#include "lua_api/l_base.h"
#include "lua_api/l_internal.h"
#include "cpp_api/s_base.h"
-#include <mods.h>
-#include <server.h>
+#include "content/mods.h"
+#include "profiler.h"
+#include "server.h"
+#include <algorithm>
+#include <cmath>
ScriptApiBase *ModApiBase::getScriptApiBase(lua_State *L)
{
// Get server from registry
lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_SCRIPTAPI);
- ScriptApiBase *sapi_ptr = (ScriptApiBase*) lua_touserdata(L, -1);
+ ScriptApiBase *sapi_ptr;
+#if INDIRECT_SCRIPTAPI_RIDX
+ sapi_ptr = (ScriptApiBase*) *(void**)(lua_touserdata(L, -1));
+#else
+ sapi_ptr = (ScriptApiBase*) lua_touserdata(L, -1);
+#endif
lua_pop(L, 1);
return sapi_ptr;
}
return getScriptApiBase(L)->getServer();
}
+ServerInventoryManager *ModApiBase::getServerInventoryMgr(lua_State *L)
+{
+ return getScriptApiBase(L)->getServer()->getInventoryMgr();
+}
+
+#ifndef SERVER
+Client *ModApiBase::getClient(lua_State *L)
+{
+ return getScriptApiBase(L)->getClient();
+}
+
+Game *ModApiBase::getGame(lua_State *L)
+{
+ return getScriptApiBase(L)->getGame();
+}
+#endif
+
+IGameDef *ModApiBase::getGameDef(lua_State *L)
+{
+ return getScriptApiBase(L)->getGameDef();
+}
+
Environment *ModApiBase::getEnv(lua_State *L)
{
return getScriptApiBase(L)->getEnv();
}
+#ifndef SERVER
GUIEngine *ModApiBase::getGuiEngine(lua_State *L)
{
return getScriptApiBase(L)->getGuiEngine();
}
+#endif
std::string ModApiBase::getCurrentModPath(lua_State *L)
{
lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME);
- const char *current_mod_name = lua_tostring(L, -1);
- if (!current_mod_name)
+ std::string current_mod_name = readParam<std::string>(L, -1, "");
+ if (current_mod_name.empty())
return ".";
const ModSpec *mod = getServer(L)->getModSpec(current_mod_name);
}
-bool ModApiBase::registerFunction(
- lua_State *L,
- const char *name,
- lua_CFunction fct,
- int top)
+bool ModApiBase::registerFunction(lua_State *L, const char *name,
+ lua_CFunction func, int top)
{
- //TODO check presence first!
+ // TODO: Check presence first!
- lua_pushstring(L,name);
- lua_pushcfunction(L,fct);
- lua_settable(L, top);
+ lua_pushcfunction(L, func);
+ lua_setfield(L, top, name);
return true;
}
+
+int ModApiBase::l_deprecated_function(lua_State *L, const char *good, const char *bad, lua_CFunction func)
+{
+ thread_local std::vector<u64> deprecated_logged;
+
+ DeprecatedHandlingMode dep_mode = get_deprecated_handling_mode();
+ if (dep_mode == DeprecatedHandlingMode::Ignore)
+ return func(L);
+
+ u64 start_time = porting::getTimeUs();
+ lua_Debug ar;
+
+ // Get caller name with line and script backtrace
+ FATAL_ERROR_IF(!lua_getstack(L, 1, &ar), "lua_getstack() failed");
+ FATAL_ERROR_IF(!lua_getinfo(L, "Sl", &ar), "lua_getinfo() failed");
+
+ // Get backtrace and hash it to reduce the warning flood
+ std::string backtrace = ar.short_src;
+ backtrace.append(":").append(std::to_string(ar.currentline));
+ u64 hash = murmur_hash_64_ua(backtrace.data(), backtrace.length(), 0xBADBABE);
+
+ if (std::find(deprecated_logged.begin(), deprecated_logged.end(), hash)
+ == deprecated_logged.end()) {
+
+ deprecated_logged.emplace_back(hash);
+ warningstream << "Call to deprecated function '" << bad << "', please use '"
+ << good << "' at " << backtrace << std::endl;
+
+ if (dep_mode == DeprecatedHandlingMode::Error)
+ script_error(L, LUA_ERRRUN, NULL, NULL);
+ }
+
+ u64 end_time = porting::getTimeUs();
+ g_profiler->avg("l_deprecated_function", end_time - start_time);
+
+ return func(L);
+}
+