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//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to permit
// persons to whom the Software is furnished to do so, subject to the
// following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
// USE OR OTHER DEALINGS IN THE SOFTWARE.
#ifndef SRC_NODE_H_
#define SRC_NODE_H_
#ifdef _WIN32
# ifndef BUILDING_NODE_EXTENSION
# define NODE_EXTERN __declspec(dllexport)
# else
# define NODE_EXTERN __declspec(dllimport)
# endif
#else
# define NODE_EXTERN __attribute__((visibility("default")))
#endif
#ifdef BUILDING_NODE_EXTENSION
# undef BUILDING_V8_SHARED
# undef BUILDING_UV_SHARED
# define USING_V8_SHARED 1
# define USING_UV_SHARED 1
#endif
// This should be defined in make system.
// See issue https://github.com/nodejs/node-v0.x-archive/issues/1236
#if defined(__MINGW32__) || defined(_MSC_VER)
#ifndef _WIN32_WINNT
# define _WIN32_WINNT 0x0600 // Windows Server 2008
#endif
#ifndef NOMINMAX
# define NOMINMAX
#endif
#endif
#if defined(_MSC_VER)
#define PATH_MAX MAX_PATH
#endif
#ifdef _WIN32
# define SIGKILL 9
#endif
#if (__GNUC__ >= 8) && !defined(__clang__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wcast-function-type"
#endif
#include "v8.h" // NOLINT(build/include_order)
#if (__GNUC__ >= 8) && !defined(__clang__)
#pragma GCC diagnostic pop
#endif
#include "v8-platform.h" // NOLINT(build/include_order)
#include "node_version.h" // NODE_MODULE_VERSION
#include <memory>
#include <functional>
// We cannot use __POSIX__ in this header because that's only defined when
// building Node.js.
#ifndef _WIN32
#include <signal.h>
#endif // _WIN32
#define NODE_MAKE_VERSION(major, minor, patch) \
((major) * 0x1000 + (minor) * 0x100 + (patch))
#ifdef __clang__
# define NODE_CLANG_AT_LEAST(major, minor, patch) \
(NODE_MAKE_VERSION(major, minor, patch) <= \
NODE_MAKE_VERSION(__clang_major__, __clang_minor__, __clang_patchlevel__))
#else
# define NODE_CLANG_AT_LEAST(major, minor, patch) (0)
#endif
#ifdef __GNUC__
# define NODE_GNUC_AT_LEAST(major, minor, patch) \
(NODE_MAKE_VERSION(major, minor, patch) <= \
NODE_MAKE_VERSION(__GNUC__, __GNUC_MINOR__, __GNUC_PATCHLEVEL__))
#else
# define NODE_GNUC_AT_LEAST(major, minor, patch) (0)
#endif
#if defined(NODE_WANT_INTERNALS) && NODE_WANT_INTERNALS
# define NODE_DEPRECATED(message, declarator) declarator
#else // NODE_WANT_INTERNALS
# if NODE_CLANG_AT_LEAST(2, 9, 0) || NODE_GNUC_AT_LEAST(4, 5, 0)
# define NODE_DEPRECATED(message, declarator) \
__attribute__((deprecated(message))) declarator
# elif defined(_MSC_VER)
# define NODE_DEPRECATED(message, declarator) \
__declspec(deprecated) declarator
# else
# define NODE_DEPRECATED(message, declarator) declarator
# endif
#endif
// Forward-declare libuv loop
struct uv_loop_s;
struct napi_module;
// Forward-declare these functions now to stop MSVS from becoming
// terminally confused when it's done in node_internals.h
namespace node {
namespace tracing {
class TracingController;
}
NODE_EXTERN v8::Local<v8::Value> ErrnoException(v8::Isolate* isolate,
int errorno,
const char* syscall = nullptr,
const char* message = nullptr,
const char* path = nullptr);
NODE_EXTERN v8::Local<v8::Value> UVException(v8::Isolate* isolate,
int errorno,
const char* syscall = nullptr,
const char* message = nullptr,
const char* path = nullptr,
const char* dest = nullptr);
NODE_DEPRECATED("Use ErrnoException(isolate, ...)",
inline v8::Local<v8::Value> ErrnoException(
int errorno,
const char* syscall = nullptr,
const char* message = nullptr,
const char* path = nullptr) {
return ErrnoException(v8::Isolate::GetCurrent(),
errorno,
syscall,
message,
path);
})
NODE_DEPRECATED("Use UVException(isolate, ...)",
inline v8::Local<v8::Value> UVException(int errorno,
const char* syscall = nullptr,
const char* message = nullptr,
const char* path = nullptr) {
return UVException(v8::Isolate::GetCurrent(),
errorno,
syscall,
message,
path);
})
/*
* These methods need to be called in a HandleScope.
*
* It is preferred that you use the `MakeCallback` overloads taking
* `async_context` arguments.
