Local<Value> result;
if (timeout != -1) {
- Watchdog wd(timeout);
+ Watchdog wd(env, timeout);
result = script->Run();
} else {
result = script->Run();
}
if (try_catch.HasCaught() && try_catch.HasTerminated()) {
- V8::CancelTerminateExecution(args.GetIsolate());
+ V8::CancelTerminateExecution(env->isolate());
env->ThrowError("Script execution timed out.");
return false;
}
// USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "node_watchdog.h"
+#include "env.h"
+#include "env-inl.h"
#include "util.h"
#include <assert.h>
using v8::V8;
-Watchdog::Watchdog(uint64_t ms) : destroyed_(false) {
+Watchdog::Watchdog(Environment* env, uint64_t ms) : env_(env),
+ destroyed_(false) {
int rc;
loop_ = new uv_loop_t;
CHECK(loop_);
void Watchdog::Timer(uv_timer_t* timer) {
- V8::TerminateExecution();
+ Watchdog* w = ContainerOf(&Watchdog::timer_, timer);
+ V8::TerminateExecution(w->env()->isolate());
}
#include "v8.h"
#include "uv.h"
+#include "env.h"
+
namespace node {
class Watchdog {
public:
- explicit Watchdog(uint64_t ms);
+ explicit Watchdog(Environment* env, uint64_t ms);
~Watchdog();
void Dispose();
+ inline Environment* env() const { return env_; }
+
private:
void Destroy();
static void Async(uv_async_t* async);
static void Timer(uv_timer_t* timer);
+ Environment* env_;
uv_thread_t thread_;
uv_loop_t* loop_;
uv_async_t async_;