# Mojo in Chromium **THIS DOCUIMENT IS A WORK IN PROGRESS.** As long as this notice exists, you should probably ignore everything below it. This document is intended to serve as a Mojo primer for Chromium developers. No prior knowledge of Mojo is assumed, but you should have a decent grasp of C++ and be familiar with Chromium's multi-process architecture as well as common concepts used throughout Chromium such as smart pointers, message loops, callback binding, and so on. [TOC] ## Should I Bother Reading This? If you're planning to build a Chromium feature that needs IPC and you aren't already using Mojo, you probably want to read this. **Legacy IPC** -- _i.e._, `foo_messages.h` files, message filters, and the suite of `IPC_MESSAGE_*` macros -- **is on the verge of deprecation.** ## Why Mojo? Mojo provides IPC primitives for pushing messages and data around between transferrable endpoints which may or may not cross process boundaries; it simplifies threading with regard to IPC; it standardizes message serialization in a way that's resilient to versioning issues; and it can be used with relative ease and consistency across a number of languages including C++, Java, and `JavaScript` -- all languages which comprise a significant share of Chromium code. The messaging protocol doesn't strictly need to be used for IPC though, and there are some higher-level reasons for this adoption and for the specific approach to integration outlined in this document. ### Code Health At the moment we have fairly weak separation between components, with DEPS being the strongest line of defense against increasing complexity. A component Foo might hold a reference to some bit of component Bar's internal state, or it might expect Bar to initialize said internal state in some particular order. These sorts of problems are reasonably well-mitigated by the code review process, but they can (and do) still slip through the cracks, and they have a noticeable cumulative effect on complexity as the code base continues to grow. We think we can make a lasting positive impact on code health by establishing more concrete boundaries between components, and this is something a library like Mojo gives us an opportunity to do. ### Modularity In addition to code health -- which alone could be addressed in any number of ways that don't involve Mojo -- this approach opens doors to build and distribute parts of Chrome separately from the main binary. While we're not currently taking advantage of this capability, doing so remains a long-term goal due to prohibitive binary size constraints in emerging mobile markets. Many open questions around the feasibility of this goal should be answered by the experimental Mandoline project as it unfolds, but the Chromium project can be technically prepared for such a transition in the meantime. ### Mandoline The Mandoline project is producing a potential replacement for `src/content`. Because Mandoline components are Mojo apps, and Chromium is now capable of loading Mojo apps (somethings we'll discuss later), Mojo apps can be shared between both projects with minimal effort. Developing your feature as or within a Mojo application can mean you're contributing to both Chromium and Mandoline. ## Mojo Overview This section provides a general overview of Mojo and some of its API features. You can probably skip straight to [Your First Mojo Application](#Your-First-Mojo-Application) if you just want to get to some practical sample code. The Mojo Embedder Development Kit (EDK) provides a suite of low-level IPC primitives: **message pipes**, **data pipes**, and **shared buffers**. We'll focus primarily on message pipes and the C++ bindings API in this document. _TODO: Java and JS bindings APIs should also be covered here._ ### Message Pipes A message pipe is a lightweight primitive for reliable, bidirectional, queued transfer of relatively small packets of data. Every pipe endpoint is identified by a **handle** -- a unique process-wide integer identifying the endpoint to the EDK. A single message across a pipe consists of a binary payload and an array of zero or more handles to be transferred. A pipe's endpoints may live in the same process or in two different processes. Pipes are easy to create. The `mojo::MessagePipe` type (see `/third_party/mojo/src/mojo/public/cpp/system/message_pipe.h`) provides