Lots of work on the LuaStack documentation
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### Our In-House Lua API
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# Our In-House Lua API
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Lua comes with a C API. In general, the functions in this
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API use the following calling convention: push the arguments
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onto the lua stack, call the function, then pop the return
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values from the lua stack. I find this difficult to use: I
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find it hard to remember what's on the stack at any given
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time, and which stack position contains which value. It's
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not how I'm used to writing code.
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So instead, we created our own in-house lua API called
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"LuaStack." It allows you to create C++ local variables that
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contain lua values. It has most of the same operations as
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the original lua API, but they use different calling
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conventions: you don't push arguments, and you don't pop
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return values. Instead, you pass arguments as readable
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parameters, and you pass return values as writable
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parameters.
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There's a caveat: we don't actually store lua values in C++
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local variables. That would make it difficult for the lua
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garbage collector to trace values. Instead, we use a hidden
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level of indirection: the C++ local variable contains the
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index of a pre-allocated spot on the lua stack. The
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pre-allocated spot on the lua stack actually contains the
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lua data. We'll walk you through the details of exactly how
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this works in the following sections.
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In our codebase, you are expected to use LuaStack, not
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the original API, whenever possible.
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== An Example of our API
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Lua comes with a C API, which makes it possible to write C
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functions that manipulate Lua data. The standard API is
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functional, but it has some readability issues and can be
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difficult to work with. Therefore, we have created our own
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replacement API, which we call "LuaStack." In our codebase,
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you are expected to use LuaStack, not the standard Lua API.
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This paper will explain LuaStack using the following example
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function in Lua, which compares two tables to see if they
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are exactly equal:
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@@ -39,13 +64,18 @@ and table2 are the same table (ie, pointer equality). The
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function above, by contrast, checks if two different tables
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contain the same key-value pairs. The built-in function
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*table.nkeys* is something that we added to lua, it returns
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the number of key-value pairs in a table. Once you fully
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understand the Lua code above, have a look at the following
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C++ code, which does the same thing. Don't worry if you
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don't understand everything yet:
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the number of key-value pairs in a table, it works on any
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table. Once you fully understand the Lua code above, have a
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look at the following C++ code, which does the exact same
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thing. Don't worry if you don't understand everything yet:
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```cpp
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LuaDefine(table_equal, "table1, table2", "Return true if two tables are equal") {
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LuaDefine(table_equal, "table1, table2",
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"|Return true if two tables are equal."
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"|"
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"|The values in the table are not deep-compared,"
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"|they are compared using pointer comparison."
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) {
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LuaArg table1, table2;
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LuaVar size1, size2, key, value1, value2;
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LuaRet equalflag;
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@@ -251,6 +281,13 @@ our codebase - the LuaDefStack is called *LS*. But unlike
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*LuaDefStack LS* is a C++ style smart pointer, which has
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methods.
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When the function returns, the only thing
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left on the stack is supposed to be the return values.
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The LuaDefStack is responsible for making that happen.
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In the function LS.return, the stack is rearranged
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to put the return values on the stack and remove
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everything else. More on that later.
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## Methods of Class LuaDefStack
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In our example function, you'll find this line of code:
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@@ -453,21 +490,36 @@ function always consists of two steps:
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## The LuaDefine Macro
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Our sample function starts with this line of code:
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Our sample function starts with this:
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```cpp
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LuaDefine(table_equal, "table1, table2", "Return true if two tables are equal")
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LuaDefine(table_equal, "table1, table2",
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"|Return true if two tables are equal."
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"|"
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"|The values in the table are not deep-compared,"
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"|they are compared using pointer comparison."
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)
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{ ... function body here ...}
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```
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The two strings in this line of code are just documentation.
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Neither has any effect on how the function works. They are
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collected automatically by our documentation system, which
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can print them out on demand.
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LuaDefine is a C macro that takes three parameters: the
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function name, the parameter list docstring, and the big
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docstring. Note that in C++, when you put two strings right
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next to each other, C++ automatically concatenates them into
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one string, and we've used that in the big docstring above.
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LuaDefine is a C preprocessor macro. Before I tell you what
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it macro expands into, I'd like to tell you how Lua
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functions are normally written using the standard Lua API.
