mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-06-20 23:04:16 +00:00
ec8b420abc
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
ScriptContext.* → Context.*
ScriptInterface.* → Interface.*
ScriptRequest.* → Request.*
ScriptEngine.* → Engine.*
ScriptConversions.* → Conversions.*
ScriptExceptions.* → Exceptions.*
ScriptForward.* → ForwardDeclarations.*
ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
ScriptInterface_impl → Interface_impl
ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
macro) by adding them to suppressions-list.txt (these are not caused
by this refactor)
Fixes #7516
53 lines
1.8 KiB
C++
53 lines
1.8 KiB
C++
/* Copyright (C) 2026 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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#ifndef INCLUDED_SCRIPT_EXCEPTIONS
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#define INCLUDED_SCRIPT_EXCEPTIONS
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namespace Script { class Request; }
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namespace Script
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{
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namespace Exception
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{
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/**
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* @return Whether there is a JS exception pending.
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*/
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bool IsPending(const Request& rq);
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/**
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* Log and then clear the current pending exception. This function should always be called after calling a
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* JS script (or anything that can throw JS errors, such as structured clones),
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* in case that script doesn't catch an exception thrown during its execution.
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* If no exception is pending, this does nothing.
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* Note that JS code that wants to throw errors should throw new Error(...), otherwise the stack cannot be used.
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* @return Whether there was a pending exception.
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*/
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bool CatchPending(const Request& rq);
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/**
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* Raise a JS exception from C++ code.
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* This is only really relevant in JSNative functions that don't use ObjectOpResult,
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* as the latter overwrites the pending exception.
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* Prefer either simply logging an error if you know a stack-trace will be raised elsewhere.
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*/
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void Raise(const Request& rq, const char* format, ...);
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}
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}
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#endif // INCLUDED_SCRIPT_EXCEPTIONS
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