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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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@@ -39,10 +39,10 @@ namespace box2d
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Fixture::Fixture(Body *body, Shape *shape, float density)
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: body(body)
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, fixture(NULL)
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, fixture(nullptr)
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{
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data = new fixtureudata();
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data->ref = 0;
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data->ref = nullptr;
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b2FixtureDef def;
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def.shape = shape->shape;
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def.userData = (void *)data;
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@@ -65,13 +65,10 @@ Fixture::Fixture(b2Fixture *f)
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Fixture::~Fixture()
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{
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if (data->ref != 0)
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if (data != nullptr)
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delete data->ref;
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delete data;
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data = NULL;
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fixture = NULL;
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}
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Shape::Type Fixture::getType() const
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@@ -127,14 +124,14 @@ Body *Fixture::getBody() const
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Shape *Fixture::getShape() const
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{
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if (!fixture->GetShape())
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return NULL;
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return nullptr;
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return new Shape(fixture->GetShape(), false);
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}
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bool Fixture::isValid() const
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{
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return fixture != 0;
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return fixture != nullptr;
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}
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void Fixture::setFilterData(int *v)
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@@ -230,21 +227,24 @@ int Fixture::setUserData(lua_State *L)
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{
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love::luax_assert_argc(L, 1, 1);
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if (data->ref != 0)
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if (data->ref != nullptr)
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{
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// We set the Reference's lua_State to this one before deleting it, so
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// it unrefs using the current lua_State's stack. This is necessary
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// if setUserData is called in a coroutine.
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data->ref->setL(L);
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delete data->ref;
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data->ref = 0;
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}
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data->ref = new Reference(L);
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return 0;
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}
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int Fixture::getUserData(lua_State *L)
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{
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love::luax_assert_argc(L, 0, 0);
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if (data->ref != 0)
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data->ref->push();
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if (data->ref != nullptr)
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data->ref->push(L);
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else
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lua_pushnil(L);
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@@ -311,10 +311,10 @@ void Fixture::destroy(bool implicit)
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return;
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}
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if (!implicit && fixture != 0)
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if (!implicit && fixture != nullptr)
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body->body->DestroyFixture(fixture);
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Memoizer::remove(fixture);
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fixture = NULL;
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fixture = nullptr;
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// Box2D fixture destroyed. Release its reference to the love Fixture.
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this->release();
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