Lots of work on the LuaStack documentation
This commit is contained in:
@@ -1,372 +1,9 @@
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/////////////////////////////////////////////////////////
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//
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//
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// GENERAL CONCEPT
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//
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// The original lua C API asks you to work with a stack machine. When you
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// use the original API, you're manually pushing and popping in every
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// line of code. I find it hard to remember what stack position contains
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// what value. This wrapper is designed to alleviate that problem.
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//
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// However, the lua garbage collector demands that we keep all lua values
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// on the lua stack. I can't change that. I can create a wrapper, but I
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// still have to keep all lua values on the lua stack. So, here's how
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// this wrapper works:
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//
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// At the beginning of any C++ lua function, we allocate enough space on
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// the lua stack to hold all the arguments, all the return values, and all
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// the temporary values that we need. We give each of the stack slots
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// that we allocate a human-readable name. From that point forward,
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// we don't push or pop anything on the lua stack. Instead, we do all our
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// lua value manipulation using the stack slots that we allocated and named
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// at the beginning of the function.
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//
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// LUASTACK: See the markdown document "Our In-House
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// Lua API" for more information about what this is.
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//
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/////////////////////////////////////////////////////////
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//
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// LUAARG, LUARET, LUAVAR, and LUADEFSTACK
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//
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// The best way to explain this wrapper is with an example. This
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// function, 'table_removevalue', takes a table and a 'removethis'
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// value. It searches the table for any (key,val) pairs
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// where val==removethis, and it removes those pairs.
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//
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// int table_removevalue(lua_State *L) {
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// LuaArg table, removethis;
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// LuaRet returnvalue;
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// LuaVar key, val;
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// LuaDefStack LS(L, table, removethis, returnvalue, key, val);
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// LS.set(key, LuaNil);
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// while (LS.next(table, key, val)) {
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// if (LS.rawequal(val, removethis)) {
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// LS.rawset(table, key, LuaNil);
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// }
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// }
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// LS.set(returnvalue, table);
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// return LS.result();
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// }
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//
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// Now I'll explain this function. First, you have some declarations for
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// LuaArg (lua function arguments), LuaRet (lua function return values), and
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// LuaVar (lua local variables). These are small structs each containing
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// an 'int' indicating an absolute position on the lua stack. These are all
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// collectively called lua stack slots. Class LuaArg, LuaRet, and
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// LuaVar all derive from a base class LuaSlot.
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//
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// At construction time, all the LuaSlots are initialized to zero, which
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// means they aren't ready to use yet. They don't point to anywhere on the
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// lua stack. Remember, lua numbers everything starting at 1, so zero is
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// not a valid lua stack position.
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//
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// After the LuaSlot declarations, you have the LuaDefStack constructor.
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// This takes the lua stack as a parameter, and then all the LuaSlots.
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// This allocates space on the lua stack for all the LuaSlots. When it's
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// done, the lua stack will contain exactly five values, one for each of the
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// five LuaSlots. The LuaSlot structs will contain the stack positions of
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// these values. The LuaRet and LuaVar stack slots will be initialized to nil.
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// The LuaArg stack slots will be initialized with the function arguments.
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// After the LuaDefStack constructor, you are ready to do lua calculations.
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//
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// Next, you have the loop that iterates over the table. To iterate over
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// a table in lua, you initialize 'key' to nil, then you call the 'next'
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// operator to get the next (key,val) pair. The 'next' operator will return
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// false if there is no next pair. For each (key,val) pair in the table,
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// we check if the val is equal to the thing we want to remove, and if so,
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// we change the table entry to nil. After the loop, we set the returnvalue
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// slot to the table that was passed in.
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//
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// The last line, return LS.result(), is a piece of boilerplate, every lua
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// C function must end with this. This function removes everything but the
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// return values from the stack, and returns the number of return values.
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//
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//
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/////////////////////////////////////////////////////////
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//
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// CLASS LUAEXTSTACK.
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//
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// Class LuaDefStack, which I showed above, is meant to be used at the
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// top level of a C++ lua function.
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//
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// Class LuaExtStack is meant to be used when you want to allocate
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// some MORE stack slots halfway through a C++ lua function.
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// Class LuaExtStack is particularly useful when you want to write
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// a recursive implementation. Typically you would put LuaDefStack
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// in the top-level function, and LuaExtStack in the recursive
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// implementation.
