My problem is that lua_pcall clears the stack, because i want to reuse the stack before the call again with just one change again.
Is there a way to either copy the complete stack and paste it in again or even a way to call a lua function without clearing the stack?
Lua:
function test(a)
print(a)
end
event.add("test", test)
event.add("test", test)
event.call("test", 42)
C++:
int Func_Event_call(Lua_State* L){
//Stack: String:Eventname, Arguments...
std::string name = luaL_checkstring(L, 1);
... Get array functions from name
for(...){
//load function into stack
lua_rawgeti(L, LUA_REGISTRYINDEX, functions[c]);
lua_replace(L, 1);
//Wanted Stack: Lua_Function, Arguments... <- works for the first function
//call function
lua_pcall(L, nummberArgs, 0, 0);
//stack is now empty because of lua_pcall <- problem
}
return 0;
}
//store stack in Registry
lua_createtable(L, nummberArgs, nummberArgs);
lua_insert(L, 1);
//fill table
for (int c = 0; c < nummberArgs; c++) {
lua_pushinteger(L, c);
lua_insert(L, -2);
lua_settable(L, 1);
}
//store it in Registry and clean up
int reg_key = luaL_ref(L, LUA_REGISTRYINDEX);
lua_remove(L, 1);
...
//restore stack from above
lua_rawgeti(L, LUA_REGISTRYINDEX, reg_key);
//iterate over the table to get all elements, the key is getting removed by lua_next
lua_pushnil(L);
while (lua_next(L, 1) != 0) {
/* uses 'key' (at index -2) and 'value' (at index -1) */
/* move 'value'; keeps 'key' for next iteration */
lua_insert(L, -2);
}
//remove table from stack
lua_remove(L, 1);
I solved the problem by using a table in the registry and put the complete stack in the table with numeric keys. After calling the second part i can go back to the stack when the first part was called, but multiple times.
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