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// Copyright Joyent, Inc. and other Node contributors. // // 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 #include "v8.h" // NOLINT(build/include_order) #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; namespace ProcessFlags { enum Flags : uint64_t { kNoFlags = 0, // Enable stdio inheritance, which is disabled by default. kEnableStdioInheritance = 1 << 0, // Disable reading the NODE_OPTIONS environment variable. kDisableNodeOptionsEnv = 1 << 1, // Do not parse CLI options. kDisableCLIOptions = 1 << 2, // Do not initialize ICU. kNoICU = 1 << 3, }; } // namespace ProcessFlags // 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); // 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); // TODO(zcbenz): Turn above overloaded version into below's default argument. NODE_EXTERN int InitializeNodeWithArgs( std::vector<std::string>* argv, std::vector<std::string>* exec_argv, std::vector<std::string>* errors, ProcessFlags::Flags flags); 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; // 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, SHOULD_NOT_SET_PREPARE_STACK_TRACE_CALLBACK = 1 << 3 }; 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, MultiIsolatePlatform* platform = nullptr); 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, // Set this flag to force hiding console windows when spawning child // processes. This is usually used when embedding Node.js in GUI programs on // Windows. kHideConsoleWindows = 1 << 5, // Set this flag to disable loading native addons via `process.dlopen`. // This environment flag is especially important for worker threads // so that a worker thread can't load a native addon even if `execArgv` // is overwritten and `--no-addons` is not specified but was specified // for this Environment instance. kNoNativeAddons = 1 << 6, // Set this flag to disable searching modules from global paths like // $HOME/.node_modules and $NODE_PATH. This is used by standalone apps that // do not expect to have their behaviors changed because of globally // installed modules. kNoGlobalSearchPaths = 1 << 7, // Controls whether or not the Environment should call V8Inspector::create(). // This control is needed by embedders who may not want to initialize the V8 // inspector in situations where one has already been created, // e.g. Blink's in Chromium. kNoCreateInspector = 1 << 9 }; } // 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. 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_EXTERN v8::MaybeLocal<v8::Value> LoadEnvironment( Environment* env, StartExecutionCallback cb); NODE_EXTERN v8::MaybeLocal<v8::Value> LoadEnvironment( Environment* env, const char* main_script_source_utf8); 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 IsolateData* GetEnvironmentIsolateData(Environment* env); NODE_EXTERN ArrayBufferAllocator* GetArrayBufferAllocator(IsolateData* data); 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 for an Environment or IsolateData // instance, if one exists. NODE_EXTERN MultiIsolatePlatform* GetMultiIsolatePlatform(Environment* env); NODE_EXTERN MultiIsolatePlatform* GetMultiIsolatePlatform(IsolateData* env); NODE_DEPRECATED("Use MultiIsolatePlatform::Create() instead", NODE_EXTERN MultiIsolatePlatform* CreatePlatform( int thread_pool_size, v8::TracingController* tracing_controller)); NODE_DEPRECATED("Use MultiIsolatePlatform::Create() instead", 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); // Run `process.emit('beforeExit')` as it would usually happen when Node.js is // run in standalone mode. NODE_EXTERN v8::Maybe<bool> EmitProcessBeforeExit(Environment* env); NODE_DEPRECATED("Use Maybe version (EmitProcessBeforeExit) instead", NODE_EXTERN void EmitBeforeExit(Environment* env)); // Run `process.emit('exit')` as it would usually happen when Node.js is run // in standalone mode. The return value corresponds to the exit code. NODE_EXTERN v8::Maybe<int> EmitProcessExit(Environment* env); NODE_DEPRECATED("Use Maybe version (EmitProcessExit) instead", NODE_EXTERN int EmitExit(Environment* env)); // Runs hooks added through `AtExit()`. This is part of `FreeEnvironment()`, // so calling it manually is typically not necessary. 