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integration/luprex/cpp/core/luastack.hpp

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/////////////////////////////////////////////////////////
//
//
// LuaStack
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//
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// The standard lua C API asks you to work with a stack machine. You're supposed
// to manually push and pop values on the lua stack. I find this difficult, I
// find it hard to remember what stack position contains what value.
//
// To make it easier, I've created this module, "LuaStack." This module creates
// the illusion that you're working with local variables that contain lua
// values.
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//
// Of course, this is all using the lua stack under the covers. Lua local
// variables are actually just lua stack addresses. But that's all kept fairly
// well hidden. When you use Lua local variables, and the accessors inside
// class LuaStack, it appears that you're manipulating data using local
// variables instead of using a stack. For people like me, that's easier to
// think about.
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//
// Here's an example.
//
// let's say you have a function that takes two arguments ARG1 and ARG2, has a
// single return value RET1, and needs two local variables LOC1 and LOC2. We
// would declare it like this:
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//
// int myfunc(lua_State *L) {
//
// LuaArg arg1, arg2; // Declare local variables to hold the arguments.
// LuaRet ret1; // Declare local variables to hold the return values.
// LuaVar loc1, loc2, loc3; // Declare local variables for other purposes.
//
// // Assign every local var a stack index.
// LuaDefStack LS(L, arg1, arg2, ret1, loc1, loc2, loc3);
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//
// // manipulate the data in the lua local variables...
// LS.rawget(loc1, arg1, arg2);
// ... etc ...
// }
//
// Class LuaArg, LuaRet, and LuaVar are all lua local variables. The LuaDefStack
// constructor assigns each one of them a position on the lua stack. It also
// makes sure that the arguments are in the LuaArg variables, and it makes sure
// that the LuaRet values are the only thing left on the stack at return time.
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//
// Class LuaDefStack provides a complete catalog of accessors like 'rawget' -
// roughly speaking, it provides equivalents to every major accessor in the lua
// API. However, the accessors provided by LuaDefStack take input and output
// from lua locals, not from the stack. For example, consider this:
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//
// LS.rawget(value, tab, key);
//
// In the above, value, tab, and key should be lua local variables. This does a
// rawget on 'table', with the specified 'key', and stores the result in
// 'value'. Nothing is added to or removed from the lua stack. In general,
// none of the accessors in class LuaDefStack add anything to the stack, or pop
// anything from the stack.
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//
// Class LuaDefStack can also do automatic type conversions. For example,
// suppose you do this:
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//
// LS.rawget(value, tab, key);
//
// Nominally, you would expect value, tab, and key to be lua local variables.
// But if you pass a eng::string for key, then LuaDefStack will automatically
// convert it.
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//
// On output, LuaDefStack can convert lua_Integers, lua_Numbers, and
// eng::strings. In this case, strict type checking is done. If there is a
// type mismatch, a lua error is thrown.
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//
// You can use the operator 'set' to assign a value to a lua local variable:
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//
// LS.set(val1, val2);
//
// This is actually a copy operation that copies from one lua local variable to
// another. But using type conversions, it can also be used to assign arbitrary
// values to lua local variables, or to get values from lua local variables.
//
// Passing LuaNewTable as an input will cause a new table to be created before
// calling the specified operation.
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//
//
/////////////////////////////////////////////////////////
//
//
// LuaDefStack type checking
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//
// LuaDefStack contains accessors for type checking. These include:
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//
// bool LuaDefStack::isnumber(LuaSlot s)
// bool LuaDefStack::isinteger(LuaSlot s)
// bool LuaDefStack::isstring(LuaSlot s)
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// etc...
//
// And it also contains operations that throw errors:
//
// void LuaDefStack::checknumber(LuaSlot s)
// void LuaDefStack::checkinteger(LuaSlot s)
// void LuaDefStack::checkstring(LuaSlot s)
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// etc...
