mirror of
https://github.com/darlinghq/darling-JavaScriptCore.git
synced 2024-11-23 12:19:46 +00:00
242 lines
7.9 KiB
C++
242 lines
7.9 KiB
C++
/*
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* Copyright (C) 2012-2015 Apple Inc. All rights reserved.
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*
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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
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* are met:
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* 1. 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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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* 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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#include "config.h"
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#include "Watchpoint.h"
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#include "AdaptiveInferredPropertyValueWatchpointBase.h"
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#include "CachedSpecialPropertyAdaptiveStructureWatchpoint.h"
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#include "CodeBlockJettisoningWatchpoint.h"
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#include "DFGAdaptiveStructureWatchpoint.h"
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#include "FunctionRareData.h"
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#include "HeapInlines.h"
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#include "LLIntPrototypeLoadAdaptiveStructureWatchpoint.h"
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#include "StructureStubClearingWatchpoint.h"
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#include "VM.h"
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namespace JSC {
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DEFINE_ALLOCATOR_WITH_HEAP_IDENTIFIER(Watchpoint);
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DEFINE_ALLOCATOR_WITH_HEAP_IDENTIFIER(WatchpointSet);
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void StringFireDetail::dump(PrintStream& out) const
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{
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out.print(m_string);
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}
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Watchpoint::~Watchpoint()
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{
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if (isOnList()) {
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// This will happen if we get destroyed before the set fires. That's totally a valid
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// possibility. For example:
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//
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// CodeBlock has a Watchpoint on transition from structure S1. The transition never
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// happens, but the CodeBlock gets destroyed because of GC.
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remove();
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}
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}
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void Watchpoint::fire(VM& vm, const FireDetail& detail)
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{
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RELEASE_ASSERT(!isOnList());
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switch (m_type) {
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#define JSC_DEFINE_WATCHPOINT_DISPATCH(type, cast) \
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case Type::type: \
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static_cast<cast*>(this)->fireInternal(vm, detail); \
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break;
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JSC_WATCHPOINT_TYPES(JSC_DEFINE_WATCHPOINT_DISPATCH)
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#undef JSC_DEFINE_WATCHPOINT_DISPATCH
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}
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}
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WatchpointSet::WatchpointSet(WatchpointState state)
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: m_state(state)
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, m_setIsNotEmpty(false)
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{
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}
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WatchpointSet::~WatchpointSet()
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{
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// Remove all watchpoints, so that they don't try to remove themselves. Note that we
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// don't fire watchpoints on deletion. We assume that any code that is interested in
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// watchpoints already also separately has a mechanism to make sure that the code is
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// either keeping the watchpoint set's owner alive, or does some weak reference thing.
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while (!m_set.isEmpty())
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m_set.begin()->remove();
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}
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void WatchpointSet::add(Watchpoint* watchpoint)
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{
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ASSERT(!isCompilationThread());
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ASSERT(state() != IsInvalidated);
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if (!watchpoint)
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return;
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m_set.push(watchpoint);
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m_setIsNotEmpty = true;
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m_state = IsWatched;
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}
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void WatchpointSet::fireAllSlow(VM& vm, const FireDetail& detail)
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{
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ASSERT(state() == IsWatched);
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WTF::storeStoreFence();
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m_state = IsInvalidated; // Do this first. Needed for adaptive watchpoints.
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fireAllWatchpoints(vm, detail);
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WTF::storeStoreFence();
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}
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void WatchpointSet::fireAllSlow(VM&, DeferredWatchpointFire* deferredWatchpoints)
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{
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ASSERT(state() == IsWatched);
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WTF::storeStoreFence();
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deferredWatchpoints->takeWatchpointsToFire(this);
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m_state = IsInvalidated; // Do after moving watchpoints to deferredWatchpoints so deferredWatchpoints gets our current state.
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WTF::storeStoreFence();
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}
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void WatchpointSet::fireAllSlow(VM& vm, const char* reason)
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{
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fireAllSlow(vm, StringFireDetail(reason));
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}
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void WatchpointSet::fireAllWatchpoints(VM& vm, const FireDetail& detail)
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{
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// In case there are any adaptive watchpoints, we need to make sure that they see that this
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// watchpoint has been already invalidated.
