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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@@ -989,24 +989,10 @@ public:
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//
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void setvisited(LuaSlot tab, bool visited) const;
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// Store the world type in the registry.
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// Store whether the world is authoritative in the
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// registry. This is used to implement guard_nopredict.
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//
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// This just stores the enum value in the registry key "worldtype".
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//
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void set_world_type(WorldType t) const;
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// Return the world type from the registry.
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//
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// This just fetches the enum value from the registry key "worldtype".
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//
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WorldType get_world_type() const;
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// Return true if this world is authoritative.
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//
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// This fetches the enum value from the registry key "worldtype",
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// then it checks if the world type is authoritative.
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//
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bool is_authoritative() { return util::is_authoritative(get_world_type()); }
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void set_authoritative(bool auth) const;
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// Yield this thread with zero if in a nonauth model, and not a probe.
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//
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@@ -33,11 +33,6 @@
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#include "spookyv2.hpp"
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enum WorldType {
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WORLD_TYPE_MASTER = 1,
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WORLD_TYPE_PREDICTIVE = 2,
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};
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namespace sv {
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@@ -355,9 +350,6 @@ double distance_squared(double x1, double y1, double x2, double y2);
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// Make a LuaSourceVec with one element, for unit testing.
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LuaSourcePtr make_lua_source(const eng::string &code);
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// Return true if the worldtype is authoritative.
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inline bool is_authoritative(WorldType t) { return (t == WORLD_TYPE_MASTER); }
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// Remove items from a vector that are nullptr.
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template<class T>
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void remove_nullptrs(T &vec) {
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@@ -131,8 +131,8 @@ World::World(WorldType wt) {
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LS.getglobaltable(globtab);
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LS.settabletype(globtab, LUA_TT_GLOBALENV);
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// Store the world type in the registry.
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LS.set_world_type(wt);
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// Store whether the world is authoritative in the registry.
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LS.set_authoritative(wt == WORLD_TYPE_MASTER);
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// Create the globaldb in the registry.
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LS.rawset(LuaRegistry, "globaldb", LuaNewTable);
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@@ -22,6 +22,11 @@
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#include "source.hpp"
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#include "luasnap.hpp"
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enum WorldType {
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WORLD_TYPE_MASTER = 1,
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WORLD_TYPE_PREDICTIVE = 2,
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};
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class World;
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class Tangible : public eng::opnew {
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@@ -313,7 +318,7 @@ public:
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// Check if the world is authoritative.
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//
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bool is_authoritative() const { return util::is_authoritative(world_type_); }
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bool is_authoritative() const { return world_type_ == WORLD_TYPE_MASTER; }
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// Get a table showing all outstanding HTTP requests.
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//
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