//
// These are different from the lua builtins in that they are strict. For
// example, 'isnumber' only returns true if the value in the lua local variable
// is already a number. No conversions are done.
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//
// These functions do checking and also conversion at the same time:
//
// lua_Integer LuaDefStack::ckinteger(LuaSlot s)
// lua_Number LuaDefStack::cknumber(LuaSlot s)
// eng::string LuaDefStack::ckstring(LuaSlot s)
// lua_State *LuaDefStack::ckthread(LuaSlot s)
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//
// Like the other operations, they are strict.
//
//
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// LUADEFINE
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//
// LuaDefine is a macro that defines a C function which is exposed to lua. It
// creates a global registry of functions created with LuaDefine. You use it
// like so:
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//
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// LuaDefine(function_name, "arguments", "documentation") {
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// ...
// }
//
// This macroexpands into a function definition and a function registration.
// The function definition looks like this:
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//
// int function_name(lua_State *L) {
// ...
// }
//
// The macro expansion generates this function definition, but it also generates
// a "registration object" whose constructor puts this function into a global
// registry of lua-callable C functions. This global registry is later used to
// inject these C functions into the lua intepreter.
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//
//
/////////////////////////////////////////////////////////
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#ifndef LUASTACK_HPP
#define LUASTACK_HPP
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#include "wrap-string.hpp"
#include "wrap-set.hpp"
#include <cstring>
#include <type_traits>
#include <cassert>
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#include "lua.h"
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#include "lauxlib.h"
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#include "lualib.h"
#include "eris.h"
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class LuaSlot : public eng::nevernew {
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protected:
int index_;
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constexpr LuaSlot(int n) : index_(n) {}
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private:
inline operator int() const {
return index_;
}
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public:
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constexpr LuaSlot() : index_(0) {}
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inline int index() const {
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return index_;
}
friend class LuaCoreStack;
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friend class LuaDefStack;
friend class LuaExtStack;
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};
class LuaArg : public LuaSlot {};
class LuaRet : public LuaSlot {};
class LuaVar : public LuaSlot {};
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class LuaSpecial : public LuaSlot {
public:
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constexpr LuaSpecial(int n) : LuaSlot(n) {}
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};
extern LuaSpecial LuaRegistry;
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class LuaExtraArgs {
private:
int index_;
int size_;
public:
LuaExtraArgs() {
index_ = 0;
size_ = 0;
}
LuaSpecial operator[] (int n) const { return LuaSpecial(index_ + n); }
int size() const { return size_; }
friend class LuaCoreStack;
friend class LuaDefStack;
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};
struct LuaArgCounts {
int nret;
int narg;
int nvar;
int nextra;
constexpr LuaArgCounts(int nr, int na, int nv, int ne) : nret(nr), narg(na), nvar(nv), nextra(ne) {}
constexpr LuaArgCounts operator +(LuaArgCounts b) const {
return LuaArgCounts(nret + b.nret, narg + b.narg, nvar + b.nvar, nextra + b.nextra);
}
};
template<class... Ts>
struct LuaCountArgs;
template<>
struct LuaCountArgs<> {
static constexpr LuaArgCounts value = LuaArgCounts(0,0,0,0);
};
template<class... Ts>
struct LuaCountArgs<LuaRet, Ts...> {
static constexpr LuaArgCounts value = LuaArgCounts(1, 0, 0, 0) + LuaCountArgs<Ts...>::value;
};
template<class... Ts>
struct LuaCountArgs<LuaArg, Ts...> {
static constexpr LuaArgCounts value = LuaArgCounts(0, 1, 0, 0) + LuaCountArgs<Ts...>::value;
};
template<class... Ts>
struct LuaCountArgs<LuaVar, Ts...> {
static constexpr LuaArgCounts value = LuaArgCounts(0, 0, 1, 0) + LuaCountArgs<Ts...>::value;
};
template<class... Ts>
struct LuaCountArgs<LuaExtraArgs, Ts...> {
static constexpr LuaArgCounts value = LuaArgCounts(0, 0, 0, 1) + LuaCountArgs<Ts...>::value;
};
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class LuaNilMarker {};
extern LuaNilMarker LuaNil;
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class LuaNewTableMarker {};
extern LuaNewTableMarker LuaNewTable;
using LuaDeleterFn = void (*)(void *);
using LuaTypeTag = lua_CFunction;
template<typename T>
int LuaTypeTagValue(lua_State *L) { return 0; }
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// Lua table types. These deliberately do not overlap
// with lua type values.
