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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"
#include <boost/algorithm/string/replace.hpp>
#include <filesystem>
#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(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<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)
{
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<char>(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<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("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<char>(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<std::string> 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);
}
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