a nice class wrapper with each endpoint represented as a scoped handle type (see members `handle0` and `handle1` and the definition of `mojo::ScopedMessagePipeHandle`). In the same header you can find `WriteMessageRaw` and `ReadMessageRaw` definitions. These are in theory all one needs to begin pushing things from one endpoint to the other. While it's worth being aware of `mojo::MessagePipe` and the associated raw I/O functions, you will rarely if ever have a use for them. Instead you'll typically use bindings code generated from mojom interface definitions, along with the public bindings API which mostly hides the underlying pipes. ### Mojom Bindings Mojom is the IDL for Mojo interfaces. When given a mojom file, the bindings generator outputs a collection of bindings libraries for each supported language. Mojom syntax is fairly straightforward (TODO: Link to a mojom language spec?). Consider the example mojom file below: ``` // frobinator.mojom module frob; interface Frobinator { Frobinate(); }; ``` This can be used to generate bindings for a very simple `Frobinator` interface. Bindings are generated at build time and will match the location of the mojom source file itself, mapped into the generated output directory for your Chromium build. In this case one can expect to find files named `frobinator.mojom.js`, `frobinator.mojom.cc`, `frobinator.mojom.h`, _etc._ The C++ header (`frobinator.mojom.h`) generated from this mojom will define a pure virtual class interface named `frob::Frobinator` with a pure virtual method of signature `void Frobinate()`. Any class which implements this interface is effectively a `Frobinator` service. ### C++ Bindings API Before we see an example implementation and usage of the Frobinator, there are a handful of interesting bits in the public C++ bindings API you should be familiar with. These complement generated bindings code and generally obviate any need to use a `mojo::MessagePipe` directly. In all of the cases below, `T` is the type of a generated bindings class interface, such as the `frob::Frobinator` discussed above. #### `mojo::InterfacePtr` Defined in `/third_party/mojo/src/mojo/public/cpp/bindings/interface_ptr.h`. `mojo::InterfacePtr` is a typed proxy for a service of type `T`, which can be bound to a message pipe endpoint. This class implements every interface method on `T` by serializing a message (encoding the method call and its arguments) and writing it to the pipe (if bound.) This is the standard way for C++ code to talk to any Mojo service. For illustrative purposes only, we can create a message pipe and bind an `InterfacePtr` to one end as follows: ```cpp mojo::MessagePipe pipe; mojo::InterfacePtr frobinator; frobinator.Bind( mojo::InterfacePtrInfo(pipe.handle0.Pass(), 0u)); ``` You could then call `frobinator->Frobinate()` and read the encoded `Frobinate` message from the other side of the pipe (`handle1`.) You most likely don't want to do this though, because as you'll soon see there's a nicer way to establish service pipes. #### `mojo::InterfaceRequest` Defined in `/third_party/mojo/src/mojo/public/cpp/bindings/interface_request.h`. `mojo::InterfaceRequest` is a typed container for a message pipe endpoint that should _eventually_ be bound to a service implementation. An `InterfaceRequest` doesn't actually _do_ anything, it's just a way of holding onto an endpoint without losing interface type information. A common usage pattern is to create a pipe, bind one end to an `InterfacePtr`, and pass the other end off to someone else (say, over some other message pipe) who is expected to eventually bind it to a concrete service implementation. `InterfaceRequest` is here for that purpose and is, as we'll see later, a first-class concept in Mojom interface definitions. As with `InterfacePtr`, we can manually bind an `InterfaceRequest` to a pipe endpoint: ```cpp mojo::MessagePipe pipe; mojo::InterfacePtr frobinator; frobinator.Bind( mojo::InterfacePtrInfo(pipe.handle0.Pass(), 0u)); mojo::InterfaceRequest frobinator_request; frobinator_request.Bind(pipe.handle1.Pass()); ``` At this point we could start making calls to `frobinator->Frobinate()` as before, but they'll just sit in queue waiting for the request side to be bound. Note that the basic logic in the snippet above is such a common pattern that there's a convenient API