libv8-st 3.11.8.2-x86-mingw32

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data/ext/libv8/arch.rb ADDED
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+ require 'rbconfig'
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+
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+ module Libv8
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+ module Arch
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+ module_function
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+
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+ def x86_64_from_build_cpu
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+ RbConfig::MAKEFILE_CONFIG['build_cpu'] == 'x86_64'
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+ end
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+
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+ def x86_64_from_byte_length
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+ ['foo'].pack('p').size == 8
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+ end
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+
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+ def x86_64_from_arch_flag
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+ RbConfig::MAKEFILE_CONFIG['ARCH_FLAG'] =~ /x86_64/
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+ end
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+
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+ def rubinius?
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+ Object.const_defined?(:RUBY_ENGINE) && RUBY_ENGINE == "rbx"
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+ end
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+
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+ def x64?
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+ if rubinius?
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+ x86_64_from_build_cpu || x86_64_from_arch_flag
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+ else
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+ x86_64_from_byte_length
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+ end
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+ end
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+
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+ def libv8_arch
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+ x64? ? "x64" : "ia32"
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+ end
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+ end
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+ end
data/lib/libv8.rb ADDED
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+ require 'mkmf'
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+ require 'libv8/arch'
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+ module Libv8
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+
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+ module_function
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+
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+ def mingw?
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+ RUBY_PLATFORM =~ /mingw/
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+ end
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+
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+ def libv8_object(name)
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+ filename = "#{libv8_source_path}/out/#{Libv8::Arch.libv8_arch}.release/libv8_#{name}.#{$LIBEXT}"
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+ unless File.exists? filename
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+ filename = "#{libv8_source_path}/out/#{Libv8::Arch.libv8_arch}.release/obj.target/tools/gyp/libv8_#{name}.#{$LIBEXT}"
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+ end
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+ unless File.exists? filename
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+ # SCons build
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+ filename = "#{libv8_source_path}/#{name}.#{$LIBEXT}"
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+ end
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+ filename
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+ end
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+
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+ def libv8_base
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+ libv8_object :base
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+ end
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+
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+ def libv8_snapshot
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+ libv8_object :snapshot
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+ end
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+
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+ def libv8_nosnapshot
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+ libv8_object :nosnapshot
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+ end
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+
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+ def libv8_objects(*names)
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+ if names.empty?
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+ names = if mingw?
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+ # SCons build
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+ [:libv8]
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+ else
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+ [:base, :snapshot]
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+ end
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+ end
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+ names.map do |name|
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+ fail "no libv8 object #{name}" unless File.exists?(object = libv8_object(name))
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+ object
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+ end
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+ end
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+
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+ def libv8_ldflags
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+ "-L#{libv8_base} -L#{libv8_snapshot}"
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+ end
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+
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+ def libv8_include_flags
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+ "-I#{libv8_include_path}"
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+ end
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+
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+ def libv8_include_path
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+ "#{libv8_source_path}/include"
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+ end
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+
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+ def libv8_source_path
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+ File.expand_path "../../vendor/v8", __FILE__
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+ end
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+ end
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+ module Libv8
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+ VERSION = "3.11.8.2"
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+ end
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+ // Copyright 2008 the V8 project authors. All rights reserved.
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+ // Redistribution and use in source and binary forms, with or without
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+ // modification, are permitted provided that the following conditions are
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+ // met:
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+ //
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+ // * Redistributions of source code must retain the above copyright
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+ // notice, this list of conditions and the following disclaimer.
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+ // * Redistributions in binary form must reproduce the above
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+ // copyright notice, this list of conditions and the following
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+ // disclaimer in the documentation and/or other materials provided
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+ // with the distribution.
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+ // * Neither the name of Google Inc. nor the names of its
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+ // contributors may be used to endorse or promote products derived
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+ // from this software without specific prior written permission.
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+ //
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+ // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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+ // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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+ // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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+ // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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+ // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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+ // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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+ // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+ // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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+ // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+
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+ #ifndef V8_V8_DEBUG_H_
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+ #define V8_V8_DEBUG_H_
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+
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+ #include "v8.h"
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+
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+ #ifdef _WIN32
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+ typedef int int32_t;
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+ typedef unsigned int uint32_t;
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+ typedef unsigned short uint16_t; // NOLINT
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+ typedef long long int64_t; // NOLINT
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+
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+ // Setup for Windows DLL export/import. See v8.h in this directory for
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+ // information on how to build/use V8 as a DLL.
