Files
node/src/node.h
Ryan baed9d514d Inform V8 of external allocations.
This is sloppy: after each ObjectWrap allocation the user needs to
call ObjectWrap::InformV8ofAllocation(). In addition each class deriving
from  ObjectWrap needs to implement the virtual method size() which should
return the size of the derived class. If I was better at C++ I could
possibly make this less ugly. For now this is how it is.

Memory usage looks much better after this commit.
2009-05-15 16:28:10 +02:00

64 lines
2.1 KiB
C++

#ifndef node_h
#define node_h
#include <ev.h>
#include <eio.h>
#include <v8.h>
namespace node {
#define NODE_SYMBOL(name) v8::String::NewSymbol(name)
#define NODE_METHOD(name) v8::Handle<v8::Value> name (const v8::Arguments& args)
#define NODE_SET_METHOD(obj, name, callback) \
obj->Set(NODE_SYMBOL(name), v8::FunctionTemplate::New(callback)->GetFunction())
#define NODE_UNWRAP(type, value) static_cast<type*>(node::ObjectWrap::Unwrap(value))
#define NODE_SET_PROTOTYPE_METHOD(templ, name, callback) \
do { \
Local<Signature> __callback##_SIG = Signature::New(templ); \
Local<FunctionTemplate> __callback##_TEM = \
FunctionTemplate::New(callback, Handle<Value>() , __callback##_SIG ); \
templ->PrototypeTemplate()->Set(NODE_SYMBOL(name), __callback##_TEM); \
} while(0)
enum encoding {UTF8, RAW};
void fatal_exception (v8::TryCatch &try_catch);
void eio_warmup (void); // call this before creating a new eio event.
class ObjectWrap {
public:
ObjectWrap (v8::Handle<v8::Object> handle);
virtual ~ObjectWrap ( );
virtual size_t size (void) = 0;
/* This must be called after each new ObjectWrap creation! */
static void InformV8ofAllocation (node::ObjectWrap *obj);
protected:
static void* Unwrap (v8::Handle<v8::Object> handle);
v8::Persistent<v8::Object> handle_;
/* Attach() marks the object as being attached to an event loop.
* Attached objects will not be garbage collected, even if
* all references are lost.
*/
void Attach();
/* Detach() marks an object as detached from the event loop. This is its
* default state. When an object with a "weak" reference changes from
* attached to detached state it will be freed. Be careful not to access
* the object after making this call as it might be gone!
* (A "weak reference" is v8 terminology for an object who only has a
* persistant handle.)
*/
void Detach();
private:
static void MakeWeak (v8::Persistent<v8::Value> _, void *data);
int attach_count_;
bool weak_;
};
} // namespace node
#endif // node_h