/** * @file llluamanager.cpp * @brief classes and functions for interfacing with LUA. * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ * */ #include "llviewerprecompiledheaders.h" #include "llluamanager.h" #include "llcoros.h" #include "llerror.h" #include "lleventcoro.h" #include "lua_function.h" #include "lualistener.h" #include "stringize.h" // skip all these link dependencies for integration testing #ifndef LL_TEST #include "lluilistener.h" #include "llviewercontrol.h" // FIXME extremely hacky way to get to the UI Listener framework. There's // a cleaner way. extern LLUIListener sUIListener; #endif // ! LL_TEST #include #include #include "luau/luacode.h" #include "luau/lua.h" #include "luau/luaconf.h" #include "luau/lualib.h" #include #include #include lua_function(sleep, "sleep(seconds): pause the running coroutine") { F32 seconds = lua_tonumber(L, -1); lua_pop(L, 1); llcoro::suspendUntilTimeout(seconds); return 0; }; // This function consumes ALL Lua stack arguments and returns concatenated // message string std::string lua_print_msg(lua_State* L, const std::string_view& level) { // On top of existing Lua arguments, we're going to push tostring() and // duplicate each existing stack entry so we can stringize each one. luaL_checkstack(L, 2, nullptr); luaL_where(L, 1); // start with the 'where' info at the top of the stack std::ostringstream out; out << lua_tostring(L, -1); lua_pop(L, 1); const char* sep = ""; // 'where' info ends with ": " // now iterate over arbitrary args, calling Lua tostring() on each and // concatenating with separators for (int p = 1, top = lua_gettop(L); p <= top; ++p) { out << sep; sep = " "; // push Lua tostring() function -- note, semantically different from // lua_tostring()! lua_getglobal(L, "tostring"); // Now the stack is arguments 1 .. N, plus tostring(). // Push a copy of the argument at index p. lua_pushvalue(L, p); // pop tostring() and arg-p, pushing tostring(arg-p) // (ignore potential error code from lua_pcall() because, if there was // an error, we expect the stack top to be an error message -- which // we'll print) lua_pcall(L, 1, 1, 0); out << lua_tostring(L, -1); lua_pop(L, 1); } // pop everything lua_settop(L, 0); // capture message string std::string msg{ out.str() }; // put message out there for any interested party (*koff* LLFloaterLUADebug *koff*) LLEventPumps::instance().obtain("lua output").post(stringize(level, ": ", msg)); return msg; } lua_function(print_debug, "print_debug(args...): DEBUG level logging") { LL_DEBUGS("Lua") << lua_print_msg(L, "DEBUG") << LL_ENDL; return 0; } // also used for print(); see LuaState constructor lua_function(print_info, "print_info(args...): INFO level logging") { LL_INFOS("Lua") << lua_print_msg(L, "INFO") << LL_ENDL; return 0; } lua_function(print_warning, "print_warning(args...): WARNING level logging") { LL_WARNS("Lua") << lua_print_msg(L, "WARN") << LL_ENDL; return 0; } #ifndef LL_TEST lua_function(run_ui_command, "run_ui_command(name [, parameter]): " "call specified UI command with specified parameter") { int top = lua_gettop(L); std::string func_name; if (top >= 1) { func_name = lua_tostring(L,1); } std::string parameter; if (top >= 2) { parameter = lua_tostring(L,2); } LL_WARNS("LUA") << "running ui func " << func_name << " parameter " << parameter << LL_ENDL; LLSD event; event["function"] = func_name; if (!parameter.empty()) { event["parameter"] = parameter; } sUIListener.call(event); lua_settop(L, 0); return 0; } #endif // ! LL_TEST lua_function(post_on, "post_on(pumpname, data): post specified data to specified LLEventPump") { std::string pumpname{ lua_tostdstring(L, 1) }; LLSD data{ lua_tollsd(L, 2) }; lua_pop(L, 2); LL_INFOS("Lua") << "post_on('" << pumpname << "', " << data << ")" << LL_ENDL; LLEventPumps::instance().obtain(pumpname).post(data); return 0; } lua_function(get_event_pumps, "get_event_pumps():\n" "Returns replypump, commandpump: names of LLEventPumps specific to this chunk.\n" "Events posted to replypump are queued for get_event_next().\n" "post_on(commandpump, ...) to engage LLEventAPI operations (see helpleap()).") { luaL_checkstack(L, 2, nullptr); auto listener{ LuaState::obtainListener(L) }; // return the reply pump name and the command pump name on caller's lua_State lua_pushstdstring(L, listener->getReplyName()); lua_pushstdstring(L, listener->getCommandName()); return 2; } lua_function(get_event_next, "get_event_next():\n" "Returns the next (pumpname, data) pair from the replypump whose name\n" "is returned by get_event_pumps(). Blocks the calling chunk until an\n" "event becomes available.") { luaL_checkstack(L, 2, nullptr); auto listener{ LuaState::obtainListener(L) }; const auto& [pump, data]{ listener->getNext() }; lua_pushstdstring(L, pump); lua_pushllsd(L, data); return 2; } void LLLUAmanager::runScriptFile(const