//
enum LuaTableType {
LUA_TT_GENERAL = LUA_NUMTAGS,
LUA_TT_REGISTRY,
LUA_TT_GLOBALENV,
LUA_TT_TANGIBLE,
LUA_TT_TANGIBLEMETA,
LUA_TT_CLASS,
LUA_TT_SENTINEL
};
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// World types enum.
enum WorldType {
WORLD_TYPE_MASTER = 1,
WORLD_TYPE_PREDICTIVE = 2,
};
// We use lightuserdata to store 'tokens': short
// strings of 8 characters or less. These tokens
// are useful as unique markers. The 8 characters
// are packed into a uint64.
struct LuaToken {
private:
static constexpr uint64_t literal_to_token(const char *str) {
uint64_t result = 0;
for (int i = 0; i < 8; i++) {
unsigned char c = *str;
result = (result << 8) + c;
if (*str) str++;
}
return result;
}
public:
uint64_t value;
template<class T>
LuaToken(T arg) = delete;
constexpr LuaToken(const char *str) : value(literal_to_token(str)) {}
LuaToken(uint64_t v) : value(v) {}
LuaToken(void *v) : value((uint64_t)v) {}
LuaToken() : value(0) {}
bool empty() const { return value == 0; }
bool operator ==(const LuaToken &other) const { return value == other.value; }
void *voidvalue() const { return (void*)value; }
eng::string str() const;
};
////////////////////////////////////////////////////////////////////
//
// LuaCoreStack
//
// This class is not meant to be used directly: it doesn't contain any code to
// allocate a stack frame on the lua stack and allocate slots within the frame
// to lua local variables. That code is in derived classes, below. The only
// time this class is used directly is in the extremely rare case that you want
// to manually allocate stack slots yourself.
//
////////////////////////////////////////////////////////////////////
class LuaCoreStack : public eng::nevernew {
protected:
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lua_State *L_;
protected:
private:
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// Push any value on the stack, by type.
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void push_any_value(LuaNewTableMarker s) const { lua_newtable(L_); }
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void push_any_value(LuaNilMarker s) const { lua_pushnil(L_); }
void push_any_value(LuaSlot s) const { lua_pushvalue(L_, s); }
void push_any_value(const eng::string &s) const { lua_pushlstring(L_, s.c_str(), s.size()); }
void push_any_value(std::string_view s) const { lua_pushlstring(L_, s.data(), s.size()); }
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void push_any_value(const char *s) const { lua_pushstring(L_, s); }
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void push_any_value(float s) const { lua_pushnumber(L_, s); }
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void push_any_value(double s) const { lua_pushnumber(L_, s); }
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void push_any_value(int s) const { lua_pushinteger(L_, s); }
void push_any_value(lua_Integer s) const { lua_pushinteger(L_, s); }
void push_any_value(lua_CFunction s) const { lua_pushcfunction(L_, s); }
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void push_any_value(bool b) const { lua_pushboolean(L_, b ? 1:0); }
void push_any_value(LuaToken token) const { lua_pushlightuserdata(L_, (void*)(token.value)); }
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// Push multiple values on the stack, in order, by type.
template<typename T0, typename... T>
void push_any_values(T0 arg0, T... args) {
push_any_value(arg0);
push_any_values(args...);
}
void push_any_values() {
}
void argerr(const char *arg, const char *tp) const;
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public:
LuaCoreStack(lua_State *L) : L_(L) {}
lua_State *state() const { return L_; }
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// This is the largest integer that can be stored in a lua_Number.
