}
+static bool in_scavenge = false;
+static int last = -1;
+
+static void ForceScavenge(v8::Persistent<v8::Value> obj, void* data) {
+ CHECK_EQ(-1, last);
+ last = 0;
+ obj.Dispose();
+ obj.Clear();
+ in_scavenge = true;
+ i::Heap::PerformScavenge();
+ in_scavenge = false;
+ *(reinterpret_cast<bool*>(data)) = true;
+}
+
+static void CheckIsNotInvokedInScavenge(v8::Persistent<v8::Value> obj,
+ void* data) {
+ CHECK_EQ(0, last);
+ last = 1;
+ *(reinterpret_cast<bool*>(data)) = in_scavenge;
+ obj.Dispose();
+ obj.Clear();
+}
+
+THREADED_TEST(NoWeakRefCallbacksInScavenge) {
+ // Test verifies that scavenge cannot invoke WeakReferenceCallbacks.
+ // Calling callbacks from scavenges is unsafe as objects held by those
+ // handlers might have become strongly reachable, but scavenge doesn't
+ // check that.
+ v8::Persistent<Context> context = Context::New();
+ Context::Scope context_scope(context);
+
+ v8::Persistent<v8::Object> object_a;
+ v8::Persistent<v8::Object> object_b;
+
+ {
+ v8::HandleScope handle_scope;
+ object_b = v8::Persistent<v8::Object>::New(v8::Object::New());
+ object_a = v8::Persistent<v8::Object>::New(v8::Object::New());
+ }
+
+ bool object_a_disposed = false;
+ object_a.MakeWeak(&object_a_disposed, &ForceScavenge);
+ bool released_in_scavenge = false;
+ object_b.MakeWeak(&released_in_scavenge, &CheckIsNotInvokedInScavenge);
+
+ while (!object_a_disposed) {
+ i::Heap::CollectAllGarbage(false);
+ }
+ CHECK(!released_in_scavenge);
+}
+
+
v8::Handle<Function> args_fun;