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diff --git a/CPP_STYLE_GUIDE.md b/CPP_STYLE_GUIDE.md index 8808405b2c6..f29c8df3210 100644 --- a/CPP_STYLE_GUIDE.md +++ b/CPP_STYLE_GUIDE.md @@ -1,5 +1,8 @@ # C++ Style Guide +See also the [C++ codebase README](src/README.md) for C++ idioms in the Node.js +codebase not related to stylistic issues. + ## Table of Contents * [Guides and References](#guides-and-references) diff --git a/doc/guides/contributing/pull-requests.md b/doc/guides/contributing/pull-requests.md index f23c92fa024..31e3ba64757 100644 --- a/doc/guides/contributing/pull-requests.md +++ b/doc/guides/contributing/pull-requests.md @@ -121,7 +121,9 @@ in the API docs will also be checked when running `make lint` (or use `REPLACEME` for the version number in the documentation YAML. For contributing C++ code, you may want to look at the -[C++ Style Guide](../../../CPP_STYLE_GUIDE.md). +[C++ Style Guide](../../../CPP_STYLE_GUIDE.md), as well as the +[README of `src/`](../../../src/README.md) for an overview over Node.js +C++ internals. ### Step 4: Commit diff --git a/src/README.md b/src/README.md new file mode 100644 index 00000000000..48cf9999155 --- /dev/null +++ b/src/README.md @@ -0,0 +1,896 @@ +# Node.js C++ codebase + +Hi! 👋 You’ve found the C++ code backing Node.js. This README aims to help you +get started working on it and document some idioms you may encounter while +doing so. + +## Coding style + +Node.js has a document detailing its [C++ coding style][] +that can be helpful as a reference for stylistic issues. + +## V8 API documentation + +A lot of the Node.js codebase is around what the underlying JavaScript engine, +V8, provides through its API for embedders. Knowledge of this API can also be +useful when working with native addons for Node.js written in C++, although for +new projects [N-API][] is typically the better alternative. + +V8 does not provide much public API documentation beyond what is +available in its C++ header files, most importantly `v8.h`, which can be +accessed online in the following locations: + +* On GitHub: [`v8.h` in Node.js master][] +* On GitHub: [`v8.h` in V8 master][] +* On the Chromium project’s Code Search application: [`v8.h` in Code Search][] + +V8 also provides an [introduction for V8 embedders][], +which can be useful for understanding some of the concepts it uses in its +embedder API. + +Important concepts when using V8 are the ones of [`Isolate`][]s and +[JavaScript value handles][]. + +## libuv API documentation + +The other major dependency of Node.js is [libuv][], providing +the [event loop][] and other operation system abstractions to Node.js. + +There is a [reference documentation for the libuv API][]. + +## Helpful concepts + +A number of concepts are involved in putting together Node.js on top of V8 and +libuv. This section aims to explain some of them and how they work together. + +<a id="isolate"></a> +### `Isolate` + +The `v8::Isolate` class represents a single JavaScript engine instance, in +particular a set of JavaScript objects that can refer to each other +(the “heap”). + +The `v8::Isolate` is often passed to other V8 API functions, and provides some +APIs for managing the behaviour of the JavaScript engine or querying about its +current state or statistics such as memory usage. + +V8 APIs are not thread-safe unless explicitly specified. In a typical Node.js +application, the main thread and any `Worker` threads each have one `Isolate`, +and JavaScript objects from one `Isolate` cannot refer to objects from +another `Isolate`. + +Garbage collection, as well as other operations that affect the entire heap, +happen on a per-`Isolate` basis. + +Typical ways of accessing the current `Isolate` in the Node.js code are: + +* Given a `FunctionCallbackInfo` for a [binding function][], + using `args.GetIsolate()`. +* Given a [`Context`][], using `context->GetIsolate()`. +* Given a [`Environment`][], using `env->isolate()`. + +### V8 JavaScript values + +V8 provides classes that mostly correspond to JavaScript types; for example, +`v8::Value` is a class representing any kind of JavaScript type, with +subclasses such as `v8::Number` (which in turn has subclasses like `v8::Int32`), +`v8::Boolean` or `v8::Object`. Most types are represented by subclasses +of `v8::Object`, e.g. `v8::Uint8Array` or `v8::Date`. + +<a id="internal-fields"></a> +### Internal fields + +V8 provides the ability to store data in so-called “internal fields” inside +`v8::Object`s that were created as instances of C++-backed classes. The number +of fields needs to be defined when creating that