash(); ASSERT(v8ObjectHash); V8NPObjectMap* v8NPObjectMap = perContextData->v8NPObjectMap(); V8NPObjectMap::iterator iter = v8NPObjectMap->find(v8ObjectHash); if (iter != v8NPObjectMap->end()) { V8NPObjectVector& objects = iter->value; for (size_t index = 0; index < objects.size(); ++index) { V8NPObject* v8npObject = objects.at(index); if (v8npObject->v8Object == object && v8npObject->rootObject == root) { _NPN_RetainObject(&v8npObject->object); return reinterpret_cast(v8npObject); } } objectVector = &iter->value; } else { objectVector = &v8NPObjectMap->set(v8ObjectHash, V8NPObjectVector()).storedValue->value; } } V8NPObject* v8npObject = reinterpret_cast(_NPN_CreateObject(npp, &V8NPObjectClass)); // This is uninitialized memory, we need to clear it so that // Persistent::Reset won't try to Dispose anything bogus. new (&v8npObject->v8Object) v8::Persistent(); v8npObject->v8Object.Reset(isolate, object); v8npObject->rootObject = root; if (objectVector) objectVector->append(v8npObject); return reinterpret_cast(v8npObject); } V8NPObject* npObjectToV8NPObject(NPObject* npObject) { if (npObject->_class != &V8NPObjectClass) return 0; V8NPObject* v8NpObject = reinterpret_cast(npObject); if (v8NpObject->v8Object.IsEmpty()) return 0; return v8NpObject; } void disposeUnderlyingV8Object(NPObject* npObject, v8::Isolate* isolate) { ASSERT(npObject); V8NPObject* v8NpObject = npObjectToV8NPObject(npObject); if (!v8NpObject) return; v8::HandleScope scope(isolate); v8::Handle v8Object = v8::Local::New(isolate, v8NpObject->v8Object); ASSERT(!v8Object->CreationContext().IsEmpty()); if (V8PerContextData* perContextData = V8PerContextData::from(v8Object->CreationContext())) { V8NPObjectMap* v8NPObjectMap = perContextData->v8NPObjectMap(); int v8ObjectHash = v8Object->GetIdentityHash(); ASSERT(v8ObjectHash); V8NPObjectMap::iterator iter = v8NPObjectMap->find(v8ObjectHash); if (iter != v8NPObjectMap->end()) { V8NPObjectVector& objects = iter->value; for (size_t index = 0; index < objects.size(); ++index) { if (objects.at(index) == v8NpObject) { objects.remove(index); break; } } if (objects.isEmpty()) v8NPObjectMap->remove(v8ObjectHash); } } v8NpObject->v8Object.Reset(); v8NpObject->rootObject = 0; } } // namespace WebCore bool _NPN_Invoke(NPP npp, NPObject* npObject, NPIdentifier methodName, const NPVariant* arguments, uint32_t argumentCount, NPVariant* result) { if (!npObject) return false; v8::Isolate* isolate = v8::Isolate::GetCurrent(); V8NPObject* v8NpObject = npObjectToV8NPObject(npObject); if (!v8NpObject) { if (npObject->_class->invoke) return npObject->_class->invoke(npObject, methodName, arguments, argumentCount, result); VOID_TO_NPVARIANT(*result); return true; } PrivateIdentifier* identifier = static_cast(methodName); if (!identifier->isString) return false; if (!strcmp(identifier->value.string, "eval")) { if (argumentCount != 1) return false; if (arguments[0].type != NPVariantType_String) return false; return _NPN_Evaluate(npp, npObject, const_cast(&arguments[0].value.stringValue), result); } // FIXME: should use the plugin's owner frame as the security context. ScriptState* scriptState = mainWorldScriptState(isolate, npp, npObject); if (!scriptState) return false; ScriptState::Scope scope(scriptState); ExceptionCatcher exceptionCatcher; v8::Handle v8Object = v8::Local::New(isolate, v8NpObject->v8Object); v8::Handle functionObject = v8Object->Get(v8AtomicString(isolate, identifier->value.string)); if (functionObject.IsEmpty() || functionObject->IsNull()) { NULL_TO_NPVARIANT(*result); return false; } if (functionObject->IsUndefined()) { VOID_TO_NPVARIANT(*result); return false; } LocalFrame* frame = v8NpObject->rootObject->frame(); ASSERT(frame); // Call