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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 "llagent.h"
#include "llappearancemgr.h"
#include "llcallbacklist.h"
#include "llfloaterreg.h"
#include "llfloaterimnearbychat.h"
#include "llfloatersidepanelcontainer.h"
#include "llvoavatarself.h"
#include "llviewermenu.h"
#include "llviewermenufile.h"
#include "llviewerwindow.h"
#include "lluilistener.h"
#include <boost/algorithm/string/replace.hpp>
extern "C"
{
#include "lua/lua.h"
#include "lua/lauxlib.h"
#include "lua/lualib.h"
}
#include <cstring> // std::memcpy()
#if LL_WINDOWS
#pragma comment(lib, "liblua54.a")
#endif
// FIXME extremely hacky way to get to the UI Listener framework. There's almost certainly a cleaner way.
extern LLUIListener sUIListener;
int lua_printWarning(lua_State *L)
{
std::string msg(lua_tostring(L, 1));
LL_WARNS() << msg << LL_ENDL;
return 1;
}
int lua_avatar_sit(lua_State *L)
{
gAgent.sitDown();
return 1;
}
int lua_avatar_stand(lua_State *L)
{
gAgent.standUp();
return 1;
}
int lua_nearby_chat_send(lua_State *L)
{
std::string msg(lua_tostring(L, 1));
LLFloaterIMNearbyChat *nearby_chat = LLFloaterReg::findTypedInstance<LLFloaterIMNearbyChat>("nearby_chat");
nearby_chat->sendChatFromViewer(msg, CHAT_TYPE_NORMAL, gSavedSettings.getBOOL("PlayChatAnim"));
return 1;
}
int lua_wear_by_name(lua_State *L)
{
std::string folder_name(lua_tostring(L, 1));
LLAppearanceMgr::instance().wearOutfitByName(folder_name);
return 1;
}
int lua_open_floater(lua_State *L)
{
std::string floater_name(lua_tostring(L, 1));
LLSD key;
if (floater_name == "profile")
{
key["id"] = gAgentID;
}
LLFloaterReg::showInstance(floater_name, key);
return 1;
}
int lua_close_all_floaters(lua_State *L)
{
close_all_windows();
return 1;
}
int lua_snapshot_to_file(lua_State *L)
{
std::string filename(lua_tostring(L, 1));
//don't take snapshot from coroutine
doOnIdleOneTime([filename]()
{
gViewerWindow->saveSnapshot(filename,
gViewerWindow->getWindowWidthRaw(),
gViewerWindow->getWindowHeightRaw(),
gSavedSettings.getBOOL("RenderUIInSnapshot"),
gSavedSettings.getBOOL("RenderHUDInSnapshot"),
FALSE,
LLSnapshotModel::SNAPSHOT_TYPE_COLOR,
LLSnapshotModel::SNAPSHOT_FORMAT_PNG);
});
return 1;
}
int lua_open_wearing_tab(lua_State *L)
{
LLFloaterSidePanelContainer::showPanel("appearance", LLSD().with("type", "now_wearing"));
return 1;
}
int lua_set_debug_setting_bool(lua_State *L)
{
std::string setting_name(lua_tostring(L, 1));
bool value(lua_toboolean(L, 2));
gSavedSettings.setBOOL(setting_name, value);
return 1;
}
int lua_get_avatar_name(lua_State *L)
{
std::string name = gAgentAvatarp->getFullname();
lua_pushstring(L, name.c_str());
return 1;
}
int lua_is_avatar_flying(lua_State *L)
{
lua_pushboolean(L, gAgent.getFlying());
return 1;
}
int lua_env_setting_event(lua_State *L)
{
handle_env_setting_event(lua_tostring(L, 1));
return 1;
}
int lua_run_ui_command(lua_State *L)
{
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);
return 1;
}
bool checkLua(lua_State *L, int r, std::string &error_msg)
{
if (r != LUA_OK)
{
error_msg = lua_tostring(L, -1);
LL_WARNS() << error_msg << LL_ENDL;
return false;
}
return true;
}
void initLUA(lua_State *L)
{
lua_register(L, "print_warning", lua_printWarning);
lua_register(L, "avatar_sit", lua_avatar_sit);
lua_register(L, "avatar_stand", lua_avatar_stand);
lua_register(L, "nearby_chat_send", lua_nearby_chat_send);
lua_register(L, "wear_by_name", lua_wear_by_name);
lua_register(L, "open_floater", lua_open_floater);
lua_register(L, "close_all_floaters", lua_close_all_floaters);
lua_register(L, "open_wearing_tab", lua_open_wearing_tab);
lua_register(L, "snapshot_to_file", lua_snapshot_to_file);
lua_register(L, "get_avatar_name", lua_get_avatar_name);
lua_register(L, "is_avatar_flying", lua_is_avatar_flying);
lua_register(L, "env_setting_event", lua_env_setting_event);
