mirror of
https://github.com/love2d/love.git
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126 lines
2.9 KiB
C++
126 lines
2.9 KiB
C++
/**
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* Copyright (c) 2006-2016 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "LuaThread.h"
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#include "event/Event.h"
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#include "common/config.h"
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#ifdef LOVE_BUILD_STANDALONE
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extern "C" int luaopen_love(lua_State * L);
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#endif // LOVE_BUILD_STANDALONE
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namespace love
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{
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namespace thread
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{
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LuaThread::LuaThread(const std::string &name, love::Data *code)
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: code(code)
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, name(name)
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{
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threadName = name;
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}
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LuaThread::~LuaThread()
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{
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}
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void LuaThread::threadFunction()
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{
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this->retain();
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error.clear();
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lua_State *L = luaL_newstate();
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luaL_openlibs(L);
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#ifdef LOVE_BUILD_STANDALONE
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luax_preload(L, luaopen_love, "love");
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luax_require(L, "love");
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lua_pop(L, 1);
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#endif // LOVE_BUILD_STANDALONE
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luax_require(L, "love.thread");
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lua_pop(L, 1);
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// We load love.filesystem by default, since require still exists without it
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// but won't load files from the proper paths. love.filesystem also must be
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// loaded before using any love function that can take a filepath argument.
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luax_require(L, "love.filesystem");
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lua_pop(L, 1);
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if (luaL_loadbuffer(L, (const char *) code->getData(), code->getSize(), name.c_str()) != 0)
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error = luax_tostring(L, -1);
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else
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{
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int pushedargs = (int) args.size();
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for (int i = 0; i < pushedargs; i++)
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args[i].toLua(L);
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args.clear();
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if (lua_pcall(L, pushedargs, 0, 0) != 0)
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error = luax_tostring(L, -1);
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}
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lua_close(L);
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if (!error.empty())
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onError();
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this->release();
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}
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bool LuaThread::start(const std::vector<Variant> &args)
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{
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this->args = args;
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return Threadable::start();
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}
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const std::string &LuaThread::getError() const
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{
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return error;
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}
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void LuaThread::onError()
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{
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if (error.empty())
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return;
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auto eventmodule = Module::getInstance<event::Event>(Module::M_EVENT);
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if (!eventmodule)
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return;
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Proxy p;
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p.type = THREAD_THREAD_ID;
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p.object = this;
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std::vector<Variant> vargs = {
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Variant(p.type, &p),
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Variant(error.c_str(), error.length())
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};
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event::Message *msg = new event::Message("threaderror", vargs);
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eventmodule->push(msg);
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msg->release();
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}
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} // thread
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} // love
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