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ee0d204bf6
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.
120 lines
3.9 KiB
C++
120 lines
3.9 KiB
C++
/* 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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* 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 "precompiled.h"
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#include "ScriptComponent.h"
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#include "simulation2/serialization/ISerializer.h"
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#include "simulation2/serialization/IDeserializer.h"
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CComponentTypeScript::CComponentTypeScript(const ScriptInterface& scriptInterface, JS::HandleValue instance) :
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m_ScriptInterface(scriptInterface), m_Instance(scriptInterface.GetJSRuntime(), instance)
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{
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// Cache the property detection for efficiency
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ScriptInterface::Request rq(m_ScriptInterface);
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m_HasCustomSerialize = m_ScriptInterface.HasProperty(m_Instance, "Serialize");
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m_HasCustomDeserialize = m_ScriptInterface.HasProperty(m_Instance, "Deserialize");
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m_HasNullSerialize = false;
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if (m_HasCustomSerialize)
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{
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JS::RootedValue val(rq.cx);
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if (m_ScriptInterface.GetProperty(m_Instance, "Serialize", &val) && val.isNull())
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m_HasNullSerialize = true;
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}
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}
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void CComponentTypeScript::Init(const CParamNode& paramNode, entity_id_t ent)
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{
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m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true, false);
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m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true, false);
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m_ScriptInterface.CallFunctionVoid(m_Instance, "Init");
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}
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void CComponentTypeScript::Deinit()
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{
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m_ScriptInterface.CallFunctionVoid(m_Instance, "Deinit");
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}
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void CComponentTypeScript::HandleMessage(const CMessage& msg, bool global)
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{
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ScriptInterface::Request rq(m_ScriptInterface);
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const char* name = global ? msg.GetScriptGlobalHandlerName() : msg.GetScriptHandlerName();
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JS::RootedValue msgVal(rq.cx, msg.ToJSValCached(m_ScriptInterface));
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if (!m_ScriptInterface.CallFunctionVoid(m_Instance, name, msgVal))
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LOGERROR("Script message handler %s failed", name);
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}
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void CComponentTypeScript::Serialize(ISerializer& serialize)
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{
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// If the component set Serialize = null, then do no work here
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if (m_HasNullSerialize)
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return;
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ScriptInterface::Request rq(m_ScriptInterface);
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// Support a custom "Serialize" function, which returns a new object that will be
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// serialized instead of the component itself
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if (m_HasCustomSerialize)
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{
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JS::RootedValue val(rq.cx);
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if (!m_ScriptInterface.CallFunction(m_Instance, "Serialize", &val))
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LOGERROR("Script Serialize call failed");
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serialize.ScriptVal("object", &val);
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}
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else
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{
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serialize.ScriptVal("object", &m_Instance);
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}
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}
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void CComponentTypeScript::Deserialize(const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent)
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{
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ScriptInterface::Request rq(m_ScriptInterface);
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m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true, false);
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m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true, false);
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// Support a custom "Deserialize" function, to which we pass the deserialized data
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// instead of automatically adding the deserialized properties onto the object
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if (m_HasCustomDeserialize)
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{
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JS::RootedValue val(rq.cx);
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// If Serialize = null, we'll still call Deserialize but with undefined argument
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if (!m_HasNullSerialize)
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deserialize.ScriptVal("object", &val);
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if (!m_ScriptInterface.CallFunctionVoid(m_Instance, "Deserialize", val))
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LOGERROR("Script Deserialize call failed");
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}
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else
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{
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if (!m_HasNullSerialize)
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{
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// Use ScriptObjectAppend so we don't lose the carefully-constructed
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// prototype/parent of this object
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deserialize.ScriptObjectAppend("object", m_Instance);
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}
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}
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}
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