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57d9a05f88
- 🛠 Make sure the tutorials compile across platforms! - ✍ Redo quite a bit of the documentation
83 lines
1.7 KiB
C++
83 lines
1.7 KiB
C++
#define SOL_ALL_SAFETIES_ON 1
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#include <sol/sol.hpp>
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struct my_type {
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void stuff() {
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}
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};
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int main() {
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sol::state lua;
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/*
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// AAAHHH BAD
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// dangling pointer!
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lua["my_func"] = []() -> my_type* { return new my_type(); };
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// AAAHHH!
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lua.set("something", new my_type());
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// AAAAAAHHH!!!
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lua["something_else"] = new my_type();
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*/
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// :ok:
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lua["my_func0"] = []() -> std::unique_ptr<my_type> {
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return std::make_unique<my_type>();
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};
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// :ok:
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lua["my_func1"] = []() -> std::shared_ptr<my_type> {
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return std::make_shared<my_type>();
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};
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// :ok:
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lua["my_func2"] = []() -> my_type { return my_type(); };
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// :ok:
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lua.set(
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"something", std::unique_ptr<my_type>(new my_type()));
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std::shared_ptr<my_type> my_shared
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= std::make_shared<my_type>();
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// :ok:
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lua.set("something_else", my_shared);
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// :ok:
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auto my_unique = std::make_unique<my_type>();
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lua["other_thing"] = std::move(my_unique);
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// :ok:
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lua["my_func5"] = []() -> my_type* {
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static my_type mt;
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return &mt;
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};
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// THIS IS STILL BAD DON'T DO IT AAAHHH BAD
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// return a unique_ptr that's empty instead
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// or be explicit!
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lua["my_func6"] = []() -> my_type* { return nullptr; };
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// :ok:
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lua["my_func7"]
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= []() -> std::nullptr_t { return nullptr; };
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// :ok:
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lua["my_func8"] = []() -> std::unique_ptr<my_type> {
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// default-constructs as a nullptr,
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// gets pushed as nil to Lua
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return std::unique_ptr<my_type>();
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// same happens for std::shared_ptr
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};
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// Acceptable, it will set 'something' to nil
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// (and delete it on next GC if there's no more references)
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lua.set("something", nullptr);
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// Also fine
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lua["something_else"] = nullptr;
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return 0;
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}
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