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https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 04:49:39 -10:00
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.
179 lines
4.0 KiB
C++
179 lines
4.0 KiB
C++
#include "LuaFunction.h"
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#include "LuaException.h"
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#include "LuaHeaders.h"
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namespace luacpp {
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LuaFunction LuaFunction::createFromCFunction(lua_State* L, lua_CFunction function, const LuaValueList& upvalues) {
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LuaFunction func;
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for (auto& val : upvalues) {
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val.pushValue();
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}
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lua_pushcclosure(L, function, (int) upvalues.size());
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func.setReference(UniqueLuaReference::create(L));
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lua_pop(L, 1);
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return func;
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}
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LuaFunction LuaFunction::createFromCode(lua_State* L, std::string const& code, std::string const& name) {
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int load_err = luaL_loadbuffer(L, code.c_str(), code.length(), name.c_str());
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if (!load_err) {
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LuaFunction func;
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func.setReference(UniqueLuaReference::create(L));
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lua_pop(L, 1);
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return func;
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} else {
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// Get the error message
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size_t len;
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const char* err = lua_tolstring(L, -1, &len);
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lua_pop(L, 1);
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throw LuaException(std::string(err, len));
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}
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}
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LuaFunction::LuaFunction() : LuaValue(), _errorFunction(nullptr) {
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}
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LuaFunction::LuaFunction(const LuaFunction& other) : LuaValue(other), _errorFunction(other._errorFunction) {
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}
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LuaFunction::~LuaFunction() {
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}
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bool LuaFunction::setEnvironment(const LuaTable& table) {
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if (!table.getReference()->isValid()) {
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throw LuaException("Table reference is not valid!");
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}
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this->pushValue();
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table.pushValue();
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bool ret = lua_setfenv(_luaState, -2) != 0;
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// Pop the function again
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lua_pop(_luaState, 1);
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return ret;
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}
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LuaValueList LuaFunction::operator()(const LuaValueList& args) {
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return this->call(args);
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}
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void LuaFunction::setReference(LuaReference ref) {
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ref->pushValue();
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lua_State* L = ref->getState();
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if (lua_type(L, -1) != LUA_TFUNCTION) {
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lua_pop(L, 1);
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throw LuaException("Reference does not refere to a function!");
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} else {
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lua_pop(L, 1);
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LuaValue::setReference(ref);
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}
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}
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LuaValueList LuaFunction::call(const LuaValueList& args) {
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int err_idx = 0;
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int stackTop;
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if (_errorFunction) {
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// push the error function
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_errorFunction->pushValue();
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err_idx = lua_gettop(_luaState);
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stackTop = err_idx;
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} else {
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stackTop = lua_gettop(_luaState);
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}
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// Push the function onto the stack
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this->pushValue();
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// Push the arguments onto the stack
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for (LuaValueList::const_iterator iter = args.begin(); iter != args.end(); ++iter) {
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iter->pushValue();
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}
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// actually call the function now!
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int err = lua_pcall(_luaState, (int) args.size(), LUA_MULTRET, err_idx);
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if (!err) {
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int numReturn = lua_gettop(_luaState) - stackTop;
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LuaValueList values;
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values.reserve(numReturn);
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LuaValue val;
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for (int i = 0; i < numReturn; ++i) {
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if (convert::popValue(_luaState, val)) {
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// Add values at the begin as the last return value is on top
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// of the stack.
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values.insert(values.begin(), val);
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}
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}
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if (err_idx != 0) {
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// Remove the error function
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lua_pop(_luaState, 1);
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}
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return values;
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} else {
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// Make sure that there is exactly one parameter left on the stack
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// If the error function didn't return anything then this will push nil
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// If it pushed more than one value then this will discard all of them except the last one
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lua_settop(_luaState, stackTop + 1);
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std::string err_msg;
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if (!lua_isstring(_luaState, -1)) {
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err_msg = "Invalid lua value on stack!";
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lua_pop(_luaState, 1); // Remove the value on the stack
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} else {
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if (!convert::popValue(_luaState, err_msg)) {
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err_msg = "Failed to get error message from Lua stack!";
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}
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}
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// Throw exception with generated message
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LuaException exception(err_msg);
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if (err_idx != 0) {
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// Pop the error function
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lua_pop(_luaState, 1);
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}
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throw exception;
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}
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}
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bool ::luacpp::convert::popValue(lua_State* luaState, LuaFunction& target, int stackposition, bool remove) {
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if (!internal::isValidIndex(luaState, stackposition)) {
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return false;
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}
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if (!lua_isfunction(luaState, stackposition)) {
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return false;
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} else {
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target.setReference(UniqueLuaReference::create(luaState, stackposition));
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if (remove) {
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lua_remove(luaState, stackposition);
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}
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return true;
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}
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}
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}
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