LuaManager.cpp

Save file as ge_luamanager.cpp
See also: LuaManager.h
///////////// Copyright © 2008 LodleNet. All rights reserved. /////////////
//
// Project : Server
// File : ge_luamanager.cpp
// Description :
// [TODO: Write the purpose of ge_luamanager.cpp.]
//
// Created On: 3/5/2009 4:58:54 PM
// Created By: <mailto:admin@lodle.net>
// Updated By: <mailto:matt.shirleys@gmail.com>
////////////////////////////////////////////////////////////////////////////
#include "cbase.h"
#include "ge_luamanager.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// DEFINE THESE FUNCTIONS TO OPEN UP THE LUA LIBRARIES WE WANT --KM
static void _luaOpenLib(lua_State* L, const char* name, lua_CFunction fn)
{
 lua_pushcfunction(L, fn);
 lua_pushstring(L, name);
 lua_call(L, 1, 0);
}
 
static void _luaOpenLibs(lua_State* L)
{
 _luaOpenLib(L, "", luaopen_base) ;
 _luaOpenLib(L, LUA_LOADLIBNAME, luaopen_package);
 _luaOpenLib(L, LUA_TABLIBNAME, luaopen_table);
 _luaOpenLib(L, LUA_STRLIBNAME, luaopen_string);
 _luaOpenLib(L, LUA_MATHLIBNAME, luaopen_math);
#ifdef _DEBUG
	_luaOpenLib(L, LUA_DBLIBNAME, luaopen_debug);
#endif
}
void RegisterLUAFuncs(lua_State *L);
void RegisterLUAGlobals(lua_State *L);
CGELUAManager gLuaMng;
CGELUAManager* GELua()
{
	return &gLuaMng;
}
void RegPublicFunctions(lua_State *L)
{
	RegisterLUAFuncs(L);
}
void RegPublicGlobals(lua_State *L)
{
	RegisterLUAGlobals(L);
}
////////////////////////////////////////////////////////////////
//
////////////////////////////////////////////////////////////////
LuaHandle::LuaHandle()
{
	m_bStarted = false;
	pL = NULL;
}
LuaHandle::~LuaHandle()
{
	GELua()->DeRegisterLuaHandle(this);
}
void LuaHandle::InitDll()
{
	if ( m_bStarted )
		return;
	//Create an instance; Load the core libs.
	pL = lua_open();
	_luaOpenLibs( pL );	
	RegFunctions();
	RegGlobals();
	RegPublicFunctions(pL);
	RegPublicGlobals(pL);
	m_bStarted = true;
}
void LuaHandle::ShutdownDll()
{
	if ( !m_bStarted )
		return;
	Shutdown();
	lua_close(pL);
	m_bStarted = false;
}
void LuaHandle::Register()
{
	GELua()->RegisterLuaHandle(this);
}
////////////////////////////////////////////////////////////////
//
////////////////////////////////////////////////////////////////
CGELUAManager::CGELUAManager()
{
	m_bInit = false;
}
CGELUAManager::~CGELUAManager()
{
}
void CGELUAManager::InitDll()
{
	// Register our LUA Functions and Globals so we can call them
	// from .lua scripts
	if ( m_bInit )
		return;
	for (size_t x=0; x<m_vHandles.size(); x++)
	{
		m_vHandles[x]->InitDll();
	}
	m_bInit = true;
}
void CGELUAManager::InitHandles( void )
{
	for (size_t x=0; x<m_vHandles.size(); x++)
	{
		m_vHandles[x]->Init();
	}
}
void CGELUAManager::ShutdownDll()
{
	if ( !m_bInit )
		return;
	for (size_t x=0; x<m_vHandles.size(); x++)
	{
		m_vHandles[x]->ShutdownDll();
	}
	m_bInit = false;
}
void CGELUAManager::ShutdownHandles( void )
{
	for (size_t x=0; x<m_vHandles.size(); x++)
	{
		m_vHandles[x]->Shutdown();
	}
}
void CGELUAManager::DeRegisterLuaHandle(LuaHandle* handle)
{
	if (!handle)
		return;
	
