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perf: avoid a little extra work in InvokeIpcCallback() (#48456)
perf: two minor perf refactors in InvokeIpcCallback() 1. Allocate the CallbackScope on the stack instead of the heap 2. Skip a redundant call to node::Environment::GetCurrent()
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@@ -4,6 +4,8 @@
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#include "electron/shell/renderer/electron_ipc_native.h"
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#include <optional>
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#include "base/trace_event/trace_event.h"
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#include "shell/common/gin_converters/blink_converter.h"
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#include "shell/common/gin_converters/value_converter.h"
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@@ -45,10 +47,9 @@ void InvokeIpcCallback(v8::Isolate* const isolate,
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// Only set up the node::CallbackScope if there's a node environment.
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// Sandboxed renderers don't have a node environment.
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std::unique_ptr<node::CallbackScope> callback_scope;
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if (node::Environment::GetCurrent(context)) {
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callback_scope = std::make_unique<node::CallbackScope>(
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isolate, ipcNative, node::async_context{0, 0});
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std::optional<node::CallbackScope> callback_scope;
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if (auto* env = node::Environment::GetCurrent(context)) {
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callback_scope.emplace(env, ipcNative, node::async_context{0, 0});
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}
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auto callback_key = gin::ConvertToV8(isolate, callback_name)
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