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Added the cWorld::DoWithPlayer() function and exported it in the Lua API. Removed the obsolete cWorld::GetPlayer() function.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@639 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-07-02 11:21:21 +00:00
parent c3de7bc14f
commit 14584f69e6
5 changed files with 107 additions and 87 deletions

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@ -1,6 +1,6 @@
/*
** Lua binding: AllToLua
** Generated automatically by tolua++-1.0.92 on 06/19/12 23:28:50.
** Generated automatically by tolua++-1.0.92 on 07/02/12 10:32:19.
*/
#ifndef __cplusplus
@ -10774,40 +10774,6 @@ static int tolua_AllToLua_cWorld_GetNumPlayers00(lua_State* tolua_S)
}
#endif //#ifndef TOLUA_DISABLE
/* method: GetPlayer of class cWorld */
#ifndef TOLUA_DISABLE_tolua_AllToLua_cWorld_GetPlayer00
static int tolua_AllToLua_cWorld_GetPlayer00(lua_State* tolua_S)
{
#ifndef TOLUA_RELEASE
tolua_Error tolua_err;
if (
!tolua_isusertype(tolua_S,1,"cWorld",0,&tolua_err) ||
!tolua_isstring(tolua_S,2,0,&tolua_err) ||
!tolua_isnoobj(tolua_S,3,&tolua_err)
)
goto tolua_lerror;
else
#endif
{
cWorld* self = (cWorld*) tolua_tousertype(tolua_S,1,0);
const char* a_PlayerName = ((const char*) tolua_tostring(tolua_S,2,0));
#ifndef TOLUA_RELEASE
if (!self) tolua_error(tolua_S,"invalid 'self' in function 'GetPlayer'", NULL);
#endif
{
cPlayer* tolua_ret = (cPlayer*) self->GetPlayer(a_PlayerName);
tolua_pushusertype(tolua_S,(void*)tolua_ret,"cPlayer");
}
}
return 1;
#ifndef TOLUA_RELEASE
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'GetPlayer'.",&tolua_err);
return 0;
#endif
}
#endif //#ifndef TOLUA_DISABLE
/* method: UpdateSign of class cWorld */
#ifndef TOLUA_DISABLE_tolua_AllToLua_cWorld_UpdateSign00
static int tolua_AllToLua_cWorld_UpdateSign00(lua_State* tolua_S)
@ -21249,7 +21215,6 @@ TOLUA_API int tolua_AllToLua_open (lua_State* tolua_S)
tolua_function(tolua_S,"GetMaxPlayers",tolua_AllToLua_cWorld_GetMaxPlayers00);
tolua_function(tolua_S,"SetMaxPlayers",tolua_AllToLua_cWorld_SetMaxPlayers00);
tolua_function(tolua_S,"GetNumPlayers",tolua_AllToLua_cWorld_GetNumPlayers00);
tolua_function(tolua_S,"GetPlayer",tolua_AllToLua_cWorld_GetPlayer00);
tolua_function(tolua_S,"UpdateSign",tolua_AllToLua_cWorld_UpdateSign00);
tolua_function(tolua_S,"RegenerateChunk",tolua_AllToLua_cWorld_RegenerateChunk00);
tolua_function(tolua_S,"GenerateChunk",tolua_AllToLua_cWorld_GenerateChunk00);

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@ -1,6 +1,6 @@
/*
** Lua binding: AllToLua
** Generated automatically by tolua++-1.0.92 on 06/19/12 23:28:50.
** Generated automatically by tolua++-1.0.92 on 07/02/12 10:32:19.
*/
/* Exported function */

