1 /*
2 * Copyright (C) 2010 Google Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 *
8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above
11 * copyright notice, this list of conditions and the following disclaimer
12 * in the documentation and/or other materials provided with the
13 * distribution.
14 * * Neither the name of Google Inc. nor the names of its
15 * contributors may be used to endorse or promote products derived from
16 * this software without specific prior written permission.
17 *
18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
19 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29 */
30
31 #include "config.h"
32 #include "bindings/core/v8/V8PopStateEvent.h"
33
34 #include "bindings/core/v8/SerializedScriptValue.h"
35 #include "bindings/core/v8/V8HiddenValue.h"
36 #include "bindings/core/v8/V8History.h"
37 #include "core/events/PopStateEvent.h"
38 #include "core/frame/History.h"
39
40 namespace blink {
41
42 // Save the state value to a hidden attribute in the V8PopStateEvent, and return it, for convenience.
cacheState(v8::Handle<v8::Object> popStateEvent,v8::Handle<v8::Value> state,v8::Isolate * isolate)43 static v8::Handle<v8::Value> cacheState(v8::Handle<v8::Object> popStateEvent, v8::Handle<v8::Value> state, v8::Isolate* isolate)
44 {
45 V8HiddenValue::setHiddenValue(isolate, popStateEvent, V8HiddenValue::state(isolate), state);
46 return state;
47 }
48
stateAttributeGetterCustom(const v8::PropertyCallbackInfo<v8::Value> & info)49 void V8PopStateEvent::stateAttributeGetterCustom(const v8::PropertyCallbackInfo<v8::Value>& info)
50 {
51 v8::Handle<v8::Value> result = V8HiddenValue::getHiddenValue(info.GetIsolate(), info.Holder(), V8HiddenValue::state(info.GetIsolate()));
52
53 if (!result.IsEmpty()) {
54 v8SetReturnValue(info, result);
55 return;
56 }
57
58 PopStateEvent* event = V8PopStateEvent::toImpl(info.Holder());
59 History* history = event->history();
60 if (!history || !event->serializedState()) {
61 if (!event->serializedState()) {
62 // If we're in an isolated world and the event was created in the main world,
63 // we need to find the 'state' property on the main world wrapper and clone it.
64 v8::Local<v8::Value> mainWorldState = V8HiddenValue::getHiddenValueFromMainWorldWrapper(info.GetIsolate(), event, V8HiddenValue::state(info.GetIsolate()));
65 if (!mainWorldState.IsEmpty())
66 event->setSerializedState(SerializedScriptValue::createAndSwallowExceptions(mainWorldState, info.GetIsolate()));
67 }
68 if (event->serializedState())
69 result = event->serializedState()->deserialize();
70 else
71 result = v8::Null(info.GetIsolate());
72 v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate()));
73 return;
74 }
75
76 // There's no cached value from a previous invocation, nor a state value was provided by the
77 // event, but there is a history object, so first we need to see if the state object has been
78 // deserialized through the history object already.
79 // The current history state object might've changed in the meantime, so we need to take care
80 // of using the correct one, and always share the same deserialization with history.state.
81
82 bool isSameState = history->isSameAsCurrentState(event->serializedState());
83
84 if (isSameState) {
85 v8::Handle<v8::Object> v8History = toV8(history, info.Holder(), info.GetIsolate()).As<v8::Object>();
86 if (!history->stateChanged()) {
87 result = V8HiddenValue::getHiddenValue(info.GetIsolate(), v8History, V8HiddenValue::state(info.GetIsolate()));
88 if (!result.IsEmpty()) {
89 v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate()));
90 return;
91 }
92 }
93 result = event->serializedState()->deserialize(info.GetIsolate());
94 V8HiddenValue::setHiddenValue(info.GetIsolate(), v8History, V8HiddenValue::state(info.GetIsolate()), result);
95 } else {
96 result = event->serializedState()->deserialize(info.GetIsolate());
97 }
98
99 v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate()));
100 }
101
102 } // namespace blink
103