Multiple Lua support fixes:
- Do not crash when a Lua script calls rom.gethash when no ROM is loaded - Do NOT assume the error message from lua_pcall will always be in stack slot 1, as sometimes it won't be
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commit
c56b234b85
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@ -663,13 +663,6 @@ static int emu_loadrom(lua_State *L)
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extern void LoadRecentRom(int slot);
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LoadRecentRom(0);
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}
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if ( GameInfo )
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{
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//printf("Currently Loaded ROM: '%s'\n", GameInfo->filename );
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lua_pushstring(L, GameInfo->filename);
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return 1;
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}
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return 0;
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#elif defined(__QT_DRIVER__)
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const char *nameo2 = luaL_checkstring(L,1);
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std::string nameo;
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@ -685,15 +678,17 @@ static int emu_loadrom(lua_State *L)
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// //printf("Failed to Load ROM: '%s'\n", nameo );
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// reloadLastGame();
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//}
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#endif
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#if defined(__WIN_DRIVER__) || defined(__QT_DRIVER__)
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if ( GameInfo )
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{
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//printf("Currently Loaded ROM: '%s'\n", GameInfo->filename );
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lua_pushstring(L, GameInfo->filename);
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return 1;
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} else {
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return 0;
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}
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#endif
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return 0;
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}
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@ -1507,12 +1502,18 @@ static int rom_getfilename(lua_State *L) {
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static int rom_gethash(lua_State *L) {
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const char *type = luaL_checkstring(L, 1);
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MD5DATA md5hash = GameInfo->MD5;
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if (GameInfo != nullptr)
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{
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MD5DATA md5hash = GameInfo->MD5;
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if (!type) lua_pushstring(L, "");
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else if (!stricmp(type, "md5")) lua_pushstring(L, md5_asciistr(md5hash));
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else if (!stricmp(type, "base64")) lua_pushstring(L, BytesToString(md5hash.data, MD5DATA::size).c_str());
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else lua_pushstring(L, "");
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}
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else
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lua_pushnil(L);
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if (!type) lua_pushstring(L, "");
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else if (!stricmp(type, "md5")) lua_pushstring(L, md5_asciistr(md5hash));
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else if (!stricmp(type, "base64")) lua_pushstring(L, BytesToString(md5hash.data, MD5DATA::size).c_str());
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else lua_pushstring(L, "");
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return 1;
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}
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@ -2077,7 +2078,7 @@ static int memory_setregister(lua_State *L)
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}
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// Forces a stack trace and returns the string
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static const char *CallLuaTraceback(lua_State *L) {
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static const char *CallLuaTraceback(lua_State *L, int msgDepth = -1) {
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lua_getfield(L, LUA_GLOBALSINDEX, "debug");
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if (!lua_istable(L, -1)) {
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lua_pop(L, 1);
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@ -2090,20 +2091,23 @@ static const char *CallLuaTraceback(lua_State *L) {
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return "";
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}
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lua_pushvalue(L, 1);
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if (msgDepth < 0)
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msgDepth -= 2; // We pushed 2 onto the stack
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lua_pushvalue(L, msgDepth);
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lua_call(L, 1, 1);
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return lua_tostring(L, -1);
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}
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void HandleCallbackError(lua_State* L, bool stop)
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void HandleCallbackError(lua_State* L, bool stop, int msgDepth = -1)
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{
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//if(L->errfunc || L->errorJmp)
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// luaL_error(L, "%s", lua_tostring(L,-1));
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//else
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{
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const char *trace = CallLuaTraceback(L);
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const char *trace = CallLuaTraceback(L, msgDepth);
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lua_pushnil(L);
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lua_setfield(L, LUA_REGISTRYINDEX, guiCallbackTable);
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