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//
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// Class LuaExtStack differs in two ways: first of all, it doesn't allow
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// LuaArg and LuaRet slots, only LuaVar. Second, it has a destructor that
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// automatically puts the stack back the way it was when it was constructed.
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//
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// You might wonder why class LuaDefStack doesn't have a destructor that
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// cleans up the lua stack. It's because of return values: it can't remove
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// everything from the stack, because it has to leave the return values
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// on the stack.
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//
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// I call these two classes the 'LuaStack' classes. When I say that
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// the LuaStack classes do something, I mean that both LuaDefStack
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// and LuaExtStack do that thing.
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//
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//
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/////////////////////////////////////////////////////////
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//
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// THE LIBRARY OF BUILTIN OPERATORS
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//
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// The LuaStack classes provide a whole library of methods to operate
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// on lua values. Roughly speaking, there is one function in LuaStack
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// for every function in the raw lua API, and they are similarly named.
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//
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// However, the functions in the raw lua API push and pop values on the
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// lua stack. The equivalent functions in LuaStack take inputs from
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// LuaSlots, and store their outputs into other LuaSlots. Nothing is
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// pushed or popped.
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//
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// To get the complete list, you will have to scroll down to class
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// LuaCoreStack, below. All the prototypes are there, and they are all
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// documented.
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//
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//
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/////////////////////////////////////////////////////////
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//
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// AUTOMATIC TYPE CONVERSION
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//
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// In some cases, LuaStack can do automatic conversions of C++ values into
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// lua values. This is supported in any function where it makes sense.
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// One function that supports automatic conversion is 'LuaStack::set':
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//
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// LS.set(val1, val2);
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//
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// This is actually a copy operation that copies from one lua local variable to
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// another. But using auto conversions, it can also be used to assign C++
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// values to lua slots. These are all valid:
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//
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// LS.set(value, 1); // int and int64_t can be converted.
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// LS.set(value, "banana"); // char*, string, and string_view can be converted.
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// LS.set(value, true); // bool can be converted.
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// LS.set(value, 2.39); // float and double can be converted.
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// LS.set(value, LuaNil); // This special token stores nil.
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//
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// Automatic conversion is generally allowed in any context where it would
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// make sense. For example, these are all valid:
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//
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// LS.rawget(value, mytable, 1);
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// LS.rawget(value, mytable, "banana");
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// LS.rawget(value, mytable, true);
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// LS.rawget(value, mytable, 2.39);
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// LS.rawget(value, mytable, LuaNil);
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//
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// There's also the 'LuaNewTable' constant. This is handled by the
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// auto-conversion system, but it's not really a conversion:
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//
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// LS.set(value, LuaNewTable);
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//
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// This will cause a new table to be created, and stored in value.
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//
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//
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/////////////////////////////////////////////////////////
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//
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// API INTEROPERABILITY
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//
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// This wrapper can intentionally be mixed with the standard, raw lua API.
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// You still have an explicit handle to the lua stack, and you can get the
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// stack addresses out of the LuaSlot variables using LuaSlot::index. So
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// if there's some tricky thing you can't do with this wrapper, you can always
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// fall back to the raw API for just the section of code that you need to.
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//
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// I also sometimes use the raw lua API for code that is doing truly
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// unusual things, that aren't easy to do with this wrapper.
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//
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/////////////////////////////////////////////////////////
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//
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//
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// ON RAWGET AND METAMETHODS
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//
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// The raw lua API provides functions like lua_gettab and lua_equal
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// which automatically call metamethods. I do not think it is wise to
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// habitually use functions like that, because some of the code we write
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// is not executed in a protected context. That means that a metamethod
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// that generates an error would bring down the whole system rather than
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// just stopping a script thread. It also means that a metamethod could
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// return an invalid piece of data, corrupting a system data structure
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// rather than just a script data structure.
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//
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// Because there are so many contexts where it is just not safe to call
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// metamethods, I've made it deliberately difficult to call metamethods.
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// Our API includes 'rawget' which doesn't call metamethods,
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// but it omits 'gettab' which does.
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//
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// If someday we actually need metamethod support, we can do that,
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// but I'll have to write a safe wrapper for them. I know how to do that,
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// but it's a lot of work and I'm not going to bother unless it's needed.
