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111 lines
2.5 KiB
C++
111 lines
2.5 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "mozilla/dom/cache/Feature.h"
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#include "mozilla/dom/cache/ActorChild.h"
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#include "WorkerPrivate.h"
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namespace mozilla {
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namespace dom {
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namespace cache {
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using mozilla::dom::workers::Terminating;
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using mozilla::dom::workers::Status;
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using mozilla::dom::workers::WorkerPrivate;
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// static
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already_AddRefed<Feature>
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Feature::Create(WorkerPrivate* aWorkerPrivate)
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{
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MOZ_ASSERT(aWorkerPrivate);
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RefPtr<Feature> feature = new Feature(aWorkerPrivate);
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if (!aWorkerPrivate->AddFeature(feature)) {
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return nullptr;
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}
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return feature.forget();
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}
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void
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Feature::AddActor(ActorChild* aActor)
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{
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NS_ASSERT_OWNINGTHREAD(Feature);
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MOZ_ASSERT(aActor);
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MOZ_ASSERT(!mActorList.Contains(aActor));
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mActorList.AppendElement(aActor);
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// Allow an actor to be added after we've entered the Notifying case. We
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// can't stop the actor creation from racing with out destruction of the
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// other actors and we need to wait for this extra one to close as well.
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// Signal it should destroy itself right away.
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if (mNotified) {
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aActor->StartDestroy();
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}
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}
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void
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Feature::RemoveActor(ActorChild* aActor)
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{
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NS_ASSERT_OWNINGTHREAD(Feature);
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MOZ_ASSERT(aActor);
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DebugOnly<bool> removed = mActorList.RemoveElement(aActor);
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MOZ_ASSERT(removed);
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MOZ_ASSERT(!mActorList.Contains(aActor));
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}
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bool
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Feature::Notified() const
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{
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return mNotified;
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}
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bool
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Feature::Notify(JSContext* aCx, Status aStatus)
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{
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NS_ASSERT_OWNINGTHREAD(Feature);
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// When the service worker thread is stopped we will get Terminating,
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// but nothing higher than that. We must shut things down at Terminating.
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if (aStatus < Terminating || mNotified) {
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return true;
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}
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mNotified = true;
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// Start the asynchronous destruction of our actors. These will call back
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// into RemoveActor() once the actor is destroyed.
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for (uint32_t i = 0; i < mActorList.Length(); ++i) {
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mActorList[i]->StartDestroy();
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}
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return true;
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}
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Feature::Feature(WorkerPrivate* aWorkerPrivate)
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: mWorkerPrivate(aWorkerPrivate)
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, mNotified(false)
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{
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MOZ_ASSERT(mWorkerPrivate);
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}
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Feature::~Feature()
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{
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NS_ASSERT_OWNINGTHREAD(Feature);
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MOZ_ASSERT(mActorList.IsEmpty());
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mWorkerPrivate->RemoveFeature(this);
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}
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} // namespace cache
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} // namespace dom
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} // namespace mozilla
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