Age | Commit message (Collapse) | Author |
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Remove LLLUAmanager::mumbleScriptLine() LuaState& parameters. Make
startScriptLine(), waitScriptLine() and runScriptLine() exactly parallel to
startScriptFile(), waitScriptFile() and runScriptFile(). That means that
runScriptLine()'s C++ coroutine instantiates and destroys its own LuaState,
which means that LL.atexit() functions will run on the Lua-specific C++
coroutine rather than (say) the viewer's main coroutine.
Introduce LLLUAmanager::script_result typedef for std::pair<int, LLSD> and use
in method returns.
Remove LuaState::initLuaState(); move its logic back into the constructor.
Remove initLuaState() calls in the expr() error cases: they're moot now that
we won't get subsequent expr() calls on the same LuaState instance.
Remove LLFloaterLUADebug "Use clean lua_State" checkbox and the cleanLuaState()
method. Remove mState member.
Remove explicit LuaState declarations from LLLUAmanager tests. Adapt one test
for implicit LuaState: it was directly calling LuaState::obtainListener() to
discover the LuaListener's reply-pump name. But since that test also captures
two leap.request() calls from the Lua script, it can just look at the "reply"
key in either of those requests.
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When the user explicitly types 'return expression[, expression]...' we convert
the result of the expressions to LLSD and format them into the LUA Debug
Console, which serves as a useful acknowledgment.
But until now, if the user neither invoked print() nor ran a 'return'
statement, the LUA Debug Console output remained empty. This could be a little
disconcerting: you click Execute, or press Enter, and apparently nothing
happens. You must either monitor viewer log output, or simply trust that the
Lua snippet ran.
When there are no 'return' results, at least emit 'ok'. But when the user is
entering a series of no-output commands, vary the 'ok' output by appending a
counter: 'ok 1', 'ok 2' etc.
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The special case of a Lua snippet that indirectly invokes the
"LLNotifications" listener can result in a recursive call to
LLFloaterLUADebug's handler methods. Defend against that case.
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That means that as you use the floater, variables that you assign and
functions that you define are available to subsequent Lua chunks.
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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.
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Break out a lua_print_msg() function common to print_debug(), print_info() and
print_warning(). Instead of accepting a single argument, lua_print_msg()
accepts arbitrary arguments, passing each to the Lua tostring() function and
concatenating the results. In addition to returning the combined string to its
caller for level-appropriate logging, it also posts the message to a "lua
output" LLEventPump for any interested party.
Make LLFloaterLUADebug listen on "lua output" when the floater is constructed,
storing the connection in an LLTempBoundListener to stop listening when the
floater is destroyed. Append each message to the floater's output panel with a
line break.
Make LLTextEditor::addLineBreakChar() public. insertText("\n") only appends a
little rectangle glyph.
Enlarge the text capacity of the floater's output panel to be able to report
whatever messages a Lua script wants to print.
Add diagnostic logging for posting events from Lua, and receiving events to
forward to Lua.
Since lua_pop() is a macro implemented on lua_settop(), replace the awkward
construct lua_pop(L, lua_gettop(L)) with lua_settop(L, 0).
Use lambdas instead of std::bind() to connect LuaListener and LLLeapListener.
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