Added luasnap checkpointing mechanism
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@@ -15,22 +15,15 @@ World::~World() {
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}
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World::World() {
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// Create the lua state.
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lua_state_ = lua_open();
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if (lua_state_ == nullptr) {
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std::cerr << "Cannot create lua state." << std::endl;
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exit(1);
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}
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// Initialize the userdata metatables.
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LuaStack::register_all_userdata(lua_state_);
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LuaStack::register_all_userdata(state());
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// Initialize the ID allocator in master mode.
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id_global_pool_.init_master(10);
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// Prepare to manipulate the lua state.
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LuaVar world;
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LuaStack LS(lua_state_, world);
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LuaStack LS(state(), world);
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// Put the world pointer into the lua registry.
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LS.newpointer(world, this, false);
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@@ -40,11 +33,11 @@ World::World() {
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LS.setfield(LuaRegistry, "tangibles", LuaNewTable);
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// Initialize the SourceDB
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source_db_.initialize(lua_state_);
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source_db_.initialize(state());
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source_db_.rebuild();
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LS.result();
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assert (lua_gettop(lua_state_) == 0);
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assert (lua_gettop(state()) == 0);
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}
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void Tangible::be_a_player() {
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@@ -53,6 +46,16 @@ void Tangible::be_a_player() {
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anim_queue_.add(world_->id_global_pool_.get_one(), "");
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anim_queue_.set_graphic("player");
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LuaVar classtab, mt, place, tangibles;
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LuaStack LS(world_->state(), classtab, mt, place, tangibles);
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LS.call(classtab, source_makeclass, "player");
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LS.getfield(tangibles, LuaRegistry, "tangibles");
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LS.rawget(place, tangibles, anim_queue_.get_id());
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LS.getmetatable(mt, place);
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LS.setfield(mt, "__index", classtab);
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LS.result();
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}
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}
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@@ -65,7 +68,7 @@ void World::init_standalone() {
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source_db_.run_unittests();
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// Create the player tangible.
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Tangible *player = tangible_make(lua_state_, 1, false);
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Tangible *player = tangible_make(state(), 1, false);
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player->be_a_player();
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}
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@@ -135,7 +138,7 @@ World *World::fetch(lua_State *L) {
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void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
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gui->clear();
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lua_State *L = get_lua_state();
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lua_State *L = state();
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LuaVar actor, place, ugui, func, tangibles;
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LuaStack LS(L, actor, place, ugui, func, tangibles);
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@@ -179,8 +182,6 @@ void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
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LS.result();
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}
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LuaDefine(tangible_get, "c") {
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LuaArg id;
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LuaRet database;
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