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Schematics: Refactor NodeResolver and add NodeResolveMethod
NodeResolver name lists now belong to the NodeResolver object instead of the associated NodeDefManager. In addition to minimizing unnecessary abstraction and overhead, this move permits NodeResolvers to look up nodes that they had previously set pending for resolution. So far, this functionality has been used in the case of schematics for serialization/deserialization.
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@@ -227,24 +227,28 @@ std::vector<aabb3f> read_aabb3f_vector(lua_State *L, int index, f32 scale)
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return boxes;
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}
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bool read_stringlist(lua_State *L, int index, std::vector<const char *> &result)
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size_t read_stringlist(lua_State *L, int index, std::vector<std::string> *result)
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{
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if (index < 0)
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index = lua_gettop(L) + 1 + index;
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size_t num_strings = 0;
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if (lua_istable(L, index)) {
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lua_pushnil(L);
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while (lua_next(L, index)) {
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if (lua_isstring(L, -1))
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result.push_back(lua_tostring(L, -1));
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if (lua_isstring(L, -1)) {
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result->push_back(lua_tostring(L, -1));
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num_strings++;
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}
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lua_pop(L, 1);
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}
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} else if (lua_isstring(L, index)) {
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result.push_back(lua_tostring(L, index));
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} else {
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return false;
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result->push_back(lua_tostring(L, index));
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num_strings++;
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}
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return true;
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return num_strings;
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}
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/*
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@@ -307,15 +311,15 @@ bool getboolfield(lua_State *L, int table,
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return got;
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}
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bool getstringlistfield(lua_State *L, int table, const char *fieldname,
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std::vector<const char *> &result)
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size_t getstringlistfield(lua_State *L, int table, const char *fieldname,
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std::vector<std::string> *result)
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{
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lua_getfield(L, table, fieldname);
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bool got = read_stringlist(L, -1, result);
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size_t num_strings_read = read_stringlist(L, -1, result);
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lua_pop(L, 1);
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return got;
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return num_strings_read;
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}
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std::string checkstringfield(lua_State *L, int table,
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