class. + +Both JavaScript values and `void*` pointers may be stored in such fields. +In most native Node.js objects, the first internal field is used to store a +pointer to a [`BaseObject`][] subclass, which then contains all relevant +information associated with the JavaScript object. + +The most typical way of working internal fields are: + +* `obj->InternalFieldCount()` to look up the number of internal fields for an + object (`0` for regular JavaScript objects). +* `obj->GetInternalField(i)` to get a JavaScript value from an internal field. +* `obj->SetInternalField(i, v)` to store a JavaScript value in an + internal field. +* `obj->GetAlignedPointerFromInternalField(i)` to get a `void*` pointer from an + internal field. +* `obj->SetAlignedPointerInInternalField(i, p)` to store a `void*` pointer in an + internal field. + +[`Context`][]s provide the same feature under the name “embedder data”. + +<a id="js-handles"></a> +### JavaScript value handles + +All JavaScript values are accessed through the V8 API through so-called handles, +of which there are two types: [`Local`][]s and [`Global`][]s. + +<a id="local-handles"></a> +#### `Local` handles + +A `v8::Local` handle is a temporary pointer to a JavaScript object, where +“temporary” usually means that is no longer needed after the current function +is done executing. `Local` handles can only be allocated on the C++ stack. + +Most of the V8 API uses `Local` handles to work with JavaScript values or return +them from functions. + +Whenever a `Local` handle is created, a `v8::HandleScope` or +`v8::EscapableHandleScope` object must exist on the stack. The `Local` is then +added to that scope and deleted along with it. + +When inside a [binding function][], a `HandleScope` already exists outside of +it, so there is no need to explicitly create one. + +`EscapableHandleScope`s can be used to allow a single `Local` handle to be +passed to the outer scope. This is useful when a function returns a `Local`. + +The following JavaScript and C++ functions are mostly equivalent: + +```js +function getFoo(obj) { + return obj.foo; +} +``` + +```c++ +v8::Local<v8::Value> GetFoo(v8::Local<v8::Context> context, + v8::Local<v8::Object> obj) { + v8::Isolate* isolate = context->GetIsolate(); + v8::EscapableHandleScope handle_scope(isolate); + + // The 'foo_string' handle cannot be returned from this function because + // it is not “escaped” with `.Escape()`. + v8::Local<v8::String> foo_string = + v8::String::NewFromUtf8(isolate, + "foo", + v8::NewStringType::kNormal).ToLocalChecked(); + + v8::Local<v8::Value> return_value; + if (obj->Get(context, foo_string).ToLocal(&return_value)) { + return handle_scope.Escape(return_value); + } else { + // There was a JS exception! Handle it somehow. + return v8::Local<v8::Value>(); + } +} +``` + +See [exception handling][] for more information about the usage of `.To()`, +`.ToLocalChecked()`, `v8::Maybe` and `v8::MaybeLocal` usage. + +##### Casting local handles + +If it is known that a `Local<Value>` refers to a more specific type, it can +be cast to that type using `.As<...>()`: + +```c++ +v8::Local<v8::Value> some_value; +// CHECK() is a Node.js utilitity that works similar to assert(). +CHECK(some_value->IsUint8Array()); +v8::Local<v8::Uint8Array> as_uint8 = some_value.As<v8::Uint8Array>(); +``` + +Generally, using `val.As<v8::X>()` is only valid if `val->IsX()` is true, and +failing to follow that rule may lead to crashes. + +##### Detecting handle leaks + +If it is expected that no `Local` handles should be created within a given +scope unless explicitly within a `HandleScope`, a `SealHandleScope` can be used. + +For example, there is a `SealHandleScope` around the event loop, forcing +any functions that are called from the event loop and want to run or access +JavaScript code to create `HandleScope`s. + +<a id="global-handles"></a> +#### `Global` handles + +A `v8::Global` handle (sometimes also referred to by the name of its parent +class `Persistent`, although use of that is discouraged in Node.js) is a +reference to a JavaScript object that can remain active as long as the engine +instance is active. + +Global handles can be either strong or weak. Strong global handles are so-called +“GC roots”, meaning that they will keep the JavaScript object they refer to +alive even if no other objects refer to them. Weak global handles do not do +that, and instead optionally call a callback when the object they refer to +is garbage-collected. + +```c++ +v8::Global<v8::Object> reference; + +void StoreReference(v8::Isolate* isolate, v8::Local<v8::Object> obj) { + // Create