0ad/source/scriptinterface/ScriptExceptions.h

52 lines
1.8 KiB
C++

/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SCRIPTEXCEPTIONS
#define INCLUDED_SCRIPTEXCEPTIONS
struct JSContext;
class JSErrorReport;
class ScriptRequest;
namespace ScriptException
{
/**
* @return Whether there is a JS exception pending.
*/
bool IsPending(const ScriptRequest& rq);
/**
* Log and then clear the current pending exception. This function should always be called after calling a
* JS script (or anything that can throw JS errors, such as structured clones),
* in case that script doesn't catch an exception thrown during its execution.
* If no exception is pending, this does nothing.
* Note that JS code that wants to throw errors should throw new Error(...), otherwise the stack cannot be used.
* @return Whether there was a pending exception.
*/
bool CatchPending(const ScriptRequest& rq);
/**
* Raise a JS exception from C++ code.
* This is only really relevant in JSNative functions that don't use ObjectOpResult,
* as the latter overwrites the pending exception.
* Prefer either simply logging an error if you know a stack-trace will be raised elsewhere.
*/
void Raise(const ScriptRequest& rq, const char* format, ...);
}
#endif // INCLUDED_SCRIPTEXCEPTIONS