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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`
98 lines
2.3 KiB
C++
98 lines
2.3 KiB
C++
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#include "LuaReference.h"
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#include "globalincs/pstypes.h"
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#include "LuaException.h"
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#include "LuaHeaders.h"
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#include "LuaUtil.h"
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namespace luacpp {
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LuaReference UniqueLuaReference::create(lua_State* state, int position)
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{
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if (state == nullptr) {
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throw LuaException("Need a valid lua state!");
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}
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lua_pushvalue(state, position);
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// Always store the main thread here to ensure that we do not store a possible invalid thread reference
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LuaReference ref =
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std::make_shared<UniqueLuaReference>(util::getMainThread(state), luaL_ref(state, LUA_REGISTRYINDEX));
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return ref;
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}
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LuaReference UniqueLuaReference::copy(const LuaReference& other) {
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other->pushValue(other->_luaState);
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return create(other->_luaState);
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}
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UniqueLuaReference::UniqueLuaReference(lua_State* state, int reference) : _luaState(state), _reference(reference)
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{
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if (state == nullptr) {
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throw LuaException("Need a valid lua state!");
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}
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if (reference < 0 && reference != LUA_REFNIL) {
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throw LuaException("Reference must be greater than or equal to zero!");
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}
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}
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UniqueLuaReference::UniqueLuaReference() : _luaState(nullptr), _reference(LUA_NOREF) {}
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UniqueLuaReference::UniqueLuaReference(UniqueLuaReference&& other) noexcept : _luaState(nullptr), _reference(LUA_NOREF) {
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*this = std::move(other);
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}
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UniqueLuaReference& UniqueLuaReference::operator=(UniqueLuaReference&& other) noexcept {
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if (this != &other) {
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std::swap(_luaState, other._luaState);
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std::swap(_reference, other._reference);
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}
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return *this;
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}
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UniqueLuaReference::~UniqueLuaReference() {
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this->removeReference();
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}
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bool UniqueLuaReference::removeReference() {
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if (this->isValid()) {
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luaL_unref(_luaState, LUA_REGISTRYINDEX, _reference);
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_reference = LUA_NOREF;
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return true;
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} else {
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return false;
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}
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}
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int UniqueLuaReference::getReference() const {
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return _reference;
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}
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bool UniqueLuaReference::isValid() const {
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if (_luaState == nullptr) {
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return false;
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}
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if (_reference == LUA_NOREF) {
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return false;
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}
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return true;
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}
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void UniqueLuaReference::pushValue(lua_State* thread, bool manualStackAllocation) const
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{
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Assertion(thread != nullptr, "Valid thread state must be specified!");
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if (!manualStackAllocation) {
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lua_checkstack(thread, 1);
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}
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if (this->isValid()) {
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lua_rawgeti(thread, LUA_REGISTRYINDEX, this->getReference());
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}
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}
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}
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