#include "world.hpp" #include "idalloc.hpp" #include LuaDefineType(World); World::~World() { } World::World() { // Create the lua state. lua_state_ = lua_open(); if (lua_state_ == nullptr) { std::cerr << "Cannot create lua state." << std::endl; exit(1); } // Initialize the userdata metatables. LuaStack::register_all_userdata(lua_state_); // Prepare to manipulate the lua state. LuaVar world; LuaStack LS(lua_state_, world); // Put the world pointer into the lua registry. LS.newpointer(world, this, false); LS.setfield(LuaRegistry, "world", world); // Initialize the SourceDB source_db_.initialize(lua_state_); // Do an initial lua source update and then environment rebuild. source_db_.update(); source_db_.rebuild(); // Run unit tests. source_db_.run_unittests(); } World *World::fetch(lua_State *L) { LuaVar world; LuaStack LS(L, world); LS.getfield(world, LuaRegistry, "world"); World *w = LS.ckuserdata(world); LS.result(); return w; }