/* Minetest Copyright (C) 2017 nerzhul, Loic Blot This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include #include #include "lua_api/l_modchannels.h" #include "l_internal.h" #include "modchannels.h" int ModApiChannels::l_mod_channel_join(lua_State *L) { if (!lua_isstring(L, 1)) return 0; std::string channel = luaL_checkstring(L, 1); if (channel.empty()) return 0; getGameDef(L)->joinModChannel(channel); assert(getGameDef(L)->getModChannel(channel) != nullptr); ModChannelRef::create(L, channel); int object = lua_gettop(L); lua_pushvalue(L, object); return 1; } void ModApiChannels::Initialize(lua_State *L, int top) { API_FCT(mod_channel_join); } /* * ModChannelRef */ ModChannelRef::ModChannelRef(const std::string &modchannel) : m_modchannel_name(modchannel) { } int ModChannelRef::l_leave(lua_State *L) { ModChannelRef *ref = checkobject(L, 1); getGameDef(L)->leaveModChannel(ref->m_modchannel_name); return 0; } int ModChannelRef::l_send_all(lua_State *L) { ModChannelRef *ref = checkobject(L, 1); ModChannel *channel = getobject(L, ref); if (!channel || !channel->canWrite()) return 0; // @TODO serialize message std::string message = luaL_checkstring(L, 2); getGameDef(L)->sendModChannelMessage(channel->getName(), message); return 0; } int ModChannelRef::l_is_writeable(lua_State *L) { ModChannelRef *ref = checkobject(L, 1); ModChannel *channel = getobject(L, ref); if (!channel) return 0; lua_pushboolean(L, channel->canWrite()); return 1; } void ModChannelRef::Register(lua_State *L) { lua_newtable(L); int methodtable = lua_gettop(L); luaL_newmetatable(L, className); int metatable = lua_gettop(L); lua_pushliteral(L, "__metatable"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); // hide metatable from lua getmetatable() lua_pushliteral(L, "__index"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__gc"); lua_pushcfunction(L, gc_object); lua_settable(L, metatable); lua_pop(L, 1); // Drop metatable luaL_openlib(L, 0, methods, 0); // fill methodtable lua_pop(L, 1); // Drop methodtable } void ModChannelRef::create(lua_State *L, const std::string &channel) { ModChannelRef *o = new ModChannelRef(channel); *(void **)(lua_newuserdata(L, sizeof(void *))) = o; luaL_getmetatable(L, className); lua_setmetatable(L, -2); } int ModChannelRef::gc_object(lua_State *L) { ModChannelRef *o = *(ModChannelRef **)(lua_touserdata(L, 1)); delete o; return 0; } ModChannelRef *ModChannelRef::checkobject(lua_State *L, int narg) { luaL_checktype(L, narg, LUA_TUSERDATA); void *ud = luaL_checkudata(L, narg, className); if (!ud) luaL_typerror(L, narg, className); return *(ModChannelRef **)ud; // unbox pointer } ModChannel *ModChannelRef::getobject(lua_State *L, ModChannelRef *ref) { return getGameDef(L)->getModChannel(ref->m_modchannel_name); } // clang-format off const char ModChannelRef::className[] = "ModChannelRef"; const luaL_Reg ModChannelRef::methods[] = { luamethod(ModChannelRef, leave), luamethod(ModChannelRef, is_writeable), luamethod(ModChannelRef, send_all), {0, 0}, }; // clang-format on