	for (size_t x=0; x<m_vHandles.size(); x++)
	{
		if (m_vHandles[x]==handle)
		{
			m_vHandles.erase(m_vHandles.begin()+x);
			break;
		}
	}
}
void CGELUAManager::RegisterLuaHandle(LuaHandle* handle)
{
	if (!handle)
		return;
	for (size_t x=0; x<m_vHandles.size(); x++)
	{
		if (m_vHandles[x]==handle)
			return;
	}
	m_vHandles.push_back(handle);
	//if we are late to the game
	if (m_bInit)
		handle->InitDll();
}
== LuaManager CPP for LUA 5.1.4 and 5.2 ==
Edit: Changed from 5.2 to 5.1.4 and 5.2 to solve issues with compile errors --Warlock psc 03:15, 17 May 2011 (UTC)
Since the latests update for LUA has changed some functions, we need to update the script which I have done for you.
///////////// Copyright © 2009 LodleNet. All rights reserved. /////////////
//
// Project : Server
// File : ge_luamanager.cpp
// Description :
// Updated for LUA 5.2
//
// Created On: 3/5/2009 4:58:54 PM
// Created By: <mailto:admin@lodle.net>
// Updated By: <mailto:matt.shirleys@gmail.com>
////////////////////////////////////////////////////////////////////////////
 
#include "cbase.h"
#include "ge_luamanager.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
 
 
void RegisterLUAFuncs(lua_State *L);
void RegisterLUAGlobals(lua_State *L);
 
CGELUAManager gLuaMng;
CGELUAManager* GELua()
{
	return &gLuaMng;
}
 
void RegPublicFunctions(lua_State *L)
{
	//add global lua functions here
	//RegisterLUAFuncs(L);
}
 
void RegPublicGlobals(lua_State *L)
{
	//add global lua defines here
	//RegisterLUAGlobals(L);
}
 
////////////////////////////////////////////////////////////////
//
////////////////////////////////////////////////////////////////
 
LuaHandle* g_NLuaHandle = NULL;
LuaHandle* GetNLuaHandle()
{
 return g_NLuaHandle;
}
LuaHandle::LuaHandle()
{
	pL=NULL;
}
 
LuaHandle::~LuaHandle()
{
	GELua()->DeRegisterLuaHandle(this);
}
 
void LuaHandle::InitDll()
{
	//Create an instance; Load the core libs.
	pL = luaL_newstate();
	luaopen_base(pL);		/* opens the basic library */
	luaopen_table(pL);		/* opens the table library */
	luaopen_string(pL);		/* opens the string lib. */
	luaopen_math(pL);		/* opens the math lib. */
#ifdef _DEBUG
	luaopen_debug(pL);
#endif
 
	RegFunctions();
	RegGlobals();
 
	RegPublicFunctions(pL);
	RegPublicGlobals(pL);
 
	Init();
}
 
void LuaHandle::ShutdownDll()
{
	Shutdown();
 
	lua_close(pL);
}
 
void LuaHandle::Register()
{
	GELua()->RegisterLuaHandle(this);
}
 
////////////////////////////////////////////////////////////////
//
////////////////////////////////////////////////////////////////
 
CGELUAManager::CGELUAManager()
{
	m_bInit = false;
}
 
CGELUAManager::~CGELUAManager()
{
 
}
 
void CGELUAManager::InitDll()
{
	// Register our LUA Functions and Globals so we can call them
	// from .lua scripts
	for (size_t x=0; x<m_vHandles.size(); x++)
	{
		if (m_vHandles[x])
			continue;
 
		m_vHandles[x]->InitDll();
	}
 
	m_bInit = true;
	//ZMSLuaGamePlay *p = GetGP();
	//p->m_bLuaLoaded = true;
	
}
 
void CGELUAManager::ShutdownDll()
{
	for (size_t x=0; x<m_vHandles.size(); x++)
	{
		if (m_vHandles[x])
			continue;
 
		m_vHandles[x]->Shutdown();
	}
 
	m_vHandles.clear();
}
 
 
void CGELUAManager::DeRegisterLuaHandle(LuaHandle* handle)
{
	if (!handle)
		return;
 
	for (size_t x=0; x<m_vHandles.size(); x++)
	{
		if (m_vHandles[x]==handle)
			m_vHandles.erase(m_vHandles.begin()+x);
	}
}
 
void CGELUAManager::RegisterLuaHandle(LuaHandle* handle)
{
	if (!handle)
		return;
 
	for (size_t x=0; x<m_vHandles.size(); x++)
	{
		if (m_vHandles[x]==handle)
			return;
	}
 
	m_vHandles.push_back(handle);
 
	//if we are late to the game
	if (m_bInit)
		handle->InitDll();
}
void RegisterLUAFuncs(lua_State *L)
{
}
void RegisterLUAGlobals(lua_State *L)
{
}
Category:Programming