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+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+"use strict";
+
+const { Cu } = require("chrome");
+const { DevToolsServer } = require("devtools/server/devtools-server");
+const DevToolsUtils = require("devtools/shared/DevToolsUtils");
+const { assert } = DevToolsUtils;
+
+loader.lazyRequireGetter(
+ this,
+ "LongStringActor",
+ "devtools/server/actors/string",
+ true
+);
+
+loader.lazyRequireGetter(
+ this,
+ "symbolGrip",
+ "devtools/server/actors/object/symbol",
+ true
+);
+
+loader.lazyRequireGetter(
+ this,
+ "ObjectActor",
+ "devtools/server/actors/object",
+ true
+);
+
+loader.lazyRequireGetter(
+ this,
+ "EnvironmentActor",
+ "devtools/server/actors/environment",
+ true
+);
+
+/**
+ * Get thisDebugger.Object referent's `promiseState`.
+ *
+ * @returns Object
+ * An object of one of the following forms:
+ * - { state: "pending" }
+ * - { state: "fulfilled", value }
+ * - { state: "rejected", reason }
+ */
+function getPromiseState(obj) {
+ if (obj.class != "Promise") {
+ throw new Error(
+ "Can't call `getPromiseState` on `Debugger.Object`s that don't " +
+ "refer to Promise objects."
+ );
+ }
+
+ const state = { state: obj.promiseState };
+ if (state.state === "fulfilled") {
+ state.value = obj.promiseValue;
+ } else if (state.state === "rejected") {
+ state.reason = obj.promiseReason;
+ }
+ return state;
+}
+
+/**
+ * Returns true if value is an object or function
+ *
+ * @param value
+ * @returns {boolean}
+ */
+
+function isObjectOrFunction(value) {
+ return value && (typeof value == "object" || typeof value == "function");
+}
+
+/**
+ * Make a debuggee value for the given object, if needed. Primitive values
+ * are left the same.
+ *
+ * Use case: you have a raw JS object (after unsafe dereference) and you want to
+ * send it to the client. In that case you need to use an ObjectActor which
+ * requires a debuggee value. The Debugger.Object.prototype.makeDebuggeeValue()
+ * method works only for JS objects and functions.
+ *
+ * @param Debugger.Object obj
+ * @param any value
+ * @return object
+ */
+function makeDebuggeeValueIfNeeded(obj, value) {
+ if (isObjectOrFunction(value)) {
+ return obj.makeDebuggeeValue(value);
+ }
+ return value;
+}
+
+/**
+ * Convert a debuggee value into the underlying raw object, if needed.
+ */
+function unwrapDebuggeeValue(value) {
+ if (value && typeof value == "object") {
+ return value.unsafeDereference();
+ }
+ return value;
+}
+
+/**
+ * Create a grip for the given debuggee value. If the value is an object or a long string,
+ * it will create an actor and add it to the pool
+ * @param {any} value: The debuggee value.
+ * @param {Pool} pool: The pool where the created actor will be added.
+ * @param {Function} makeObjectGrip: Function that will be called to create the grip for
+ * non-primitive values.
+ */
+function createValueGrip(value, pool, makeObjectGrip) {
+ switch (typeof value) {
+ case "boolean":
+ return value;
+
+ case "string":
+ if (stringIsLong(value)) {
+ for (const child of pool.poolChildren()) {
+ if (child instanceof LongStringActor && child.str == value) {
+ return child.form();
+ }
+ }
+
+ const actor = new LongStringActor(pool.conn, value);
+ pool.manage(actor);
+ return actor.form();
+ }
+ return value;
+
+ case "number":
+ if (value === Infinity) {
+ return { type: "Infinity" };
+ } else if (value === -Infinity) {
+ return { type: "-Infinity" };
+ } else if (Number.isNaN(value)) {
+ return { type: "NaN" };
+ } else if (!value && 1 / value === -Infinity) {
+ return { type: "-0" };
+ }
+ return value;
+
+ case "bigint":
+ return {
+ type: "BigInt",
+ text: value.toString(),
+ };
+
+ case "undefined":
+ return { type: "undefined" };
+
+ case "object":
+ if (value === null) {
+ return { type: "null" };
+ } else if (
+ value.optimizedOut ||
+ value.uninitialized ||
+ value.missingArguments
+ ) {
+ // The slot is optimized out, an uninitialized binding, or
+ // arguments on a dead scope
+ return {
+ type: "null",
+ optimizedOut: value.optimizedOut,
+ uninitialized: value.uninitialized,
+ missingArguments: value.missingArguments,
+ };
+ }
+ return makeObjectGrip(value, pool);
+
+ case "symbol":
+ return symbolGrip(value, pool);
+
+ default:
+ assert(false, "Failed to provide a grip for: " + value);
+ return null;
+ }
+}
+
+/**
+ * of passing the value directly over the protocol.
+ *
+ * @param str String
+ * The string we are checking the length of.
