On 18 Apr., 17:35, Stephan Beal <[email protected]> wrote:
> however, that doc only briefly discusses the binding process. 99% of what
> you need to know, you'll have to figure out by trial and error or by looking
> closely at other people's code which use the WeakPointer mechanism. For
> example: [...]
Thanks.


> Don't bother searching for extensive documentation from the v8 project - you
> won't find any.
Yeah, that's a shame :/ I already realized this fact.. :/


> Also be VERY AWARE that v8 DOES NOT guaranty that garbage collection will
> EVER happen. That means that there is (sadly) no 100% guaranty that the C++
> destructors for JS/C++-bound native types will ever be called. This can be
> problematic for types which have very specific destruction requirements.
Oh, this is definitly not good for my project. I want to use v8 as a
scripting environment to modify game servers.
Isn't there a possibility to say "hey, GC, clean up everything that is
inaccessable now"?
Is there a guarantee that the destructors / GC will be called when the
complete scripting context will be deleted?
For example, Script A and B are present. Now I destroy Script B, will
GC now call all destructors?

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