// In other words, any 53-bit number can be stored.
static const int64_t MAXINT = 0x001FFFFFFFFFFFFF;
static lua_State *newstate (lua_Alloc allocf);
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int type(LuaSlot s) const { return lua_type(L_, s); }
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void checktype(LuaSlot s, int type) const { luaL_checktype(L_, s, type); }
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bool istable(LuaSlot s) const { return lua_type(L_, s) == LUA_TTABLE; }
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bool isstring(LuaSlot s) const { return lua_type(L_, s) == LUA_TSTRING; }
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bool isnumber(LuaSlot s) const { return lua_type(L_, s) == LUA_TNUMBER; }
bool isinteger(LuaSlot s) const;
bool isint(LuaSlot s) const;
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bool isthread(LuaSlot s) const { return lua_type(L_, s) == LUA_TTHREAD; }
bool isfunction(LuaSlot s) const { return lua_type(L_, s) == LUA_TFUNCTION; }
bool iscfunction(LuaSlot s) const { return lua_iscfunction(L_, s) != 0; }
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bool isboolean(LuaSlot s) const { return lua_type(L_, s) == LUA_TBOOLEAN; }
bool isnil(LuaSlot s) const { return lua_type(L_, s) == LUA_TNIL; }
bool istoken(LuaSlot s) const { return lua_islightuserdata(L_, s) != 0; }
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void checktable(LuaSlot s, const char *n) const { if (!istable(s)) argerr(n, "table"); }
void checkstring(LuaSlot s, const char *n) const { if (!isstring(s)) argerr(n, "string"); }
void checknumber(LuaSlot s, const char *n) const { if (!isnumber(s)) argerr(n, "number"); }
void checkinteger(LuaSlot s, const char *n) const { if (!isinteger(s)) argerr(n, "integer"); }
void checkint(LuaSlot s, const char *n) const { if (!isint(s)) argerr(n, "int"); }
void checkthread(LuaSlot s, const char *n) const { if (!isthread(s)) argerr(n, "thread"); }
void checkfunction(LuaSlot s, const char *n) const { if (!isfunction(s)) argerr(n, "function"); }
void checkcfunction(LuaSlot s, const char *n) const { if (!iscfunction(s)) argerr(n, "cfunction"); }
void checkboolean(LuaSlot s, const char *n) const { if (!isboolean(s)) argerr(n, "boolean"); }
void checknil(LuaSlot s, const char *n) const { if (!isnil(s)) argerr(n, "nil"); }
void checktoken(LuaSlot s, const char *n) const { if (!istoken(s)) argerr(n, "token"); }
bool ckboolean(LuaSlot s) const;
lua_Integer ckinteger(LuaSlot s) const;
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int ckint(LuaSlot s) const;
lua_Number cknumber(LuaSlot s) const;
eng::string ckstring(LuaSlot s) const;
std::string_view ckstringview(LuaSlot s) const;
lua_State *ckthread(LuaSlot s) const;
LuaToken cktoken(LuaSlot s) const;
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void clearmetatable(LuaSlot tab) const;
void setmetatable(LuaSlot tab, LuaSlot mt) const;
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bool getmetatable(LuaSlot mt, LuaSlot tab) const;
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void newtable(LuaSlot target) const;
void createtable(LuaSlot target, int narr, int nrec) const;
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lua_State *newthread(LuaSlot target) const;
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void getglobaltable(LuaSlot gltab) const;
void cleartable(LuaSlot tab, bool clearmeta) const;
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int rawlen(LuaSlot val) const;
int nkeys(LuaSlot tab) const;
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int next(LuaSlot tab, LuaSlot key, LuaSlot value) const;
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// Return true if the string is a valid lua identifier.
static bool valididentifier(std::string_view id);
// Return true if the int64 can be stored losslessly in a lua_Number.
static bool validint64(int64_t value);
// Return true if the int64 is storable in lua and is positive.
static bool validpositiveint64(int64_t value);
// Return true if the classname is legal.
bool validclassname(LuaSlot value) const;
static bool validclassname(std::string_view cname);
// Return the class name if x is a valid classtab.