function which does it for us. #### `mojo::GetProxy` Defined in `/third_party/mojo/src/mojo/public/cpp/bindings/interface`_request.h`. `mojo::GetProxy` is the function you will most commonly use to create a new message pipe. Its signature is as follows: ```cpp template mojo::InterfaceRequest GetProxy(mojo::InterfacePtr* ptr); ``` This function creates a new message pipe, binds one end to the given `InterfacePtr` argument, and binds the other end to a new `InterfaceRequest` which it then returns. Equivalent to the sample code just above is the following snippet: ```cpp mojo::InterfacePtr frobinator; mojo::InterfaceRequest frobinator_request = mojo::GetProxy(&frobinator); ``` #### `mojo::Binding` Defined in `/third_party/mojo/src/mojo/public/cpp/bindings/binding.h`. Binds one end of a message pipe to an implementation of service `T`. A message sent from the other end of the pipe will be read and, if successfully decoded as a `T` message, will invoke the corresponding call on the bound `T` implementation. A `Binding` must be constructed over an instance of `T` (which itself usually owns said `Binding` object), and its bound pipe is usually taken from a passed `InterfaceRequest`. A common usage pattern looks something like this: ```cpp #include "components/frob/public/interfaces/frobinator.mojom.h" #include "third_party/mojo/src/mojo/public/cpp/bindings/binding.h" #include "third_party/mojo/src/mojo/public/cpp/bindings/interface_request.h" class FrobinatorImpl : public frob::Frobinator { public: FrobinatorImpl(mojo::InterfaceRequest request) : binding_(this, request.Pass()) {} ~FrobinatorImpl() override {} private: // frob::Frobinator: void Frobinate() override { /* ... */ } mojo::Binding binding_; }; ``` And then we could write some code to test this: ```cpp // Fun fact: The bindings generator emits a type alias like this for every // interface type. frob::FrobinatorPtr is an InterfacePtr. frob::FrobinatorPtr frobinator; scoped_ptr impl( new FrobinatorImpl(mojo::GetProxy(&frobinator))); frobinator->Frobinate(); ``` This will _eventually_ call `FrobinatorImpl::Frobinate()`. "Eventually," because the sequence of events when `frobinator->Frobinate()` is called is roughly as follows: 1. A new message buffer is allocated and filled with an encoded 'Frobinate' message. 1. The EDK is asked to write this message to the pipe endpoint owned by the `FrobinatorPtr`. 1. If the call didn't happen on the Mojo IPC thread for this process, EDK hops to the Mojo IPC thread. 1. The EDK writes the message to the pipe. In this case the pipe endpoints live in the same process, so this essentially a glorified `memcpy`. If they lived in different processes this would be the point at which the data moved across a real IPC channel. 1. The EDK on the other end of the pipe is awoken on the Mojo IPC thread and alerted to the message arrival. 1. The EDK reads the message. 1. If the bound receiver doesn't live on the Mojo IPC thread, the EDK hops to the receiver's thread. 1. The message is passed on to the receiver. In this case the receiver is generated bindings code, via `Binding`. This code decodes and validates the `Frobinate` message. 1. `FrobinatorImpl::Frobinate()` is called on the bound implementation. So as you can see, the call to `Frobinate()` may result in up to two thread hops and one process hop before the service implementation is invoked. #### `mojo::StrongBinding` Defined in `third_party/mojo/src/mojo/public/cpp/bindings/strong_binding.h`. `mojo::StrongBinding` is just like `mojo::Binding` with the exception that a `StrongBinding` takes ownership of the bound `T` instance. The instance is destroyed whenever the bound message pipe is closed. This is convenient in cases where you want a service implementation to live as long as the pipe it's servicing, but like all features with clever lifetime semantics, it should be used with caution. ## The Mojo Shell Both Chromium and Mandoline run a central **shell** component which is used to coordinate communication among all Mojo applications (see the next section for an overview of Mojo applications.) Every application receives a proxy to this shell upon initialization, and it is exclusively through this proxy that an application can request connections to other applications. The `mojo::Shell` interface provided by this proxy is defined as follows: ``` module