*/
NODE_DEPRECATED("Use MakeCallback(..., async_context)",
NODE_EXTERN v8::Local<v8::Value> MakeCallback(
v8::Isolate* isolate,
v8::Local<v8::Object> recv,
const char* method,
int argc,
v8::Local<v8::Value>* argv));
NODE_DEPRECATED("Use MakeCallback(..., async_context)",
NODE_EXTERN v8::Local<v8::Value> MakeCallback(
v8::Isolate* isolate,
v8::Local<v8::Object> recv,
v8::Local<v8::String> symbol,
int argc,
v8::Local<v8::Value>* argv));
NODE_DEPRECATED("Use MakeCallback(..., async_context)",
NODE_EXTERN v8::Local<v8::Value> MakeCallback(
v8::Isolate* isolate,
v8::Local<v8::Object> recv,
v8::Local<v8::Function> callback,
int argc,
v8::Local<v8::Value>* argv));
} // namespace node
#include <cassert>
#include <cstdint>
#ifndef NODE_STRINGIFY
# define NODE_STRINGIFY(n) NODE_STRINGIFY_HELPER(n)
# define NODE_STRINGIFY_HELPER(n) #n
#endif
#ifdef _WIN32
#if !defined(_SSIZE_T_) && !defined(_SSIZE_T_DEFINED)
typedef intptr_t ssize_t;
# define _SSIZE_T_
# define _SSIZE_T_DEFINED
#endif
#else // !_WIN32
# include <sys/types.h> // size_t, ssize_t
#endif // _WIN32
namespace node {
class IsolateData;
class Environment;
// TODO(addaleax): Officially deprecate this and replace it with something
// better suited for a public embedder API.
NODE_EXTERN int Start(int argc, char* argv[]);
// Tear down Node.js while it is running (there are active handles
// in the loop and / or actively executing JavaScript code).
NODE_EXTERN int Stop(Environment* env);
// It is recommended to use InitializeNodeWithArgs() instead as an embedder.
// Init() calls InitializeNodeWithArgs() and exits the process with the exit
// code returned from it.
NODE_DEPRECATED("Use InitializeNodeWithArgs() instead",
NODE_EXTERN void Init(int* argc,
const char** argv,
int* exec_argc,
const char*** exec_argv));
// Set up per-process state needed to run Node.js. This will consume arguments
// from argv, fill exec_argv, and possibly add errors resulting from parsing
// the arguments to `errors`. The return value is a suggested exit code for the
// program; If it is 0, then initializing Node.js succeeded.
NODE_EXTERN int InitializeNodeWithArgs(std::vector<std::string>* argv,
std::vector<std::string>* exec_argv,
std::vector<std::string>* errors);
enum OptionEnvvarSettings {
kAllowedInEnvironment,
kDisallowedInEnvironment
};
NODE_EXTERN int ProcessGlobalArgs(std::vector<std::string>* args,
std::vector<std::string>* exec_args,
std::vector<std::string>* errors,
OptionEnvvarSettings settings);
class NodeArrayBufferAllocator;
// An ArrayBuffer::Allocator class with some Node.js-specific tweaks. If you do
// not have to use another allocator, using this class is recommended:
// - It supports Buffer.allocUnsafe() and Buffer.allocUnsafeSlow() with
// uninitialized memory.
// - It supports transferring, rather than copying, ArrayBuffers when using
// MessagePorts.
class NODE_EXTERN ArrayBufferAllocator : public v8::ArrayBuffer::Allocator {
public:
// If `always_debug` is true, create an ArrayBuffer::Allocator instance
// that performs additional integrity checks (e.g. make sure that only memory
// that was allocated by the it is also freed by it).
// This can also be set using the --debug-arraybuffer-allocations flag.
static std::unique_ptr<ArrayBufferAllocator> Create(
bool always_debug = false);
private:
virtual NodeArrayBufferAllocator* GetImpl() = 0;
friend class IsolateData;
};
// Legacy equivalents for ArrayBufferAllocator::Create().
NODE_EXTERN ArrayBufferAllocator* CreateArrayBufferAllocator();
NODE_EXTERN void FreeArrayBufferAllocator(ArrayBufferAllocator* allocator);
class NODE_EXTERN IsolatePlatformDelegate {
public:
virtual std::shared_ptr<v8::TaskRunner> GetForegroundTaskRunner() = 0;
virtual bool IdleTasksEnabled() = 0;
};
class NODE_EXTERN MultiIsolatePlatform : public v8::Platform {
public:
~MultiIsolatePlatform() override = default;
// Returns true if work was dispatched or executed. New tasks that are
// posted during flushing of the queue are postponed until the next
// flushing.
virtual bool FlushForegroundTasks(v8::Isolate* isolate) = 0;
virtual void DrainTasks(v8::Isolate* isolate) = 0;
// TODO(addaleax): Remove this, it is unnecessary.
// This would currently be called before `UnregisterIsolate()` but will be
// folded into it in the future.
virtual void CancelPendingDelayedTasks(v8::Isolate* isolate);
// This needs to be called between the calls to `Isolate::Allocate()` and
// `Isolate::Initialize()`, so that initialization can already start
// using the platform.
// When using `NewIsolate()`, this is taken care of by that function.
// This function may only be called once per `Isolate`.
virtual void RegisterIsolate(v8::Isolate* isolate,
struct uv_loop_s* loop) = 0;
// This method can be used when an application handles task scheduling on its
// own through `IsolatePlatformDelegate`. Upon registering an isolate with
// this overload any other method in this class with the exception of
// `UnregisterIsolate` *must not* be used on that isolate.
virtual void RegisterIsolate(v8::Isolate* isolate,
IsolatePlatformDelegate* delegate) = 0;
// This function may only be called once per `Isolate`, and discard any
// pending delayed tasks scheduled for that isolate.
