Added cLuaState::cCallback for representing (resettable) Lua callbacks.
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@ -20,6 +20,10 @@ extern "C"
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#include "../Entities/Entity.h"
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#include "../BlockEntities/BlockEntity.h"
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// fwd: "SQLite/lsqlite3.c"
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extern "C"
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{
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@ -39,6 +43,10 @@ extern "C"
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const cLuaState::cRet cLuaState::Return = {};
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/** Each Lua state stores a pointer to its creating cLuaState in Lua globals, under this name.
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This way any cLuaState can reference the main cLuaState's TrackedCallbacks, mutex etc. */
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static const char * g_CanonLuaStateGlobalName = "_CuberiteInternal_CanonLuaState";
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@ -113,6 +121,72 @@ cLuaStateTracker & cLuaStateTracker::Get(void)
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////////////////////////////////////////////////////////////////////////////////
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// cLuaState::cCallback:
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bool cLuaState::cCallback::RefStack(cLuaState & a_LuaState, int a_StackPos)
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{
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// Check if the stack contains a function:
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if (!lua_isfunction(a_LuaState, a_StackPos))
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{
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return false;
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}
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// Clear any previous callback:
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Clear();
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// Add self to LuaState's callback-tracking:
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a_LuaState.TrackCallback(*this);
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// Store the new callback:
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cCSLock Lock(m_CS);
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m_Ref.RefStack(a_LuaState, a_StackPos);
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return true;
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}
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void cLuaState::cCallback::Clear(void)
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{
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// Free the callback reference:
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lua_State * luaState = nullptr;
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{
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cCSLock Lock(m_CS);
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if (!m_Ref.IsValid())
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{
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return;
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}
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luaState = m_Ref.GetLuaState();
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m_Ref.UnRef();
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}
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// Remove from LuaState's callback-tracking:
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cLuaState(luaState).UntrackCallback(*this);
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}
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void cLuaState::cCallback::Invalidate(void)
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{
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cCSLock Lock(m_CS);
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if (!m_Ref.IsValid())
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{
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LOGD("%s: Invalidating an already invalid callback at %p, this should not happen",
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__FUNCTION__, reinterpret_cast<void *>(this)
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);
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return;
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}
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m_Ref.UnRef();
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}
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////////////////////////////////////////////////////////////////////////////////
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// cLuaState:
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@ -170,6 +244,10 @@ void cLuaState::Create(void)
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luaL_openlibs(m_LuaState);
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m_IsOwned = true;
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cLuaStateTracker::Add(*this);
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// Add the CanonLuaState value into the Lua state, so that we can get it from anywhere:
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lua_pushlightuserdata(m_LuaState, reinterpret_cast<void *>(this));
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lua_setglobal(m_LuaState, g_CanonLuaStateGlobalName);
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}
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@ -206,6 +284,16 @@ void cLuaState::Close(void)
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Detach();
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return;
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}
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// Invalidate all callbacks:
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{
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cCSLock Lock(m_CSTrackedCallbacks);
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for (auto & c: m_TrackedCallbacks)
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{
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c->Invalidate();
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}
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}
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cLuaStateTracker::Del(*this);
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lua_close(m_LuaState);
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m_LuaState = nullptr;
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@ -871,6 +959,15 @@ bool cLuaState::GetStackValue(int a_StackPos, cRef & a_Ref)
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bool cLuaState::GetStackValue(int a_StackPos, cCallback & a_Callback)
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{
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return a_Callback.RefStack(*this, a_StackPos);
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}
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bool cLuaState::GetStackValue(int a_StackPos, double & a_ReturnedVal)
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{
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if (lua_isnumber(m_LuaState, a_StackPos))
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@ -1626,6 +1723,52 @@ int cLuaState::BreakIntoDebugger(lua_State * a_LuaState)
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void cLuaState::TrackCallback(cCallback & a_Callback)
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{
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// Get the CanonLuaState global from Lua:
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auto cb = WalkToNamedGlobal(g_CanonLuaStateGlobalName);
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if (!cb.IsValid())
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{
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LOGWARNING("%s: Lua state %p has invalid CanonLuaState!", __FUNCTION__, reinterpret_cast<void *>(m_LuaState));
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return;
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}
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auto & canonState = *reinterpret_cast<cLuaState *>(lua_touserdata(m_LuaState, -1));
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// Add the callback:
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cCSLock Lock(canonState.m_CSTrackedCallbacks);
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canonState.m_TrackedCallbacks.push_back(&a_Callback);
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}
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void cLuaState::UntrackCallback(cCallback & a_Callback)
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{
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// Get the CanonLuaState global from Lua:
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auto cb = WalkToNamedGlobal(g_CanonLuaStateGlobalName);
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if (!cb.IsValid())
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{
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LOGWARNING("%s: Lua state %p has invalid CanonLuaState!", __FUNCTION__, reinterpret_cast<void *>(m_LuaState));
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return;
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}
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auto & canonState = *reinterpret_cast<cLuaState *>(lua_touserdata(m_LuaState, -1));
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// Remove the callback:
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cCSLock Lock(canonState.m_CSTrackedCallbacks);
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auto & trackedCallbacks = canonState.m_TrackedCallbacks;
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trackedCallbacks.erase(std::remove_if(trackedCallbacks.begin(), trackedCallbacks.end(),
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[&a_Callback](cCallback * a_StoredCallback)
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{
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return (a_StoredCallback == &a_Callback);
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}
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));
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}
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////////////////////////////////////////////////////////////////////////////////
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// cLuaState::cRef:
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@ -1681,7 +1824,7 @@ void cLuaState::cRef::RefStack(cLuaState & a_LuaState, int a_StackPos)
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{
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UnRef();
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}
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m_LuaState = &a_LuaState;
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m_LuaState = a_LuaState;
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lua_pushvalue(a_LuaState, a_StackPos); // Push a copy of the value at a_StackPos onto the stack
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m_Ref = luaL_ref(a_LuaState, LUA_REGISTRYINDEX);
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}
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@ -1692,11 +1835,9 @@ void cLuaState::cRef::RefStack(cLuaState & a_LuaState, int a_StackPos)
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void cLuaState::cRef::UnRef(void)
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{
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ASSERT(m_LuaState->IsValid()); // The reference should be destroyed before destroying the LuaState
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if (IsValid())
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{
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luaL_unref(*m_LuaState, LUA_REGISTRYINDEX, m_Ref);
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luaL_unref(m_LuaState, LUA_REGISTRYINDEX, m_Ref);
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}
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m_LuaState = nullptr;
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m_Ref = LUA_REFNIL;
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@ -80,8 +80,11 @@ public:
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/** Allows to use this class wherever an int (i. e. ref) is to be used */
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explicit operator int(void) const { return m_Ref; }
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/** Returns the Lua state associated with the value. */
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lua_State * GetLuaState(void) { return m_LuaState; }
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protected:
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cLuaState * m_LuaState;
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lua_State * m_LuaState;
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int m_Ref;
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// Remove the copy-constructor:
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@ -112,6 +115,69 @@ public:
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} ;
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/** Represents a callback to Lua that C++ code can call.
