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Remove dependency on marshal and many other async changes
This makes a number of changes: * Remove the dependency on marshal by using string.dump and loadstring. * Use lua_tolstring rather than having Lua functions pass string lengths to C++. * Move lua_api/l_async_events.* to cpp_api/s_async.*, where it belongs. * Make AsyncWorkerThread a child of ScriptApiBase, this removes some duplicate functionality. * Don't wait for async threads to shut down. (Is this safe? Might result in corruption if the thread is writing to a file.) * Pop more unused items from the stack * Code style fixes * Other misc changes
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commit
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16 changed files with 571 additions and 1262 deletions
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@ -28,9 +28,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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extern "C" {
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#include "lualib.h"
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int luaopen_marshal(lua_State *L);
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}
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/******************************************************************************/
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#define MAINMENU_ASYNC_THREADS 4
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MainMenuScripting::MainMenuScripting(GUIEngine* guiengine)
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{
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setGuiEngine(guiengine);
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@ -38,32 +40,31 @@ MainMenuScripting::MainMenuScripting(GUIEngine* guiengine)
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//TODO add security
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luaL_openlibs(getStack());
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luaopen_marshal(getStack());
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SCRIPTAPI_PRECHECKHEADER
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lua_newtable(L);
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lua_setglobal(L, "engine");
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lua_getglobal(L, "engine");
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int top = lua_gettop(L);
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lua_pushstring(L, DIR_DELIM);
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lua_setglobal(L, "DIR_DELIM");
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lua_newtable(L);
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lua_setglobal(L, "gamedata");
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lua_newtable(L);
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lua_setglobal(L, "engine");
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// Initialize our lua_api modules
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lua_getglobal(L, "engine");
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int top = lua_gettop(L);
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InitializeModApi(L, top);
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lua_pop(L, 1);
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infostream << "SCRIPTAPI: initialized mainmenu modules" << std::endl;
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infostream << "SCRIPTAPI: Initialized main menu modules" << std::endl;
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}
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/******************************************************************************/
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void MainMenuScripting::InitializeModApi(lua_State *L, int top)
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{
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// Initialize mod api modules
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// Initialize mod API modules
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ModApiMainMenu::Initialize(L, top);
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ModApiUtil::Initialize(L, top);
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@ -76,16 +77,17 @@ void MainMenuScripting::InitializeModApi(lua_State *L, int top)
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// Initialize async environment
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//TODO possibly make number of async threads configurable
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m_AsyncEngine.Initialize(MAINMENU_NUMBER_OF_ASYNC_THREADS);
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m_AsyncEngine.Initialize(MAINMENU_ASYNC_THREADS);
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}
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/******************************************************************************/
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void MainMenuScripting::Step() {
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m_AsyncEngine.Step(getStack());
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m_AsyncEngine.Step(getStack(), m_errorhandler);
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}
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/******************************************************************************/
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unsigned int MainMenuScripting::DoAsync(std::string serialized_fct,
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std::string serialized_params) {
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return m_AsyncEngine.doAsyncJob(serialized_fct,serialized_params);
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unsigned int MainMenuScripting::DoAsync(std::string serialized_func,
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std::string serialized_param) {
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return m_AsyncEngine.doAsyncJob(serialized_func, serialized_param);
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}
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