lua_register(L, "set_debug_setting_bool", lua_set_debug_setting_bool);
lua_register(L, "run_ui_command", lua_run_ui_command);
}
void LLLUAmanager::runScriptFile(const std::string &filename, script_finished_fn cb)
{
LLCoros::instance().launch("LUAScriptFileCoro", [filename, cb]()
{
lua_State *L = luaL_newstate();
luaL_openlibs(L);
initLUA(L);
auto LUA_sleep_func = [](lua_State *L)
{
F32 seconds = lua_tonumber(L, -1);
llcoro::suspendUntilTimeout(seconds);
return 0;
};
lua_register(L, "sleep", LUA_sleep_func);
std::string lua_error;
if (checkLua(L, luaL_dofile(L, filename.c_str()), lua_error))
{
lua_getglobal(L, "call_once_func");
if (lua_isfunction(L, -1))
{
if (checkLua(L, lua_pcall(L, 0, 0, 0), lua_error)) {}
}
}
lua_close(L);
if (cb)
{
cb(lua_error);
}
});
}
void LLLUAmanager::runScriptLine(const std::string &cmd, script_finished_fn cb)
{
LLCoros::instance().launch("LUAScriptFileCoro", [cmd, cb]()
{
lua_State *L = luaL_newstate();
luaL_openlibs(L);
initLUA(L);
int r = luaL_dostring(L, cmd.c_str());
std::string lua_error;
if (r != LUA_OK)
{
lua_error = lua_tostring(L, -1);
}
lua_close(L);
if (cb)
{
cb(lua_error);
}
});
}
void LLLUAmanager::runScriptOnLogin()
{
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);
}
std::string lua_tostdstring(lua_State* L, int index)
{
size_t len;
const char* strval{ lua_tolstring(L, index, &len) };
return { strval, len };
}
// By analogy with existing lua_tomumble() functions, return an LLSD object
// corresponding to the Lua object at stack index 'index' in state L.
// This function assumes that a Lua caller is fully aware that they're trying
// to call a viewer function. In other words, the caller must specifically
// construct Lua data convertible to LLSD.
LLSD lua_tollsd(lua_State* L, int index)
{
switch (lua_type(L, index))
{
case LUA_TNONE:
case LUA_TNIL:
return {};
case LUA_TBOOLEAN:
return bool(lua_toboolean(L, index));
case LUA_TNUMBER:
{
// check if integer truncation leaves the number intact
lua_Integer intval{ lua_tointeger(L, index) };
lua_Number numval{ lua_tonumber(L, index) };
if (lua_Number(intval) == numval)
{
return intval;
}
else
{
return numval;
}
}
case LUA_TSTRING:
return lua_tostdstring(L, index);
case LUA_TUSERDATA:
{
LLSD::Binary binary(lua_objlen(L, index));
std::memcpy(binary.data(), lua_touserdata(L, index), binary.size());
return binary;
}
case LUA_TTABLE:
{
// A Lua table correctly constructed to convert to LLSD will have
// either consecutive integer keys starting at 1, which we represent
// as an LLSD array (with Lua index 1 at C++ index 0), or will have
// all string keys.
// Possible looseness could include:
// - All integer keys >= 1, but with "holes," could produce an LLSD
// array with isUndefined() entries at unspecified keys. We could
// specify a maximum size of allowable gap, and throw an error if a
// gap exceeds that size.
// - A mix of integer and string keys could produce an LLSD map in
// which the integer keys are converted to string. (Key conversion
// must be performed in C++, not Lua, to avoid confusing
// lua_next().)
// - However, since in Lua t[0] and t["0"] are distinct table entries,
// do not consider converting numeric string keys to int to return
// an LLSD array.
// But until we get more experience with actual Lua scripts in
// practice, let's say that any deviation is a Lua coding error.
// An important property of the strict definition above is that most
// conforming data blobs can make a round trip across the language
// boundary and still compare equal. A non-conforming data blob would
// lose that property.
// Known exceptions to round trip identity:
// - Empty LLSD map and empty LLSD array convert to empty Lua table.
// But empty Lua table converts to isUndefined() LLSD object.
// - LLSD::Real with integer value returns as LLSD::Integer.
