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/*
* Copyright (C) 2004, 2006 Apple Computer, Inc. All rights reserved.
* Copyright (C) 2007, 2008, 2009 Google, Inc. All rights reserved.
* Copyright (C) 2014 Opera Software ASA. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "bindings/core/v8/NPV8Object.h"
#include "bindings/core/v8/ScriptController.h"
#include "bindings/core/v8/ScriptSourceCode.h"
#include "bindings/core/v8/V8Binding.h"
#include "bindings/core/v8/V8GCController.h"
#include "bindings/core/v8/V8NPUtils.h"
#include "bindings/core/v8/V8ObjectConstructor.h"
#include "bindings/core/v8/V8ScriptRunner.h"
#include "bindings/core/v8/WrapperTypeInfo.h"
#include "bindings/core/v8/npruntime_impl.h"
#include "bindings/core/v8/npruntime_priv.h"
#include "core/frame/LocalDOMWindow.h"
#include "core/frame/LocalFrame.h"
#include "platform/ScriptForbiddenScope.h"
#include "platform/UserGestureIndicator.h"
#include "wtf/OwnPtr.h"
#include "wtf/StringExtras.h"
#include "wtf/text/WTFString.h"
#include <stdio.h>
using namespace blink;
namespace blink {
namespace {
void trace(Visitor*, ScriptWrappable*)
{
}
} // namespace
const WrapperTypeInfo* npObjectTypeInfo()
{
static const WrapperTypeInfo typeInfo = { gin::kEmbedderBlink, 0, 0, 0, trace, 0, 0, 0, 0, "NPObject", 0, WrapperTypeInfo::WrapperTypeObjectPrototype, WrapperTypeInfo::ObjectClassId, WrapperTypeInfo::NotInheritFromEventTarget, WrapperTypeInfo::Dependent, WrapperTypeInfo::RefCountedObject };
return &typeInfo;
}
// FIXME: Comments on why use malloc and free.
static NPObject* allocV8NPObject(NPP, NPClass*)
{
return static_cast<NPObject*>(malloc(sizeof(V8NPObject)));
}
static void freeV8NPObject(NPObject* npObject)
{
V8NPObject* v8NpObject = reinterpret_cast<V8NPObject*>(npObject);
disposeUnderlyingV8Object(v8::Isolate::GetCurrent(), npObject);
free(v8NpObject);
}
static NPClass V8NPObjectClass = {
NP_CLASS_STRUCT_VERSION,
allocV8NPObject,
freeV8NPObject,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
static ScriptState* mainWorldScriptState(v8::Isolate* isolate, NPObject* npObject)
{
ASSERT(npObject->_class == &V8NPObjectClass);
V8NPObject* object = reinterpret_cast<V8NPObject*>(npObject);
LocalDOMWindow* window = object->rootObject;
if (!window || !window->frame())
return nullptr;
return ScriptState::forMainWorld(window->frame());
}
static PassOwnPtr<v8::Local<v8::Value>[]> createValueListFromVariantArgs(v8::Isolate* isolate, const NPVariant* arguments, uint32_t argumentCount, NPObject* owner)
{
OwnPtr<v8::Local<v8::Value>[]> argv = adoptArrayPtr(new v8::Local<v8::Value>[argumentCount]);
for (uint32_t index = 0; index < argumentCount; index++) {
const NPVariant* arg = &arguments[index];
argv[index] = convertNPVariantToV8Object(isolate, arg, owner);
}
return argv.release();
}
// Create an identifier (null terminated utf8 char*) from the NPIdentifier.
