}
#include "irrlichttypes.h"
-#include "jthread/jmutex.h"
-#include "jthread/jmutexautolock.h"
+#include "threads.h"
+#include "threading/mutex.h"
+#include "threading/mutex_auto_lock.h"
#include "common/c_types.h"
#include "common/c_internal.h"
#define SCRIPTAPI_LOCK_DEBUG
+#define SCRIPTAPI_DEBUG
-#define SCRIPT_MOD_NAME_FIELD "current_mod_name"
// MUST be an invalid mod name so that mods can't
// use that name to bypass security!
#define BUILTIN_MOD_NAME "*builtin*"
+#define PCALL_RES(RES) do { \
+ int result_ = (RES); \
+ if (result_ != 0) { \
+ scriptError(result_, __FUNCTION__); \
+ } \
+} while (0)
+
+#define runCallbacks(nargs, mode) \
+ runCallbacksRaw((nargs), (mode), __FUNCTION__)
+
+#define setOriginFromTable(index) \
+ setOriginFromTableRaw(index, __FUNCTION__)
class Server;
+#ifndef SERVER
+class Client;
+#endif
+class IGameDef;
class Environment;
class GUIEngine;
class ServerActiveObject;
ScriptApiBase();
virtual ~ScriptApiBase();
- bool loadMod(const std::string &script_path, const std::string &mod_name, std::string *error=NULL);
- bool loadScript(const std::string &script_path, std::string *error=NULL);
+ // These throw a ModError on failure
+ void loadMod(const std::string &script_path, const std::string &mod_name);
+ void loadScript(const std::string &script_path);
+
+ void runCallbacksRaw(int nargs,
+ RunCallbacksMode mode, const char *fxn);
/* object */
void addObjectReference(ServerActiveObject *cobj);
void removeObjectReference(ServerActiveObject *cobj);
- Server* getServer() { return m_server; }
+ IGameDef *getGameDef() { return m_gamedef; }
+ Server* getServer();
+#ifndef SERVER
+ Client* getClient();
+#endif
+
+ std::string getOrigin() { return m_last_run_mod; }
+ void setOriginDirect(const char *origin);
+ void setOriginFromTableRaw(int index, const char *fxn);
protected:
friend class LuaABM;
+ friend class LuaLBM;
friend class InvRef;
friend class ObjectRef;
friend class NodeMetaRef;
{ return m_luastack; }
void realityCheck();
- void scriptError();
+ void scriptError(int result, const char *fxn);
void stackDump(std::ostream &o);
- void setServer(Server* server) { m_server = server; }
+ void setGameDef(IGameDef* gamedef) { m_gamedef = gamedef; }
Environment* getEnv() { return m_environment; }
void setEnv(Environment* env) { m_environment = env; }
void objectrefGetOrCreate(lua_State *L, ServerActiveObject *cobj);
void objectrefGet(lua_State *L, u16 id);
- JMutex m_luastackmutex;
- // Stack index of Lua error handler
- int m_errorhandler;
+ RecursiveMutex m_luastackmutex;
+ std::string m_last_run_mod;
bool m_secure;
#ifdef SCRIPTAPI_LOCK_DEBUG
- bool m_locked;
+ int m_lock_recursion_count;
+ threadid_t m_owning_thread;
#endif
private:
+ static int luaPanic(lua_State *L);
+
lua_State* m_luastack;
- Server* m_server;
+ IGameDef* m_gamedef;
Environment* m_environment;
GUIEngine* m_guiengine;
};