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integration/Docs/Tokens-A-New-Lua-Type.md

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### A New Lua Type: Tokens
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Tokens are a custom Lua data type built on top of Lua's
lightuserdata. They are mainly intended for use as sentinels
and special reserved values.
## Motivation
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Tokens were invented when we were developing a JSON-to-LUA
converter. Such a converter is mostly straightforward: json
tables and lua tables are very similar. However, we did
encounter a stumbling block. Consider this JSON:
```json
{ "foo": null }
```
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In Lua, setting a table key to nil deletes the key. There is
no way to represent "foo is present with value null" in a
Lua table. You might try `{foo = 0}` or `{foo = "null"}`,
but both are lossy: you can no longer distinguish JSON null
from the number 0 or the string "null". Any sentinel value
drawn from an existing Lua type collides with legitimate
values of that type.
The solution is to use lightuserdata. A lightuserdata is a
distinct Lua type — it cannot be confused with a string,
number, boolean, or nil, and unlike nil, it can be stored in
a table. The Luprex engine does not use lightuserdata for
any other purpose, so all lightuserdata values are available
for use as tokens.
## What a Token Is
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A token is a short string encoded as a base37 number and
stored in the 8-byte lightuserdata value. The lightuserdata
is not actually a pointer to anything — it holds the
base37-encoded integer directly. Tokens may only contain the
characters a-z and 0-9, and the null terminator. Since 37^12
fits in 64 bits but 37^13 does not, the maximum token length
is 12 characters. That is sufficient for most natural
identifiers.
## The Lua Lexer
We have modified the lua lexer/parser to support tokens.
To write a token in lua, use an @ sign:
local x = @hello
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This actually stores a light user data constant in x.
## The C++ Side: struct LuaToken
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On the C++ side, tokens are represented by `struct LuaToken`
(in luastack.hpp). You can construct one from a string:
```cpp
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LuaToken("null")
```
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This constructor is `consteval`, this is as efficient as a
literal integer. If the string contains invalid characters
(anything outside a-z, 0-9) or is too long, the error is
caught at compile time.
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There is also a runtime constructor that accepts
`std::string_view`, for cases where the token string is not
known at compile time.
The LuaStack API provides the usual accessors for tokens:
```cpp
LS.set(slot, LuaToken("null")) // store a token in a LuaSlot
LuaToken t = LS.cktoken(slot) // extract a token (error if not lightuserdata)
auto t = LS.trytoken(slot) // extract a token (returns empty optional on mismatch)
```
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Named token constants can be auto-registered into the Lua
environment using the `LuaTokenConstant` macro, which works
the same way `LuaDefine` auto-registers functions:
```cpp
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LuaTokenConstant(json_null, "null", "Represents JSON null")
```
## Properties
- **Distinct type.** Tokens are lightuserdata, a separate Lua type. They cannot collide with strings, numbers, booleans, tables, or nil.
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- **Storable in tables.** Tokens can be used as both table keys and table values.
- **No allocation.** Tokens are 8 bytes inline. There is no heap allocation and no string interning.
- **Fast comparison.** Comparing two tokens is just an integer comparison.
## Passing Tokens to Unreal
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Tokens can get passed to Unreal in a variety of ways. For
example, in animation step key-value pairs, the value can be
a token. When tokens are passed to Unreal, they are
converted to FNames. Since both tokens and FNames are short
identifier-like strings with fast comparison, the mapping is
natural.
## Usage
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Tokens are mainly intended as sentinels and special reserved
values. The JSON null example above is the motivating case,
but tokens can represent any short reserved constant the
engine needs.
## Serialization and Difference Transmission
I believe that we properly serialize and difference transmit tokens.
* the serialize_lua function handles tokens explicitly
* the difference transmitter has code for tokens
* eris always saved lightuserdata as 64-bit numbers