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forked from 0ad/0ad
0ad/source/scriptinterface/ScriptInterface.h
wraitii 9fc6c3c897 Correctly serialize/deserialize user-defined JS objects.
Generalize component/AI serialization system to any user-defined JS
object. This includes Vector2D/3D, fixing an old issue.
As with components/AI, JS Objects may implement a Serialize/Deserialize
function to store custom data instead of the default, which attemps to
serialize all enumerable properties.

Fixes #4698

Differential Revision: https://code.wildfiregames.com/D2746
This was SVN commit r24462.
2020-12-27 17:18:13 +00:00

633 lines
23 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_SCRIPTINTERFACE
#define INCLUDED_SCRIPTINTERFACE
#include "lib/file/vfs/vfs_path.h"
#include "maths/Fixed.h"
#include "ps/Errors.h"
#include "scriptinterface/ScriptExceptions.h"
#include "scriptinterface/ScriptTypes.h"
#include <map>
ERROR_GROUP(Scripting);
ERROR_TYPE(Scripting, SetupFailed);
ERROR_SUBGROUP(Scripting, LoadFile);
ERROR_TYPE(Scripting_LoadFile, OpenFailed);
ERROR_TYPE(Scripting_LoadFile, EvalErrors);
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);
// 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
class JSStructuredCloneData;
class ScriptInterface;
struct ScriptInterface_impl;
class ScriptContext;
// Using a global object for the context is a workaround until Simulation, AI, etc,
// use their own threads and also their own contexts.
extern thread_local shared_ptr<ScriptContext> g_ScriptContext;
namespace boost { namespace random { class rand48; } }
/**
* RAII structure which encapsulates an access to the context and compartment of a ScriptInterface.
* This struct provides:
* - a pointer to the context, while acting like JSAutoRequest
* - a pointer to the global object of the compartment, while acting like JSAutoRealm
*
* This way, getting and using those pointers is safe with respect to the GC
* and to the separation of compartments.
*/
class ScriptRequest
{
public:
ScriptRequest() = delete;
ScriptRequest(const ScriptRequest& rq) = delete;
ScriptRequest& operator=(const ScriptRequest& rq) = delete;
ScriptRequest(const ScriptInterface& scriptInterface);
ScriptRequest(const ScriptInterface* scriptInterface) : ScriptRequest(*scriptInterface) {}
ScriptRequest(shared_ptr<ScriptInterface> scriptInterface) : ScriptRequest(*scriptInterface) {}
~ScriptRequest();
JS::Value globalValue() const;
JSContext* cx;
JSObject* glob;
private:
JS::Realm* m_formerRealm;
};
/**
* Abstraction around a SpiderMonkey JS::Realm.
*
* 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
{
NONCOPYABLE(ScriptInterface);
friend class ScriptRequest;
public:
/**
* 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 context ScriptContext to use when initializing this interface.
*/
ScriptInterface(const char* nativeScopeName, const char* debugName, const shared_ptr<ScriptContext>& context);
~ScriptInterface();
struct CmptPrivate
{
ScriptInterface* pScriptInterface; // the ScriptInterface object the compartment belongs to
void* pCBData; // meant to be used as the "this" object for callback functions
} m_CmptPrivate;
void SetCallbackData(void* pCBData);
static CmptPrivate* GetScriptInterfaceAndCBData(JSContext* cx);
/**
* GetGeneralJSContext returns the context without starting a GC request and without
* entering the ScriptInterface compartment. It should only be used in specific situations,
* for instance when initializing a persistent rooted.
* If you need the compartmented context of the ScriptInterface, you should create a
* ScriptInterface::Request and use the context from that.
*/
JSContext* GetGeneralJSContext() const;
shared_ptr<ScriptContext> GetContext() const;
/**
* Load global scripts that most script interfaces need,
* located in the /globalscripts directory. VFS must be initialized.
*/
bool LoadGlobalScripts();
/**
* Replace the default JS random number geenrator with a seeded, network-sync'd one.
