/* * Copyright (C) 2012-2015 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "Watchpoint.h" #include #include namespace JSC { void StringFireDetail::dump(PrintStream& out) const { out.print(m_string); } Watchpoint::~Watchpoint() { if (isOnList()) { // This will happen if we get destroyed before the set fires. That's totally a valid // possibility. For example: // // CodeBlock has a Watchpoint on transition from structure S1. The transition never // happens, but the CodeBlock gets destroyed because of GC. remove(); } } void Watchpoint::fire(const FireDetail& detail) { RELEASE_ASSERT(!isOnList()); fireInternal(detail); } WatchpointSet::WatchpointSet(WatchpointState state) : m_state(state) , m_setIsNotEmpty(false) { } WatchpointSet::~WatchpointSet() { // Remove all watchpoints, so that they don't try to remove themselves. Note that we // don't fire watchpoints on deletion. We assume that any code that is interested in // watchpoints already also separately has a mechanism to make sure that the code is // either keeping the watchpoint set's owner alive, or does some weak reference thing. while (!m_set.isEmpty()) m_set.begin()->remove(); } void WatchpointSet::add(Watchpoint* watchpoint) { ASSERT(!isCompilationThread()); ASSERT(state() != IsInvalidated); if (!watchpoint) return; m_set.push(watchpoint); m_setIsNotEmpty = true; m_state = IsWatched; } void WatchpointSet::fireAllSlow(const FireDetail& detail) { ASSERT(state() == IsWatched); WTF::storeStoreFence(); m_state = IsInvalidated; // Do this first. Needed for adaptive watchpoints. fireAllWatchpoints(detail); WTF::storeStoreFence(); } void WatchpointSet::fireAllSlow(const char* reason) { fireAllSlow(StringFireDetail(reason)); } void WatchpointSet::fireAllWatchpoints(const FireDetail& detail) { // In case there are any adaptive watchpoints, we need to make sure that they see that this // watchpoint has been already invalidated. RELEASE_ASSERT(hasBeenInvalidated()); while (!m_set.isEmpty()) { Watchpoint* watchpoint = m_set.begin(); ASSERT(watchpoint->isOnList()); // Removing the Watchpoint before firing it makes it possible to implement watchpoints // that add themselves to a different set when they fire. This kind of "adaptive" // watchpoint can be used to track some semantic property that is more fine-graiend than // what the set can convey. For example, we might care if a singleton object ever has a // property called "foo". We can watch for this by checking if its Structure has "foo" and // then watching its transitions. But then the watchpoint fires if any property is added. // So, before the watchpoint decides to invalidate any code, it can check if it is // possible to add itself to the transition watchpoint set of the singleton object's new // Structure. watchpoint->remove(); ASSERT(m_set.begin() != watchpoint); ASSERT(!watchpoint->isOnList()); watchpoint->fire(detail); // After we fire the watchpoint, the watchpoint pointer may be a dangling pointer. That's // fine, because we have no use for the pointer anymore. } } void InlineWatchpointSet::add(Watchpoint* watchpoint) { inflate()->add(watchpoint); } void InlineWatchpointSet::fireAll(const char* reason) { fireAll(StringFireDetail(reason)); } WatchpointSet* InlineWatchpointSet::inflateSlow() { ASSERT(isThin()); ASSERT(!isCompilationThread()); WatchpointSet* fat = adoptRef(new WatchpointSet(decodeState(m_data))).leakRef(); WTF::storeStoreFence(); m_data = bitwise_cast(fat); return fat; } void InlineWatchpointSet::freeFat() { ASSERT(isFat()); fat()->deref(); } } // namespace JSC