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Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenu
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@@ -18,17 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "common/c_internal.h"
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#include "server.h"
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#include "cpp_api/scriptapi.h"
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ScriptApi* get_scriptapi(lua_State *L)
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{
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// Get server from registry
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lua_getfield(L, LUA_REGISTRYINDEX, "scriptapi");
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ScriptApi* sapi_ptr = (ScriptApi*) lua_touserdata(L, -1);
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lua_pop(L, 1);
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return sapi_ptr;
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}
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#include "debug.h"
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std::string script_get_backtrace(lua_State *L)
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{
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@@ -51,15 +41,108 @@ std::string script_get_backtrace(lua_State *L)
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return s;
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}
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void script_error(lua_State* L,const char *fmt, ...)
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void script_error(lua_State *L, const char *fmt, ...)
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{
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va_list argp;
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va_start(argp, fmt);
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char buf[10000];
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vsnprintf(buf, 10000, fmt, argp);
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va_end(argp);
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//errorstream<<"SCRIPT ERROR: "<<buf;
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throw LuaError(L, buf);
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}
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// Push the list of callbacks (a lua table).
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// Then push nargs arguments.
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// Then call this function, which
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// - runs the callbacks
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// - removes the table and arguments from the lua stack
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// - pushes the return value, computed depending on mode
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void script_run_callbacks(lua_State *L, int nargs, RunCallbacksMode mode)
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{
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// Insert the return value into the lua stack, below the table
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assert(lua_gettop(L) >= nargs + 1);
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lua_pushnil(L);
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lua_insert(L, -(nargs + 1) - 1);
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// Stack now looks like this:
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// ... <return value = nil> <table> <arg#1> <arg#2> ... <arg#n>
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int rv = lua_gettop(L) - nargs - 1;
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int table = rv + 1;
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int arg = table + 1;
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luaL_checktype(L, table, LUA_TTABLE);
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// Foreach
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lua_pushnil(L);
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bool first_loop = true;
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while(lua_next(L, table) != 0){
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// key at index -2 and value at index -1
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luaL_checktype(L, -1, LUA_TFUNCTION);
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// Call function
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for(int i = 0; i < nargs; i++)
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lua_pushvalue(L, arg+i);
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if(lua_pcall(L, nargs, 1, 0))
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script_error(L, "error: %s", lua_tostring(L, -1));
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// Move return value to designated space in stack
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// Or pop it
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if(first_loop){
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// Result of first callback is always moved
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lua_replace(L, rv);
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first_loop = false;
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} else {
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// Otherwise, what happens depends on the mode
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if(mode == RUN_CALLBACKS_MODE_FIRST)
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lua_pop(L, 1);
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else if(mode == RUN_CALLBACKS_MODE_LAST)
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lua_replace(L, rv);
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else if(mode == RUN_CALLBACKS_MODE_AND ||
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mode == RUN_CALLBACKS_MODE_AND_SC){
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if((bool)lua_toboolean(L, rv) == true &&
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(bool)lua_toboolean(L, -1) == false)
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lua_replace(L, rv);
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else
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lua_pop(L, 1);
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}
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else if(mode == RUN_CALLBACKS_MODE_OR ||
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mode == RUN_CALLBACKS_MODE_OR_SC){
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if((bool)lua_toboolean(L, rv) == false &&
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(bool)lua_toboolean(L, -1) == true)
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lua_replace(L, rv);
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else
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lua_pop(L, 1);
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}
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else
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assert(0);
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}
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// Handle short circuit modes
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if(mode == RUN_CALLBACKS_MODE_AND_SC &&
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(bool)lua_toboolean(L, rv) == false)
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break;
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else if(mode == RUN_CALLBACKS_MODE_OR_SC &&
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(bool)lua_toboolean(L, rv) == true)
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break;
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// value removed, keep key for next iteration
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}
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// Remove stuff from stack, leaving only the return value
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lua_settop(L, rv);
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// Fix return value in case no callbacks were called
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if(first_loop){
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if(mode == RUN_CALLBACKS_MODE_AND ||
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mode == RUN_CALLBACKS_MODE_AND_SC){
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lua_pop(L, 1);
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lua_pushboolean(L, true);
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}
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else if(mode == RUN_CALLBACKS_MODE_OR ||
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mode == RUN_CALLBACKS_MODE_OR_SC){
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lua_pop(L, 1);
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lua_pushboolean(L, false);
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}
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}
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}
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