*/
bool ReplaceNondeterministicRNG(boost::random::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::HandleValueArray argv, JS::MutableHandleValue out) const;
JSObject* CreateCustomObject(const std::string & typeName) const;
void DefineCustomObjectType(JSClass *clasp, JSNative constructor, uint minArgs, JSPropertySpec *ps, JSFunctionSpec *fs, JSPropertySpec *static_ps, JSFunctionSpec *static_fs);
/**
* Sets the given value to a new plain JS::Object, converts the arguments to JS::Values and sets them as properties.
* This is static so that callers like ToJSVal can use it with the JSContext directly instead of having to obtain the instance using GetScriptInterfaceAndCBData.
* Can throw an exception.
*/
template<typename... Args>
static bool CreateObject(const ScriptRequest& rq, JS::MutableHandleValue objectValue, Args const&... args)
{
JS::RootedObject obj(rq.cx);
if (!CreateObject_(rq, &obj, args...))
return false;
objectValue.setObject(*obj);
return true;
}
/**
* Sets the given value to a new JS object or Null Value in case of out-of-memory.
*/
static void CreateArray(const ScriptRequest& rq, JS::MutableHandleValue objectValue, size_t length = 0);
/**
* Set the named property on the global object.
* Optionally makes it {ReadOnly, DontEnum}. We do not allow to make it DontDelete, so that it can be hotloaded
* by deleting it and re-creating it, which is done by setting @p replace to true.
*/
template<typename T>
bool SetGlobal(const char* name, const T& value, bool replace = false, bool constant = true, bool enumerate = true);
/**
* Set the named property on the given object.
* Optionally makes it {ReadOnly, DontDelete, DontEnum}.
*/
template<typename T>
bool SetProperty(JS::HandleValue obj, const char* name, const T& value, bool constant = false, bool enumerate = true) const;
/**
* Set the named property on the given object.
* Optionally makes it {ReadOnly, DontDelete, DontEnum}.
*/
template<typename T>
bool SetProperty(JS::HandleValue obj, const wchar_t* name, const T& value, bool constant = false, bool enumerate = true) const;
/**
* Set the integer-named property on the given object.
* Optionally makes it {ReadOnly, DontDelete, DontEnum}.
*/
template<typename T>
bool SetPropertyInt(JS::HandleValue obj, int name, const T& value, bool constant = false, bool enumerate = true) const;
/**
* Get the named property on the given object.
*/
template<typename T>
bool GetProperty(JS::HandleValue obj, const char* name, T& out) const;
bool GetProperty(JS::HandleValue obj, const char* name, JS::MutableHandleValue out) const;
bool GetProperty(JS::HandleValue obj, const char* name, JS::MutableHandleObject out) const;
template<typename T>
static bool GetProperty(const ScriptRequest& rq, JS::HandleValue obj, const char* name, T& out);
static bool GetProperty(const ScriptRequest& rq, JS::HandleValue obj, const char* name, JS::MutableHandleValue out);
static bool GetProperty(const ScriptRequest& rq, JS::HandleValue obj, const char* name, JS::MutableHandleObject out);
/**
* Get the integer-named property on the given object.
*/
template<typename T>
bool GetPropertyInt(JS::HandleValue obj, int name, T& out) const;
bool GetPropertyInt(JS::HandleValue obj, int name, JS::MutableHandleValue out) const;
bool GetPropertyInt(JS::HandleValue obj, int name, JS::MutableHandleObject out) const;
template<typename T>
static bool GetPropertyInt(const ScriptRequest& rq, JS::HandleValue obj, int name, T& out);
static bool GetPropertyInt(const ScriptRequest& rq, JS::HandleValue obj, int name, JS::MutableHandleValue out);
static bool GetPropertyInt(const ScriptRequest& rq, JS::HandleValue obj, int name, JS::MutableHandleObject out);
/**
* Check the named property has been defined on the given object.
*/
bool HasProperty(JS::HandleValue obj, const char* name) const;
/**
* Get an object from the global scope or any lexical scope.
* This can return globally accessible objects even if they are not properties
* of the global object (e.g. ES6 class definitions).
* @param name - Name of the property.
* @param out The object or null.
*/
static bool GetGlobalProperty(const ScriptRequest& rq, const std::string& name, JS::MutableHandleValue out);
/**
* Returns all properties of the object, both own properties and inherited.
* This is essentially equivalent to calling Object.getOwnPropertyNames()
* and recursing up the prototype chain.
