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	A struct with three raw pointers to other GC'd types is a pretty big liability, let's just turn this into a Cell itself. This comes with the additional benefit of being able to capture it in a lambda effortlessly, without having to create handles for individual members.
		
			
				
	
	
		
			68 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright (c) 2021-2022, Linus Groh <linusg@serenityos.org>
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 *
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 * SPDX-License-Identifier: BSD-2-Clause
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 */
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#pragma once
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#include <AK/Vector.h>
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#include <LibJS/Runtime/Object.h>
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namespace JS {
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ThrowCompletionOr<Object*> promise_resolve(VM&, Object& constructor, Value);
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class Promise : public Object {
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    JS_OBJECT(Promise, Object);
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public:
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    enum class State {
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        Pending,
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        Fulfilled,
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        Rejected,
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    };
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    enum class RejectionOperation {
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        Reject,
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        Handle,
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    };
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    static Promise* create(Realm&);
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    virtual ~Promise() = default;
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    State state() const { return m_state; }
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    Value result() const { return m_result; }
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    struct ResolvingFunctions {
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        FunctionObject& resolve;
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        FunctionObject& reject;
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    };
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    ResolvingFunctions create_resolving_functions();
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    void fulfill(Value value);
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    void reject(Value reason);
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    Value perform_then(Value on_fulfilled, Value on_rejected, GCPtr<PromiseCapability> result_capability);
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    bool is_handled() const { return m_is_handled; }
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    void set_is_handled() { m_is_handled = true; }
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protected:
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    explicit Promise(Object& prototype);
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    virtual void visit_edges(Visitor&) override;
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private:
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    bool is_settled() const { return m_state == State::Fulfilled || m_state == State::Rejected; }
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    void trigger_reactions() const;
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    // 27.2.6 Properties of Promise Instances, https://tc39.es/ecma262/#sec-properties-of-promise-instances
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    State m_state { State::Pending };             // [[PromiseState]]
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    Value m_result;                               // [[PromiseResult]]
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    Vector<PromiseReaction*> m_fulfill_reactions; // [[PromiseFulfillReactions]]
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    Vector<PromiseReaction*> m_reject_reactions;  // [[PromiseRejectReactions]]
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    bool m_is_handled { false };                  // [[PromiseIsHandled]]
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};
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}
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