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author | Gaming4JC <g4jc@hyperbola.info> | 2020-08-03 14:04:26 -0400 |
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committer | Gaming4JC <g4jc@hyperbola.info> | 2020-08-03 14:37:41 -0400 |
commit | 609815070b88230c896bfa9aa25fe280bc090425 (patch) | |
tree | a44244c849631885cc487873b51eb2288fa75212 | |
parent | 007c54c80c566813116e80037ddabc1af294e357 (diff) | |
download | UXP-609815070b88230c896bfa9aa25fe280bc090425.tar UXP-609815070b88230c896bfa9aa25fe280bc090425.tar.gz UXP-609815070b88230c896bfa9aa25fe280bc090425.tar.lz UXP-609815070b88230c896bfa9aa25fe280bc090425.tar.xz UXP-609815070b88230c896bfa9aa25fe280bc090425.zip |
Issue #618 - Lazily initialise module binding maps - Debug follow up
The added debug assertion does not work due to missing API.
They were added in BZ 1337491, 1395366, and others, but were primarily used for multi-threading.
This uses our existing non-multithreaded syntax instead, resolving a `no member named` build error.
-rw-r--r-- | js/src/builtin/ModuleObject.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/js/src/builtin/ModuleObject.cpp b/js/src/builtin/ModuleObject.cpp index 44e5a2c88..728929e8c 100644 --- a/js/src/builtin/ModuleObject.cpp +++ b/js/src/builtin/ModuleObject.cpp @@ -272,7 +272,7 @@ IndirectBindingMap::put(JSContext* cx, HandleId name, // different zone to the final module. Lazily allocate the map so we don't // have to switch its zone when merging compartments. if (!map_) { - MOZ_ASSERT(!cx->zone()->group()->createdForHelperThread()); + MOZ_ASSERT(!cx->zone()->usedByExclusiveThread); map_.emplace(cx->zone()); if (!map_->init()) { map_.reset(); |