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2024-03-01Merge pull request #910 from secondlife/lua-queuenat-goodspeed
Add Queue.lua from roblox.com documentation.
2024-02-29Fix wonky Unicode chars from web pasteNat Goodspeed
2024-02-29Add Queue.lua from roblox.com documentation.Nat Goodspeed
2024-02-29Clarify that the print output from testmod.lua is load-time.Nat Goodspeed
2024-02-29Fix caching for loaded Lua require() modules.Nat Goodspeed
The code to save the loaded module was using the wrong key.
2024-02-29Add indra/newview/scripts/lua directory, copied into viewer image.Nat Goodspeed
2024-02-29Refactor require() to make it easier to reason about Lua stack usage.Nat Goodspeed
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.
2024-02-29Improve Debug class (indra/test/debug.h).Nat Goodspeed
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.
2024-02-27Merge pull request #843 from secondlife/luau-require-implMaxim Nikolenko
Initial require implementation
2024-02-27Merge branch 'release/luau-scripting' into luau-require-impl.Nat Goodspeed
2024-02-26Clear the stack after requiring a moduleMnikolenko Productengine
2024-02-26Clean-up and restoring correct pathMnikolenko Productengine
2024-02-23Merge pull request #879 from secondlife/lua-eventsnat-goodspeed
Lua listen_events(), await_event() => get_event_pumps(), get_event_next().
2024-02-23Allow debug.h to be #included even in normal viewer code.Nat Goodspeed
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.
2024-02-23Allow print() (also Debug) to be used even in normal viewer code.Nat Goodspeed
Since print() writes to cerr, we used to be able to use it only in test programs. Making the cerr writes conditional on LL_TEST allows us to use it for debugging the code under test as well, since in the normal viewer the cerr statements vanish.
2024-02-23Allow variadic instances of Debug, e.g. to display arguments.Nat Goodspeed
All Debug constructor args are concatenated using stringize().
2024-02-23require() code clean-upMnikolenko Productengine
2024-02-23Ditch DebugExit: we already have Debug (in debug.h)Nat Goodspeed
2024-02-23Clean up #includes in lualistener.hNat Goodspeed
2024-02-22 #include <iomanip> where std::quoted() is referenced.Nat Goodspeed
Remove where it isn't.
2024-02-22Lua listen_events(), await_event() => get_event_{pumps,next}().Nat Goodspeed
Don't set up a Lua callback to receive incoming events, a la listen_events(). Don't listen on an arbitrary event pump, a la await_event(). Instead, the new get_event_pumps() entry point simply delivers the reply pump and command pump names (as listen_events() did) without storing a Lua callback. Make LuaListener capture incoming events on the reply pump in a queue. This avoids the problem of multiple events arriving too quickly for the Lua script to retrieve. If the queue gets too big, discard the excess instead of blocking the caller of post(). Then the new get_event_next() entry point retrieves the next (pump, data) pair from the queue, blocking the Lua script until a suitable event arrives. This is closer to the use of stdin for a LEAP plugin. It also addresses the question: what should the Lua script's C++ coroutine do while waiting for an incoming reply pump event? Recast llluamanager_test.cpp for this new, more straightforward API. Move LLLeap's and LuaListener's reply LLEventPump into LLLeapListener, which they both use. This simplifies LLLeapListener's API, which was a little convoluted: the caller supplied a connect callback to allow LLLeapListener to connect some listener to the caller's reply pump. Now, instead, the caller simply passes a bool(pumpname, data) callback to receive events incoming on LLLeapListener's own reply pump. Fix a latent bug in LLLeapListener: if a plugin called listen() more than once with the same listener name, the new connection would not have been saved. While at it, replace some older Boost features in LLLeapListener and LLLeap.
2024-02-22Add diagnostic logging to LLEventPumps::post().Nat Goodspeed
If post() can't find the requested pump, say so.
2024-02-22Slightly modernize run_build_test.py.Nat Goodspeed
2024-02-21Add the option to use clean lua_State in "Lua debug" floaterMnikolenko Productengine
2024-02-20Don't accept a full path as arg for require()Mnikolenko Productengine
2024-02-20Initial require implementationMnikolenko Productengine
2024-02-15Remove duplicate luau linux64 elementNat Goodspeed
2024-02-15Merge 'luau-scripting-libfix' of Ansariel/viewer into luau-scriptingNat Goodspeed
2024-02-15Merge pull request #798 from secondlife/helpcmdnat-goodspeed
Add help() function to Lua "builtins."
2024-02-13Add leaphelp() Lua builtin function for help on LEAP operations.Nat Goodspeed
leaphelp() (no argument) shows a list of all LEAP APIs. leaphelp(API) shows further help for a specific API. Both forms query LuaListener's LeapListener and report its responses. In future we might reimplement leaphelp() as a Lua function. Add LuaState::getListener() method, which checks whether there's a LuaListener associated with this LuaState and returns a pointer if so. Add LuaState::obtainListener() method, which finds or creates a LuaListener for this LuaState and returns its pointer. Both the above use logic migrated from the Lua listen_events() entry point, which now calls obtainListener() instead.