// Otherwise, returns empty string. If nonempty, the
// result is guaranteed to be a validclassname.
// This can also function as an "isclass" operator.
eng::string classname(LuaSlot x) const;
// Look up a class.
// If there is a problem, returns an error message.
// There are lots of error conditions, including such things
// as no such class, corrupted class, classname invalid, etc.
eng::string getclass(LuaSlot tab, LuaSlot name) const;
eng::string getclass(LuaSlot tab, std::string_view name) const;
// Create a class, or look up an existing class.
// WARNING: this routine assert-fails if the parameter is not
// a valid classname. Check the classname before calling this!
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void makeclass(LuaSlot tab, LuaSlot name) const;
void makeclass(LuaSlot tab, std::string_view name) const;
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// Create a tangible, or look up an existing tangible.
// If the tangible doesn't exist yet, this creates a tangible stub.
// It is possible to use World::tangible_make to transform a tangible
// stub into a full blown tangible, and World::tangible_delete to turn
// a full-blown tangible back into a stub. A stub doesn't have a
// class or a thread table.
//
// Assert-fails if the tangible ID is not a validpositiveint64.
//
void maketan(LuaSlot tab, int64_t id) const;
// Return true if a tangible is empty (deleted or not yet created).
bool tanblank(LuaSlot tab) const;
// Get the ID of a tangible.
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int64_t tanid(LuaSlot tab) const;
// Get the class of a tangible.
bool tangetclass(LuaSlot classobj, LuaSlot tan);
// Return true if the value is a sortable key (string, number, or boolean).
bool issortablekey(LuaSlot s) const;
// Move a sortable key (string, number, or boolean) from one lua
// environment to another lua environment. WARNING: this assert-fails
// if the value is not a sortable key.
void movesortablekey(LuaSlot val, LuaCoreStack &other, LuaSlot otherslot);
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bool rawequal(LuaSlot v1, LuaSlot v2) const {
return lua_rawequal(L_, v1, v2);
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}
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template<typename VT>
bool rawequal(LuaSlot v1, VT value) const {
push_any_value(value);
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bool result = lua_rawequal(L_, v1, -1);
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lua_pop(L_, 1);
return result;
}
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template<typename VT>
void set(LuaSlot target, VT value) const {
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push_any_value(value);
lua_replace(L_, target);
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}
template<typename KT>
void rawget(LuaSlot target, LuaSlot tab, KT key) const {
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push_any_value(key);
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lua_rawget(L_, tab);
lua_replace(L_, target);
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}
void rawget(LuaSlot target, LuaSlot tab, int key) const {
lua_rawgeti(L_, tab, key);
lua_replace(L_, target);
}
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template<typename KT, typename VT>
void rawset(LuaSlot tab, KT key, VT value) const {
push_any_value(key);
push_any_value(value);
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lua_rawset(L_, tab);
}
template<typename VT>
void rawset(LuaSlot tab, int key, VT value) const {
push_any_value(value);
lua_rawseti(L_, tab, key);
}
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// Lua flagbits manipulation: Table types.
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int gettabletype(LuaSlot tab) const;
void settabletype(LuaSlot tab, int t) const;
// If slot is a table, returns the LUA_TT_XXX table type.
// If slot is not a table, returns the LUA_TXXX general type.
int xtype(LuaSlot slot) const;
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// Lua flagbits manipulation: visited bit.
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bool getvisited(LuaSlot tab) const;
void setvisited(LuaSlot tab, bool visited) const;
// Return the world type (from the registry).
