Invoke can now only invoke method in class 'invoke', likewise for 'probe'

This commit is contained in:
2026-06-03 17:03:07 -04:00
parent 6658fb7940
commit e9c562eee5
12 changed files with 121 additions and 142 deletions

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@@ -13,5 +13,5 @@ RestoreOpenAssetTabsOnRestart=AlwaysRestore
AutoSaveWarningInSeconds=0 AutoSaveWarningInSeconds=0
[/Script/Integration.lxProjectSettings] [/Script/Integration.lxProjectSettings]
ActiveServer=/Game/Luprex/KnownServers/SS_Localhost.SS_Localhost ActiveServer=/Game/Luprex/KnownServers/SS_Standalone.SS_Standalone

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@@ -15,7 +15,7 @@ The goal of this patch is to achieve a more consistent state of affairs. First,
Second, since the traceback will always contain the file and line number, and since there will always be a traceback, there's no reason to put the file and line number into the error message itself. We have taken steps to remove that feature. To accomplish this, the following patches to lua were made: Second, since the traceback will always contain the file and line number, and since there will always be a traceback, there's no reason to put the file and line number into the error message itself. We have taken steps to remove that feature. To accomplish this, the following patches to lua were made:
- removed calls to 'lua_where' (replacing them with 'lua_no_where') - removed calls to 'lua_where' (replacing them with 'lua_no_where')
- removed calls to 'addinfo' (replacing them with 'no_addinfo') - removed calls to 'addinfo' (just commented out)
This patch is live and functioning. This patch is live and functioning.
@@ -74,17 +74,16 @@ This patch is live and is used implicitly whenever you iterate over a lua table.
## The Table Length Patch ## The Table Length Patch
I've changed the lua length operator so that when it is I've changed the lua length operator so that when it is applied to a table, it
applied to a table, it returns the number of keys in the returns the number of keys in the table. It does this in constant time. This
table. It does this in constant time. This change affects change affects lua_len, lua_rawlen, and the lua # operator.
lua_len, lua_rawlen, and the lua # operator.
You might be wondering what the lua length operator You might be wondering what the lua length operator used to do? The lua
used to do? The lua documentation says this: documentation says this:
> The length operator applied on a table returns a border in > The length operator applied on a table returns a border in that table. A
> that table. A border in a table t is any non-negative > border in a table t is any non-negative integer that satisfies the following
> integer that satisfies the following condition: > condition:
> >
> (border == 0 or t[border] ~= nil) and > (border == 0 or t[border] ~= nil) and
> (t[border + 1] == nil or border == math.maxinteger) > (t[border + 1] == nil or border == math.maxinteger)
@@ -93,63 +92,53 @@ Those are *terrible* semantics:
- They're not useful for anything. - They're not useful for anything.
- It's not deterministic. - It's not deterministic.
- In no sense of the word "length" is this the - In no sense of the word "length" is this the length of the table.
length of the table.
Let me explain how that mess happened. They obviously Let me explain how that mess happened. They obviously wanted the length
wanted the length operator to return the number of keys in operator to return the number of keys in the table. Unfortunately, to count
the table. Unfortunately, to count the number of keys in a the number of keys in a lua table actually takes O(N) time. So they came up
lua table actually takes O(N) time. So they came up with a with a hack to make it faster: O(1). Unfortunately, the hack relies on the
hack to make it faster: O(1). Unfortunately, the hack relies table being a vector. That is, the table must have numbered keys starting with
on the table being a vector. That is, the table must have 1. As long as you apply their hack to a vector, it works perfectly and returns
numbered keys starting with 1. As long as you apply their the number of keys.
hack to a vector, it works perfectly and returns the
number of keys.
Unfortunately, if you apply the hacked length algorithm to a Unfortunately, if you apply the hacked length algorithm to a table that isn't
table that isn't a vector, it doesn't work at all. a vector, it doesn't work at all.
But I think the lua documentation didn't want to admit, "it But I think the lua documentation didn't want to admit, "it doesn't work at
doesn't work at all." So instead, they invented this all." So instead, they invented this concept of "a border" and pretended that
concept of "a border" and pretended that was in some way a was in some way a helpful result. They should have just said, "the result is
helpful result. They should have just said, "the result is
undefined." undefined."
I had to change the table internal representation I had to change the table internal representation for the table iterator patch
for the table iterator patch (above). With the modified (above). With the modified table representation, returning the number of keys
table representation, returning the number of keys in the in the table can be done in constant time, whether it's a vector or not. So I
table can be done in constant time, whether it's a vector or changed the length operator to just return the number of keys, full stop.
not. So I changed the length operator to just return
the number of keys, full stop.
