Age | Commit message (Collapse) | Author |
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Remove where it isn't.
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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.
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If post() can't find the requested pump, say so.
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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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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.
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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.
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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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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...
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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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# Conflicts:
# indra/newview/llchiclet.h
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UIImgInvisibleUUID doesn't exist
Default normal for material is 'null'
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1. After window closes viewer still takes some time to shut down, so
added splash screen to not confuse users (and to see if something gets
stuck)
2. Having two identical mWindowHandle caused confusion for me, so I
split them. It looks like there might have been issues with thread being
stuck because thread's handle wasn't cleaned up.
3. Made region clean mCacheMap immediately instead of spending time
making copies on shutdown
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a preset...' option of the 'Preferences' floater
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coroutines).
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LLDispatchListener::getPumpName() went away when LLEventStream became one of
its base classes. The assumption was that LLEventStream::getName() would
suffice. Re-add getPumpName(), forwarding to getName(), for backwards
compatibility.
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Under debug LL_ERRS will show a message as well, but release won't show
anything and will quit silently so show a notification when applicable.
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# Conflicts:
# doc/contributions.txt
# indra/newview/llpanelprofile.cpp
# indra/newview/llspatialpartition.cpp
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# Conflicts:
# indra/newview/fonts/DejaVu-license.txt
# indra/newview/fonts/DejaVuSans-Bold.ttf
# indra/newview/fonts/DejaVuSans-BoldOblique.ttf
# indra/newview/fonts/DejaVuSans-Oblique.ttf
# indra/newview/fonts/DejaVuSans.ttf
# indra/newview/fonts/DejaVuSansMono.ttf
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# Conflicts:
# indra/newview/llspatialpartition.cpp
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# Conflicts:
# indra/newview/llinventorygallery.cpp
# indra/newview/skins/default/xui/en/notifications.xml
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# Conflicts:
# indra/llrender/llgl.cpp
# indra/llrender/llvertexbuffer.cpp
# indra/llui/llflatlistview.cpp
# indra/newview/app_settings/settings.xml
# indra/newview/lldrawpoolground.cpp
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorygallery.cpp
# indra/newview/llspatialpartition.cpp
# indra/newview/llviewercontrol.cpp
# indra/newview/llviewertexture.cpp
# indra/newview/llvosky.cpp
# indra/newview/skins/default/xui/en/menu_inventory.xml
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# Conflicts:
# indra/llrender/llgl.cpp
# indra/llrender/llvertexbuffer.cpp
# indra/llui/llflatlistview.cpp
# indra/newview/lldrawpoolground.cpp
# indra/newview/llspatialpartition.cpp
# indra/newview/lltexturefetch.cpp
# indra/newview/llviewergenericmessage.cpp
# indra/newview/llviewertexture.cpp
# indra/newview/llvosky.cpp
# indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml
# indra/newview/skins/default/xui/en/floater_stats.xml
# indra/newview/skins/default/xui/en/floater_texture_fetch_debugger.xml
# indra/newview/skins/default/xui/en/notifications.xml
# indra/newview/skins/default/xui/en/panel_performance_preferences.xml
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# Conflicts:
# indra/llcommon/CMakeLists.txt
# indra/newview/llspatialpartition.cpp
# indra/newview/llviewergenericmessage.cpp
# indra/newview/llvoavatar.cpp
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We actively use event pumps's connections in threads, make sure nothing
modifies list of connections during reset.
And in case this doesn't fix the issue list affected pump before it
crashes to have a better idea of what is going on.
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