* NB: this does not return properties with symbol or numeric keys, as that would
* require a variant in the vector, and it's not useful for now.
* @param enumerableOnly - only return enumerable properties.
*/
bool EnumeratePropertyNames(JS::HandleValue objVal, bool enumerableOnly, std::vector<std::string>& out) const;
bool SetPrototype(JS::HandleValue obj, JS::HandleValue proto);
bool FreezeObject(JS::HandleValue objVal, bool deep) const;
/**
* Convert an object to a UTF-8 encoded string, either with JSON
* (if pretty == true and there is no JSON error) or with toSource().
*
* We have to use a mutable handle because JS_Stringify requires that for unknown reasons.
*/
std::string ToString(JS::MutableHandleValue obj, bool pretty = false) const;
/**
* Parse a UTF-8-encoded JSON string. Returns the unmodified value on error
* and prints an error message.
* @return true on success; false otherwise
*/
bool ParseJSON(const std::string& string_utf8, JS::MutableHandleValue out) const;
/**
* Read a JSON file. Returns the unmodified value on error and prints an error message.
*/
void ReadJSONFile(const VfsPath& path, JS::MutableHandleValue out) const;
/**
* Stringify to a JSON string, UTF-8 encoded. Returns an empty string on error.
*/
std::string StringifyJSON(JS::MutableHandleValue obj, bool indent = true) const;
/**
* 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) const;
/**
* 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::string& code) const;
/**
* Load and execute the given script in the global scope.
* @return true on successful compilation and execution; false otherwise
*/
bool LoadGlobalScriptFile(const VfsPath& path) const;
/**
* Evaluate some JS code in the global scope.
* @return true on successful compilation and execution; false otherwise
*/
bool Eval(const char* code) const;
bool Eval(const char* code, JS::MutableHandleValue out) const;
template<typename T> bool Eval(const char* code, T& out) const;
/**
* Convert a JS::Value to a C++ type. (This might trigger GC.)
*/
template<typename T> static bool FromJSVal(const ScriptRequest& rq, const JS::HandleValue val, T& ret);
/**
* Convert a C++ type to a JS::Value. (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<typename T> static void ToJSVal(const ScriptRequest& rq, JS::MutableHandleValue ret, T const& val);
/**
* Convert a named property of an object to a C++ type.
*/
template<typename T> static bool FromJSProperty(const ScriptRequest& rq, const JS::HandleValue val, const char* name, T& ret, bool strict = false);
/**
* 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 compartments and between 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.
*/
using StructuredClone = shared_ptr<JSStructuredCloneData>;
StructuredClone WriteStructuredClone(JS::HandleValue v) const;
void ReadStructuredClone(const StructuredClone& ptr, JS::MutableHandleValue ret) const;
/**
* Construct a new value (usable in this ScriptInterface's compartment) by cloning
* a value from a different compartment.
* Complex values (functions, XML, etc) won't be cloned correctly, but basic
* types and cyclic references should be fine.
*/
JS::Value CloneValueFromOtherCompartment(const ScriptInterface& otherCompartment, JS::HandleValue val) const;
/**
* Retrieve the private data field of a JSObject that is an instance of the given JSClass.
*/
template <typename T>
static T* GetPrivate(const ScriptRequest& rq, JS::HandleObject thisobj, JSClass* jsClass)
{
T* value = static_cast<T*>(JS_GetInstancePrivate(rq.cx, thisobj, jsClass, nullptr));
if (value == nullptr)
ScriptException::Raise(rq, "Private data of the given object is null!");
return value;
}
/**
* Retrieve the private data field of a JS Object that is an instance of the given JSClass.
* If an error occurs, GetPrivate will report it with the according stack.
*/
template <typename T>
static T* GetPrivate(const ScriptRequest& rq, JS::CallArgs& callArgs, JSClass* jsClass)
{
if (!callArgs.thisv().isObject())
{
ScriptException::Raise(rq, "Cannot retrieve private JS class data because from a non-object value!");
return nullptr;
}
JS::RootedObject thisObj(rq.cx, &callArgs.thisv().toObject());
T* value = static_cast<T*>(JS_GetInstancePrivate(rq.cx, thisObj, jsClass, &callArgs));
if (value == nullptr)
ScriptException::Raise(rq, "Private data of the given object is null!");
return value;
}
/**
* 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 <typename T>
static void AssignOrToJSVal(const ScriptRequest& rq, JS::MutableHandleValue handle, const T& a);
/**
* The same as AssignOrToJSVal, but also allows JS::Value for T.
* In most cases it's not safe to use the plain (unrooted) JS::Value type, but this can happen quite
* easily with template functions. The idea is that the linker prints an error if AssignOrToJSVal is
* used with JS::Value. If the specialization for JS::Value should be allowed, you can use this
* "unrooted" version of AssignOrToJSVal.
*/
template <typename T>
static void AssignOrToJSValUnrooted(const ScriptRequest& rq, JS::MutableHandleValue handle, const T& a)
{
AssignOrToJSVal(rq, handle, a);
}
/**
* Converts |val| to T if needed or just returns it if it's a handle.
* This is meant for use in other templates where we want to use the same code for JS::HandleValue and
* other types.
*/
template <typename T>
static T AssignOrFromJSVal(const ScriptRequest& rq, const JS::HandleValue& val, bool& ret);
private:
static bool CreateObject_(const ScriptRequest& rq, JS::MutableHandleObject obj);
template<typename T, typename... Args>
static bool CreateObject_(const ScriptRequest& rq, JS::MutableHandleObject obj, const char* propertyName, const T& propertyValue, Args const&... args)
{
JS::RootedValue val(rq.cx);
AssignOrToJSVal(rq, &val, propertyValue);
return CreateObject_(rq, obj, args...) && JS_DefineProperty(rq.cx, obj, propertyName, val, JSPROP_ENUMERATE);
}
bool CallFunction_(JS::HandleValue val, const char* name, JS::HandleValueArray argv, JS::MutableHandleValue ret) const;
bool SetGlobal_(const char* name, JS::HandleValue value, bool replace, bool constant, bool enumerate);
bool SetProperty_(JS::HandleValue obj, const char* name, JS::HandleValue value, bool constant, bool enumerate) const;
bool SetProperty_(JS::HandleValue obj, const wchar_t* name, JS::HandleValue value, bool constant, bool enumerate) const;
bool SetPropertyInt_(JS::HandleValue obj, int name, JS::HandleValue value, bool constant, bool enumerate) const;
struct CustomType
{
JS::PersistentRootedObject m_Prototype;
JSClass* m_Class;
JSNative m_Constructor;
};
void Register(const char* name, JSNative fptr, size_t nargs) const;
// Take care to keep this declaration before heap rooted members. Destructors of heap rooted
// members have to be called before the custom destructor of ScriptInterface_impl.
std::unique_ptr<ScriptInterface_impl> m;
boost::random::rand48* m_rng;
std::map<std::string, CustomType> 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 <R, T0..., TR (*fptr) (void* cbdata, T0...)>
// void RegisterFunction(const char* functionName) const;
//
// template <R, T0..., TR (*fptr) (void* cbdata, T0...)>
// static JSNative call;
//
// template <R, T0..., JSClass*, TC, TR (TC:*fptr) (T0...)>
// static JSNative callMethod;
//
// template <R, T0..., JSClass*, TC, TR (TC:*fptr) const (T0...)>
// static JSNative callMethodConst;
//
// template <T0...>
// static size_t nargs();
//
// template <R, T0...>
// bool CallFunction(JS::HandleValue val, const char* name, R& ret, const T0&...) const;
//
// template <R, T0...>
// bool CallFunction(JS::HandleValue val, const char* name, JS::Rooted<R>* ret, const T0&...) const;
//
// template <R, T0...>
// bool CallFunction(JS::HandleValue val, const char* name, JS::MutableHandle<R> ret, const T0&...) const;
//
// template <T0...>
// bool CallFunctionVoid(JS::HandleValue val, const char* name, const T0&...) const;
};
// Implement those declared functions
#include "NativeWrapperDefns.h"
template<typename T>
inline void ScriptInterface::AssignOrToJSVal(const ScriptRequest& rq, JS::MutableHandleValue handle, const T& a)
{
ToJSVal(rq, handle, a);
}
template<>