static v8::Local<v8::String> npIdentifierToV8Identifier(v8::Isolate* isolate, NPIdentifier name)
{
PrivateIdentifier* identifier = static_cast<PrivateIdentifier*>(name);
if (identifier->isString)
return v8AtomicString(isolate, static_cast<const char*>(identifier->value.string));
char buffer[32];
snprintf(buffer, sizeof(buffer), "%d", identifier->value.number);
return v8AtomicString(isolate, buffer);
}
NPObject* v8ObjectToNPObject(v8::Local<v8::Object> object)
{
return getInternalField<NPObject, v8DOMWrapperObjectIndex>(object);
}
bool isWrappedNPObject(v8::Local<v8::Object> object)
{
return object->InternalFieldCount() == npObjectInternalFieldCount
&& toWrapperTypeInfo(object) == npObjectTypeInfo();
}
NPObject* npCreateV8ScriptObject(v8::Isolate* isolate, NPP npp, v8::Local<v8::Object> object, LocalDOMWindow* root)
{
// Check to see if this object is already wrapped.
if (isWrappedNPObject(object)) {
NPObject* returnValue = v8ObjectToNPObject(object);
_NPN_RetainObject(returnValue);
return returnValue;
}
V8NPObjectVector* objectVector = 0;
if (V8PerContextData* perContextData = V8PerContextData::from(object->CreationContext())) {
int v8ObjectHash = object->GetIdentityHash();
ASSERT(v8ObjectHash);
V8NPObjectMap* v8NPObjectMap = perContextData->getV8NPObjectMap();
V8NPObjectMap::iterator iter = v8NPObjectMap->find(v8ObjectHash);
if (iter != v8NPObjectMap->end()) {
V8NPObjectVector& objects = iter->value;
for (size_t index = 0; index < objects.size(); ++index) {
V8NPObject* v8npObject = objects.at(index);
if (v8npObject->v8Object == object && v8npObject->rootObject == root) {
_NPN_RetainObject(&v8npObject->object);
return reinterpret_cast<NPObject*>(v8npObject);
}
}
objectVector = &iter->value;
} else {
objectVector = &v8NPObjectMap->set(v8ObjectHash, V8NPObjectVector()).storedValue->value;
}
}
V8NPObject* v8npObject = reinterpret_cast<V8NPObject*>(_NPN_CreateObject(npp, &V8NPObjectClass));
// This is uninitialized memory, we need to clear it so that
// Persistent::Reset won't try to Dispose anything bogus.
new (&v8npObject->v8Object) v8::Persistent<v8::Object>();
v8npObject->v8Object.Reset(isolate, object);
v8npObject->rootObject = root;
if (objectVector)
objectVector->append(v8npObject);
return reinterpret_cast<NPObject*>(v8npObject);
}
V8NPObject* npObjectToV8NPObject(NPObject* npObject)
{
if (npObject->_class != &V8NPObjectClass)
return 0;
V8NPObject* v8NpObject = reinterpret_cast<V8NPObject*>(npObject);
if (v8NpObject->v8Object.IsEmpty())
return 0;
return v8NpObject;
}
ScriptWrappable* npObjectToScriptWrappable(NPObject* npObject)
{
return reinterpret_cast<ScriptWrappable*>(npObject);
}
void disposeUnderlyingV8Object(v8::Isolate* isolate, NPObject* npObject)
{
ASSERT(npObject);
V8NPObject* v8NpObject = npObjectToV8NPObject(npObject);
if (!v8NpObject)
return;
v8::HandleScope scope(isolate);
v8::Local<v8::Object> v8Object = v8::Local<v8::Object>::New(isolate, v8NpObject->v8Object);
ASSERT(!v8Object->CreationContext().IsEmpty());
if (V8PerContextData* perContextData = V8PerContextData::from(v8Object->CreationContext())) {
V8NPObjectMap* v8NPObjectMap = perContextData->getV8NPObjectMap();
int v8ObjectHash = v8Object->GetIdentityHash();
ASSERT(v8ObjectHash);
V8NPObjectMap::iterator iter = v8NPObjectMap->find(v8ObjectHash);
if (iter != v8NPObjectMap->end()) {
V8NPObjectVector& objects = iter->value;
for (size_t index = 0; index < objects.size(); ++index) {
if (objects.at(index) == v8NpObject) {
objects.remove(index);
break;
}
}
if (objects.isEmpty())
v8NPObjectMap->remove(v8ObjectHash);
}
}
v8NpObject->v8Object.Reset();
v8NpObject->rootObject = 0;
}
} // namespace blink
bool _NPN_Invoke(NPP npp, NPObject* npObject, NPIdentifier methodName, const NPVariant* arguments, uint32_t argumentCount, NPVariant* result)
{
if (!npObject)
return false;
v8::Isolate* isolate = v8::Isolate::GetCurrent();
V8NPObject* v8NpObject = npObjectToV8NPObject(npObject);
if (!v8NpObject) {
if (npObject->_class->invoke)
return npObject->_class->invoke(npObject, methodName, arguments, argumentCount, result);
VOID_TO_NPVARIANT(*result);
return true;
}
PrivateIdentifier* identifier = static_cast<PrivateIdentifier*>(methodName);
if (!identifier->isString)
return false;
if (!strcmp(identifier->value.string, "eval")) {
if (argumentCount != 1)
return false;
if (arguments[0].type != NPVariantType_String)
return false;
return _NPN_Evaluate(npp, npObject, const_cast<NPString*>(&arguments[0].value.stringValue), result);
}
// FIXME: should use the plugin's owner frame as the security context.