// This needs to be called right before calling `Isolate::Dispose()`.
virtual void UnregisterIsolate(v8::Isolate* isolate) = 0;
// The platform should call the passed function once all state associated
// with the given isolate has been cleaned up. This can, but does not have to,
// happen asynchronously.
virtual void AddIsolateFinishedCallback(v8::Isolate* isolate,
void (*callback)(void*),
void* data) = 0;
static std::unique_ptr<MultiIsolatePlatform> Create(
int thread_pool_size,
v8::TracingController* tracing_controller = nullptr);
};
enum IsolateSettingsFlags {
MESSAGE_LISTENER_WITH_ERROR_LEVEL = 1 << 0,
DETAILED_SOURCE_POSITIONS_FOR_PROFILING = 1 << 1,
SHOULD_NOT_SET_PROMISE_REJECTION_CALLBACK = 1 << 2
};
struct IsolateSettings {
uint64_t flags = MESSAGE_LISTENER_WITH_ERROR_LEVEL |
DETAILED_SOURCE_POSITIONS_FOR_PROFILING;
v8::MicrotasksPolicy policy = v8::MicrotasksPolicy::kExplicit;
// Error handling callbacks
v8::Isolate::AbortOnUncaughtExceptionCallback
should_abort_on_uncaught_exception_callback = nullptr;
v8::FatalErrorCallback fatal_error_callback = nullptr;
v8::PrepareStackTraceCallback prepare_stack_trace_callback = nullptr;
// Miscellaneous callbacks
v8::PromiseRejectCallback promise_reject_callback = nullptr;
v8::AllowWasmCodeGenerationCallback
allow_wasm_code_generation_callback = nullptr;
};
// Overriding IsolateSettings may produce unexpected behavior
// in Node.js core functionality, so proceed at your own risk.
NODE_EXTERN void SetIsolateUpForNode(v8::Isolate* isolate,
const IsolateSettings& settings);
// Set a number of callbacks for the `isolate`, in particular the Node.js
// uncaught exception listener.
NODE_EXTERN void SetIsolateUpForNode(v8::Isolate* isolate);
// Creates a new isolate with Node.js-specific settings.
// This is a convenience method equivalent to using SetIsolateCreateParams(),
// Isolate::Allocate(), MultiIsolatePlatform::RegisterIsolate(),
// Isolate::Initialize(), and SetIsolateUpForNode().
NODE_EXTERN v8::Isolate* NewIsolate(ArrayBufferAllocator* allocator,
struct uv_loop_s* event_loop);
NODE_EXTERN v8::Isolate* NewIsolate(ArrayBufferAllocator* allocator,
struct uv_loop_s* event_loop,
MultiIsolatePlatform* platform);
NODE_EXTERN v8::Isolate* NewIsolate(
std::shared_ptr<ArrayBufferAllocator> allocator,
struct uv_loop_s* event_loop,
MultiIsolatePlatform* platform);
// Creates a new context with Node.js-specific tweaks.
NODE_EXTERN v8::Local<v8::Context> NewContext(
v8::Isolate* isolate,
v8::Local<v8::ObjectTemplate> object_template =
v8::Local<v8::ObjectTemplate>());
// Runs Node.js-specific tweaks on an already constructed context
// Return value indicates success of operation
NODE_EXTERN bool InitializeContext(v8::Local<v8::Context> context);
// If `platform` is passed, it will be used to register new Worker instances.
// It can be `nullptr`, in which case creating new Workers inside of
// Environments that use this `IsolateData` will not work.
NODE_EXTERN IsolateData* CreateIsolateData(
v8::Isolate* isolate,
struct uv_loop_s* loop,
MultiIsolatePlatform* platform = nullptr,
ArrayBufferAllocator* allocator = nullptr);
NODE_EXTERN void FreeIsolateData(IsolateData* isolate_data);
struct ThreadId {
uint64_t id = static_cast<uint64_t>(-1);
};
NODE_EXTERN ThreadId AllocateEnvironmentThreadId();
namespace EnvironmentFlags {
enum Flags : uint64_t {
kNoFlags = 0,
// Use the default behaviour for Node.js instances.
kDefaultFlags = 1 << 0,
// Controls whether this Environment is allowed to affect per-process state
// (e.g. cwd, process title, uid, etc.).
// This is set when using kDefaultFlags.
kOwnsProcessState = 1 << 1,
// Set if this Environment instance is associated with the global inspector
// handling code (i.e. listening on SIGUSR1).
// This is set when using kDefaultFlags.
kOwnsInspector = 1 << 2,
// Set if Node.js should not run its own esm loader. This is needed by some
// embedders, because it's possible for the Node.js esm loader to conflict
// with another one in an embedder environment, e.g. Blink's in Chromium.
kNoRegisterESMLoader = 1 << 3,
// Set this flag to make Node.js track "raw" file descriptors, i.e. managed
// by fs.open() and fs.close(), and close them during FreeEnvironment().
kTrackUnmanagedFds = 1 << 4
};
} // namespace EnvironmentFlags
struct InspectorParentHandle {
virtual ~InspectorParentHandle();
};
// TODO(addaleax): Maybe move per-Environment options parsing here.
