#include "global.h" #include "LuaBinding.h" #include "LuaReference.h" #include "RageUtil.h" // If defined, type checks for functions will be skipped. These add // up and can become expensive (performed for every function dispatch), // but without them it's possible to call functions on incompatible // types (eg. "Actor.x(GAMESTATE, 10)"), which will crash or cause corruption. // #define FAST_LUA void LuaBinding::CreateMethodsTable( lua_State *L, const RString &sName ) { lua_pushlstring( L, sName.data(), sName.size() ); lua_rawget( L, LUA_GLOBALSINDEX ); if( !lua_isnil(L, -1) ) return; lua_pop( L, 1 ); lua_newtable( L ); lua_pushlstring( L, sName.data(), sName.size() ); lua_pushvalue( L, -2 ); lua_rawset( L, LUA_GLOBALSINDEX ); } /* * Get a userdata, and check that it's either szType or a type * derived from szType, by walking the __index chain. */ bool LuaBinding::CheckLuaObjectType( lua_State *L, int narg, const char *szType, bool bOptional ) { #if defined(FAST_LUA) if( bOptional ) return true; #endif ASSERT_M( narg > 0, ssprintf("%i", narg) ); // negative offsets not supported int iTop = lua_gettop(L); lua_pushvalue( L, narg ); narg = lua_gettop(L); while(1) { /* If the object on the stack has no metatable, it has no type; fail. */ if( !lua_getmetatable(L, narg) ) { lua_settop( L, iTop ); return false; } int iMetatable = lua_gettop(L); /* Look up the type name. */ lua_pushstring( L, "type" ); lua_rawget( L, iMetatable ); const char *szActualType = lua_tostring( L, -1 ); if( szActualType != NULL && !strcmp(szActualType, szType) ) { /* The type matches. */ lua_settop( L, iTop ); return true; } /* The type doesn't match. Does the metatable have __index? */ lua_pushstring( L, "__index" ); lua_rawget( L, iMetatable ); if( lua_isnil(L, -1) ) { /* There's no __index. The type doesn't match. */ lua_settop( L, iTop ); return false; } /* Start over with __index. */ lua_replace( L, narg ); lua_pop( L, 1 ); } } static void GetGlobalTable( Lua *L ) { static LuaReference UserDataTable; if( !UserDataTable.IsSet() ) { lua_newtable( L ); UserDataTable.SetFromStack( L ); } UserDataTable.PushSelf( L ); } /* 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 LuaBinding::ApplyDerivedType( Lua *L, const RString &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 ); 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) ) void *LuaBinding::GetUserdataFromGlobalTable( Lua *L, const char *szType, int iArg ) { GetGlobalTable( L ); 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; DeepCopy(); } LuaClass &LuaClass::operator=( const LuaClass &cpy ) { LuaTable::operator=(cpy); if( !IsSet() ) return *this; DeepCopy(); 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. */ GetGlobalTable( L ); this->PushSelf( L ); lua_pushnil( L ); lua_rawset( L, -3 ); lua_settop( L, iTop ); LUA->Release( L ); } /* * (c) 2005 Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */