#include "global.h" #include "LuaBinding.h" #include "LuaReference.h" #include "RageUtil.h" #include "Foreach.h" #include "SubscriptionManager.h" static SubscriptionManager m_Subscribers; namespace { void RegisterTypes( lua_State *L ) { if( m_Subscribers.m_pSubscribers == NULL ) return; /* Register base classes first. */ map mapToRegister; FOREACHS( LuaBinding*, *m_Subscribers.m_pSubscribers, p ) mapToRegister[(*p)->GetClassName()] = (*p); set setRegisteredAlready; while( !mapToRegister.empty() ) { /* Look at the first class. If it has a base class that needs to be registered, * go there first. */ LuaBinding *pBinding = mapToRegister.begin()->second; while(1) { if( !pBinding->IsDerivedClass() ) break; RString sBase = pBinding->GetBaseClassName(); map::const_iterator it = mapToRegister.find(sBase); if( it != mapToRegister.end() ) { pBinding = it->second; continue; } /* If the base class wasn't found, and hasn't been registered already, then * a base class registration is missing. */ if( setRegisteredAlready.find(sBase) != setRegisteredAlready.end() ) break; FAIL_M( ssprintf("Base class of \"%s\" not registered: \"%s\"", pBinding->GetClassName().c_str(), sBase.c_str()) ); } pBinding->Register( L ); setRegisteredAlready.insert( pBinding->GetClassName() ); mapToRegister.erase( pBinding->GetClassName() ); } } }; REGISTER_WITH_LUA_FUNCTION( RegisterTypes ); LuaBinding::LuaBinding() { m_Subscribers.Subscribe( this ); } LuaBinding::~LuaBinding() { m_Subscribers.Unsubscribe( this ); } void LuaBinding::Register( lua_State *L ) { /* Create the methods table, if it doesn't already exist. */ LuaBinding::CreateMethodsTable( L, GetClassName() ); int methods = lua_gettop( L ); /* Create a metatable for the userdata objects. */ luaL_newmetatable( L, GetClassName() ); int metatable = lua_gettop( L ); // We use the metatable to determine the type of the table, so don't // allow it to be changed. lua_pushstring( L, "(hidden)" ); lua_setfield( L, metatable, "__metatable" ); lua_pushvalue( L, methods ); lua_setfield( L, metatable, "__index" ); lua_pushcfunction( L, PushEqual ); lua_setfield( L, metatable, "__eq" ); /* Create a metatable for the methods table. */ lua_newtable( L ); int methods_metatable = lua_gettop( L ); // Hide the metatable. lua_pushstring( L, "(hidden)" ); lua_setfield( L, methods_metatable, "__metatable" ); // If this type has a base class, set the __index of this type // to the base class. if( IsDerivedClass() ) { lua_getfield( L, LUA_GLOBALSINDEX, GetBaseClassName() ); lua_setfield( L, methods_metatable, "__index" ); lua_pushstring( L, GetBaseClassName() ); lua_setfield( L, metatable, "base" ); } lua_pushstring( L, GetClassName() ); lua_setfield( L, methods_metatable, "class" ); lua_pushstring( L, GetClassName() ); LuaHelpers::PushValueFunc( L, 1 ); lua_setfield( L, metatable, "__type" ); // for luaL_pushtype { lua_newtable( L ); int iHeirarchyTable = lua_gettop( L ); RString sClass = GetClassName(); int iIndex = 0; while( !sClass.empty() ) { lua_pushstring( L, sClass ); lua_pushinteger( L, iIndex ); lua_rawset( L, iHeirarchyTable ); ++iIndex; luaL_getmetatable( L, sClass ); ASSERT( !lua_isnil(L, -1) ); lua_getfield( L, -1, "base" ); LuaHelpers::FromStack( L, sClass, -1 ); lua_pop( L, 2 ); } lua_setfield( L, metatable, "heirarchy" ); } /* Set and pop the methods metatable. */ lua_setmetatable( L, methods ); /* Allow the derived class to populate the method table, and set any other * metatable fields. */ Register( L, methods, metatable ); lua_pop( L, 2 ); // drop metatable and method table } // 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_getfield( L, LUA_GLOBALSINDEX, sName ); if( !lua_isnil(L, -1) ) return; lua_pop( L, 1 ); lua_newtable( L ); lua_pushvalue( L, -1 ); lua_setfield( L, LUA_GLOBALSINDEX, sName ); } int LuaBinding::PushEqual( lua_State *L ) { lua_pushboolean( L, Equal(L) ); return 1; } bool LuaBinding::Equal( lua_State *L ) { int iArg1 = lua_gettop( L ) - 1; int iArg2 = lua_gettop( L ); int iType = lua_type( L, iArg1 ); if( iType != lua_type(L, iArg2) ) return false; if( iType != LUA_TTABLE && iType != LUA_TUSERDATA ) return false; /* 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 ) return !!lua_rawequal( L, iArg1, iArg2 ); // This checks that they're the same type. it does not check // that it's actually a LuaBinding type. If iArg1 is a non-LuaBinding // type, this function should not be called and the return value is // undefined, but the lua_objlen check below will prevent us from crashing. if( !lua_getmetatable(L, iArg1) ) return false; if( !lua_getmetatable(L, iArg2) ) { lua_pop( L, 1 ); return false; } bool bSameType = !!lua_rawequal( L, -1, -2 ); lua_pop( L, 2 ); if( !bSameType ) return false; if( lua_objlen(L, iArg1) != sizeof(void *) ) return false; if( lua_objlen(L, iArg2) != sizeof(void *) ) return false; void **pData1 = (void **) lua_touserdata( L, iArg1 ); void **pData2 = (void **) lua_touserdata( L, iArg2 ); return *pData1 == *pData2; } /* * Get a userdata, and check that it's either szType or a type * derived from szType, by checking the heirarchy table. */ bool LuaBinding::CheckLuaObjectType( lua_State *L, int iArg, const char *szType ) { #if defined(FAST_LUA) return true; #endif luaL_checkany( L, iArg ); /* Check that szType is in metatable.heirarchy. */ if( !luaL_getmetafield(L, iArg, "heirarchy") ) return false; if( !lua_istable(L, -1) ) { lua_pop( L, 1 ); return false; } lua_getfield( L, -1, szType ); bool bRet = !lua_isnil( L, -1 ); lua_pop( L, 2 ); return bRet; } 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 ); 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::GetPointerFromStack( Lua *L, const RString &sType, int iArg ) { iArg = LuaHelpers::AbsIndex( L, iArg ); /* The stack has a userdata or a table. If it's a table, look up the associated userdata. */ if( lua_istable(L, 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)", sType.c_str() ); void *pRet = lua_touserdata( L, -1 ); lua_pop( L, 2 ); return pRet; } else if( lua_isuserdata(L, iArg) ) { void **pData = (void **) lua_touserdata( L, iArg ); return *pData; } else return NULL; } /* 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. */