mojo; interface Shell { ConnectToApplication(URLRequest application_url, ServiceProvider&? services, ServiceProvider? exposed_services); QuitApplication(); }; ``` and as for the `mojo::ServiceProvider` interface: ``` module mojo; interface ServiceProvider { ConnectToService(string interface_name, handle pipe); }; ``` Definitions for these interfaces can be found in `/mojo/shell/public/interfaces`. Also note that `mojo::URLRequest` is a Mojo struct defined in `/mojo/services/network/public/interfaces/url_loader.mojom`. Note that there's some new syntax in the mojom for `ConnectToApplication` above. The '?' signifies a nullable value and the '&' signifies an interface request rather than an interface proxy. The argument `ServiceProvider&? services` indicates that the caller should pass an `InterfaceRequest` as the second argument, but that it need not be bound to a pipe (i.e., it can be "null" in which case it's ignored.) The argument `ServiceProvider? exposed_services` indicates that the caller should pass an `InterfacePtr` as the third argument, but that it may also be null. `ConnectToApplication` asks the shell to establish a connection between the caller and some other app the shell might know about. In the event that a connection can be established -- which may involve the shell starting a new instance of the target app -- the given `services` request (if not null) will be bound to a service provider in the target app. The target app may in turn use the passed `exposed_services` proxy (if not null) to request services from the connecting app. ### Mojo Applications All code which runs in a Mojo environment, apart from the shell itself (see above), belongs to one Mojo **application** or another**`**`**. The term "application" in this context is a common source of confusion, but it's really a simple concept. In essence an application is anything which implements the following Mojom interface: ``` module mojo; interface Application { Initialize(Shell shell, string url); AcceptConnection(string requestor_url, ServiceProvider&? services, ServiceProvider? exposed_services, string resolved_url); OnQuitRequested() => (bool can_quit); }; ``` Of course, in Chromium and Mandoline environments this interface is obscured from application code and applications should generally just implement `mojo::ApplicationDelegate` (defined in `/mojo/shell/public/cpp/application_delegate.h`.) We'll see a concrete example of this in the next section, [Your First Mojo Application](#Your-First-Mojo-Application). The takeaway here is that an application can be anything. It's not necessarily a new process (though at the moment, it's at least a new thread). Applications can connect to each other, and these connections are the mechanism through which separate components expose services to each other. **NOTE##: This is not true in Chromium today, but it should be eventually. For some components (like render frames, or arbitrary browser process code) we provide APIs which allow non-Mojo-app-code to masquerade as a Mojo app and therefore connect to real Mojo apps through the shell. ### Other IPC Primitives Finally, it's worth making brief mention of the other types of IPC primitives Mojo provides apart from message pipes. A **data pipe** is a unidirectional channel for pushing around raw data in bulk, and a **shared buffer** is (unsurprisingly) a shared memory primitive. Both of these objects use the same type of transferable handle as message pipe endpoints, and can therefore be transferred across message pipes, potentially to other processes. ## Your First Mojo Application In this section, we're going to build a simple Mojo application that can be run in isolation using Mandoline's `mojo_runner` binary. After that we'll add a service to the app and set up a test suite to connect and test that service. ### Hello, world! So, you're building a new Mojo app and it has to live somewhere. For the foreseeable future we'll likely be treating `//components` as a sort of top-level home for new Mojo apps in the Chromium tree. Any component application you build should probably go there. Let's create some basic files to kick things off. You may want to start a new local Git branch to isolate any changes you make while working through this. First create a new `//components/hello` directory. Inside this directory we're