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//
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//
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/////////////////////////////////////////////////////////
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//
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// LUA TABLE TYPES
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//
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// We have modified the lua interpreter to allow us to assign
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// table subtypes to different tables. Most lua tables are
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// marked as 'general' tables. If you create a table using the
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// lua newtable operator, you'll get a general table.
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//
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// Aside from general tables, we have special table types for the
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// lua registry, for lua global environment tables, for tangibles,
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// for tangible metatables, and for classes. These tables get
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// handled specially in various parts of the code.
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//
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//
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/////////////////////////////////////////////////////////
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//
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// LIGHTUSERDATA AND CLASS LUATOKEN
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//
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// Before I tell you what tokens are, I'm going to tell you what problem
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// I was trying to solve that led me to create tokens.
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//
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// I was trying to write a JSON to LUA converter. That's mostly
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// straightforward. Json tables are very similar to lua tables.
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// For example, consider this JSON:
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//
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// {
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// "name": "John Smith",
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// "alive": true,
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// "address": {
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// "city": "New York",
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// "state": "NY",
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// },
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// "spouse": null
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// }
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//
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// That converts very straightforwardly to a lua table:
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//
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// {
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// name = "John Smith",
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// alive = true,
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// address = {
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// city = "New York",
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// state = "NY",
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// },
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// spouse = nil
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// }
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//
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// There's only one problem here: that "spouse" line doesn't really work.
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// Setting a key to nil in lua is the same as not setting that key at all.
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// That's not correct. Instead of storing json null as lua nil,
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// we could store json null as the string "null". But that would be make it
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// impossible to parse and store the literal string "null". That's not correct
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// either.
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//
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// Lua has a datatype called 'lightuserdata'. A lightuserdata holds an
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// int64. That gives me an option: I can store json null as a
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// lightuserdata. When we see this lightuserdata value, we would know
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// we have a json null.
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//
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// So that finally brings me to what a "token" is. A token is a lightuserdata
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// containing a short string encoded as a fixed-width base38 number. Tokens
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// may only contain the characters a-z, 0-9, and underscore, and can be up to
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// 12 characters long (since 38^12 fits in 64 bits). In effect, it's a short
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// string, but it's
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// a string that's distinguishable from a normal lua string. It doesn't have
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// the same type as a lua string (it shows up as a lightuserdata).
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// The purpose of tokens is to represent special unique values, like json null.
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//
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// To make working with tokens easy, I've created a C++ struct 'LuaToken'.
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// It stores an int64. You can construct a LuaToken in two different ways:
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//
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// LuaToken(0x559D0F68151CB900)
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// LuaToken("null")
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//
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// Those are equivalent. The second form is just as fast as the first,
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// because of C++ constexpr magic. You can use our automatic type conversion
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// system to automatically convert C++ LuaToken structs into lua lightuserdata
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// values, like this:
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//
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// LS.set(value, LuaToken("null"))
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//
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// When our pretty-printer is printing out lua data structures, and it
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// encounters a lightuserdata, it prints it out as a token, ie, as a short
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// string, but using brackets instead of quotation marks.
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//
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/////////////////////////////////////////////////////////
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//
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// LUA CLASSES
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//
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// This module adds the concept of a 'class' to lua. The function
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// LuaStack::makeclass creates a class. This function is exposed to lua.
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// For example, you could create a lua class to manipulate deques:
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//
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// makeclass("deque")
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//
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// This creates a new table, which you will find in the global
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// environment under the name 'deque'. The class is a table for
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// storing functions related to deques. You can now add lua functions
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// to the class:
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//
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// function deque.insertr(...)
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// end
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//
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// If you call makeclass a second time with the same classname, this
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// is a no-op. This is useful because if you have two sourcefiles that
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// both add functions to class 'deque', they can both makeclass 'deque',
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// and no conflict will occur.
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//
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// Class tables have a distinct LuaTableType: LUA_TT_CLASS. That
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// way, it is easy to tell that the table is intended as a class.
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// Class tables are treated uniquely by our engine in several ways.
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//
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// A class also has a field "__index" which points to itself.
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// C.__index = C. That makes it possible to use the class as a
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// metatable, and any attempt to look up a name in the table
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// that fails will then attempt to look up that name in the class.
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//
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//
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/////////////////////////////////////////////////////////
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//
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// LUADEFINE
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//
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// LuaDefine is a macro that defines a C function which is exposed to lua.
