src: remove C++ WeakReference implementation

PR-URL: https://github.com/nodejs/node/pull/49053
Reviewed-By: Anna Henningsen <anna@addaleax.net>
Reviewed-By: Yagiz Nizipli <yagiz@nizipli.com>
Reviewed-By: Rafael Gonzaga <rafael.nunu@hotmail.com>
Reviewed-By: Benjamin Gruenbaum <benjamingr@gmail.com>
This commit is contained in:
Joyee Cheung 2023-08-07 17:04:56 +02:00
parent 8dcce52c33
commit a49bc4bcda
7 changed files with 1 additions and 177 deletions

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@ -253,7 +253,6 @@
'src/node_stat_watcher.h',
'src/node_union_bytes.h',
'src/node_url.h',
'src/node_util.h',
'src/node_version.h',
'src/node_v8.h',
'src/node_v8_platform-inl.h',

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@ -28,8 +28,7 @@ namespace node {
// The first argument should match what the type passes to
// SET_OBJECT_ID(), the second argument should match the C++ class
// name.
#define SERIALIZABLE_NON_BINDING_TYPES(V) \
V(util_weak_reference, util::WeakReference)
#define SERIALIZABLE_NON_BINDING_TYPES(V)
// Helper list of all binding data wrapper types.
#define BINDING_TYPES(V) \

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@ -1,6 +1,5 @@
#include "node_string.h"
#include "node/inspector/protocol/Protocol.h"
#include "node_util.h"
#include "simdutf.h"
#include "util-inl.h"

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@ -22,7 +22,6 @@
#include "node_process.h"
#include "node_snapshot_builder.h"
#include "node_url.h"
#include "node_util.h"
#include "node_v8.h"
#include "node_v8_platform-inl.h"
#include "timers.h"

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@ -1,4 +1,3 @@
#include "node_util.h"
#include "base_object-inl.h"
#include "node_errors.h"
#include "node_external_reference.h"
@ -17,8 +16,6 @@ using v8::CFunction;
using v8::Context;
using v8::External;
using v8::FunctionCallbackInfo;
using v8::FunctionTemplate;
using v8::HandleScope;
using v8::IndexFilter;
using v8::Integer;
using v8::Isolate;
@ -201,109 +198,6 @@ void ArrayBufferViewHasBuffer(const FunctionCallbackInfo<Value>& args) {
args.GetReturnValue().Set(args[0].As<ArrayBufferView>()->HasBuffer());
}
WeakReference::WeakReference(Realm* realm,
Local<Object> object,
Local<Object> target)
: WeakReference(realm, object, target, 0) {}
WeakReference::WeakReference(Realm* realm,
Local<Object> object,
Local<Object> target,
uint64_t reference_count)
: SnapshotableObject(realm, object, type_int),
reference_count_(reference_count) {
MakeWeak();
if (!target.IsEmpty()) {
target_.Reset(realm->isolate(), target);
if (reference_count_ == 0) {
target_.SetWeak();
}
}
}
bool WeakReference::PrepareForSerialization(Local<Context> context,
v8::SnapshotCreator* creator) {
if (target_.IsEmpty()) {
target_index_ = 0;
return true;
}
// Users can still hold strong references to target in addition to the
// reference that we manage here, and they could expect that the referenced
// object remains the same as long as that external strong reference
// is alive. Since we have no way to know if there is any other reference
// keeping the target alive, the best we can do to maintain consistency is to
// simply save a reference to the target in the snapshot (effectively making
// it strong) during serialization, and restore it during deserialization.
// If there's no known counted reference from our side, we'll make the
// reference here weak upon deserialization so that it can be GC'ed if users
// do not hold additional references to it.
Local<Object> target = target_.Get(context->GetIsolate());
target_index_ = creator->AddData(context, target);
DCHECK_NE(target_index_, 0);
target_.Reset();
return true;
}
InternalFieldInfoBase* WeakReference::Serialize(int index) {
DCHECK_IS_SNAPSHOT_SLOT(index);
InternalFieldInfo* info =
InternalFieldInfoBase::New<InternalFieldInfo>(type());
info->target = target_index_;
info->reference_count = reference_count_;
return info;
}
void WeakReference::Deserialize(Local<Context> context,
Local<Object> holder,
int index,
InternalFieldInfoBase* info) {
DCHECK_IS_SNAPSHOT_SLOT(index);
HandleScope scope(context->GetIsolate());
InternalFieldInfo* weak_info = reinterpret_cast<InternalFieldInfo*>(info);
Local<Object> target;
if (weak_info->target != 0) {
target = context->GetDataFromSnapshotOnce<Object>(weak_info->target)
.ToLocalChecked();
}
new WeakReference(
Realm::GetCurrent(context), holder, target, weak_info->reference_count);
}
void WeakReference::New(const FunctionCallbackInfo<Value>& args) {
Realm* realm = Realm::GetCurrent(args);
CHECK(args.IsConstructCall());
CHECK(args[0]->IsObject());
new WeakReference(realm, args.This(), args[0].As<Object>());
}
void WeakReference::Get(const FunctionCallbackInfo<Value>& args) {
WeakReference* weak_ref = Unwrap<WeakReference>(args.Holder());
Isolate* isolate = args.GetIsolate();
if (!weak_ref->target_.IsEmpty())
args.GetReturnValue().Set(weak_ref->target_.Get(isolate));
}
void WeakReference::IncRef(const FunctionCallbackInfo<Value>& args) {
WeakReference* weak_ref = Unwrap<WeakReference>(args.Holder());
weak_ref->reference_count_++;
if (weak_ref->target_.IsEmpty()) return;
if (weak_ref->reference_count_ == 1) weak_ref->target_.ClearWeak();
args.GetReturnValue().Set(
v8::Number::New(args.GetIsolate(), weak_ref->reference_count_));
}
void WeakReference::DecRef(const FunctionCallbackInfo<Value>& args) {
WeakReference* weak_ref = Unwrap<WeakReference>(args.Holder());
CHECK_GE(weak_ref->reference_count_, 1);
weak_ref->reference_count_--;
if (weak_ref->target_.IsEmpty()) return;
if (weak_ref->reference_count_ == 0) weak_ref->target_.SetWeak();
args.GetReturnValue().Set(
v8::Number::New(args.GetIsolate(), weak_ref->reference_count_));
}
static uint32_t GetUVHandleTypeCode(const uv_handle_type type) {
// TODO(anonrig): We can use an enum here and then create the array in the
// binding, which will remove the hard-coding in C++ and JS land.
@ -391,10 +285,6 @@ void RegisterExternalReferences(ExternalReferenceRegistry* registry) {
registry->Register(GetExternalValue);
registry->Register(Sleep);
registry->Register(ArrayBufferViewHasBuffer);
registry->Register(WeakReference::New);
registry->Register(WeakReference::Get);
registry->Register(WeakReference::IncRef);
registry->Register(WeakReference::DecRef);
registry->Register(GuessHandleType);
registry->Register(FastGuessHandleType);
registry->Register(fast_guess_handle_type_.GetTypeInfo());
@ -508,15 +398,6 @@ void Initialize(Local<Object> target,
env->should_abort_on_uncaught_toggle().GetJSArray())
.FromJust());
Local<FunctionTemplate> weak_ref =
NewFunctionTemplate(isolate, WeakReference::New);
weak_ref->InstanceTemplate()->SetInternalFieldCount(
WeakReference::kInternalFieldCount);
SetProtoMethod(isolate, weak_ref, "get", WeakReference::Get);
SetProtoMethod(isolate, weak_ref, "incRef", WeakReference::IncRef);
SetProtoMethod(isolate, weak_ref, "decRef", WeakReference::DecRef);
SetConstructorFunction(context, target, "WeakReference", weak_ref);
SetFastMethodNoSideEffect(context,
target,
"guessHandleType",