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+ #if defined(BUILDING_V8_SHARED) && defined(USING_V8_SHARED)
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+ #error both BUILDING_V8_SHARED and USING_V8_SHARED are set - please check the\
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+ build configuration to ensure that at most one of these is set
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+ #endif
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+
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+ #ifdef BUILDING_V8_SHARED
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+ #define EXPORT __declspec(dllexport)
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+ #elif USING_V8_SHARED
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+ #define EXPORT __declspec(dllimport)
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+ #else
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+ #define EXPORT
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+ #endif
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+
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+ #else // _WIN32
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+
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+ // Setup for Linux shared library export. See v8.h in this directory for
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+ // information on how to build/use V8 as shared library.
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+ #if defined(__GNUC__) && (__GNUC__ >= 4) && defined(V8_SHARED)
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+ #define EXPORT __attribute__ ((visibility("default")))
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+ #else // defined(__GNUC__) && (__GNUC__ >= 4)
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+ #define EXPORT
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+ #endif // defined(__GNUC__) && (__GNUC__ >= 4)
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+
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+ #endif // _WIN32
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+
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+
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+ /**
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+ * Debugger support for the V8 JavaScript engine.
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+ */
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+ namespace v8 {
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+
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+ // Debug events which can occur in the V8 JavaScript engine.
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+ enum DebugEvent {
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+ Break = 1,
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+ Exception = 2,
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+ NewFunction = 3,
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+ BeforeCompile = 4,
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+ AfterCompile = 5,
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+ ScriptCollected = 6,
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+ BreakForCommand = 7
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+ };
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+
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+
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+ class EXPORT Debug {
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+ public:
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+ /**
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+ * A client object passed to the v8 debugger whose ownership will be taken by
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+ * it. v8 is always responsible for deleting the object.
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+ */
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+ class ClientData {
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+ public:
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+ virtual ~ClientData() {}
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+ };
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+
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+
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+ /**
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+ * A message object passed to the debug message handler.
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+ */
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+ class Message {
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+ public:
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+ /**
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+ * Check type of message.
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+ */
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+ virtual bool IsEvent() const = 0;
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+ virtual bool IsResponse() const = 0;
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+ virtual DebugEvent GetEvent() const = 0;
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+
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+ /**
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+ * Indicate whether this is a response to a continue command which will
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+ * start the VM running after this is processed.
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+ */
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+ virtual bool WillStartRunning() const = 0;
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+
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+ /**
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+ * Access to execution state and event data. Don't store these cross
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+ * callbacks as their content becomes invalid. These objects are from the
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+ * debugger event that started the debug message loop.
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+ */
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+ virtual Handle<Object> GetExecutionState() const = 0;
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+ virtual Handle<Object> GetEventData() const = 0;
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+
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+ /**
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+ * Get the debugger protocol JSON.
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+ */
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+ virtual Handle<String> GetJSON() const = 0;
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+
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+ /**
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+ * Get the context active when the debug event happened. Note this is not
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+ * the current active context as the JavaScript part of the debugger is
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+ * running in its own context which is entered at this point.
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+ */
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+ virtual Handle<Context> GetEventContext() const = 0;
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+
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+ /**
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+ * Client data passed with the corresponding request if any. This is the
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+ * client_data data value passed into Debug::SendCommand along with the
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+ * request that led to the message or NULL if the message is an event. The
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+ * debugger takes ownership of the data and will delete it even if there is
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+ * no message handler.
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+ */
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+ virtual ClientData* GetClientData() const = 0;
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+
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+ virtual ~Message() {}
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+ };
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+
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+
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+ /**
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+ * An event details object passed to the debug event listener.
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+ */
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+ class EventDetails {
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+ public:
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+ /**
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+ * Event type.
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+ */
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+ virtual DebugEvent GetEvent() const = 0;
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+
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+ /**
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+ * Access to execution state and event data of the debug event. Don't store
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+ * these cross callbacks as their content becomes invalid.
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+ */
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+ virtual Handle<Object> GetExecutionState() const = 0;
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+ virtual Handle<Object> GetEventData() const = 0;
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+
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+ /**
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+ * Get the context active when the debug event happened. Note this is not
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+ * the current active context as the JavaScript part of the debugger is
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+ * running in its own context which is entered at this point.
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+ */
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+ virtual Handle<Context> GetEventContext() const = 0;
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+
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+ /**
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+ * Client data passed with the corresponding callback when it was
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+ * registered.
