Bug 1161362 - When initializing a trivial script, also initialize its call object shape to the empty shape. (r=jimb)

This commit is contained in:
Shu-yu Guo 2015-05-06 15:55:26 -07:00
Родитель e84c3a1f08
Коммит d1d566331f
3 изменённых файлов: 25 добавлений и 0 удалений

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@ -0,0 +1,7 @@
// Don't crash when getting the Debugger.Environment of a frame inside
// Function.prototype.
var g = newGlobal();
var dbg = new Debugger(g);
dbg.onEnterFrame = function (frame) { frame.environment; };
g.Function.prototype();

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@ -190,6 +190,18 @@ Bindings::initWithTemporaryStorage(ExclusiveContext* cx, InternalBindingsHandle
return true;
}
bool
Bindings::initTrivial(ExclusiveContext* cx)
{
Shape* shape = EmptyShape::getInitialShape(cx, &CallObject::class_, TaggedProto(nullptr),
CallObject::RESERVED_SLOTS,
BaseShape::QUALIFIED_VAROBJ | BaseShape::DELEGATE);
if (!shape)
return false;
callObjShape_.init(shape);
return true;
}
uint8_t*
Bindings::switchToScriptStorage(Binding* newBindingArray)
{
@ -2556,6 +2568,9 @@ JSScript::partiallyInit(ExclusiveContext* cx, HandleScript script, uint32_t ncon
/* static */ bool
JSScript::fullyInitTrivial(ExclusiveContext* cx, Handle<JSScript*> script)
{
if (!script->bindings.initTrivial(cx))
return false;
if (!partiallyInit(cx, script, 0, 0, 0, 0, 0, 0, 0))
return false;

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@ -252,6 +252,9 @@ class Bindings
uint32_t numUnaliasedVars, uint32_t numUnaliasedBodyLevelLexicals,
Binding* bindingArray);
// Initialize a trivial Bindings with no slots and an empty callObjShape.
bool initTrivial(ExclusiveContext* cx);
// CompileScript parses and compiles one statement at a time, but the result
// is one Script object. There will be no vars or bindings, because those
// go on the global, but there may be block-scoped locals, and the number of