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path: root/indra/llcommon/lua_function.h
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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.
2024-04-02Add 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
2024-02-29Refactor 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
2024-02-09Change 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.
2024-02-08Add 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.
2024-02-08Defend lluau::error() from platform-specific diagnostics.Nat Goodspeed
macOS clang produces fatal warnings when trying to pass a const char* parameter to luaL_error() (-Wformat-security). Temporarily suppressing that requires #pragma clang directives which, in turn, produce fatal warnings in VS. Moreover, VS recognizes that luaL_error() never returns, and so diagnoses the following return statement as unreachable code. But that return statement is the whole reason for lluau::error()'s existence...
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