Lots of work on LuaStack

This commit is contained in:
2020-11-27 13:21:07 -05:00
parent f690fb147b
commit 455ba5df87
19 changed files with 715 additions and 527 deletions

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#include "globaldb.hpp"
#include "table.hpp"
// Get a table from the global database.
//
// GLOBALNAME
// if globalname is already present, and is a table, return it.
// if globalname is already present, and not a table, error.
// if globalname is not present, create and initialize it.
//
int lpx_globaldb_global(lua_State *L) {
LuaArg globalname;
LuaRet globaltab;
LuaVar globaldb;
LuaStack LS(L, globalname, globaltab, globaldb);
LS.checktype(globalname, LUA_TSTRING);
// Get a pointer to the globaldb.
LS.getfield(globaldb, LUA_REGISTRYINDEX, "globaldb");
if (!LS.istable(globaldb)) {
LS.newtable(globaldb);
LS.setfield(LUA_REGISTRYINDEX, "globaldb", globaldb);
}
// Get the globaltab from the globaldb, sanity check it.
LS.rawget(globaltab, globaldb, globalname);
if (LS.istable(globaltab)) {
return LS.result();
} else if (!LS.isnil(globaltab)) {
luaL_error(L, "%s is not a global", LS.tostring(globalname).c_str());
}
// Create a new globaltab and store it in the globaldb.
LS.newtable(globaltab);
LS.rawset(globaldb, globalname, globaltab);
LS.setfield(globaltab, "__global", globalname);
return LS.result();
}
void luaopen_lpx_globaldb(lua_State *L) {
LuaStack::reg(L, 0, "global", LuaArgCheck<1, lpx_globaldb_global>);
}

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// ClassDB - code to manipulate class databases.
//
// It would have been easier to write this in Lua, but since every
// lua module in the system depends on it, it's safer to have it
// preloaded before we even open any of the lua files.
//
#ifndef GLOBALDB_HPP
#define GLOBALDB_HPP
#include "luastack.hpp"
int lpx_globaldb_global(lua_State *L);
void luaopen_lpx_globaldb(lua_State *L);
#endif // GLOBALDB_HPP

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@@ -1,100 +0,0 @@
#include "lpx-classdb.hpp"
#include "lpx-table.hpp"
// Get an entry from the class database.
//
// DB, CLASSNAME
// if classname is already present, and is a table, return it.
// if classname is already present, and not a table, error.
// if classname is not present, create and initialize it.
//
int lpx_classdb_get(lua_State *L) {
LpxArg db, classname;
LpxRet classtab;
LpxVar action;
LpxStackManager LSM(L, db, classname, classtab, action);
LSM.checknometa(db);
luaL_checktype(L, classname, LUA_TSTRING);
LSM.rawget(classtab, db, classname);
if (lua_istable(L, classtab)) {
return LSM.retval();
} else if (!lua_isnil(L, classtab)) {
luaL_error(L, "%s is not a class", lua_tostring(L, classname));
}
LSM.newtable(classtab);
LSM.rawset(db, classname, classtab);
LSM.setfield(classtab, "__index", classtab);
LSM.setfield(classtab, "__class", classname);
LSM.newtable(action);
LSM.setfield(classtab, "action", action);
return LSM.retval();
}
// Curried version of classdb.get where db is stored in an upvalue.
//
static int lpx_classdb_class(lua_State *L) {
lua_pushvalue(L, lua_upvalueindex(1));
lua_insert(L, -2);
return lpx_classdb_get(L);
}
int lpx_classdb_accessor(lua_State *L) {
luaL_checktype(L, -1, LUA_TTABLE);
lua_pushcclosure(L, LpxArgCheck<1, lpx_classdb_class>, 1);
return 1;
}
// Reset a class database:
//
// Clear out all classes. Instead of replacing the class tables,
// it simply deletes all keys. That way, if somebody has a pointer
// to a class, the pointer is not invalidated.
//
// Caution: do not reset the global class database!
//
int lpx_classdb_reset(lua_State *L) {
LpxArg db;
LpxVar classname, classtab, action, key;
LpxStackManager LSM(L, db, classname, classtab, action, key);
luaL_checktype(L, db, LUA_TTABLE);
LSM.setnil(classname);
while (LSM.next(db, classname, classtab) != 0) {
if (lua_istable(L, classtab)) {
LSM.setstring(key, "action");
LSM.rawget(action, classtab, key);
if (lua_istable(L, action)) {
lua_pushvalue(L, action);
lpx_table_clear(L);
} else {
LSM.newtable(action);
}
lua_pushvalue(L, classtab);
lpx_table_clear(L);
LSM.setfield(classtab, "__index", classtab);
LSM.setfield(classtab, "__class", classname);
LSM.setfield(classtab, "action", action);
}
}
return LSM.retval();
}
// Create a classdb. That's just an empty table.
int lpx_classdb_create(lua_State *L) {
lua_newtable(L);
return 1;
}
void luaopen_lpx_classdb(lua_State *L) {
LpxStackManager::reg(L, "classdb", "get", LpxArgCheck<2, lpx_classdb_get>);
LpxStackManager::reg(L, "classdb", "accessor", LpxArgCheck<1, lpx_classdb_accessor>);
LpxStackManager::reg(L, "classdb", "reset", LpxArgCheck<1, lpx_classdb_reset>);
LpxStackManager::reg(L, "classdb", "create", LpxArgCheck<0, lpx_classdb_create>);
// Insert the global function 'class', which is a closure with an upvalue.
lua_pushstring(L, "class");
lua_pushvalue(L, LUA_GLOBALSINDEX);
lpx_classdb_accessor(L);
lua_rawset(L, LUA_GLOBALSINDEX);
}