I've also added another function, lua_nkeys. This also I've also added another function, lua_nkeys. This also returns the number of
returns the number of keys in the table. It doesn't add any keys in the table. It doesn't add any functionality - I could use lua_rawlen
functionality - I could use lua_rawlen and that would work and that would work just as well. However, using lua_nkeys emphasizes the
just as well. However, using lua_nkeys emphasizes the fact fact that my code needs the *real* table length, not the "border" bullshit
that my code needs the *real* table length, not the "border" that lua used to provide.
bullshit that lua used to provide.
This patch is live, and is necessary to the determinism of This patch is live, and is necessary to the determinism of the system.
the system.
## The Table Flag Bits Patch ## The Table Flag Bits Patch
Our difference transmission algorithm does a recursive walk Our difference transmission algorithm does a recursive walk of the tables in a
of the tables in a given tangible. That recursive walk given tangible. That recursive walk requires a *visited* bit in each table. Of
requires a *visited* bit in each table. Of course, the lua course, the lua way of doing this would be to store the set of visited tables
way of doing this would be to store the set of visited as a separate table. But that would be a lot slower than just setting a bit,
tables as a separate table. But that would be a lot slower and difference transmission is the core of our system's performance
than just setting a bit, and difference transmission is the bottleneck.
core of our system's performance bottleneck.
We also need to store, in each table, a *table-type* enum. We also need to store, in each table, a *table-type* enum. We have several
We have several subtypes of tables: general tables, tangible subtypes of tables: general tables, tangible tables, class tables, and so
tables, class tables, and so forth. The difference forth. The difference transmitter treats different types of tables
transmitter treats different types of tables differently. differently.
This patch adds a 16-bit "flagbits" field to every Lua This patch adds a 16-bit "flagbits" field to every Lua table. We have added
table. We have added these lua API functions to access these these lua API functions to access these flag bits:
flag bits:
```cpp ```cpp
uint16_t lua_getflagbits(lua_State *L, int index); uint16_t lua_getflagbits(lua_State *L, int index);
@@ -159,87 +148,74 @@ void lua_setflagbits(lua_State *L, int index, uint16_t flagbits);
void lua_modflagbits(lua_State *L, int index, uint16_t clearbits, uint16_t setbits); void lua_modflagbits(lua_State *L, int index, uint16_t clearbits, uint16_t setbits);
``` ```
The eris code for serializing the lua data structures has The eris code for serializing the lua data structures has been modified to
been modified to save and restore the flagbits. Aside from save and restore the flagbits. Aside from simply storing them, and saving and
simply storing them, and saving and restoring them with restoring them with eris, the lua runtime doesn't do anything at all with the
eris, the lua runtime doesn't do anything at all with the
flagbits. flagbits.
The Luprex engine has set aside four of the bits to store The Luprex engine has set aside four of the bits to store the table-type enum.
the table-type enum. It has set aside one of the bits for It has set aside one of the bits for the 'visited' bit of the difference
the 'visited' bit of the difference transmission algorithm. transmission algorithm. The rest of the bits are currently unused.
The rest of the bits are currently unused.
This patch is live and in-use. This patch is live and in-use.
## The Insert Frame Patch ## The Insert Frame Patch
When we write C functions for Lua, we allocate a "stack When we write C functions for Lua, we allocate a "stack frame" on the lua
frame" on the lua stack. This is accomplished by class stack. This is accomplished by class LuaDefStack. See the document "Our
LuaDefStack. See the document "Our In-House Lua API" for In-House Lua API" for more information.
more information.
This function has to insert some "nils" into the base of the This function has to insert some "nils" into the base of the stack. The lua
stack. The lua API does have a function that can do this, API does have a function that can do this, but using it would be O(N^2). Since
but using it would be O(N^2). Since this functionality is this functionality is used in every single C function for Lua, we decided to
used in every single C function for Lua, we decided to optimize things a little. We added a function to the lua API that can do it in
optimize things a little. We added a function to the lua API O(N) time. The name of the function is lua_insert_frame, which sounds fancy,
that can do it in O(N) time. The name of the function is but all it does is insert N "nils" at the bottom of the stack.
lua_insert_frame, which sounds fancy, but all it does is
insert N "nils" at the bottom of the stack.
This patch is live and is used in class LuaDefStack. This patch is live and is used in class LuaDefStack.
## The C++ Exceptions Patch ## The C++ Exceptions Patch
We've compiled lua to use C++ exceptions instead of longjmp. We've compiled lua to use C++ exceptions instead of longjmp. The advantage of
The advantage of this is that if you do a lua_yield or this is that if you do a lua_yield or lua_error, any C++ destructors on the
lua_error, any C++ destructors on the stack will get called. stack will get called.
