Move some stuff out of LuaStack
This commit is contained in:
@@ -45,49 +45,6 @@ enum LuaTableType {
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////////////////////////////////////////////////////////////////////
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struct LuaToken {
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private:
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// Encode a token string as a fixed-width base38 number.
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// Each character is mapped to a digit 1-37 (0 means "no character"),
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// and the result is: CH0*38^11 + CH1*38^10 + ... + CH11*38^0.
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// This fixed-width encoding ensures that numeric ordering matches
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// lexicographic ordering of the original strings.
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//
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// Digit mapping: _ → 1, 0-9 → 2-11, a-z → 12-37.
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//
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// WARNING: The Lua lexer in llex.c contains a duplicate of this
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// encoding logic (in the '@' token literal case). If you change
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// the encoding here, you must update llex.c to match.
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// Returns zero if the string is empty, too long, or contains
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// invalid characters.
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//
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static constexpr uint64_t parse(std::string_view str) {
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if (str.size() > 12) return 0;
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if (str.empty()) return 0;
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uint64_t result = 0;
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for (int i = 0; i < int(str.size()); i++) {
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char c = str[i];
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uint64_t digit = 0;
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if (c == '_') {
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digit = 1;
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} else if ((c >= '0') && (c <= '9')) {
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digit = uint64_t(c - '0') + 2;
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} else if ((c >= 'a') && (c <= 'z')) {
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digit = uint64_t(c - 'a') + 12;
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} else if ((c >= 'A') && (c <= 'Z')) {
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digit = uint64_t(c - 'A') + 12;
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} else {
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return 0;
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}
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result = result * 38 + digit;
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}
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// Pad remaining positions with zeros (no character).
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for (int i = int(str.size()); i < 12; i++) {
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result = result * 38;
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}
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return result;
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}
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public:
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uint64_t value;
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@@ -101,8 +58,8 @@ public:
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// If the string is not a valid token, then this
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// initializes the token to the empty token (zero)
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//
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LuaToken(std::string_view s) : value(parse(s)) {}
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LuaToken(const eng::string &s) : value(parse(s)) {}
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LuaToken(std::string_view s) : value(util::encode_token(s)) {}
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LuaToken(const eng::string &s) : value(util::encode_token(s)) {}
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// Construct a token from a compile-time constant string.
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//
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@@ -111,14 +68,18 @@ public:
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// consteval (evaluated at compile time), the error is
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// generated during the compilation.
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//
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consteval LuaToken(const char *s) : value(parse(s)) {
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// WARNING: The Lua lexer in llex.c contains a duplicate of the
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// encoding logic (in the '@' token literal case). If you change
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// the encoding in util::encode_token, you must update llex.c to match.
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//
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consteval LuaToken(const char *s) : value(util::encode_token(s)) {
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if (empty()) throw "cannot parse token";
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}
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// Construct a token from an int64.
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//
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LuaToken(uint64_t v) : value(v) {}
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// Construct a token from a void pointer.
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//
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LuaToken(void *v) : value((uint64_t)v) {}
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@@ -144,10 +105,7 @@ public:
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// Convert the token to a string.
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//
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// The conversion to string consists of expressing the value
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// in base 36.
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//
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eng::string str() const;
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eng::string str() const { return util::decode_token(value); }
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};
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////////////////////////////////////////////////////////////////////
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@@ -898,113 +856,9 @@ public:
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}
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};
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////////////////////////////////////////////////////////////////////
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//
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// LuaKeywordParser
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//
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// This is a helper class to help parse tables full of keywords.
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// It is meant to make it easier to write LuaDefine functions that
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// accept keyword arguments. It helps with the following tasks:
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//
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// * It makes sure the keyword table actually is a table.
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//
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// * It makes sure that all required keywords are present.
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//
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// * It makes sure that you didn't put anything that isn't a
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// known keyword into the keyword table.
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//
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// This module adds two fields to the table:
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//
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// [ERROR] - stores an error message, initially nil.
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// [FOUND] - the set of keywords successfully parsed.
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//
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// If at any time, this module detects an error, it doesn't throw.
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// Instead, it stores an error report in the table key [ERROR].
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// Later, you can check for an error string using the function
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// final_check or final_check_throw. If an error is
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// detected when there is already an error report in the table,
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// the error report is not overwritten, so therefore, the error
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// reported is always the first error detected.
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//
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// When this module finds a keyword in the table, it adds the keyword
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// to the [FOUND] set of all keywords successfully parsed.
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//
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// If the keyword table that you pass in isn't a table at all,
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// then the keyword-fetching functions will always return false.
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// Later, when you call 'check', an appropriate error will be
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// generated.
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//
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// The lua module 'keywords' contains the same functions as this
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// C++ class. You can write code where a C++ function does some
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// of the parsing, and the lua code does the rest of the parsing.
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//
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////////////////////////////////////////////////////////////////////
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class LuaKeywordParser {
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private:
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LuaVar found, error, key, val;
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LuaSpecial keytab;
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LuaCoreStack LS;
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bool istable;
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void init(const lua_State *L, int slot);
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public:
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LuaKeywordParser(const LuaCoreStack &LS, LuaSlot slot);
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// Fetch the value of the keyword. If the keyword is found, then the
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// keyword is added to the [FOUND] set, the value is returned in slot,
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// and returns true. Otherwise, sets slot to nil and returns false.
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bool optional(LuaSlot slot, std::string_view kw);
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// Fetch the value of the keyword. If the keyword is found, then the
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// keyword is added to the [FOUND] set, the value is returned in slot,
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// and returns true. Otherwise, sets slot to nil, returns false, and
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// stores an [ERROR] report in the keyword table.
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bool required(LuaSlot slot, std::string_view kw);
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// Check if there are any errors so far, by checking for an [ERROR]
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// report in the keyword table. If any error has been
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// detected, returns an error message, otherwise, returns empty
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// string.
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eng::string check();
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// Check if there are any errors so far, by checking for an [ERROR]
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// report in the keyword table. Also check that all keyword
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// arguments present in the table are in the [FOUND] set. If there are
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// any errors, returns an error message, otherwise returns empty string.
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eng::string final_check();
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// If check() returns an error, throws the error using luaL_error.
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void check_throw();
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// If final_check() returns an error, throws the error using luaL_error.
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void final_check_throw();
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// Fetch the state pointer.
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lua_State *state() const { return LS.state(); }
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};
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////////////////////////////////////////////////////////////////////
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//
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// Lua Byte Reader
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//
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// Converts a block of bytes in RAM into a lua_reader.
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//
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////////////////////////////////////////////////////////////////////
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class LuaByteReader {
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private:
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const char *data_;
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int64_t size_;
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public:
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LuaByteReader(const char *d, int64_t s) : data_(d), size_(s) {}
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void *lua_reader_userdata() { return this; }
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static const char *lua_reader(lua_State *L, void *ud, size_t *size);
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};
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////////////////////////////////////////////////////////////////////
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//
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// The Lua Constant Registry
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