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path: root/indra/llcommon/lua_function.cpp
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2024-06-19Improve LL.help() function.Nat Goodspeed
The help string for each lua_function() must restate the function name and its arguments. The help string is all that's shown; unless it restates the function name, LL.help() output lists terse explanations for functions whose names are not shown. Make help() prepend "LL." to help output, because these functions must be accessed via the "builtin" LL table instead of directly populating the global Lua namespace. Similarly, before string name lookup, remove "LL." prefix if specified.
2024-06-19Try harder to keep Luau's lua_getinfo() from crashing.Nat Goodspeed
2024-06-18Merge branch 'lua-login' of github.com:secondlife/viewer into lua-loginNat Goodspeed
2024-06-18Initialize lua_Debug lluau::source_path() passes to lua_getinfo().Nat Goodspeed
On Mac it doesn't seem to matter, but on Windows, leaving it uninitialized can produce garbage results and even crash the coroutine. This seems strange, since we've been assuming lua_getinfo() treats its lua_Debug* as output-only.
2024-06-18Make ~LuaState() walk Registry.atexit table backwardsNat Goodspeed
so cleanup happens in reverse order, as is conventional. Streamline LL.atexit() function: luaL_newmetatable() performs all the find-or-create named Registry table logic.
2024-06-18Make lluau::source_path() report top-level script path.Nat Goodspeed
source_path() previously reported the path of the module containing the current (lowest-level) Lua function. The effect was that the Floater.lua module would always try to look up the XUI file relative to scripts/lua/require. It makes more intuitive sense to make source_path() return the path containing the top-level script, so that a script engaging the Floater.lua module looks for the XUI file relative to the script.
2024-06-17Store script's LuaListener in userdata in lua_State's Registry.Nat Goodspeed
Instead of deriving LuaListener from LLInstanceTracker with an int key, generating a unique int key and storing that key in the Registry, use new lua_emplace<LuaState>() to store the LuaListener directly in a Lua userdata object in the Lua Registry. Because lua_emplace<T>() uses LL.atexit() to guarantee that ~LuaState will destroy the T object, we no longer need ~LuaState() to make a special call specifically to destroy the LuaListener, if any. So we no longer need LuaState::getListener() separate from obtainListener(). Since LuaListener is no longer an LLInstanceTracker subclass, make LuaState::obtainListener() return LuaListener& rather than LuaListener::ptr_t.
2024-06-14Introduce LL.atexit(), internal lua_emplace<T>(), lua_toclass<T>().Nat Goodspeed
Publish new LL.atexit() function that accepts a Lua function (or C++ closure) and saves it (in Registry["atexit"] table) to call later. Make ~LuaState() walk the Registry["atexit"] table, if it exists, calling each function appended to that table. (Consider using that mechanism to clean up a LuaListener, if one was instantiated. Possibly also use for p.s. leap.run()? But that's run after every expr() call, instead of only at ~LuaState() time. Pragmatically, though, the distinction only matters for a LUA Debug Console LUA string with "clean lua_State" unchecked.) For use by future lua_function() entry points, lua_emplace<T>(ctor args...) pushes a Lua userdata object containing a newly-constructed T instance -- actually a std::optional<T> to avoid double destruction. lua_emplace<T>() is specifically intended to be usable even for T with a nontrivial destructor: it gives the userdata a metatable with a __gc function that destroys the contained T instance when the userdata is garbage collected. But since garbage collection doesn't guarantee to clean up global variables with __gc methods, lua_emplace<T>() also uses LL.atexit() to ensure that ~T() will run when the LuaState is destroyed. The companion to lua_emplace<T>() is lua_toclass<T>(), which returns a non-nullptr T* if the referenced index is in fact a userdata created by lua_emplace<T>() for the same T, that has not yet been destroyed. This lets C++ code access a T previously embedded in Lua userdata.
2024-06-12LuaState::expr() has log messages for ending, add for starting.Nat Goodspeed
It's helpful to see when expr() is actually going to start running a particular Lua chunk. We already report not only when it's done, but also if/when we start and finish a p.s. fiber.run() call.