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// ClassDB - code to manipulate class databases.
//
// It would have been easier to write this in Lua, but since every
// lua module in the system depends on it, it's safer to have it
// preloaded before we even open any of the lua files.
//
#ifndef LPX_CLASSDB_HPP
#define LPX_CLASSDB_HPP
#include "lpx-stack-manager.hpp"
int lpx_classdb_get(lua_State *L);
int lpx_classdb_reset(lua_State *L);
int lpx_classdb_accessor(lua_State *L);
int lpx_classdb_create(lua_State *L);
void luaopen_lpx_classdb(lua_State *L);
#endif // LPX_CLASSDB_HPP

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@@ -1,269 +0,0 @@
#ifndef LPX_STACK_MANAGER_HPP
#define LPX_STACK_MANAGER_HPP
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
#include "luajit.h"
}
// LpxArgCheck
//
// This is a template that, when given a lua_CFunction that doesn't
// verify the number of arguments on the stack, returns a new lua_CFunction
// that *does* verify the number of arguments on the stack.
//
// In general, your lua_CFunctions should not verify the number of
// arguments on the stack. Instead, they should assume that the stack
// contains arbitrary stuff underneath the arguments. That makes your
// lua_CFunctions callable from both C and Lua. But it is desirable to
// check arguments (only when calling from lua), so it is useful to use
// LpxArgCheck when turning a lua_CFunction into a lua closure.
//
template<int N, lua_CFunction FN>
int LpxArgCheck(lua_State *L) {
if (lua_gettop(L) != N) {
lua_pushfstring(L, "expected %d arguments, got %d", N, lua_gettop(L));
lua_error(L);
}
FN(L);
}
// LpxSlot
//
// An LpxSlot contains a lua stack index. It is initialized by the
// LpxStackManager and contains the same index until the LpxStackManager
// is destroyed. You can convert an LpxSlot into a lua stack index
// by simply coercing it to 'int'.
//
// There are three variants of LpxSlot that you can use: LpxArg (function
// argument), LpxRet (function return value), and LpxVar (function local
// variable).
//
class LpxSlot {
private:
int index_;
LpxSlot *next_;
public:
inline operator int() const {
return index_;
}
LpxSlot() {
index_ = 0;
next_ = 0;
}
friend class LpxStackManager;
};
class LpxArg : public LpxSlot {};
class LpxRet : public LpxSlot {};
class LpxVar : public LpxSlot {};
class LpxStackManager {
private:
using SSList = LpxSlot*;
SSList arg_;
SSList ret_;
SSList var_;
int argtop_;
int gaptop_;
int vartop_;
int rettop_;
int finaltop_;
int narg_;
int ngap_;
int nvar_;
int nret_;
lua_State *L_;
static int sscount(SSList l) {
int total = 0;
while (l != 0) {
total += 1;
l = l->next_;
}
return total;
}
void ck() {
if (lua_gettop(L_) != rettop_) {
lua_pushstring(L_, "LpxStackManager: stack is not right");
lua_error(L_);
}
}
template<class... SS>
void record(LpxArg &v, SS & ... stackslots)
{
v.next_ = arg_; arg_ = &v;
record(stackslots...);
}
template<class... SS>
void record(LpxRet &v, SS & ... stackslots)
{
v.next_ = ret_; ret_ = &v;
record(stackslots...);
}
template<class... SS>
void record(LpxVar &v, SS & ... stackslots)
{
v.next_ = var_; var_ = &v;
record(stackslots...);
}
void record()
{
}
public:
template<class... SS>
LpxStackManager(lua_State *L, SS & ... stackslots) {
L_ = L;
arg_ = 0;
ret_ = 0;
var_ = 0;
record(stackslots...);
int narg = sscount(arg_);