Although lua_yield and lua_error both throw C++ exceptions, Although lua_yield and lua_error both throw C++ exceptions, Lua cannot *deal
Lua cannot *deal with* C++ exceptions except for those it with* C++ exceptions except for those it generates itself. Therefore:
generates itself. Therefore:
- Never call the lua interpreter inside a C++ catch-block! - Never call the lua interpreter inside a C++ catch-block!
- Never throw an exception from inside a LuaDefine! - Never throw an exception from inside a LuaDefine!
Exception 1: If you throw an uncaught exception, all that Exception 1: If you throw an uncaught exception, all that does is terminate
does is terminate the program. It's always legal to the program. It's always legal to terminate the program.
terminate the program.
Exception 2: If you throw an exception inside a LuaDefine Exception 2: If you throw an exception inside a LuaDefine and then catch it
and then catch it inside the same LuaDefine, that's OK, inside the same LuaDefine, that's OK, because the lua interpreter is not
because the lua interpreter is not getting unwound. getting unwound.
Using C++ exceptions in lua_yield and lua_error means that Using C++ exceptions in lua_yield and lua_error means that C++ destructors get
C++ destructors get called. Normally, calling destructors is called. Normally, calling destructors is a good thing. However, there is one
a good thing. However, there is one known case where this known case where this causes issues: class LuaExtStack. Class LuaExtStack
causes issues: class LuaExtStack. Class LuaExtStack pushes pushes values onto the lua stack in its constructor, and later, in its
values onto the lua stack in its constructor, and later, in destructor, it pops those values back off. Straightforward enough. But if you
its destructor, it pops those values back off. throw an error using the lua_error function, then the error message is pushed
Straightforward enough. But if you throw an error using the on top of the lua stack. If the throw triggers the LuaExtStack destructor,
lua_error function, then the error message is pushed on top then LuaExtStack will pop the stack, and in doing so, it will unintentionally
of the lua stack. If the throw triggers the LuaExtStack throw out the error message. Oops.
destructor, then LuaExtStack will pop the stack, and in
doing so, it will unintentionally throw out the error
message. Oops.
To fix this, we had to add a lua patch, which adds a new API To fix this, we had to add a lua patch, which adds a new API function
function "lua_isthrowing." This API function is used by the "lua_isthrowing." This API function is used by the LuaExtStack destructor, to
LuaExtStack destructor, to decide whether to clean up the decide whether to clean up the stack or not. This new API function is not used
stack or not. This new API function is not used anywhere anywhere else in Luprex, and I do not expect it will ever be needed anywhere
else in Luprex, and I do not expect it will ever be needed else.
anywhere else.
This patch is live and is needed to keep lua error messages This patch is live and is needed to keep lua error messages working.
working.
## The Object-Oriented Lua Patch ## The Object-Oriented Lua Patch
We have a patch to make lua object-oriented. To We have a patch to make lua object-oriented. To really explain this patch, we
really understand this patch, we need a separate need a separate markdown file, "Object-Oriented-Lua.md". See that file for an
markdown file, "Object-Oriented-Lua.md". See explanation.
that file for an explanation.
## The Print No Address Patch (Unimplemented) ## The Print No Address Patch (Unimplemented)
@@ -267,11 +243,10 @@ Update 2: I don't remember using userdata objects at all. I am not sure that Upd
## Token Literal Syntax Patch ## Token Literal Syntax Patch
Tokens are lightuserdata values encoding short alphanumeric Tokens are lightuserdata values encoding short alphanumeric strings as base38
strings as base38 numbers (see `Tokens-A-New-Lua-Type.md`). numbers (see `Tokens-A-New-Lua-Type.md`). This patch adds a literal syntax to
This patch adds a literal syntax to the Lua parser so that the Lua parser so that tokens can be written directly in Lua source code using
tokens can be written directly in Lua source code using the the `@` prefix:
`@` prefix:
```lua ```lua
local x = @null local x = @null

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@@ -16,8 +16,6 @@ meant to be used for rapid update after the player invokes a thread on that one
* Do we really need can_be_controlled? * Do we really need can_be_controlled?
* Replace engio with 'invoke.' and 'probe.'
