Age | Commit message (Collapse) | Author |
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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.
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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.
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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.
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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.
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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.
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Use in LuaState::expr() so we can catch a runaway in-memory Lua chunk as well
as a script read from a file.
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Avoid ambiguity with LLFloater::destroy().
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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.
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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.
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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.
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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.
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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().
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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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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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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.
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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.
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Extend the LuaFunction::Registry map to store helptext as well as the function
pointer.
Add help text to every existing lua_function() invocation.
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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.
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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().
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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
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