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Support JavaScript modules
- With modules JavaScript code can be split up into multiple files. We already implemented such a mechanism (`Engine.LoadLibrary`) in multiple parts of the engine. The advantage of using modules is that it's standart (JS-devs are familiar with it) and it doesn't has to be implemented multiple times. Note that `Engine.LoadLibrary` loads all files in a directory while the new `import` only loads one file. - With modules seemingly global variables are local to that script/module. We already implemented such a mechanism (`ScriptInterface::LoadScript`).
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/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "lib/self_test.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "scriptinterface/ModuleLoader.h"
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#include "scriptinterface/ScriptInterface.h"
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class TestScriptModule : public CxxTest::TestSuite
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{
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public:
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void setUp()
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{
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g_VFS = CreateVfs();
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TS_ASSERT_OK(g_VFS->Mount(L"", DataDir() / "mods" / "_test.scriptinterface" / "module" / "",
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VFS_MOUNT_MUST_EXIST));
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}
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void tearDown()
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{
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g_VFS.reset();
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}
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void test_StaticImport()
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{
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ScriptInterface script{"Test", "Test", g_ScriptContext};
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const ScriptRequest rq{script};
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TestLogger logger;
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script.GetModuleLoader().LoadModule(rq, "include/entry.js");
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// This test does not rely on export to the engine. So use the logger to check if it succeeded.
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TS_ASSERT_STR_CONTAINS(logger.GetOutput(),"Test succeeded");
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}
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void test_Sequential()
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{
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{
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ScriptInterface script{"Test", "Test", g_ScriptContext};
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const ScriptRequest rq{script};
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script.GetModuleLoader().LoadModule(rq, "empty.js");
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}
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{
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ScriptInterface script{"Test", "Test", g_ScriptContext};
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const ScriptRequest rq{script};
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script.GetModuleLoader().LoadModule(rq, "empty.js");
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}
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}
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void test_Stacked()
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{
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ScriptInterface scriptOuter{"Test", "Test", g_ScriptContext};
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const ScriptRequest rqOuter{scriptOuter};
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{
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ScriptInterface scriptInner{"Test", "Test", g_ScriptContext};
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const ScriptRequest rqInner{scriptInner};
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scriptInner.GetModuleLoader().LoadModule(rqInner, "empty.js");
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}
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scriptOuter.GetModuleLoader().LoadModule(rqOuter, "empty.js");
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}
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void test_ImportInFunction()
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{
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ScriptInterface script{"Test", "Test", g_ScriptContext};
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const ScriptRequest rq{script};
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TestLogger logger;
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TS_ASSERT_THROWS(script.GetModuleLoader().LoadModule(rq, "import_inside_function.js"),
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const std::invalid_argument&);
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const std::string log{logger.GetOutput()};
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TS_ASSERT_STR_CONTAINS(log, "import_inside_function.js line 3");
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TS_ASSERT_STR_CONTAINS(log, "import declarations may only appear at top level of a module");
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}
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void test_NonExistent()
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{
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ScriptInterface script{"Test", "Test", g_ScriptContext};
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const ScriptRequest rq{script};
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const TestLogger _;
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TS_ASSERT_THROWS(script.GetModuleLoader().LoadModule(rq, "nonexistent.js"),
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const std::runtime_error&);
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}
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};
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