int nvar = sscount(var_);
int nret = sscount(ret_);
int ngap = (nret - nvar - narg);
if (ngap < 0) ngap = 0;
argtop_ = lua_gettop(L_);
gaptop_ = argtop_ + ngap;
vartop_ = gaptop_ + nvar;
rettop_ = vartop_ + nret;
finaltop_ = argtop_ - narg + nret;
int i = argtop_;
for (LpxSlot *v = arg_; v != 0; v = v->next_) {
v->index_ = i;
i -= 1;
}
i = vartop_;
for (LpxSlot *v = var_; v != 0; v = v->next_) {
v->index_ = i;
i -= 1;
}
i = rettop_;
for (LpxSlot *v = ret_; v != 0; v = v->next_) {
v->index_ = i;
i -= 1;
}
// Initialize vars and rets to NIL.
// I could conceivably do a Lpx_settop instead.
for (int i = argtop_; i < rettop_; i++) {
lua_pushnil(L_);
}
}
~LpxStackManager() {
ck();
int i = finaltop_;
for (LpxSlot *v = ret_; v != 0; v = v->next_) {
lua_replace(L_, i);
i -= 1;
}
lua_settop(L_, finaltop_);
}
int retval() {
return rettop_ - vartop_;
}
static void reg(lua_State *L, const char *classname, const char *funcname, lua_CFunction fn) {
luaL_Reg reg;
reg.name = funcname;
reg.func = fn;
luaL_register(L, classname, &reg);
}
public:
// The following functions are 'register-machine' variants
// of the core lua functions. They do not read from the stack,
// or leave results on the stack.
void setnil(int target) {
lua_pushnil(L_);
lua_replace(L_, target);
}
void setstring(int target, const char *str) {
lua_pushstring(L_, str);
lua_replace(L_, target);
}
void setlstring(int target, const char *str, int len) {
lua_pushlstring(L_, str, len);
lua_replace(L_, target);
}
void setnumber(int target, double value) {
lua_pushnumber(L_, value);
lua_replace(L_, target);
}
int next(int tab, int key, int value) {
lua_pushvalue(L_, key);
int ret = lua_next(L_, tab);
if (ret != 0) {
lua_replace(L_, value);
lua_replace(L_, key);
}
return ret;
}
void rawget(int target, int tab, int key) {
lua_pushvalue(L_, key);
lua_rawget(L_, tab);
lua_replace(L_, target);
}
void rawset(int tab, int key, int value) {
lua_pushvalue(L_, key);
lua_pushvalue(L_, value);
lua_rawset(L_, tab);
}
void setfield(int tab, const char *field, int value) {
lua_pushvalue(L_, value);
lua_setfield(L_, tab, field);
}
void getfield(int target, int tab, const char *field) {
lua_getfield(L_, tab, field);
lua_replace(L_, target);
}
void newtable(int target) {
lua_newtable(L_);
lua_replace(L_, target);
}
void checknometa(int index) {
if (lua_istable(L_, index)) {
if (!lua_getmetatable(L_, index)) {
return;
}
}
luaL_error(L_, "expected simple table with no metatable");
}
};
#endif // LPX_STACK_MANAGER_HPP

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#include "lpx-table.hpp"
// Clear the table. Removes metatable and all key-value pairs.
int lpx_table_clear(lua_State *L) {
LpxArg tab;
LpxStackManager LSM(L, tab);
luaL_checktype(L, tab, LUA_TTABLE);
// Clear the metatable.
lua_pushnil(L);
lua_setmetatable(L, tab);
// Clear the elements.
lua_pushnil(L);
while (lua_next(L, tab) != 0) {
lua_pop(L, 1); // Pop the old value.
lua_pushvalue(L, -1); // Clone the key
lua_pushnil(L); // Push the new value.
lua_settable(L, tab);
}
return LSM.retval();
}
int lpx_table_coerce(lua_State *L) {
if (!lua_istable(L, -1)) {
lua_pop(L, 1);
lua_newtable(L);
}
return 1;
}
void luaopen_lpx_table (lua_State *L) {
LpxStackManager::reg(L, "table", "clear", LpxArgCheck<1, lpx_table_clear>);
LpxStackManager::reg(L, "table", "coerce", LpxArgCheck<1, lpx_table_coerce>);
}

