#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "LuaCommandBinder.h" #include "Player.h" #include "Plugin.h" #include "Plugin_Lua.h" #include "tolua++.h" extern bool report_errors(lua_State* lua, int status); cLuaCommandBinder::cLuaCommandBinder() { } cLuaCommandBinder::~cLuaCommandBinder() { } void cLuaCommandBinder::ClearBindings() { m_BoundCommands.clear(); } void cLuaCommandBinder::RemoveBindingsForPlugin( cPlugin* a_Plugin ) { for( CommandMap::iterator itr = m_BoundCommands.begin(); itr != m_BoundCommands.end(); ) { if( itr->second.Plugin == a_Plugin ) { LOGINFO("Unbinding %s ", itr->first.c_str( ) ); luaL_unref( itr->second.LuaState, LUA_REGISTRYINDEX, itr->second.Reference ); // unreference CommandMap::iterator eraseme = itr; ++itr; m_BoundCommands.erase( eraseme ); continue; } ++itr; } } bool cLuaCommandBinder::BindCommand( const std::string & a_Command, const std::string & a_Permission, cPlugin* a_Plugin, lua_State * a_LuaState, int a_FunctionReference ) { if( !a_Plugin->CanBindCommands() ) { LOGERROR("ERROR: Trying to bind command \"%s\" to a plugin that is not initialized.", a_Command.c_str() ); return false; } if( m_BoundCommands.find( a_Command ) != m_BoundCommands.end() ) { LOGERROR("ERROR: Trying to bind command \"%s\" that has already been bound.", a_Command.c_str() ); return false; } LOGINFO("Binding %s (%s)", a_Command.c_str(), a_Permission.c_str() ); m_BoundCommands[ a_Command ] = BoundFunction( a_Plugin, a_LuaState, a_FunctionReference, a_Permission ); return true; } bool cLuaCommandBinder::HandleCommand( const std::string & a_Command, cPlayer* a_Player ) { AStringVector Split = StringSplit(a_Command, " "); if (Split.size() == 0) { return false; } CommandMap::iterator FoundCommand = m_BoundCommands.find( Split[0] ); if( FoundCommand != m_BoundCommands.end() ) { const BoundFunction & func = FoundCommand->second; if( func.Permission.size() > 0 ) { if( !a_Player->HasPermission( func.Permission.c_str() ) ) { return false; } } // For enabling 'self' in the function, it's kind of a hack I'm not sure this is the way to go lua_pushvalue(func.LuaState, LUA_GLOBALSINDEX); lua_pushstring(func.LuaState, "self"); tolua_pushusertype( func.LuaState, func.Plugin, "cPlugin" ); lua_rawset(func.LuaState, -3); lua_pop(func.LuaState, 1); LOGINFO("1. Stack size: %i", lua_gettop(func.LuaState) ); lua_rawgeti( func.LuaState, LUA_REGISTRYINDEX, func.Reference); // same as lua_getref() // Push the split LOGINFO("2. Stack size: %i", lua_gettop(func.LuaState) ); lua_createtable(func.LuaState, Split.size(), 0); int newTable = lua_gettop(func.LuaState); int index = 1; std::vector::const_iterator iter = Split.begin(); while(iter != Split.end()) { tolua_pushstring( func.LuaState, (*iter).c_str() ); lua_rawseti(func.LuaState, newTable, index); ++iter; ++index; } LOGINFO("3. Stack size: %i", lua_gettop(func.LuaState) ); // Push player tolua_pushusertype( func.LuaState, a_Player, "cPlayer" ); LOGINFO("Calling bound function! :D"); int s = lua_pcall(func.LuaState, 2, 1, 0); if( report_errors( func.LuaState, s ) ) { LOGINFO("error. Stack size: %i", lua_gettop(func.LuaState) ); return false; } bool RetVal = (tolua_toboolean(func.LuaState, -1, 0) > 0); lua_pop(func.LuaState, 1); // Pop return value LOGINFO("ok. Stack size: %i", lua_gettop(func.LuaState) ); return RetVal; } return false; }