I'm trying to push a Lua class object onto the stack. The pointer to that object can be returned by multiple functions.
In other words: I need to push userdata values while still keeping the ability to use '==', '~=' etc. on them so the userdata pointer must be the same if its the same C++ object.
-- this should push the object onto the stack
local firstObject = GetClassObject();
firstObject:doSomething();
firstObject will be stored by the lua script and later in code i will need to do this again:
-- the c++ class pointer has not changed here
-- so I would like to push the same userdata pointer as in the first call...
local object = GetClassObject();
-- if I would not do this the following here would fail... :C
if object == firstObject then
...
My Push function should basically check if there is already the same C++ class pointer somewhere and push the associated userdata pointer if so (no matter how i push it, the object should work 1:1 the same)
If not it should create a new userdata (push it on the stack) and set the content of it to the class object.
Here's my code:
template <typename T>
void Push( const T &tObject )
{
lua_State *L = GetLuaState();
// Here i need to check if such a C++ object (the same tObject)
// already exists!
//
// If so i want to push the associated userdata.
// Object didn't exist yet -> we need a new userdata
void *pUserData = lua_newuserdata( L, sizeof( tObject ) );
*reinterpret_cast<T*>( pUserData ) = tObject;
}
template <typename T>
void Push( const T &tObject, const char *pszTable )
{
Push( tObject );
lua_State *L = GetLuaState();
luaL_getmetatable( L, pszTable );
lua_setmetatable( L, -2 );
}
template <typename T>
T& Get( int nIndex )
{
T *pUserData = reinterpret_cast<T*>( lua_touserdata( GetLuaState(), nIndex ) );
if( pUserData == nullptr )
throw std::exception( "Invalid userdata!" );
return *pUserData;
}
template <typename T>
T& Get( int nIndex, const char *pszTable )
{
T *pUserData = reinterpret_cast<T*>( LuaToUData( nIndex, pszTable ) );
if( pUserData == nullptr )
throw std::exception( "Invalid userdata!" );
return *pUserData;
}
LuaToUData is an own function which i wrote to not throw a lua error:
void* LuaToUData( int nIndex, const char *pszTable )
{
void *pUserData = lua_touserdata( g_luaState, nIndex );
if( pUserData != nullptr )
{
if( lua_getmetatable( g_luaState, nIndex ) != 0 )
{
lua_getfield( g_luaState, LUA_REGISTRYINDEX, pszTable );
bool bEqual = ( lua_rawequal( g_luaState, -1, -2 ) == 1 );
lua_pop( g_luaState, 2 );
if( bEqual )
return pUserData;
}
}
return nullptr;
}
Is that how weak tables work ?
void Push( const T &tObject )
{
std::ostringstream o;
o << tObject;
std::string sIdentifier = o.str();
const char *pszIdentifier = sIdentifier.c_str();
lua_State *L = GetLuaState();
luaL_getmetatable( L, "lua_userdata" );
if( !lua_istable( L, -1 ) )
{
// create new weak table
luaL_newmetatable( L, "lua_userdata" );
lua_pushstring( L, "v" );
lua_setfield( L, -2, "__mode" );
}
lua_getfield( L, -1, pszIdentifier );
if( lua_isuserdata( L, -1 ) == TRUE )
return lua_remove( L, -2 );
lua_pop( L, 1 ); // didnt exist yet - getfield is nil -> need to pop that
void *pUserData = lua_newuserdata( L, sizeof( UINT64 ) );
*reinterpret_cast<UINT64*>( pUserData ) = UINT64( tObject );
lua_pushvalue( L, -1 );
lua_setfield( L, -3, pszIdentifier );
lua_remove( L, -2 );
}