/* Copyright (C) 2019 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_SCRIPTENGINE #define INCLUDED_SCRIPTENGINE #include "ScriptTypes.h" #include "ps/Singleton.h" #include "js/Initialization.h" /** * 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 runtimes * in order to validate the following constraints: * 1. JS_Init must be called before any ScriptRuntimes are initialized * 2. JS_Shutdown must be called after all ScriptRuntimes have been destroyed */ class ScriptEngine : public Singleton { public: ScriptEngine() { ENSURE(m_Runtimes.empty() && "JS_Init must be called before any runtimes are created!"); JS_Init(); } ~ScriptEngine() { ENSURE(m_Runtimes.empty() && "All runtimes must be destroyed before calling JS_ShutDown!"); JS_ShutDown(); } void RegisterRuntime(const JSRuntime* rt) { m_Runtimes.push_back(rt); } void UnRegisterRuntime(const JSRuntime* rt) { m_Runtimes.remove(rt); } private: std::list m_Runtimes; }; #endif // INCLUDED_SCRIPTENGINE