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/*
* Copyright (C) 2012 Google 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:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "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 THE COPYRIGHT
* OWNER 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 "core/inspector/InjectedScriptManager.h"
#include "bindings/core/v8/BindingSecurity.h"
#include "bindings/core/v8/ScopedPersistent.h"
#include "bindings/core/v8/ScriptDebugServer.h"
#include "bindings/core/v8/ScriptValue.h"
#include "bindings/core/v8/V8Binding.h"
#include "bindings/core/v8/V8InjectedScriptHost.h"
#include "bindings/core/v8/V8ObjectConstructor.h"
#include "bindings/core/v8/V8ScriptRunner.h"
#include "bindings/core/v8/V8Window.h"
#include "core/frame/LocalDOMWindow.h"
#include "core/inspector/InjectedScriptHost.h"
#include "wtf/RefPtr.h"
namespace blink {
InjectedScriptManager::CallbackData* InjectedScriptManager::createCallbackData(InjectedScriptManager* injectedScriptManager)
{
OwnPtr<InjectedScriptManager::CallbackData> callbackData = adoptPtr(new InjectedScriptManager::CallbackData());
InjectedScriptManager::CallbackData* callbackDataPtr = callbackData.get();
callbackData->injectedScriptManager = injectedScriptManager;
m_callbackDataSet.add(callbackData.release());
return callbackDataPtr;
}
void InjectedScriptManager::removeCallbackData(InjectedScriptManager::CallbackData* callbackData)
{
ASSERT(m_callbackDataSet.contains(callbackData));
m_callbackDataSet.remove(callbackData);
}
static v8::Local<v8::Object> createInjectedScriptHostV8Wrapper(PassRefPtrWillBeRawPtr<InjectedScriptHost> host, InjectedScriptManager* injectedScriptManager, v8::Handle<v8::Object> creationContext, v8::Isolate* isolate)
{
ASSERT(host);
v8::Handle<v8::Object> wrapper = V8DOMWrapper::createWrapper(creationContext, &V8InjectedScriptHost::wrapperTypeInfo, host->toScriptWrappableBase(), isolate);
if (UNLIKELY(wrapper.IsEmpty()))
return wrapper;
// Create a weak reference to the v8 wrapper of InspectorBackend to deref
// InspectorBackend when the wrapper is garbage collected.
InjectedScriptManager::CallbackData* callbackData = injectedScriptManager->createCallbackData(injectedScriptManager);
callbackData->host = host.get();
callbackData->handle.set(isolate, wrapper);
callbackData->handle.setWeak(callbackData, &InjectedScriptManager::setWeakCallback);
V8DOMWrapper::setNativeInfo(wrapper, &V8InjectedScriptHost::wrapperTypeInfo, host->toScriptWrappableBase());
ASSERT(V8DOMWrapper::isDOMWrapper(wrapper));
return wrapper;
}
ScriptValue InjectedScriptManager::createInjectedScript(const String& scriptSource, ScriptState* inspectedScriptState, int id)
{
v8::Isolate* isolate = inspectedScriptState->isolate();
ScriptState::Scope scope(inspectedScriptState);
// Call custom code to create InjectedScripHost wrapper specific for the context
// instead of calling toV8() that would create the
// wrapper in the current context.
// FIXME: make it possible to use generic bindings factory for InjectedScriptHost.
v8::Local<v8::Object> scriptHostWrapper = createInjectedScriptHostV8Wrapper(m_injectedScriptHost, this, inspectedScriptState->context()->Global(), inspectedScriptState->isolate());
if (scriptHostWrapper.IsEmpty())
return ScriptValue();
// Inject javascript into the context. The compiled script is supposed to evaluate into
// a single anonymous function(it's anonymous to avoid cluttering the global object with
// inspector's stuff) the function is called a few lines below with InjectedScriptHost wrapper,
// injected script id and explicit reference to the inspected global object. The function is expected
// to create and configure InjectedScript instance that is going to be used by the inspector.
v8::Local<v8::Value> value = V8ScriptRunner::compileAndRunInternalScript(v8String(isolate, scriptSource), isolate);
ASSERT(!value.IsEmpty());
ASSERT(value->IsFunction());
v8::Local<v8::Object> windowGlobal = inspectedScriptState->context()->Global();
v8::Handle<v8::Value> info[] = { scriptHostWrapper, windowGlobal, v8::Number::New(inspectedScriptState->isolate(), id) };
v8::Local<v8::Value> injectedScriptValue = V8ScriptRunner::callInternalFunction(v8::Local<v8::Function>::Cast(value), windowGlobal, WTF_ARRAY_LENGTH(info), info, inspectedScriptState->isolate());
return ScriptValue(inspectedScriptState, injectedScriptValue);
}
bool InjectedScriptManager::canAccessInspectedWindow(ScriptState* scriptState)
{
ScriptState::Scope scope(scriptState);
v8::Local<v8::Object> global = scriptState->context()->Global();
if (global.IsEmpty())
return false;
v8::Handle<v8::Object> holder = V8Window::findInstanceInPrototypeChain(global, scriptState->isolate());
if (holder.IsEmpty())
return false;
LocalFrame* frame = V8Window::toImpl(holder)->frame();
return BindingSecurity::shouldAllowAccessToFrame(scriptState->isolate(), frame, DoNotReportSecurityError);
}
void InjectedScriptManager::setWeakCallback(const v8::WeakCallbackData<v8::Object, InjectedScriptManager::CallbackData>& data)
{
InjectedScriptManager::CallbackData* callbackData = data.GetParameter();
callbackData->injectedScriptManager->removeCallbackData(callbackData);
}
} // namespace blink