WorldType world_type() const;
// World types that are authoritative.
static bool is_authoritative(WorldType t) { return (t == WORLD_TYPE_MASTER); }
bool is_authoritative() { return is_authoritative(world_type()); }
// Stop execution of this thread if in a nonauth model,
// and if the thread is not a probe.
void guard_nopredict(const char *fn);
// Return true if the int64 value can be stored as a lua number.
static bool int64_storable(int64_t v) { return (v <= MAXINT) && (v >= -MAXINT); }
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};
////////////////////////////////////////////////////////////////////
//
// LuaDefStack
//
// This version of LuaStack should only be used inside a LuaDefine. It can
// assign stack slots to LuaArg, LuaRet, LuaVar, and LuaExtraArgs. It
// arranges for the arguments to be in the LuaArg variables, and it arranges for
// the LuaRet variables to be returned. It also makes sure that the function
// has the correct number of arguments.
//
// At the end of the LuaDefine function, you're supposed to return LS.result().
// LS.result causes the allocated stack slots to be freed except for the LuaRet
// values, which have to stay on the stack in order to pass them back as return
// values. LS.result returns the number of LuaRet variables left on the stack.
//
// If you terminate a LuaDefine by calling lua_error or lua_yield, then
// obviously, you don't get a chance to call LS.result. That's not a problem.
// The lua interpreter will clean up after an error or yield.
//
// Implementation note: LuaDefStack doesn't have a destructor to deallocate
// stack slots. That's deliberate: you shouldn't expect this class to clean up
// its stack frame, because after all, it has to leave return values on the
// stack. It would be deceptive to put a destructor, which then doesn't
// actually clean up anyway. Better to just let it be known that this class
// doesn't clean up its stack frame.
//
////////////////////////////////////////////////////////////////////
class LuaDefStack : public LuaCoreStack {
private:
int nret_;
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template<class... SS>
void vassign_slots(int retp, int argp, int varp, int extrap, int extrac, LuaRet &v, SS & ... stackslots) {
v.index_ = retp;
vassign_slots(retp+1, argp, varp, extrap, extrac, stackslots...);
}
template<class... SS>
void vassign_slots(int retp, int argp, int varp, int extrap, int extrac, LuaArg &v, SS & ... stackslots) {
v.index_ = argp;
vassign_slots(retp, argp+1, varp, extrap, extrac, stackslots...);
}
template<class... SS>
void vassign_slots(int retp, int argp, int varp, int extrap, int extrac, LuaVar &v, SS & ... stackslots) {
v.index_ = varp;
vassign_slots(retp, argp, varp+1, extrap, extrac, stackslots...);
}
template<class... SS>
void vassign_slots(int retp, int argp, int varp, int extrap, int extrac, LuaExtraArgs &v, SS & ... stackslots) {
v.index_ = extrap;
v.size_ = extrac;
vassign_slots(retp, argp, varp, extrap, extrac, stackslots...);
}
void vassign_slots(int retp, int argp, int varp, int extrap, int extrac) {}
public:
template<class... SS>
inline LuaDefStack(lua_State *L, SS & ... stackslots) : LuaCoreStack(L) {
constexpr LuaArgCounts counts = LuaCountArgs<SS...>::value;
int nargs = lua_gettop(L);
if (counts.nextra == 0) {
if (nargs != counts.narg) {
luaL_error(L_, "function expects exactly %d arguments", counts.narg);
}
} else {
if (nargs < counts.narg) {
luaL_error(L_, "function expects at least %d arguments", counts.narg);
}
}
lua_checkstack(L, counts.nret + counts.nvar + 20);
lua_insert_frame(L, counts.nret + counts.nvar);
vassign_slots(1, 1 + counts.nret + counts.nvar, 1 + counts.nret, 1 + counts.nret + counts.nvar + counts.narg, nargs - counts.narg, stackslots...);
nret_ = counts.nret;
}
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int result() {
lua_settop(L_, nret_);
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return nret_;
}
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~LuaDefStack() { }
};
////////////////////////////////////////////////////////////////////
//
// LuaExtStack
//
// This version of LuaStack is meant to be used in any context where
// you want to assign stack slots to some LuaVars, and then you want
// to automatically deallocate those LuaVars when the LuaExtStack
// goes out of scope.
