Allow associating a table with Lua-bound objects, for storing state in Lua.

Design goals are: minimal overhead (one table); minimal extra code to use
it (two lines in the header, to have a space to store a reference to the
table), same API for classes with and without a table; allow switching to
a table-bound class without derived classes having to know about it; keep
zero per-object overhead for classes that don't need it.
This commit is contained in:
Glenn Maynard
2005-07-04 21:43:27 +00:00
parent 1e05d86b7d
commit ea6d806dad
2 changed files with 280 additions and 15 deletions
+191
View File
@@ -1,5 +1,6 @@
#include "global.h"
#include "LuaBinding.h"
#include "RageUtil.h"
void CreateMethodsTable( lua_State *L, const CString &szName )
{
@@ -63,6 +64,196 @@ bool CheckLuaObjectType( lua_State *L, int narg, const char *szType )
}
}
bool GetGlobalTable( Lua *L, bool bCreate )
{
lua_pushstring( L, "userdatas" );
lua_rawget( L, LUA_REGISTRYINDEX );
if( !lua_isnil(L, -1) )
return true;
lua_pop( L, 1 );
if( !bCreate )
return false;
/* Save it. */
lua_newtable( L );
lua_pushstring( L, "userdatas" );
lua_pushvalue( L, -2 );
lua_rawset( L, LUA_REGISTRYINDEX );
return true;
}
/* The object is on the stack. It's either a table or a userdata.
* If needed, associate the metatable; if a table, also add it to
* the userdata table. */
void ApplyDerivedType( Lua *L, const CString &sClassName, void *pSelf )
{
int iTable = lua_gettop( L );
int iType = lua_type( L, iTable );
ASSERT_M( iType == LUA_TTABLE || iType == LUA_TUSERDATA,
ssprintf("%i", iType) );
if( iType == LUA_TTABLE )
{
GetGlobalTable( L, true );
int iGlobalTable = lua_gettop( L );
/* If the table is already in the userdata table, then everything
* is already set up. */
lua_pushvalue( L, iTable );
lua_rawget( L, iGlobalTable );
if( !lua_isnil(L, -1) )
{
void *pData = lua_touserdata( L, -1 );
ASSERT( pSelf == pData );
ASSERT( pSelf == lua_touserdata(L, -1) );
lua_settop( L, iTable );
return;
}
/* Create the userdata, and add it to the global table. */
lua_pushvalue( L, iTable );
lua_pushlightuserdata( L, pSelf );
lua_rawset( L, iGlobalTable );
/* Pop everything except the table. */
lua_settop( L, iTable );
}
luaL_getmetatable( L, sClassName );
lua_setmetatable( L, iTable );
}
#include "RageUtil_AutoPtr.h"
REGISTER_CLASS_TRAITS( LuaClass, new LuaClass(*pCopy) )
LuaClass::LuaClass()
{
m_pSelf = NULL;
}
void *GetUserdataFromGlobalTable( Lua *L, const char *szType, int iArg )
{
if( !GetGlobalTable(L, false) )
luaL_error( L, "stale %s referenced (object used but no longer exists)", szType );
lua_pushvalue( L, iArg );
lua_rawget( L, -2 );
if( lua_isnil(L, -1) )
luaL_error( L, "stale %s referenced (object used but no longer exists)", szType );
void *pRet = lua_touserdata( L, -1 );
lua_pop( L, 2 );
return pRet;
}
/* Tricky: when an instance table is copied, we want to do a deep
* copy, not a reference copy. Otherwise, the new higher-level object
* will share a table with the original. Aside from being confusing,
* this breaks the global table, which assumes that we have a one-to-
* one mapping between tables and objects. */
LuaClass::LuaClass( const LuaClass &cpy ):