std::string& filename, script_finished_fn cb) { // A script_finished_fn is used to initialize the LuaState. // It will be called when the LuaState is destroyed. LuaState L(cb); runScriptFile(L, filename); } void LLLUAmanager::runScriptFile(const std::string& filename, script_result_fn cb) { LuaState L; // A script_result_fn will be called when LuaState::expr() completes. runScriptFile(L, filename, cb); } LLCoros::Future> LLLUAmanager::startScriptFile(LuaState& L, const std::string& filename) { // Despite returning from startScriptFile(), we need this Promise to // remain alive until the callback has fired. auto promise{ std::make_shared>>() }; runScriptFile(L, filename, [promise](int count, LLSD result) { promise->set_value({ count, result }); }); return LLCoros::getFuture(*promise); } std::pair LLLUAmanager::waitScriptFile(LuaState& L, const std::string& filename) { return startScriptFile(L, filename).get(); } void LLLUAmanager::runScriptFile(LuaState& L, const std::string& filename, script_result_fn cb) { LLCoros::instance().launch(filename, [&L, filename, cb]() { llifstream in_file; in_file.open(filename.c_str()); if (in_file.is_open()) { std::string text{std::istreambuf_iterator(in_file), {}}; auto [count, result] = L.expr(filename, text); if (cb) { cb(count, result); } } else { auto msg{ stringize("unable to open script file '", filename, "'") }; LL_WARNS("Lua") << msg << LL_ENDL; if (cb) { cb(-1, msg); } } }); } void LLLUAmanager::runScriptLine(const std::string& chunk, script_finished_fn cb) { // A script_finished_fn is used to initialize the LuaState. // It will be called when the LuaState is destroyed. LuaState L(cb); runScriptLine(L, chunk); } void LLLUAmanager::runScriptLine(const std::string& chunk, script_result_fn cb) { LuaState L; // A script_result_fn will be called when LuaState::expr() completes. runScriptLine(L, chunk, cb); } LLCoros::Future> LLLUAmanager::startScriptLine(LuaState& L, const std::string& chunk) { // Despite returning from startScriptLine(), we need this Promise to // remain alive until the callback has fired. auto promise{ std::make_shared>>() }; runScriptLine(L, chunk, [promise](int count, LLSD result) { promise->set_value({ count, result }); }); return LLCoros::getFuture(*promise); } std::pair LLLUAmanager::waitScriptLine(LuaState& L, const std::string& chunk) { return startScriptLine(L, chunk).get(); } void LLLUAmanager::runScriptLine(LuaState& L, const std::string& chunk, script_result_fn cb) { // find a suitable abbreviation for the chunk string std::string shortchunk{ chunk }; const size_t shortlen = 40; std::string::size_type eol = shortchunk.find_first_of("\r\n"); if (eol != std::string::npos) shortchunk = shortchunk.substr(0, eol); if (shortchunk.length() > shortlen) shortchunk = stringize(shortchunk.substr(0, shortlen), "..."); std::string desc{ stringize("lua: ", shortchunk) }; LLCoros::instance().launch(desc, [&L, desc, chunk, cb]() { auto [count, result] = L.expr(desc, chunk); if (cb) { cb(count, result); } }); } void LLLUAmanager::runScriptOnLogin() { #ifndef LL_TEST std::string filename = gSavedSettings.getString("AutorunLuaScriptName"); if (filename.empty()) { LL_INFOS() << "Script name wasn't set." << LL_ENDL; return; } filename = gDirUtilp->getExpandedFilename(LL_PATH_USER_SETTINGS, filename); if (!gDirUtilp->fileExists(filename)) { LL_INFOS() << filename << " was not found." << LL_ENDL; return; } runScriptFile(filename); #endif // ! LL_TEST } std::string read_file(const std::string &name) { llifstream in_file; in_file.open(name.c_str()); if (in_file.is_open()) { return std::string{std::istreambuf_iterator(in_file), {}}; } return {}; } lua_function(require, "require(module_name) : load module_name.lua from known places") { std::string name = lua_tostdstring(L, 1); lua_pop(L, 1); // resolveRequire() does not return in case of error. LLRequireResolver::resolveRequire(L, name); // resolveRequire() returned the newly-loaded module on the stack top. // Return it. return 1; } // push loaded module or throw Lua error void LLRequireResolver::resolveRequire(lua_State *L, std::string path) { LLRequireResolver resolver(L, std::move(path)); // findModule() pushes the loaded module or throws a Lua error. resolver.findModule(); } LLRequireResolver::LLRequireResolver(lua_State *L, const std::string& path) : mPathToResolve(path), L(L) { //Luau lua_Debug and lua_getinfo() are different compared to default Lua: //see https://github.com/luau-lang/luau/blob/80928acb92d1e4b6db16bada6d21b1fb6fa66265/VM/include/lua.h lua_Debug ar; lua_getinfo(L, 1, "s", &ar); mSourceChunkname = ar.source; std::filesystem::path fs_path(mPathToResolve); mPathToResolve = fs_path.lexically_normal().string(); if (fs_path.is_absolute()) luaL_argerrorL(L, 1, "cannot require a full path"); } /** * Remove a particular stack index on exit from enclosing scope. * If