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#include "luastack.hpp"
LuaSlot LuaRegistry(LUA_REGISTRYINDEX);
LuaSlot LuaGlobals(LUA_GLOBALSINDEX);
void LuaStack::count_slots_finalize(int narg, int nvar, int nret) {
narg_ = narg;
nret_ = nret;
nvar_ = nvar;
ngap_ = nret - nvar - narg;
if (ngap_ < 0) ngap_ = 0;
int argtop = lua_gettop(L_);
argpos_ = argtop + 1 - narg_;
gappos_ = argpos_ + narg_;
varpos_ = gappos_ + ngap_;
retpos_ = varpos_ + nvar_;
rettop_ = retpos_ + nret_ - 1;
finaltop_ = argpos_ + nret_ - 1;
}
void LuaStack::clear_frame() {
lua_settop(L_, varpos_ - 1);
for (int i = 0; i < nvar_ + nret_; i++) {
lua_pushnil(L_);
}
}
int LuaStack::result() {
lua_settop(L_, rettop_);
int i = finaltop_;
for (int j = 0; j < nret_; j++) {
lua_replace(L_, i);
i -= 1;
}
lua_settop(L_, finaltop_);
return nret_;
}
void LuaStack::reg(lua_State *L, const char *classname, const char *funcname, lua_CFunction fn) {
int top = lua_gettop(L);
lua_pushvalue(L, LUA_GLOBALSINDEX);
luaL_Reg reg;
reg.name = funcname;
reg.func = fn;
luaL_register(L, classname, &reg);
lua_settop(L, top);
}
void LuaStack::setnil(LuaSlot target) const {
lua_pushnil(L_);
lua_replace(L_, target);
}
void LuaStack::setboolean(LuaSlot target, bool b) const {
lua_pushboolean(L_, b ? 1 : 0);
lua_replace(L_, target);
}
void LuaStack::setboolean(LuaSlot target, int b) const {
lua_pushboolean(L_, b);
lua_replace(L_, target);
}
void LuaStack::setstring(LuaSlot target, const char *str) const {
lua_pushstring(L_, str);
lua_replace(L_, target);
}
void LuaStack::setstring(LuaSlot target, const std::string &str) const {
lua_pushlstring(L_, str.c_str(), str.size());
lua_replace(L_, target);
}
void LuaStack::setnumber(LuaSlot target, double value) const {
lua_pushnumber(L_, value);
lua_replace(L_, target);
}
std::string LuaStack::tostring(LuaSlot s) {
size_t len;
const char *str = lua_tolstring(L_, s, &len);
return std::string(str, len);
}
std::string LuaStack::checkstring(LuaSlot s) {
size_t len;
const char *str = luaL_checklstring(L_, s, &len);
return std::string(str, len);
}