LuaTable(cpy)
{
if( !IsSet() )
return;
CString sData = Serialize();
LoadFromString( sData );
}
LuaClass &LuaClass::operator=( const LuaClass &cpy )
{
LuaTable::operator=(cpy);
if( !IsSet() )
return *this;
CString sData = Serialize();
LoadFromString( sData );
return *this;
}
LuaClass::~LuaClass()
{
if( LUA == NULL )
return;
Lua *L = LUA->Get();
int iTop = lua_gettop( L );
/* If we're registered in the global table, unregister. */
if( GetGlobalTable(L, false) )
{
this->PushSelf( L );
lua_pushnil( L );
lua_rawset( L, -3 );
}
lua_settop( L, iTop );
LUA->Release( L );
}
void LuaClass::BeforeReset()
{
LuaTable::BeforeReset();
/* Read pSelf the name of the class, so we can use them to restore in Register(). */
Lua *L = LUA->Get();
if( !GetGlobalTable(L, false) )
{
LUA->Release( L );
return;
}
this->PushSelf( L );
lua_rawget( L, -2 );
if( lua_isnil(L, -1) )
{
/* This table hasn't been pushed yet. */
lua_pop( L, 2 );
LUA->Release( L );
return;
}
m_pSelf = lua_touserdata( L, -1 );
lua_pop( L, 2 );
this->PushSelf( L );
lua_getmetatable( L, -1 );
lua_rawget( L, LUA_REGISTRYINDEX );
ASSERT( !lua_isnil(L, -1) );
m_sClassName = lua_tostring( L, -1 );
lua_pop( L, 1 );
LUA->Release( L );
}
void LuaClass::Register()
{
LuaTable::Register();
if( m_pSelf != NULL )
{
Lua *L = LUA->Get();
this->PushSelf(L);
ApplyDerivedType( L, m_sClassName, m_pSelf );
LUA->Release( L );
/* To conserve memory, clear the class name. We only need it while restoring. */
m_sClassName = CString();
m_pSelf = NULL;
}
}
/*
* (c) 2005 Glenn Maynard
* All rights reserved.
+89 -15
View File
@@ -4,9 +4,12 @@
#define LuaBinding_H
#include "LuaManager.h"
class LuaReference;
void CreateMethodsTable( lua_State *L, const CString &szName );
bool CheckLuaObjectType( lua_State *L, int narg, const char *szType );
void *GetUserdataFromGlobalTable( Lua *L, const char *szType, int iArg );
void ApplyDerivedType( Lua *L, const CString &sClassname, void *pSelf );
template <typename Type>
class Luna
@@ -101,20 +104,29 @@ public:
LuaHelpers::TypeError( L, narg, m_sClassName );
}
void **pData = (void **) lua_touserdata( L, narg );
return (T *) *pData;
return get( L, narg );
}
// push a userdata containing a pointer to T object
static int Push( Lua *L, T* p )
static T *get( lua_State *L, int narg )
{
void **pData = (void **) lua_newuserdata( L, sizeof(void *) );
*pData = p; // store pointer to object in userdata
luaL_getmetatable( L, m_sClassName ); // lookup metatable in Lua registry
lua_setmetatable( L, -2 );
return 1; // userdata containing pointer to T object
/* The stack has a userdata or a table. If it's a table, look up the associated userdata. */
if( lua_istable(L, narg) )
{
return (T *) GetUserdataFromGlobalTable( L, m_sClassName, narg );
}
else if( lua_isuserdata(L, narg) )
{
void **pData = (void **) lua_touserdata( L, narg );
return (T *) *pData;
}
else
return NULL;
}
/* Push a table or userdata for the given object. This is called on the
* base class, so we pick up the instance of the base class, if any. */
static void PushObject( Lua *L, T* p );
static void AddMethod( const char *szName, int (*pFunc)(T *p, lua_State *L) )
{
if( s_pvMethods == NULL )
