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When serialising JS objects, we keep track of any encountered object, and serialize it only once. Any further serialisation instead stores an ID referring to the original object (essentially an opaque pointer). The trouble of course is to have a unique, persistent identifier for such an object. svn uses an ObjectIDCache, essentially a "JS Object -> ID" map (which internally is essentially a "JS heap pointer -> ID" map). JS, since ES15, includes a "Symbol" primitive type, which is a unique, immutable identifier. They are also not iterable by for..in or GetOwnPropertyName or related. This means they can be used to store the tag directly on the object (since it's impossible overwrite a user property). Thanks to this, we can forgo ObjectIDCache in the serializers, and since following D2897 it becomes unused, we can delete it, along with the Finalization code it used. Part of SM52 migration, stage: SM45-compatible changes. Patch by: Itms Tested By: Freagarach Refs #4893 Differential Revision: https://code.wildfiregames.com/D3085 This was SVN commit r24167.
74 lines
2.6 KiB
C++
74 lines
2.6 KiB
C++
/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_SCRIPTRUNTIME
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#define INCLUDED_SCRIPTRUNTIME
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#include "ScriptTypes.h"
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#include "ScriptExtraHeaders.h"
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#include <sstream>
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#define STACK_CHUNK_SIZE 8192
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/**
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* Abstraction around a SpiderMonkey JSRuntime.
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* Each ScriptRuntime can be used to initialize several ScriptInterface
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* contexts which can then share data, but a single ScriptRuntime should
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* only be used on a single thread.
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*
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* (One means to share data between threads and runtimes is to create
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* a ScriptInterface::StructuredClone.)
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*/
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class ScriptRuntime
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{
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public:
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ScriptRuntime(shared_ptr<ScriptRuntime> parentRuntime, int runtimeSize, int heapGrowthBytesGCTrigger);
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~ScriptRuntime();
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/**
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* MaybeIncrementalRuntimeGC tries to determine whether a runtime-wide garbage collection would free up enough memory to
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* be worth the amount of time it would take. It does this with our own logic and NOT some predefined JSAPI logic because
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* such functionality currently isn't available out of the box.
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* It does incremental GC which means it will collect one slice each time it's called until the garbage collection is done.
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* This can and should be called quite regularly. The delay parameter allows you to specify a minimum time since the last GC
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* in seconds (the delay should be a fraction of a second in most cases though).
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* It will only start a new incremental GC or another GC slice if this time is exceeded. The user of this function is
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* responsible for ensuring that GC can run with a small enough delay to get done with the work.
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*/
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void MaybeIncrementalGC(double delay);
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void ShrinkingGC();
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void RegisterContext(JSContext* cx);
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void UnRegisterContext(JSContext* cx);
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JSRuntime* m_rt;
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private:
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void PrepareContextsForIncrementalGC();
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std::list<JSContext*> m_Contexts;
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int m_RuntimeSize;
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int m_HeapGrowthBytesGCTrigger;
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int m_LastGCBytes;
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double m_LastGCCheck;
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};
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#endif // INCLUDED_SCRIPTRUNTIME
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