// Returns nullptr when the Environment cannot be created e.g. there are
// pending JavaScript exceptions.
// It is recommended to use the second variant taking a flags argument.
NODE_DEPRECATED("Use overload taking a flags argument",
NODE_EXTERN Environment* CreateEnvironment(IsolateData* isolate_data,
v8::Local<v8::Context> context,
int argc,
const char* const* argv,
int exec_argc,
const char* const* exec_argv));
NODE_EXTERN Environment* CreateEnvironment(
IsolateData* isolate_data,
v8::Local<v8::Context> context,
const std::vector<std::string>& args,
const std::vector<std::string>& exec_args,
EnvironmentFlags::Flags flags = EnvironmentFlags::kDefaultFlags,
ThreadId thread_id = {} /* allocates a thread id automatically */,
std::unique_ptr<InspectorParentHandle> inspector_parent_handle = {});
// Returns a handle that can be passed to `LoadEnvironment()`, making the
// child Environment accessible to the inspector as if it were a Node.js Worker.
// `child_thread_id` can be created using `AllocateEnvironmentThreadId()`
// and then later passed on to `CreateEnvironment()` to create the child
// Environment, together with the inspector handle.
// This method should not be called while the parent Environment is active
// on another thread.
NODE_EXTERN std::unique_ptr<InspectorParentHandle> GetInspectorParentHandle(
Environment* parent_env,
ThreadId child_thread_id,
const char* child_url);
struct StartExecutionCallbackInfo {
v8::Local<v8::Object> process_object;
v8::Local<v8::Function> native_require;
};
using StartExecutionCallback =
std::function<v8::MaybeLocal<v8::Value>(const StartExecutionCallbackInfo&)>;
NODE_DEPRECATED("Use variants returning MaybeLocal<> instead",
NODE_EXTERN void LoadEnvironment(Environment* env));
// The `InspectorParentHandle` arguments here are ignored and not used.
// For passing `InspectorParentHandle`, use `CreateEnvironment()`.
NODE_EXTERN v8::MaybeLocal<v8::Value> LoadEnvironment(
Environment* env,
StartExecutionCallback cb,
std::unique_ptr<InspectorParentHandle> ignored_donotuse_removeme = {});
NODE_EXTERN v8::MaybeLocal<v8::Value> LoadEnvironment(
Environment* env,
const char* main_script_source_utf8,
std::unique_ptr<InspectorParentHandle> ignored_donotuse_removeme = {});
NODE_EXTERN void FreeEnvironment(Environment* env);
// Set a callback that is called when process.exit() is called from JS,
// overriding the default handler.
// It receives the Environment* instance and the exit code as arguments.
// This could e.g. call Stop(env); in order to terminate execution and stop
// the event loop.
// The default handler disposes of the global V8 platform instance, if one is
// being used, and calls exit().
NODE_EXTERN void SetProcessExitHandler(
Environment* env,
std::function<void(Environment*, int)>&& handler);
NODE_EXTERN void DefaultProcessExitHandler(Environment* env, int exit_code);
// This may return nullptr if context is not associated with a Node instance.
NODE_EXTERN Environment* GetCurrentEnvironment(v8::Local<v8::Context> context);
NODE_EXTERN void OnFatalError(const char* location, const char* message);
NODE_EXTERN void PromiseRejectCallback(v8::PromiseRejectMessage message);
NODE_EXTERN bool AllowWasmCodeGenerationCallback(v8::Local<v8::Context> context,
v8::Local<v8::String>);
NODE_EXTERN bool ShouldAbortOnUncaughtException(v8::Isolate* isolate);
NODE_EXTERN v8::MaybeLocal<v8::Value> PrepareStackTraceCallback(
v8::Local<v8::Context> context,
v8::Local<v8::Value> exception,
v8::Local<v8::Array> trace);
// This returns the MultiIsolatePlatform used in the main thread of Node.js.
// If NODE_USE_V8_PLATFORM has not been defined when Node.js was built,
// it returns nullptr.
NODE_DEPRECATED("Use GetMultiIsolatePlatform(env) instead",
NODE_EXTERN MultiIsolatePlatform* GetMainThreadMultiIsolatePlatform());
// This returns the MultiIsolatePlatform used for an Environment or IsolateData
// instance, if one exists.
NODE_EXTERN MultiIsolatePlatform* GetMultiIsolatePlatform(Environment* env);
NODE_EXTERN MultiIsolatePlatform* GetMultiIsolatePlatform(IsolateData* env);
// Legacy variants of MultiIsolatePlatform::Create().
NODE_DEPRECATED("Use variant taking a v8::TracingController* pointer instead",
NODE_EXTERN MultiIsolatePlatform* CreatePlatform(
int thread_pool_size,
node::tracing::TracingController* tracing_controller));
NODE_EXTERN MultiIsolatePlatform* CreatePlatform(
int thread_pool_size,
v8::TracingController* tracing_controller);
NODE_EXTERN void FreePlatform(MultiIsolatePlatform* platform);
// Get/set the currently active tracing controller. Using CreatePlatform()
// will implicitly set this by default. This is global and should be initialized
// along with the v8::Platform instance that is being used. `controller`
// is allowed to be `nullptr`.
