Our Ranges should maintain the invariant that their offsets are always
within range of 0..length (inclusive) of their respective containers.
Note that we cannot maintain this in AbstractRange, which is the base
for StaticRange and can still have invalid offsets.
We were calling into `Range::set_start_or_end()` indirectly through
`::set_start()` and `::set_end()`, but that algorithm only calls for an
invocation whenever the start or end of a range needs to be set to a
boundary point. If an algorithm step calls for setting the node or
offset, we should directly modify the range.
The problem with calling into `::set_start_or_end()` is that this
algorithm potentially modifies _both_ the start and end of the range,
but algorithms trying to update a range's start or end often have
explicit steps to take both the start and end into account and end up
overcompensating for the start or end offset resulting in an invalid
range (e.g. with an end offset beyond a node's length).
This makes updating a range's start/end a bit more efficient and removes
a piece of ad-hoc code in CharacterData needed to make it work before.
Before this change, we were going through the chain of base classes for
each IDL interface object and having them set the prototype to their
prototype.
Instead of doing that, reorder things so that we set the right prototype
immediately in Foo::initialize(), and then don't bother in all the base
class overrides.
This knocks off a ~1% profile item on Speedometer 3.
Instead of bothering the GC heap with a bunch of DOMRect allocations,
we can just pass around CSSPixelRect internally in many cases.
Before this change, we were generating so much DOMRect garbage that
we had to do a garbage collection *every frame* on the Immich demo.
This was due to the large number of intersection observers checked.
We still need to relax way more when idle, but for comparison, before
this change, when doing nothing for 10 seconds on Immich, we'd spend
2.5 seconds updating intersection observers. After this change, we now
spend 600 ms.
The existing `::unite_horizontally()` and `::unite_vertically()` tests
did not properly test the edge cases where left/top in the Rect were
updated, so they get re-arranged a bit.
This accurately reflects the spec it's implementing. This algorithm is
used in 5 spots in the spec but the old buggy behavior was never
triggered:
* In both ::extract() and ::clone_the_contents(), invocations to this
method are guarded by a check to see if the start node is the
inclusive ancestor of the end node, or vice versa - effectively
resulting in the inequality checks to be accidentally correct.
* In ::surround_contents(), we forego the usage of this algorithm as
stated in the spec, and instead use a correct and more optimized
version that simply compares the start and end nodes.
A lot of words to say: no functional changes :^)
Previously, it was assumed that nodes must share the same root, prior
to the calculation of their relative boundary point positions. This is
no longer the case, since `Selection.setBaseAndExtent()` now accepts
anchor and focus nodes that may be in different shadow trees.
Resulting in a massive rename across almost everywhere! Alongside the
namespace change, we now have the following names:
* JS::NonnullGCPtr -> GC::Ref
* JS::GCPtr -> GC::Ptr
* JS::HeapFunction -> GC::Function
* JS::CellImpl -> GC::Cell
* JS::Handle -> GC::Root
The main motivation behind this is to remove JS specifics of the Realm
from the implementation of the Heap.
As a side effect of this change, this is a bit nicer to read than the
previous approach, and in my opinion, also makes it a little more clear
that this method is specific to a JavaScript Realm.