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/*
* Copyright (c) 2021-2022, Linus Groh <linusg@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Vector.h>
#include <LibJS/Runtime/Object.h>
namespace JS {
ThrowCompletionOr<Object*> 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 Promise* 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<PromiseCapability> 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<PromiseReaction*> m_fulfill_reactions; // [[PromiseFulfillReactions]]
Vector<PromiseReaction*> m_reject_reactions; // [[PromiseRejectReactions]]
bool m_is_handled { false }; // [[PromiseIsHandled]]
};
}
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