+ */
+function stringIsLong(str) {
+ return str.length >= DevToolsServer.LONG_STRING_LENGTH;
+}
+
+const TYPED_ARRAY_CLASSES = [
+ "Uint8Array",
+ "Uint8ClampedArray",
+ "Uint16Array",
+ "Uint32Array",
+ "Int8Array",
+ "Int16Array",
+ "Int32Array",
+ "Float32Array",
+ "Float64Array",
+ "BigInt64Array",
+ "BigUint64Array",
+];
+
+/**
+ * Returns true if a debuggee object is a typed array.
+ *
+ * @param obj Debugger.Object
+ * The debuggee object to test.
+ * @return Boolean
+ */
+function isTypedArray(object) {
+ return TYPED_ARRAY_CLASSES.includes(object.class);
+}
+
+/**
+ * Returns true if a debuggee object is an array, including a typed array.
+ *
+ * @param obj Debugger.Object
+ * The debuggee object to test.
+ * @return Boolean
+ */
+function isArray(object) {
+ return isTypedArray(object) || object.class === "Array";
+}
+
+/**
+ * Returns the length of an array (or typed array).
+ *
+ * @param object Debugger.Object
+ * The debuggee object of the array.
+ * @return Number
+ * @throws if the object is not an array.
+ */
+function getArrayLength(object) {
+ if (!isArray(object)) {
+ throw new Error("Expected an array, got a " + object.class);
+ }
+
+ // Real arrays have a reliable `length` own property.
+ if (object.class === "Array") {
+ return DevToolsUtils.getProperty(object, "length");
+ }
+
+ // For typed arrays, `DevToolsUtils.getProperty` is not reliable because the `length`
+ // getter could be shadowed by an own property, and `getOwnPropertyNames` is
+ // unnecessarily slow. Obtain the `length` getter safely and call it manually.
+ const typedProto = Object.getPrototypeOf(Uint8Array.prototype);
+ const getter = Object.getOwnPropertyDescriptor(typedProto, "length").get;
+ return getter.call(object.unsafeDereference());
+}
+
+/**
+ * Returns true if the parameter is suitable to be an array index.
+ *
+ * @param str String
+ * @return Boolean
+ */
+function isArrayIndex(str) {
+ // Transform the parameter to a 32-bit unsigned integer.
+ const num = str >>> 0;
+ // Check that the parameter is a canonical Uint32 index.
+ return (
+ num + "" === str &&
+ // Array indices cannot attain the maximum Uint32 value.
+ num != -1 >>> 0
+ );
+}
+
+/**
+ * Returns true if a debuggee object is a local or sessionStorage object.
+ *
+ * @param object Debugger.Object
+ * The debuggee object to test.
+ * @return Boolean
+ */
+function isStorage(object) {
+ return object.class === "Storage";
+}
+
+/**
+ * Returns the length of a local or sessionStorage object.
+ *
+ * @param object Debugger.Object
+ * The debuggee object of the array.
+ * @return Number
+ * @throws if the object is not a local or sessionStorage object.
+ */
+function getStorageLength(object) {
+ if (!isStorage(object)) {
+ throw new Error("Expected a storage object, got a " + object.class);
+ }
+ return DevToolsUtils.getProperty(object, "length");
+}
+
+/**
+ * Returns an array of properties based on event class name.
+ *
+ * @param className
+ * @returns {Array}
+ */
+function getPropsForEvent(className) {
+ const positionProps = ["buttons", "clientX", "clientY", "layerX", "layerY"];
+ const eventToPropsMap = {
+ MouseEvent: positionProps,
+ DragEvent: positionProps,
+ PointerEvent: positionProps,
+ SimpleGestureEvent: positionProps,
+ WheelEvent: positionProps,
+ KeyboardEvent: ["key", "charCode", "keyCode"],
+ TransitionEvent: ["propertyName", "pseudoElement"],
+ AnimationEvent: ["animationName", "pseudoElement"],
+ ClipboardEvent: ["clipboardData"],
+ };
+
+ if (className in eventToPropsMap) {
+ return eventToPropsMap[className];
+ }
+
+ return [];
+}
+
+/**
+ * Returns an array of of all properties of an object
+ *
+ * @param obj
+ * @param rawObj
+ * @returns {Array}
+ */
+function getPropNamesFromObject(obj, rawObj) {
+ let names = [];
+
+ try {
+ if (isStorage(obj)) {
+ // local and session storage cannot be iterated over using
+ // Object.getOwnPropertyNames() because it skips keys that are duplicated
+ // on the prototype e.g. "key", "getKeys" so we need to gather the real
+ // keys using the storage.key() function.
+ for (let j = 0; j < rawObj.length; j++) {
+ names.push(rawObj.key(j));
+ }
+ } else {
+ names = obj.getOwnPropertyNames();
+ }
+ } catch (ex) {
+ // Calling getOwnPropertyNames() on some wrapped native prototypes is not
+ // allowed: "cannot modify properties of a WrappedNative". See bug 952093.