264
luprex/syscpp/luastack.hpp Normal file
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#ifndef LUASTACK_HPP
#define LUASTACK_HPP
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
#include "luajit.h"
}
#include <string>
// LuaArgCheck
//
// This is a template that, when given a lua_CFunction that doesn't
// verify the number of arguments on the stack, returns a new lua_CFunction
// that *does* verify the number of arguments on the stack.
//
// In general, your lua_CFunctions should not verify the number of
// arguments on the stack. Instead, they should assume that the stack
// contains arbitrary stuff underneath the arguments. That makes your
// lua_CFunctions callable from both C and Lua. But it is desirable to
// check arguments (only when calling from lua), so it is useful to use
// LuaArgCheck when turning a lua_CFunction into a lua closure.
//
template<int N, lua_CFunction FN>
int LuaArgCheck(lua_State *L) {
if (lua_gettop(L) != N) {
lua_pushfstring(L, "expected %d arguments, got %d", N, lua_gettop(L));
lua_error(L);
}
FN(L);
}
// LuaSlot
//
// An LuaSlot contains a lua stack index. It is initialized by the
// LuaStack and contains the same index until the LuaStack
// is destroyed. You can convert an LuaSlot into a lua stack index
// by simply coercing it to 'int'.
//
// There are three variants of LuaSlot that you can use: LuaArg (function
// argument), LuaRet (function return value), and LuaVar (function local
// variable).
//
class LuaSlot {
protected:
int index_;
private:
inline operator int() const {
return index_;
}
public:
LuaSlot(int n) {
index_ = n;
}
LuaSlot() {
index_ = 0;
}
int index() const {
return index_;
}
friend class LuaStack;
};
class LuaArg : public LuaSlot {};
class LuaRet : public LuaSlot {};
class LuaVar : public LuaSlot {};
extern LuaSlot LuaRegistry;
extern LuaSlot LuaGlobals;
class LuaUpvalue : public LuaSlot {
public:
LuaUpvalue(int n) {
index_ = lua_upvalueindex(n);
}
};
class LuaStack {
private:
int narg_;
int ngap_;
int nvar_;
int nret_;
int argpos_;
int gappos_;
int varpos_;
int retpos_;
int rettop_;
int finaltop_;
lua_State *L_;
template<int NARG, int NVAR, int NRET, class... SS>
void count_slots(LuaArg &v, SS & ... stackslots)
{
count_slots<NARG+1, NRET, NVAR>(stackslots...);
}
template<int NARG, int NVAR, int NRET, class... SS>
void count_slots(LuaVar &v, SS & ... stackslots)
{
count_slots<NARG, NVAR+1, NRET>(stackslots...);
}
template<int NARG, int NVAR, int NRET, class... SS>
void count_slots(LuaRet &v, SS & ... stackslots)
{
count_slots<NARG, NVAR, NRET+1>(stackslots...);
}
template<int NARG, int NVAR, int NRET>
void count_slots() {
count_slots_finalize(NARG, NVAR, NRET);
}
void count_slots_finalize(int narg, int nvar, int nret);
template<class... SS>
void assign_slots(int argp, int varp, int retp, LuaArg &v, SS & ... stackslots) {
v.index_ = argp;
assign_slots(argp + 1, varp, retp, stackslots...);
}
template<class... SS>
void assign_slots(int argp, int varp, int retp, LuaVar &v, SS & ... stackslots) {
v.index_ = varp;
assign_slots(argp, varp+1, retp, stackslots...);
}
template<class... SS>
void assign_slots(int argp, int varp, int retp, LuaRet &v, SS & ... stackslots) {
v.index_ = retp;
assign_slots(argp, varp, retp+1, stackslots...);
}
void assign_slots(int argp, int varp, int retp) {}
void clear_frame();
public:
template<class... SS>
LuaStack(lua_State *L, SS & ... stackslots) {
L_ = L;
count_slots<0, 0, 0>(stackslots...);
assign_slots(argpos_, varpos_, retpos_, stackslots...);
clear_frame();
}
~LuaStack() {};
int result();
public:
static void reg(lua_State *L, const char *classname, const char *funcname, lua_CFunction fn);
void setnil(LuaSlot target) const;
void setboolean(LuaSlot target, bool b) const;
void setboolean(LuaSlot target, int b) const;
void setstring(LuaSlot target, const char *str) const;
void setstring(LuaSlot target, const std::string &str) const;
void setnumber(LuaSlot target, double value) const;
bool isboolean(LuaSlot s) { return lua_isboolean(L_, s); }
bool iscfunction(LuaSlot s) { return lua_iscfunction(L_, s); }
bool isfunction(LuaSlot s) { return lua_isfunction(L_, s); }
bool islightuserdata(LuaSlot s) { return lua_islightuserdata(L_, s); }
bool isnil(LuaSlot s) { return lua_isnil(L_, s); }
bool isnumber(LuaSlot s) { return lua_isnumber(L_, s); }
bool isstring(LuaSlot s) { return lua_isstring(L_, s); }
bool istable(LuaSlot s) { return lua_istable(L_, s); }
bool isthread(LuaSlot s) { return lua_isthread(L_, s); }
bool isuserdata(LuaSlot s) { return lua_isuserdata(L_, s); }
bool toboolean(LuaSlot s) { return lua_toboolean(L_, s); }
int tointeger(LuaSlot s) { return lua_tointeger(L_, s); }
double tonumber(LuaSlot s) { return lua_tonumber(L_, s); }
std::string tostring(LuaSlot s);
lua_State *tothread(LuaSlot s) { return lua_tothread(L_, s); }
int checkint(LuaSlot s) { return luaL_checkint(L_, s); }
long checklong(LuaSlot s) { return luaL_checklong(L_, s); }
double checknumber(LuaSlot s) { return luaL_checknumber(L_, s); }
std::string checkstring(LuaSlot s);
void checktype(LuaSlot s, int t) { return luaL_checktype(L_, s, t); }
void clearmetatable(LuaSlot tab) {
lua_pushnil(L_);
lua_setmetatable(L_, tab);
}
void setmetatable(LuaSlot tab, LuaSlot mt) {
lua_pushvalue(L_, mt);
lua_setmetatable(L_, tab);
}
void rawget(LuaSlot target, LuaSlot tab, LuaSlot key) const {
lua_pushvalue(L_, key);
lua_rawget(L_, tab);
lua_replace(L_, target);
}
void rawset(LuaSlot tab, LuaSlot key, LuaSlot value) const {
lua_pushvalue(L_, key);
lua_pushvalue(L_, value);
lua_rawset(L_, tab);
}
int next(LuaSlot tab, LuaSlot key, LuaSlot value) const {
lua_pushvalue(L_, key);
int ret = lua_next(L_, tab);
if (ret != 0) {
lua_replace(L_, value);
lua_replace(L_, key);
}
return ret;
}
void setfield(LuaSlot tab, const char *field, LuaSlot value) const {
lua_pushvalue(L_, value);
lua_setfield(L_, tab, field);
}
void setfield(LuaSlot tab, const char *field, const char *value) const {
lua_pushstring(L_, value);
lua_setfield(L_, tab, field);
}
void setfield(LuaSlot tab, const char *field, const std::string &value) const {
lua_pushlstring(L_, value.c_str(), value.size());
lua_setfield(L_, tab, field);
}
void getfield(LuaSlot target, LuaSlot tab, const char *field) const {
lua_getfield(L_, tab, field);
lua_replace(L_, target);
}
void newtable(LuaSlot target) const {
lua_newtable(L_);
lua_replace(L_, target);
}
void checknometa(LuaSlot index) const {
if (lua_istable(L_, index)) {
if (!lua_getmetatable(L_, index)) {
return;
}
}
luaL_error(L_, "expected simple table with no metatable");
}
};
#endif // LUASTACK_HPP