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+ */
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+ virtual Handle<Value> GetCallbackData() const = 0;
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+
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+ /**
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+ * Client data passed to DebugBreakForCommand function. The
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+ * debugger takes ownership of the data and will delete it even if
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+ * there is no message handler.
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+ */
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+ virtual ClientData* GetClientData() const = 0;
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+
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+ virtual ~EventDetails() {}
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+ };
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+
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+
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+ /**
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+ * Debug event callback function.
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+ *
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+ * \param event the type of the debug event that triggered the callback
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+ * (enum DebugEvent)
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+ * \param exec_state execution state (JavaScript object)
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+ * \param event_data event specific data (JavaScript object)
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+ * \param data value passed by the user to SetDebugEventListener
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+ */
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+ typedef void (*EventCallback)(DebugEvent event,
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+ Handle<Object> exec_state,
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+ Handle<Object> event_data,
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+ Handle<Value> data);
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+
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+ /**
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+ * Debug event callback function.
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+ *
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+ * \param event_details object providing information about the debug event
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+ *
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+ * A EventCallback2 does not take possession of the event data,
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+ * and must not rely on the data persisting after the handler returns.
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+ */
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+ typedef void (*EventCallback2)(const EventDetails& event_details);
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+
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+ /**
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+ * Debug message callback function.
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+ *
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+ * \param message the debug message handler message object
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+ * \param length length of the message
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+ * \param client_data the data value passed when registering the message handler
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+
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+ * A MessageHandler does not take possession of the message string,
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+ * and must not rely on the data persisting after the handler returns.
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+ *
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+ * This message handler is deprecated. Use MessageHandler2 instead.
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+ */
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+ typedef void (*MessageHandler)(const uint16_t* message, int length,
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+ ClientData* client_data);
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+
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+ /**
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+ * Debug message callback function.
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+ *
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+ * \param message the debug message handler message object
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+ *
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+ * A MessageHandler does not take possession of the message data,
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+ * and must not rely on the data persisting after the handler returns.
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+ */
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+ typedef void (*MessageHandler2)(const Message& message);
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+
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+ /**
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+ * Debug host dispatch callback function.
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+ */
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+ typedef void (*HostDispatchHandler)();
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+
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+ /**
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+ * Callback function for the host to ensure debug messages are processed.
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+ */
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+ typedef void (*DebugMessageDispatchHandler)();
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+
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+ // Set a C debug event listener.
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+ static bool SetDebugEventListener(EventCallback that,
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+ Handle<Value> data = Handle<Value>());
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+ static bool SetDebugEventListener2(EventCallback2 that,
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+ Handle<Value> data = Handle<Value>());
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+
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+ // Set a JavaScript debug event listener.
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+ static bool SetDebugEventListener(v8::Handle<v8::Object> that,
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+ Handle<Value> data = Handle<Value>());
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+
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+ // Schedule a debugger break to happen when JavaScript code is run
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+ // in the given isolate. If no isolate is provided the default
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+ // isolate is used.
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+ static void DebugBreak(Isolate* isolate = NULL);
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+
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+ // Remove scheduled debugger break in given isolate if it has not
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+ // happened yet. If no isolate is provided the default isolate is
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+ // used.
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+ static void CancelDebugBreak(Isolate* isolate = NULL);
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+
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+ // Break execution of JavaScript in the given isolate (this method
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+ // can be invoked from a non-VM thread) for further client command
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+ // execution on a VM thread. Client data is then passed in
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+ // EventDetails to EventCallback at the moment when the VM actually
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+ // stops. If no isolate is provided the default isolate is used.
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+ static void DebugBreakForCommand(ClientData* data = NULL,
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+ Isolate* isolate = NULL);
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+
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+ // Message based interface. The message protocol is JSON. NOTE the message
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+ // handler thread is not supported any more parameter must be false.
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+ static void SetMessageHandler(MessageHandler handler,
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+ bool message_handler_thread = false);
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+ static void SetMessageHandler2(MessageHandler2 handler);
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+
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+ // If no isolate is provided the default isolate is
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+ // used.
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+ static void SendCommand(const uint16_t* command, int length,
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+ ClientData* client_data = NULL,
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+ Isolate* isolate = NULL);
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+
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+ // Dispatch interface.
