/** * @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 "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(listen_events, "listen_events(callback): call callback(pumpname, data) with events received\n" "on this Lua chunk's replypump.\n" "Returns replypump, commandpump: names of LLEventPumps specific to this chunk.") { if (! lua_isfunction(L, 1)) { luaL_typeerror(L, 1, "function"); return 0; } luaL_checkstack(L, 2, nullptr); /*==========================================================================*| // Get the lua_State* for the main thread of this state, in case we were // called from a coroutine thread. We're going to make callbacks into Lua // code, and we want to do it on the main thread rather than a (possibly // suspended) coroutine thread. // Registry table is at pseudo-index LUA_REGISTRYINDEX // Main thread is at registry key LUA_RIDX_MAINTHREAD auto regtype {lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_MAINTHREAD)}; // Not finding the main thread at the documented place isn't a user error, // it's a Problem llassert_always(regtype == LUA_TTHREAD); lua_State* mainthread{ lua_tothread(L, -1) }; // pop the main thread lua_pop(L, 1); |*==========================================================================*/ // Luau is based on Lua 5.1, and Lua 5.1 apparently provides no way to get // back to the main thread from a coroutine thread? lua_State* mainthread{ L }; luaL_checkstack(mainthread, 1, nullptr); LuaListener::ptr_t listener; // Does the main thread already have a LuaListener stored in the registry? // That is, has this Lua chunk already called listen_events()? auto keytype{ lua_getfield(mainthread, LUA_REGISTRYINDEX, "event.listener") }; llassert(keytype == LUA_TNIL || keytype == LUA_TNUMBER); if (keytype == LUA_TNUMBER) { // We do already have a LuaListener. Retrieve it. int isint; listener = LuaListener::getInstance(lua_tointegerx(mainthread, -1, &isint)); // pop the int "event.listener" key lua_pop(mainthread, 1); // Nobody should have destroyed this LuaListener instance! llassert(isint && listener); } else { // pop the nil "event.listener" key lua_pop(mainthread, 1); // instantiate a new LuaListener, binding the mainthread state -- but // use a no-op deleter: we do NOT want to delete this new LuaListener // on return from listen_events()! listener.reset(new LuaListener(mainthread), [](LuaListener*){}); // set its key in the field where we'll look for it later lua_pushinteger(mainthread, listener->getKey()); lua_setfield(mainthread, LUA_REGISTRYINDEX, "event.listener"); } // Now that we've found or created our LuaListener, store the passed Lua // function as the callback. Beware: our caller passed the function on L's // stack, but we want to store it on the mainthread registry. if (L != mainthread) { // push 1 value (the Lua function) from L's stack to mainthread's lua_xmove(L, mainthread, 1); } lua_setfield(mainthread, LUA_REGISTRYINDEX, "event.function"); // 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(await_event, "await_event(pumpname [, timeout [, value to return if timeout (default nil)]]):\n" "pause the running Lua chunk until the next event on the named LLEventPump") { auto pumpname{ lua_tostdstring(L, 1) }; LLSD result; if (lua_gettop(L) > 1) { auto timeout{ lua_tonumber(L, 2) }; // with no 3rd argument, should be LLSD() auto dftval{ lua_tollsd(L, 3) }; lua_settop(L, 0); result = llcoro::suspendUntilEventOnWithTimeout(pumpname, timeout, dftval); } else { // no timeout lua_pop(L, 1); result = llcoro::suspendUntilEventOn(pumpname); } lua_pushllsd(L, result); return 1; } 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), std::istreambuf_iterator()}; 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("runScriptLine('", 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 }