HomeWildfire Games

Remove Vector2D/Vector3D prototype workaround from EngineScriptConversions.

Description

Remove Vector2D/Vector3D prototype workaround from EngineScriptConversions.

Fixes #5376, refs #2394.
Differential Revision: https://code.wildfiregames.com/D1991
Patch By: Krinkle
Comments By: Vladislav, wraitii

Event Timeline

vladislavbelov added inline comments.
/ps/trunk/source/simulation2/scripting/EngineScriptConversions.cpp
35

Usually we use underscores between words in macros, no? Also probably it's not obvious for all, that it returns immediately.

Krinkle added inline comments.
/ps/trunk/source/simulation2/scripting/EngineScriptConversions.cpp
35

Not returning here is an error on my part. Do I understand correctly that it still makes it return by other means? If so, what are those means? I've looked at STMT but that doesn't seem to return or throw.

And JS_ReportError() as a regular call would need to throw to abort correctly, which as far as I could see, it doesn't do (assuming ScriptInterface::ErrorReporter is indeed the callback we use when this code runs).

Krinkle raised a concern with this commit.Jul 17 2019, 12:54 AM
Krinkle added an auditor: Krinkle.

Note to self: rename FAILVOID to FAIL_VOID.

This commit now requires audit.Jul 17 2019, 12:54 AM
Krinkle resigned from this commit.Jul 17 2019, 2:18 AM

Fixed by rP22488.

This commit no longer requires audit.Jul 17 2019, 2:18 AM