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
+7 -7
View File
@@ -170,7 +170,7 @@ public:
std::vector<SimulationCommand> newCommands;
newCommands.reserve(commands.size());
ScriptInterface::Request rqNew(newScript);
ScriptRequest rqNew(newScript);
for (const SimulationCommand& command : commands)
{
JS::RootedValue tmpCommand(rqNew.cx, newScript.CloneValueFromOtherCompartment(oldScript, command.data));
@@ -421,7 +421,7 @@ void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationComman
// Load the trigger scripts after we have loaded the simulation.
{
ScriptInterface::Request rq2(m_SecondaryComponentManager->GetScriptInterface());
ScriptRequest rq2(m_SecondaryComponentManager->GetScriptInterface());
JS::RootedValue mapSettingsCloned(rq2.cx,
m_SecondaryComponentManager->GetScriptInterface().CloneValueFromOtherCompartment(
scriptInterface, m_MapSettings));
@@ -733,14 +733,14 @@ ScriptInterface& CSimulation2::GetScriptInterface() const
void CSimulation2::PreInitGame()
{
ScriptInterface::Request rq(GetScriptInterface());
ScriptRequest rq(GetScriptInterface());
JS::RootedValue global(rq.cx, rq.globalValue());
GetScriptInterface().CallFunctionVoid(global, "PreInitGame");
}
void CSimulation2::InitGame()
{
ScriptInterface::Request rq(GetScriptInterface());
ScriptRequest rq(GetScriptInterface());
JS::RootedValue global(rq.cx, rq.globalValue());
JS::RootedValue settings(rq.cx);
@@ -839,14 +839,14 @@ void CSimulation2::GetMapSettings(JS::MutableHandleValue ret)
void CSimulation2::LoadPlayerSettings(bool newPlayers)
{
ScriptInterface::Request rq(GetScriptInterface());
ScriptRequest rq(GetScriptInterface());
JS::RootedValue global(rq.cx, rq.globalValue());
GetScriptInterface().CallFunctionVoid(global, "LoadPlayerSettings", m->m_MapSettings, newPlayers);
}
void CSimulation2::LoadMapSettings()
{
ScriptInterface::Request rq(GetScriptInterface());
ScriptRequest rq(GetScriptInterface());
JS::RootedValue global(rq.cx, rq.globalValue());
@@ -982,7 +982,7 @@ std::string CSimulation2::GetMapSizes()
std::string CSimulation2::GetAIData()
{
const ScriptInterface& scriptInterface = GetScriptInterface();
ScriptInterface::Request rq(scriptInterface);
ScriptRequest rq(scriptInterface);
JS::RootedValue aiData(rq.cx, ICmpAIManager::GetAIs(scriptInterface));
// Build single JSON string with array of AI data