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+ static void SetHostDispatchHandler(HostDispatchHandler handler,
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+ int period = 100);
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+
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+ /**
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+ * Register a callback function to be called when a debug message has been
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+ * received and is ready to be processed. For the debug messages to be
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+ * processed V8 needs to be entered, and in certain embedding scenarios this
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+ * callback can be used to make sure V8 is entered for the debug message to
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+ * be processed. Note that debug messages will only be processed if there is
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+ * a V8 break. This can happen automatically by using the option
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+ * --debugger-auto-break.
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+ * \param provide_locker requires that V8 acquires v8::Locker for you before
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+ * calling handler
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+ */
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+ static void SetDebugMessageDispatchHandler(
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+ DebugMessageDispatchHandler handler, bool provide_locker = false);
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+
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+ /**
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+ * Run a JavaScript function in the debugger.
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+ * \param fun the function to call
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+ * \param data passed as second argument to the function
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+ * With this call the debugger is entered and the function specified is called
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+ * with the execution state as the first argument. This makes it possible to
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+ * get access to information otherwise not available during normal JavaScript
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+ * execution e.g. details on stack frames. Receiver of the function call will
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+ * be the debugger context global object, however this is a subject to change.
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+ * The following example shows a JavaScript function which when passed to
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+ * v8::Debug::Call will return the current line of JavaScript execution.
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+ *
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+ * \code
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+ * function frame_source_line(exec_state) {
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+ * return exec_state.frame(0).sourceLine();
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+ * }
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+ * \endcode
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+ */
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+ static Local<Value> Call(v8::Handle<v8::Function> fun,
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+ Handle<Value> data = Handle<Value>());
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+
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+ /**
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+ * Returns a mirror object for the given object.
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+ */
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+ static Local<Value> GetMirror(v8::Handle<v8::Value> obj);
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+
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+ /**
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+ * Enable the V8 builtin debug agent. The debugger agent will listen on the
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+ * supplied TCP/IP port for remote debugger connection.
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+ * \param name the name of the embedding application
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+ * \param port the TCP/IP port to listen on
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+ * \param wait_for_connection whether V8 should pause on a first statement
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+ * allowing remote debugger to connect before anything interesting happened
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+ */
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+ static bool EnableAgent(const char* name, int port,
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+ bool wait_for_connection = false);
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+
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+ /**
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+ * Disable the V8 builtin debug agent. The TCP/IP connection will be closed.
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+ */
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+ static void DisableAgent();
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+
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+ /**
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+ * Makes V8 process all pending debug messages.
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+ *
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+ * From V8 point of view all debug messages come asynchronously (e.g. from
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+ * remote debugger) but they all must be handled synchronously: V8 cannot
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+ * do 2 things at one time so normal script execution must be interrupted
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+ * for a while.
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+ *
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+ * Generally when message arrives V8 may be in one of 3 states:
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+ * 1. V8 is running script; V8 will automatically interrupt and process all
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+ * pending messages (however auto_break flag should be enabled);
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+ * 2. V8 is suspended on debug breakpoint; in this state V8 is dedicated
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+ * to reading and processing debug messages;
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+ * 3. V8 is not running at all or has called some long-working C++ function;
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+ * by default it means that processing of all debug messages will be deferred
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+ * until V8 gets control again; however, embedding application may improve
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+ * this by manually calling this method.
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+ *
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+ * It makes sense to call this method whenever a new debug message arrived and
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+ * V8 is not already running. Method v8::Debug::SetDebugMessageDispatchHandler
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+ * should help with the former condition.
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+ *
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+ * Technically this method in many senses is equivalent to executing empty
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+ * script:
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+ * 1. It does nothing except for processing all pending debug messages.
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+ * 2. It should be invoked with the same precautions and from the same context
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+ * as V8 script would be invoked from, because:
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+ * a. with "evaluate" command it can do whatever normal script can do,
375
+ * including all native calls;
376
+ * b. no other thread should call V8 while this method is running
377
+ * (v8::Locker may be used here).
378
+ *
379
+ * "Evaluate" debug command behavior currently is not specified in scope
380
+ * of this method.
381
+ */
382
+ static void ProcessDebugMessages();
383
+
384
+ /**
385
+ * Debugger is running in its own context which is entered while debugger
386
+ * messages are being dispatched. This is an explicit getter for this
387
+ * debugger context. Note that the content of the debugger context is subject
388
+ * to change.
389
+ */
390
+ static Local<Context> GetDebugContext();
391
+ };
392
+
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+
394
+ } // namespace v8
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+
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+
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+ #undef EXPORT
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+
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+
400
+ #endif // V8_V8_DEBUG_H_