refactor vc coroutines error-handling & update socket:is_alive(), socket:send(...)
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@ -413,15 +413,9 @@ end
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local __vc_coroutines = {}
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local __vc_named_coroutines = {}
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local __vc_next_coroutine = 1
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local __vc_coroutine_error = nil
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function __vc_start_coroutine(chunk)
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local co = coroutine.create(function()
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local status, err = pcall(chunk)
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if not status then
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__vc_coroutine_error = err
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end
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end)
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local co = coroutine.create(chunk)
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local id = __vc_next_coroutine
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__vc_next_coroutine = __vc_next_coroutine + 1
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__vc_coroutines[id] = co
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@ -431,10 +425,10 @@ end
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function __vc_resume_coroutine(id)
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local co = __vc_coroutines[id]
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if co then
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coroutine.resume(co)
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if __vc_coroutine_error then
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debug.error(__vc_coroutine_error)
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error(__vc_coroutine_error)
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local success, err = coroutine.resume(co)
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if not success then
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debug.error(err)
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error(err)
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end
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return coroutine.status(co) ~= "dead"
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end
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@ -89,7 +89,8 @@ static int l_closeserver(lua::State* L) {
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static int l_send(lua::State* L) {
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u64id_t id = lua::tointeger(L, 1);
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auto connection = engine->getNetwork().getConnection(id);
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if (connection == nullptr) {
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if (connection == nullptr ||
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connection->getState() == network::ConnectionState::CLOSED) {
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return 0;
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}
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if (lua::istable(L, 2)) {
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@ -167,7 +168,9 @@ static int l_is_alive(lua::State* L) {
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u64id_t id = lua::tointeger(L, 1);
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if (auto connection = engine->getNetwork().getConnection(id)) {
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return lua::pushboolean(
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L, connection->getState() != network::ConnectionState::CLOSED
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L,
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connection->getState() != network::ConnectionState::CLOSED ||
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connection->available() > 0
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);
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}
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return lua::pushboolean(L, false);
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