ScriptState* scriptState = mainWorldScriptState(isolate, npObject);
if (!scriptState)
return false;
ScriptState::Scope scope(scriptState);
v8::TryCatch tryCatch(isolate);
v8::Local<v8::Object> v8Object = v8::Local<v8::Object>::New(isolate, v8NpObject->v8Object);
v8::Local<v8::Value> functionObject;
if (!v8Object->Get(scriptState->context(), v8AtomicString(scriptState->isolate(), identifier->value.string)).ToLocal(&functionObject) || functionObject->IsNull()) {
NULL_TO_NPVARIANT(*result);
return false;
}
if (functionObject->IsUndefined()) {
VOID_TO_NPVARIANT(*result);
return false;
}
LocalFrame* frame = v8NpObject->rootObject->frame();
ASSERT(frame);
// Call the function object.
v8::Local<v8::Function> function = v8::Local<v8::Function>::Cast(functionObject);
OwnPtr<v8::Local<v8::Value>[]> argv = createValueListFromVariantArgs(isolate, arguments, argumentCount, npObject);
// If we had an error, return false. The spec is a little unclear here, but says "Returns true if the method was
// successfully invoked". If we get an error return value, was that successfully invoked?
v8::Local<v8::Value> resultObject;
if (!frame->script().callFunction(function, v8Object, argumentCount, argv.get()).ToLocal(&resultObject))
return false;
convertV8ObjectToNPVariant(isolate, resultObject, npObject, result);
return true;
}
// FIXME: Fix it same as _NPN_Invoke (HandleScope and such).
bool _NPN_InvokeDefault(NPP npp, NPObject* npObject, const NPVariant* arguments, uint32_t argumentCount, NPVariant* result)
{
if (!npObject)
return false;
v8::Isolate* isolate = v8::Isolate::GetCurrent();
V8NPObject* v8NpObject = npObjectToV8NPObject(npObject);
if (!v8NpObject) {
if (npObject->_class->invokeDefault)
return npObject->_class->invokeDefault(npObject, arguments, argumentCount, result);
VOID_TO_NPVARIANT(*result);
return true;
}
VOID_TO_NPVARIANT(*result);
ScriptState* scriptState = mainWorldScriptState(isolate, npObject);
if (!scriptState)
return false;
ScriptState::Scope scope(scriptState);
v8::TryCatch tryCatch(isolate);
// Lookup the function object and call it.
v8::Local<v8::Object> functionObject = v8::Local<v8::Object>::New(isolate, v8NpObject->v8Object);
if (!functionObject->IsFunction())
return false;
v8::Local<v8::Function> function = v8::Local<v8::Function>::Cast(functionObject);
if (function->IsNull())
return false;
LocalFrame* frame = v8NpObject->rootObject->frame();
ASSERT(frame);
OwnPtr<v8::Local<v8::Value>[]> argv = createValueListFromVariantArgs(isolate, arguments, argumentCount, npObject);
// If we had an error, return false. The spec is a little unclear here, but says "Returns true if the method was
// successfully invoked". If we get an error return value, was that successfully invoked?