//
// Unlike LuaDefStack, this version of LuaStack is meant to fully
// deallocate its stack frame when it goes out of scope, so it does
// have a destructor to do that. There is a special case in the
// destructor: if lua is throwing an error, the destructor leaves
// the stack alone, in order to preserve the error message that's
// on the stack. After an error throw, the lua interpreter will
// clean up the stack.
//
////////////////////////////////////////////////////////////////////
class LuaExtStack : public LuaCoreStack {
private:
int oldtop_;
template<class... SS>
void assign_slots(int varp, LuaVar &v, SS & ... stackslots) {
v.index_ = varp;
assign_slots(varp+1, stackslots...);
}
void assign_slots(int varp) {}
public:
template<class... SS>
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LuaExtStack(lua_State *L, SS & ... stackslots) : LuaCoreStack(L) {
constexpr LuaArgCounts counts = LuaCountArgs<SS...>::value;
static_assert(counts.narg == 0, "LuaExtStack only allows LuaVar, not LuaArg");
static_assert(counts.nret == 0, "LuaExtStack only allows LuaVar, not LuaRet");
static_assert(counts.nextra == 0, "LuaExtStack only allows LuaVar, not LuaExtraArgs");
lua_checkstack(L_, counts.nvar + 20);
oldtop_ = lua_gettop(L_);
for (int i = 0; i < counts.nvar; i++) {
lua_pushnil(L_);
}
assign_slots(oldtop_ + 1, stackslots...);
}
template<class... SS>
LuaExtStack(const LuaCoreStack &LS0, SS & ... stackslots) : LuaCoreStack(LS0.state(), stackslots...) {}
int oldtop() const { return oldtop_; }
~LuaExtStack() {
if (!lua_isthrowing(L_)) {
lua_settop(L_, oldtop_);
}
}
};
////////////////////////////////////////////////////////////////////
//
// LuaKeywordParser
//
// This is a helper class to help parse tables full of keywords.
// It is meant to make it easier to write LuaDefine functions that
// accept keyword arguments. It helps with the following tasks:
//
// * It makes sure the keyword table actually is a table.
//
// * It makes sure that you didn't put an unrecognized keyword
// into the keyword table. Unrecognized keywords are defined
// as keywords that are never checked using 'parse'.
//
// * It makes sure that you didn't put anything that isn't a
// keyword into the keyword table.
//
////////////////////////////////////////////////////////////////////
class LuaKeywordParser {
struct cmp_char {
bool operator () (const char *s1, const char *s2) const {
return strcmp(s1, s2) < 0;
};
};
private:
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bool not_table_;
lua_State *L_;
int slot_;
eng::set<const char *, cmp_char> parsed_;
void init(const lua_State *L, int slot);
public:
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// If the slot is not a table, sets the not_table
// flag and creates a dummy table in the slot.
LuaKeywordParser(lua_State *L, int slot);
LuaKeywordParser(const LuaCoreStack &LS, LuaSlot slot) : LuaKeywordParser(LS.state(), slot.index()) {}
// Fetch a value from the table. This never throws.
// Return true if the value is non-nil.
bool parse(LuaSlot slot, const char *kw);
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// Check if there were any errors. If so, return an
// error message.
eng::string final_check();
// Check if there are any errors. If so, throw a lua error.
void final_check_throw();
// Fetch the state pointer.
lua_State *state() const { return L_; }
};
////////////////////////////////////////////////////////////////////
//
// Lua Byte Reader
//
// Converts a block of bytes in RAM into a lua_reader.
