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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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@@ -48,7 +48,7 @@ void JSI_Game::StartGame(ScriptInterface::CmptPrivate* pCmptPrivate, JS::HandleV
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// Convert from GUI script context to sim script context
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CSimulation2* sim = g_Game->GetSimulation2();
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ScriptInterface::Request rqSim(sim->GetScriptInterface());
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ScriptRequest rqSim(sim->GetScriptInterface());
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JS::RootedValue gameAttribs(rqSim.cx,
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sim->GetScriptInterface().CloneValueFromOtherCompartment(*(pCmptPrivate->pScriptInterface), attribs));
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@@ -100,8 +100,8 @@ bool JSI_Game::IsPaused(ScriptInterface::CmptPrivate* pCmptPrivate)
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{
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if (!g_Game)
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{
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ScriptInterface::Request rq(pCmptPrivate);
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JS_ReportError(rq.cx, "Game is not started");
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ScriptRequest rq(pCmptPrivate->pScriptInterface);
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ScriptException::Raise(rq, "Game is not started");
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return false;
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}
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@@ -112,8 +112,8 @@ void JSI_Game::SetPaused(ScriptInterface::CmptPrivate* pCmptPrivate, bool pause,
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{
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if (!g_Game)
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{
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ScriptInterface::Request rq(pCmptPrivate);
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JS_ReportError(rq.cx, "Game is not started");
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ScriptRequest rq(pCmptPrivate->pScriptInterface);
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ScriptException::Raise(rq, "Game is not started");
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return;
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}
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