Secret / semi-secret variables Secret / semi-secret variables
Secret functions Secret functions

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@@ -43,9 +43,6 @@ bool UlxViewportClient::TryBringToFront(const FWidgetPath &Path)
bool UlxViewportClient::InputKey(const FInputKeyEventArgs &EventArgs) bool UlxViewportClient::InputKey(const FInputKeyEventArgs &EventArgs)
{ {
UE_LOG(LogLuprexIntegration, Display, TEXT("UlxViewportClient::InputKey key=%s event=%d"),
*EventArgs.Key.ToString(), (int32)EventArgs.Event);
// Only act on left mouse button presses that bubbled up to the // Only act on left mouse button presses that bubbled up to the
// viewport unhandled. If the click landed on a descendant of a // viewport unhandled. If the click landed on a descendant of a
// top-level widget in the root canvas, bring that top-level widget // top-level widget in the root canvas, bring that top-level widget

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@@ -461,6 +461,11 @@ void World::probe_lua_call(int64_t actor_id, int64_t place_id, std::string_view
return; return;
} }
if (classname != "probe") {
retvals->write_lua_value_type(LuaValueType::STRING);
retvals->write_string("currently, can only probe functions in class 'probe'");
}
LuaVar lclass, lfunc, actor, place, mt, tangibles, retvec, retval; LuaVar lclass, lfunc, actor, place, mt, tangibles, retvec, retval;
LuaExtStack LS(L, lclass, lfunc, actor, place, mt, tangibles, retvec, retval); LuaExtStack LS(L, lclass, lfunc, actor, place, mt, tangibles, retvec, retval);
@@ -945,6 +950,9 @@ void World::invoke_lua_call(int64_t actor_id, int64_t place_id, std::string_view
return; return;
} }
// Currently, we only allow calling functions in class 'invoke'.
if (classname != "invoke") return;
{ {
lua_State *L = state(); lua_State *L = state();
LuaVar tangibles, place, mt, lclass, lfunc; LuaVar tangibles, place, mt, lclass, lfunc;
@@ -966,8 +974,6 @@ void World::invoke_lua_call(int64_t actor_id, int64_t place_id, std::string_view
classname = LS.classname(lclass); classname = LS.classname(lclass);
if (classname.empty()) return; if (classname.empty()) return;
// TODO: CHECK FOR PERMIT_INVOKE.
// Get the function from the class. // Get the function from the class.
LS.rawget(lfunc, lclass, funcname); LS.rawget(lfunc, lclass, funcname);
if (!LS.isfunction(lfunc)) return; if (!LS.isfunction(lfunc)) return;

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@@ -29,9 +29,10 @@
-- --
---------------------------------------------------------------- ----------------------------------------------------------------
makeclass('engio') makeclass('probe')
makeclass('invoke')
function engio.gethotkeys() function probe.gethotkeys()
local class = tangible.getclass(place) local class = tangible.getclass(place)
-- if the tangible doesn't have a 'lookhotkeys' function, do nothing -- if the tangible doesn't have a 'lookhotkeys' function, do nothing
@@ -48,7 +49,7 @@ function engio.gethotkeys()
return keys return keys
end end
function engio.presshotkey(pressed) function invoke.presshotkey(pressed)
local class = tangible.getclass(place) local class = tangible.getclass(place)
-- if the tangible doesn't have a 'lookhotkeys' function, do nothing -- if the tangible doesn't have a 'lookhotkeys' function, do nothing

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@@ -1,6 +1,7 @@
makeclass("world") makeclass('world')
makeclass('login') makeclass('login')
makeclass("engio") makeclass('probe')
makeclass('invoke')
makeclass('cube') makeclass('cube')
makeclass('sphere') makeclass('sphere')
@@ -23,7 +24,7 @@ function world.init()
login.init() login.init()
end end
function engio.move(action, xyz, facing) function invoke.move(action, xyz, facing)
-- todo: sanity check the parameters. -- todo: sanity check the parameters.
tangible.animate{tan=actor, anim={action=action, interactive=true, xyz=xyz, facing=facing}} tangible.animate{tan=actor, anim={action=action, interactive=true, xyz=xyz, facing=facing}}
end end
@@ -54,7 +55,7 @@ function sphere.lookhotkeys(add)
end end
function engio.getlookat() function probe.getlookat()
local class = tangible.getclass(place) local class = tangible.getclass(place)
-- if the tangible is not of any class, return empty string. -- if the tangible is not of any class, return empty string.

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@@ -29,9 +29,10 @@
-- --
---------------------------------------------------------------- ----------------------------------------------------------------
makeclass('engio') makeclass('probe')
makeclass('invoke')
function engio.getmenu() function probe.getmenu()
local class = tangible.getclass(place) local class = tangible.getclass(place)
-- if the tangible doesn't have a 'lookmenu' function, do nothing -- if the tangible doesn't have a 'lookmenu' function, do nothing
@@ -47,7 +48,7 @@ function engio.getmenu()
return items return items
end end
function engio.pressmenu(label) function invoke.pressmenu(label)
local class = tangible.getclass(place) local class = tangible.getclass(place)
-- if the tangible doesn't have a 'lookmenu' function, do nothing -- if the tangible doesn't have a 'lookmenu' function, do nothing