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content / services / auction_worklet / worklet_loader.h [blame]
// Copyright 2021 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CONTENT_SERVICES_AUCTION_WORKLET_WORKLET_LOADER_H_
#define CONTENT_SERVICES_AUCTION_WORKLET_WORKLET_LOADER_H_
#include <stddef.h>
#include <memory>
#include <optional>
#include <string>
#include <vector>
#include "base/functional/callback.h"
#include "base/memory/scoped_refptr.h"
#include "base/memory/weak_ptr.h"
#include "base/task/sequenced_task_runner.h"
#include "base/time/time.h"
#include "content/common/content_export.h"
#include "content/services/auction_worklet/auction_v8_helper.h"
#include "content/services/auction_worklet/auction_worklet_service_impl.h"
#include "content/services/auction_worklet/public/cpp/auction_downloader.h"
#include "content/services/auction_worklet/public/cpp/auction_network_events_delegate.h"
#include "mojo/public/cpp/bindings/pending_remote.h"
#include "services/network/public/mojom/url_loader_factory.mojom-forward.h"
#include "url/gurl.h"
#include "v8/include/v8-persistent-handle.h"
namespace v8 {
class UnboundScript;
class WasmModuleObject;
} // namespace v8
namespace auction_worklet {
class AuctionDownloader;
// Helper for downloading things and compiling them with V8 into an
// UnboundScript or WasmModuleObject on the V8 thread. Create via the
// appropriate subclass. That also provides the way extracting the appropriate
// type from Result.
class CONTENT_EXPORT WorkletLoaderBase {
public:
// The result of loading JS or Wasm, memory-managing the underlying V8 object.
//
// This helps ensure that the script handle is deleted on the right thread
// even in case when the callback handling the result is destroyed.
class CONTENT_EXPORT Result {
public:
Result();
Result(Result&&);
~Result();
Result& operator=(Result&&);
// True if the script or module was loaded & compiled successfully.
// Only meaningful after the user-callback is invoked; before that things
// may not be filled in yet.
bool success() const { return success_; }
size_t original_size_bytes() const { return original_size_bytes_; }
base::TimeDelta download_time() const { return download_time_; }
private:
friend class WorkletLoader;
friend class WorkletLoaderBase;
friend class WorkletWasmLoader;
// This creates the V8 state object and fills in the main-thread-side
// metrics on the download. Afterwards `state_` exists.
void DownloadReady(scoped_refptr<AuctionV8Helper> v8_helper,
size_t original_size_bytes,
base::TimeDelta download_time);
void set_success(bool success) { success_ = success; }
// Will be deleted on v8_helper_->v8_runner(). See https://crbug.com/1231690
// for why this is structured this way.
struct V8Data {
explicit V8Data(scoped_refptr<AuctionV8Helper> v8_helper);
~V8Data();
void SetScript(v8::Global<v8::UnboundScript> script);
void SetModule(v8::Global<v8::WasmModuleObject> wasm_module);
bool compiled = false;
scoped_refptr<AuctionV8Helper> v8_helper;
// These start empty, are filled in once download is parsed on v8 thread.
// TakeScript() can clear `script`.
v8::Global<v8::UnboundScript> script;
v8::Global<v8::WasmModuleObject> wasm_module;
};
std::unique_ptr<V8Data, base::OnTaskRunnerDeleter> state_;
// Used only for metrics; the original size of the uncompiled JS or WASM
// body.
size_t original_size_bytes_ = 0;
// Used only for metrics; the time required to download.
base::TimeDelta download_time_;
bool success_ = false;
};
using LoadWorkletCallback =
base::OnceCallback<void(std::vector<Result> results,
std::optional<std::string> error_msg)>;
explicit WorkletLoaderBase(const WorkletLoaderBase&) = delete;
WorkletLoaderBase& operator=(const WorkletLoaderBase&) = delete;
protected:
// Starts loading the resource on construction. The same resource will be
// loaded in each of the threads associated with `v8_helpers` and `debug_ids`.
// Callback will be invoked on the current thread asynchronously once the data
// has been fetched and compiled on all V8 threads, or an error has occurred.
// Destroying this is guaranteed to cancel the callback. `mime_type` will
// inform both download checking and the compilation method used.