the function object. v8::Handle function = v8::Handle::Cast(functionObject); OwnPtr[]> argv = createValueListFromVariantArgs(arguments, argumentCount, npObject, isolate); v8::Local resultObject = frame->script().callFunction(function, v8Object, argumentCount, argv.get()); // If we had an error, return false. The spec is a little unclear here, but says "Returns true if the method was // successfully invoked". If we get an error return value, was that successfully invoked? if (resultObject.IsEmpty()) return false; convertV8ObjectToNPVariant(resultObject, npObject, result, isolate); return true; } // FIXME: Fix it same as _NPN_Invoke (HandleScope and such). bool _NPN_InvokeDefault(NPP npp, NPObject* npObject, const NPVariant* arguments, uint32_t argumentCount, NPVariant* result) { if (!npObject) return false; v8::Isolate* isolate = v8::Isolate::GetCurrent(); V8NPObject* v8NpObject = npObjectToV8NPObject(npObject); if (!v8NpObject) { if (npObject->_class->invokeDefault) return npObject->_class->invokeDefault(npObject, arguments, argumentCount, result); VOID_TO_NPVARIANT(*result); return true; } VOID_TO_NPVARIANT(*result); ScriptState* scriptState = mainWorldScriptState(isolate, npp, npObject); if (!scriptState) return false; ScriptState::Scope scope(scriptState); ExceptionCatcher exceptionCatcher; // Lookup the function object and call it. v8::Local functionObject = v8::Local::New(isolate, v8NpObject->v8Object); if (!functionObject->IsFunction()) return false; v8::Local resultObject; v8::Handle function = v8::Local::Cast(functionObject); if (!function->IsNull()) { LocalFrame* frame = v8NpObject->rootObject->frame(); ASSERT(frame); OwnPtr[]> argv = createValueListFromVariantArgs(arguments, argumentCount, npObject, isolate); resultObject = frame->script().callFunction(function, functionObject, argumentCount, argv.get()); } // If we had an error, return false. The spec is a little unclear here, but says "Returns true if the method was // successfully invoked". If we get an error return value, was that successfully invoked? if (resultObject.IsEmpty()) return false; convertV8ObjectToNPVariant(resultObject, npObject, result, isolate); return true; } bool _NPN_Evaluate(NPP npp, NPObject* npObject, NPString* npScript, NPVariant* result) { // FIXME: Give the embedder a way to control this. bool popupsAllowed = false; return _NPN_EvaluateHelper(npp, popupsAllowed, npObject, npScript, result); } bool _NPN_EvaluateHelper(NPP npp, bool popupsAllowed, NPObject* npObject, NPString* npScript, NPVariant* result) { VOID_TO_NPVARIANT(*result); if (!npObject) return false; V8NPObject* v8NpObject = npObjectToV8NPObject(npObject); if (!v8NpObject) return false; v8::Isolate* isolate = v8::Isolate::GetCurrent(); ScriptState* scriptState = mainWorldScriptState(isolate, npp, npObject); if (!scriptState) return false; ScriptState::Scope scope(scriptState); ExceptionCatcher exceptionCatcher; // FIXME: Is this branch still needed after switching to using UserGestureIndicator? String filename; if (!popupsAllowed) filename = "npscript"; LocalFrame* frame = v8NpObject->rootObject->frame(); ASSERT(frame); String script = String::fromUTF8(npScript->UTF8Characters, npScript->UTF8Length); UserGestureIndicator gestureIndicator(popupsAllowed ? DefinitelyProcessingNewUserGesture : PossiblyProcessingUserGesture); v8::Local v8result = frame->script().executeScriptAndReturnValue(scriptState->context(), ScriptSourceCode(script, KURL(ParsedURLString, filename))); if (v8result.IsEmpty()) return false; if (_NPN_IsAlive(npObject)) convertV8ObjectToNPVariant(v8result, npObject, result, isolate); return true; } bool _NPN_GetProperty(NPP npp, NPObject* npObject, NPIdentifier