2024-04-18Move {set,check}_interrupts_counter() to lluau namespace.Nat Goodspeed
Use in LuaState::expr() so we can catch a runaway in-memory Lua chunk as well as a script read from a file.
2024-04-03LLInstanceTracker::destruct() instead of destroy().Nat Goodspeed
Avoid ambiguity with LLFloater::destroy().
2024-04-03Introduce LLInstanceTracker::destroy() methods; use in ~LuaState().Nat Goodspeed
2024-04-03Introduce fsyspath subclass of std::filesystem::path.Nat Goodspeed
Our std::strings are UTF-8 encoded, so conversion from std::string to std::filesystem::path must use UTF-8 decoding. The native Windows std::filesystem::path constructor and assignment operator accepting std::string use "native narrow encoding," which mangles path strings containing UTF-8 encoded non-ASCII characters. fsyspath's std::string constructor and assignment operator explicitly engage std::filesystem::u8path() to handle encoding. u8path() is deprecated in C++20, but once we adapt fsyspath's conversion to C++20 conventions, consuming code need not be modified.
2024-04-02Fix std::filesystem::path - to - std::string conversions on Windows.Nat Goodspeed
On Windows, std::filesystem::path::value_type is wchar_t, not char -- so path::string_type is std::wstring, not std::string. So while Posix path instances implicitly convert to string, Windows path instances do not. Add explicit u8string() calls. Also add LL.abspath() Lua entry point to further facilitate finding a resource file relative to the calling Lua script. Use abspath() for both test_luafloater_demo.lua and test_luafloater_gesture_list.lua.
2024-04-02Add LL.source_path(), source_dir() Lua entry points.Nat Goodspeed
This helps a Lua script log its own identity, or find associated files relative to its location in the filesystem. Add more comprehensive logging around the start and end of a given Lua script, or its "p.s." fiber.run() call.
2024-03-28Move our lua_register(), lua_rawlen() from lua_function.h to .cpp.Nat Goodspeed
2024-03-25Add LL.check_stop() entry point and call it in fiber scheduler().Nat Goodspeed
fiber.lua's scheduler() is greedy, in the sense that it wants to run every ready Lua fiber before retrieving the next incoming event from the viewer (and possibly blocking for some real time before it becomes available). But check for viewer shutdown before resuming any suspended-but-ready Lua fiber.
2024-03-25Add LL. prefix to viewer entry points, fix existing references.Nat Goodspeed
2024-03-21WIP: Add fiber.lua module and use in leap.lua and WaitQueue.lua.Nat Goodspeed
fiber.lua goes beyond coro.lua in that it distinguishes ready suspended coroutines from waiting suspended coroutines, and presents a rudimentary scheduler in fiber.yield(). yield() can determine that when all coroutines are waiting, it's time to retrieve the next incoming event from the viewer. Moreover, it can detect when all coroutines have completed and exit without being explicitly told. fiber.launch() associates a name with each fiber for debugging purposes. fiber.get_name() retrieves the name of the specified fiber, or the running fiber. fiber.status() is like coroutine.status(), but can return 'ready' or 'waiting' instead of 'suspended'. fiber.yield() leaves the calling fiber ready, but lets other ready fibers run. fiber.wait() suspends the calling fiber and lets other ready fibers run. fiber.wake(), called from some other coroutine, returns the passed fiber to ready status for a future call to fiber.yield(). fiber.run() drives the scheduler to run all fibers to completion. If, on completion of the subject Lua script, LuaState::expr() detects that the script loaded fiber.lua, it calls fiber.run() to finish running any dangling fibers. This lets a script make calls to fiber.launch() and then just fall off the end, leaving the implicit fiber.run() call to run them all. fiber.lua is designed to allow the main thread, as well as explicitly launched coroutines, to make leap.request() calls. This part still needs debugging. The leap.lua module now configures a fiber.set_idle() function that honors leap.done(), but calls get_event_next() and dispatches the next incoming event. leap.request() and generate() now leave the reqid stamp in the response. This lets a caller handle subsequent events with the same reqid, e.g. for LLLuaFloater. Remove leap.process(): it has been superseded by fiber.run(). Remove leap.WaitFor:iterate(): unfortunately that would run afoul of the Luau bug that prevents suspending the calling coroutine within a generic 'for' iterator function. Make leap.lua use weak tables to track WaitFor objects. Make WaitQueue:Dequeue() call fiber.wait() to suspend its caller when the queue is empty, and Enqueue() call fiber.wake() to set it ready again when a new item is pushed. Make llluamanager_test.cpp's leap test script use the fiber module to launch coroutines, instead of the coro module. Fix a bug in which its drain() function was inadvertently setting and testing the global 'item' variable instead of one local to the function. Since some other modules had the same bug, it was getting confused. Also add printf.lua, providing a printf() function. printf() is short for print(string.format()), but it can also print tables: anything not a number or string is formatted using the inspect() function. Clean up some LL_DEBUGS() output left over from debugging lua_tollsd().
