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cuberite-2a/source/LuaCommandBinder.cpp

123 lines
3.5 KiB
C++

#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<std::string>::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;
}