/* Copyright (C) 2012 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 . */ #ifndef INCLUDED_SCRIPTINTERFACE #define INCLUDED_SCRIPTINTERFACE #include #include #include #include "ScriptTypes.h" #include "ScriptVal.h" #include "ps/Errors.h" ERROR_GROUP(Scripting); ERROR_TYPE(Scripting, SetupFailed); ERROR_SUBGROUP(Scripting, LoadFile); ERROR_TYPE(Scripting_LoadFile, OpenFailed); ERROR_TYPE(Scripting_LoadFile, EvalErrors); ERROR_TYPE(Scripting, ConversionFailed); ERROR_TYPE(Scripting, CallFunctionFailed); ERROR_TYPE(Scripting, RegisterFunctionFailed); ERROR_TYPE(Scripting, DefineConstantFailed); ERROR_TYPE(Scripting, CreateObjectFailed); ERROR_TYPE(Scripting, TypeDoesNotExist); ERROR_SUBGROUP(Scripting, DefineType); ERROR_TYPE(Scripting_DefineType, AlreadyExists); ERROR_TYPE(Scripting_DefineType, CreationFailed); #include "lib/file/vfs/vfs_path.h" #include "ps/Profile.h" #include "ps/utf16string.h" #include class AutoGCRooter; // Set the maximum number of function arguments that can be handled // (This should be as small as possible (for compiler efficiency), // but as large as necessary for all wrapped functions) #define SCRIPT_INTERFACE_MAX_ARGS 8 // TODO: what's a good default? #define DEFAULT_RUNTIME_SIZE 16 * 1024 * 1024 struct ScriptInterface_impl; class ScriptRuntime; extern shared_ptr g_ScriptRuntime; class CDebuggingServer; /** * Abstraction around a SpiderMonkey JSContext. * * Thread-safety: * - May be used in non-main threads. * - Each ScriptInterface must be created, used, and destroyed, all in a single thread * (it must never be shared between threads). */ class ScriptInterface { public: /** * Returns a runtime, which can used to initialise any number of * ScriptInterfaces contexts. Values created in one context may be used * in any other context from the same runtime (but not any other runtime). * Each runtime should only ever be used on a single thread. * @param runtimeSize Maximum size in bytes of the new runtime */ static shared_ptr CreateRuntime(int runtimeSize = DEFAULT_RUNTIME_SIZE); /** * Constructor. * @param nativeScopeName Name of global object that functions (via RegisterFunction) will * be placed into, as a scoping mechanism; typically "Engine" * @param debugName Name of this interface for CScriptStats purposes. * @param runtime ScriptRuntime to use when initializing this interface. */ ScriptInterface(const char* nativeScopeName, const char* debugName, const shared_ptr& runtime); ~ScriptInterface(); /** * Shut down the JS system to clean up memory. Must only be called when there * are no ScriptInterfaces alive. */ static void ShutDown(); struct CxPrivate { ScriptInterface* pScriptInterface; // the ScriptInterface object the current context belongs to void* pCBData; // meant to be used as the "this" object for callback functions } m_CxPrivate; void SetCallbackData(void* pCBData); static CxPrivate* GetScriptInterfaceAndCBData(JSContext* cx); JSContext* GetContext() const; JSRuntime* GetJSRuntime() const; shared_ptr GetRuntime() const; /** * Load global scripts that most script contexts need, * located in the /globalscripts directory. VFS must be initialized. */ bool LoadGlobalScripts(); enum CACHED_VAL { CACHE_VECTOR2DPROTO, CACHE_VECTOR3DPROTO }; CScriptValRooted GetCachedValue(CACHED_VAL valueIdentifier); /** * Replace the default JS random number geenrator with a seeded, network-sync'd one. */ bool ReplaceNondeterministicRNG(boost::rand48& rng); /** * Call a constructor function, equivalent to JS "new ctor(arg)". * @param ctor An object that can be used as constructor * @param argv Constructor arguments * @param out The new object; On error an error message gets logged and out is Null (out.isNull() == true). */ void CallConstructor(JS::HandleValue ctor, JS::AutoValueVector& argv, JS::MutableHandleValue out); /** * Call the named property on the given object, with void return type and 0 arguments */ bool CallFunctionVoid(JS::HandleValue