Load the Lua socket library dynamically if it's available, necessary for MobDebug

develop
kaetemi 4 years ago
parent 8bf18d2e1d
commit c4b142f770

@ -379,6 +379,10 @@ namespace NLGUI
TSmallScriptCache _SmallScriptCache;
static const char * _NELSmallScriptTableName;
#ifdef _WIN32
HMODULE m_LuaSocket;
#endif
private:
// this object isn't intended to be copied
CLuaState(const CLuaState &/* other */):NLMISC::CRefCount() { nlassert(0); }

@ -227,6 +227,45 @@ namespace NLGUI
luaopen_debug (_State);
#endif
#ifdef _WIN32
// Lua socket library for MobDebug, optional
if (NLMISC::CFile::fileExists("socket\\core.dll"))
{
// Load socket\core.dll dynamically
m_LuaSocket = LoadLibraryW(L"socket\\core.dll");
if (!m_LuaSocket)
{
nlwarning("Lua socket library found, but failed to load");
}
else
{
void *luaopen_socket_core = (void *)GetProcAddress(m_LuaSocket, "luaopen_socket_core");
if (!luaopen_socket_core)
{
nlwarning("Lua socket library loaded, but `luaopen_socket_core` not found");
FreeLibrary(m_LuaSocket);
m_LuaSocket = NULL;
}
else
{
// preload['socket.core'] = luaopen_socket_core
#if defined(LUA_VERSION_NUM) && LUA_VERSION_NUM >= 501
lua_getglobal(_State, "package");
lua_getfield(_State, -1, "preload");
lua_pushcfunction(_State, (lua_CFunction)luaopen_socket_core);
lua_setfield(_State, -2, "socket.core");
lua_pop(_State, 2);
nlinfo("Lua socket library preloaded");
#endif
}
}
}
else
{
m_LuaSocket = NULL;
}
#endif
// open are buggy????
clear();
}
@ -313,6 +352,14 @@ namespace NLGUI
// Clear Small Script Cache
_SmallScriptPool= 0;
_SmallScriptCache.clear();
#ifdef _WIN32
if (m_LuaSocket)
{
FreeLibrary(m_LuaSocket);
m_LuaSocket = NULL;
}
#endif
}
// ***************************************************************************

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