* Load a Lua file without running it */
| 64 | * Load a Lua file without running it |
| 65 | */ |
| 66 | bool LoadFile(lua_State *L, const FString &RelativeFilePath, const char *Mode, int32 Env) |
| 67 | { |
| 68 | FString FullFilePath = GetFullPathFromRelativePath(RelativeFilePath); |
| 69 | if (FullFilePath.IsEmpty()) |
| 70 | { |
| 71 | UE_LOG(LogUnLua, Warning, TEXT("the lua file try to load does not exist! : %s"), *RelativeFilePath); |
| 72 | return false; |
| 73 | } |
| 74 | |
| 75 | if (FullFilePath != GLuaSrcFullPath + RelativeFilePath) |
| 76 | { |
| 77 | UE_LOG(LogUnLua, Log, TEXT("Load lua file from DownloadDir : %s"), *FullFilePath); |
| 78 | } |
| 79 | |
| 80 | TArray<uint8> Data; |
| 81 | bool bSuccess = FFileHelper::LoadFileToArray(Data, *FullFilePath, 0); |
| 82 | if (!bSuccess) |
| 83 | { |
| 84 | UE_LOG(LogUnLua, Warning, TEXT("%s: Failed to load lua file!"), ANSI_TO_TCHAR(__FUNCTION__)); |
| 85 | return false; |
| 86 | } |
| 87 | |
| 88 | int32 SkipLen = (3 < Data.Num()) && (0xEF == Data[0]) && (0xBB == Data[1]) && (0xBF == Data[2]) ? 3 : 0; // skip UTF-8 BOM mark |
| 89 | return LoadChunk(L, (const char*)(Data.GetData() + SkipLen), Data.Num() - SkipLen, TCHAR_TO_UTF8(*RelativeFilePath), Mode, Env); // loads the buffer as a Lua chunk |
| 90 | } |
| 91 | |
| 92 | /** |
| 93 | * Load a Lua chunk without running it |
nothing calls this directly
no test coverage detected