0ad/source/scriptinterface/ScriptEngine.h

59 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_SCRIPTENGINE
#define INCLUDED_SCRIPTENGINE
#include "ScriptTypes.h"
#include "ps/Singleton.h"
#include "js/Initialization.h"
#include <list>
/**
* A class using the RAII (Resource Acquisition Is Initialization) idiom to manage initialization
* and shutdown of the SpiderMonkey script engine. It also keeps a count of active script contexts
* in order to validate the following constraints:
* 1. JS_Init must be called before any ScriptContexts are initialized
* 2. JS_Shutdown must be called after all ScriptContexts have been destroyed
*/
class ScriptEngine : public Singleton<ScriptEngine>
{
public:
ScriptEngine()
{
ENSURE(m_Contexts.empty() && "JS_Init must be called before any contexts are created!");
JS_Init();
}
~ScriptEngine()
{
ENSURE(m_Contexts.empty() && "All contexts must be destroyed before calling JS_ShutDown!");
JS_ShutDown();
}
void RegisterContext(const JSContext* cx) { m_Contexts.push_back(cx); }
void UnRegisterContext(const JSContext* cx) { m_Contexts.remove(cx); }
private:
std::list<const JSContext*> m_Contexts;
};
#endif // INCLUDED_SCRIPTENGINE