v8::Local<v8::Value> resultObject;
if (!frame->script().callFunction(function, functionObject, argumentCount, argv.get()).ToLocal(&resultObject))
return false;
convertV8ObjectToNPVariant(isolate, resultObject, npObject, result);
return true;
}
bool _NPN_Evaluate(NPP npp, NPObject* npObject, NPString* npScript, NPVariant* result)
{
// FIXME: Give the embedder a way to control this.
bool popupsAllowed = false;
return _NPN_EvaluateHelper(npp, popupsAllowed, npObject, npScript, result);
}
bool _NPN_EvaluateHelper(NPP npp, bool popupsAllowed, NPObject* npObject, NPString* npScript, NPVariant* result)
{
VOID_TO_NPVARIANT(*result);
if (ScriptForbiddenScope::isScriptForbidden())
return false;
if (!npObject)
return false;
V8NPObject* v8NpObject = npObjectToV8NPObject(npObject);
if (!v8NpObject)
return false;
v8::Isolate* isolate = v8::Isolate::GetCurrent();
ScriptState* scriptState = mainWorldScriptState(isolate, npObject);
if (!scriptState)
return false;
ScriptState::Scope scope(scriptState);
v8::TryCatch tryCatch(isolate);
// FIXME: Is this branch still needed after switching to using UserGestureIndicator?
String filename;
if (!popupsAllowed)
filename = "npscript";
LocalFrame* frame = v8NpObject->rootObject->frame();
ASSERT(frame);
String script = String::fromUTF8(npScript->UTF8Characters, npScript->UTF8Length);
UserGestureIndicator gestureIndicator(popupsAllowed ? DefinitelyProcessingNewUserGesture : PossiblyProcessingUserGesture);
v8::Local<v8::Value> v8result = frame->script().executeScriptAndReturnValue(scriptState->context(), ScriptSourceCode(script, KURL(ParsedURLString, filename)));
if (v8result.IsEmpty())
return false;
if (_NPN_IsAlive(npObject))
convertV8ObjectToNPVariant(isolate, v8result, npObject, result);
return true;
}
bool _NPN_GetProperty(NPP npp, NPObject* npObject, NPIdentifier propertyName, NPVariant* result)
{
if (!npObject)
return false;
if (V8NPObject* object = npObjectToV8NPObject(npObject)) {
v8::Isolate* isolate = v8::Isolate::GetCurrent();
ScriptState* scriptState = mainWorldScriptState(isolate, npObject);
if (!scriptState)
return false;
ScriptState::Scope scope(scriptState);
v8::TryCatch tryCatch(isolate);
v8::Local<v8::Object> obj = v8::Local<v8::Object>::New(isolate, object->v8Object);
v8::Local<v8::Value> v8result;
if (!obj->Get(scriptState->context(), npIdentifierToV8Identifier(scriptState->isolate(), propertyName)).ToLocal(&v8result))
return false;
convertV8ObjectToNPVariant(isolate, v8result, npObject, result);
return true;
}
if (npObject->_class->hasProperty && npObject->_class->getProperty) {
if (npObject->_class->hasProperty(npObject, propertyName))
return npObject->_class->getProperty(npObject, propertyName, result);
}
VOID_TO_NPVARIANT(*result);
return false;
}
bool _NPN_SetProperty(NPP npp, NPObject* npObject, NPIdentifier propertyName, const NPVariant* value)
{
if (!npObject)
return false;
if (V8NPObject* object = npObjectToV8NPObject(npObject)) {
v8::Isolate* isolate = v8::Isolate::GetCurrent();
ScriptState* scriptState = mainWorldScriptState(isolate, npObject);
if (!scriptState)
return false;
ScriptState::Scope scope(scriptState);
v8::TryCatch tryCatch(isolate);
v8::Local<v8::Object> obj = v8::Local<v8::Object>::New(isolate, object->v8Object);
return v8CallBoolean(obj->Set(scriptState->context(), npIdentifierToV8Identifier(isolate, propertyName), convertNPVariantToV8Object(isolate, value, object->rootObject->frame()->script().windowScriptNPObject())));
}
if (npObject->_class->setProperty)
return npObject->_class->setProperty(npObject, propertyName, value);
return false;
}
bool _NPN_RemoveProperty(NPP npp, NPObject* npObject, NPIdentifier propertyName)
{
if (!npObject)
return false;
V8NPObject* object = npObjectToV8NPObject(npObject);
if (!object)
return false;
v8::Isolate* isolate = v8::Isolate::GetCurrent();
ScriptState* scriptState = mainWorldScriptState(isolate, npObject);
if (!scriptState)
return false;
ScriptState::Scope scope(scriptState);
v8::TryCatch tryCatch(isolate);
v8::Local<v8::Object> obj = v8::Local<v8::Object>::New(isolate, object->v8Object);
// FIXME: Verify that setting to undefined is right.