a strong reference to `obj`. + reference.Reset(isolate, obj); +} + +// Must be called with a HandleScope around it. +v8::Local<v8::Object> LoadReference(v8::Isolate* isolate) { + return reference.Get(isolate); +} +``` + +##### `Eternal` handles + +`v8::Eternal` handles are a special kind of handles similar to `v8::Global` +handles, with the exception that the values they point to are never +garbage-collected while the JavaScript Engine instance is alive, even if +the `v8::Eternal` itself is destroyed at some point. This type of handle +is rarely used. + +<a id="context"></a> +### `Context` + +JavaScript allows multiple global objects and sets of built-in JavaScript +objects (like the `Object` or `Array` functions) to coexist inside the same +heap. Node.js exposes this ability through the [`vm` module][]. + +V8 refers to each of these global objects and their associated builtins as a +`Context`. + +Currently, in Node.js there is one main `Context` associated with an +[`Environment`][] instance, and most Node.js features will only work inside +that context. (The only exception at the time of writing are +[`MessagePort`][] objects.) This restriction is not inherent to the design of +Node.js, and a sufficiently committed person could restructure Node.js to +provide built-in modules inside of `vm.Context`s. + +Often, the `Context` is passed around for [exception handling][]. +Typical ways of accessing the current `Environment` in the Node.js code are: + +* Given an [`Isolate`][], using `isolate->GetCurrentContext()`. +* Given an [`Environment`][], using `env->context()` to get the `Environment`’s + main context. + +<a id="event-loop"></a> +### Event loop + +The main abstraction for an event loop inside Node.js is the `uv_loop_t` struct. +Typically, there is one event loop per thread. This includes not only the main +thread and Workers, but also helper threads that may occasionally be spawned +in the course of running a Node.js program. + +The current event loop can be accessed using `env->event_loop()` given an +[`Environment`][] instance. The restriction of using a single event loop +is not inherent to the design of Node.js, and a sufficiently committed person +could restructure Node.js to provide e.g. the ability to run parts of Node.js +inside an event loop separate from the active thread’s event loop. + +<a id="environment"></a> +### `Environment` + +Node.js instances are represented by the `Environment` class. + +Currently, every `Environment` class is associated with: + +* One [event loop][] +* One [`Isolate`][] +* One main [`Context`][] + +The `Environment` class contains a large number of different fields for +different Node.js modules, for example a libuv timer for `setTimeout()` or +the memory for a `Float64Array` that the `fs` module uses for storing data +returned from a `fs.stat()` call. + +It also provides [cleanup hooks][] and maintains a list of [`BaseObject`][] +instances. + +Typical ways of accessing the current `Environment` in the Node.js code are: + +* Given a `FunctionCallbackInfo` for a [binding function][], + using `Environment::GetCurrent(args)`. +* Given a [`BaseObject`][], using `env()` or `self->env()`. +* Given a [`Context`][], using `Environment::GetCurrent(context)`. + This requires that `context` has been associated with the `Environment` + instance, e.g. is the main `Context` for the `Environment` or one of its + `vm.Context`s. +* Given an [`Isolate`][], using `Environment::GetCurrent(isolate)`. This looks + up the current [`Context`][] and then uses that. + +<a id="isolate-data"></a> +### `IsolateData` + +Every Node.js instance ([`Environment`][]) is associated with one `IsolateData` +instance that contains information about or associated with a given +[`Isolate`][]. + +#### String table + +`IsolateData` contains a list of strings that can be quickly accessed +inside Node.js code, e.g. given an `Environment` instance `env` the JavaScript +string “name” can be accessed through `env->name_string()` without actually +creating a new JavaScript string. + +### Platform + +Every process that uses V8 has a `v8::Platform` instance that provides some +functionalities to V8, most importantly the ability to schedule work on +background threads. + +Node.js provides a `NodePlatform` class that implements the `v8::Platform` +interface and uses libuv for providing background threading abilities. + +The platform can be accessed through `isolate_data->platform()` given an +[`IsolateData`][] instance, although that only works when: + +* The current Node.js instance was not started by an embedder; or +* The current Node.js instance was started by an embedder whose `v8::Platform` + implementation also implement’s the `node::MultiIsolatePlatform` interface + and who passed this to Node.js. + +<a id="binding-functions"></a> +### Binding functions + +C++ functions exposed to JS follow a specific signature. The following example +is from `node_util.cc`: + +```c++ +void ArrayBufferViewHasBuffer(const FunctionCallbackInfo<Value>& args) { + CHECK(args[0]->IsArrayBufferView()); + args.GetReturnValue().Set(args[0].As<ArrayBufferView>()->HasBuffer()); +} +``` + +(Namespaces are usually omitted through the use of `using` statements in the +Node.js source code.) + +`args[n]` is a `Local<Value>` that represents the n-th argument passed to the +function. `args.This()` is the `this` value inside this function call. +`args.Holder()` is equivalent to `args.This()` in all use cases inside of +Node.js. + +`args.GetReturnValue()` is a placeholder for the return value of the function, +and provides a `.Set()` method that can be called with a boolean, integer, +floating-point number or a `Local<Value>` to set the return value. + +Node.js provides various helpers for building JS classes in C++ and/or attaching +C++ functions to the exports of a built-in module: + +```c++ +void Initialize(Local<Object> target, + Local<Value> unused, + Local<Context> context, + void* priv) { + Environment* env = Environment::GetCurrent(context); + + env->SetMethod(target, "getaddrinfo", GetAddrInfo); + env->SetMethod(target, "getnameinfo", GetNameInfo); + + // 'SetMethodNoSideEffect' means that debuggers can safely execute this + // function for e.g. previews. + env->SetMethodNoSideEffect(target, "canonicalizeIP", CanonicalizeIP); + + // ... more code ... + + // Building the `ChannelWrap` class for JS: + Local<FunctionTemplate> channel_wrap = + env->NewFunctionTemplate(ChannelWrap::New); + // Allow for 1 internal field, see `BaseObject` for details on this: + channel_wrap->InstanceTemplate()->SetInternalFieldCount(1); + channel_wrap->Inherit(AsyncWrap::GetConstructorTemplate(env)); + + // Set various methods on the class (i.e. on the prototype): + env->SetProtoMethod(channel_wrap, "queryAny", Query<QueryAnyWrap>); + env->SetProtoMethod(channel_wrap, "queryA", Query<QueryAWrap>); + // ... + env->SetProtoMethod(channel_wrap, "querySoa", Query<QuerySoaWrap>); + env->SetProtoMethod(channel_wrap, "getHostByAddr", Query<GetHostByAddrWrap>); + + env->SetProtoMethodNoSideEffect(channel_wrap, "getServers", GetServers); + + Local<String> channel_wrap_string = + FIXED_ONE_BYTE_STRING(env->isolate(), "ChannelWrap"); + channel_wrap->SetClassName(channel_wrap_string); + target->Set(env->context(), channel_wrap_string, + channel_wrap->GetFunction(context).ToLocalChecked()).Check(); +} + +// Run the `Initialize` function when loading this module through +// `internalBinding('cares_wrap')` in Node.js’s built-in JavaScript code: +NODE_MODULE_CONTEXT_AWARE_INTERNAL(cares_wrap, Initialize) +``` + +<a id="exception-handling"></a> +### Exception handling + +The V8 engine provides multiple features to work with JavaScript exceptions, +as C++ exceptions are disabled inside of Node.js: + +#### Maybe types + +V8 provides the `v8::Maybe<T>` and `v8::MaybeLocal<T>` types, typically used +as return values from API functions that can run JavaScript code and therefore +can throw exceptions. + +Conceptually, the idea is that every `v8::Maybe<T>` is either empty (checked +through `.IsNothing()`) or holds a value of type `T` (checked through +`.IsJust()`). If the `Maybe` is empty, then a JavaScript exception is pending. +A typical way of accessing the value is using the `.To()` function, which +returns a boolean indicating success of the operation (i.e. the `Maybe` not +being empty) and taking a pointer to a `T` to store the value if there is one. + +##### Checked conversion + +`maybe.Check()` can be used to assert that the maybe is not empty, i.e. crash +the process otherwise. `maybe.FromJust()` (aka `maybe.ToChecked()`) can be used +to access the value and crash the process if it is not set. + +This should only be performed if it is actually sure that the operation has +not failed. A lot of Node.js’s source code does **not** follow this rule, and +can be brought to crash through this. + +##### MaybeLocal + +`v8::MaybeLocal<T>` is a variant of `v8::Maybe<T>` that is either empty or +holds a value of type `Local<T>`. It has methods that perform the same +operations as the methods of `v8::Maybe`, but with different names: + +| `Maybe` | `MaybeLocal` | +| ---------------------- | ------------------------------- | +| `maybe.IsNothing()` | `maybe_local.IsEmpty()` | +| `maybe.IsJust()` | – | +| `maybe.To(&value)` | `maybe_local.ToLocal(&local)` | +| `maybe.ToChecked()` | `maybe_local.ToLocalChecked()` | +| `maybe.FromJust()` | `maybe_local.ToLocalChecked()` | +| `maybe.Check()` | – | +| `v8::Nothing<T>()` | `v8::MaybeLocal<T>()` | +| `v8::Just<T>(value)` | `v8::MaybeLocal<T>(value)` | + +##### Handling empty `Maybe`s + +Usually, the best approach to encountering an empty `Maybe` is to just return +from the current function as soon as possible, and let execution in JavaScript +land resume. If the empty `Maybe` is encountered inside a nested function, +is may be a good idea to use a `Maybe` or `MaybeLocal` for the return type +of that function and pass information about pending JavaScript exceptions along +that way. + +Generally, when an empty `Maybe` is encountered, it is not valid to attempt +to perform further calls to APIs that return `Maybe`s. + +A typical pattern for dealing with APIs that return `Maybe` and `MaybeLocal` is +using `.ToLocal()` and `.To()` and returning early in case there is an error: + +```c++ +// This could also return a v8::MaybeLocal<v8::Number>, for example. +v8::Maybe<double> SumNumbers(v8::Local<v8::Context> context, + v8::Local<v8::Array> array_of_integers) { + v8::Isolate* isolate = context->GetIsolate(); + v8::HandleScope handle_scope(isolate); + + double sum = 0; + + for (uint32_t i = 0; i < array_of_integers->Length(); i++) { + v8::Local<v8::Value> entry; + if (array_of_integers->Get(context, i).ToLocal(&entry)) { + // Oops, we might have hit a getter that throws an exception! + // It’s better to not continue return an empty (“nothing”) Maybe. + return v8::Nothing<double>(); + } + + if (!entry->IsNumber()) { + // Let’s just skip any non-numbers. It would also be reasonable to throw + // an exception here, e.g. using the error system in src/node_errors.h, + // and then to return an empty Maybe again. + continue; + } + + // This cast is valid, because we’ve made sure it’s really a number. + v8::Local<v8::Number> entry_as_number = entry.As<v8::Number>(); + + sum += entry_as_number->Value(); + } + + return v8::Just(sum); +} + +// Function that is exposed to JS: +void SumNumbers(const v8::FunctionCallbackInfo<v8::Value>& args) { + // This will crash if the first argument is not an array. Let’s assume we + // have performed type checking in a JavaScript wrapper function. + CHECK(args[0]->IsArray()); + + double sum; + if (!SumNumbers(args.GetIsolate()->GetCurrentContext(), + args[0].As<v8::Array>()).To(&sum)) { + // Nothing to do, we can just return directly to JavaScript. + return; + } + + args.GetReturnValue().Set(sum); +} +``` + +#### TryCatch + +If there is a need to catch JavaScript exceptions in C++, V8 provides the +`v8::TryCatch` type for doing so, which we wrap into our own +`node::errors::TryCatchScope` in Node.js. The latter has the additional feature +of providing the ability to shut down the program in the typical Node.js way +(printing the exception + stack trace) if an exception is caught. + +<a id="libuv-handles-and-requests"></a> +### libuv handles and requests + +Two central concepts when working with libuv are handles and requests. + +Handles are subclasses of the `uv_handle_t` “class”, and generally refer to +long-lived objects that can emit events multiple times, such as network sockets +or file system watchers. + +In Node.js, handles are often managed through a [`HandleWrap`][] subclass. + +Requests are one-time asynchronous function calls on the event loop, such as +file system requests or network write operations, that either succeed or fail. + +In Node.js, requests are often managed through a [`ReqWrap`][] subclass. + +### Environment cleanup + +When a Node.js [`Environment`][] is destroyed, it generally needs to clean up +any resources owned by it, e.g. memory or libuv requests/handles. + +<a id="cleanup-hooks"></a> +#### Cleanup hooks + +Cleanup hooks are provided that run before the [`Environment`][] +is destroyed. They can be added and removed through by using +`env->AddCleanupHook(callback, hint);` and +`env->RemoveCleanupHook(callback, hint);`, where callback takes a `void* hint` +argument. + +Inside these cleanup hooks, new asynchronous operations *may* be started on the +event loop, although ideally that is avoided as much as possible. + +Every [`BaseObject`][] has its own cleanup hook that deletes it. For +[`ReqWrap`][] and [`HandleWrap`][] instances, cleanup of the associated libuv +objects is performed automatically, i.e. handles are closed and requests +are