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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.
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2017 Wildfire Games.
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/* Copyright (C) 2020 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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@@ -51,8 +51,7 @@ public:
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virtual void Serialize(ISerializer& serialize)
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{
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JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
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serialize.NumberU32_Unbounded("num commands", (u32)m_LocalQueue.size());
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for (size_t i = 0; i < m_LocalQueue.size(); ++i)
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@@ -64,36 +63,32 @@ public:
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virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
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{
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JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
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u32 numCmds;
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deserialize.NumberU32_Unbounded("num commands", numCmds);
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for (size_t i = 0; i < numCmds; ++i)
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{
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i32 player;
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JS::RootedValue data(cx);
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JS::RootedValue data(rq.cx);
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deserialize.NumberI32_Unbounded("player", player);
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deserialize.ScriptVal("data", &data);
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m_LocalQueue.emplace_back(SimulationCommand(player, cx, data));
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m_LocalQueue.emplace_back(SimulationCommand(player, rq.cx, data));
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}
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}
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virtual void PushLocalCommand(player_id_t player, JS::HandleValue cmd)
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{
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JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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m_LocalQueue.emplace_back(SimulationCommand(player, cx, cmd));
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ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
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m_LocalQueue.emplace_back(SimulationCommand(player, rq.cx, cmd));
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}
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virtual void PostNetworkCommand(JS::HandleValue cmd1)
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{
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JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
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// TODO: This is a workaround because we need to pass a MutableHandle to StringifyJSON.
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JS::RootedValue cmd(cx, cmd1.get());
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JS::RootedValue cmd(rq.cx, cmd1.get());
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PROFILE2_EVENT("post net command");
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PROFILE2_ATTR("command: %s", GetSimContext().GetScriptInterface().StringifyJSON(&cmd, false).c_str());
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@@ -106,10 +101,9 @@ public:
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virtual void FlushTurn(const std::vector<SimulationCommand>& commands)
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{
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const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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ScriptInterface::Request rq(scriptInterface);
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JS::RootedValue global(cx, scriptInterface.GetGlobalObject());
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JS::RootedValue global(rq.cx, scriptInterface.GetGlobalObject());
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std::vector<SimulationCommand> localCommands;
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m_LocalQueue.swap(localCommands);
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