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// LuaChunkStay.cpp
// Implements the cLuaChunkStay class representing a cChunkStay binding for plugins
#include "Globals.h"
#include "LuaChunkStay.h"
#include "../World.h"
cLuaChunkStay::cLuaChunkStay(void) :
m_LuaState((lua_State *)NULL) // Want a detached Lua state by default
{
}
void cLuaChunkStay::Enable(
cWorld & a_World, lua_State * a_LuaState,
int a_OnChunkAvailableStackPos, int a_OnAllChunksAvailableStackPos
)
{
if (m_LuaState.IsValid())
{
LOGWARNING("LuaChunkStay: Already enabled. Ignoring this call.");
cLuaState::LogStackTrace(a_LuaState);
return;
}
m_LuaState.Attach(a_LuaState);
m_OnChunkAvailable.RefStack(m_LuaState, a_OnChunkAvailableStackPos);
m_OnAllChunksAvailable.RefStack(m_LuaState, a_OnAllChunksAvailableStackPos);
super::Enable(*a_World.GetChunkMap());
}
void cLuaChunkStay::Disable(void)
{
super::Disable();
// If the state was valid (bound to Lua functions), unbind those functions:
if (!m_LuaState.IsValid())
{
return;
}
m_OnAllChunksAvailable.UnRef();
m_OnChunkAvailable.UnRef();
m_LuaState.Detach();
}
void cLuaChunkStay::OnChunkAvailable(int a_ChunkX, int a_ChunkZ)
{
m_LuaState.Call(m_OnChunkAvailable, a_ChunkX, a_ChunkZ);
}
void cLuaChunkStay::OnAllChunksAvailable(void)
{
m_LuaState.Call(m_OnAllChunksAvailable);
}
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