forked from mirrors/0ad
Improve JS Exception handling.
- Check for pending exceptions after function calls and script executions. - Call LOGERROR instead of JS_ReportError when there is a conversion error in FromJSVal, since that can only be called from C++ (where JS errors don't really make sense). Instead, C++ callers of FromJSVal should handle the failure and, themselves, either report an error or simply do something else. - Wrap JS_ReportError since that makes updating it later easier. This isn't a systematical fix since ToJSVal also ought return a boolean for failures, and we probably should trigger errors instead of warnings on 'implicit' conversions, rather a preparation diff. Part of the SM52 migration, stage: SM45 compatible (actually SM52 incompatible, too). Based on a patch by: Itms Comments by: Vladislavbelov, Stan` Refs #742, #4893 Differential Revision: https://code.wildfiregames.com/D3093 This was SVN commit r24187.
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@@ -418,7 +418,7 @@ bool CNetServerWorker::RunStep()
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m_ScriptInterface->GetContext()->MaybeIncrementalGC(0.5f);
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ScriptInterface::Request rq(m_ScriptInterface);
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ScriptRequest rq(m_ScriptInterface);
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std::vector<bool> newStartGame;
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std::vector<std::string> newGameAttributes;
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@@ -1136,7 +1136,7 @@ bool CNetServerWorker::OnSimulationCommand(void* context, CFsmEvent* event)
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// unless cheating is enabled
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bool cheatsEnabled = false;
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const ScriptInterface& scriptInterface = server.GetScriptInterface();
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ScriptInterface::Request rq(scriptInterface);
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ScriptRequest rq(scriptInterface);
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JS::RootedValue settings(rq.cx);
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scriptInterface.GetProperty(server.m_GameAttributes, "settings", &settings);
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if (scriptInterface.HasProperty(settings, "CheatsEnabled"))
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