val, const char* name); /** * Call the named property on the given object, with void return type and 1 argument */ template bool CallFunctionVoid(JS::HandleValue val, const char* name, const T0& a0); /** * Call the named property on the given object, with void return type and 2 arguments */ template bool CallFunctionVoid(JS::HandleValue val, const char* name, const T0& a0, const T1& a1); /** * Call the named property on the given object, with void return type and 3 arguments */ template bool CallFunctionVoid(JS::HandleValue val, const char* name, const T0& a0, const T1& a1, const T2& a2); JSObject* CreateCustomObject(const std::string & typeName); void DefineCustomObjectType(JSClass *clasp, JSNative constructor, uint minArgs, JSPropertySpec *ps, JSFunctionSpec *fs, JSPropertySpec *static_ps, JSFunctionSpec *static_fs); jsval GetGlobalObject(); JSClass* GetGlobalClass(); /** * Set the named property on the global object. * If @p replace is true, an existing property will be overwritten; otherwise attempts * to set an already-defined value will fail. */ template bool SetGlobal(const char* name, const T& value, bool replace = false); /** * Set the named property on the given object. * Optionally makes it {ReadOnly, DontDelete, DontEnum}. */ template bool SetProperty(JS::HandleValue obj, const char* name, const T& value, bool constant = false, bool enumerate = true); /** * Set the named property on the given object. * Optionally makes it {ReadOnly, DontDelete, DontEnum}. */ template bool SetProperty(JS::HandleValue obj, const wchar_t* name, const T& value, bool constant = false, bool enumerate = true); /** * Set the integer-named property on the given object. * Optionally makes it {ReadOnly, DontDelete, DontEnum}. */ template bool SetPropertyInt(JS::HandleValue obj, int name, const T& value, bool constant = false, bool enumerate = true); /** * Get the named property on the given object. */ template bool GetProperty(JS::HandleValue obj, const char* name, T& out); /** * Get the named property of the given object. * This overload takes JS::Rooted* and converts it to JS::MutableHandle in the function body because implicit * conversion is not supported for templates. * It's used in the case where a JS::Rooted gets created inside the same function and then passed to GetProperty as * |out| using the & operator. */ template bool GetProperty(JS::HandleValue obj, const char* name, JS::Rooted* out); /** * Get the named property of the given object. * This overload gets used in the case when you don't need conversion from a JS::Rooted* and pass JS::MutableHandle * to GetProperty as |out| parameter directly (usually when you get it as a function parameter). */ template bool GetProperty(JS::HandleValue obj, const char* name, JS::MutableHandle out); /** * Get the integer-named property on the given object. */ template bool GetPropertyInt(JS::HandleValue obj, int name, T& out); /** * Get the integer-named property on the given object. * This overload takes JS::Rooted* and converts it to JS::MutableHandle in the function body because implicit * conversion is not supported for templates. * It's used in the case where a JS::Rooted gets created inside the same function and then passed to GetPropertyInt as * |out| using the & operator. */ template bool GetPropertyInt(JS::HandleValue obj, int name, JS::Rooted* out); /** * Get the named property of the given object. * This overload gets used in the case when you don't need conversion from a JS::Rooted* and pass JS::MutableHandle * to GetPropertyInt as |out| parameter directly (usually when you get it as a function parameter). */ template bool GetPropertyInt(JS::HandleValue obj, int name, JS::MutableHandle out); /** * Check the named property has been defined on the given object. */ bool HasProperty(JS::HandleValue obj, const char* name); bool EnumeratePropertyNamesWithPrefix(JS::HandleValue objVal, const char* prefix, std::vector& out); bool