Refactor: remove references to class World from util and luastack. These are low-level modules that should not reference class World.
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@@ -94,8 +94,8 @@ lua_State *LuaCoreStack::newstate (lua_Alloc allocf) {
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lua_pushstring(L, "tangibles");
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lua_newtable(L);
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lua_rawset(L, LUA_REGISTRYINDEX);
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lua_pushstring(L, "worldtype");
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lua_pushnumber(L, WORLD_TYPE_MASTER);
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lua_pushstring(L, "is_authoritative");
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lua_pushboolean(L, 1);
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lua_rawset(L, LUA_REGISTRYINDEX);
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return L;
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@@ -687,24 +687,19 @@ void LuaCoreStack::setvisited(LuaSlot tab, bool visited) const {
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lua_modflagbits(L_, tab.index(), 0x0010, visited ? 0x0010 : 0);
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}
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WorldType LuaCoreStack::get_world_type() const {
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lua_pushstring(L_, "worldtype");
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lua_rawget(L_, LUA_REGISTRYINDEX);
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lua_Integer n = lua_tointeger(L_, -1);
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lua_pop(L_, 1);
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assert(n != 0);
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return (WorldType)n;
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}
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void LuaCoreStack::set_world_type(WorldType t) const {
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lua_pushstring(L_, "worldtype");
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lua_pushnumber(L_, (int)t);
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void LuaCoreStack::set_authoritative(bool auth) const {
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lua_pushstring(L_, "is_authoritative");
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lua_pushboolean(L_, auth ? 1 : 0);
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lua_rawset(L_, LUA_REGISTRYINDEX);
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}
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void LuaCoreStack::guard_nopredict(const char *fn) {
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if (lua_isyieldable(L_)) {
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if (!is_authoritative()) {
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lua_pushstring(L_, "is_authoritative");
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lua_rawget(L_, LUA_REGISTRYINDEX);
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bool auth = lua_toboolean(L_, -1);
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lua_pop(L_, 1);
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if (!auth) {
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lua_yield(L_, 0);
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luaL_error(L_, "unexplained nopredict failure in %s", fn);
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}
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