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/*
* Copyright (C) 2012-2021 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 "AdaptiveInferredPropertyValueWatchpointBase.h"
#include "CachedSpecialPropertyAdaptiveStructureWatchpoint.h"
#include "ChainedWatchpoint.h"
#include "CodeBlockJettisoningWatchpoint.h"
#include "DFGAdaptiveStructureWatchpoint.h"
#include "FunctionRareData.h"
#include "HeapInlines.h"
#include "LLIntPrototypeLoadAdaptiveStructureWatchpoint.h"
#include "ObjectAdaptiveStructureWatchpoint.h"
#include "StructureRareDataInlines.h"
#include "StructureStubClearingWatchpoint.h"
#include "VM.h"
namespace JSC {
DEFINE_ALLOCATOR_WITH_HEAP_IDENTIFIER(Watchpoint);
DEFINE_ALLOCATOR_WITH_HEAP_IDENTIFIER(WatchpointSet);
void StringFireDetail::dump(PrintStream& out) const
{
out.print(m_string);
}
template<typename Func>
inline void Watchpoint::runWithDowncast(const Func& func)
{
switch (m_type) {
#define JSC_DEFINE_WATCHPOINT_DISPATCH(type, cast) \
case Type::type: \
func(static_cast<cast*>(this)); \
break;
JSC_WATCHPOINT_TYPES(JSC_DEFINE_WATCHPOINT_DISPATCH)
#undef JSC_DEFINE_WATCHPOINT_DISPATCH
}
}
void Watchpoint::operator delete(Watchpoint* watchpoint, std::destroying_delete_t)
{
watchpoint->runWithDowncast([](auto* derived) {
std::destroy_at(derived);
std::decay_t<decltype(*derived)>::freeAfterDestruction(derived);
});
}
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(VM& vm, const FireDetail& detail)
{
RELEASE_ASSERT(!isOnList());
runWithDowncast([&](auto* derived) {
derived->fireInternal(vm, 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(VM& vm, const FireDetail& detail)
{
ASSERT(state() == IsWatched);
WTF::storeStoreFence();
m_state = IsInvalidated; // Do this first. Needed for adaptive watchpoints.
fireAllWatchpoints(vm, detail);
WTF::storeStoreFence();
}
void WatchpointSet::fireAllSlow(VM&, DeferredWatchpointFire* deferredWatchpoints)
{
ASSERT(state() == IsWatched);
WTF::storeStoreFence();
deferredWatchpoints->takeWatchpointsToFire(this);
m_state = IsInvalidated; // Do after moving watchpoints to deferredWatchpoints so deferredWatchpoints gets our current state.
WTF::storeStoreFence();
}
void WatchpointSet::fireAllSlow(VM& vm, const char* reason)
{
fireAllSlow(vm, StringFireDetail(reason));
}
void WatchpointSet::fireAllWatchpoints(VM& vm, 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());
// Firing a watchpoint may cause a GC to happen. This GC could destroy various
// Watchpoints themselves while they're in the process of firing. It's not safe
// for most Watchpoints to be destructed while they're in the middle of firing.
// This GC could also destroy us, and we're not in a safe state to be destroyed.
// The safest thing to do is to DeferGCForAWhile to prevent this GC from happening.
DeferGCForAWhile deferGC(vm);
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(vm, 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 WatchpointSet::take(WatchpointSet* other)
{
ASSERT(state() == ClearWatchpoint);
m_set.takeFrom(other->m_set);
m_setIsNotEmpty = other->m_setIsNotEmpty;
m_state = other->m_state;
other->m_setIsNotEmpty = false;
}
void InlineWatchpointSet::add(Watchpoint* watchpoint)
{
inflate()->add(watchpoint);
}
void InlineWatchpointSet::fireAll(VM& vm, const char* reason)
{
fireAll(vm, StringFireDetail(reason));
}
WatchpointSet* InlineWatchpointSet::inflateSlow()
{
ASSERT(isThin());
ASSERT(!isCompilationThread());
WatchpointSet* fat = &WatchpointSet::create(decodeState(m_data)).leakRef();
WTF::storeStoreFence();
m_data = std::bit_cast<uintptr_t>(fat);
return fat;
}
void InlineWatchpointSet::freeFat()
{
ASSERT(isFat());
fat()->deref();
}
void DeferredWatchpointFire::takeWatchpointsToFire(WatchpointSet* watchpointsToFire)
{
ASSERT(m_watchpointsToFire.state() == ClearWatchpoint);
ASSERT(watchpointsToFire->state() == IsWatched);
m_watchpointsToFire.take(watchpointsToFire);
}
} // namespace JSC
namespace WTF {
void printInternal(PrintStream& out, JSC::WatchpointState state)
{
switch (state) {
case JSC::ClearWatchpoint:
out.print("ClearWatchpoint");
return;
case JSC::IsWatched:
out.print("IsWatched");
return;
case JSC::IsInvalidated:
out.print("IsInvalidated");
return;
}
RELEASE_ASSERT_NOT_REACHED();
}
} // namespace WTF
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