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/**
* @file lua_function.h
* @author Nat Goodspeed
* @date 2024-02-05
* @brief Definitions useful for coding a new Luau entry point into C++
*
* $LicenseInfo:firstyear=2024&license=viewerlgpl$
* Copyright (c) 2024, Linden Research, Inc.
* $/LicenseInfo$
*/
#if ! defined(LL_LUA_FUNCTION_H)
#define LL_LUA_FUNCTION_H
#include "luau/luacode.h"
#include "luau/lua.h"
#include "luau/luaconf.h"
#include "luau/lualib.h"
#include "fsyspath.h"
#include "stringize.h"
#include <exception> // std::uncaught_exceptions()
#include <memory> // std::shared_ptr
#include <utility> // std::pair
class LuaListener;
namespace lluau
{
// luau defines luaL_error() as void, but we want to use the Lua idiom of
// 'return error(...)'. Wrap luaL_error() in an int function.
#if __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wformat-security"
#endif // __clang__
template<typename... Args>
int error(lua_State* L, const char* format, Args&&... args)
{
luaL_error(L, format, std::forward<Args>(args)...);
#ifndef LL_MSVC
return 0;
#endif
}
#if __clang__
#pragma clang diagnostic pop
#endif // __clang__
// luau removed lua_dostring(), but since we perform the equivalent luau
// sequence in multiple places, encapsulate it. desc and text are strings
// rather than string_views because dostring() needs pointers to nul-
// terminated char arrays.
int dostring(lua_State* L, const std::string& desc, const std::string& text);
int loadstring(lua_State* L, const std::string& desc, const std::string& text);
fsyspath source_path(lua_State* L);
} // namespace lluau
std::string lua_tostdstring(lua_State* L, int index);
void lua_pushstdstring(lua_State* L, const std::string& str);
LLSD lua_tollsd(lua_State* L, int index);
void lua_pushllsd(lua_State* L, const LLSD& data);
/**
* RAII class to manage the lifespan of a lua_State
*/
class LuaState
{
public:
typedef std::function<void(std::string msg)> script_finished_fn;
LuaState(script_finished_fn cb={});
LuaState(const LuaState&) = delete;
LuaState& operator=(const LuaState&) = delete;
~LuaState();
void initLuaState();
bool checkLua(const std::string& desc, int r);
// expr() is for when we want to capture any results left on the stack
// by a Lua expression, possibly including multiple return values.
// int < 0 means error, and LLSD::asString() is the error message.
// int == 0 with LLSD::isUndefined() means the Lua expression returned no
// results.
// int == 1 means the Lua expression returned one result.
// int > 1 with LLSD::isArray() means the Lua expression returned
// multiple results, represented as the entries of the array.
std::pair<int, LLSD> expr(const std::string& desc, const std::string& text);
operator lua_State*() const { return mState; }
// Return LuaListener for this LuaState if we already have one, else empty
// shared_ptr.
std::shared_ptr<LuaListener> getListener() { return getListener(mState); }
// Find or create LuaListener for this LuaState, returning its ptr_t.
std::shared_ptr<LuaListener> obtainListener() { return obtainListener(mState); }
// Return LuaListener for passed lua_State if we already have one, else
// empty shared_ptr.
static std::shared_ptr<LuaListener> getListener(lua_State* L);
// Find or create LuaListener for passed lua_State, returning its ptr_t.
static std::shared_ptr<LuaListener> obtainListener(lua_State* L);
private:
script_finished_fn mCallback;
lua_State* mState;
std::string mError;
};
/**
* LuaPopper is an RAII struct whose role is to pop some number of entries
* from the Lua stack if the calling function exits early.
*/
struct LuaPopper
{
LuaPopper(lua_State* L, int count):
mState(L),
mCount(count)
{}
LuaPopper(const LuaPopper&) = delete;
LuaPopper& operator=(const LuaPopper&) = delete;
~LuaPopper();
void disarm() { set(0); }
void set(int count) { mCount = count; }
lua_State* mState;
int mCount;
};
/**
* LuaFunction is a base class containing a static registry of its static
* subclass call() methods. call() is NOT virtual: instead, each subclass
* constructor passes a pointer to its distinct call() method to the base-
* class constructor, along with a name by which to register that method.
*
* The init() method walks the registry and registers each such name with the
* passed lua_State.
*/
class LuaFunction
{
public:
LuaFunction(const std::string_view& name, lua_CFunction function,
const std::string_view& helptext);
static void init(lua_State* L);
static lua_CFunction get(const std::string& key);
protected:
using Registry = std::map<std::string, std::pair<lua_CFunction, std::string>>;
using Lookup = std::map<lua_CFunction, std::string>;
static std::pair<const Registry&, const Lookup&> getRState() { return getState(); }
private:
static std::pair<Registry&, Lookup&> getState();
};
/**
* lua_function(name, helptext) is a macro to facilitate defining C++ functions
* available to Lua. It defines a subclass of LuaFunction and declares a
* static instance of that subclass, thereby forcing the compiler to call its
* constructor at module initialization time. The constructor passes the
* stringized instance name to its LuaFunction base-class constructor, along
* with a pointer to the static subclass call() method. It then emits the
* call() method definition header, to be followed by a method body enclosed
* in curly braces as usual.
*/
#define lua_function(name, helptext) \
static struct name##_luasub : public LuaFunction \
{ \
name##_luasub(): LuaFunction(#name, &call, helptext) {} \
static int call(lua_State* L); \
} name##_lua; \
int name##_luasub::call(lua_State* L)
// {
// ... supply method body here, referencing 'L' ...
// }
// Usage: std::cout << lua_what(L, stackindex) << ...;
// Reports on the Lua value found at the passed stackindex.
// If cast to std::string, returns the corresponding string value.
class lua_what
{
public:
lua_what(lua_State* state, int idx):
L(state),
index(idx)
{}
friend std::ostream& operator<<(std::ostream& out, const lua_what& self);
operator std::string() const { return stringize(*this); }
private:
lua_State* L;
int index;
};
// Usage: std::cout << lua_stack(L) << ...;
// Reports on the contents of the Lua stack.
// If cast to std::string, returns the corresponding string value.
class lua_stack
{
public:
lua_stack(lua_State* state):
L(state)
{}
friend std::ostream& operator<<(std::ostream& out, const lua_stack& self);
operator std::string() const { return stringize(*this); }
private:
lua_State* L;
};
// adapted from indra/test/debug.h
// can't generalize Debug::operator() target because it's a variadic template
class LuaLog
{
public:
template <typename... ARGS>
LuaLog(lua_State* L, ARGS&&... args):
L(L),
mBlock(stringize(std::forward<ARGS>(args)...))
{
(*this)("entry ", lua_stack(L));
}
// non-copyable
LuaLog(const LuaLog&) = delete;
LuaLog& operator=(const LuaLog&) = delete;
~LuaLog()
{
auto exceptional{ std::uncaught_exceptions()? "exceptional " : "" };
(*this)(exceptional, "exit ", lua_stack(L));
}
template <typename... ARGS>
void operator()(ARGS&&... args)
{
LL_INFOS("Lua") << mBlock << ' ';
stream_to(LL_CONT, std::forward<ARGS>(args)...);
LL_ENDL;
}
private:
lua_State* L;
const std::string mBlock;
};
#endif /* ! defined(LL_LUA_FUNCTION_H) */
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