cancelled if possible. + +#### Closing libuv handles + +If a libuv handle is not managed through a [`HandleWrap`][] instance, +it needs to be closed explicitly. Do not use `uv_close()` for that, but rather +`env->CloseHandle()`, which works the same way but keeps track of the number +of handles that are still closing. + +#### Closing libuv requests + +There is no way to abort libuv requests in general. If a libuv request is not +managed through a [`ReqWrap`][] instance, the +`env->IncreaseWaitingRequestCounter()` and +`env->DecreaseWaitingRequestCounter()` functions need to be used to keep track +of the number of active libuv requests. + +#### Calling into JavaScript + +Calling into JavaScript is not allowed during cleanup. Worker threads explicitly +forbid this during their shutdown sequence, but the main thread does not for +backwards compatibility reasons. + +When calling into JavaScript without using [`MakeCallback()`][], check the +`env->can_call_into_js()` flag and do not proceed if it is set to `false`. + +## Classes associated with JavaScript objects + +### `MemoryRetainer` + +A large number of classes in the Node.js C++ codebase refer to other objects. +The `MemoryRetainer` class is a helper for annotating C++ classes with +information that can be used by the heap snapshot builder in V8, so that +memory retained by C++ can be tracked in V8 heap snapshots captured in +Node.js applications. + +Inheriting from the `MemoryRetainer` class enables objects (both from JavaScript +and C++) to refer to instances of that class, and in turn enables that class +to point to other objects as well, including native C++ types +such as `std::string` and track their memory usage. + +This can be useful for debugging memory leaks. + +The [`memory_retainer.h`][] header file explains how to use this class. + +<a id="baseobject"></a> +### `BaseObject` + +A frequently recurring situation is that a JavaScript object and a C++ object +need to be tied together. `BaseObject` is the main abstraction for that in +Node.js, and most classes that are associated with JavaScript objects are +subclasses of it. It is defined in [`base_object.h`][]. + +Every `BaseObject` is associated with one [`Environment`][] and one +`v8::Object`. The `v8::Object` needs to have at least one [internal field][] +that is used for storing the pointer to the C++ object. In order to ensure this, +the V8 `SetInternalFieldCount()` function is usually used when setting up the +class from C++. + +The JavaScript object can be accessed as a `v8::Local<v8::Object>` by using +`self->object()`, given a `BaseObject` named `self`. + +Accessing a `BaseObject` from a `v8::Local<v8::Object>` (frequently that is +`args.This()` or `args.Holder()` in a [binding function][]) can be done using +the `Unwrap<T>(obj)` function, where `T` is a subclass of `BaseObject`. +A helper for this is the `ASSIGN_OR_RETURN_UNWRAP` macro that returns from the +current function if unwrapping fails (typically that means that the `BaseObject` +has been deleted earlier). + +```c++ +void Http2Session::Request(const FunctionCallbackInfo<Value>& args) { + Http2Session* session; + ASSIGN_OR_RETURN_UNWRAP(&session, args.Holder()); + Environment* env = session->env(); + Local<Context> context = env->context(); + Isolate* isolate = env->isolate(); + + // ... + // The actual function body, which can now use the `session` object. + // ... +} +``` + +#### Lifetime management + +The `BaseObject` class comes with a set of features that allow managing the +lifetime of its instances, either associating it with the lifetime of the +corresponding JavaScript object or untying the two. + +The `BaseObject::MakeWeak()` method turns the underlying [`Global`][] handle +into a weak one, and makes it so that the `BaseObject::OnGCCollect()` virtual +method is called when the JavaScript object is garbage collected. By default, +that methods deletes the `BaseObject` instance. + +`BaseObject::ClearWeak()` undoes this effect. + +It generally makes sense to call `MakeWeak()` in the constructor of a +`BaseObject` subclass, unless that subclass is referred to by e.g. the event +loop, as is the case for the [`HandleWrap`][] and [`ReqWrap`][] classes. + +In addition, there are two kinds of smart pointers that can be used to refer +to `BaseObject`s. + +`BaseObjectWeakPtr<T>` is similar to `std::weak_ptr<T>`, but holds on to +an object of a `BaseObject` subclass `T` and integrates with the lifetime +management of the former. When the `BaseObject` no longer exists, e.g. when +it was garbage collected, accessing it through `weak_ptr.get()` will return +`nullptr`. + +`BaseObjectPtr<T>` is similar to `std::shared_ptr<T>`, but also holds on to +objects of a `BaseObject` subclass `T`. While there are `BaseObjectPtr`s +pointing to a given object, the `BaseObject` will always maintain a strong +reference to its associated JavaScript object. This can be useful when one +`BaseObject` refers to another `BaseObject` and wants to make sure it stays +alive during the lifetime of that reference. + +A `BaseObject` can be “detached” throught the `BaseObject::Detach()` method. +In this case, it will be deleted once the last `BaseObjectPtr` referring to +it is destroyed. There must be at least one such pointer when `Detach()` is +called. This can be useful when one `BaseObject` fully owns another +`BaseObject`. + +<a id="asyncwrap"></a> +### `AsyncWrap` + +`AsyncWrap` is a subclass of `BaseObject` that additionally provides tracking +functions for asynchronous calls. It is commonly used for classes whose methods +make calls into JavaScript without any JavaScript stack below, i.e. more or less +directly from the event loop. It is defined in [`async_wrap.h`][]. + +Every `AsyncWrap` subclass has a “provider type”. A list of provider types is +maintained in `src/async_wrap.h`. + +Every `AsyncWrap` instance is associated with two numbers, the “async id” +and the “async trigger id”. The “async id” is generally unique per `AsyncWrap` +instance, and only changes when the object is re-used in some way. + +See the [`async_hooks` module][] documentation for more information about how +this information is provided to async tracking tools. + +<a id="makecallback"></a> +#### `MakeCallback` + +The `AsyncWrap` class has a set of methods called `MakeCallback()`, with the +intention of the naming being that it is used to “make calls back into +JavaScript” from the event loop, rather than making callbacks in some way. +(As the naming has made its way into Node.js’s public API, it’s not worth +the breakage of fixing it). + +`MakeCallback()` generally calls a method on the JavaScript object associated +with the current `AsyncWrap`, and informs async tracking code about these calls +as well as takes care of running the `process.nextTick()` and `Promise` task +queues once it returns. + +Before calling `MakeCallback()`, it is typically necessary to enter both a +`HandleScope` and a `Context::Scope`. + +```c++ +void StatWatcher::Callback(uv_fs_poll_t* handle, + int status, + const uv_stat_t* prev, + const uv_stat_t* curr) { + // Get the StatWatcher instance associated with this call from libuv, + // StatWatcher is a subclass of AsyncWrap. + StatWatcher* wrap = ContainerOf(&StatWatcher::watcher_, handle); + Environment* env = wrap->env(); + HandleScope handle_scope(env->isolate()); + Context::Scope context_scope(env->context()); + + // Transform 'prev' and 'curr' into an array: + Local<Value> arr = ...; + + Local<Value> argv[] = { Integer::New(env->isolate(), status), arr }; + wrap->MakeCallback(env->onchange_string(), arraysize(argv), argv); +} +``` + +See [Callback scopes][] for more information. + +<a id="handlewrap"></a> +### `HandleWrap` + +`HandleWrap` is a subclass of `AsyncWrap` specifically designed to make working +with [libuv handles][] easier. It provides the `.ref()`, `.unref()` and +`.hasRef()` methods as well as `.close()` to enable easier lifetime management +from JavaScript. It is defined in [`handle_wrap.h`][]. + +`HandleWrap` instances are [cleaned up][cleanup hooks] automatically when the +current Node.js [`Environment`][] is destroyed, e.g. when a Worker thread stops. + +`HandleWrap` also provides facilities for diagnostic tooling to get an +overview over libuv handles managed by Node.js. + +<a id="reqwrap"></a> +### `ReqWrap` + +`ReqWrap` is a subclass of `AsyncWrap` specifically designed to make working +with [libuv requests][] easier. It is defined in [`req_wrap.h`][]. + +In particular, its `Dispatch()` method is designed to avoid the need to keep +track of the current count of active libuv requests. + +`ReqWrap` also provides facilities for diagnostic tooling to get an +overview over libuv handles managed by Node.js. + +<a id="callback-scopes"></a> +### Callback scopes + +The public `CallbackScope` and the internally used `InternalCallbackScope` +classes provide the same facilities as [`MakeCallback()`][], namely: + +* Emitting the `'before'` event for async tracking when entering the scope +* Setting the current async IDs to the ones passed to the constructor +* Emitting the `'after'` event for async tracking when leaving the scope +* Running the `process.nextTick()` queue +* Running