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Use cLuaState's stack trace.
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Howaner committed Nov 17, 2014
1 parent 0e49127 commit d7efece
Showing 1 changed file with 27 additions and 48 deletions.
75 changes: 27 additions & 48 deletions src/Bindings/DeprecatedBindings.cpp
Expand Up @@ -9,31 +9,7 @@
#include "../BlockInfo.h"
#include "../World.h"
#include "../Entities/Player.h"





static void lua_do_warning(lua_State* L, const char * a_pFormat, ...)
{
// Retrieve current function name
lua_Debug entry;
VERIFY(lua_getstack(L, 0, &entry));
VERIFY(lua_getinfo(L, "n", &entry));

// Insert function name into error msg
AString msg(a_pFormat);
ReplaceString(msg, "#funcname#", entry.name?entry.name:"?");

// Copied from luaL_error and modified
va_list argp;
va_start(argp, a_pFormat);
luaL_where(L, 1);
lua_pushvfstring(L, msg.c_str(), argp);
va_end(argp);
lua_concat(L, 2);
lua_error(L);
}
#include "LuaState.h"



Expand Down Expand Up @@ -252,50 +228,53 @@ static int tolua_get_AllToLua_g_BlockFullyOccupiesVoxel(lua_State* tolua_S)
/** function: cWorld:SetSignLines */
static int tolua_cWorld_SetSignLines(lua_State * tolua_S)
{
cLuaState LuaState(tolua_S);

#ifndef TOLUA_RELEASE
tolua_Error tolua_err;
if (
!tolua_isusertype (tolua_S, 1, "cWorld", 0, &tolua_err) ||
!tolua_isnumber (tolua_S, 2, 0, &tolua_err) ||
!tolua_isnumber (tolua_S, 3, 0, &tolua_err) ||
!tolua_isnumber (tolua_S, 4, 0, &tolua_err) ||
!tolua_iscppstring(tolua_S, 5, 0, &tolua_err) ||
!tolua_iscppstring(tolua_S, 6, 0, &tolua_err) ||
!tolua_iscppstring(tolua_S, 7, 0, &tolua_err) ||
!tolua_iscppstring(tolua_S, 8, 0, &tolua_err) ||
!tolua_isusertype (tolua_S, 9, "cPlayer", 1, &tolua_err) ||
!tolua_isnoobj (tolua_S, 10, &tolua_err)
!tolua_isusertype (LuaState, 1, "cWorld", 0, &tolua_err) ||
!tolua_isnumber (LuaState, 2, 0, &tolua_err) ||
!tolua_isnumber (LuaState, 3, 0, &tolua_err) ||
!tolua_isnumber (LuaState, 4, 0, &tolua_err) ||
!tolua_iscppstring(LuaState, 5, 0, &tolua_err) ||
!tolua_iscppstring(LuaState, 6, 0, &tolua_err) ||
!tolua_iscppstring(LuaState, 7, 0, &tolua_err) ||
!tolua_iscppstring(LuaState, 8, 0, &tolua_err) ||
!tolua_isusertype (LuaState, 9, "cPlayer", 1, &tolua_err) ||
!tolua_isnoobj (LuaState, 10, &tolua_err)
)
goto tolua_lerror;
else
#endif
{
cWorld * self = (cWorld *) tolua_tousertype (tolua_S, 1, nullptr);
int BlockX = (int) tolua_tonumber (tolua_S, 2, 0);
int BlockY = (int) tolua_tonumber (tolua_S, 3, 0);
int BlockZ = (int) tolua_tonumber (tolua_S, 4, 0);
const AString Line1 = tolua_tocppstring(tolua_S, 5, 0);
const AString Line2 = tolua_tocppstring(tolua_S, 6, 0);
const AString Line3 = tolua_tocppstring(tolua_S, 7, 0);
const AString Line4 = tolua_tocppstring(tolua_S, 8, 0);
cPlayer * Player = (cPlayer *)tolua_tousertype (tolua_S, 9, nullptr);
cWorld * self = (cWorld *) tolua_tousertype (LuaState, 1, nullptr);
int BlockX = (int) tolua_tonumber (LuaState, 2, 0);
int BlockY = (int) tolua_tonumber (LuaState, 3, 0);
int BlockZ = (int) tolua_tonumber (LuaState, 4, 0);
const AString Line1 = tolua_tocppstring(LuaState, 5, 0);
const AString Line2 = tolua_tocppstring(LuaState, 6, 0);
const AString Line3 = tolua_tocppstring(LuaState, 7, 0);
const AString Line4 = tolua_tocppstring(LuaState, 8, 0);
cPlayer * Player = (cPlayer *)tolua_tousertype (LuaState, 9, nullptr);
#ifndef TOLUA_RELEASE
if (self == nullptr)
{
tolua_error(tolua_S, "invalid 'self' in function 'UpdateSign'", nullptr);
tolua_error(LuaState, "invalid 'self' in function 'UpdateSign'", nullptr);
}
#endif
{
bool res = self->SetSignLines(BlockX, BlockY, BlockZ, Line1, Line2, Line3, Line4, Player);
tolua_pushboolean(tolua_S, res ? 1 : 0);
tolua_pushboolean(LuaState, res ? 1 : 0);
}
}
lua_do_warning(tolua_S, "Warning in function call '#funcname#': UpdateSign() is deprecated. Please use SetSignLines()");
LOGWARNING("Warning in function call 'UpdateSign': UpdateSign() is deprecated. Please use SetSignLines()");
LuaState.LogStackTrace(0);
return 1;

#ifndef TOLUA_RELEASE
tolua_lerror:
tolua_error(tolua_S, "#ferror in function 'UpdateSign'.", &tolua_err);
tolua_error(LuaState, "#ferror in function 'UpdateSign'.", &tolua_err);
return 0;
#endif
}
Expand Down

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