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/**
* @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 <boost/algorithm/string/replace.hpp>
#include "luau/luacode.h"
#include "luau/lua.h"
#include "luau/luaconf.h"
#include "luau/lualib.h"
#include <sstream>
#include <string_view>
#include <vector>
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<std::pair<int, LLSD>>
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<LLCoros::Promise<std::pair<int, LLSD>>>() };
runScriptFile(L, filename,
[promise](int count, LLSD result)
{ promise->set_value({ count, result }); });
return LLCoros::getFuture(*promise);
}
std::pair<int, LLSD> 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)
{
std::string desc{ stringize("runScriptFile('", filename, "')") };
LLCoros::instance().launch(desc, [&L, desc, filename, cb]()
{
llifstream in_file;
in_file.open(filename.c_str());
if (in_file.is_open())
{
std::string text{std::istreambuf_iterator<char>(in_file),
std::istreambuf_iterator<char>()};
auto [count, result] = L.expr(desc, 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<std::pair<int, LLSD>>
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<LLCoros::Promise<std::pair<int, LLSD>>>() };
runScriptLine(L, chunk,
[promise](int count, LLSD result)
{ promise->set_value({ count, result }); });
return LLCoros::getFuture(*promise);
}
std::pair<int, LLSD> 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
}
|