View File

@@ -12,10 +12,11 @@
#include <signal.h>
#include <vector>
#include <string>
#include "lpx-stack-manager.hpp"
#include "luastack.hpp"
#include "util.hpp"
#include "lpx-table.hpp"
#include "lpx-classdb.hpp"
#include "table.hpp"
#include "globaldb.hpp"
#include "source.hpp"
// Add another error status.
@@ -174,7 +175,7 @@ static void dotty(lua_State *L)
report(L, status);
if (status == LUA_OK && lua_gettop(L) > 0)
{ /* any result to print? */
lua_getglobal(L, "iprint");
lua_getglobal(L, "pprint");
if (lua_isnil(L, -1)) {
lua_pop(L, 1);
lua_getglobal(L, "print");
@@ -193,26 +194,6 @@ static void dotty(lua_State *L)
fflush(stdout);
}
static void loadmain(lua_State *L)
{
util::stringvec filenames = util::trim_and_uncomment(util::read_lines("syslua/control.lst"));
if (filenames.empty()) {
lua_pushfstring(L, "Cannot read syslua/control.lst");
lua_error(L);
}
for (const auto &fn : filenames) {
std::string full = "syslua/" + fn;
int status = luaL_loadfilex(L, full.c_str(), NULL);
if (status == LUA_OK) {
status = docall(L, 0, 0);
}
if (status != LUA_OK) {
lua_error(L);
}
}
}
static int pmain(lua_State *L)
{
globalL = L;
@@ -231,11 +212,10 @@ static int pmain(lua_State *L)
// luaopen_debug(L); // Not safe for the sandbox.
luaopen_bit(L);
// luaopen_jit(L); // Don't know what it's for.
luaopen_lpx_classdb(L);
luaopen_lpx_globaldb(L);
luaopen_lpx_source(L);
lua_gc(L, LUA_GCRESTART, -1);
loadmain(L);
dotty(L);
return 0;
}