going to add the following files: **components/hello/main.cc** ```cpp #include "base/logging.h" #include "third_party/mojo/src/mojo/public/c/system/main.h" MojoResult MojoMain(MojoHandle shell_handle) { LOG(ERROR) << "Hello, world!"; return MOJO_RESULT_OK; }; ``` **components/hello/BUILD.gn** ``` import("//mojo/public/mojo_application.gni") mojo_native_application("hello") { sources = [ "main.cc", ] deps = [ "//base", "//mojo/environment:chromium", ] } ``` For the sake of this example you'll also want to add your component as a dependency somewhere in your local checkout to ensure its build files are generated. The easiest thing to do there is probably to add a dependency on `"//components/hello"` in the `"gn_all"` target of the top-level `//BUILD.gn`. Assuming you have a GN output directory at `out_gn/Debug`, you can build the Mojo runner along with your shiny new app: ninja -C out_gn/Debug mojo_runner components/hello In addition to the `mojo_runner` executable, this will produce a new binary at `out_gn/Debug/hello/hello.mojo`. This binary is essentially a shared library which exports your `MojoMain` function. `mojo_runner` takes an application URL as its only argument and runs the corresponding application. In its current state it resolves `mojo`-scheme URLs such that `"mojo:foo"` maps to the file `"foo/foo.mojo"` relative to the `mojo_runner` path (_i.e._ your output directory.) This means you can run your new app with the following command: out_gn/Debug/mojo_runner mojo:hello You should see our little `"Hello, world!"` error log followed by a hanging application. You can `^C` to kill it. ### Exposing Services An app that prints `"Hello, world!"` isn't terribly interesting. At a bare minimum your app should implement `mojo::ApplicationDelegate` and expose at least one service to connecting applications. Let's update `main.cc` with the following contents: **components/hello/main.cc** ```cpp #include "components/hello/hello_app.h" #include "mojo/shell/public/cpp/application_runner.h" #include "third_party/mojo/src/mojo/public/c/system/main.h" MojoResult MojoMain(MojoHandle shell_handle) { mojo::ApplicationRunner runner(new hello::HelloApp); return runner.Run(shell_handle); }; ``` This is a pretty typical looking `MojoMain`. Most of the time this is all you want -- a `mojo::ApplicationRunner` constructed over a `mojo::ApplicationDelegate` instance, `Run()` with the pipe handle received from the shell. We'll add some new files to the app as well: **components/hello/public/interfaces/greeter.mojom** ``` module hello; interface Greeter { Greet(string name) => (string greeting); }; ``` Note the new arrow syntax on the `Greet` method. This indicates that the caller expects a response from the service. **components/hello/public/interfaces/BUILD.gn** ``` import("//third_party/mojo/src/mojo/public/tools/bindings/mojom.gni") mojom("interfaces") { sources = [ "greeter.mojom", ] } ``` **components/hello/hello_app.h** ```cpp #ifndef COMPONENTS_HELLO_HELLO_APP_H_ #define COMPONENTS_HELLO_HELLO_APP_H_ #include "base/macros.h" #include "components/hello/public/interfaces/greeter.mojom.h" #include "mojo/shell/public/cpp/application_delegate.h" #include "mojo/shell/public/cpp/interface_factory.h" namespace hello { class HelloApp : public mojo::ApplicationDelegate, public mojo::InterfaceFactory { public: HelloApp(); ~HelloApp() override; private: // mojo::ApplicationDelegate: bool ConfigureIncomingConnection( mojo::ApplicationConnection* connection) override; // mojo::InterfaceFactory: void Create(mojo::ApplicationConnection* connection, mojo::InterfaceRequest request) override; DISALLOW_COPY_AND_ASSIGN(HelloApp); }; } // namespace hello #endif // COMPONENTS_HELLO_HELLO_APP_H_ ``` **components/hello/hello_app.cc** ```cpp #include "base/macros.h" #include "components/hello/hello_app.h" #include "mojo/shell/public/cpp/application_connection.h" #include "third_party/mojo/src/mojo/public/cpp/bindings/interface_request.h" #include "third_party/mojo/src/mojo/public/cpp/bindings/strong_binding.h" namespace hello { namespace { class GreeterImpl : public Greeter { public: GreeterImpl(mojo::InterfaceRequest request) : binding_(this, request.Pass()) { } ~GreeterImpl() override {} private: // Greeter: void Greet(const mojo::String& name, const GreetCallback& callback) override { callback.Run("Hello, " + std::string(name) + "!"); } mojo::StrongBinding binding_; DISALLOW_COPY_AND_ASSIGN(GreeterImpl); }; } // namespace HelloApp::HelloApp() { } HelloApp::~HelloApp() { } bool HelloApp::ConfigureIncomingConnection( mojo::ApplicationConnection* connection) { connection->AddService(this); return true; } void HelloApp::Create( mojo::ApplicationConnection* connection, mojo::InterfaceRequest request) { new GreeterImpl(request.Pass()); } } // namespace hello ``` And finally we need to update our app's `BUILD.gn` to add some new sources and dependencies: **components/hello/BUILD.gn** ``` import("//mojo/public/mojo_application.gni") source_set("lib") { sources = [ "hello_app.cc", "hello_app.h", ] deps = [ "//base", "//components/hello/public/interfaces", "//mojo/environment:chromium", "//mojo/shell/public/cpp", ] } mojo_native_application("hello") { sources = [ "main.cc", ], deps = [ ":lib" ] } ``` Note that we build the bulk of our application sources as a static library separate from the `MojoMain` definition. Following this convention is particularly useful for Chromium integration, as we'll see later. There's a lot going on here and it would be useful to familiarize yourself with the definitions of `mojo::ApplicationDelegate`, `mojo::ApplicationConnection`, and `mojo::InterfaceFactory`. The TL;DR though is that if someone connects to this app and requests a service named `"hello::Greeter"`, the app will create a new `GreeterImpl` and bind it to that request pipe. From there the connecting app can call `Greeter` interface methods and they'll be routed to that `GreeterImpl` instance. Although this appears to be a more interesting application, we need some way to actually connect and test the behavior of our new service. Let's write an app test! ### App Tests App tests run inside a test application, giving test code access to a shell which can connect to one or more applications-under-test. First let's introduce some test code: **components/hello/hello_apptest.cc** ```cpp #include "base/bind.h" #include "base/callback.h" #include "base/logging.h" #include "base/macros.h" #include "base/run_loop.h" #include "components/hello/public/interfaces/greeter.mojom.h" #include "mojo/shell/public/cpp/application_impl.h" #include "mojo/shell/public/cpp/application_test_base.h" namespace hello { namespace { class HelloAppTest : public mojo::test::ApplicationTestBase { public: HelloAppTest() {} ~HelloAppTest() override {} void SetUp() override { ApplicationTestBase::SetUp(); mojo::URLRequestPtr app_url = mojo::URLRequest::New(); app_url->url = "mojo:hello"; application_impl()->ConnectToService(app_url.Pass(), &greeter_); } Greeter* greeter() { return greeter_.get(); } private: GreeterPtr greeter_; DISALLOW_COPY_AND_ASSIGN(HelloAppTest); }; void ExpectGreeting(const mojo::String& expected_greeting, const base::Closure& continuation, const mojo::String& actual_greeting) { EXPECT_EQ(expected_greeting, actual_greeting); continuation.Run(); }; TEST_F(HelloAppTest, GreetWorld) { base::RunLoop loop; greeter()->Greet("world", base::Bind(&ExpectGreeting, "Hello, world!", loop.QuitClosure())); loop.Run(); } } // namespace } // namespace hello ``` We also need to add a new rule to `//components/hello/BUILD.gn`: ``` mojo_native_application("apptests") { output_name = "hello_apptests" testonly = true sources = [ "hello_apptest.cc", ] deps = [ "//base", "//mojo/shell/public/cpp:test_support", ] public_deps = [ "//components/hello/public/interfaces", ] data_deps = [ ":hello" ] } ``` Note that the `//components/hello:apptests` target does **not** have a binary dependency on either `HelloApp` or `GreeterImpl` implementations; instead it depends only on the component's public interface definitions. The `data_deps` entry ensures that `hello.mojo` is up-to-date when `apptests` is built. This is desirable because the test connects to `"mojo:hello"` which will in turn load `hello.mojo` from disk. You can now build the test suite: ninja -C out_gn/Debug components/hello:apptests and run it: out_gn/Debug/mojo_runner mojo:hello_apptests You should see one test (`HelloAppTest.GreetWorld`) passing. One particularly interesting bit of code in this test is in the `SetUp` method: mojo::URLRequestPtr app_url = mojo::URLRequest::New(); app_url->url = "mojo:hello"; application_impl()->ConnectToService(app_url.Pass(), &greeter_); `ConnectToService` is