gecko-dev/testing/marionette/evaluate.js

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JavaScript

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
"use strict";
const {classes: Cc, interfaces: Ci, utils: Cu, results: Cr} = Components;
Cu.import("resource://gre/modules/Log.jsm");
Cu.import("resource://gre/modules/NetUtil.jsm");
Cu.import("resource://gre/modules/Timer.jsm");
Cu.import("resource://gre/modules/XPCOMUtils.jsm");
Cu.import("chrome://marionette/content/element.js");
const {
error,
JavaScriptError,
ScriptTimeoutError,
WebDriverError,
} = Cu.import("chrome://marionette/content/error.js", {});
const logger = Log.repository.getLogger("Marionette");
this.EXPORTED_SYMBOLS = ["evaluate", "sandbox", "Sandboxes"];
const ARGUMENTS = "__webDriverArguments";
const CALLBACK = "__webDriverCallback";
const COMPLETE = "__webDriverComplete";
const DEFAULT_TIMEOUT = 10000; // ms
const FINISH = "finish";
const MARIONETTE_SCRIPT_FINISHED = "marionetteScriptFinished";
const ELEMENT_KEY = "element";
const W3C_ELEMENT_KEY = "element-6066-11e4-a52e-4f735466cecf";
/** @namespace */
this.evaluate = {};
/**
* Evaluate a script in given sandbox.
*
* If the option var>directInject</var> is not specified, the script
* will be executed as a function with the <var>args</var> argument
* applied.
*
* The arguments provided by the <var>args</var> argument are exposed
* through the <code>arguments</code> object available in the script
* context, and if the script is executed asynchronously with the
* <var>async</var> option, an additional last argument that is synonymous
* to the <code>marionetteScriptFinished</code> global is appended, and
* can be accessed through <code>arguments[arguments.length - 1]</code>.
*
* The <var>timeout</var> option specifies the duration for how long
* the script should be allowed to run before it is interrupted and aborted.
* An interrupted script will cause a {@link ScriptTimeoutError} to occur.
*
* The <var>async</var> option indicates that the script will
* not return until the <code>marionetteScriptFinished</code> global
* callback is invoked, which is analogous to the last argument of the
* <code>arguments</code> object.
*
* The option <var>directInject</var> causes the script to be evaluated
* without being wrapped in a function and the provided arguments will
* be disregarded. This will cause such things as root scope return
* statements to throw errors because they are not used inside a function.
*
* The <var>file</var> option is used in error messages to provide
* information on the origin script file in the local end.
*
* The <var>line</var> option is used in error messages, along with
* <var>filename</var>, to provide the line number in the origin script
* file on the local end.
*
* @param {nsISandbox} sb
* Sandbox the script will be evaluted in.
* @param {string} script
* Script to evaluate.
* @param {Array.<?>=} args
* A sequence of arguments to call the script with.
* @param {boolean=} [async=false] async
* Indicates if the script should return immediately or wait for
* the callback to be invoked before returning.
* @param {boolean=} [debug=false] debug
* Attaches an <code>onerror</code> event listener.
* @param {string=} [file="dummy file"] file
* File location of the program in the client.
* @param {number=} [line=0] line
* Line number of th eprogram in the client.
* @param {string=} sandboxName
* Name of the sandbox. Elevated system privileges, equivalent to
* chrome space, will be given if it is <tt>system</tt>.
* @param {number=} [timeout=DEFAULT_TIMEOUT] timeout
* Duration in milliseconds before interrupting the script.
*
* @return {Promise}
* A promise that when resolved will give you the return value from
* the script. Note that the return value requires serialisation before
* it can be sent to the client.
*
* @throws {JavaScriptError}
* If an {@link Error} was thrown whilst evaluating the script.
* @throws {ScriptTimeoutError}
* If the script was interrupted due to script timeout.
