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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.
253 lines
5.5 KiB
C++
253 lines
5.5 KiB
C++
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#ifndef LUAVALUE_H
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#define LUAVALUE_H
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#pragma once
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#include "LuaConvert.h"
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#include "LuaReference.h"
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#include "LuaException.h"
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#include "LuaHeaders.h"
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#include <memory>
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#include <cstdint>
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#include <csetjmp>
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namespace luacpp {
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/**
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* @brief The values of a LuaValue
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*/
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enum class ValueType {
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NONE,
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NIL,
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BOOLEAN,
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LIGHTUSERDATA,
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STRING,
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NUMBER,
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TABLE,
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FUNCTION,
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USERDATA,
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THREAD,
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};
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/**
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* @brief Represents a Lua-value
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*
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* This class holds a reference to a lua value and provides type checking to ensure that the value is still the same.
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*/
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class LuaValue {
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public:
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/**
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* @brief Creates a LuaValue.
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* This is done by pushing the value onto the lua stack and creating a reference to it.
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*
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* @param state The lua state
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* @param value The value to be referenced
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* @return luacpp::LuaValue A new LuaValue instance which references the specified value
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*/
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template<class ValueType>
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static LuaValue createValue(lua_State* state, ValueType&& value) {
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LuaValue retVal(state);
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convert::pushValue(state, std::forward<ValueType>(value));
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retVal.setReference(UniqueLuaReference::create(state));
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// Remove the value again
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lua_pop(state, 1);
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return retVal;
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}
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static LuaValue createNil(lua_State* L);
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/**
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* @brief Default constructor, creates an invalid LuaValue
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*/
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LuaValue();
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/**
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* @brief Initializes the lua value
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*
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* The instance does not point to a lua-value after the constructor has finished. To reference
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* a value use #setReference(LuaReferencePtr)
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*
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* @param state The lua state
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*/
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LuaValue(lua_State* state);
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/**
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* @brief Copy-constructor
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* @param other The other LuaValue.
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*/
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LuaValue(const LuaValue& other);
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LuaValue& operator=(const LuaValue& other);
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/**
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* @brief Move-constructor
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* @param other The other LuaValue.
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*/
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LuaValue(LuaValue&& other) noexcept;
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LuaValue& operator=(LuaValue&& other) noexcept;
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/**
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* @brief Releases the reference
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*/
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virtual ~LuaValue();
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/**
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* @brief Sets a new LuaReference.
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*
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* @param ref The new lua reference.
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*/
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virtual void setReference(const LuaReference& ref);
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/**
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* @brief Gets the LuaReference.
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*
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* This reference is used to reference the actual lua value.
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*
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* @return The LuaReference instance.
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*/
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virtual const LuaReference getReference() const;
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/**
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* @brief Gets the lua type of this value.
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* @return One of the LUA_T* defines.
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*/
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virtual ValueType getValueType() const;
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/**
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* @brief Checks if the value is of the specified type.
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*
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* @return bool @c true when it is, @c false if it isn't.
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*/
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inline bool is(ValueType check) const { return _luaType == check; }
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/**
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* @brief Sets a new value, possible changing the type
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*
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* @param value The new value
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*/
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template<class Type>
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void setValue(const Type& value) {
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// Push the new value
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convert::pushValue(_luaState, value);
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// And create a reference for it
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setReference(UniqueLuaReference::create(_luaState));
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}
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/**
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* @brief Gets the value or throws an exception
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*
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* @return Type The value
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*
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* @exception LuaException Thrown when the conversion failed.
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*/
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template<class Type>
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Type getValue() const {
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_reference->pushValue(_luaState);
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Type target;
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if (!convert::popValue(_luaState, target)) {
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lua_pop(_luaState, 1);
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throw LuaException("Failed to pop value");
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} else {
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return target;
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}
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}
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/**
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* @brief Specifies if the lua value is valid.
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*
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* @return bool @c true if it can be used and have an underlying reference, @c false otherwise.
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*/
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bool isValid() const;
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/**
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* @brief Pushes this lua value onto the stack.
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* @param thread The thread stack onto which this value should be pushed. May be nullptr for the default state of
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* this value
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*/
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bool pushValue(lua_State* thread) const;
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lua_State* getLuaState() const;
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protected:
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lua_State* _luaState{nullptr}; //!< The lua state of this value.
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LuaReference _reference;
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ValueType _luaType = ValueType::NONE;
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};
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/**
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* @brief Checks for equality of the lua values.
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* @param lhs The left value
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* @param rhs The right lua value.
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* @return `true` when the value are equal as specified by the lua "==" operator.
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*/
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template<typename Type>
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bool operator==(const LuaValue& lhs, const Type& rhs) {
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lhs.pushValue(lhs.getLuaState());
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convert::pushValue(lhs.getLuaState(), rhs);
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bool result = lua_equal(lhs.getLuaState(), -2, -1) != 0;
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lua_pop(lhs.getLuaState(), 2);
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return result;
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}
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/**
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* @brief Checks if the other value is bigger than this value.
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* @param lhs The left lua value.
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* @param rhs The right lua value.
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* @return `true` when the second value is bigger than this value as specified
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* by lua.
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*/
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template<typename Type>
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bool operator<(const LuaValue& lhs, const Type& rhs) {
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lhs.pushValue(lhs.getLuaState());
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convert::pushValue(lhs.getLuaState(), rhs);
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bool result = lua_lessthan(lhs.getLuaState(), -2, -1) != 0;
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lua_pop(lhs.getLuaState(), 2);
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return result;
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}
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template<typename Type>
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bool operator!=(const LuaValue& lhs, const Type& rhs) {
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return !(lhs == rhs);
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}
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template<typename Type>
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bool operator>(const LuaValue& lhs, const Type& rhs) {
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return !(lhs <= rhs);
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}
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template<typename Type>
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bool operator<=(const LuaValue& lhs, const Type& rhs) {
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return (lhs == rhs) || (lhs < rhs);
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}
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template<typename Type>
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bool operator>=(const LuaValue& lhs, const Type& rhs) {
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return !(lhs < rhs);
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}
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namespace convert {
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void pushValue(lua_State* luaState, const LuaValue& value);
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bool popValue(lua_State* luaState, LuaValue& target, int stackposition = -1, bool remove = true);
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}
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}
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#endif
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