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Fix typo: destory -> destroy
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README-zh.md

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@@ -125,11 +125,11 @@ ScriptX通过一系列的技术手段实现了脚本的异常和C++异常相互
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ScriptX 设计的时候充分考虑到API的易用性,包括操作友好简单,不易出错,错误信息明显,便于定位问题等。在这样的指导思想之下ScriptX做了很多原生引擎做不了的事情。
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比如:V8在destory的时候是不执行GC的,导致很多绑定的native类不能释放。ScriptX做了额外的逻辑处理这个情况。
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比如:V8在destroy的时候是不执行GC的,导致很多绑定的native类不能释放。ScriptX做了额外的逻辑处理这个情况。
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V8和JSCore要求在finalize回调中不能调用ScriptX的其他API,否则会crash,这也导致代码逻辑很难实现。ScriptX借助MessageQueue完美规避这个问题。
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V8和JSCore的全局引用都必须在engine destory之前全部释放掉,否则就会引起crash、不能destory等问题。ScriptX则保证在Engine destory的时候主动reset所有 Global / Weak 引用。
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V8和JSCore的全局引用都必须在engine destroy之前全部释放掉,否则就会引起crash、不能destroy等问题。ScriptX则保证在Engine destroy的时候主动reset所有 Global / Weak 引用。
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## 6. 简单高效的绑定API
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backend/WebAssembly/WasmHelper.cc

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@@ -824,7 +824,7 @@ CHECKED_EM_JS(int, _ScriptX_Native_getInternalStore, (int weakThis), {
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return stack.push(thiz[sym]);
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});
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CHECKED_EM_JS(void, _ScriptX_Native_destoryInstance, (int scriptClassInstance), {
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CHECKED_EM_JS(void, _ScriptX_Native_destroyInstance, (int scriptClassInstance), {
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const stack = Module.SCRIPTX_STACK;
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scriptClassInstance = stack.values[scriptClassInstance];
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@@ -1243,7 +1243,7 @@ void wasm_interop::destroySharedByteBuffer(const Local<ByteBuffer> &sharedByteBu
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}
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void wasm_interop::destroyScriptClass(const Local<Object> &scriptClass) {
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CHECKED_VOID_JS_CALL(wasm_backend::_ScriptX_Native_destoryInstance(
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CHECKED_VOID_JS_CALL(wasm_backend::_ScriptX_Native_destroyInstance(
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wasm_backend::WasmEngine::refIndex(scriptClass)));
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}
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docs/en/WebAssembly.md

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@@ -238,13 +238,13 @@ class SharedByteBuffer {
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readonly byteLength: number;
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// Manual memory management, destroy this class, and release WASM memory
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public destory(): void;
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public destroy(): void;
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}
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```
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Pay attention to the buffer attribute above. As mentioned above, when WASM `grow_memory`, the underlying `ArrayBuffer` may change, so when using `SharedByteBuffer`, create a `TypedArray` immediately, don’t keep the reference for long-term use (of course you You can configure wasm not to grow_memory, or use `SharedArrayBuffer`, so the buffer attribute will not change, depending on your usage scenario).
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Finally, because WASM has no GC and JS has no finalize, the user needs to release this memory. You can use the above `destory` method, or you can use `ScriptX.destroySharedByteBuffer`. The C++ code uses `wasm_interop::destroySharedByteBuffer`.
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Finally, because WASM has no GC and JS has no finalize, the user needs to release this memory. You can use the above `destroy` method, or you can use `ScriptX.destroySharedByteBuffer`. The C++ code uses `wasm_interop::destroySharedByteBuffer`.
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Give a chestnut:
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docs/zh/Basics.md

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@@ -149,7 +149,7 @@ void doFrame() {
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### Message::tag
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有一点需要注意,因为部分backend允许多个ScriptEngine共享一个MessageQueue;所以当你使用该特性时,MessageQueue的Message有一个tag字段,用来区分这个Message属于哪个ScriptEngine,因此在postMessage的时候请指定tag,这样ScriptEngine在destory的时候会把到期没执行的Message全部release掉,并调用其release handler。(通过`messageQueue.removeMessageByTag(scriptEngine)`实现。)
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有一点需要注意,因为部分backend允许多个ScriptEngine共享一个MessageQueue;所以当你使用该特性时,MessageQueue的Message有一个tag字段,用来区分这个Message属于哪个ScriptEngine,因此在postMessage的时候请指定tag,这样ScriptEngine在destroy的时候会把到期没执行的Message全部release掉,并调用其release handler。(通过`messageQueue.removeMessageByTag(scriptEngine)`实现。)
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PS: 如果一个ScriptEngine只对应一个MessageQueue,则在ScriptEngine destroy的时候会析构掉MessageQueue,那么内部的**所有** Message 都将release,这种情况可以不设置tag字段。
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docs/zh/WebAssembly.md

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@@ -238,13 +238,13 @@ class SharedByteBuffer {
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readonly byteLength: number;
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// 手动内存管理,销毁该类,并释放WASM的内存
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public destory(): void;
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public destroy(): void;
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}
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```
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注意上面的buffer属性,如上文所述,当WASM `grow_memory` 的时候,底层的`ArrayBuffer`可能会变,因此使用`SharedByteBuffer`的时候要即时创建`TypedArray`,不要保留引用长期使用(当然你可以配置wasm不grow_memory,或者使用`SharedArrayBuffer`,这样buffer属性一定不会变,具体还是取决于你的使用场景)。
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最后还是因为WASM 没有GC, JS 没有finalize,因此这段内存需要使用者自己去释放。可以使用上述`destory`方法,也可以使用`ScriptX.destroySharedByteBuffer`。C++代码使用`wasm_interop::destroySharedByteBuffer`
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最后还是因为WASM 没有GC, JS 没有finalize,因此这段内存需要使用者自己去释放。可以使用上述`destroy`方法,也可以使用`ScriptX.destroySharedByteBuffer`。C++代码使用`wasm_interop::destroySharedByteBuffer`
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举个栗子:
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test/src/EngineTest.cc

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@@ -70,7 +70,7 @@ TEST_F(EngineTest, SmartPointer) {
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uniquePtr.release();
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uniquePtr1.release();
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engine = nullptr;
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// destory engine
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// destroy engine
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sharedPtr.reset();
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}
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test/src/ExceptionTest.cc

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@@ -175,7 +175,7 @@ TEST_F(ExceptionTest, Cross) {
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}
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#ifndef SCRIPTX_BACKEND_WEBASSEMBLY
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TEST_F(ExceptionTest, EngineScopeOnDestory) {
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TEST_F(ExceptionTest, EngineScopeOnDestroy) {
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bool executed = false;
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{
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EngineScope engineScope(engine);

test/src/NativeTest.cc

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@@ -1300,7 +1300,7 @@ static ClassDefine<WasmScriptClassDestroyScriptClass> wasmScriptClassDestroyScri
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.constructor()
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.build();
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TEST_F(NativeTest, WasmScriptClassDestoryTest) {
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TEST_F(NativeTest, WasmScriptClassDestroyTest) {
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EngineScope scope(engine);
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engine->registerNativeClass(wasmScriptClassDestroyScriptClassDefine);
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