add LuaData::Serialize, LuaData::LoadFromString; fix stack overflow

This commit is contained in:
Glenn Maynard
2005-02-16 02:42:05 +00:00
parent db86be45ba
commit 69383384bf
2 changed files with 21 additions and 5 deletions
+17 -5
View File
@@ -125,7 +125,7 @@ void LuaExpression::Register()
this->SetFromStack(); this->SetFromStack();
} }
void LuaData::BeforeReset() CString LuaData::Serialize() const
{ {
/* Call Serialize(t), where t is our referenced object. */ /* Call Serialize(t), where t is our referenced object. */
lua_pushstring( LUA->L, "Serialize" ); lua_pushstring( LUA->L, "Serialize" );
@@ -144,23 +144,35 @@ void LuaData::BeforeReset()
if( pString == NULL ) if( pString == NULL )
FAIL_M( "Serialize() didn't return a string" ); FAIL_M( "Serialize() didn't return a string" );
m_sSerializedData = pString; CString sRet = pString;
lua_pop( LUA->L, 1 );
return sRet;
} }
void LuaData::Register() void LuaData::LoadFromString( const CString &s )
{ {
/* Restore the serialized data by evaluating the serialized data. */ /* Restore the serialized data by evaluating the serialized data. */
CString sError; CString sError;
if( !LUA->RunScript( m_sSerializedData, "serialization", sError, 1 ) ) if( !LUA->RunScript( s, "serialization", sError, 1 ) )
{ {
/* Serialize() should never return an invalid script. Drop the failed /* Serialize() should never return an invalid script. Drop the failed
* script into the log (it may be too big to pass to FAIL_M) and fail. */ * script into the log (it may be too big to pass to FAIL_M) and fail. */
LOG->Warn( "Unserialization of \"%s\" failed: %s", m_sSerializedData.c_str(), sError.c_str() ); LOG->Warn( "Unserialization of \"%s\" failed: %s", s.c_str(), sError.c_str() );
FAIL_M( "Unserialization failed" ); FAIL_M( "Unserialization failed" );
} }
this->SetFromStack(); this->SetFromStack();
}
void LuaData::BeforeReset()
{
m_sSerializedData = Serialize();
}
void LuaData::Register()
{
LoadFromString( m_sSerializedData );
m_sSerializedData.clear(); m_sSerializedData.clear();
} }
+4
View File
@@ -65,6 +65,10 @@ private:
* The object will be saved and restored across Lua resets. */ * The object will be saved and restored across Lua resets. */
class LuaData: public LuaReference class LuaData: public LuaReference
{ {
public:
virtual CString Serialize() const;
virtual void LoadFromString( const CString &s );
protected: protected:
virtual void BeforeReset(); virtual void BeforeReset();
virtual void Register(); virtual void Register();