* Automatically generate the isValid() Lua API function for handle types
If an ADE object's stored type has an isValid() member, ade_obj now registers an isValid function for it automatically. An explicit ADE_FUNC(isValid, ...) declared after the ADE_OBJ replaces the generated one, so types with special semantics (e.g. sound) keep their own. The 67 hand-written functions that merely delegated to the member are removed, and 26 types that previously exposed no isValid() gain one.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
* Add ADE_OBJ_VALIDATOR for index-based Lua handles
Int-index handles (shipclass, weaponclass, team, etc.) can now declare their validity predicate with a single ADE_OBJ_VALIDATOR or ADE_OBJ_VALIDATOR_RANGE line after the ADE_OBJ. The registered validator drives the generated isValid() function and is also honored by ade_set_args when the mod table asks for nil instead of invalid objects, which previously never applied to these handles. The 19 hand-written range-check functions are replaced, and loadout_ship, default_primary, default_secondary, and support_rearm_pool_team gain isValid(). Add a validator to HudGauge while we're at it.
Also fully qualify the scripting namespace in LuaConvert.h so its templates can be instantiated from the unit tests.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
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Co-authored-by: Claude Fable 5.1 <[email protected]>
w_bank: add a move constructor. object_copy_including_array_member
returns by value, and without a move constructor the return fell back
to the shallow copy constructor whenever NRVO was not applied (e.g.
MSVC debug builds), after which the local's destructor deleted the
freshly allocated arrays -- leaving the stored bank dangling and
double-deleting at model unload. Also add noexcept to the move
operations, replace the destructor call in move-assignment with
explicit delete[]s (using an object after its lifetime has ended is
undefined behavior), guard against self-move, and document that the
defaulted copy constructor is intentionally shallow for
object_copy_including_array_member's copy-then-replace pattern.
LuaThread: declare the defaulted move operations noexcept. This
exposed that LuaTable was not movable at all (its user-declared
destructor suppressed the implicit moves), so LuaThread's implicit
move spec was formally throwing -- a hard error on gcc 9, which
still requires the spec on a defaulted redeclaration to match the
implicit one. Restore LuaTable's rule of five and declare the
LuaValue and LuaFunction copy operations noexcept (they only copy a
shared_ptr, a raw pointer, and an enum), making the noexcept claims
hold throughout the hierarchy.
Co-Authored-By: Claude Fable 5 <[email protected]>
* use std::move() for local variables that are copied but not reused
Addresses ~140 Coverity "Variable copied when it could be moved"
defects across 74 files. Every std::move() targets a local variable
whose value is consumed by push_back, emplace, assignment, lambda
capture, or a function call and is never read again afterward.
Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
* clang: use std::make_shared
* clang: use std::make_unique
* address feedback
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Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
For every move and move-assignment constructor, do the following:
1. Make it default if possible
2. Add or delete where appropriate
3. Check for move-onto-self
4. Apply `std::move` where needed
Also fix problematic moves in `player_h`
* Set ver to C++17
* remove deprecated shuffle
* Fix std::iterator being deprecated
* Work around codecvt deprecation
* Fix std::result_of deprecation
* Another random_shuffle
* another text conversion replacement
After getting the main state from the Lua registry, this function had
two Lua thread values on its Lua stack but we only removed one which
lead to a value being left on the stack.
Why did this not blow up before? Because undefined behavior.
The only place where this was called was when creating a Lua reference
value where luaL_ref is called in the same expression (see
UniqueLuaReference::create). The evaluation order of the parameters for
the make_shared call is not defined by the standard and for some reason
all major compilers (except clang) choose to execute the luaL_ref call
before the getMainThread call.
For those compilers, everything is fine. We have some extra values on
the Lua stack but that gets cleaned up after the API function finishes.
However, clang first evaluates the getMainThread which leaves an extra
Lua thread on the Lua stack. The luaL_ref call then references this
thread value instead of the intended value. In the concrete case, this
meant that LuaFunction saw that the reference points to a thread and
rightfully threw an exception.
This fixes#5904.
The `ade_odata_is_userdata_type` function didn't clean up its stack properly, as it left type information there for error reporting. But there are other reasons to check userdata types besides error reporting, so this adds a flag to clean up in most situations.
Fix courtesy of @BMagnu.
* Prevent dangling threads from crashing FSO on close
* Fix warning
* Properly allow multiple parent threads for unittests
* Fix Test
* Redo it using the lua GC method
* tidyup
* Fix Warnings
* Fix double default
* get rid of explicitly defined copy constructor to allow implicit copy assign to exist
Adds the standard Lua extension library for bit operations in Lua 5.1.
http://bitop.luajit.org/
Note that this library is normally called "bit", but it is added here as "luabit" because there is already a FSO scripting library called "bit".
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 a mechanism for running generic operations at specific points
of the frame execution. This can be used by any part of the code an not
just Lua since it simply executes std::functions. It also adds an
"execution context" concept that specifies in which situation an
operation should be executed.
This is then used by the Lua Coroutines code for resuming coroutines at
specific points instead of always when the awaited promise resolves.
This will ensure that Lua functions will always be executed in the
correct Lua state. Since we now have multiple threads (which are
different lua_State objects) it is possible that the current code could
execute a Lua function in the main state instead of the thread that is
currently executing. This can lead to weird behavior and probably also
to issues inside Lua.
This makes the necessary campaign room API available to the scripting
API so that it can be implemented using libRocket. Also adds an
engine.sleep function which I needed for making my Lua debugger work
reliably.
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.
This adds the capability to have a Lua script that does not need to use
our table syntax at all but instead defines the hooks by calling API
functions. This also makes it possible to add hook functions at runtime
if the script requires that.
Also clean up some unused debug stuff.
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
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 was previously used for allowing scripts to set arbitrary values on
scripting objects. However, it was used by only a few scripting
functions and, as far as I know, no script uses this features.
This removes that feature which simplifies the code ade_index_handler
of.
This also simplifies the code that handles the userdata for libraries
provided by FSO.
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 is probably a bug from when I changed how those functions worked.
The function is supposed to return if it successfully retreived a value
from the Lua stack but instead of returning true if it was, it returned
the value it just retrieved. This works fine if that value is true but
causes issues if it was false.
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.
The iterator known as _L, besides having an absurdly poor name,
clashes with standard headers on OpenBSD -current at the time
of writing. This commit is the minimum needed to build on
OpenBSD with an updated C++ standard library.