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This patch adds two macros to declare per-type allocators: - JS_DECLARE_ALLOCATOR(TypeName) - JS_DEFINE_ALLOCATOR(TypeName) When used, they add a type-specific CellAllocator that the Heap will delegate allocation requests to. The result of this is that GC objects of the same type always end up within the same HeapBlock, drastically reducing the ability to perform type confusion attacks. It also improves HeapBlock utilization, since each block now has cells sized exactly to the type used within that block. (Previously we only had a handful of block sizes available, and most GC allocations ended up with a large amount of slack in their tails.) There is a small performance hit from this, but I'm sure we can make up for it elsewhere. Note that the old size-based allocators still exist, and we fall back to them for any type that doesn't have its own CellAllocator.
113 lines
3.8 KiB
C++
113 lines
3.8 KiB
C++
/*
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* Copyright (c) 2021-2022, Linus Groh <linusg@serenityos.org>
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* Copyright (c) 2021, Idan Horowitz <idan.horowitz@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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// NOTE: This file is not named $262Object.cpp because dollar signs in file names cause issues with some build tools.
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#include <AK/TypeCasts.h>
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#include <LibJS/Bytecode/Interpreter.h>
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#include <LibJS/Contrib/Test262/262Object.h>
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#include <LibJS/Contrib/Test262/AgentObject.h>
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#include <LibJS/Contrib/Test262/GlobalObject.h>
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#include <LibJS/Contrib/Test262/IsHTMLDDA.h>
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#include <LibJS/Heap/Cell.h>
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#include <LibJS/Runtime/ArrayBuffer.h>
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#include <LibJS/Runtime/GlobalObject.h>
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#include <LibJS/Runtime/Object.h>
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#include <LibJS/Script.h>
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namespace JS::Test262 {
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JS_DEFINE_ALLOCATOR($262Object);
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$262Object::$262Object(Realm& realm)
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: Object(Object::ConstructWithoutPrototypeTag::Tag, realm)
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{
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}
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void $262Object::initialize(Realm& realm)
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{
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Base::initialize(realm);
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m_agent = vm().heap().allocate<AgentObject>(realm, realm);
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m_is_htmldda = vm().heap().allocate<IsHTMLDDA>(realm, realm);
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u8 attr = Attribute::Writable | Attribute::Configurable;
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define_native_function(realm, "clearKeptObjects", clear_kept_objects, 0, attr);
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define_native_function(realm, "createRealm", create_realm, 0, attr);
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define_native_function(realm, "detachArrayBuffer", detach_array_buffer, 1, attr);
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define_native_function(realm, "evalScript", eval_script, 1, attr);
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define_direct_property("agent", m_agent, attr);
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define_direct_property("gc", realm.global_object().get_without_side_effects("gc"), attr);
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define_direct_property("global", &realm.global_object(), attr);
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define_direct_property("IsHTMLDDA", m_is_htmldda, attr);
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}
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void $262Object::visit_edges(Cell::Visitor& visitor)
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{
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Base::visit_edges(visitor);
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visitor.visit(m_agent);
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visitor.visit(m_is_htmldda);
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}
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JS_DEFINE_NATIVE_FUNCTION($262Object::clear_kept_objects)
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{
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vm.finish_execution_generation();
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return js_undefined();
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}
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JS_DEFINE_NATIVE_FUNCTION($262Object::create_realm)
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{
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auto realm = MUST_OR_THROW_OOM(Realm::create(vm));
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auto realm_global_object = vm.heap().allocate_without_realm<GlobalObject>(*realm);
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VERIFY(realm_global_object);
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realm->set_global_object(realm_global_object, nullptr);
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set_default_global_bindings(*realm);
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realm_global_object->initialize(*realm);
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return Value(realm_global_object->$262());
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}
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JS_DEFINE_NATIVE_FUNCTION($262Object::detach_array_buffer)
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{
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auto array_buffer = vm.argument(0);
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if (!array_buffer.is_object() || !is<ArrayBuffer>(array_buffer.as_object()))
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return vm.throw_completion<TypeError>();
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auto& array_buffer_object = static_cast<ArrayBuffer&>(array_buffer.as_object());
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TRY(JS::detach_array_buffer(vm, array_buffer_object, vm.argument(1)));
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return js_null();
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}
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JS_DEFINE_NATIVE_FUNCTION($262Object::eval_script)
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{
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auto source_text = TRY(vm.argument(0).to_deprecated_string(vm));
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// 1. Let hostDefined be any host-defined values for the provided sourceText (obtained in an implementation dependent manner)
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// 2. Let realm be the current Realm Record.
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auto& realm = *vm.current_realm();
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// 3. Let s be ParseScript(sourceText, realm, hostDefined).
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auto script_or_error = Script::parse(source_text, realm);
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// 4. If s is a List of errors, then
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if (script_or_error.is_error()) {
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// a. Let error be the first element of s.
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auto& error = script_or_error.error()[0];
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// b. Return Completion { [[Type]]: throw, [[Value]]: error, [[Target]]: empty }.
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return vm.throw_completion<SyntaxError>(TRY_OR_THROW_OOM(vm, error.to_string()));
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}
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// 5. Let status be ScriptEvaluation(s).
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auto status = vm.bytecode_interpreter().run(script_or_error.value());
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// 6. Return Completion(status).
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return status;
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}
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}
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