Wrap JSAutoRequest and replace usage of JSContext* with the wrapper.

JSAutoRequest is required before calling into most JSAPI methods, for GC
reasons.
Calling it is required and fragile as one must not forget.
Further, SM52 and later make manipulating JSContext* dangerous as that
can cross Compartment(Realm in SM68) barriers (and ScriptInterface now
matches a Compartment).

The solution to both problems is to avoid using JSContext* in 0 A.D.
itself. To achieve this, a Request class is introduced, and must be used
to access a JSContext* from a scriptInterface. Further, Request is
passed to other ScriptInterface functions isntead of JSContext*, making
it obvious that the caller has already called it, reducing errors and
redundant JSAutoRequest calls.
Only JSNative functions now get a naked JSContext* without protection,
but the likelihood of forgetting a request is lower since many
ScriptInterface functions now expect it.

JSContext* is directly passed to JSAPI functions only.

Part of the SM52 migration, stage: SM45 compatible

Based on a patch by: Itms
Tested By: Freagarach
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3088
This was SVN commit r24176.
This commit is contained in:
wraitii
2020-11-13 13:18:22 +00:00
parent 6a029d2a84
commit ee0d204bf6
74 changed files with 1591 additions and 1812 deletions
+8 -10
View File
@@ -191,10 +191,9 @@ bool CGame::StartVisualReplay(const OsPath& replayPath)
std::getline(*m_ReplayStream, line);
const ScriptInterface& scriptInterface = m_Simulation2->GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
ScriptInterface::Request rq(scriptInterface);
JS::RootedValue attribs(cx);
JS::RootedValue attribs(rq.cx);
scriptInterface.ParseJSON(line, &attribs);
StartGame(&attribs, "");
@@ -209,8 +208,7 @@ bool CGame::StartVisualReplay(const OsPath& replayPath)
void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& savedState)
{
const ScriptInterface& scriptInterface = m_Simulation2->GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
ScriptInterface::Request rq(scriptInterface);
m_InitialSavedState = savedState;
m_IsSavedGame = !savedState.empty();
@@ -240,7 +238,7 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
{
// Load random map attributes
std::wstring scriptFile;
JS::RootedValue settings(cx);
JS::RootedValue settings(rq.cx);
scriptInterface.GetProperty(attribs, "script", scriptFile);
scriptInterface.GetProperty(attribs, "settings", &settings);
@@ -250,7 +248,7 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
else
{
std::wstring mapFile;
JS::RootedValue settings(cx);
JS::RootedValue settings(rq.cx);
scriptInterface.GetProperty(attribs, "map", mapFile);
scriptInterface.GetProperty(attribs, "settings", &settings);
@@ -325,9 +323,9 @@ PSRETURN CGame::ReallyStartGame()
if (g_GUI && g_GUI->GetPageCount())
{
shared_ptr<ScriptInterface> scriptInterface = g_GUI->GetActiveGUI()->GetScriptInterface();
JSContext* cx = scriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, scriptInterface->GetGlobalObject());
ScriptInterface::Request rq(scriptInterface);
JS::RootedValue global(rq.cx, scriptInterface->GetGlobalObject());
if (scriptInterface->HasProperty(global, "reallyStartGame"))
scriptInterface->CallFunctionVoid(global, "reallyStartGame");
}