you pass a negative index (meaning relative to the current stack top), * converts to an absolute index. The point of LuaRemover is to remove the * entry at the specified index regardless of subsequent pushes to the stack. */ class LuaRemover { public: LuaRemover(lua_State* L, int index): mState(L), mIndex(lua_absindex(L, index)) {} LuaRemover(const LuaRemover&) = delete; LuaRemover& operator=(const LuaRemover&) = delete; ~LuaRemover() { lua_remove(mState, mIndex); } private: lua_State* mState; int mIndex; }; // push the loaded module or throw a Lua error void LLRequireResolver::findModule() { // If mPathToResolve is absolute, this replaces mSourceChunkname.parent_path. auto absolutePath = (std::filesystem::path((mSourceChunkname)).parent_path() / mPathToResolve).u8string(); // Push _MODULES table on stack for checking and saving to the cache luaL_findtable(L, LUA_REGISTRYINDEX, "_MODULES", 1); // Remove that stack entry no matter how we exit LuaRemover rm_MODULES(L, -1); // Check if the module is already in _MODULES table, read from file // otherwise. // findModuleImpl() pushes module if found, nothing if not, may throw Lua // error. if (findModuleImpl(absolutePath)) return; // not already cached - prep error message just in case auto fail{ [L=L, path=mPathToResolve]() { luaL_error(L, "could not find require('%s')", path.data()); }}; if (std::filesystem::path(mPathToResolve).is_absolute()) { // no point searching known directories for an absolute path fail(); } std::vector lib_paths { gDirUtilp->getExpandedFilename(LL_PATH_SCRIPTS, "lua"), #ifdef LL_TEST // Build-time tests don't have the app bundle - use source tree. std::filesystem::path(__FILE__).parent_path() / "scripts" / "lua", #endif }; for (const auto& path : lib_paths) { std::string absolutePathOpt = (std::filesystem::path(path) / mPathToResolve).u8string(); if (absolutePathOpt.empty()) luaL_error(L, "error requiring module '%s'", mPathToResolve.data()); if (findModuleImpl(absolutePathOpt)) return; } // not found fail(); } // expects _MODULES table on stack top (and leaves it there) // - if found, pushes loaded module and returns true // - not found, pushes nothing and returns false // - may throw Lua error bool LLRequireResolver::findModuleImpl(const std::string& absolutePath) { std::string possibleSuffixedPaths[] = {absolutePath + ".luau", absolutePath + ".lua"}; for (const auto& suffixedPath : possibleSuffixedPaths) { // Check _MODULES cache for module lua_getfield(L, -1, suffixedPath.data()); if (!lua_isnil(L, -1)) { return true; } lua_pop(L, 1); // Try to read the matching file std::string source = read_file(suffixedPath); if (!source.empty()) { // Try to run the loaded source. This will leave either a string // error message or the module contents on the stack top. runModule(suffixedPath, source); // If the stack top is an error message string, raise it. if (lua_isstring(L, -1)) lua_error(L); // duplicate the new module: _MODULES newmodule newmodule lua_pushvalue(L, -1); // store _MODULES[found path] = newmodule lua_setfield(L, -3, suffixedPath.data()); return true; } } return false; } // push string error message or new module void LLRequireResolver::runModule(const std::string& desc, const std::string& code) { // Here we just loaded a new module 'code', need to run it and get its result. // Module needs to run in a new thread, isolated from the rest. // Note: we create ML on main thread so that it doesn't inherit environment of L. lua_State *GL = lua_mainthread(L); lua_State *ML = lua_newthread(GL); // lua_newthread() pushed the new thread object on GL's stack. Move to L's. lua_xmove(GL, L, 1); // new thread needs to have the globals sandboxed luaL_sandboxthread(ML); { // If loadstring() returns (! LUA_OK) then there's an error message on // the stack. If it returns LUA_OK then the newly-loaded module code // is on the stack. if (lluau::loadstring(ML, desc, code) == LUA_OK) { // luau uses Lua 5.3's version of lua_resume(): // run the coroutine on ML, "from" L, passing no arguments. int status = lua_resume(ML, L, 0); if (status == LUA_OK) { if (lua_gettop(ML) == 0) lua_pushfstring(ML, "module %s must return a value", desc.data()); else if (!lua_istable(ML, -1) && !lua_isfunction(ML, -1)) lua_pushfstring(ML, "module %s must return a table or function, not %s", desc.data(), lua_typename(ML, lua_type(ML, -1))); } else if (status == LUA_YIELD) { lua_pushfstring(ML, "module %s can not yield", desc.data()); } else if (!lua_isstring(ML, -1)) { lua_pushfstring(ML, "unknown error while running module %s", desc.data()); } } } // There's now a return value (string error message or module) on top of ML. // Move return value to L's stack. lua_xmove(ML, L, 1); // remove ML from L's stack lua_remove(L, -2); // // DON'T call lua_close(ML)! Since ML is only a thread of L, corrupts L too! // lua_close(ML); }