add lua::stackguard
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685cd414c4
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@ -24,9 +24,29 @@ namespace lua {
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luaerror(const std::string& message);
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};
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void log_error(const std::string& text);
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using State = lua_State;
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using Number = lua_Number;
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using Integer = lua_Integer;
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/// @brief Automatically resets stack top element index to the initial state
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/// (when stackguard was created). Prevents Lua stack leak on exception
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/// occurred out of Lua execution time, when engine controls scripting.
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///
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///
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/// stackguard allows to not place lua::pop(...) into 'catch' blocks.
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class stackguard {
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int top;
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State* state;
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public:
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stackguard(State* state) : state(state) {
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top = lua_gettop(state);
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}
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~stackguard() {
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lua_settop(state, top);
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}
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};
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void log_error(const std::string& text);
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}
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@ -101,7 +101,6 @@ static inline BlocksLayers load_layers(
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layers.push_back(
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load_layer(L, -1, lastLayersHeight, hasResizeableLayer));
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} catch (const std::runtime_error& err) {
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lua::pop(L, 2);
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throw std::runtime_error(
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fieldname+" #"+std::to_string(i)+": "+err.what());
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}
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@ -117,6 +116,7 @@ std::unique_ptr<GeneratorScript> scripting::load_generator(
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) {
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auto env = create_environment();
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auto L = lua::get_main_thread();
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lua::stackguard _(L);
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lua::pop(L, load_script(*env, "generator", file));
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@ -139,7 +139,6 @@ std::unique_ptr<GeneratorScript> scripting::load_generator(
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groundLayers = load_layers(L, "layers");
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seaLayers = load_layers(L, "sea_layers");
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} catch (const std::runtime_error& err) {
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lua::pop(L);
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throw std::runtime_error(file.u8string()+": "+err.what());
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}
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lua::pop(L);
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