eliminate LuaData type; move Serialize into LuaReference
Nothing uses Serialize right now. I havn't decided whether to keep it around.
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@@ -157,7 +157,7 @@ void LuaExpression::SetFromExpression( const RString &sExpression )
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LUA->Release( L );
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}
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RString LuaData::Serialize() const
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RString LuaReference::Serialize() const
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{
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/* Call Serialize(t), where t is our referenced object. */
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Lua *L = LUA->Get();
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@@ -184,24 +184,6 @@ RString LuaData::Serialize() const
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return sRet;
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}
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void LuaData::LoadFromString( const RString &s )
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{
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Lua *L = LUA->Get();
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/* Restore the serialized data by evaluating it. */
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RString sError;
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if( !LuaHelpers::RunScript( L, s, "serialization", sError, 1 ) )
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{
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/* Serialize() should never return an invalid script. Drop the failed
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* script into the log (it may be too big to pass to FAIL_M) and fail. */
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LOG->Warn( "Unserialization of \"%s\" failed: %s", s.c_str(), sError.c_str() );
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FAIL_M( "Unserialization failed" );
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}
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this->SetFromStack( L );
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LUA->Release( L );
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}
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LuaTable::LuaTable()
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{
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Lua *L = LUA->Get();
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@@ -38,6 +38,8 @@ public:
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void SetName( const RString &sName );
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RString GetName() const { return m_sName; }
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RString Serialize() const;
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private:
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void Unregister();
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int m_iReference;
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@@ -55,15 +57,6 @@ public:
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void SetFromExpression( const RString &sExpression );
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};
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/* Reference a trivially restorable Lua object (any object that Serialize can handle).
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* The object will be saved and restored across Lua resets. */
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class LuaData: public LuaReference
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{
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public:
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virtual RString Serialize() const;
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virtual void LoadFromString( const RString &s );
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};
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class LuaTable: public LuaReference
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{
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public:
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