Ejemplo n.º 1
0
//create engine
func NewEngine() *Engine {
	self_ := C.V8_NewEngine(-1, -1)
	engine_ := &Engine{
		self:               self_,
		disposed:           false,
		aliveContext:       make(map[int]*Context),
		aliveScript:        make(map[int]*Script),
		aliveUnboundScript: make(map[int]*UnboundScript),
		aliveValue:         make(map[int32]*Value),
		//contextId : 0,
		//scriptId : 0,
		//unboundScriptId : 0,
		//valueId : 0,
	}
	engine_.SetOwner()
	runtime.SetFinalizer(engine_, func(e *Engine) {
		if traceDispose {
			println("V8_Engine_Dispose()", e.self)
		}
		if !e.disposed {
			C.V8_Engine_Dispose(e.self)
		}
	})
	return engine_
}
Ejemplo n.º 2
0
func (engine_ *Engine) Disposed(forceAll bool) {
	engine_.checkDisposedException()
	if forceAll {
		//TODO: Disposed context
		/*foreach (var aliveContext in _aliveContexts) {
							JsContext.jscontext_dispose(aliveContext.Value.Handle);
		    }
				_aliveContexts.Clear();

		    //TODO: Disposed script
				foreach (var aliveScript in _aliveScripts) {
		      JsScript.jsscript_dispose(aliveScript.Value.Handle);
				}*/

		/*for _ , ctx_ := range engine_.aliveContext {
		    ctx_.Disposed()
		  }
		  for _, scp_ := range engine_.aliveScript {
		    scp_.Disposed()
		  }
		  for _, uscp_ := range engine_.aliveUnboundScript {
		    uscp_.Disposed()
		  }
		  for _, val_ := range engine_.aliveValue {
		    val_.Disposed();
		  }*/
	}

	if !engine_.disposed {
		C.V8_Engine_Dispose(engine_.self)
	}
	engine_.disposed = true
}