2024-02-13Merge branch 'release/luau-scripting' into helpcmd.Nat Goodspeed
2024-02-13Add help() function to Lua "builtins."Nat Goodspeed
help() with no argument lists all our viewer builtins. help(function, function, ...) shows help text for each named function. Each argument can be either a string or the function in question (e.g. help(help)). To support Lua-related text containing line breaks, make LLTextEditor:: pasteTextWithLinebreaks() a public template method. Change the existing implementation, which specifically accepts (const LLWString&), into its LLWString specialization. The generic template passes llconvert(arg) to that specialization, the one real implementation. Make LLFloaterLUADebug methods call pasteTextWithLinebreaks() instead of insertText(), which ignores newline characters. To allow help() to accept an actual function as well as a string name, add a lookup-by-function-pointer map to LuaFunction. (A Lua function does not store a name.) Make the constructor store an entry in the new lookup map as well as in the original registry map. Change LuaFunction::getRegistry() and getRegistered() to getState() and getRState(), respectively. Each returns a std::pair, but the first binds non-const references while the second binds const references.
2024-02-13Merge branch 'll_convert' into helpcmd.Nat Goodspeed
2024-02-13Change ll_convert<TOTYPE>(string) to just ll_convert(string).Nat Goodspeed
As a function parameter, an assignment expression or a `return` expression, `ll_convert()` can infer its target type. When it's important to specify the TOTYPE explicitly, rename the old `ll_convert()` function template to `ll_convert_to()`. Fix existing usage.
2024-02-12WIP: Changes towards supporting Lua console help text.Nat Goodspeed
2024-02-12Update luau package to public repo builds.Nat Goodspeed
2024-02-12Fix LUA 3p libraries pointing to publicly available URLsAnsariel
2024-02-12Make LLFloaterLUADebug assume 'Execute' button on LUA String EnterMaxim Nikolenko
2024-02-12Merge pull request #787 from secondlife/cmdline-luanat-goodspeed
Add command-line switches --lua "chunk" and --luafile pathname.
2024-02-09Add command-line switches --lua "chunk" and --luafile pathname.Nat Goodspeed
--lua "chunk" runs the specified Lua chunk at startup time. --luafile pathname runs the specified Lua script file at startup time. You may specify more than one --lua or --luafile switch on the command line.
2024-02-09Make LLLUAmanager::runScriptFile() use filename as description.Nat Goodspeed
Since the description shows up in the log output, it's better to see just the script filename than to see "runScriptFile('filename')".
2024-02-09Merge branch 'main' into release/luau-scriptingNat Goodspeed
2024-02-09Merge branch 'main' of github.com:secondlife/viewerNat Goodspeed
2024-02-09Merge pull request #23 from secondlife/console-persistnat-goodspeed
Make LLFloaterLUADebug store a persistent LuaState.
2024-02-09Make LLFloaterLUADebug store a persistent LuaState.Nat Goodspeed
That means that as you use the floater, variables that you assign and functions that you define are available to subsequent Lua chunks.
2024-02-09Merge pull request #22 from secondlife/implicit-printnat-goodspeed
When an LLFloaterLUADebug script returns a value, display the value.
2024-02-09Merge branch 'implicit-print' of viewer-private into implicit-printNat Goodspeed
2024-02-09Change the LuaFunction subclass instance name suffix to _lua.Nat Goodspeed
We add a suffix to let us publish a Lua foo() function that wraps a C++ foo() function. Of course the lua_CFunction must accept lua_State* and extract its parameters from the Lua stack, so it must invoke different C++ code than the C++ foo() function it's trying to reach. So the lua_CFunction is a method of the LuaFunction subclass instance named foo_lua. The suffix was _luadecl, but since the class name shows up in log messages, make it the more streamlined _lua instead.
2024-02-09When LLFloaterLUADebug script returns a value, display the value.Nat Goodspeed
The chunk: return 1, 2, {} differs in two ways from: print(1, 2, {}) First, print() engages the Lua tostring() builtin, so it displays values as Lua sees them. (For a table, tostring() displays "table: hex", which isn't so wonderful.) But LLFloaterLUADebug serializes the LLSD converted from the Lua return values. Second, we've overridden print() to engage a function that writes to the viewer log as well as displaying to LLFloaterLUADebug. (As we go forward, most Lua scripts won't be run manually by LLFloaterLUADebug.) The values returned by a Lua chunk aren't implicitly logged. Each C++ caller wanting to evaluate a Lua expression can choose whether to log the results.
2024-02-09Update luau lib linksMnikolenko Productengine