Support converting our lua functions to lui functions
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@ -59,7 +59,7 @@ namespace notifies
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const auto result = hook(self, sol::as_args(args));
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scripting::lua::handle_error(result);
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const auto value = scripting::lua::convert({ state, result });
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const auto value = scripting::lua::convert({state, result});
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const auto type = value.get_raw().type;
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game::Scr_ClearOutParams();
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@ -15,6 +15,7 @@
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#include "ui_scripting.hpp"
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#include "game/ui_scripting/lua/engine.hpp"
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#include "game/ui_scripting/execution.hpp"
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#include <utils/string.hpp>
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#include <utils/hook.hpp>
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@ -26,6 +27,9 @@ namespace ui_scripting
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namespace
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{
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unsigned int function_id = 0;
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std::unordered_map<game::hks::cclosure*, sol::protected_function> converted_functions;
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utils::hook::detour hksi_open_lib_hook;
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utils::hook::detour hksi_lual_error_hook;
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utils::hook::detour hksi_lual_error_hook2;
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@ -106,6 +110,52 @@ namespace ui_scripting
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}
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}
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int main_function_handler(game::hks::lua_State* state)
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{
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const auto value = state->m_apistack.base[-1];
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if (value.t != game::hks::TCFUNCTION)
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{
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return 0;
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}
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const auto closure = value.v.cClosure;
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if (converted_functions.find(closure) == converted_functions.end())
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{
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return 0;
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}
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const auto function = converted_functions[closure];
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const auto count = static_cast<int>(state->m_apistack.top - state->m_apistack.base);
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const auto arguments = get_return_values(count);
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const auto s = function.lua_state();
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std::vector<sol::lua_value> converted_args;
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for (const auto& argument : arguments)
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{
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converted_args.push_back(lua::convert(s, argument));
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}
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const auto results = function(sol::as_args(converted_args));
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for (const auto& result : results)
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{
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push_value(lua::convert({s, result}));
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}
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return results.return_count();
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}
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void add_converted_function(game::hks::cclosure* closure, const sol::protected_function& function)
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{
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converted_functions[closure] = function;
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}
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void clear_converted_functions()
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{
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converted_functions.clear();
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}
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void enable_error_hook()
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{
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error_hook_enabled = true;
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@ -1,4 +1,5 @@
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#pragma once
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#include "game/ui_scripting/lua/value_conversion.hpp"
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#include "game/ui_scripting/menu.hpp"
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#include "game/ui_scripting/event.hpp"
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@ -7,6 +8,10 @@ namespace ui_scripting
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extern std::unordered_map<std::string, game::hks::lua_function> functions;
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extern std::unordered_map<std::string, game::hks::lua_function> methods;
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int main_function_handler(game::hks::lua_State* state);
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void add_converted_function(game::hks::cclosure* closure, const sol::protected_function& function);
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void clear_converted_functions();
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void enable_error_hook();
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void disable_error_hook();
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@ -160,5 +160,7 @@ namespace game
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WEAK symbol<void(lua_State* s, int index)> hksi_lua_pushvalue{0x2DE040};
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WEAK symbol<HashTable*(lua_State* s, unsigned int arraySize, unsigned int hashSize)> Hashtable_Create{0x2C8290};
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WEAK symbol<HksObject*(HashTable* t, HksObject* result, HksObject* key)> Hashtable_getNextHash{0x2D5150};
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WEAK symbol<cclosure*(lua_State* s, lua_function function, int num_upvalues,
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int internal_, int profilerTreatClosureAsFunc)> cclosure_Create{0x2C84B0};
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}
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}
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@ -7,6 +7,7 @@ namespace ui_scripting
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{
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void push_value(const value& value);
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value get_return_value(int offset);
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arguments get_return_values(int count);
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arguments call_script_function(const function& function, const arguments& arguments);
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@ -3,6 +3,7 @@
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#include "context.hpp"
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#include "../../../component/scheduler.hpp"
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#include "../../../component/ui_scripting.hpp"
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#include <utils/io.hpp>
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#include <utils/string.hpp>
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@ -200,7 +201,7 @@ namespace ui_scripting::lua::engine
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: "keyup";
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event.arguments = {key};
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notify(event);
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engine::notify(event);
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break;
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}
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@ -346,7 +347,7 @@ namespace ui_scripting::lua::engine
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event event;
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event.element = &menu.second;
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event.name = "close";
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notify(event);
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engine::notify(event);
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menu.second.close();
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}
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@ -377,7 +378,7 @@ namespace ui_scripting::lua::engine
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event event;
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event.element = menu;
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event.name = "open";
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notify(event);
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engine::notify(event);
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menu->open();
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}
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@ -394,13 +395,14 @@ namespace ui_scripting::lua::engine
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event event;
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event.element = menu;
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event.name = "close";
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notify(event);
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engine::notify(event);
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menu->close();
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}
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void start()
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{
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clear_converted_functions();
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close_all_menus();
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get_scripts().clear();
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clear_menus();
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@ -409,6 +411,7 @@ namespace ui_scripting::lua::engine
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void stop()
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{
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clear_converted_functions();
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close_all_menus();
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get_scripts().clear();
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clear_menus();
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@ -1,6 +1,8 @@
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#include <std_include.hpp>
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#include "value_conversion.hpp"
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#include "../execution.hpp"
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#include "../stack_isolation.hpp"
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#include "../../../component/ui_scripting.hpp"
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namespace ui_scripting::lua
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{
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@ -17,6 +19,18 @@ namespace ui_scripting::lua
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return res;
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}
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value convert_function(const sol::protected_function& function)
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{
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const auto closure = game::hks::cclosure_Create(*game::hks::lua_state, main_function_handler, 0, 0, 0);
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add_converted_function(closure, function);
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game::hks::HksObject value{};
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value.t = game::hks::TCFUNCTION;
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value.v.cClosure = closure;
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return value;
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}
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}
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value convert(const sol::lua_value& value)
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@ -76,6 +90,11 @@ namespace ui_scripting::lua
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return {convert_table(value.as<sol::table>())};
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}
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if (value.is<sol::protected_function>())
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{
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return {convert_function(value.as<sol::protected_function>())};
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}
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return {};
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}
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