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author | Gaming4JC <g4jc@hyperbola.info> | 2020-08-03 14:04:26 -0400 |
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committer | Moonchild <moonchild@palemoon.org> | 2020-08-30 09:35:07 +0000 |
commit | daf56131a73bb2b214fee4d7ba78abe0576ba696 (patch) | |
tree | 14a2aca5706051fd66a0ad198dc517c308874878 /js/src | |
parent | d8686de401388c036ee02432cbcfa7b41272217d (diff) | |
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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.
Diffstat (limited to 'js/src')
-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(); |