The return value of `lua_tostring()` is NULL if (and only if) the string conversion failed. Many places in the code did not check for this situation, which led to the crash in #6290.
Fixes#6290.
This can be used by script code for reliably storing Lua values without
having to build a custom serialization format.
The C++ code can also be used by other code modules that want to
serialize data. The new classes simply return a byte array with an
unspecified format.
At the moment this uses a plain JSON encoding but could be extended in
the future to include either compression or BSON encoding if necessary.
The format is future compatible by using a simple header to identify
different kinds of formats.
This adds access to the command briefing data parsed from the mission
file to the scripting API so it can be used by the UI scripts for the
high res UI.
Also switches the animation support to using the generic anim to use
streaming to improve performance.
This adds a Lua API for representing asynchronous operations and running
coroutines based on those operations comfortably. This is very similar
to features other languages have introduced such as C# or JavaScript. In
fact, the whole "promise" thing is derived from how JavaScript
represents these operations.
This is the initial and very basic system for supporting async
coroutines in Lua. There is no native support for running these
operations at specific points (they run whenever the awaited promise
resolved) or making sure they do not leak through different game states.
The new gauge can be accessed by the scripting API with which a function
can be set which will be called when this gauge is rendered. This can be
used for exposing the HUD gauge positioning and RTT options to the
scripting API without a lot of work needed for the script writer.
There is currently only one rendering function implemented since this is
only a proof of concept.
This is pretty much similar to the value setting changes. This is a much
safer solution for getting values out of the scripting system which has
compile time validation for move-only types.
This commit changes the way the scripting API works by properly using
the newly available type information for moving the FSO resources into
the memory supplied by lua. This has full support for rvalue references
which will make it possible to use move-only types with the scripting
API.
This also makes the API much safer to use since it doesn't use pointers
to local values anymore which made it very hard to use the API in a
different context without causing issues.
This only covers writing the FSO values to Lua. Getting values back is
not covered yet.
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
This add a system for adding generic instances of the DynamicSEXP class
to the SEXP system. The only implementation at the moment is the LuaSEXP
which is used by the mn.addSEXP lua API to allow Lua to add new SEXPs.
Since this requires that FRED also runs lua scripts I added a mod table
option to enable scripting in FRED. Since the current scripts are not
built with FRED in mind it would likely break all these scripts if FRED
would be opened with normal scripting enabled.
This fixes#1320.
This adds proper Unicode support by allowing the parse system to read
UTF-8 encoded files. The new mode is controlled by a mod option which
allows older mods to continue using the legacy text encoding.
That option changes the behavior of several systems in FSO. It disallows
the usage of Volition fonts since they don't support Unicode encoding
and changes a few usages of special characters to their unicode
counterparts of generic rendering solutions.
This fixes#1415.