// - LLSD::UUID, LLSD::Date and LLSD::URI all convert to Lua string,
// and so return as LLSD::String.
lua_pushnil(L); // first key
if (! lua_next(L, index))
{
// it's a table, but the table is empty -- no idea if it should be
// modeled as empty array or empty map -- return isUndefined(),
// which can be consumed as either
return {};
}
// key is at index -2, value at index -1
// from here until lua_next() returns 0, have to lua_pop(2) if we
// return early
// Remember the type of the first key
auto firstkeytype{ lua_type(L, -2) };
switch (firstkeytype)
{
case LUA_TNUMBER:
{
LLSD result{ LLSD::emptyArray() };
// right away expand the result array to the size we'll need
result[lua_objlen(L, index) - 1] = LLSD();
// track the consecutive indexes we require
LLSD::Integer expected_index{ 0 };
do
{
auto arraykeytype{ lua_type(L, -2) };
switch (arraykeytype)
{
case LUA_TNUMBER:
{
lua_Number actual_index{ lua_tonumber(L, -2) };
if (actual_index != lua_Number(++expected_index))
{
// key isn't consecutive starting at 1 (may not even be an
// integer) - this doesn't fit our LLSD array constraints
lua_pop(L, 2);
return luaL_error(L, "Expected array key %d, got %f instead",
int(expected_index), actual_index);
}
result.append(lua_tollsd(L, -1));
break;
}
case LUA_TSTRING:
// break out strings specially to report the value
lua_pop(L, 2);
return luaL_error(L, "Cannot convert string array key '%s' to LLSD",
lua_tostring(L, -2));
default:
lua_pop(L, 2);
return luaL_error(L, "Cannot convert %s array key to LLSD",
lua_typename(L, arraykeytype));
}
// remove value, keep key for next iteration
lua_pop(L, 1);
} while (lua_next(L, index) != 0);
return result;
}
case LUA_TSTRING:
{
LLSD result{ LLSD::emptyMap() };
do
{
auto mapkeytype{ lua_type(L, -2) };
if (mapkeytype != LUA_TSTRING)
{
lua_pop(L, 2);
return luaL_error(L, "Cannot convert %s map key to LLSD",
lua_typename(L, mapkeytype));
}
result[lua_tostdstring(L, -2)] = lua_tollsd(L, -1);
// remove value, keep key for next iteration
lua_pop(L, 1);
} while (lua_next(L, index) != 0);
return result;
}
default:
lua_pop(L, 2);
return luaL_error(L, "Cannot convert %s table key to LLSD",
lua_typename(L, firstkeytype));
}
}
default:
// Other Lua entities (e.g. function, C function, light userdata,
// thread, userdata) are not convertible to LLSD, indicating a coding
// error in the caller.
return luaL_error(L, "Cannot convert type %s to LLSD",
lua_typename(L, lua_type(L, index)));
}
}
// By analogy with existing lua_pushmumble() functions, push onto state L's
// stack a Lua object corresponding to the passed LLSD object.
int lua_pushllsd(lua_State* L, const LLSD& data)
{
switch (data.type())
{
case LLSD::TypeUndefined:
lua_pushnil(L);
break;
case LLSD::TypeBoolean:
lua_pushboolean(L, data.asBoolean());
break;
case LLSD::TypeInteger:
lua_pushinteger(L, data.asInteger());
break;
case LLSD::TypeReal:
lua_pushnumber(L, data.asReal());
break;
case LLSD::TypeBinary:
{
auto binary{ data.asBinary() };
std::memcpy(lua_newuserdata(L, binary.size()), binary.data(), binary.size());
break;
}
case LLSD::TypeMap:
{
// push a new table with space for our non-array keys
lua_createtable(L, 0, data.size());
for (const auto& pair: llsd::inMap(data))
{
// push value -- so now table is at -2, value at -1
lua_pushllsd(L, pair.second);
// pop value, assign to table[key]
lua_setfield(L, -2, pair.first.c_str());
}
break;
}
case LLSD::TypeArray:
{
// push a new table with space for array entries
lua_createtable(L, data.size(), 0);
lua_Integer index{ 0 };
for (const auto& item: llsd::inArray(data))
{
// push new index value: table at -2, index at -1
lua_pushinteger(L, ++index);
// push new array value: table at -3, index at -2, value at -1
lua_pushllsd(L, item);
// pop key and value, assign table[key] = value
lua_settable(L, -3);
}
break;
}
case LLSD::TypeString:
case LLSD::TypeUUID:
case LLSD::TypeDate:
case LLSD::TypeURI:
default:
{
auto strdata{ data.asString() };
lua_pushlstring(L, strdata.c_str(), strdata.length());
break;
}
}
}
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