return v8CallBoolean(obj->Set(scriptState->context(), npIdentifierToV8Identifier(isolate, propertyName), v8::Undefined(isolate)));
}
bool _NPN_HasProperty(NPP npp, NPObject* npObject, NPIdentifier propertyName)
{
if (!npObject)
return false;
if (V8NPObject* object = npObjectToV8NPObject(npObject)) {
v8::Isolate* isolate = v8::Isolate::GetCurrent();
ScriptState* scriptState = mainWorldScriptState(isolate, npObject);
if (!scriptState)
return false;
ScriptState::Scope scope(scriptState);
v8::TryCatch tryCatch(isolate);
v8::Local<v8::Object> obj = v8::Local<v8::Object>::New(scriptState->isolate(), object->v8Object);
return v8CallBoolean(obj->Has(scriptState->context(), npIdentifierToV8Identifier(scriptState->isolate(), propertyName)));
}
if (npObject->_class->hasProperty)
return npObject->_class->hasProperty(npObject, propertyName);
return false;
}
bool _NPN_HasMethod(NPP npp, NPObject* npObject, NPIdentifier methodName)
{
if (!npObject)
return false;
if (V8NPObject* object = npObjectToV8NPObject(npObject)) {
v8::Isolate* isolate = v8::Isolate::GetCurrent();
ScriptState* scriptState = mainWorldScriptState(isolate, npObject);
if (!scriptState)
return false;
ScriptState::Scope scope(scriptState);
v8::TryCatch tryCatch(isolate);
v8::Local<v8::Object> obj = v8::Local<v8::Object>::New(isolate, object->v8Object);
v8::Local<v8::Value> prop;
if (!obj->Get(scriptState->context(), npIdentifierToV8Identifier(scriptState->isolate(), methodName)).ToLocal(&prop))
return false;
return prop->IsFunction();
}
if (npObject->_class->hasMethod)
return npObject->_class->hasMethod(npObject, methodName);
return false;
}
void _NPN_SetException(NPObject* npObject, const NPUTF8 *message)
{
if (!npObject || !npObjectToV8NPObject(npObject)) {
// We won't be able to find a proper scope for this exception, so just throw it.
// This is consistent with JSC, which throws a global exception all the time.
V8ThrowException::throwGeneralError(v8::Isolate::GetCurrent(), message);
return;
}
v8::Isolate* isolate = v8::Isolate::GetCurrent();
ScriptState* scriptState = mainWorldScriptState(isolate, npObject);
if (!scriptState)
return;
ScriptState::Scope scope(scriptState);
v8::TryCatch tryCatch(isolate);
V8ThrowException::throwGeneralError(isolate, message);
}
bool _NPN_Enumerate(NPP npp, NPObject* npObject, NPIdentifier** identifier, uint32_t* count)
{
if (!npObject)
return false;
if (V8NPObject* object = npObjectToV8NPObject(npObject)) {
ScriptState* scriptState = mainWorldScriptState(v8::Isolate::GetCurrent(), npObject);
if (!scriptState)
return false;
ScriptState::Scope scope(scriptState);
v8::TryCatch tryCatch(scriptState->isolate());
v8::Local<v8::Object> obj = v8::Local<v8::Object>::New(scriptState->isolate(), object->v8Object);
// FIXME: http://b/issue?id=1210340: Use a v8::Object::Keys() method when it exists, instead of evaluating javascript.
