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Test Info: Warnings

/* Any copyright is dedicated to the Public Domain.
"use strict";
const { Pool } = require("resource://devtools/shared/protocol/Pool.js");
const {
DevToolsServerConnection,
const {
LocalDebuggerTransport,
// Helper class to assert how many times a Pool was destroyed
class FakeActor extends Pool {
constructor(...args) {
super(...args);
this.destroyedCount = 0;
}
destroy() {
this.destroyedCount++;
super.destroy();
}
}
add_task(async function () {
const transport = new LocalDebuggerTransport();
const conn = new DevToolsServerConnection("prefix", transport);
// Setup a flat pool hierarchy with multiple pools:
//
// - pool1
// |
// \- actor1
//
// - pool2
// |
// |- actor2a
// |
// \- actor2b
//
// From the point of view of the DevToolsServerConnection, the only pools
// registered in _extraPools should be pool1 and pool2. Even though actor1,
// actor2a and actor2b extend Pool, they don't manage other pools.
const actor1 = new FakeActor(conn);
const pool1 = new Pool(conn, "pool-1");
pool1.manage(actor1);
const actor2a = new FakeActor(conn);
const actor2b = new FakeActor(conn);
const pool2 = new Pool(conn, "pool-2");
pool2.manage(actor2a);
pool2.manage(actor2b);
ok(!!actor1.actorID, "actor1 has a valid actorID");
ok(!!actor2a.actorID, "actor2a has a valid actorID");
ok(!!actor2b.actorID, "actor2b has a valid actorID");
conn.close();
equal(actor1.destroyedCount, 1, "actor1 was successfully destroyed");
equal(actor2a.destroyedCount, 1, "actor2 was successfully destroyed");
equal(actor2b.destroyedCount, 1, "actor2 was successfully destroyed");
});
add_task(async function () {
const transport = new LocalDebuggerTransport();
const conn = new DevToolsServerConnection("prefix", transport);
// Setup a nested pool hierarchy:
//
// - pool
// |
// \- parentActor
// |
// \- childActor
//
// Since parentActor is also a Pool from the point of view of the
// DevToolsServerConnection, it will attempt to destroy it when looping on
// this._extraPools. But since `parentActor` is also a direct child of `pool`,
// it has already been destroyed by the Pool destroy() mechanism.
//
// Here we check that we don't call destroy() too many times on a single Pool.
// Even though Pool::destroy() is stable when called multiple times, we can't
// guarantee the same for classes inheriting Pool.
const childActor = new FakeActor(conn);
const parentActor = new FakeActor(conn);
const pool = new Pool(conn, "pool");
pool.manage(parentActor);
parentActor.manage(childActor);
ok(!!parentActor.actorID, "customActor has a valid actorID");
ok(!!childActor.actorID, "childActor has a valid actorID");
conn.close();
equal(parentActor.destroyedCount, 1, "parentActor was destroyed once");
equal(parentActor.destroyedCount, 1, "customActor was destroyed once");
});