*/
evaluate.sandbox = function(sb, script, args = [],
{
async = false,
debug = false,
directInject = false,
file = "dummy file",
line = 0,
sandboxName = null,
timeout = DEFAULT_TIMEOUT,
} = {}) {
let scriptTimeoutID, timeoutHandler, unloadHandler;
let promise = new Promise((resolve, reject) => {
let src = "";
sb[COMPLETE] = resolve;
timeoutHandler = () => reject(new ScriptTimeoutError("Timed out"));
unloadHandler = sandbox.cloneInto(
() => reject(new JavaScriptError("Document was unloaded")),
sb);
// wrap in function
if (!directInject) {
if (async) {
sb[CALLBACK] = sb[COMPLETE];
}
sb[ARGUMENTS] = sandbox.cloneInto(args, sb);
// callback function made private
// so that introspection is possible
// on the arguments object
if (async) {
sb[CALLBACK] = sb[COMPLETE];
src += `${ARGUMENTS}.push(rv => ${CALLBACK}(rv));`;
}
src += `(function() { ${script} }).apply(null, ${ARGUMENTS})`;
// marionetteScriptFinished is not WebDriver conformant,
// hence it is only exposed to immutable sandboxes
if (sandboxName) {
sb[MARIONETTE_SCRIPT_FINISHED] = sb[CALLBACK];
}
}
// onerror is not hooked on by default because of the inability to
// differentiate content errors from chrome errors.
//
// see bug 1128760 for more details
if (debug) {
sb.window.onerror = (msg, url, line) => {
let err = new JavaScriptError(`${msg} at ${url}:${line}`);
reject(err);
};
}
// timeout and unload handlers
scriptTimeoutID = setTimeout(timeoutHandler, timeout);
sb.window.onunload = unloadHandler;
let res;
try {
res = Cu.evalInSandbox(src, sb, "1.8", file, 0);
} catch (e) {
let err = new JavaScriptError(e, {
fnName: "execute_script",
file,
line,
script,
});
reject(err);
}
if (!async) {
resolve(res);
}
});
return promise.then(res => {
clearTimeout(scriptTimeoutID);
sb.window.removeEventListener("unload", unloadHandler);
return res;
});
};
/**
* Convert any web elements in arbitrary objects to DOM elements by
* looking them up in the seen element store.
*
* @param {Object} obj
* Arbitrary object containing web elements.
* @param {element.Store} seenEls
* Element store to use for lookup of web element references.
* @param {Window} win
* Window.
* @param {ShadowRoot} shadowRoot
* Shadow root.
*
* @return {Object}
* Same object as provided by <var>obj</var> with the web elements
* replaced by DOM elements.
*/
evaluate.fromJSON = function(obj, seenEls, win, shadowRoot = undefined) {
switch (typeof obj) {
case "boolean":
case "number":
case "string":
default:
return obj;
case "object":
if (obj === null) {
return obj;
// arrays
} else if (Array.isArray(obj)) {
return obj.map(e => evaluate.fromJSON(e, seenEls, win, shadowRoot));
// web elements
} else if (Object.keys(obj).includes(element.Key) ||
Object.keys(obj).includes(element.LegacyKey)) {
/* eslint-disable */
let uuid = obj[element.Key] || obj[element.LegacyKey];
let el = seenEls.get(uuid, {frame: win, shadowRoot: shadowRoot});
/* eslint-enable */
if (!el) {
throw new WebDriverError(`Unknown element: ${uuid}`);
}
return el;
}
// arbitrary objects
let rv = {};
for (let prop in obj) {
rv[prop] = evaluate.fromJSON(obj[prop], seenEls, win, shadowRoot);
}
return rv;
}
};
/**
* Convert arbitrary objects to JSON-safe primitives that can be
* transported over the Marionette protocol.
*
* Any DOM elements are converted to web elements by looking them up
* and/or adding them to the element store provided.
*
* @param {Object} obj
* Object to be marshaled.
* @param {element.Store} seenEls
* Element store to use for lookup of web element references.
*
* @return {Object}
* Same object as provided by <var>obj</var> with the elements
* replaced by web elements.
*/
evaluate.toJSON = function(obj, seenEls) {
const t = Object.prototype.toString.call(obj);
// null
if (t == "[object Undefined]" || t == "[object Null]") {
return null;
// literals
} else if (t == "[object Boolean]" ||
t == "[object Number]" ||
t == "[object String]") {
return obj;
// Array, NodeList, HTMLCollection, et al.
} else if (element.isCollection(obj)) {
return [...obj].map(el => evaluate.toJSON(el, seenEls));
// HTMLElement
} else if ("nodeType" in obj && obj.nodeType == obj.ELEMENT_NODE) {
let uuid = seenEls.add(obj);
return element.makeWebElement(uuid);
// custom JSON representation
} else if (typeof obj.toJSON == "function") {
let unsafeJSON = obj.toJSON();
return evaluate.toJSON(unsafeJSON, seenEls);
}
// arbitrary objects + files
let rv = {};
for (let prop in obj) {
try {
rv[prop] = evaluate.toJSON(obj[prop], seenEls);
} catch (e) {
if (e.result == Cr.NS_ERROR_NOT_IMPLEMENTED) {
logger.debug(`Skipping ${prop}: ${e.message}`);
} else {
throw e;
}
}
}
return rv;
};
/**
* Cu.isDeadWrapper does not return true for a dead sandbox that was
* assosciated with and extension popup. This provides a way to still
* test for a dead object.