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@ -17,6 +17,9 @@
#include "md5/md5.h"
static bool report_errors(lua_State* lua, int status)
{
if ( status!=0 )
@ -30,6 +33,9 @@ static bool report_errors(lua_State* lua, int status)
}
/****************************
* Lua bound functions with special return types
**/
@ -102,6 +108,91 @@ static int tolua_LOGERROR(lua_State* tolua_S)
static int tolua_cWorld_DoWithPlayer(lua_State * tolua_S)
{
int NumArgs = lua_gettop(tolua_S) - 1; /* This includes 'self' */
if ((NumArgs != 2) && (NumArgs != 3))
{
LOGWARN("Error in function call 'cWorld:DoWithPlayer()': Requires 2 or 3 arguments, got %i", NumArgs );
return 0;
}
cWorld * self = (cWorld *) tolua_tousertype(tolua_S, 1, 0);
const char * PlayerName = tolua_tocppstring(tolua_S, 2, "");
if ((PlayerName == NULL) || (PlayerName[0] == 0))
{
LOGWARN("Error in function call 'cWorld:DoWithPlayer()': Expected a non-empty string for parameter #1");
return 0;
}
if (!lua_isfunction( tolua_S, 3))
{
LOGWARN("Error in function call 'cWorld:DoWithPlayer()': Expected a function for parameter #2");
return 0;
}
/* luaL_ref gets reference to value on top of the stack, the table is the last argument and therefore on the top */
int TableRef = LUA_REFNIL;
if (NumArgs == 3)
{
TableRef = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
if (TableRef == LUA_REFNIL)
{
LOGWARN("Error in function call 'cWorld:DoWithPlayer()': Could not get value reference of parameter #3");
return 0;
}
}
/* table value is popped, and now function is on top of the stack */
int FuncRef = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
if (FuncRef == LUA_REFNIL)
{
LOGWARN("Error in function call 'cWorld:DoWithPlayer()': Could not get function reference of parameter #2");
return 0;
}
class cLuaCallback : public cItemCallback<cPlayer>
{
public:
cLuaCallback(lua_State* a_LuaState, int a_FuncRef, int a_TableRef)
: LuaState( a_LuaState )
, FuncRef( a_FuncRef )
, TableRef( a_TableRef )
{}
private:
virtual bool Item(cPlayer * a_Item) override
{
lua_rawgeti( LuaState, LUA_REGISTRYINDEX, FuncRef); /* Push function reference */
tolua_pushusertype(LuaState, a_Item, "cPlayer");
if (TableRef != LUA_REFNIL)
{
lua_rawgeti( LuaState, LUA_REGISTRYINDEX, TableRef); /* Push table reference */
}
int s = lua_pcall(LuaState, (TableRef == LUA_REFNIL ? 1 : 2), 1, 0);
report_errors(LuaState, s);
return true;
}
lua_State * LuaState;
int FuncRef;
int TableRef;
} Callback(tolua_S, FuncRef, TableRef);
bool bRetVal = self->DoWithPlayer(PlayerName, Callback);
/* Unreference the values again, so the LUA_REGISTRYINDEX can make place for other references */
luaL_unref(tolua_S, LUA_REGISTRYINDEX, TableRef);
luaL_unref(tolua_S, LUA_REGISTRYINDEX, FuncRef);
/* Push return value on stack */
tolua_pushboolean(tolua_S, bRetVal );
return 1;
}
#define DEFINE_LUA_FOREACHINCHUNK(CONTAINER,ITEM,FOREACH,FNNAME) \
static int FNNAME(lua_State * tolua_S) \
{ \
@ -601,6 +692,7 @@ void ManualBindings::Bind( lua_State* tolua_S )
tolua_function(tolua_S, "ForEachEntityInChunk", tolua_cWorld_ForEachEntityInChunk);
tolua_function(tolua_S, "ForEachChestInChunk", tolua_cWorld_ForEachChestInChunk);
tolua_function(tolua_S, "ForEachFurnaceInChunk", tolua_cWorld_ForEachFurnaceInChunk);
tolua_function(tolua_S, "DoWithPlayer", tolua_cWorld_DoWithPlayer);
tolua_endmodule(tolua_S);
tolua_beginmodule(tolua_S, "cPlugin");

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@ -1529,64 +1529,27 @@ bool cWorld::ForEachPlayer(cPlayerListCallback & a_Callback)
// TODO: This interface is dangerous!
cPlayer* cWorld::GetPlayer( const char* a_PlayerName )
bool cWorld::DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback)
{
cPlayer* BestMatch = 0;
unsigned int MatchedLetters = 0;
unsigned int NumMatches = 0;
bool bPerfectMatch = false;
unsigned int NameLength = strlen( a_PlayerName );
// Calls the callback for each player in the list
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); itr++ )
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
std::string Name = (*itr)->GetName();
if( NameLength > Name.length() ) continue; // Definitely not a match
for (unsigned int i = 0; i < NameLength; i++)
if ((*itr)->GetName() == a_PlayerName)
{
char c1 = (char)toupper( a_PlayerName[i] );
char c2 = (char)toupper( Name[i] );
if( c1 == c2 )
{
if( i+1 > MatchedLetters )
{
MatchedLetters = i+1;
BestMatch = *itr;
}
if( i+1 == NameLength )
{
NumMatches++;
if( NameLength == Name.length() )
{
bPerfectMatch = true;
break;
}
}
}
else
{
if( BestMatch == *itr ) BestMatch = 0;
break;
}
if( bPerfectMatch )
break;
a_Callback.Item(*itr);
return true;
}
}
if ( NumMatches == 1 )
{
return BestMatch;
}
// More than one matches, so it's undefined. Return NULL instead
return NULL;
} // for itr - m_Players[]
return false;
}
// TODO: This interface is dangerous!
cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit)
{
cTracer LineOfSight(this);

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@ -133,12 +133,12 @@ public:
/// Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true
bool ForEachPlayer(cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
/// Calls the callback for the player of the given name; returns true if the player was found and the callback called, false if player not found. Callback return ignored
bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
unsigned int GetNumPlayers(); //tolua_export
// TODO: This interface is dangerous - rewrite to DoWithPlayer(playername, action)
cPlayer * GetPlayer( const char * a_PlayerName ); //tolua_export
// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
cPlayer * FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit);