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