a convenience method provided by `mojo::ApplicationImpl`, and it's essentially a shortcut for calling out to the shell's `ConnectToApplication` method with the given application URL (in this case `"mojo:hello"`) and then connecting to a specific service provided by that app via its `ServiceProvider`'s `ConnectToService` method. Note that generated interface bindings include a constant string to identify each interface by name; so for example the generated `hello::Greeter` type defines a static C string: const char hello::Greeter::Name_[] = "hello::Greeter"; This is exploited by the definition of `mojo::ApplicationConnection::ConnectToService`, which uses `T::Name_` as the name of the service to connect to. The type `T` in this context is inferred from the `InterfacePtr*` argument. You can inspect the definition of `ConnectToService` in `/mojo/shell/public/cpp/application_connection.h` for additional clarity. We could have instead written this code as: ```cpp mojo::URLRequestPtr app_url = mojo::URLRequest::New(); app_url->url = "mojo::hello"; mojo::ServiceProviderPtr services; application_impl()->shell()->ConnectToApplication( app_url.Pass(), mojo::GetProxy(&services), // We pass a null provider since we aren't exposing any of our own // services to the target app. mojo::ServiceProviderPtr()); mojo::InterfaceRequest greeter_request = mojo::GetProxy(&greeter_); services->ConnectToService(hello::Greeter::Name_, greeter_request.PassMessagePipe()); ``` The net result is the same, but 3-line version seems much nicer. ## Chromium Integration Up until now we've been using `mojo_runner` to load and run `.mojo` binaries dynamically. While this model is used by Mandoline and may eventually be used in Chromium as well, Chromium is at the moment confined to running statically linked application code. This means we need some way to register applications with the browser's Mojo shell. It also means that, rather than using the binary output of a `mojo_native_application` target, some part of Chromium must link against the app's static library target (_e.g._, `"//components/hello:lib"`) and register a URL handler to teach the shell how to launch an instance of the app. When registering an app URL in Chromium it probably makes sense to use the same mojo-scheme URL used for the app in Mandoline. For example the media renderer app is referenced by the `"mojo:media"` URL in both Mandoline and Chromium. In Mandoline this resolves to a dynamically-loaded `.mojo` binary on disk, but in Chromium it resolves to a static application loader linked into Chromium. The net result is the same in both cases: other apps can use the shell to connect to `"mojo:media"` and use its services. This section explores different ways to register and connect to `"mojo:hello"` in Chromium. ### In-Process Applications Applications can be set up to run within the browser process via `ContentBrowserClient::RegisterInProcessMojoApplications`. This method populates a mapping from URL to `base::Callback()>` (_i.e._, a factory function which creates a new `mojo::ApplicationDelegate` instance), so registering a new app means adding an entry to this map. Let's modify `ChromeContentBrowserClient::RegisterInProcessMojoApplications` (in `//chrome/browser/chrome_content_browser_client.cc`) by adding the following code: ```cpp apps->insert(std::make_pair(GURL("mojo:hello"), base::Bind(&HelloApp::CreateApp))); ``` you'll also want to add the following convenience method to your `HelloApp` definition in `//components/hello/hello_app.h`: ```cpp static scoped_ptr HelloApp::CreateApp() { return scoped_ptr(new HelloApp); } ``` This introduces a dependency from `//chrome/browser` on to `//components/hello:lib`, which you can add to the `"browser"` target's deps in `//chrome/browser/BUILD.gn`. You'll of course also need to include `"components/hello/hello_app.h"` in `chrome_content_browser_client.cc`. That's it! Now if an app comes to the shell asking to connect to `"mojo:hello"` and app is already running, it'll get connected to our `HelloApp` and have access to the `Greeter` service. If the app wasn't already running, it will first be launched on a new thread. ### Connecting From the Browser We've already seen how apps can connect to each other using their own private shell proxy, but the vast majority of Chromium code doesn't