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); // Runs the main loop for a given Environment. This roughly performs the // following steps: // 1. Call uv_run() on the event loop until it is drained. // 2. Call platform->DrainTasks() on the associated platform/isolate. // 3. If the event loop is alive again, go to Step 1. // 4. Call EmitProcessBeforeExit(). // 5. If the event loop is alive again, go to Step 1. // 6. Call EmitProcessExit() and forward the return value. // If at any point node::Stop() is called, the function will attempt to return // as soon as possible, returning an empty `Maybe`. // This function only works if `env` has an associated `MultiIsolatePlatform`. NODE_EXTERN v8::Maybe<int> SpinEventLoop(Environment* env); class NODE_EXTERN CommonEnvironmentSetup { public: ~CommonEnvironmentSetup(); // Create a new CommonEnvironmentSetup, that is, a group of objects that // together form the typical setup for a single Node.js Environment instance. // If any error occurs, `*errors` will be populated and the returned pointer // will be empty. // env_args will be passed through as arguments to CreateEnvironment(), after // `isolate_data` and `context`. template <typename... EnvironmentArgs> static std::unique_ptr<CommonEnvironmentSetup> Create( MultiIsolatePlatform* platform, std::vector<std::string>* errors, EnvironmentArgs&&... env_args); struct uv_loop_s* event_loop() const; std::shared_ptr<ArrayBufferAllocator> array_buffer_allocator() const; v8::Isolate* isolate() const; IsolateData* isolate_data() const; Environment* env() const; v8::Local<v8::Context> context() const; CommonEnvironmentSetup(const CommonEnvironmentSetup&) = delete; CommonEnvironmentSetup& operator=(const CommonEnvironmentSetup&) = delete; CommonEnvironmentSetup(CommonEnvironmentSetup&&) = delete; CommonEnvironmentSetup& operator=(CommonEnvironmentSetup&&) = delete; private: struct Impl; Impl* impl_; CommonEnvironmentSetup( MultiIsolatePlatform*, std::vector<std::string>*, std::function<Environment*(const CommonEnvironmentSetup*)>); }; // Implementation for CommonEnvironmentSetup::Create template <typename... EnvironmentArgs> std::unique_ptr<CommonEnvironmentSetup> CommonEnvironmentSetup::Create( MultiIsolatePlatform* platform, std::vector<std::string>* errors, EnvironmentArgs&&... env_args) { auto ret = std::unique_ptr<CommonEnvironmentSetup>(new CommonEnvironmentSetup( platform, errors, [&](const CommonEnvironmentSetup* setup) -> Environment* { return CreateEnvironment( setup->isolate_data(), setup->context(), std::forward<EnvironmentArgs>(env_args)...); })); if (!errors->empty()) ret.reset(); return ret; } /* 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. // BASE64URL is not currently exposed to the JavaScript side. enum encoding { ASCII, UTF8, BASE64, UCS2, BINARY, HEX, BUFFER, BASE64URL, 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); /* 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); 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; /* This function is not intended to be used externally, it exists to aid in * keeping ABI compatibility between Node and Electron. */ NODE_EXTERN ACHHandle* AddEnvironmentCleanupHookInternal( v8::Isolate* isolate, void (*fun)(void* arg, void (*cb)(void*), void* cbarg), void* arg); inline AsyncCleanupHookHandle AddEnvironmentCleanupHook( v8::Isolate* isolate, void (*fun)(void* arg, void (*cb)(void*), void* cbarg), void* arg) { return AsyncCleanupHookHandle(AddEnvironmentCleanupHookInternal(isolate, fun, arg)); } /* This function is not intended to be used externally, it exists to aid in * keeping ABI compatibility between Node and Electron. */ NODE_EXTERN void RemoveEnvironmentCleanupHookInternal(ACHHandle* holder); inline void RemoveEnvironmentCleanupHook(AsyncCleanupHookHandle holder) { RemoveEnvironmentCleanupHookInternal(holder.get()); } /* 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(Environment* env, 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_