2024-03-06Defend LuaState::expr() against lua_tollsd() errors.Nat Goodspeed
This is an unusual use case in which lua_tollsd() is called by C++ code without the Lua runtime farther up the call stack.
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.
2024-02-27Merge branch 'release/luau-scripting' into luau-require-impl.Nat Goodspeed
2024-02-23require() code clean-upMnikolenko Productengine
2024-02-23Ditch DebugExit: we already have Debug (in debug.h)Nat Goodspeed
2024-02-21Add the option to use clean lua_State in "Lua debug" floaterMnikolenko Productengine
2024-02-20Initial require implementationMnikolenko Productengine
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.
2024-02-13Add 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.
2024-02-12WIP: Changes towards supporting Lua console help text.Nat Goodspeed
2024-02-08Add required helptext parameter to lua_function() macro.Nat Goodspeed
Extend the LuaFunction::Registry map to store helptext as well as the function pointer. Add help text to every existing lua_function() invocation.
2024-02-07Fix lluau::dostring() for return values.Nat Goodspeed
We were calling lua_pcall() in such a way as to discard any values returned by the Lua chunk. Work around Luau's broken lua_tointegerx(), which unlike vanilla Lua's does not report whether the value at the specified index is or is not an integer.
2024-02-07Add machinery to capture result of running a Lua script or snippet.Nat Goodspeed
Add LuaState::expr() that evaluates a Lua snippet and reports back any result (or error) left on the stack. Add LLLUAmanager::runScriptFile() and runScriptLine() overloads that accept a callback with an (int count, LLSD result) signature. The count disambiguates (error, no result, one result, array of results). Also add overloads that accept an existing LuaState instance. Also add waitScriptFile() and waitScriptLine() methods that pause the calling coroutine until the Lua script completes, and return its results. Instead of giving LuaState a description to use for all subsequent checkLua() calls, remove description from its constructor and data members. Move to expr() and checkLua() parameters: we want a description specific to each operation, rather than for the LuaState as a whole. This prepares for persistent LuaState instances. For now, the existing script_finished_fn semantics remain: the callback will be called only when the LuaState is destroyed. This may need to change as we migrate towards longer-lasting LuaState instances. Make lua_function(name) macro append suffixes to the name for both the LuaFunction subclass declaration and the instance declaration. This allows publishing a lua_function() name such as sleep(), which already has a different C++ declaration. Move the Lua sleep() entry point to a standalone lua_function(sleep), instead of a lambda in the body of runScriptFile().
2024-02-06Break out lua_function.h,.cpp and lualistener.h,.cpp.Nat Goodspeed
The intention is to decentralize Luau entry points into our C++ code, permitting a given entry point to be added to the .cpp file that already deals with that class or functional area. Continuing to add every such entry point to llluamanager.cpp doesn't scale well. Extract LuaListener class from llluamanager.cpp to its own header and .cpp file. Extract from llluamanager into lua_function.h (and .cpp) declarations useful for adding a lua_function Luau entry point, e.g.: lua_register() lua_rawlen() lua_tostdstring() lua_pushstdstring() lua_tollsd() lua_pushllsd() LuaPopper lua_function() and LuaFunction class LuaState lua_what lua_stack DebugExit