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Instead of allocating these in a mixture of ways, we now always put them on the malloc heap, and keep an intrusive linked list of them that we can iterate for GC marking purposes.
67 lines
2.3 KiB
C++
67 lines
2.3 KiB
C++
/*
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* Copyright (c) 2022, Linus Groh <linusg@serenityos.org>
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* Copyright (c) 2023, Luke Wilde <lukew@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Variant.h>
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#include <LibJS/Bytecode/Interpreter.h>
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#include <LibJS/Runtime/ExecutionContext.h>
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#include <LibJS/Runtime/Object.h>
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namespace JS {
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// 27.6.2 Properties of AsyncGenerator Instances, https://tc39.es/ecma262/#sec-properties-of-asyncgenerator-intances
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class AsyncGenerator final : public Object {
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JS_OBJECT(AsyncGenerator, Object);
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JS_DECLARE_ALLOCATOR(AsyncGenerator);
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public:
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enum class State {
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SuspendedStart,
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SuspendedYield,
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Executing,
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AwaitingReturn,
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Completed,
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};
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static ThrowCompletionOr<NonnullGCPtr<AsyncGenerator>> create(Realm&, Value, ECMAScriptFunctionObject*, NonnullOwnPtr<ExecutionContext>, Bytecode::CallFrame);
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virtual ~AsyncGenerator() override = default;
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void async_generator_enqueue(Completion, NonnullGCPtr<PromiseCapability>);
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ThrowCompletionOr<void> resume(VM&, Completion completion);
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void await_return();
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void complete_step(Completion, bool done, Realm* realm = nullptr);
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void drain_queue();
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State async_generator_state() const { return m_async_generator_state; }
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void set_async_generator_state(Badge<AsyncGeneratorPrototype>, State value);
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Optional<String> const& generator_brand() const { return m_generator_brand; }
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private:
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AsyncGenerator(Realm&, Object& prototype, NonnullOwnPtr<ExecutionContext>);
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virtual void visit_edges(Cell::Visitor&) override;
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void execute(VM&, Completion completion);
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ThrowCompletionOr<void> await(Value);
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// At the time of constructing an AsyncGenerator, we still need to point to an
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// execution context on the stack, but later need to 'adopt' it.
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State m_async_generator_state { State::SuspendedStart }; // [[AsyncGeneratorState]]
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NonnullOwnPtr<ExecutionContext> m_async_generator_context; // [[AsyncGeneratorContext]]
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Vector<AsyncGeneratorRequest> m_async_generator_queue; // [[AsyncGeneratorQueue]]
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Optional<String> m_generator_brand; // [[GeneratorBrand]]
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GCPtr<ECMAScriptFunctionObject> m_generating_function;
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Value m_previous_value;
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Optional<Bytecode::CallFrame> m_frame;
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GCPtr<Promise> m_current_promise;
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};
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}
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