@@ -140,9 +152,35 @@ private:
/* Two objects are equal if the underlying object is the same. */
static int equal( lua_State *L )
{
void **obj1 = (void **) lua_touserdata( L, 1 );
void **obj2 = (void **) lua_touserdata( L, 2 );
lua_pushboolean( L, *obj1 == *obj2 );
int iType = lua_type( L, 1 );
if( lua_type(L, 2) != iType )
{
lua_pushboolean( L, false );
return 1;
}
/* Use the regular method for tables. If an object's table is
* kept around after the actual object has been destroyed, the
* table is still valid, and the pointer no longer exists. */
if( iType == LUA_TTABLE )
{
int iEqual = lua_rawequal( L, 1, 2 );
lua_pushboolean( L, iEqual );
return 1;
}
if( !CheckLuaObjectType(L, 1, m_sClassName) ||
!CheckLuaObjectType(L, 2, m_sClassName) )
{
lua_pushboolean( L, false );
}
else
{
void *pData1 = get( L, 1 );
void *pData2 = get( L, 2 );
lua_pushboolean( L, pData1 != NULL && pData1 == pData2 );
}
return 1;
}
@@ -155,22 +193,58 @@ private:
static int tostring_T( lua_State *L )
{
char buff[32];
void *pData = check( L, -1 );
void *pData = check( L, 1 );
sprintf( buff, "%p", pData );
lua_pushfstring( L, "%s (%s)", m_sClassName, buff );
return 1;
}
};
/*
* Instanced classes have an associated table, which is used as "self"
* instead of a raw userdata. This should be as lightweight as possible.
*/
#include "LuaReference.h"
class LuaClass: public LuaTable
{
public:
LuaClass();
LuaClass( const LuaClass &cpy );
virtual ~LuaClass();
LuaClass &operator=( const LuaClass &cpy );
protected:
virtual void BeforeReset();
virtual void Register();
void *m_pSelf;
CString m_sClassName;
};
/* Only a base class has to indicate that it's instanced (has a per-object
* Lua table). Derived classes simply call the base class's Push function,
* specifying a different class name, so they don't need to know about it. */
#define LUA_REGISTER_INSTANCED_BASE_CLASS( T ) \
LUA_REGISTER_CLASS_BASIC( T, none ) \
void Luna<T>::PushObject( Lua *L, T* p ) { p->m_pLuaInstance->PushSelf( L ); } \
void T::PushSelf( lua_State *L ) { Luna<T>::PushObject( L, this ); ApplyDerivedType( L, #T, this ); }
#define LUA_REGISTER_CLASS( T ) \
LUA_REGISTER_DERIVED_CLASS( T, none )
LUA_REGISTER_CLASS_BASIC( T, none ) \
void Luna<T>::PushObject( Lua *L, T* p ) { void **pData = (void **) lua_newuserdata( L, sizeof(void *) ); *pData = p; } \
void T::PushSelf( lua_State *L ) { Luna<T>::PushObject( L, this ); ApplyDerivedType( L, #T, this ); }
#define LUA_REGISTER_DERIVED_CLASS( T, B ) \
LUA_REGISTER_CLASS_BASIC( T, B ) \
void Luna<T>::PushObject( Lua *L, T* p ) { Luna<B>::PushObject( L, p ); } \
void T::PushSelf( lua_State *L ) { Luna<B>::PushObject( L, this ); ApplyDerivedType( L, #T, this ); }
#define LUA_REGISTER_CLASS_BASIC( T, B ) \
template<> const char *Luna<T>::m_sClassName = #T; \
template<> const char *Luna<T>::m_sBaseClassName = #B; \
template<> Luna<T>::RegTypeVector* Luna<T>::s_pvMethods = NULL; \
static Luna##T registera; \
void T::PushSelf( lua_State *L ) { Luna##T::Push( L, this ); } \
/* Call PushSelf, so we always call the derived Luna<T>::Push. */ \
namespace LuaHelpers { template<> void Push( T *pObject, lua_State *L ) { pObject->PushSelf( L ); } }