WorkletLoaderBase(
network::mojom::URLLoaderFactory* url_loader_factory,
mojo::PendingRemote<auction_worklet::mojom::AuctionNetworkEventsHandler>
auction_network_events_handler,
const GURL& source_url,
AuctionDownloader::MimeType mime_type,
std::vector<scoped_refptr<AuctionV8Helper>> v8_helpers,
std::vector<scoped_refptr<AuctionV8Helper::DebugId>> debug_ids,
AuctionDownloader::ResponseStartedCallback response_started_callback,
LoadWorkletCallback load_worklet_callback);
~WorkletLoaderBase();
private:
void OnDownloadComplete(std::unique_ptr<std::string> body,
scoped_refptr<net::HttpResponseHeaders> headers,
std::optional<std::string> error_msg);
static void HandleDownloadResultOnV8Thread(
GURL source_url,
AuctionDownloader::MimeType mime_type,
scoped_refptr<AuctionV8Helper> v8_helper,
scoped_refptr<AuctionV8Helper::DebugId> debug_id,
std::unique_ptr<std::string> body,
std::optional<std::string> error_msg,
WorkletLoaderBase::Result::V8Data* out_data,
scoped_refptr<base::SequencedTaskRunner> user_thread_task_runner,
base::WeakPtr<WorkletLoaderBase> weak_instance);
static bool CompileJs(const std::string& body,
scoped_refptr<AuctionV8Helper> v8_helper,
const GURL& source_url,
AuctionV8Helper::DebugId* debug_id,
std::optional<std::string>& error_msg,
WorkletLoaderBase::Result::V8Data* out_data);
static bool CompileWasm(const std::string& body,
scoped_refptr<AuctionV8Helper> v8_helper,
const GURL& source_url,
AuctionV8Helper::DebugId* debug_id,
std::optional<std::string>& error_msg,
WorkletLoaderBase::Result::V8Data* out_data);
void DeliverCallbackOnUserThread(bool success,
std::optional<std::string> error_msg,
bool download_success);
const GURL source_url_;
const AuctionDownloader::MimeType mime_type_;
const std::vector<scoped_refptr<AuctionV8Helper>> v8_helpers_;
const std::vector<scoped_refptr<AuctionV8Helper::DebugId>> debug_ids_;
const base::TimeTicks start_time_;
size_t response_received_count_ = 0;
// We manage the results here until it's handed to the client, or we are
// destroyed. The second case lets us clean up the V8 state w/o waiting for
// main event loop to cleanup callbacks from V8 thread -> main, which can be
// tricky at shutdown.
//
// See https://crbug.com/1421754
std::vector<Result> pending_results_;
std::unique_ptr<AuctionDownloader> auction_downloader_;
LoadWorkletCallback load_worklet_callback_;
base::WeakPtrFactory<WorkletLoaderBase> weak_ptr_factory_{this};
};
// Utility for loading and compiling worklet JavaScript.
class CONTENT_EXPORT WorkletLoader : public WorkletLoaderBase {
public:
using AllowTrustedScoringSignalsCallback =
base::OnceCallback<void(std::vector<url::Origin>)>;
// Starts loading the resource on construction. The same resource will be
// loaded in each of the threads associated with `v8_helpers`.
//
// `load_worklet_callback` will be invoked on the current thread
// asynchronously once the data has been fetched and compiled on all V8
// threads, or an error has occurred.
//
// If `allow_trusted_scoring_signals_callback` is specified, it will
// be invoked, on the current thread, with parsed contents of
// Ad-Auction-Allow-Trusted-Scoring-Signals-From header as soon as headers
// are available, unless the headers were enough for the request to be
// rejected.
//
// Destroying this is guaranteed to cancel any outstanding callbacks.
WorkletLoader(
network::mojom::URLLoaderFactory* url_loader_factory,
mojo::PendingRemote<auction_worklet::mojom::AuctionNetworkEventsHandler>
auction_network_events_handler,
const GURL& source_url,
std::vector<scoped_refptr<AuctionV8Helper>> v8_helpers,
std::vector<scoped_refptr<AuctionV8Helper::DebugId>> debug_ids,
AllowTrustedScoringSignalsCallback allow_trusted_scoring_signals_callback,
LoadWorkletCallback load_worklet_callback);
~WorkletLoader();
// The returned value is a compiled script not bound to any context. It
// can be repeatedly bound to different contexts and executed, without
// persisting any state. `result` will be cleared after this call.
//
// Should only be called on the V8 thread. Requires `result.success()` to be
// true.
static v8::Global<v8::UnboundScript> TakeScript(Result&& result);
// Parses a header describing which origins may provide trusted seller
// signals. It is expected to be a structured header list of strings,
// each of each is an https:// URL denoting the corresponding origin.
//
// Public for testing.
static std::vector<url::Origin> ParseAllowTrustedScoringSignalsFromHeader(
const std::string& allow_trusted_scoring_signals_from_header);
private:
void OnResponseStarted(const network::mojom::URLResponseHead&);
AllowTrustedScoringSignalsCallback allow_trusted_scoring_signals_callback_;
};
class CONTENT_EXPORT WorkletWasmLoader : public WorkletLoaderBase {
public:
// Starts loading the resource on construction. The same resource will be
// loaded in each of the threads associated with `v8_helpers`. Callback will
// be invoked on the current thread asynchronously once the data has been
// fetched and compiled on all V8 threads, or an error has occurred.
// Destroying this is guaranteed to cancel the callback.
WorkletWasmLoader(
network::mojom::URLLoaderFactory* url_loader_factory,
mojo::PendingRemote<auction_worklet::mojom::AuctionNetworkEventsHandler>
auction_network_events_handler,
const GURL& source_url,
std::vector<scoped_refptr<AuctionV8Helper>> v8_helpers,
std::vector<scoped_refptr<AuctionV8Helper::DebugId>> debug_ids,
LoadWorkletCallback load_worklet_callback);
// The returned value is a module object. Since it's a JS object, it
// should not be shared between contexts that must be isolated, as the code
// can just set properties on it. Instead, create a new instance using
// MakeModule() every time. `result` will not be changed by this call.
//
// This should only be called on the V8 thread, with a context active.
// Requires `result.success()` to be true.
static v8::MaybeLocal<v8::WasmModuleObject> MakeModule(const Result& result);
};
} // namespace auction_worklet
#endif // CONTENT_SERVICES_AUCTION_WORKLET_WORKLET_LOADER_H_