LuaManager::RunScript -> LuaHelpers::RunScript.

(Functions in LuaManager can accidentally bypass locking semantics, so
they should be kept to a minimum.)
This commit is contained in:
Glenn Maynard
2005-06-16 06:00:39 +00:00
parent f070624a91
commit fc16f2625d
4 changed files with 9 additions and 9 deletions
+1 -1
View File
@@ -91,7 +91,7 @@ void ActorCommands::Register()
Lua *L = LUA->Get();
CString sError;
if( !LUA->RunScript( m_sLuaFunction, "in", sError, 1 ) )
if( !LuaHelpers::RunScript( L, m_sLuaFunction, "in", sError, 1 ) )
{
FAIL_M( ssprintf("Compiling \"%s\": %s", m_sLuaFunction.c_str(), sError.c_str()) );
}
+3 -3
View File
@@ -248,7 +248,7 @@ bool LuaManager::RunScriptFile( const CString &sFile )
}
CString sError;
if( !RunScript( sScript, sFile, sError, 0 ) )
if( !LuaHelpers::RunScript( L, sScript, sFile, sError, 0 ) )
{
sError = ssprintf( "Lua runtime error: %s", sError.c_str() );
Dialog::OK( sError, "LUA_ERROR" );
@@ -258,7 +258,7 @@ bool LuaManager::RunScriptFile( const CString &sFile )
return true;
}
bool LuaManager::RunScript( const CString &sScript, const CString &sName, CString &sError, int iReturnValues )
bool LuaHelpers::RunScript( Lua *L, const CString &sScript, const CString &sName, CString &sError, int iReturnValues )
{
// load string
{
@@ -290,7 +290,7 @@ bool LuaManager::RunScript( const CString &sScript, const CString &sName, CStrin
bool LuaManager::RunScript( const CString &sExpression, const CString &sName, int iReturnValues )
{
CString sError;
if( !RunScript( sExpression, sName.size()? sName:CString("in"), sError, iReturnValues ) )
if( !LuaHelpers::RunScript( L, sExpression, sName.size()? sName:CString("in"), sError, iReturnValues ) )
{
sError = ssprintf( "Lua runtime error parsing \"%s\": %s", sName.size()? sName.c_str():sExpression.c_str(), sError.c_str() );
Dialog::OK( sError, "LUA_ERROR" );
+4 -4
View File
@@ -61,10 +61,6 @@ public:
/* Reset the environment, freeing any globals left over by previously executed scripts. */
void ResetState();
/* Run a script with the given name. Return values are left on the Lua stack.
* Returns false on error, with sError set*/
bool RunScript( const CString &sScript, const CString &sName, CString &sError, int iReturnValues = 0 );
/* Convenience: run a script with one return value, displaying an error on failure.
* The return value is left on the Lua stack. */
bool RunScript( const CString &sExpression, const CString &sName = "", int iReturnValues = 0 );
@@ -97,6 +93,10 @@ private:
namespace LuaHelpers
{
/* Run a script with the given name. Return values are left on the Lua stack.
* Returns false on error, with sError set. */
bool RunScript( Lua *L, const CString &sScript, const CString &sName, CString &sError, int iReturnValues = 0 );
/* Create a Lua array (a table with indices starting at 1) of the given vector,
* and push it on the stack. */
void CreateTableFromArrayB( Lua *L, const vector<bool> &aIn );
+1 -1
View File
@@ -190,7 +190,7 @@ void LuaData::LoadFromString( const CString &s )
/* Restore the serialized data by evaluating it. */
CString sError;
if( !LUA->RunScript( s, "serialization", sError, 1 ) )
if( !LuaHelpers::RunScript( L, s, "serialization", sError, 1 ) )
{
/* 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. */