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* 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]> --------- Co-authored-by: Claude Fable 5.1 <[email protected]>
65 lines
1.9 KiB
C++
65 lines
1.9 KiB
C++
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#include "executor.h"
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#include <utility>
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namespace scripting {
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namespace api {
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executor_h::executor_h() = default;
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executor_h::executor_h(std::shared_ptr<executor::Executor> executor) : m_executor(std::move(executor)) {}
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bool executor_h::isValid() const { return m_executor != nullptr; }
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const std::shared_ptr<executor::Executor>& executor_h::getExecutor() const { return m_executor; }
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//**********HANDLE: executor
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ADE_OBJ(l_Executor, executor_h, "executor", "An executor that can be used for scheduling the execution of a function.");
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ADE_FUNC(schedule,
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l_Executor,
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"function() => boolean",
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"Takes a function that returns a boolean and schedules that for execution on this executor. If the function "
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"returns true it will be run again the. If it returns false it will be removed from the executor.<br>Note: Use "
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"this with care since using this without proper care can lead to the function being run in states that are not "
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"desired. Consider using async.run.",
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"boolean",
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"true if function was scheduled, false otherwise.")
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{
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executor_h* executor = nullptr;
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luacpp::LuaFunction func;
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if (!ade_get_args(L, "ou", l_Executor.GetPtr(&executor), &func)) {
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return ADE_RETURN_FALSE;
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}
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if (executor == nullptr || !executor->isValid()) {
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return ADE_RETURN_FALSE;
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}
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if (!func.isValid()) {
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LuaError(L, "Invalid function handle specified!");
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return ADE_RETURN_FALSE;
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}
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// Post the function onto the executor with a wrapper to convert the Lua value to the proper enum
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executor->getExecutor()->post([L, func = std::move(func)]() {
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const auto ret = func(L);
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if (ret.empty()) {
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return executor::Executor::CallbackResult::Done;
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}
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if (!ret[0].is(luacpp::ValueType::BOOLEAN)) {
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return executor::Executor::CallbackResult::Done;
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}
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if (ret[0].getValue<bool>()) {
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return executor::Executor::CallbackResult::Reschedule;
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}
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return executor::Executor::CallbackResult::Done;
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});
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return ADE_RETURN_TRUE;
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}
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} // namespace api
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} // namespace scripting
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