// This is used for tracing events from Node.js itself. V8 uses the tracing
// controller returned from the active `v8::Platform` instance.
NODE_EXTERN v8::TracingController* GetTracingController();
NODE_EXTERN void SetTracingController(v8::TracingController* controller);
NODE_EXTERN void EmitBeforeExit(Environment* env);
NODE_EXTERN int EmitExit(Environment* env);
NODE_EXTERN void RunAtExit(Environment* env);
// This may return nullptr if the current v8::Context is not associated
// with a Node instance.
NODE_EXTERN struct uv_loop_s* GetCurrentEventLoop(v8::Isolate* isolate);
/* Converts a unixtime to V8 Date */
NODE_DEPRECATED("Use v8::Date::New() directly",
inline v8::Local<v8::Value> NODE_UNIXTIME_V8(double time) {
return v8::Date::New(
v8::Isolate::GetCurrent()->GetCurrentContext(),
1000 * time)
.ToLocalChecked();
})
#define NODE_UNIXTIME_V8 node::NODE_UNIXTIME_V8
NODE_DEPRECATED("Use v8::Date::ValueOf() directly",
inline double NODE_V8_UNIXTIME(v8::Local<v8::Date> date) {
return date->ValueOf() / 1000;
})
#define NODE_V8_UNIXTIME node::NODE_V8_UNIXTIME
#define NODE_DEFINE_CONSTANT(target, constant) \
do { \
v8::Isolate* isolate = target->GetIsolate(); \
v8::Local<v8::Context> context = isolate->GetCurrentContext(); \
v8::Local<v8::String> constant_name = \
v8::String::NewFromUtf8(isolate, #constant, \
v8::NewStringType::kInternalized).ToLocalChecked(); \
v8::Local<v8::Number> constant_value = \
v8::Number::New(isolate, static_cast<double>(constant)); \
v8::PropertyAttribute constant_attributes = \
static_cast<v8::PropertyAttribute>(v8::ReadOnly | v8::DontDelete); \
(target)->DefineOwnProperty(context, \
constant_name, \
constant_value, \
constant_attributes).Check(); \
} \
while (0)
#define NODE_DEFINE_HIDDEN_CONSTANT(target, constant) \
do { \
v8::Isolate* isolate = target->GetIsolate(); \
v8::Local<v8::Context> context = isolate->GetCurrentContext(); \
v8::Local<v8::String> constant_name = \
v8::String::NewFromUtf8(isolate, #constant, \
v8::NewStringType::kInternalized) \
.ToLocalChecked(); \
v8::Local<v8::Number> constant_value = \
v8::Number::New(isolate, static_cast<double>(constant)); \
v8::PropertyAttribute constant_attributes = \
static_cast<v8::PropertyAttribute>(v8::ReadOnly | \
v8::DontDelete | \
v8::DontEnum); \
(target)->DefineOwnProperty(context, \
constant_name, \
constant_value, \
constant_attributes).Check(); \
} \
while (0)
// Used to be a macro, hence the uppercase name.
inline void NODE_SET_METHOD(v8::Local<v8::Template> recv,
const char* name,
v8::FunctionCallback callback) {
v8::Isolate* isolate = v8::Isolate::GetCurrent();
v8::HandleScope handle_scope(isolate);
v8::Local<v8::FunctionTemplate> t = v8::FunctionTemplate::New(isolate,
callback);
v8::Local<v8::String> fn_name = v8::String::NewFromUtf8(isolate, name,
v8::NewStringType::kInternalized).ToLocalChecked();
t->SetClassName(fn_name);
recv->Set(fn_name, t);
}
// Used to be a macro, hence the uppercase name.
inline void NODE_SET_METHOD(v8::Local<v8::Object> recv,
const char* name,
v8::FunctionCallback callback) {
v8::Isolate* isolate = v8::Isolate::GetCurrent();
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> context = isolate->GetCurrentContext();
v8::Local<v8::FunctionTemplate> t = v8::FunctionTemplate::New(isolate,
callback);
v8::Local<v8::Function> fn = t->GetFunction(context).ToLocalChecked();
v8::Local<v8::String> fn_name = v8::String::NewFromUtf8(isolate, name,
v8::NewStringType::kInternalized).ToLocalChecked();
fn->SetName(fn_name);
recv->Set(context, fn_name, fn).Check();
}
#define NODE_SET_METHOD node::NODE_SET_METHOD
// Used to be a macro, hence the uppercase name.