225
luprex/syscpp/source.cpp Normal file
View File

@@ -0,0 +1,225 @@
#include <string>
#include <vector>
#include <map>
#include <sstream>
#include <fstream>
#include <iostream>
#include <sys/types.h>
#include <sys/stat.h>
#include "util.hpp"
#include "table.hpp"
#ifndef WIN32
#include <unistd.h>
#endif
#include "luastack.hpp"
#ifdef WIN32
#define stat _stat
#endif
////////////////////////////////////////////////////////////
//
// The source database is a lua table that maps filenames
// to file info. A file info is a lua table containing:
//
// name: filename as a string
// mtime: file modification time as human-readable string
// code: the entire contents of the source file as a string
// error: a syntax error message, or nil
// hash: 128-bit hash of the code
// closure: a lua closure, the compiled file
// sequence: the position of the file in control.lst
//
// Operations on a source DB:
//
// source.peek()
// - peek at the source database, for inspection purposes.
// source.read()
// - return a new source, reusing info from old.
//
////////////////////////////////////////////////////////////
static std::string get_mtime(const std::string &fn) {
struct stat result;
if(stat(fn.c_str(), &result)==0)
{
std::stringstream ss;
ss << result.st_mtime;
return ss.str();
}
return "";
}
static std::string get_code(const std::string &fn) {
std::ifstream fs(fn);
std::stringstream buffer;
buffer << fs.rdbuf();
return buffer.str();
}
int lpx_source_updatefile(lua_State *L) {
LuaArg source, fn;
LuaRet info;
LuaVar mtime, null;
LuaStack LS(L, source, fn, info, mtime, null);
// Get the existing info table from the source DB.
if (LS.istable(source)) {
LS.rawget(info, source, fn);
if (!LS.istable(info)) {
LS.newtable(info);
}
} else {
LS.newtable(info);
}
// If the file modification is wrong, update
// these fields: code, mtime, closure, error
// Otherwise, update nothing.
std::string cfn = LS.tostring(fn);
LS.getfield(mtime, info, "mtime");
std::string old_mtime;
if (LS.isstring(mtime)) {
old_mtime = LS.tostring(mtime);
}
std::cerr << "Probing " << cfn << std::endl;
std::string new_mtime = get_mtime("syslua/" + cfn);
LS.setnil(null);
if ((old_mtime == "") || (old_mtime != new_mtime)) {
std::cerr << "Rereading " << cfn << std::endl;
std::string ccode = get_code("syslua/" + cfn);
LS.setfield(info, "name", fn);
LS.setfield(info, "mtime", new_mtime);
LS.setfield(info, "code", ccode);
if ((new_mtime == "")||(ccode == "")) {
LS.setfield(info, "error", "cannot read source file");
LS.setfield(info, "closure", null);
} else if (luaL_loadbuffer(L, ccode.c_str(), ccode.size(), cfn.c_str()) == 0) {
lua_setfield(L, info.index(), "closure");
LS.setfield(info, "error", null);
} else {
lua_setfield(L, info.index(), "error");
LS.setfield(info, "closure", null);
}
}
return LS.result();
}
int lpx_source_updateall(lua_State *L) {
LuaArg source;
LuaRet newdb;
LuaVar info, fn, seq;
LuaStack LS(L, source, newdb, info, fn, seq);
// Read the list of filenames.
std::string ctrl = "syslua/control.lst";
util::stringvec filenames = util::trim_and_uncomment(util::read_lines(ctrl));
if (filenames.empty()) {
luaL_error(L, "cannot read source database control.lst");
}
// Process the files one by one.
LS.newtable(newdb);
for (int i = 0; i < filenames.size(); i++) {
LS.setstring(fn, filenames[i]);
// Call source_updatefile to get the updated info for one file.
lua_pushvalue(L, source.index());
lua_pushvalue(L, fn.index());
lpx_source_updatefile(L);
lua_replace(L, info.index());
// Insert the sequence number and put finalized info into the new database.
LS.setnumber(seq, i + 1);
LS.setfield(info, "sequence", seq);
LS.rawset(newdb, fn, info);
}
return LS.result();
}
// Get a class from the class database.
//
// CLASSNAME
// if classname is already present, and is a table, return it.
// if classname is already present, and not a table, error.
// if classname is not present, create and initialize it.
//
int lpx_source_class(lua_State *L) {
LuaArg classname;
LuaRet classtab;
LuaVar classdb, action;
LuaStack LS(L, classname, classtab, classdb, action);
LS.checktype(classname, LUA_TSTRING);
// Get a pointer to the classdb.
LS.getfield(classdb, LUA_REGISTRYINDEX, "classdb");
if (!LS.istable(classdb)) {
LS.newtable(classdb);
LS.setfield(LUA_REGISTRYINDEX, "classdb", classdb);
}
// Get the classtab from the classdb, sanity check it.
LS.rawget(classtab, classdb, classname);
if (LS.istable(classtab)) {
return LS.result();
} else if (!LS.isnil(classtab)) {
luaL_error(L, "%s is not a class", LS.tostring(classname).c_str());
}
// Create a new classtab and store it in the classdb.
LS.newtable(classtab);
LS.rawset(classdb, classname, classtab);
LS.setfield(classtab, "__index", classtab);
LS.setfield(classtab, "__class", classname);
LS.newtable(action);
LS.setfield(classtab, "action", action);
return LS.result();
}
// Reset a class database:
//
// Clear out all classes. Instead of replacing the class tables,
// it simply deletes all keys. That way, if somebody has a pointer
// to a class, the pointer is not invalidated.
//
int lpx_source_resetclasses(lua_State *L) {
LuaVar classdb, classname, classtab, action, key;
LuaStack LS(L, classname, classtab, classdb, action, key);
// Get a pointer to the classdb.
LS.getfield(classdb, LUA_REGISTRYINDEX, "classdb");
if (!LS.istable(classdb)) {
LS.newtable(classdb);
LS.setfield(LUA_REGISTRYINDEX, "classdb", classdb);
}
// Iterate over the classdb, clearing it.
LS.setnil(classname);
while (LS.next(classdb, classname, classtab) != 0) {
if (LS.istable(classtab)) {
LS.setstring(key, "action");
LS.rawget(action, classtab, key);
if (LS.istable(action)) {
lua_pushvalue(L, action.index());
lpx_table_clear(L);
} else {
LS.newtable(action);
}
lua_pushvalue(L, classtab.index());
lpx_table_clear(L);
LS.setfield(classtab, "__index", classtab);
LS.setfield(classtab, "__class", classname);
LS.setfield(classtab, "action", action);
}
}
return LS.result();
}
void luaopen_lpx_source(lua_State *L) {
LuaStack::reg(L, "source", "updatefile", LuaArgCheck<2, lpx_source_updatefile>);
LuaStack::reg(L, "source", "updateall", LuaArgCheck<1, lpx_source_updateall>);
LuaStack::reg(L, "source", "class", LuaArgCheck<1, lpx_source_class>);
LuaStack::reg(L, "source", "resetclasses", LuaArgCheck<0, lpx_source_resetclasses>);
LuaStack::reg(L, 0 , "class", LuaArgCheck<1, lpx_source_class>);
}