//
////////////////////////////////////////////////////////////////////
class LuaByteReader {
private:
const char *data_;
int64_t size_;
public:
LuaByteReader(const char *d, int64_t s) : data_(d), size_(s) {}
void *lua_reader_userdata() { return this; }
static const char *lua_reader(lua_State *L, void *ud, size_t *size);
};
////////////////////////////////////////////////////////////////////
//
// The Lua Constant Registry
//
////////////////////////////////////////////////////////////////////
class LuaConstantReg : public eng::nevernew {
private:
const char *name_;
const char *docs_;
LuaToken tokenvalue_;
lua_Number numbervalue_;
LuaConstantReg *next_;
public:
static LuaConstantReg *All;
LuaConstantReg(const char *name, const char *docs, LuaToken tokenvalue, lua_Number numbervalue);
const char *get_name() const { return name_; }
const char *get_docs() const { return docs_; }
LuaToken get_tokenvalue() const { return tokenvalue_; }
lua_Number get_numbervalue() const { return numbervalue_; }
LuaConstantReg *next() const { return next_; }
};
////////////////////////////////////////////////////////////////////
//
// The Lua Function Registry
//
////////////////////////////////////////////////////////////////////
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class LuaFunctionReg : public eng::nevernew {
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private:
const char *name_;
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const char *args_;
const char *docs_;
bool sandbox_;
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lua_CFunction func_;
LuaFunctionReg *next_;
public:
static LuaFunctionReg *All;
LuaFunctionReg(const char *name, const char *args, const char *docs, bool sand, lua_CFunction f);
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static const LuaFunctionReg *lookup(lua_CFunction fn);
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const char *get_name() const { return name_; }
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const char *get_args() const { return args_; }
const char *get_docs() const { return docs_; }
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lua_CFunction get_func() const { return func_; }
bool get_sandbox() const { return sandbox_; }
LuaFunctionReg *next() const { return next_; }
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void set_func(lua_CFunction fn) { func_ = fn; }
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};
////////////////////////////////////////////////////////////////////
//
// LuaDefine and friends.
//
////////////////////////////////////////////////////////////////////
#define LuaTokenConstant(name, tvalue, docs) \
LuaToken ltoken_##name(tvalue); \
LuaConstantReg reg_##name(#name, docs, LuaToken(tvalue), 0);
#define LuaNumberConstant(name, nvalue, docs) \
lua_Number lnumber_##name(nvalue); \
LuaConstantReg reg_##name(#name, docs, LuaToken(), nvalue);
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#define LuaDefine(name, args, docs) \
int lfn_##name(lua_State *L); \
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const char *lfnarg_##name = args; \
const char *lfndoc_##name = docs; \
LuaFunctionReg reg_##name(#name, lfnarg_##name, lfndoc_##name, false, lfn_##name); \
int lfn_##name(lua_State *L)
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#define LuaDefineAlias(name1, name2) \
LuaFunctionReg reg_##name1(#name1, lfnarg_##name2, lfndoc_##name2, false, lfn_##name2); \
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#define LuaDefineBuiltin(name, args, docs) \
LuaFunctionReg reg_##name(#name, args, docs, false, nullptr);
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#define LuaSandboxBuiltin(name, args, docs) \
LuaFunctionReg reg_##name(#name, args, docs, true, nullptr);
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#define LuaStringify(x) #x
#define LuaAssert(L, x) if (!(x)) { luaL_error((L), "Assert failed: %s (file %s line %d)", LuaStringify(x), __FILE__, __LINE__); }
#define LuaAssertStrEq(L, x, y) { eng::string _s1_(x); eng::string _s2_(y); if (_s1_ != _s2_) luaL_error((L), "Assert failed: value=%s (file %s line %d)", _s1_.c_str(), __FILE__, __LINE__); }
#endif // LUASTACK_HPP