SetPrototype(JS::HandleValue obj, JS::HandleValue proto); bool FreezeObject(jsval obj, bool deep); bool Eval(const char* code); template bool Eval(const CHAR* code, JS::MutableHandleValue out); template bool Eval(const CHAR* code, T& out); // We have to use a mutable handle because JS_Stringify requires that for unknown reasons. std::wstring ToString(JS::MutableHandleValue obj, bool pretty = false); /** * Parse a UTF-8-encoded JSON string. Returns the unmodified value on error and prints an error message. */ void ParseJSON(const std::string& string_utf8, JS::MutableHandleValue out); /** * Read a JSON file. Returns the unmodified value on error and prints an error message. */ void ReadJSONFile(const VfsPath& path, JS::MutableHandleValue out); /** * Stringify to a JSON string, UTF-8 encoded. Returns an empty string on error. */ std::string StringifyJSON(JS::MutableHandleValue obj, bool indent = true); /** * Report the given error message through the JS error reporting mechanism, * and throw a JS exception. (Callers can check IsPendingException, and must * return JS_FALSE in that case to propagate the exception.) */ void ReportError(const char* msg); /** * Load and execute the given script in a new function scope. * @param filename Name for debugging purposes (not used to load the file) * @param code JS code to execute * @return true on successful compilation and execution; false otherwise */ bool LoadScript(const VfsPath& filename, const std::string& code); /** * Load and execute the given script in the global scope. * @param filename Name for debugging purposes (not used to load the file) * @param code JS code to execute * @return true on successful compilation and execution; false otherwise */ bool LoadGlobalScript(const VfsPath& filename, const std::wstring& code); /** * Load and execute the given script in the global scope. * @return true on successful compilation and execution; false otherwise */ bool LoadGlobalScriptFile(const VfsPath& path); /** * Construct a new value (usable in this ScriptInterface's context) by cloning * a value from a different context. * Complex values (functions, XML, etc) won't be cloned correctly, but basic * types and cyclic references should be fine. */ JS::Value CloneValueFromOtherContext(ScriptInterface& otherContext, JS::HandleValue val); /** * Convert a jsval to a C++ type. (This might trigger GC.) */ template static bool FromJSVal(JSContext* cx, const JS::HandleValue val, T& ret); /** * Convert a C++ type to a jsval. (This might trigger GC. The return * value must be rooted if you don't want it to be collected.) * NOTE: We are passing the JS::Value by reference instead of returning it by value. * The reason is a memory corruption problem that appears to be caused by a bug in Visual Studio. * Details here: http://www.wildfiregames.com/forum/index.php?showtopic=17289&p=285921 */ template static void ToJSVal(JSContext* cx, JS::MutableHandleValue ret, T const& val); AutoGCRooter* ReplaceAutoGCRooter(AutoGCRooter* rooter); /** * Dump some memory heap debugging information to stderr. */ void DumpHeap(); /** * MaybeGC tries to determine whether garbage collection in cx's runtime would free up enough memory to be worth the amount of time it would take. * This calls JS_MaybeGC directly, which does not do incremental GC. Usually you should prefer MaybeIncrementalRuntimeGC. */ void MaybeGC(); /** * MaybeIncrementalRuntimeGC tries to determine whether a runtime-wide garbage collection would free up enough memory to * be worth the amount of time it would take. It does this with our own logic and NOT some predefined JSAPI logic because * such functionality currently isn't available out of the box. * It does incremental GC which means it will collect one slice each time it's called until the garbage collection is done. * This can and should be called quite regularly. It shouldn't cost much performance because it tries to run a GC only if * necessary. */ void MaybeIncrementalRuntimeGC(); /** * Triggers a full non-incremental garbage collection immediately. That should only be required in special cases and normally * you should try to use MaybeIncrementalRuntimeGC instead. */ void ForceGC(); /** * MathRandom (this function) calls the random number generator assigned to this ScriptInterface instance and * returns the generated number. * Math_random (with underscore, not this function) is a global function, but different random number generators can be * stored per ScriptInterface. It calls MathRandom of the current ScriptInterface instance. */ bool MathRandom(double& nbr); /** * Structured clones are a way to serialize 'simple' JS values into a buffer * that can safely be passed between contexts and runtimes and threads. * A StructuredClone can be stored and read multiple times if desired. * We wrap them in shared_ptr so memory management is automatic and * thread-safe. */ class StructuredClone { NONCOPYABLE(StructuredClone); public: StructuredClone(); ~StructuredClone(); u64* m_Data; size_t m_Size; }; shared_ptr WriteStructuredClone(jsval v); void ReadStructuredClone(const shared_ptr& ptr, JS::MutableHandleValue ret); /** * Converts |a| if needed and assigns it to |handle|. * This is meant for use in other templates where we want to use the same code for JS::RootedValue&/JS::HandleValue and * other types. Note that functions are meant to take JS::HandleValue instead of JS::RootedValue&, but this implicit * conversion does not work for templates (exact type matches required for type deduction). * A similar functionality could also be implemented as a ToJSVal specialization. The current approach was preferred * because "conversions" from JS::HandleValue to JS::MutableHandleValue are unusual and should not happen "by accident". */ template void AssignOrToJSVal(JS::MutableHandleValue handle, const T& a); private: bool CallFunction_(JS::HandleValue val, const char* name, uint argc, jsval* argv, JS::MutableHandleValue ret); bool Eval_(const char* code, JS::MutableHandleValue ret); bool Eval_(const wchar_t* code, JS::MutableHandleValue ret); bool SetGlobal_(const char* name, jsval value, bool replace); bool SetProperty_(JS::HandleValue obj, const char* name, JS::HandleValue value, bool readonly, bool enumerate); bool SetProperty_(JS::HandleValue obj, const wchar_t* name, JS::HandleValue value, bool readonly, bool enumerate); bool SetPropertyInt_(JS::HandleValue obj, int name, JS::HandleValue value, bool readonly, bool enumerate); bool GetProperty_(JS::HandleValue obj, const char* name, JS::MutableHandleValue out); bool GetPropertyInt_(JS::HandleValue obj, int name, JS::MutableHandleValue value); static bool IsExceptionPending(JSContext* cx); static JSClass* GetClass(JSObject* obj); static void* GetPrivate(JSObject* obj); class CustomType { public: JSObject* m_Prototype; JSClass* m_Class; JSNative m_Constructor; }; void Register(const char* name, JSNative fptr, size_t nargs); std::auto_ptr m; boost::rand48* m_rng; std::map m_CustomObjectTypes; // The nasty macro/template bits are split into a separate file so you don't have to look at them public: #include "NativeWrapperDecls.h" // This declares: // // template // void RegisterFunction(const char* functionName); // // template // static JSNative call; // // template // static JSNative callMethod; // // template // static size_t nargs(); }; // Implement those declared functions #include "NativeWrapperDefns.h" template inline void ScriptInterface::AssignOrToJSVal(JS::MutableHandleValue handle, const T& a) { ToJSVal(GetContext(), handle, a); } template<> inline void ScriptInterface::AssignOrToJSVal(JS::MutableHandleValue handle, const JS::RootedValue& a) { handle.set(a); } template <> inline void ScriptInterface::AssignOrToJSVal(JS::MutableHandleValue handle, const JS::HandleValue& a) { handle.set(a); } template <> inline void ScriptInterface::AssignOrToJSVal(JS::MutableHandleValue