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Message #86331
[Bug 1090894] Re: build fails without message when Unity.init is called with quoted object keys
raring has seen the end of its life and is no longer receiving any
updates. Marking the raring task for this ticket as "Won't Fix".
** Changed in: webapps-applications (Ubuntu Raring)
Status: New => Won't Fix
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https://bugs.launchpad.net/bugs/1090894
Title:
build fails without message when Unity.init is called with quoted
object keys
Status in Common Data Shared by WebApps:
Fix Released
Status in webapps-applications package in Ubuntu:
Fix Released
Status in webapps-applications source package in Quantal:
Won't Fix
Status in webapps-applications source package in Raring:
Won't Fix
Bug description:
I've added my own user script under src/Deezer/Deezer.user.js and ran
from root dir:
./configure --enable-applications
make
which fails, displaying only
[object Object]
make[1]: *** [manifests_timestamp] Error 1
I patched the last try-catch in scripts/manifest.js to include:
printerr(JSON.stringify(x))
and it showed error in line 65, which is an assertion:
jsUnit.assert(prop[0].type == IDENTIFIER);
I realized this piece of code takes care of Unity.init() call, more
specifically, its object parameter, and requires object keys to be
identifiers, not allowing strings literals.
E.g.:
Unity.init({
'name': 'SomeApp'
});
will fail, while
Unity.init({
name: 'SomeApp'
});
will be built successfully.
First of all, I suggest printing out error messages, not only throwing
exception object, as it does not explain anything to the user.
Second, since the script runs fine with quoted keys, I'd allow
prop[0].type in line 65 to be IDENTIFIER or STRING.
JavaScript specs allow object keys to be identifiers, string literals
or number literals; even more, JSON specs (although independent from
JS Object notation), even require quoted keys, so I do not understand
why they'd have to be strictly identifiers in this case.
==========================================
[Impact]
Low, this fix is just to help identify problems in third party userscripts which actually wouldn't have worked anyway. It helps show the developer why the build failed, and possible even less likely to fail.
[Test Case]
Break an existing userscript by adding quotes to the object key:
Unity.init({
'name': 'SomeApp'
});
Then attempt to build with applications enabled:
./configure --enable-applications
make
[Regression Potential]
None, this wasn't breaking any of the existing webapps, but the fix does help third party webapp developers creating userscripts.
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