fix sendmessage
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@@ -1152,17 +1152,16 @@ JSValue CELL_USE_NAME(JSContext *js) { \
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JSValue CELL_USE_NAME(JSContext *js) { do { c ; } while(0); }
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/* ============================================================
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WOTA Message Sending — C modules can send messages to actors
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without needing a JSContext.
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WOTA Message Sending — C modules can send messages to actors.
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============================================================ */
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/* Check whether an actor with the given ID exists. */
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int JS_ActorExists(const char *actor_id);
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/* Send a WOTA-encoded message to an actor by ID.
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/* Send a WOTA-encoded message to the actor that owns ctx.
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Takes ownership of wb's data on success (caller must not free).
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On failure returns an error string; caller must free wb. */
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const char *JS_SendMessage(const char *actor_id, WotaBuffer *wb);
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const char *JS_SendMessage(JSContext *ctx, WotaBuffer *wb);
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#undef js_unlikely
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#undef inline
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@@ -1060,7 +1060,7 @@ int JS_ActorExists(const char *actor_id)
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return actor_exists(actor_id);
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}
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const char *JS_SendMessage(const char *actor_id, WotaBuffer *wb)
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const char *JS_SendMessage(JSContext *ctx, WotaBuffer *wb)
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{
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if (!wb || !wb->data || wb->size == 0)
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return "Empty WOTA buffer";
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@@ -1072,7 +1072,7 @@ const char *JS_SendMessage(const char *actor_id, WotaBuffer *wb)
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blob_write_bytes(msg, wb->data, byte_len);
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blob_make_stone(msg);
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const char *err = send_message(actor_id, msg);
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const char *err = send_message(ctx->id, msg);
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if (!err) {
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/* Success — send_message took ownership of the blob.
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Free the WotaBuffer internals since we consumed them. */
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