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// In addition to actually defining the C function, it also creates a global
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// registry of all such functions. The registry is used to actually
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// know which functions to inject into lua.
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//
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// Here is an example of a typical LuaDefine:
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//
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// LuaDefine(table_removevalue, "table, removethis",
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// "|This function removes a specified value from a table."
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// "|",
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// "|Iterates over all the (key, val) pairs in a table and"
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// "|removes the ones where val == removethis."
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// ) {
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// LuaArg table, removethis;
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// LuaRet returnvalue;
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// LuaVar key, val;
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// LuaDefStack LS(L, table, removethis, returnvalue, key, val);
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// LS.set(key, LuaNil);
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// while (LS.next(table, key, val)) {
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// if (LS.rawequal(val, removethis)) {
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// LS.rawset(table, key, LuaNil);
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// }
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// }
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// LS.set(returnvalue, table);
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// return LS.result();
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// }
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//
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// So you might notice that this is the same example function from
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// earlier, but this time with LuaDefine. If you omit the LuaDefine
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// and write the function as it was shown earlier, you will get a
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// function that can be called from C++, and which works fine when
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// called from C++, but it won't be visible from lua.
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//
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// The example function above will show up in lua as 'table.removevalue'.
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// This lua function name is derived straightforwardly from the C++
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// function name.
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//
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// Note that both of the string parameters to LuaDefine are part of the
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// function documentation, neither has any effect on how the lua function
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||||
// behaves. The function documentation goes into the registry and from
|
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// there is accessible through the lua documentation system.
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//
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/////////////////////////////////////////////////////////
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||||
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||||
#ifndef LUASTACK_HPP
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#define LUASTACK_HPP
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||||
@@ -1151,31 +788,13 @@ struct LuaCountArgs<LuaExtraArgs, Ts...> {
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//
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||||
// LuaDefStack
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||||
//
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||||
// This version of LuaStack should only be used inside a LuaDefine. It can
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// assign stack slots to LuaArg, LuaRet, LuaVar, and LuaExtraArgs. It
|
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// arranges for the arguments to be in the LuaArg variables, and it arranges for
|
||||
// the LuaRet variables to be returned. It also makes sure that the function
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// has the correct number of arguments.
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||||
//
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// At the end of the LuaDefine function, you're supposed to return LS.result().
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// LS.result causes the allocated stack slots to be freed except for the LuaRet
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// values, which have to stay on the stack in order to pass them back as return
|
||||
// values. LS.result returns the number of LuaRet variables left on the stack.
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//
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||||
// If you terminate a LuaDefine by calling lua_error or lua_yield, then
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||||
// obviously, you don't get a chance to call LS.result. That's not a problem.
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// The lua interpreter will clean up after an error or yield.
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//
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// Implementation note: LuaDefStack doesn't have a destructor to deallocate
|
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// stack slots. That's deliberate: you shouldn't expect this class to clean up
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// its stack frame, because after all, it has to leave return values on the
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// stack. It would be deceptive to put a destructor, which then doesn't
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// actually clean up anyway. Better to just let it be known that this class
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// doesn't clean up its stack frame.
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// This version of LuaStack should only be used inside a
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// LuaDefine. It handles the passing of arguments from lua
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// to C++, and return values from C++ to lua. See the
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// markdown for more information.
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||||
//
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||||
////////////////////////////////////////////////////////////////////
|
||||
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||||
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||||
class LuaDefStack : public LuaCoreStack {
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private:
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int nret_;
|
||||
@@ -1242,15 +861,7 @@ private:
|
||||
// This version of LuaStack is meant to be used in any context where
|
||||
// you want to assign stack slots to some LuaVars, and then you want
|
||||
// to automatically deallocate those LuaVars when the LuaExtStack
|
||||
// goes out of scope.
|
||||
//
|
||||
// Unlike LuaDefStack, this version of LuaStack is meant to fully
|
||||
// deallocate its stack frame when it goes out of scope, so it does
|
||||
// have a destructor to do that. There is a special case in the
|
||||
// destructor: if lua is throwing an error, the destructor leaves
|
||||
// the stack alone, in order to preserve the error message that's
|
||||
// on the stack. After an error throw, the lua interpreter will
|
||||
// clean up the stack.
|
||||
// goes out of scope. See the markdown for more information.
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
Reference in New Issue
Block a user