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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.
This commit is contained in:
wraitii
2020-11-15 18:29:17 +00:00
parent 88bc973530
commit 25490bfec3
79 changed files with 810 additions and 667 deletions
+2 -2
View File
@@ -418,7 +418,7 @@ bool CNetServerWorker::RunStep()
m_ScriptInterface->GetContext()->MaybeIncrementalGC(0.5f);
ScriptInterface::Request rq(m_ScriptInterface);
ScriptRequest rq(m_ScriptInterface);
std::vector<bool> newStartGame;
std::vector<std::string> newGameAttributes;
@@ -1136,7 +1136,7 @@ bool CNetServerWorker::OnSimulationCommand(void* context, CFsmEvent* event)
// unless cheating is enabled
bool cheatsEnabled = false;
const ScriptInterface& scriptInterface = server.GetScriptInterface();
ScriptInterface::Request rq(scriptInterface);
ScriptRequest rq(scriptInterface);
JS::RootedValue settings(rq.cx);
scriptInterface.GetProperty(server.m_GameAttributes, "settings", &settings);
if (scriptInterface.HasProperty(settings, "CheatsEnabled"))