void V8PopStateEvent::stateAttributeGetterCustom(const v8::PropertyCallbackInfo<v8::Value>& info)
{
    v8::Local<v8::Value> result = V8HiddenValue::getHiddenValue(info.GetIsolate(), info.Holder(), V8HiddenValue::state(info.GetIsolate()));

    if (!result.IsEmpty()) {
        v8SetReturnValue(info, result);
        return;
    }

    PopStateEvent* event = V8PopStateEvent::toImpl(info.Holder());
    History* history = event->history();
    if (!history || !event->serializedState()) {
        if (!event->serializedState()) {
            // If we're in an isolated world and the event was created in the main world,
            // we need to find the 'state' property on the main world wrapper and clone it.
            v8::Local<v8::Value> mainWorldState = V8HiddenValue::getHiddenValueFromMainWorldWrapper(info.GetIsolate(), event, V8HiddenValue::state(info.GetIsolate()));
            if (!mainWorldState.IsEmpty())
                event->setSerializedState(SerializedScriptValueFactory::instance().createAndSwallowExceptions(info.GetIsolate(), mainWorldState));
        }
        if (event->serializedState())
            result = event->serializedState()->deserialize();
        else
            result = v8::Null(info.GetIsolate());
        v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate()));
        return;
    }

    // There's no cached value from a previous invocation, nor a state value was provided by the
    // event, but there is a history object, so first we need to see if the state object has been
    // deserialized through the history object already.
    // The current history state object might've changed in the meantime, so we need to take care
    // of using the correct one, and always share the same deserialization with history.state.

    bool isSameState = history->isSameAsCurrentState(event->serializedState());

    if (isSameState) {
        v8::Local<v8::Value> v8HistoryValue = toV8(history, info.Holder(), info.GetIsolate());
        if (v8HistoryValue.IsEmpty())
            return;
        v8::Local<v8::Object> v8History = v8HistoryValue.As<v8::Object>();
        if (!history->stateChanged()) {
            result = V8HiddenValue::getHiddenValue(info.GetIsolate(), v8History, V8HiddenValue::state(info.GetIsolate()));
            if (!result.IsEmpty()) {
                v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate()));
                return;
            }
        }
        result = event->serializedState()->deserialize(info.GetIsolate());
        V8HiddenValue::setHiddenValue(info.GetIsolate(), v8History, V8HiddenValue::state(info.GetIsolate()), result);
    } else {
        result = event->serializedState()->deserialize(info.GetIsolate());
    }

    v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate()));
}
void V8PopStateEvent::stateAttributeGetterCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
    v8::Local<v8::Value> result = V8HiddenValue::getHiddenValue(info.GetIsolate(), info.Holder(), V8HiddenValue::state(info.GetIsolate()));

    if (!result.IsEmpty()) {
        v8SetReturnValue(info, result);
        return;
    }

    PopStateEvent* event = V8PopStateEvent::toImpl(info.Holder());
    History* history = event->history();
    if (!history || !event->serializedState()) {
        // If the event doesn't have serializedState(), it means that the
        // event was initialized with PopStateEventInit. In such case, we need
        // to get a v8 value for the current world from state().
        if (event->serializedState())
            result = event->serializedState()->deserialize();
        else
            result = event->state().v8ValueFor(ScriptState::current(info.GetIsolate()));
        if (result.IsEmpty())
            result = v8::Null(info.GetIsolate());
        v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate()));
        return;
    }

    // There's no cached value from a previous invocation, nor a state value was provided by the
    // event, but there is a history object, so first we need to see if the state object has been
    // deserialized through the history object already.
    // The current history state object might've changed in the meantime, so we need to take care
    // of using the correct one, and always share the same deserialization with history.state.

    bool isSameState = history->isSameAsCurrentState(event->serializedState());

    if (isSameState) {
        v8::Local<v8::Value> v8HistoryValue = toV8(history, info.Holder(), info.GetIsolate());
        if (v8HistoryValue.IsEmpty())
            return;
        v8::Local<v8::Object> v8History = v8HistoryValue.As<v8::Object>();
        if (!history->stateChanged()) {
            result = V8HiddenValue::getHiddenValue(info.GetIsolate(), v8History, V8HiddenValue::state(info.GetIsolate()));
            if (!result.IsEmpty()) {
                v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate()));
                return;
            }
        }
        result = event->serializedState()->deserialize(info.GetIsolate());
        V8HiddenValue::setHiddenValue(info.GetIsolate(), v8History, V8HiddenValue::state(info.GetIsolate()), result);
    } else {
        result = event->serializedState()->deserialize(info.GetIsolate());
    }

    v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate()));
}
Beispiel #3
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JSValue JSHistory::state(ExecState *exec) const
{
    History* history = static_cast<History*>(impl());

