Can now pass any argument to cWorld:ForEachPlayer in Lua! But I'm not even using it.. lol
git-svn-id: http://mc-server.googlecode.com/svn/trunk@262 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
+47
-19
@@ -103,6 +103,13 @@ static int tolua_LOGERROR(lua_State* tolua_S)
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static int tolua_cWorld_ForEachPlayer(lua_State* tolua_S)
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{
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int NumArgs = lua_gettop( tolua_S )-1; // This includes 'self'
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if( NumArgs != 1 && NumArgs != 2)
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{
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LOGWARN("Error in function call 'ForEachPlayer': Requires 1 or 2 arguments, got %i", NumArgs );
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return 0;
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}
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cWorld* self = (cWorld*) tolua_tousertype(tolua_S,1,0);
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if( !lua_isfunction( tolua_S, 2 ) )
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@@ -111,48 +118,69 @@ static int tolua_cWorld_ForEachPlayer(lua_State* tolua_S)
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return 0;
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}
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int Reference = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
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if( Reference == LUA_REFNIL )
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// luaL_ref gets reference to value on top of the stack, the table is the last argument and therefore on the top
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int TableRef = LUA_REFNIL;
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if( NumArgs == 2 )
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{
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LOGWARN("Error in function call 'ForEachPlayer': Could not get function reference");
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TableRef = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
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if( TableRef == LUA_REFNIL )
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{
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LOGWARN("Error in function call 'ForEachPlayer': Could not get value reference of parameter #2");
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return 0;
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}
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}
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// table value is popped, and now function is on top of the stack
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int FuncRef = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
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if( FuncRef == LUA_REFNIL )
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{
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LOGWARN("Error in function call 'ForEachPlayer': Could not get function reference of parameter #1");
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return 0;
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}
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class cLuaPlayerCallback : public cPlayerListCallback
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{
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public:
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cLuaPlayerCallback( lua_State* a_LuaState, int a_FuncRef, int a_TableRef )
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: LuaState( a_LuaState )
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, FuncRef( a_FuncRef )
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, TableRef( a_TableRef )
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{}
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private:
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virtual bool Item(cPlayer * a_Player) override
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{
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lua_rawgeti( LuaState, LUA_REGISTRYINDEX, Reference);
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lua_rawgeti( LuaState, LUA_REGISTRYINDEX, FuncRef); // Push function reference
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tolua_pushusertype( LuaState, a_Player, "cPlayer" );
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int s = lua_pcall( LuaState, 1, 1, 0);
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if( TableRef != LUA_REFNIL )
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{
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lua_rawgeti( LuaState, LUA_REGISTRYINDEX, TableRef); // Push table reference
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}
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int s = lua_pcall( LuaState, (TableRef==LUA_REFNIL?1:2), 1, 0);
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if( report_errors( LuaState, s ) )
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{
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return false;
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return false; // Maybe we should return true?
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}
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if( lua_isboolean( LuaState, -1 ) )
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{
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return (tolua_toboolean( LuaState, -1, 0) > 0);
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}
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LOGINFO("Stack size: %i", lua_gettop(LuaState) );
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return false;
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}
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public:
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lua_State* LuaState;
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int Reference;
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} Callback;
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Callback.LuaState = tolua_S;
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Callback.Reference = Reference;
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int FuncRef;
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int TableRef;
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} Callback( tolua_S, FuncRef, TableRef );
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bool bRetVal = self->ForEachPlayer( &Callback );
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luaL_unref( tolua_S, LUA_REGISTRYINDEX, Reference );
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// Unreference the values again, so the LUA_REGISTRYINDEX can make place for other references
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luaL_unref( tolua_S, LUA_REGISTRYINDEX, TableRef );
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luaL_unref( tolua_S, LUA_REGISTRYINDEX, FuncRef );
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// Push return value on stack
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tolua_pushboolean( tolua_S, bRetVal );
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return 1;
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}
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