// Not a template because it only makes sense for FunctionTemplates.
inline void NODE_SET_PROTOTYPE_METHOD(v8::Local<v8::FunctionTemplate> recv,
const char* name,
v8::FunctionCallback callback) {
v8::Isolate* isolate = v8::Isolate::GetCurrent();
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Signature> s = v8::Signature::New(isolate, recv);
v8::Local<v8::FunctionTemplate> t =
v8::FunctionTemplate::New(isolate, callback, v8::Local<v8::Value>(), s);
v8::Local<v8::String> fn_name = v8::String::NewFromUtf8(isolate, name,
v8::NewStringType::kInternalized).ToLocalChecked();
t->SetClassName(fn_name);
recv->PrototypeTemplate()->Set(fn_name, t);
}
#define NODE_SET_PROTOTYPE_METHOD node::NODE_SET_PROTOTYPE_METHOD
// BINARY is a deprecated alias of LATIN1.
enum encoding {ASCII, UTF8, BASE64, UCS2, BINARY, HEX, BUFFER, LATIN1 = BINARY};
NODE_EXTERN enum encoding ParseEncoding(
v8::Isolate* isolate,
v8::Local<v8::Value> encoding_v,
enum encoding default_encoding = LATIN1);
NODE_EXTERN void FatalException(v8::Isolate* isolate,
const v8::TryCatch& try_catch);
NODE_EXTERN v8::Local<v8::Value> Encode(v8::Isolate* isolate,
const char* buf,
size_t len,
enum encoding encoding = LATIN1);
// Warning: This reverses endianness on Big Endian platforms, even though the
// signature using uint16_t implies that it should not.
NODE_EXTERN v8::Local<v8::Value> Encode(v8::Isolate* isolate,
const uint16_t* buf,
size_t len);
// Returns -1 if the handle was not valid for decoding
NODE_EXTERN ssize_t DecodeBytes(v8::Isolate* isolate,
v8::Local<v8::Value>,
enum encoding encoding = LATIN1);
// returns bytes written.
NODE_EXTERN ssize_t DecodeWrite(v8::Isolate* isolate,
char* buf,
size_t buflen,
v8::Local<v8::Value>,
enum encoding encoding = LATIN1);
#ifdef _WIN32
NODE_EXTERN v8::Local<v8::Value> WinapiErrnoException(
v8::Isolate* isolate,
int errorno,
const char* syscall = nullptr,
const char* msg = "",
const char* path = nullptr);
#endif
const char* signo_string(int errorno);
typedef void (*addon_register_func)(
v8::Local<v8::Object> exports,
v8::Local<v8::Value> module,
void* priv);
typedef void (*addon_context_register_func)(
v8::Local<v8::Object> exports,
v8::Local<v8::Value> module,
v8::Local<v8::Context> context,
void* priv);
enum ModuleFlags {
kLinked = 0x02
};
struct node_module {
int nm_version;
unsigned int nm_flags;
void* nm_dso_handle;
const char* nm_filename;
node::addon_register_func nm_register_func;
node::addon_context_register_func nm_context_register_func;
const char* nm_modname;
void* nm_priv;
struct node_module* nm_link;
};
extern "C" NODE_EXTERN void node_module_register(void* mod);
#ifdef _WIN32
# define NODE_MODULE_EXPORT __declspec(dllexport)
#else
# define NODE_MODULE_EXPORT __attribute__((visibility("default")))
#endif
#ifdef NODE_SHARED_MODE
# define NODE_CTOR_PREFIX
#else
# define NODE_CTOR_PREFIX static
#endif
#if defined(_MSC_VER)
#pragma section(".CRT$XCU", read)
#define NODE_C_CTOR(fn) \
NODE_CTOR_PREFIX void __cdecl fn(void); \
__declspec(dllexport, allocate(".CRT$XCU")) \
void (__cdecl*fn ## _)(void) = fn; \
NODE_CTOR_PREFIX void __cdecl fn(void)
#else
#define NODE_C_CTOR(fn) \
NODE_CTOR_PREFIX void fn(void) __attribute__((constructor)); \
NODE_CTOR_PREFIX void fn(void)
#endif
#define NODE_MODULE_X(modname, regfunc, priv, flags) \
extern "C" { \
static node::node_module _module = \
{ \
NODE_MODULE_VERSION, \
flags, \
NULL, /* NOLINT (readability/null_usage) */ \
__FILE__, \
(node::addon_register_func) (regfunc), \
NULL, /* NOLINT (readability/null_usage) */ \
NODE_STRINGIFY(modname), \
priv, \
NULL /* NOLINT (readability/null_usage) */ \
}; \
NODE_C_CTOR(_register_ ## modname) { \
node_module_register(&_module); \
} \
}
#define NODE_MODULE_CONTEXT_AWARE_X(modname, regfunc, priv, flags) \
extern "C" { \
static node::node_module _module = \
{ \
NODE_MODULE_VERSION, \
flags, \
NULL, /* NOLINT (readability/null_usage) */ \
__FILE__, \
NULL, /* NOLINT (readability/null_usage) */ \
(node::addon_context_register_func) (regfunc), \
NODE_STRINGIFY(modname), \
priv, \
NULL /* NOLINT (readability/null_usage) */ \
}; \
NODE_C_CTOR(_register_ ## modname) { \
node_module_register(&_module); \
} \
}
// Usage: `NODE_MODULE(NODE_GYP_MODULE_NAME, InitializerFunction)`
// If no NODE_MODULE is declared, Node.js looks for the well-known
// symbol `node_register_module_v${NODE_MODULE_VERSION}`.
#define NODE_MODULE(modname, regfunc) \
NODE_MODULE_X(modname, regfunc, NULL, 0) // NOLINT (readability/null_usage)
#define NODE_MODULE_CONTEXT_AWARE(modname, regfunc) \
/* NOLINTNEXTLINE (readability/null_usage) */ \
NODE_MODULE_CONTEXT_AWARE_X(modname, regfunc, NULL, 0)
// Embedders can use this type of binding for statically linked native bindings.
