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Allow Fixture:setUserData and Fixture:getUserData to be called in coroutines (resolves issue #850.)
Bad things will still happen if you call them from a love Thread which didn't create the World and the Fixture object. Don't do it!
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@@ -64,21 +64,31 @@ void Reference::unref()
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}
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}
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void Reference::push()
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void Reference::push(lua_State *newL)
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{
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if (idx != LUA_REFNIL)
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{
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luax_insist(L, LUA_REGISTRYINDEX, REFERENCE_TABLE_NAME);
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lua_rawgeti(L, -1, idx);
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lua_remove(L, -2);
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luax_insist(newL, LUA_REGISTRYINDEX, REFERENCE_TABLE_NAME);
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lua_rawgeti(newL, -1, idx);
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lua_remove(newL, -2);
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}
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else
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lua_pushnil(L);
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lua_pushnil(newL);
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}
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lua_State *Reference::getL()
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void Reference::push()
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{
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push(L);
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}
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lua_State *Reference::getL() const
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{
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return L;
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}
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void Reference::setL(lua_State *newL)
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{
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L = newL;
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}
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} // love
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+17
-1
@@ -63,6 +63,14 @@ public:
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**/
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void unref();
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/**
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* Pushes the referred value onto the stack of a different coroutine
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* in the same main Lua state.
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* THIS SHOULD NOT BE USED FOR DIFFERENT LUA STATES (created with
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* luaL_newstate)! Only with different coroutines!
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**/
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void push(lua_State *newL);
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/**
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* Pushes the referred value onto the stack.
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**/
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@@ -72,7 +80,15 @@ public:
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* Gets the Lua state associated with this
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* reference.
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**/
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lua_State *getL();
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lua_State *getL() const;
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/**
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* Associates a new Lua state with this reference.
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* THIS IS DANGEROUS! It is only designed to be
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* used with different coroutines from the same
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* main Lua state!
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**/
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void setL(lua_State *newL);
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private:
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