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Is thread-safe and unload-safe.
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When the Lua state is unloaded, the callback returns an error instead of calling into non-existent code.
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To receive the callback instance from the Lua side, use RefStack() or (better) cLuaState::GetStackValue().
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Note that instances of this class are tracked in the canon LuaState instance, so that they can be invalidated
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when the LuaState is unloaded; due to multithreading issues they can only be tracked by-ptr, which has
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an unfortunate effect of disabling the copy and move constructors. */
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class cCallback
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{
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public:
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/** Creates an unbound callback instance. */
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cCallback(void) = default;
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~cCallback()
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{
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Clear();
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}
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/** Calls the Lua callback, if still available.
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Returns true if callback has been called.
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Returns false if the Lua state isn't valid anymore. */
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template <typename... Args>
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bool Call(Args &&... args)
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{
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cCSLock Lock(m_CS);
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if (!m_Ref.IsValid())
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{
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return false;
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}
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cLuaState(m_Ref.GetLuaState()).Call(m_Ref, std::forward<Args>(args)...);
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return true;
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}
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/** Set the contained callback to the function in the specified Lua state's stack position.
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If a callback has been previously contained, it is freed first. */
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bool RefStack(cLuaState & a_LuaState, int a_StackPos);
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/** Frees the contained callback, if any. */
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void Clear(void);
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protected:
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friend class cLuaState;
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/** The mutex protecting m_Ref against multithreaded access */
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cCriticalSection m_CS;
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/** Reference to the Lua callback */
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cRef m_Ref;
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/** Invalidates the callback, without untracking it from the cLuaState.
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Called only from cLuaState when closing the Lua state. */
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void Invalidate(void);
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/** This class cannot be copied, because it is tracked in the LuaState by-ptr. */
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cCallback(const cCallback &) = delete;
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/** This class cannot be moved, because it is tracked in the LuaState by-ptr. */
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cCallback(cCallback &&) = delete;
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};
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typedef SharedPtr<cCallback> cCallbackPtr;
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/** A dummy class that's used only to delimit function args from return values for cLuaState::Call() */
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class cRet
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{
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@ -268,6 +334,7 @@ public:
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bool GetStackValue(int a_StackPos, bool & a_Value);
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bool GetStackValue(int a_StackPos, cPluginManager::CommandResult & a_Result);
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bool GetStackValue(int a_StackPos, cRef & a_Ref);
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bool GetStackValue(int a_StackPos, cCallback & a_Ref);
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bool GetStackValue(int a_StackPos, double & a_Value);
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bool GetStackValue(int a_StackPos, eBlockFace & a_Value);
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bool GetStackValue(int a_StackPos, eWeather & a_Value);
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@ -441,8 +508,7 @@ protected:
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bool m_IsOwned;
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/** The subsystem name is used for reporting errors to the console, it is either "plugin %s" or "LuaScript"
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whatever is given to the constructor
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*/
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whatever is given to the constructor. */
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AString m_SubsystemName;
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/** Name of the currently pushed function (for the Push / Call chain) */
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@ -451,6 +517,15 @@ protected:
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/** Number of arguments currently pushed (for the Push / Call chain) */
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int m_NumCurrentFunctionArgs;
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/** The tracked callbacks.
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This object will invalidate all of these when it is about to be closed.
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Protected against multithreaded access by m_CSTrackedCallbacks. */
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std::vector<cCallback *> m_TrackedCallbacks;
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/** Protects m_TrackedTallbacks against multithreaded access. */
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cCriticalSection m_CSTrackedCallbacks;
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/** Variadic template terminator: If there's nothing more to push / pop, just call the function.
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Note that there are no return values either, because those are prefixed by a cRet value, so the arg list is never empty. */
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bool PushCallPop(void)
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@ -533,6 +608,14 @@ protected:
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/** Tries to break into the MobDebug debugger, if it is installed. */
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static int BreakIntoDebugger(lua_State * a_LuaState);
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/** Adds the specified callback to tracking.
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The callback will be invalidated when this Lua state is about to be closed. */
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void TrackCallback(cCallback & a_Callback);
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/** Removes the specified callback from tracking.
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The callback will no longer be invalidated when this Lua state is about to be closed. */
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void UntrackCallback(cCallback & a_Callback);
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} ;
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