handle, const JS::Value& a) { handle.set(a); } template bool ScriptInterface::CallFunctionVoid(JS::HandleValue val, const char* name, const T0& a0) { JSContext* cx = GetContext(); JSAutoRequest rq(cx); JS::RootedValue jsRet(cx); JS::AutoValueVector argv(cx); argv.resize(1); AssignOrToJSVal(argv.handleAt(0), a0); return CallFunction_(val, name, 1, argv.begin(), &jsRet); } template bool ScriptInterface::CallFunctionVoid(JS::HandleValue val, const char* name, const T0& a0, const T1& a1) { JSContext* cx = GetContext(); JSAutoRequest rq(cx); JS::RootedValue jsRet(cx); JS::AutoValueVector argv(cx); argv.resize(2); AssignOrToJSVal(argv.handleAt(0), a0); AssignOrToJSVal(argv.handleAt(1), a1); return CallFunction_(val, name, 2, argv.begin(), &jsRet); } template bool ScriptInterface::CallFunctionVoid(JS::HandleValue val, const char* name, const T0& a0, const T1& a1, const T2& a2) { JSContext* cx = GetContext(); JSAutoRequest rq(cx); JS::RootedValue jsRet(cx); JS::AutoValueVector argv(cx); argv.resize(3); AssignOrToJSVal(argv.handleAt(0), a0); AssignOrToJSVal(argv.handleAt(1), a1); AssignOrToJSVal(argv.handleAt(2), a2); return CallFunction_(val, name, 3, argv.begin(), &jsRet); } template bool ScriptInterface::SetGlobal(const char* name, const T& value, bool replace) { JSAutoRequest rq(GetContext()); JS::RootedValue val(GetContext()); ToJSVal(GetContext(), &val, value); return SetGlobal_(name, val, replace); } template bool ScriptInterface::SetProperty(JS::HandleValue obj, const char* name, const T& value, bool readonly, bool enumerate) { JSAutoRequest rq(GetContext()); JS::RootedValue val(GetContext()); AssignOrToJSVal(&val, value); return SetProperty_(obj, name, val, readonly, enumerate); } template bool ScriptInterface::SetProperty(JS::HandleValue obj, const wchar_t* name, const T& value, bool readonly, bool enumerate) { JSAutoRequest rq(GetContext()); JS::RootedValue val(GetContext()); AssignOrToJSVal(&val, value); return SetProperty_(obj, name, val, readonly, enumerate); } template bool ScriptInterface::SetPropertyInt(JS::HandleValue obj, int name, const T& value, bool readonly, bool enumerate) { JSAutoRequest rq(GetContext()); JS::RootedValue val(GetContext()); AssignOrToJSVal(&val, value); return SetPropertyInt_(obj, name, val, readonly, enumerate); } template bool ScriptInterface::GetProperty(JS::HandleValue obj, const char* name, T& out) { JSContext* cx = GetContext(); JSAutoRequest rq(cx); JS::RootedValue val(cx); if (! GetProperty_(obj, name, &val)) return false; return FromJSVal(cx, val, out); } template bool ScriptInterface::GetProperty(JS::HandleValue obj, const char* name, JS::Rooted* out) { JS::MutableHandle handleOut(out); if (! GetProperty_(obj, name, handleOut)) return false; return true; } template bool ScriptInterface::GetProperty(JS::HandleValue obj, const char* name, JS::MutableHandle out) { if (! GetProperty_(obj, name, out)) return false; return true; } template bool ScriptInterface::GetPropertyInt(JS::HandleValue obj, int name, T& out) { JSAutoRequest rq(GetContext()); JS::RootedValue val(GetContext()); if (! GetPropertyInt_(obj, name, &val)) return false; return FromJSVal(GetContext(), val, out); } template bool ScriptInterface::GetPropertyInt(JS::HandleValue obj, int name, JS::Rooted* out) { JS::MutableHandle handleOut(out); if (! GetPropertyInt_(obj, name, handleOut)) return false; return true; } template bool ScriptInterface::GetPropertyInt(JS::HandleValue obj, int name, JS::MutableHandle out) { if (! GetPropertyInt_(obj, name, out)) return false; return true; } template bool ScriptInterface::Eval(const CHAR* code, JS::MutableHandleValue ret) { if (! Eval_(code, ret)) return false; return true; } template bool ScriptInterface::Eval(const CHAR* code, T& ret) { JSAutoRequest rq(GetContext()); JS::RootedValue rval(GetContext()); if (! Eval_(code, &rval)) return false; return FromJSVal(GetContext(), rval, ret); } #endif // INCLUDED_SCRIPTINTERFACE