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ScriptDelayExecution.cpp
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ScriptDelayExecution.cpp
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/*
* Copyright (C) 2018 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include
"ScriptDelayExecution.h"
#include
<assert.h>
#include
<iostream>
ScriptDelayExecution
::
ScriptDelayExecution
(
ScriptDelayExecutionList
*
parent
)
:
parent
(
parent
)
,
func
(
LUA_REFNIL
),
time
(
0
),
repeatCount
(
0
),
repeatInterval
(
0
)
,
executionTime
(
0
)
,
enabled
(
true
)
{
assert
(
parent
!=
NULL
);
//Link ourself to the parent.
parent
->
objects
.
push_back
(
this
);
index
=
parent
->
objects
.
size
()
-
1
;
}
ScriptDelayExecution
::
ScriptDelayExecution
(
ScriptDelayExecutionList
*
parent
,
const
ScriptDelayExecution
&
other
)
:
ScriptProxyUserClass
(
other
),
parent
(
parent
)
,
func
(
LUA_REFNIL
),
time
(
other
.
time
),
repeatCount
(
other
.
repeatCount
),
repeatInterval
(
other
.
repeatInterval
)
,
executionTime
(
other
.
executionTime
)
,
enabled
(
other
.
enabled
)
{
assert
(
parent
!=
NULL
);
lua_State
*
state
=
parent
->
state
;
assert
(
other
.
parent
!=
NULL
&&
state
==
other
.
parent
->
state
&&
state
!=
NULL
);
//Make a copy of Lua references.
if
(
other
.
func
!=
LUA_REFNIL
)
{
lua_rawgeti
(
state
,
LUA_REGISTRYINDEX
,
other
.
func
);
func
=
luaL_ref
(
state
,
LUA_REGISTRYINDEX
);
}
for
(
int
a
:
other
.
arguments
)
{
lua_rawgeti
(
state
,
LUA_REGISTRYINDEX
,
a
);
arguments
.
push_back
(
luaL_ref
(
state
,
LUA_REGISTRYINDEX
));
}
//Link ourself to the parent.
parent
->
objects
.
push_back
(
this
);
index
=
parent
->
objects
.
size
()
-
1
;
}
ScriptDelayExecution
::~
ScriptDelayExecution
()
{
//Remove Lua references.
if
(
parent
->
state
)
{
if
(
func
!=
LUA_REFNIL
)
{
luaL_unref
(
parent
->
state
,
LUA_REGISTRYINDEX
,
func
);
}
for
(
int
a
:
arguments
)
{
if
(
a
!=
LUA_REFNIL
)
{
luaL_unref
(
parent
->
state
,
LUA_REGISTRYINDEX
,
a
);
}
}
}
func
=
LUA_REFNIL
;
arguments
.
clear
();
//Unlink from parent.
if
(
index
>=
0
&&
index
<
(
int
)
parent
->
objects
.
size
())
{
assert
(
parent
->
objects
[
index
]
==
this
);
parent
->
objects
[
index
]
=
NULL
;
}
}
void
ScriptDelayExecution
::
execute
()
{
lua_State
*
state
=
parent
->
state
;
assert
(
state
!=
NULL
);
//Check if reference is empty.
if
(
func
==
LUA_REFNIL
)
return
;
//Get the function
lua_rawgeti
(
state
,
LUA_REGISTRYINDEX
,
func
);
//Check if it's function.
if
(
!
lua_isfunction
(
state
,
-1
))
{
return
;
}
//Backup the old "this"
lua_getglobal
(
state
,
"this"
);
int
oldThisIndex
=
luaL_ref
(
state
,
LUA_REGISTRYINDEX
);
//Set the new "this" to ourself.
createUserData
(
state
);
lua_setglobal
(
state
,
"this"
);
//Push arguments to stack.
for
(
int
a
:
arguments
)
{
lua_rawgeti
(
state
,
LUA_REGISTRYINDEX
,
a
);
}
//Now execute the script on the top of Lua stack.
//WARNING: After this point we may get deleted, so don't use any member variables.
int
ret
=
lua_pcall
(
state
,
arguments
.
size
(),
0
,
0
);
//Restore "this" back to oringinal value.
lua_rawgeti
(
state
,
LUA_REGISTRYINDEX
,
oldThisIndex
);
luaL_unref
(
state
,
LUA_REGISTRYINDEX
,
oldThisIndex
);
lua_setglobal
(
state
,
"this"
);
//Check if there's an error.
if
(
ret
!=
LUA_OK
){
std
::
cerr
<<
"LUA ERROR: "
<<
lua_tostring
(
state
,
-1
)
<<
std
::
endl
;
return
;
}
}
void
ScriptDelayExecution
::
updateTimer
()
{
//Check if we are enabled.
if
(
!
enabled
)
return
;
//Sanity check for repeat interval.
if
(
repeatInterval
<=
0
)
{
if
(
repeatCount
!=
0
)
repeatCount
=
1
;
}
//Check if we should delete ourself.
if
(
repeatCount
==
0
)
{
delete
this
;
return
;
}
bool
shouldExecute
=
(
--
time
)
<=
0
;
if
(
shouldExecute
)
{
//Decrease the repeat count if it's not infinity.
if
(
repeatCount
>
0
)
repeatCount
--
;
//Reset the timer, if repeat interval is invalid we set it to a big enough number.
time
=
(
repeatInterval
<=
0
)
?
0x40000000
:
repeatInterval
;
//Increase the execution time.
executionTime
++
;
//Now execute the script on the top of Lua stack.
//WARNING: After this point we may get deleted, so don't use any member variables.
execute
();
}
}
ScriptDelayExecutionList
::
ScriptDelayExecutionList
()
:
state
(
NULL
)
{
}
ScriptDelayExecutionList
::
ScriptDelayExecutionList
(
const
ScriptDelayExecutionList
&
other
)
:
state
(
other
.
state
)
{
assert
(
state
!=
NULL
);
for
(
auto
obj
:
other
.
objects
)
{
if
(
obj
)
{
//Create new object, which will be inserted in the object list automatically.
new
ScriptDelayExecution
(
this
,
*
obj
);
}
}
}
ScriptDelayExecutionList
::~
ScriptDelayExecutionList
()
{
destroy
();
}
void
ScriptDelayExecutionList
::
destroy
()
{
//This will make the code in ScriptDelayExecution::~ScriptDelayExecution() runs faster.
decltype
(
objects
)
tmp
;
std
::
swap
(
tmp
,
objects
);
for
(
auto
obj
:
tmp
)
{
delete
obj
;
}
}
void
ScriptDelayExecutionList
::
updateTimer
()
{
assert
(
state
!=
NULL
);
//Get the number of objects we are going to process.
//NOTE: We get this number at the beginning, since during execution new objects may come in, and we don't process newly added objects.
int
m
=
objects
.
size
();
for
(
int
i
=
0
;
i
<
m
;
i
++
)
{
if
(
objects
[
i
])
objects
[
i
]
->
updateTimer
();
}
//Now remove the deleted objects in the list.
int
j
=
0
;
m
=
objects
.
size
();
//Get the number of objects again since there may be newly added objects.
for
(
int
i
=
0
;
i
<
m
;
i
++
)
{
if
(
objects
[
i
]
==
NULL
)
{
//We found an empty slot.
j
++
;
}
else
if
(
j
>
0
)
{
//We move the object to the empty slot and update the index of it.
(
objects
[
i
-
j
]
=
objects
[
i
])
->
index
=
i
-
j
;
}
}
//Resize the list if necessary.
if
(
j
>
0
)
{
objects
.
resize
(
m
-
j
);
}
}
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