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LibJS+LibWeb: Use realm.create<T> instead of heap.allocate<T>
The main motivation behind this is to remove JS specifics of the Realm from the implementation of the Heap. As a side effect of this change, this is a bit nicer to read than the previous approach, and in my opinion, also makes it a little more clear that this method is specific to a JavaScript Realm.
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@@ -31,10 +31,10 @@ static HashMap<GCPtr<Object const>, HashMap<DeprecatedFlyString, Object::Intrins
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NonnullGCPtr<Object> Object::create(Realm& realm, Object* prototype)
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{
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if (!prototype)
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return realm.heap().allocate<Object>(realm, realm.intrinsics().empty_object_shape());
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return realm.create<Object>(realm.intrinsics().empty_object_shape());
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if (prototype == realm.intrinsics().object_prototype())
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return realm.heap().allocate<Object>(realm, realm.intrinsics().new_object_shape());
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return realm.heap().allocate<Object>(realm, ConstructWithPrototypeTag::Tag, *prototype);
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return realm.create<Object>(realm.intrinsics().new_object_shape());
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return realm.create<Object>(ConstructWithPrototypeTag::Tag, *prototype);
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}
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NonnullGCPtr<Object> Object::create_prototype(Realm& realm, Object* prototype)
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@@ -42,12 +42,12 @@ NonnullGCPtr<Object> Object::create_prototype(Realm& realm, Object* prototype)
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auto shape = realm.heap().allocate_without_realm<Shape>(realm);
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if (prototype)
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shape->set_prototype_without_transition(prototype);
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return realm.heap().allocate<Object>(realm, shape);
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return realm.create<Object>(shape);
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}
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NonnullGCPtr<Object> Object::create_with_premade_shape(Shape& shape)
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{
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return shape.heap().allocate<Object>(shape.realm(), shape);
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return shape.realm().create<Object>(shape);
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}
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Object::Object(GlobalObjectTag, Realm& realm, MayInterfereWithIndexedPropertyAccess may_interfere_with_indexed_property_access)
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