/* * Copyright (c) 2021-2022, Linus Groh * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include namespace JS { ThrowCompletionOr promise_resolve(VM&, Object& constructor, Value); class Promise : public Object { JS_OBJECT(Promise, Object); public: enum class State { Pending, Fulfilled, Rejected, }; enum class RejectionOperation { Reject, Handle, }; static NonnullGCPtr create(Realm&); virtual ~Promise() = default; State state() const { return m_state; } Value result() const { return m_result; } struct ResolvingFunctions { FunctionObject& resolve; FunctionObject& reject; }; ResolvingFunctions create_resolving_functions(); void fulfill(Value value); void reject(Value reason); Value perform_then(Value on_fulfilled, Value on_rejected, GCPtr result_capability); bool is_handled() const { return m_is_handled; } void set_is_handled() { m_is_handled = true; } protected: explicit Promise(Object& prototype); virtual void visit_edges(Visitor&) override; private: bool is_settled() const { return m_state == State::Fulfilled || m_state == State::Rejected; } void trigger_reactions() const; // 27.2.6 Properties of Promise Instances, https://tc39.es/ecma262/#sec-properties-of-promise-instances State m_state { State::Pending }; // [[PromiseState]] Value m_result; // [[PromiseResult]] Vector m_fulfill_reactions; // [[PromiseFulfillReactions]] Vector m_reject_reactions; // [[PromiseRejectReactions]] bool m_is_handled { false }; // [[PromiseIsHandled]] }; }