    JSValue cachedValue = m_state.get();
    if (!cachedValue.isEmpty() && !history->stateChanged())
        return cachedValue;

    RefPtr<SerializedScriptValue> serialized = history->state();
    JSValue result = serialized ? serialized->deserialize(exec, globalObject(), 0) : jsNull();
    const_cast<JSHistory*>(this)->m_state.set(exec->vm(), this, result);
    return result;
}
Beispiel #4
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v8::Handle<v8::Value> V8History::stateAttrGetterCustom(v8::Local<v8::String> name, const v8::AccessorInfo& info)
{
    History* history = V8History::toNative(info.Holder());

    v8::Handle<v8::Value> value = info.Holder()->GetHiddenValue(V8HiddenPropertyName::state());

    if (!value.IsEmpty() && !history->stateChanged())
        return value;

    RefPtr<SerializedScriptValue> serialized = history->state();
    value = serialized ? serialized->deserialize(info.GetIsolate()) : v8::Handle<v8::Value>(v8Null(info.GetIsolate()));
    info.Holder()->SetHiddenValue(V8HiddenPropertyName::state(), value);

    return value;
}
Beispiel #5
0
v8::Handle<v8::Value> V8History::stateAccessorGetter(v8::Local<v8::String> name, const v8::AccessorInfo& info)
{
    INC_STATS("DOM.History.state");
    History* history = V8History::toNative(info.Holder());

    v8::Handle<v8::Value> value = info.Holder()->GetHiddenValue(V8HiddenPropertyName::state());

    if (!value.IsEmpty() && !history->stateChanged())
        return value;

    SerializedScriptValue* serialized = history->state();
    value = serialized ? serialized->deserialize(0, info.GetIsolate()) : v8::Handle<v8::Value>(v8::Null(info.GetIsolate()));
    info.Holder()->SetHiddenValue(V8HiddenPropertyName::state(), value);

    return value;
}
void V8History::stateAttributeGetterCustom(const v8::PropertyCallbackInfo<v8::Value>& info)
{
    History* history = V8History::toNative(info.Holder());

    v8::Handle<v8::Value> value = V8HiddenValue::getHiddenValue(info.GetIsolate(), info.Holder(), V8HiddenValue::state(info.GetIsolate()));

    if (!value.IsEmpty() && !history->stateChanged()) {
        v8SetReturnValue(info, value);
        return;
    }

    RefPtr<SerializedScriptValue> serialized = history->state();
    value = serialized ? serialized->deserialize(info.GetIsolate()) : v8::Handle<v8::Value>(v8::Null(info.GetIsolate()));
    V8HiddenValue::setHiddenValue(info.GetIsolate(), info.Holder(), V8HiddenValue::state(info.GetIsolate()), value);

    v8SetReturnValue(info, value);
}
Beispiel #7
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v8::Handle<v8::Value> V8PopStateEvent::stateAccessorGetter(v8::Local<v8::String> name, const v8::AccessorInfo& info)
{
    INC_STATS("DOM.PopStateEvent.state");

    v8::Handle<v8::Value> result = info.Holder()->GetHiddenValue(V8HiddenPropertyName::state());

    if (!result.IsEmpty())
        return result;

    PopStateEvent* event = V8PopStateEvent::toNative(info.Holder());
    if (!event->state().hasNoValue())
        return cacheState(info.Holder(), event->state().v8Value());

    History* history = event->history();
    if (!history || !event->serializedState())
        return cacheState(info.Holder(), v8::Null(info.GetIsolate()));

    // There's no cached value from a previous invocation, nor a state value was provided by the
    // event, but there is a history object, so first we need to see if the state object has been
    // deserialized through the history object already.
    // The current history state object might've changed in the meantime, so we need to take care
    // of using the correct one, and always share the same deserialization with history.state.

    bool isSameState = history->isSameAsCurrentState(event->serializedState());

    if (isSameState) {
        v8::Handle<v8::Object> v8History = toV8(history, info.Holder()->CreationContext(), info.GetIsolate()).As<v8::Object>();
        if (!history->stateChanged()) {
            result = v8History->GetHiddenValue(V8HiddenPropertyName::state());
            if (!result.IsEmpty())
                return cacheState(info.Holder(), result);
        }
        result = event->serializedState()->deserialize(0, info.GetIsolate());
        v8History->SetHiddenValue(V8HiddenPropertyName::state(), result);
    } else
        result = event->serializedState()->deserialize(0, info.GetIsolate());

    return cacheState(info.Holder(), result);
}