yet belong to a Mojo application. So how do we use an app's services from arbitrary browser code? We use `content::MojoAppConnection`, like this: ```cpp #include "base/bind.h" #include "base/logging.h" #include "components/hello/public/interfaces/greeter.mojom.h" #include "content/public/browser/mojo_app_connection.h" void LogGreeting(const mojo::String& greeting) { LOG(INFO) << greeting; } void GreetTheWorld() { scoped_ptr connection = content::MojoAppConnection::Create("mojo:hello", content::kBrowserMojoAppUrl); hello::GreeterPtr greeter; connection->ConnectToService(&greeter); greeter->Greet("world", base::Bind(&LogGreeting)); } ``` A `content::MojoAppConnection`, while not thread-safe, may be created and safely used on any single browser thread. You could add the above code to a new browsertest to convince yourself that it works. In fact you might want to take a peek at `MojoShellTest.TestBrowserConnection` (in `/content/browser/mojo_shell_browsertest.cc`) which registers and tests an in-process Mojo app. Finally, note that `MojoAppConnection::Create` takes two URLs. The first is the target app URL, and the second is the source URL. Since we're not really a Mojo app, but we are still trusted browser code, the shell will gladly use this URL as the `requestor_url` when establishing an incoming connection to the target app. This allows browser code to masquerade as a Mojo app at the given URL. `content::kBrowserMojoAppUrl` (which is presently `"system:content_browser"`) is a reasonable default choice when a more specific app identity isn't required. ### Out-of-Process Applications If an app URL isn't registered for in-process loading, the shell assumes it must be an out-of-process application. If the shell doesn't already have a known instance of the app running, a new utility process is launched and the application request is passed onto it. Then if the app URL is registered in the utility process, the app will be loaded there. Similar to in-process registration, a URL mapping needs to be registered in `ContentUtilityClient::RegisterMojoApplications`. Once again you can take a peek at `/content/browser/mojo_shell_browsertest.cc` for an end-to-end example of testing an out-of-process Mojo app from browser code. Note that `content_browsertests` runs on `content_shell`, which uses `ShellContentUtilityClient` as defined `/content/shell/utility/shell_content_utility_client.cc`. This code registers a common OOP test app. ## Unsandboxed Out-of-Process Applications By default new utility processes run in a sandbox. If you want your Mojo app to run out-of-process and unsandboxed (which you **probably do not**), you can register its URL via `ContentBrowserClient::RegisterUnsandboxedOutOfProcessMojoApplications`. ## Connecting From `RenderFrame` We can also connect to Mojo apps from a `RenderFrame`. This is made possible by `RenderFrame`'s `GetServiceRegistry()` interface. The `ServiceRegistry` can be used to acquire a shell proxy and in turn connect to an app like so: ```cpp void GreetWorld(content::RenderFrame* frame) { mojo::ShellPtr shell; frame->GetServiceRegistry()->ConnectToRemoteService( mojo::GetProxy(&shell)); mojo::URLRequestPtr request = mojo::URLRequest::New(); request->url = "mojo:hello"; mojo::ServiceProviderPtr hello_services; shell->ConnectToApplication( request.Pass(), mojo::GetProxy(&hello_services), nullptr); hello::GreeterPtr greeter; hello_services->ConnectToService( hello::Greeter::Name_, mojo::GetProxy(&greeter).PassMessagePipe()); } ``` It's important to note that connections made through the frame's shell proxy will appear to come from the frame's `SiteInstance` URL. For example, if the frame has loaded `https://example.com/`, `HelloApp`'s incoming `mojo::ApplicationConnection` in this case will have a remote application URL of `"https://example.com/"`. This allows apps to expose their services to web frames on a per-origin basis if needed. ### Connecting From Java TODO ### Connecting From `JavaScript` This is still a work in progress and might not really take shape until the Blink+Chromium merge. In the meantime there are some end-to-end WebUI examples in `/content/browser/webui/web_ui_mojo_browsertest.cc`. In particular, `WebUIMojoTest.ConnectToApplication` connects from a WebUI frame to a test app running in a new utility process. ## FAQ Nothing here yet!