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// engine.h
/* Copyright 2009 10gen Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "../stdafx.h"
#include "../db/jsobj.h"
extern const char * jsconcatcode; // TODO: change name to mongoJSCode
namespace mongo {
typedef unsigned long long ScriptingFunction;
typedef BSONObj (*NativeFunction) ( const BSONObj &args );
class Scope : boost::noncopyable {
public:
Scope();
virtual ~Scope();
virtual void reset() = 0;
virtual void init( BSONObj * data ) = 0;
void init( const char * data ){
BSONObj o( data , 0 );
init( &o );
}
virtual void localConnect( const char * dbName ) = 0;
virtual void externalSetup() = 0;
virtual double getNumber( const char *field ) = 0;
virtual int getNumberInt( const char *field ){ return (int)getNumber( field ); }
virtual long long getNumberLongLong( const char *field ){ return (long long)getNumber( field ); }
virtual string getString( const char *field ) = 0;
virtual bool getBoolean( const char *field ) = 0;
virtual BSONObj getObject( const char *field ) = 0;
virtual int type( const char *field ) = 0;
void append( BSONObjBuilder & builder , const char * fieldName , const char * scopeName );
virtual void setElement( const char *field , const BSONElement& e ) = 0;
virtual void setNumber( const char *field , double val ) = 0;
virtual void setString( const char *field , const char * val ) = 0;
virtual void setObject( const char *field , const BSONObj& obj , bool readOnly=true ) = 0;
virtual void setBoolean( const char *field , bool val ) = 0;
virtual void setThis( const BSONObj * obj ) = 0;
virtual ScriptingFunction createFunction( const char * code );
/**
* @return 0 on success
*/
virtual int invoke( ScriptingFunction func , const BSONObj& args, int timeoutMs = 0 , bool ignoreReturn = false ) = 0;
void invokeSafe( ScriptingFunction func , const BSONObj& args, int timeoutMs = 0 ){
int res = invoke( func , args , timeoutMs );
if ( res == 0 )
return;
throw UserException( 9004 , (string)"invoke failed: " + getError() );
}
virtual string getError() = 0;
int invoke( const char* code , const BSONObj& args, int timeoutMs = 0 );
void invokeSafe( const char* code , const BSONObj& args, int timeoutMs = 0 ){
if ( invoke( code , args , timeoutMs ) == 0 )
return;
throw UserException( 9005 , (string)"invoke failed: " + getError() );
}
virtual bool exec( const string& code , const string& name , bool printResult , bool reportError , bool assertOnError, int timeoutMs = 0 ) = 0;
virtual void execSetup( const string& code , const string& name = "setup" ){
exec( code , name , false , true , true , 0 );
}
virtual bool execFile( const string& filename , bool printResult , bool reportError , bool assertOnError, int timeoutMs = 0 );
virtual void injectNative( const char *field, NativeFunction func ) = 0;
virtual void gc() = 0;
void loadStored( bool ignoreNotConnected = false );
/**
if any changes are made to .system.js, call this
right now its just global - slightly inefficient, but a lot simpler
*/
static void storedFuncMod();
static int getNumScopes(){
return _numScopes;
}
static void validateObjectIdString( const string &str );
protected:
virtual ScriptingFunction _createFunction( const char * code ) = 0;
string _localDBName;
long long _loadedVersion;
static long long _lastVersion;
map<string,ScriptingFunction> _cachedFunctions;
static int _numScopes;
};
class ScriptEngine : boost::noncopyable {
public:
ScriptEngine();
virtual ~ScriptEngine();
virtual Scope * newScope() {
Scope *s = createScope();
if ( s && _scopeInitCallback )
_scopeInitCallback( *s );
return s;
}
virtual void runTest() = 0;
virtual bool utf8Ok() const = 0;
static void setup();
auto_ptr<Scope> getPooledScope( const string& pool );
void threadDone();
struct Unlocker { virtual ~Unlocker() {} };
virtual auto_ptr<Unlocker> newThreadUnlocker() { return auto_ptr< Unlocker >( new Unlocker ); }
void setScopeInitCallback( void ( *func )( Scope & ) ) { _scopeInitCallback = func; }
protected:
virtual Scope * createScope() = 0;
private:
void ( *_scopeInitCallback )( Scope & );
};
extern ScriptEngine * globalScriptEngine;
}
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