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path: root/indra/newview/llluamanager.h
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2024-04-03Merge pull request #1101 from secondlife/lua-scripts-floaternat-goodspeed
Lua scripts floater
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.
2024-04-03Add RAII class for adding/erasing script entries; code clean upMnikolenko Productengine
2024-04-02Streamline std::filesystem::path conversions in LLRequireResolver.Nat Goodspeed
Make LLRequireResolver capture std::filesystem::path instances, instead of std::strings, for the path to resolve and the source directory. Store the running script's containing directory instead of calling parent_path() over and over. Demote Lua LL.post_on() logging to DEBUG level instead of INFO.
2024-04-01Add 'Lua Scripts' floaterMnikolenko Productengine
2024-03-27Run each script file with new LuaStateMnikolenko Productengine
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.
2024-02-23require() code clean-upMnikolenko Productengine
2024-02-20Initial require implementationMnikolenko Productengine
2024-02-07Add LLLUAmanager::startScriptFile(), startScriptLine() functions.Nat Goodspeed
Break out for LLLUAmanager consumers the promise/future semantics of waitScriptFile() and waitScriptLine(). startScriptMumble() uses runScriptMumble() to launch a coroutine to run the specified Lua script or chunk, providing an internal adapter callback to set a promise on completion. It then returns to its caller the future obtained from that promise. This allows a caller to call startScriptMumble(), run in parallel with the Lua coroutine for a while and then call get() on the returned future to wait for results. waitScriptMumble() is then trivially implemented using startScriptMumble(). Fix runScriptLine()'s logic to abbreviate the passed Lua chunk for use as the description. We were erroneously assigning back through a string_view of the parameter, which overwrote a temporary string in the argument list. With Lua 5.4, listen_events() tried to discover the main "thread" (Lua coroutine) associated with the current lua_State so we could call async callbacks on that thread. Luau doesn't seem to provide that feature, so run callbacks on whichever thread calls listen_events(). Reinstate original multi-argument lua_print_msg(), tweaked to avoid the Lua 5.4 lua_rotate() function, which is missing from Luau.
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().
2023-10-02DRTVWR-589: Add initial integration test for LLLUAmanager.Nat Goodspeed
The first test runs a Lua script that calls post_on(), listen_events() and await_event() to engage in LLEventPump handshakes with the test program. Make llluamanager.cpp testable by putting LL_TEST conditionals around lots of viewer-internals headers and the lua_function definitions that engage them. Since LuaListener::connect() is called by its constructor, make it a static method that explicitly accepts the lua_State* (instead of finding it as mState). Add that parameter to its two existing calls. Add a debug log message when LuaListener is destroyed. This surfaced the need to pass a no-op deleter when listen_events() constructs a LuaListener::ptr_t. When compiled for LL_TEST, make LuaListener::mReplyPump an LLEventLogProxyFor<LLEventStream> instead of a plain LLEventStream. For debugging purposes, add a type string "LLEventLogProxy" for LLEventPumps::make(). A make() call with this type will return an LLEventLogProxyFor<LLEventStream>.
2023-09-13autorun selected script after loginMnikolenko Productengine
2023-09-06addcallback to display error msgMnikolenko Productengine
2023-09-05Initial prototype of embedded LUAMnikolenko Productengine