*
* @param {Object} obj
* A potentially dead object.
* @param {string} prop
* Name of a property on the object.
*
* @returns {boolean}
* True if <var>obj</var> is dead, false otherwise.
*/
evaluate.isDead = function(obj, prop) {
try {
obj[prop];
} catch (e) {
if (e.message.includes("dead object")) {
return true;
}
throw e;
}
return false;
};
this.sandbox = {};
/**
* Provides a safe way to take an object defined in a privileged scope and
* create a structured clone of it in a less-privileged scope. It returns
* a reference to the clone.
*
* Unlike for {@link Components.utils.cloneInto}, <var>obj</var> may
* contain functions and DOM elemnets.
*/
sandbox.cloneInto = function(obj, sb) {
return Cu.cloneInto(obj, sb, {cloneFunctions: true, wrapReflectors: true});
};
/**
* Augment given sandbox by an adapter that has an <code>exports</code>
* map property, or a normal map, of function names and function
* references.
*
* @param {Sandbox} sb
* The sandbox to augment.
* @param {Object} adapter
* Object that holds an <code>exports</code> property, or a map, of
* function names and function references.
*
* @return {Sandbox}
* The augmented sandbox.
*/
sandbox.augment = function(sb, adapter) {
function* entries(obj) {
for (let key of Object.keys(obj)) {
yield [key, obj[key]];
}
}
let funcs = adapter.exports || entries(adapter);
for (let [name, func] of funcs) {
sb[name] = func;
}
return sb;
};
/**
* Creates a sandbox.
*
* @param {Window} window
* The DOM Window object.
* @param {nsIPrincipal=} principal
* An optional, custom principal to prefer over the Window. Useful if
* you need elevated security permissions.
*
* @return {Sandbox}
* The created sandbox.
*/
sandbox.create = function(window, principal = null, opts = {}) {
let p = principal || window;
opts = Object.assign({
sameZoneAs: window,
sandboxPrototype: window,
wantComponents: true,
wantXrays: true,
}, opts);
return new Cu.Sandbox(p, opts);
};
/**
* Creates a mutable sandbox, where changes to the global scope
* will have lasting side-effects.
*
* @param {Window} window
* The DOM Window object.
*
* @return {Sandbox}
* The created sandbox.
*/
sandbox.createMutable = function(window) {
let opts = {
wantComponents: false,
wantXrays: false,
};
return sandbox.create(window, null, opts);
};
sandbox.createSystemPrincipal = function(window) {
let principal = Cc["@mozilla.org/systemprincipal;1"]
.createInstance(Ci.nsIPrincipal);
return sandbox.create(window, principal);
};
sandbox.createSimpleTest = function(window, harness) {
let sb = sandbox.create(window);
sb = sandbox.augment(sb, harness);
sb[FINISH] = () => sb[COMPLETE](harness.generate_results());
return sb;
};
/**
* Sandbox storage. When the user requests a sandbox by a specific name,
* if one exists in the storage this will be used as long as its window
* reference is still valid.
*
* @memberof evaluate
*/
this.Sandboxes = class {
/**
* @param {function(): Window} windowFn
* A function that returns the references to the current Window
* object.
*/
constructor(windowFn) {
this.windowFn_ = windowFn;
this.boxes_ = new Map();
}
get window_() {
return this.windowFn_();
}
/**
* Factory function for getting a sandbox by name, or failing that,
* creating a new one.
*
* If the sandbox' window does not match the provided window, a new one
* will be created.
*
* @param {string} name
* The name of the sandbox to get or create.
* @param {boolean=} [fresh=false] fresh
* Remove old sandbox by name first, if it exists.
*
* @return {Sandbox}
* A used or fresh sandbox.
*/
get(name = "default", fresh = false) {
let sb = this.boxes_.get(name);
if (sb) {
if (fresh || evaluate.isDead(sb, "window") || sb.window != this.window_) {
this.boxes_.delete(name);
return this.get(name, false);
}
} else {
if (name == "system") {
sb = sandbox.createSystemPrincipal(this.window_);
} else {
sb = sandbox.create(this.window_);
}
this.boxes_.set(name, sb);
}
return sb;
}
/** Clears cache of sandboxes. */
clear() {
this.boxes_.clear();
}
};