+ }
+
+ return names;
+}
+
+/**
+ * Returns an array of all symbol properties of an object
+ *
+ * @param obj
+ * @returns {Array}
+ */
+function getSafeOwnPropertySymbols(obj) {
+ try {
+ return obj.getOwnPropertySymbols();
+ } catch (ex) {
+ return [];
+ }
+}
+
+/**
+ * Returns an array modifiers based on keys
+ *
+ * @param rawObj
+ * @returns {Array}
+ */
+function getModifiersForEvent(rawObj) {
+ const modifiers = [];
+ const keysToModifiersMap = {
+ altKey: "Alt",
+ ctrlKey: "Control",
+ metaKey: "Meta",
+ shiftKey: "Shift",
+ };
+
+ for (const key in keysToModifiersMap) {
+ if (keysToModifiersMap.hasOwnProperty(key) && rawObj[key]) {
+ modifiers.push(keysToModifiersMap[key]);
+ }
+ }
+
+ return modifiers;
+}
+
+/**
+ * Make a debuggee value for the given value.
+ *
+ * @param TargetActor targetActor
+ * The Target Actor from which this object originates.
+ * @param mixed value
+ * The value you want to get a debuggee value for.
+ * @return object
+ * Debuggee value for |value|.
+ */
+function makeDebuggeeValue(targetActor, value) {
+ if (isObject(value)) {
+ try {
+ const global = Cu.getGlobalForObject(value);
+ const dbgGlobal = targetActor.dbg.makeGlobalObjectReference(global);
+ return dbgGlobal.makeDebuggeeValue(value);
+ } catch (ex) {
+ // The above can throw an exception if value is not an actual object
+ // or 'Object in compartment marked as invisible to Debugger'
+ }
+ }
+ const dbgGlobal = targetActor.dbg.makeGlobalObjectReference(
+ targetActor.window || targetActor.workerGlobal
+ );
+ return dbgGlobal.makeDebuggeeValue(value);
+}
+
+function isObject(value) {
+ return Object(value) === value;
+}
+
+/**
+ * Create a grip for the given string.
+ *
+ * @param TargetActor targetActor
+ * The Target Actor from which this object originates.
+ */
+function createStringGrip(targetActor, string) {
+ if (string && stringIsLong(string)) {
+ const actor = new LongStringActor(targetActor.conn, string);
+ targetActor.manage(actor);
+ return actor.form();
+ }
+ return string;
+}
+
+/**
+ * Create a grip for the given value.
+ *
+ * @param TargetActor targetActor
+ * The Target Actor from which this object originates.
+ * @param mixed value
+ * The value you want to get a debuggee value for.
+ * @param Number depth
+ * Depth of the object compared to the top level object,
+ * when we are inspecting nested attributes.
+ * @return object
+ */
+function createValueGripForTarget(targetActor, value, depth = 0) {
+ return createValueGrip(
+ value,
+ targetActor,
+ createObjectGrip.bind(null, targetActor, depth)
+ );
+}
+
+/**
+ * Create and return an environment actor that corresponds to the provided
+ * Debugger.Environment. This is a straightforward clone of the ThreadActor's
+ * method except that it stores the environment actor in the web console
+ * actor's pool.
+ *
+ * @param Debugger.Environment environment
+ * The lexical environment we want to extract.
+ * @param TargetActor targetActor
+ * The Target Actor to use as parent actor.
+ * @return The EnvironmentActor for |environment| or |undefined| for host
+ * functions or functions scoped to a non-debuggee global.
+ */
+function createEnvironmentActor(environment, targetActor) {
+ if (!environment) {
+ return undefined;
+ }
+
+ if (environment.actor) {
+ return environment.actor;
+ }
+
+ const actor = new EnvironmentActor(environment, targetActor);
+ targetActor.manage(actor);
+ environment.actor = actor;
+
+ return actor;
+}
+
+/**
+ * Create a grip for the given object.
+ *
+ * @param TargetActor targetActor
+ * The Target Actor from which this object originates.
+ * @param Number depth
+ * Depth of the object compared to the top level object,
+ * when we are inspecting nested attributes.
+ * @param object object
+ * The object you want.
+ * @param object pool
+ * A Pool where the new actor instance is added.
+ * @param object
+ * The object grip.
+ */
+function createObjectGrip(targetActor, depth, object, pool) {
+ let gripDepth = depth;
+ const actor = new ObjectActor(
+ object,
+ {
+ thread: targetActor.threadActor,
+ getGripDepth: () => gripDepth,
+ incrementGripDepth: () => gripDepth++,
+ decrementGripDepth: () => gripDepth--,
+ createValueGrip: v => createValueGripForTarget(targetActor, v, gripDepth),
+ createEnvironmentActor: env => createEnvironmentActor(env, targetActor),
+ },
+ targetActor.conn
+ );
+ pool.manage(actor);
+ return actor.form();
+}
+
+module.exports = {
+ getPromiseState,
+ makeDebuggeeValueIfNeeded,
+ unwrapDebuggeeValue,
+ createValueGrip,
+ stringIsLong,
+ isTypedArray,
+ isArray,
+ isStorage,
+ getArrayLength,
+ getStorageLength,
+ isArrayIndex,
+ getPropsForEvent,
+ getPropNamesFromObject,
+ getSafeOwnPropertySymbols,
+ getModifiersForEvent,
+ isObjectOrFunction,
+ createStringGrip,
+ makeDebuggeeValue,
+ createValueGripForTarget,
+};