// It is used the same way addon bindings are used, except that linked bindings
// can be accessed through `process._linkedBinding(modname)`.
#define NODE_MODULE_LINKED(modname, regfunc) \
/* NOLINTNEXTLINE (readability/null_usage) */ \
NODE_MODULE_CONTEXT_AWARE_X(modname, regfunc, NULL, \
node::ModuleFlags::kLinked)
/*
* For backward compatibility in add-on modules.
*/
#define NODE_MODULE_DECL /* nothing */
#define NODE_MODULE_INITIALIZER_BASE node_register_module_v
#define NODE_MODULE_INITIALIZER_X(base, version) \
NODE_MODULE_INITIALIZER_X_HELPER(base, version)
#define NODE_MODULE_INITIALIZER_X_HELPER(base, version) base##version
#define NODE_MODULE_INITIALIZER \
NODE_MODULE_INITIALIZER_X(NODE_MODULE_INITIALIZER_BASE, \
NODE_MODULE_VERSION)
#define NODE_MODULE_INIT() \
extern "C" NODE_MODULE_EXPORT void \
NODE_MODULE_INITIALIZER(v8::Local<v8::Object> exports, \
v8::Local<v8::Value> module, \
v8::Local<v8::Context> context); \
NODE_MODULE_CONTEXT_AWARE(NODE_GYP_MODULE_NAME, \
NODE_MODULE_INITIALIZER) \
void NODE_MODULE_INITIALIZER(v8::Local<v8::Object> exports, \
v8::Local<v8::Value> module, \
v8::Local<v8::Context> context)
// Allows embedders to add a binding to the current Environment* that can be
// accessed through process._linkedBinding() in the target Environment and all
// Worker threads that it creates.
// In each variant, the registration function needs to be usable at least for
// the time during which the Environment exists.
NODE_EXTERN void AddLinkedBinding(Environment* env, const node_module& mod);
NODE_EXTERN void AddLinkedBinding(Environment* env,
const struct napi_module& mod);
NODE_EXTERN void AddLinkedBinding(Environment* env,
const char* name,
addon_context_register_func fn,
void* priv);
/* Called after the event loop exits but before the VM is disposed.
* Callbacks are run in reverse order of registration, i.e. newest first.
*
* You should always use the three-argument variant (or, for addons,
* AddEnvironmentCleanupHook) in order to avoid relying on global state.
*/
NODE_DEPRECATED(
"Use the three-argument variant of AtExit() or AddEnvironmentCleanupHook()",
NODE_EXTERN void AtExit(void (*cb)(void* arg), void* arg = nullptr));
/* Registers a callback with the passed-in Environment instance. The callback
* is called after the event loop exits, but before the VM is disposed.
* Callbacks are run in reverse order of registration, i.e. newest first.
*/
NODE_EXTERN void AtExit(Environment* env,
void (*cb)(void* arg),
void* arg);
NODE_DEPRECATED(
"Use the three-argument variant of AtExit() or AddEnvironmentCleanupHook()",
inline void AtExit(Environment* env,
void (*cb)(void* arg)) {
AtExit(env, cb, nullptr);
})
typedef double async_id;
struct async_context {
::node::async_id async_id;
::node::async_id trigger_async_id;
};
/* This is a lot like node::AtExit, except that the hooks added via this
* function are run before the AtExit ones and will always be registered
* for the current Environment instance.
* These functions are safe to use in an addon supporting multiple
* threads/isolates. */
NODE_EXTERN void AddEnvironmentCleanupHook(v8::Isolate* isolate,
void (*fun)(void* arg),
void* arg);
NODE_EXTERN void RemoveEnvironmentCleanupHook(v8::Isolate* isolate,
void (*fun)(void* arg),
void* arg);
/* These are async equivalents of the above. After the cleanup hook is invoked,
* `cb(cbarg)` *must* be called, and attempting to remove the cleanup hook will
* have no effect. */
struct ACHHandle;
struct NODE_EXTERN DeleteACHHandle { void operator()(ACHHandle*) const; };
typedef std::unique_ptr<ACHHandle, DeleteACHHandle> AsyncCleanupHookHandle;
NODE_EXTERN AsyncCleanupHookHandle AddEnvironmentCleanupHook(
v8::Isolate* isolate,
void (*fun)(void* arg, void (*cb)(void*), void* cbarg),
void* arg);
NODE_EXTERN void RemoveEnvironmentCleanupHook(AsyncCleanupHookHandle holder);
/* Returns the id of the current execution context. If the return value is
* zero then no execution has been set. This will happen if the user handles
* I/O from native code. */
NODE_EXTERN async_id AsyncHooksGetExecutionAsyncId(v8::Isolate* isolate);
/* Return same value as async_hooks.triggerAsyncId(); */
NODE_EXTERN async_id AsyncHooksGetTriggerAsyncId(v8::Isolate* isolate);
/* If the native API doesn't inherit from the helper class then the callbacks
* must be triggered manually. This triggers the init() callback. The return
* value is the async id assigned to the resource.