propertyName, NPVariant* result) { if (!npObject) return false; if (V8NPObject* object = npObjectToV8NPObject(npObject)) { v8::Isolate* isolate = v8::Isolate::GetCurrent(); ScriptState* scriptState = mainWorldScriptState(isolate, npp, npObject); if (!scriptState) return false; ScriptState::Scope scope(scriptState); ExceptionCatcher exceptionCatcher; v8::Handle obj = v8::Local::New(isolate, object->v8Object); v8::Local v8result = obj->Get(npIdentifierToV8Identifier(propertyName, isolate)); if (v8result.IsEmpty()) return false; convertV8ObjectToNPVariant(v8result, npObject, result, isolate); return true; } if (npObject->_class->hasProperty && npObject->_class->getProperty) { if (npObject->_class->hasProperty(npObject, propertyName)) return npObject->_class->getProperty(npObject, propertyName, result); } VOID_TO_NPVARIANT(*result); return false; } bool _NPN_SetProperty(NPP npp, NPObject* npObject, NPIdentifier propertyName, const NPVariant* value) { if (!npObject) return false; if (V8NPObject* object = npObjectToV8NPObject(npObject)) { v8::Isolate* isolate = v8::Isolate::GetCurrent(); ScriptState* scriptState = mainWorldScriptState(isolate, npp, npObject); if (!scriptState) return false; ScriptState::Scope scope(scriptState); ExceptionCatcher exceptionCatcher; v8::Handle obj = v8::Local::New(isolate, object->v8Object); obj->Set(npIdentifierToV8Identifier(propertyName, isolate), convertNPVariantToV8Object(value, object->rootObject->frame()->script().windowScriptNPObject(), isolate)); return true; } if (npObject->_class->setProperty) return npObject->_class->setProperty(npObject, propertyName, value); return false; } bool _NPN_RemoveProperty(NPP npp, NPObject* npObject, NPIdentifier propertyName) { if (!npObject) return false; V8NPObject* object = npObjectToV8NPObject(npObject); if (!object) return false; v8::Isolate* isolate = v8::Isolate::GetCurrent(); ScriptState* scriptState = mainWorldScriptState(isolate, npp, npObject); if (!scriptState) return false; ScriptState::Scope scope(scriptState); ExceptionCatcher exceptionCatcher; v8::Handle obj = v8::Local::New(isolate, object->v8Object); // FIXME: Verify that setting to undefined is right. obj->Set(npIdentifierToV8Identifier(propertyName, isolate), v8::Undefined(isolate)); return true; } bool _NPN_HasProperty(NPP npp, NPObject* npObject, NPIdentifier propertyName) { if (!npObject) return false; if (V8NPObject* object = npObjectToV8NPObject(npObject)) { v8::Isolate* isolate = v8::Isolate::GetCurrent(); ScriptState* scriptState = mainWorldScriptState(isolate, npp, npObject); if (!scriptState) return false; ScriptState::Scope scope(scriptState); ExceptionCatcher exceptionCatcher; v8::Handle obj = v8::Local::New(isolate, object->v8Object); return obj->Has(npIdentifierToV8Identifier(propertyName, isolate)); } if (npObject->_class->hasProperty) return npObject->_class->hasProperty(npObject, propertyName); return false; } bool _NPN_HasMethod(NPP npp, NPObject* npObject, NPIdentifier methodName) { if (!npObject) return false; if (V8NPObject* object = npObjectToV8NPObject(npObject)) { v8::Isolate* isolate = v8::Isolate::GetCurrent(); ScriptState* scriptState = mainWorldScriptState(isolate, npp, npObject); if (!scriptState) return false; ScriptState::Scope scope(scriptState); ExceptionCatcher exceptionCatcher; v8::Handle obj = v8::Local::New(isolate, object->v8Object); v8::Handle prop = obj->Get(npIdentifierToV8Identifier(methodName, isolate)); return prop->IsFunction(); } if (npObject->_class->hasMethod) return npObject->_class->hasMethod(npObject, methodName); return false; } void _NPN_SetException(NPObject* npObject, const NPUTF8 *message) { if (!npObject || !npObjectToV8NPObject(npObject)) { // We won't be able to find a proper scope for this exception, so just throw it. // This is consistent with JSC, which throws a global exception all the time. throwError(v8GeneralError, message, v8::Isolate::GetCurrent()); return; } v8::Isolate* isolate = v8::Isolate::GetCurrent(); ScriptState* scriptState = mainWorldScriptState(isolate, 0, npObject); if (!scriptState) return; ScriptState::Scope scope(scriptState); ExceptionCatcher exceptionCatcher; throwError(v8GeneralError, message, isolate); } bool _NPN_Enumerate(NPP npp, NPObject* npObject, NPIdentifier** identifier, uint32_t* count) { if (!npObject) return false; if (V8NPObject* object = npObjectToV8NPObject(npObject)) { v8::Isolate* isolate = v8::Isolate::GetCurrent(); ScriptState* scriptState = mainWorldScriptState(isolate, npp, npObject); if (!scriptState) return false; ScriptState::Scope scope(scriptState); ExceptionCatcher exceptionCatcher; v8::Handle obj = v8::Local::New(isolate, object->v8Object); // FIXME: http://b/issue?id=1210340: Use a v8::Object::Keys() method when it exists, instead of evaluating javascript. // FIXME: Figure out how to cache this helper function. Run a helper function that collects the properties // on the object into an array. const char enumeratorCode[] = "(function (obj) {" " var props = [];" " for (var prop in obj) {" " props[props.length] = prop;" " }" " return props;" "});"; v8::Handle source = v8AtomicString(isolate, enumeratorCode); v8::Handle result = V8ScriptRunner::compileAndRunInternalScript(source, isolate); ASSERT(!result.IsEmpty()); ASSERT(result->IsFunction()); v8::Handle enumerator = v8::Handle::Cast(result); v8::Handle argv[] = { obj }; v8::Local propsObj = V8ScriptRunner::callInternalFunction(enumerator, v8::Handle::Cast(result), WTF_ARRAY_LENGTH(argv), argv, isolate); if (propsObj.IsEmpty()) return false; // Convert the results into an array of NPIdentifiers. v8::Handle props = v8::Handle::Cast(propsObj); *count = props->Length(); *identifier = static_cast(calloc(*count, sizeof(NPIdentifier))); for (uint32_t i = 0; i < *count; ++i) { v8::Local name = props->Get(v8::Integer::New(isolate, i)); (*identifier)[i] = getStringIdentifier(v8::Local::Cast(name)); } return true; } if (NP_CLASS_STRUCT_VERSION_HAS_ENUM(npObject->_class) && npObject->_class->enumerate) return npObject->_class->enumerate(npObject, identifier, count); return false; } bool _NPN_Construct(NPP npp, NPObject* npObject, const NPVariant* arguments, uint32_t argumentCount, NPVariant* result) { if (!npObject) return false; v8::Isolate* isolate = v8::Isolate::GetCurrent(); if (V8NPObject* object = npObjectToV8NPObject(npObject)) { ScriptState* scriptState = mainWorldScriptState(isolate, npp, npObject); if (!scriptState) return false; ScriptState::Scope scope(scriptState); ExceptionCatcher exceptionCatcher; // Lookup the constructor function. v8::Handle ctorObj = v8::Local::New(isolate, object->v8Object); if (!ctorObj->IsFunction()) return false; // Call the constructor. v8::Local resultObject; v8::Handle ctor = v8::Handle::Cast(ctorObj); if (!ctor->IsNull()) { LocalFrame* frame = object->rootObject->frame(); ASSERT(frame); OwnPtr[]> argv = createValueListFromVariantArgs(arguments, argumentCount, npObject, isolate); resultObject = V8ObjectConstructor::newInstanceInDocument(isolate, ctor, argumentCount, argv.get(), frame ? frame->document() : 0); } if (resultObject.IsEmpty()) return false; convertV8ObjectToNPVariant(resultObject, npObject, result, isolate); return true; } if (NP_CLASS_STRUCT_VERSION_HAS_CTOR(npObject->_class) && npObject->_class->construct) return npObject->_class->construct(npObject, arguments, argumentCount, result); return false; }