// FIXME: Figure out how to cache this helper function. Run a helper function that collects the properties
// on the object into an array.
const char enumeratorCode[] =
"(function (obj) {"
" var props = [];"
" for (var prop in obj) {"
" props[props.length] = prop;"
" }"
" return props;"
"});";
v8::Local<v8::String> source = v8AtomicString(scriptState->isolate(), enumeratorCode);
v8::Local<v8::Value> result;
if (!V8ScriptRunner::compileAndRunInternalScript(source, scriptState->isolate()).ToLocal(&result))
return false;
ASSERT(result->IsFunction());
v8::Local<v8::Function> enumerator = v8::Local<v8::Function>::Cast(result);
v8::Local<v8::Value> argv[] = { obj };
v8::Local<v8::Value> propsObj;
if (!V8ScriptRunner::callInternalFunction(enumerator, v8::Local<v8::Object>::Cast(result), WTF_ARRAY_LENGTH(argv), argv, scriptState->isolate()).ToLocal(&propsObj))
return false;
// Convert the results into an array of NPIdentifiers.
v8::Local<v8::Array> props = v8::Local<v8::Array>::Cast(propsObj);
*count = props->Length();
*identifier = static_cast<NPIdentifier*>(calloc(*count, sizeof(NPIdentifier)));
for (uint32_t i = 0; i < *count; ++i) {
v8::Local<v8::Value> name;
if (!props->Get(scriptState->context(), v8::Integer::New(scriptState->isolate(), i)).ToLocal(&name))
return false;
(*identifier)[i] = getStringIdentifier(v8::Local<v8::String>::Cast(name));
}
return true;
}
if (NP_CLASS_STRUCT_VERSION_HAS_ENUM(npObject->_class) && npObject->_class->enumerate)
return npObject->_class->enumerate(npObject, identifier, count);
return false;
}
bool _NPN_Construct(NPP npp, NPObject* npObject, const NPVariant* arguments, uint32_t argumentCount, NPVariant* result)
{
if (!npObject)
return false;
if (V8NPObject* object = npObjectToV8NPObject(npObject)) {
ScriptState* scriptState = mainWorldScriptState(v8::Isolate::GetCurrent(), npObject);
if (!scriptState)
return false;
ScriptState::Scope scope(scriptState);
v8::TryCatch tryCatch(scriptState->isolate());
// Lookup the constructor function.
v8::Local<v8::Object> ctorObj = v8::Local<v8::Object>::New(scriptState->isolate(), object->v8Object);
if (!ctorObj->IsFunction())
return false;
// Call the constructor.
v8::Local<v8::Value> resultObject;
v8::Local<v8::Function> ctor = v8::Local<v8::Function>::Cast(ctorObj);
if (ctor->IsNull())
return false;
LocalFrame* frame = object->rootObject->frame();
ASSERT(frame);
OwnPtr<v8::Local<v8::Value>[]> argv = createValueListFromVariantArgs(scriptState->isolate(), arguments, argumentCount, npObject);
if (!V8ObjectConstructor::newInstanceInDocument(scriptState->isolate(), ctor, argumentCount, argv.get(), frame ? frame->document() : 0).ToLocal(&resultObject))
return false;
convertV8ObjectToNPVariant(scriptState->isolate(), resultObject, npObject, result);
return true;
}
if (NP_CLASS_STRUCT_VERSION_HAS_CTOR(npObject->_class) && npObject->_class->construct)
return npObject->_class->construct(npObject, arguments, argumentCount, result);
return false;
}