*
* The `trigger_async_id` parameter should correspond to the resource which is
* creating the new resource, which will usually be the return value of
* `AsyncHooksGetTriggerAsyncId()`. */
NODE_EXTERN async_context EmitAsyncInit(v8::Isolate* isolate,
v8::Local<v8::Object> resource,
const char* name,
async_id trigger_async_id = -1);
NODE_EXTERN async_context EmitAsyncInit(v8::Isolate* isolate,
v8::Local<v8::Object> resource,
v8::Local<v8::String> name,
async_id trigger_async_id = -1);
/* Emit the destroy() callback. The overload taking an `Environment*` argument
* should be used when the Isolate’s current Context is not associated with
* a Node.js Environment, or when there is no current Context, for example
* when calling this function during garbage collection. In that case, the
* `Environment*` value should have been acquired previously, e.g. through
* `GetCurrentEnvironment()`. */
NODE_EXTERN void EmitAsyncDestroy(v8::Isolate* isolate,
async_context asyncContext);
NODE_EXTERN void EmitAsyncDestroy(Environment* env,
async_context asyncContext);
class InternalCallbackScope;
/* This class works like `MakeCallback()` in that it sets up a specific
* asyncContext as the current one and informs the async_hooks and domains
* modules that this context is currently active.
*
* `MakeCallback()` is a wrapper around this class as well as
* `Function::Call()`. Either one of these mechanisms needs to be used for
* top-level calls into JavaScript (i.e. without any existing JS stack).
*
* This object should be stack-allocated to ensure that it is contained in a
* valid HandleScope.
*
* Exceptions happening within this scope will be treated like uncaught
* exceptions. If this behaviour is undesirable, a new `v8::TryCatch` scope
* needs to be created inside of this scope.
*/
class NODE_EXTERN CallbackScope {
public:
CallbackScope(v8::Isolate* isolate,
v8::Local<v8::Object> resource,
async_context asyncContext);
~CallbackScope();
void operator=(const CallbackScope&) = delete;
void operator=(CallbackScope&&) = delete;
CallbackScope(const CallbackScope&) = delete;
CallbackScope(CallbackScope&&) = delete;
private:
InternalCallbackScope* private_;
v8::TryCatch try_catch_;
};
/* An API specific to emit before/after callbacks is unnecessary because
* MakeCallback will automatically call them for you.
*
* These methods may create handles on their own, so run them inside a
* HandleScope.
*
* `asyncId` and `triggerAsyncId` should correspond to the values returned by
* `EmitAsyncInit()` and `AsyncHooksGetTriggerAsyncId()`, respectively, when the
* invoking resource was created. If these values are unknown, 0 can be passed.
* */
NODE_EXTERN
v8::MaybeLocal<v8::Value> MakeCallback(v8::Isolate* isolate,
v8::Local<v8::Object> recv,
v8::Local<v8::Function> callback,
int argc,
v8::Local<v8::Value>* argv,
async_context asyncContext);
NODE_EXTERN
v8::MaybeLocal<v8::Value> MakeCallback(v8::Isolate* isolate,
v8::Local<v8::Object> recv,
const char* method,
int argc,
v8::Local<v8::Value>* argv,
async_context asyncContext);
NODE_EXTERN
v8::MaybeLocal<v8::Value> MakeCallback(v8::Isolate* isolate,
v8::Local<v8::Object> recv,
v8::Local<v8::String> symbol,
int argc,
v8::Local<v8::Value>* argv,
async_context asyncContext);
/* Helper class users can optionally inherit from. If
* `AsyncResource::MakeCallback()` is used, then all four callbacks will be
* called automatically. */
class NODE_EXTERN AsyncResource {
public:
AsyncResource(v8::Isolate* isolate,
v8::Local<v8::Object> resource,
const char* name,
async_id trigger_async_id = -1);
virtual ~AsyncResource();
AsyncResource(const AsyncResource&) = delete;
void operator=(const AsyncResource&) = delete;
v8::MaybeLocal<v8::Value> MakeCallback(
v8::Local<v8::Function> callback,
int argc,
v8::Local<v8::Value>* argv);
v8::MaybeLocal<v8::Value> MakeCallback(
const char* method,
int argc,
v8::Local<v8::Value>* argv);
v8::MaybeLocal<v8::Value> MakeCallback(
v8::Local<v8::String> symbol,
int argc,
v8::Local<v8::Value>* argv);
v8::Local<v8::Object> get_resource();
async_id get_async_id() const;
async_id get_trigger_async_id() const;
protected:
class NODE_EXTERN CallbackScope : public node::CallbackScope {
public:
explicit CallbackScope(AsyncResource* res);
};
private:
Environment* env_;
v8::Global<v8::Object> resource_;
async_context async_context_;
};
#ifndef _WIN32
// Register a signal handler without interrupting any handlers that node
// itself needs. This does override handlers registered through
// process.on('SIG...', function() { ... }). The `reset_handler` flag indicates
// whether the signal handler for the given signal should be reset to its
// default value before executing the handler (i.e. it works like SA_RESETHAND).
// The `reset_handler` flag is invalid when `signal` is SIGSEGV.
NODE_EXTERN
void RegisterSignalHandler(int signal,
void (*handler)(int signal,
siginfo_t* info,
void* ucontext),
bool reset_handler = false);
#endif // _WIN32
} // namespace node
#endif // SRC_NODE_H_
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