inline void ScriptInterface::AssignOrToJSVal<JS::PersistentRootedValue>(const ScriptRequest& UNUSED(rq), JS::MutableHandleValue handle, const JS::PersistentRootedValue& a)
{
handle.set(a);
}
template<>
inline void ScriptInterface::AssignOrToJSVal<JS::Heap<JS::Value> >(const ScriptRequest& UNUSED(rq), JS::MutableHandleValue handle, const JS::Heap<JS::Value>& a)
{
handle.set(a);
}
template<>
inline void ScriptInterface::AssignOrToJSVal<JS::RootedValue>(const ScriptRequest& UNUSED(rq), JS::MutableHandleValue handle, const JS::RootedValue& a)
{
handle.set(a);
}
template <>
inline void ScriptInterface::AssignOrToJSVal<JS::HandleValue>(const ScriptRequest& UNUSED(rq), JS::MutableHandleValue handle, const JS::HandleValue& a)
{
handle.set(a);
}
template <>
inline void ScriptInterface::AssignOrToJSValUnrooted<JS::Value>(const ScriptRequest& UNUSED(rq), JS::MutableHandleValue handle, const JS::Value& a)
{
handle.set(a);
}
template<typename T>
inline T ScriptInterface::AssignOrFromJSVal(const ScriptRequest& rq, const JS::HandleValue& val, bool& ret)
{
T retVal;
ret = FromJSVal(rq, val, retVal);
return retVal;
}
template<>
inline JS::HandleValue ScriptInterface::AssignOrFromJSVal<JS::HandleValue>(const ScriptRequest& UNUSED(rq), const JS::HandleValue& val, bool& ret)
{
ret = true;
return val;
}
template<typename T>
bool ScriptInterface::SetGlobal(const char* name, const T& value, bool replace, bool constant, bool enumerate)
{
ScriptRequest rq(this);
JS::RootedValue val(rq.cx);
AssignOrToJSVal(rq, &val, value);
return SetGlobal_(name, val, replace, constant, enumerate);
}
template<typename T>
bool ScriptInterface::SetProperty(JS::HandleValue obj, const char* name, const T& value, bool constant, bool enumerate) const
{
ScriptRequest rq(this);
JS::RootedValue val(rq.cx);
AssignOrToJSVal(rq, &val, value);
return SetProperty_(obj, name, val, constant, enumerate);
}
template<typename T>
bool ScriptInterface::SetProperty(JS::HandleValue obj, const wchar_t* name, const T& value, bool constant, bool enumerate) const
{
ScriptRequest rq(this);
JS::RootedValue val(rq.cx);
AssignOrToJSVal(rq, &val, value);
return SetProperty_(obj, name, val, constant, enumerate);
}
template<typename T>
bool ScriptInterface::SetPropertyInt(JS::HandleValue obj, int name, const T& value, bool constant, bool enumerate) const
{
ScriptRequest rq(this);
JS::RootedValue val(rq.cx);
AssignOrToJSVal(rq, &val, value);
return SetPropertyInt_(obj, name, val, constant, enumerate);
}
template<typename T>
bool ScriptInterface::GetProperty(JS::HandleValue obj, const char* name, T& out) const
{
ScriptRequest rq(this);
return GetProperty(rq, obj, name, out);
}
template<typename T>
bool ScriptInterface::GetProperty(const ScriptRequest& rq, JS::HandleValue obj, const char* name, T& out)
{
JS::RootedValue val(rq.cx);
if (!GetProperty(rq, obj, name, &val))
return false;
return FromJSVal(rq, val, out);
}
template<typename T>
bool ScriptInterface::GetPropertyInt(JS::HandleValue obj, int name, T& out) const
{
ScriptRequest rq(this);
return GetPropertyInt(rq, obj, name, out);
}
template<typename T>
bool ScriptInterface::GetPropertyInt(const ScriptRequest& rq, JS::HandleValue obj, int name, T& out)
{
JS::RootedValue val(rq.cx);
if (!GetPropertyInt(rq, obj, name, &val))
return false;
return FromJSVal(rq, val, out);
}
template<typename T>
bool ScriptInterface::Eval(const char* code, T& ret) const
{
ScriptRequest rq(this);
JS::RootedValue rval(rq.cx);
if (!Eval(code, &rval))
return false;
return FromJSVal(rq, rval, ret);
}
#endif // INCLUDED_SCRIPTINTERFACE