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cuberite-2a/source/LuaScript.cpp

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// LuaScript.cpp
// Implements the cLuaScript class that loads a Lua script file to produce a web template out of it
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "LuaScript.h"
extern "C"
{
#include "lualib.h"
}
#include "tolua++.h"
#include "Bindings.h"
#include "ManualBindings.h"
// fwd: SQLite/lsqlite3.c
extern "C"
{
LUALIB_API int luaopen_lsqlite3(lua_State * L);
}
// fwd: LuaExpat/lxplib.c:
extern "C"
{
int luaopen_lxp(lua_State * L);
}
cLuaScript::cLuaScript()
: m_LuaState(NULL)
{
}
cLuaScript::~cLuaScript()
{
if( m_LuaState )
{
lua_close( m_LuaState );
m_LuaState = 0;
}
}
void cLuaScript::Initialize()
{
// Check to see if this script has not been initialized before
ASSERT(!m_LuaState);
// Create a Lua state and bind all libraries to it
m_LuaState = lua_open();
luaL_openlibs(m_LuaState);
tolua_AllToLua_open(m_LuaState);
ManualBindings::Bind(m_LuaState);
luaopen_lsqlite3(m_LuaState);
luaopen_lxp(m_LuaState);
}
bool cLuaScript::LoadFile( const char* a_FilePath )
{
// Make sure the plugin is initialized
ASSERT(m_LuaState);
// Load the file into the Lua state
int s = luaL_loadfile(m_LuaState, a_FilePath );
if (ReportErrors(s))
{
return false;
}
return true;
}
bool cLuaScript::Execute()
{
// Make sure we got a Lua state
ASSERT(m_LuaState);
// Execute the script as it is right now
int s = lua_pcall(m_LuaState, 0, LUA_MULTRET, 0);
if( ReportErrors( s ) )
{
return false;
}
return true;
}
bool cLuaScript::ReportErrors( int a_Status )
{
if (a_Status == 0)
{
// No error to report
return false;
}
// Status was set to error so get the error from the Lua state and log it
LOGERROR("LUA: %s", lua_tostring(m_LuaState, -1));
lua_pop(m_LuaState, 1);
// Return true to indicate that an error was returned
return true;
}
bool cLuaScript::LuaPushFunction( const char * a_FunctionName, bool a_bLogError /*= true*/ )
{
ASSERT(m_LuaState);
// Find and push the function on the Lua stack
lua_getglobal(m_LuaState, a_FunctionName);
// Make sure we found a function
if (!lua_isfunction(m_LuaState, -1))
{
if (a_bLogError)
{
LOGWARN("LUA: Could not find function %s()", a_FunctionName);
}
// Pop the pushed 'object' back
lua_pop(m_LuaState, 1);
return false;
}
// Successfully pushed a function to the Lua stack
return true;
}
bool cLuaScript::LuaCallFunction( int a_NumArgs, int a_NumResults, const char * a_FunctionName )
{
ASSERT(m_LuaState);
// Make sure there's a lua function on the stack
ASSERT(lua_isfunction(m_LuaState, -a_NumArgs - 1));
// Call the desired function
int s = lua_pcall(m_LuaState, a_NumArgs, a_NumResults, 0);
// Check for errors
if (ReportErrors(s))
{
LOGWARN("LUA: Error calling function %s()", a_FunctionName);
return false;
}
// Successfully executed function
return true;
}
bool cLuaScript::CallFunction( const char* a_Function, AString& ReturnedString )
{
// Make sure we have the required things to call a function
ASSERT(m_LuaState);
ASSERT(a_Function);
// Push the desired function on the stack
if (!LuaPushFunction(a_Function))
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{
return false;
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}
if (!LuaCallFunction(0, 1, a_Function))
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{
return false;
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}
if (lua_isstring(m_LuaState, -1))
{
ReturnedString = tolua_tostring(m_LuaState, -1, "");
}
lua_pop(m_LuaState, 1);
return true;
}
bool cLuaScript::CallFunction( const char* a_Function, const sLuaUsertype& a_UserType, AString& ReturnedString )
{
// Make sure we have the required things to call a function
ASSERT(m_LuaState);
ASSERT(a_Function);
// Push the desired function on the stack
if (!LuaPushFunction(a_Function))
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{
return false;
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}
tolua_pushusertype(m_LuaState, a_UserType.Object, a_UserType.ClassName);
if (!LuaCallFunction(1, 1, a_Function))
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{
return false;
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}
if (lua_isstring(m_LuaState, -1))
{
ReturnedString = tolua_tostring(m_LuaState, -1, "");
}
lua_pop(m_LuaState, 1);
return true;
}
bool cLuaScript::CallFunction( const char* a_Function, const sLuaUsertype& a_UserType1, const sLuaUsertype& a_UserType2, AString& ReturnedString )
{
// Make sure we have the required things to call a function
ASSERT(m_LuaState);
ASSERT(a_Function);
// Push the desired function on the stack
if (!LuaPushFunction(a_Function))
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{
return false;
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}
tolua_pushusertype(m_LuaState, a_UserType1.Object, a_UserType1.ClassName);
tolua_pushusertype(m_LuaState, a_UserType2.Object, a_UserType2.ClassName);
if (!LuaCallFunction(2, 1, a_Function))
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{
return false;
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}
if (lua_isstring(m_LuaState, -1))
{
ReturnedString = tolua_tostring(m_LuaState, -1, "");
}
lua_pop(m_LuaState, 1);
return true;
}