21
luprex/syscpp/source.hpp Normal file
View File

@@ -0,0 +1,21 @@
// ClassDB - code to manipulate class databases.
//
// It would have been easier to write this in Lua, but since every
// lua module in the system depends on it, it's safer to have it
// preloaded before we even open any of the lua files.
//
#ifndef SOURCE_HPP
#define SOURCE_HPP
#include "luastack.hpp"
int lpx_source_update(lua_State *L);
int lpx_source_class(lua_State *L);
int lpx_source_resetclasses(lua_State *L);
void luaopen_lpx_source(lua_State *L);
#endif // SOURCE_HPP

34
luprex/syscpp/table.cpp Normal file
View File

@@ -0,0 +1,34 @@
#include "table.hpp"
// Clear the table. Removes metatable and all key-value pairs.
int lpx_table_clear(lua_State *L) {
LuaArg tab;
LuaStack LS(L, tab);
LS.checktype(tab, LUA_TTABLE);
LS.clearmetatable(tab);
lua_pushnil(L);
while (lua_next(L, tab.index()) != 0) {
lua_pop(L, 1); // Pop the old value.
lua_pushvalue(L, -1); // Clone the key
lua_pushnil(L); // Push the new value.
lua_settable(L, tab.index());
}
return LS.result();
}
int lpx_table_coerce(lua_State *L) {
if (!lua_istable(L, -1)) {
lua_pop(L, 1);
lua_newtable(L);
}
return 1;
}
void luaopen_lpx_table (lua_State *L) {
LuaStack::reg(L, "table", "clear", LuaArgCheck<1, lpx_table_clear>);
LuaStack::reg(L, "table", "coerce", LuaArgCheck<1, lpx_table_coerce>);
}

View File

@@ -1,11 +1,11 @@
#ifndef LPX_TABLE_HPP
#define LPX_TABLE_HPP
#ifndef TABLE_HPP
#define TABLE_HPP
#include "lpx-stack-manager.hpp"
#include "luastack.hpp"
int lpx_table_clear(lua_State *L);
int lpx_table_coerce(lua_State *L);
void luaopen_lpx_table (lua_State *L);
#endif // LPX_TABLE_HPP
#endif // TABLE_HPP

View File

@@ -2,11 +2,13 @@
#define UTIL_HPP
#include <string>
#include <set>
#include <algorithm>
namespace util {
using stringvec = std::vector<std::string>;
using stringset = std::set<std::string>;
// trim from start
static inline std::string ltrim(std::string s) {