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Use a settings object for the main settings
This unifies the settings APIs. This also unifies the sync and async registration APIs, since the async registration API did not support adding non-functions to the API table.
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parent
a024042bf5
commit
43d1f375d1
46 changed files with 411 additions and 417 deletions
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@ -76,14 +76,9 @@ AsyncEngine::~AsyncEngine()
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}
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/******************************************************************************/
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bool AsyncEngine::registerFunction(const char* name, lua_CFunction func)
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void AsyncEngine::registerStateInitializer(StateInitializer func)
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{
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if (initDone) {
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return false;
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}
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functionList[name] = func;
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return true;
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stateInitializers.push_back(func);
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}
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/******************************************************************************/
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@ -204,11 +199,9 @@ void AsyncEngine::pushFinishedJobs(lua_State* L) {
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/******************************************************************************/
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void AsyncEngine::prepareEnvironment(lua_State* L, int top)
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{
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for (UNORDERED_MAP<std::string, lua_CFunction>::iterator it = functionList.begin();
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it != functionList.end(); ++it) {
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lua_pushstring(L, it->first.c_str());
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lua_pushcfunction(L, it->second);
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lua_settable(L, top);
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for (std::vector<StateInitializer>::iterator it = stateInitializers.begin();
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it != stateInitializers.end(); it++) {
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(*it)(L, top);
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}
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}
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@ -75,16 +75,16 @@ private:
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// Asynchornous thread and job management
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class AsyncEngine {
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friend class AsyncWorkerThread;
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typedef void (*StateInitializer)(lua_State *L, int top);
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public:
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AsyncEngine();
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~AsyncEngine();
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/**
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* Register function to be used within engine
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* @param name Function name to be used within Lua environment
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* Register function to be called on new states
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* @param func C function to be called
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*/
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bool registerFunction(const char* name, lua_CFunction func);
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void registerStateInitializer(StateInitializer func);
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/**
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* Create async engine tasks and lock function registration
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@ -140,8 +140,8 @@ private:
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// Variable locking the engine against further modification
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bool initDone;
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// Internal store for registred functions
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UNORDERED_MAP<std::string, lua_CFunction> functionList;
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// Internal store for registred state initializers
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std::vector<StateInitializer> stateInitializers;
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// Internal counter to create job IDs
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unsigned int jobIdCounter;
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