microtasks, in particular `Promise` callbacks and async/await + functions + +Usually, using `AsyncWrap::MakeCallback()` or using the constructor taking +an `AsyncWrap*` argument (i.e. used as +`InternalCallbackScope callback_scope(this);`) suffices inside of Node.js’s +C++ codebase. + +## C++ utilities + +Node.js uses a few custom C++ utilities, mostly defined in [`util.h`][]. + +### Memory allocation + +Node.js provides `Malloc()`, `Realloc()` and `Calloc()` functions that work +like their C stdlib counterparts, but crash if memory cannot be allocated. +(As V8 does not handle out-of-memory situations gracefully, it does not make +sense for Node.js to attempt to do so in all cases.) + +The `UncheckedMalloc()`, `UncheckedRealloc()` and `UncheckedCalloc()` functions +return `nullptr` in these cases (or when `size == 0`). + +#### Optional stack-based memory allocation + +The `MaybeStackBuffer` class provides a way to allocate memory on the stack +if it is smaller than a given limit, and falls back to allocating it on the +heap if it is larger. This can be useful for performantly allocating temporary +data if it is typically expected to be small (e.g. file paths). + +The `Utf8Value`, `TwoByteValue` (i.e. UTF-16 value) and `BufferValue` +(`Utf8Value` but copy data from a `Buffer` is that is passed) helpers +inherit from this class and allow accessing the characters in a JavaScript +string this way. + +```c++ +static void Chdir(const FunctionCallbackInfo<Value>& args) { + Environment* env = Environment::GetCurrent(args); + // ... + CHECK(args[0]->IsString()); + Utf8Value path(env->isolate(), args[0]); + int err = uv_chdir(*path); + if (err) { + // ... error handling ... + } +} +``` + +### Assertions + +Node.js provides a few macros that behave similar to `assert()`: + +* `CHECK(expression)` aborts the process with a stack trace + if `expression` is false. +* `CHECK_EQ(a, b)` checks for `a == b` +* `CHECK_GE(a, b)` checks for `a >= b` +* `CHECK_GT(a, b)` checks for `a > b` +* `CHECK_LE(a, b)` checks for `a <= b` +* `CHECK_LT(a, b)` checks for `a < b` +* `CHECK_NE(a, b)` checks for `a != b` +* `CHECK_NULL(val)` checks for `a == nullptr` +* `CHECK_NOT_NULL(val)` checks for `a != nullptr` +* `CHECK_IMPLIES(a, b)` checks that `b` is true if `a` is true. +* `UNREACHABLE([message])` aborts the process if it is reached. + +`CHECK`s are always enabled. For checks that should only run in debug mode, use +`DCHECK()`, `DCHECK_EQ()`, etc. + +### Scope-based cleanup + +The `OnScopeLeave()` function can be used to run a piece of code when leaving +the current C++ scope. + +```c++ +static void GetUserInfo(const FunctionCallbackInfo<Value>& args) { + Environment* env = Environment::GetCurrent(args); + uv_passwd_t pwd; + // ... + + const int err = uv_os_get_passwd(&pwd); + + if (err) { + // ... error handling, return early ... + } + + auto free_passwd = OnScopeLeave([&]() { uv_os_free_passwd(&pwd); }); + + // ... + // Turn `pwd` into a JavaScript object now; whenever we return from this + // function, `uv_os_free_passwd()` will be called. + // ... +} +``` + +[`BaseObject`]: #baseobject +[`Context`]: #context +[`Environment`]: #environment +[`Global`]: #global-handles +[`HandleWrap`]: #handlewrap +[`IsolateData`]: #isolate-data +[`Isolate`]: #isolate +[`Local`]: #local-handles +[`MakeCallback()`]: #makecallback +[`MessagePort`]: https://nodejs.org/api/worker_threads.html#worker_threads_class_messageport +[`ReqWrap`]: #reqwrap +[`async_hooks` module]: https://nodejs.org/api/async_hooks.html +[`async_wrap.h`]: async_wrap.h +[`base_object.h`]: base_object.h +[`handle_wrap.h`]: handle_wrap.h +[`memory_retainer.h`]: memory_retainer.h +[`req_wrap.h`]: req_wrap.h +[`util.h`]: util.h +[`v8.h` in Code Search]: https://cs.chromium.org/chromium/src/v8/include/v8.h +[`v8.h` in Node.js master]: https://github.com/nodejs/node/blob/master/deps/v8/include/v8.h +[`v8.h` in V8 master]: https://github.com/v8/v8/blob/master/include/v8.h +[`vm` module]: https://nodejs.org/api/vm.html +[C++ coding style]: ../CPP_STYLE_GUIDE.md +[Callback scopes]: #callback-scopes +[JavaScript value handles]: #js-handles +[N-API]: https://nodejs.org/api/n-api.html +[binding function]: #binding-functions +[cleanup hooks]: #cleanup-hooks +[event loop]: #event-loop +[exception handling]: #exception-handling +[internal field]: #internal-field +[introduction for V8 embedders]: https://v8.dev/docs/embed +[libuv handles]: #libuv-handles-and-requests +[libuv requests]: #libuv-handles-and-requests +[libuv]: https://libuv.org/ +[reference documentation for the libuv API]: http://docs.libuv.org/en/v1.x/ |