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RELEASE_ASSERT(hasBeenInvalidated());
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// Firing a watchpoint may cause a GC to happen. This GC could destroy various
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// Watchpoints themselves while they're in the process of firing. It's not safe
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// for most Watchpoints to be destructed while they're in the middle of firing.
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// This GC could also destroy us, and we're not in a safe state to be destroyed.
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// The safest thing to do is to DeferGCForAWhile to prevent this GC from happening.
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DeferGCForAWhile deferGC(vm.heap);
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while (!m_set.isEmpty()) {
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Watchpoint* watchpoint = m_set.begin();
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ASSERT(watchpoint->isOnList());
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// Removing the Watchpoint before firing it makes it possible to implement watchpoints
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// that add themselves to a different set when they fire. This kind of "adaptive"
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// watchpoint can be used to track some semantic property that is more fine-graiend than
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// what the set can convey. For example, we might care if a singleton object ever has a
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// property called "foo". We can watch for this by checking if its Structure has "foo" and
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// then watching its transitions. But then the watchpoint fires if any property is added.
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// So, before the watchpoint decides to invalidate any code, it can check if it is
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// possible to add itself to the transition watchpoint set of the singleton object's new
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// Structure.
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watchpoint->remove();
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ASSERT(m_set.begin() != watchpoint);
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ASSERT(!watchpoint->isOnList());
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watchpoint->fire(vm, detail);
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// After we fire the watchpoint, the watchpoint pointer may be a dangling pointer. That's
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// fine, because we have no use for the pointer anymore.
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}
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}
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void WatchpointSet::take(WatchpointSet* other)
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{
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ASSERT(state() == ClearWatchpoint);
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m_set.takeFrom(other->m_set);
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m_setIsNotEmpty = other->m_setIsNotEmpty;
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m_state = other->m_state;
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other->m_setIsNotEmpty = false;
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}
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void InlineWatchpointSet::add(Watchpoint* watchpoint)
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{
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inflate()->add(watchpoint);
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}
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void InlineWatchpointSet::fireAll(VM& vm, const char* reason)
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{
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fireAll(vm, StringFireDetail(reason));
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}
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WatchpointSet* InlineWatchpointSet::inflateSlow()
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{
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ASSERT(isThin());
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ASSERT(!isCompilationThread());
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WatchpointSet* fat = &WatchpointSet::create(decodeState(m_data)).leakRef();
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WTF::storeStoreFence();
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m_data = bitwise_cast<uintptr_t>(fat);
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return fat;
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}
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void InlineWatchpointSet::freeFat()
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{
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ASSERT(isFat());
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fat()->deref();
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}
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DeferredWatchpointFire::DeferredWatchpointFire(VM& vm)
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: m_vm(vm)
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, m_watchpointsToFire(ClearWatchpoint)
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{
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}
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DeferredWatchpointFire::~DeferredWatchpointFire()
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{
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}
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void DeferredWatchpointFire::fireAll()
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{
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if (m_watchpointsToFire.state() == IsWatched)
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m_watchpointsToFire.fireAll(m_vm, *this);
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}
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void DeferredWatchpointFire::takeWatchpointsToFire(WatchpointSet* watchpointsToFire)
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{
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ASSERT(m_watchpointsToFire.state() == ClearWatchpoint);
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ASSERT(watchpointsToFire->state() == IsWatched);
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m_watchpointsToFire.take(watchpointsToFire);
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}
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} // namespace JSC
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namespace WTF {
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void printInternal(PrintStream& out, JSC::WatchpointState state)
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{
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switch (state) {
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case JSC::ClearWatchpoint:
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out.print("ClearWatchpoint");
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return;
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case JSC::IsWatched:
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out.print("IsWatched");
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return;
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case JSC::IsInvalidated:
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out.print("IsInvalidated");
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return;
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}
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RELEASE_ASSERT_NOT_REACHED();
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}
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} // namespace WTF
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