Age | Commit message (Collapse) | Author |
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Add leap.lua module to mediate LEAP request/response viewer interactions.
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We weren't passing the WaitForReqid instance to WaitForReqid:wait().
Also remove 'reqid' from responses returned by leap.request() and generate().
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request() test ensures that the response for a given reqid is routed to the
correct coroutine even when responses arrive out of order.
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coro.resume() checks the ok boolean returned by coroutine.resume() and, if not
ok, propagates the error. This avoids coroutine errors getting swallowed.
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Add usage comments at the top.
Add leap.done() function.
Make leap.process() honor leap.done(), also recognize an incoming nil from the
viewer to mean it's all done.
Support leap.WaitFor with nil priority to mean "don't self-enable." This
obviates leap.WaitForReqid:enable() and disable() overrides that do nothing.
Add diagnostic logging.
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That is, skip coroutines that have gone dead since they decided to wait on
Dequeue().
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Sketch in an initial test that requires one of our bundled Lua modules.
Each time we run Lua, report any error returned by the Lua engine.
Use llcoro::suspendUntilEventOn(LLEventMailDrop) as shorthand for initializing
an explicit LLTempBoundListener with a listen() call with a lambda.
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This helps to explain the lengthy delay when running autobuild configure in a
new developer work area.
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Make signing and symbol posting jobs conditional on secrets.
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For WaitQueue, nail down the mechanism for declaring a subclass and for
calling a base-class method from a subclass override. Break out new
_wake_waiters() method from Enqueue(): we need to do the same from close(), in
case there are waiting consumers. Also, in Lua, 0 is not false.
Instead of bundling a normal/error flag with every queued value, make
ErrorQueue overload its _closed attribute. Once you call ErrorQueue:Error(),
every subsequent Dequeue() call by any consumer will re-raise the same error.
util.count() literally counts entries in a table, since #t is documented to be
unreliable. (If you create a list with 5 entries and delete the middle one, #t
might return 2 or it might return 5, but it won't return 4.)
util.join() fixes a curious omission from Luau's string library: like Python's
str.join(), it concatenates all the strings from a list with an optional
separator. We assume that incrementally building a list of strings and then
doing a single allocation for the desired result string is cheaper than
reallocating each of a sequence of partial concatenated results.
Add qtest test that posts individual items to a WaitQueue, waking waiting
consumers to retrieve the next available result. Add test proving that calling
ErrorQueue:Error() propagates the error to all consumers.
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Also qtest.lua to exercise the queue classes and inspect.lua (from
https://github.com/kikito/inspect.lua) for debugging.
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This is an unusual use case in which lua_tollsd() is called by C++ code
without the Lua runtime farther up the call stack.
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The build step no longer needs these variables at all: they're used in a
subsequent workflow job.
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From https://docs.github.com/en/actions/security-guides/using-secrets-in-github-actions#using-secrets-in-a-workflow :
"Secrets cannot be directly referenced in if: conditionals. Instead, consider
setting secrets as job-level environment variables, then referencing the
environment variables to conditionally run steps in the job."
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The previous construct produced:
Unrecognized named-value: 'secrets'. Located at position 1 within expression:
secrets.AZURE_KEY_VAULT_URI && ...
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Specifically, when secrets aren't available (e.g. for external PRs), skip the
affected steps.
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Mark issues as stale but do not close them.
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following promotion of secondlife/viewer #673
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Refactor `require()` to make it easier to reason about Lua stack usage.
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Add Queue.lua from roblox.com documentation.
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The code to save the loaded module was using the wrong key.
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Push throwing Lua errors down into LLRequireResolver::findModule() and
findModuleImpl() so their callers don't have to handle the error case. That
eliminates finishrequire().
require() itself now only retrieves (and pops) the passed module name and
calls LLRequireResolver::resolveRequire() to do the actual work.
resolveRequire() is now void. It only instantiates LLRequireResolver and calls
its findModule().
findModule() is now also void. It's guaranteed to either push the loaded Lua
module or throw a Lua error. In particular, when findPathImpl() cannot find
the specified module, findModule() throws an error. That replaces
ModuleStatus::NotFound.
Since std::filesystem::path::append() aka operator/() detects when its right
operand is absolute and, in that case, discards the left operand, we no longer
need resolveAndStoreDefaultPaths(): we can just invoke that operation inline.
When findModule() pushes _MODULES on the Lua stack, it uses LuaRemover (below)
to ensure that _MODULES is removed again no matter how findModules() exits.
findModuleImpl() now accepts the candidate pathname as its argument. That
eliminates mAbsolutePath.
findModuleImpl() now returns only bool: true means the module was found and
loaded and pushed on the Lua stack, false means not found and nothing was
pushed; no return means an error was reported.
Push running a newly found module's source file down into findModuleImpl().
That eliminates the distinction between Cached and FileRead, which obviates
ModuleStatus: a bool return means either "previously cached" or "we read it,
compiled it, loaded it and ran it." That also eliminates the need to store the
module's textual content in mSourceCode.
Similarly, once loading the module succeeds, findModuleImpl() caches it in
_MODULES right away. That eliminates ResolvedRequire since we need not pass
the full pathname of the found module (or its contents) back up through the
call chain.
Move require() code that runs the new module into private runModule() method,
called by findModuleImpl() in the not-cached case. runModule() is the only
remaining method that can push either a string error message or the desired
module, because of its funny stack manipulations. That means the check for a
string error message on the stack top can move down to findModuleImpl().
Add LuaRemover class to ensure that on exit from some particular C++ block,
the specified Lua stack entry will definitely be removed. This is different
from LuaPopper in that it engages lua_remove() rather than lua_pop().
Also ditch obsolete await_event() Lua entry point.
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Disable copy assignment operator as well as copy constructor.
Use std::uncaught_exceptions() in destructor to report whether there's an
in-flight exception at block exit. Since that was the whole point of the
DEBUGIN / DEBUGEND macros, those become obsolete. Ditch them and their
existing invocations.
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Initial require implementation
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Lua listen_events(), await_event() => get_event_pumps(), get_event_next().
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debug.h #defines a couple of macros intended to enclose the entire body of a
function to track its entry and (possibly exceptional) exit. The trouble is
that these macros used to be called BEGIN and END, which is far too generic --
especially considering that END is used as an enum value in some parts of the
viewer.
Rename them DEBUGIN and DEBUGEND, which is ugly but unlikely to collide with
anything else.
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