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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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@@ -78,7 +78,7 @@ JS::Value JSI_SavedGame::StartSavedGame(ScriptInterface::CmptPrivate* pCmptPriva
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// The GUI calls this function from the GUI context and expects the return value in the same context.
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// The game we start from here creates another context and expects data in this context.
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ScriptInterface::Request rqGui(pCmptPrivate);
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ScriptRequest rqGui(pCmptPrivate->pScriptInterface);
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ENSURE(!g_NetServer);
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ENSURE(!g_NetClient);
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@@ -96,7 +96,7 @@ JS::Value JSI_SavedGame::StartSavedGame(ScriptInterface::CmptPrivate* pCmptPriva
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{
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CSimulation2* sim = g_Game->GetSimulation2();
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ScriptInterface::Request rqGame(sim->GetScriptInterface());
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ScriptRequest rqGame(sim->GetScriptInterface());
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JS::RootedValue gameContextMetadata(rqGame.cx,
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sim->GetScriptInterface().CloneValueFromOtherCompartment(*(pCmptPrivate->pScriptInterface), guiContextMetadata));
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