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@ -1,52 +0,0 @@
#ifndef SRC_NODE_UTIL_H_
#define SRC_NODE_UTIL_H_
#if defined(NODE_WANT_INTERNALS) && NODE_WANT_INTERNALS
#include "base_object.h"
#include "node_snapshotable.h"
#include "v8.h"
namespace node {
namespace util {
class WeakReference : public SnapshotableObject {
public:
SERIALIZABLE_OBJECT_METHODS()
SET_OBJECT_ID(util_weak_reference)
WeakReference(Realm* realm,
v8::Local<v8::Object> object,
v8::Local<v8::Object> target);
static void New(const v8::FunctionCallbackInfo<v8::Value>& args);
static void Get(const v8::FunctionCallbackInfo<v8::Value>& args);
static void IncRef(const v8::FunctionCallbackInfo<v8::Value>& args);
static void DecRef(const v8::FunctionCallbackInfo<v8::Value>& args);
SET_MEMORY_INFO_NAME(WeakReference)
SET_SELF_SIZE(WeakReference)
SET_NO_MEMORY_INFO()
struct InternalFieldInfo : public node::InternalFieldInfoBase {
SnapshotIndex target;
uint64_t reference_count;
};
private:
WeakReference(Realm* realm,
v8::Local<v8::Object> object,
v8::Local<v8::Object> target,
uint64_t reference_count);
v8::Global<v8::Object> target_;
uint64_t reference_count_ = 0;
SnapshotIndex target_index_ = 0; // 0 means target_ is not snapshotted
};
} // namespace util
} // namespace node
#endif // defined(NODE_WANT_INTERNALS) && NODE_WANT_INTERNALS
#endif // SRC_NODE_UTIL_H_

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@ -27,7 +27,6 @@
#include "node_buffer.h"
#include "node_errors.h"
#include "node_internals.h"
#include "node_util.h"
#include "node_v8_platform-inl.h"
#include "string_bytes.h"
#include "uv.h"