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When using the standard API, lua functions look like this:
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The two strings passed to the LuaDefine are just
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documentation. Neither has any effect on how the function
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works. They are collected automatically by our documentation
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system, which can print them out on demand.
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The big docstring doesn't contain newlines. Instead, we use
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the pipe character to designate where new lines should
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start. I find it harder to screw up.
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Before I tell you what LuaDefine macro expands into, I'd
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like to tell you how you write C functions that are intended
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to be inserted into Lua:
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```cpp
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int table_equal(lua_State *L) {
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@@ -476,24 +528,23 @@ int table_equal(lua_State *L) {
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```
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The C prototype is always the same: the return value is
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always *int,* and the only argument is *lua_State*L*, a
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always *int,* and the only argument is *lua_State *L*, a
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pointer to the lua stack. A C function must have this
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prototype to be compatible with the lua runtime.
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Next, I will show you the macro expansion of a LuaDefine to
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help you understand what it does. Here is the LuaDefine that
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I will macro expand:
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help you understand what it does. Here is the macroexpansion
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of the LuaDefine above:
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```cpp
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LuaDefine(table_equal, "table1, table2", "Return true if two tables are equal")
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```
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Here is the expansion:
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```cpp
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int lfn_table_equal(lua_State *L);
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const char *lfnarg_table_equal = "table1, table2";
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const char *lfndoc_table_equal = "Return true if two tables are equal";
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const char *lfndoc_table_equal =
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"|Return true if two tables are equal."
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"|"
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"|The values in the table are not deep-compared,"
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"|they are compared using pointer comparison.";
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LuaFunctionReg reg_table_equal(
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"table_equal", lfnarg_table_equal, lfndoc_table_equal, false, lfn_table_equal);
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int lfn_table_equal(lua_State *L)
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@@ -504,34 +555,32 @@ function lfn_table_equal. As you can see, it returns *int*
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and accepts *lua_State *L,* which makes it compatible with
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the lua runtime. This is a forward declaration.
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Next, there are the two documentation strings. I've given
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these documentation strings two names: lfnarg_table_equal
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and lfndoc_table_equal. That way, it's possible to access
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these documentation strings in code.
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Next, there are the two documentation strings.
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Next, there is the "registry entry" reg_table_equal, of
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class LuaFunctionReg. The constructor of reg_table_equal
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runs at program initialization time. The constructor stores
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its arguments: the function name, the documentation strings,
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the flags, and the C function pointer. These are all stored
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inside reg_table_equal. Then, the constructor links
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reg_table_equal into a global linked list of LuaFunctionReg
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objects. This linked list makes up the registry of all
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LuaDefines.
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Next, class LuaFunctionReg implements a registry of
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LuaDefines. It is the means by which we can loop over all
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LuaDefines and insert them into a lua environment. The
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constructor of LuaFunctionReg runs at program initialization
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time. The constructor stores its arguments: the function
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name, the documentation strings, the flags, and the C
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function pointer. These are all stored inside
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reg_table_equal. Then, reg_table_equal is linked
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into a global linked list of LuaFunctionReg objects. This
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linked list makes up the registry of all LuaDefines.
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Finally, we have a second copy of the prototype for
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lfn_table_equal. This time, it's not a forward declaration:
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there's no semicolon. This prototype is meant to be followed
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by the function body.
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by the function body. A LuaDefine must always be followed
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by a function body.
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The upshot of all this is that LuaDefine doesn't just
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declare a function. It also links that function into a
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global registry of all the LuaDefines. The registry contains
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not only the function name and function pointer, but also
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the function documentation. Remember also that in C++,
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static objects like reg_table_equal are constructed before
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*main*. So by the time *main* starts, the registry is
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ready-to-use.
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declare a function. It also adds that function to the
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registry of all LuaDefines. The registry contains not only
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the function name and function pointer, but also the
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function documentation. Remember also that in C++, static
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objects like reg_table_equal are constructed before *main*.
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So by the time *main* starts, the registry is ready-to-use.
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The registry of all LuaDefines has two primary uses:
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@@ -549,29 +598,31 @@ The registry of all LuaDefines has two primary uses:
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What if you want to write C++ code that manipulates Lua
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data, but which *isn't* called from inside Lua? In that
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case, LuaDefStack won't work, because LuaDefStack is
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hardwired to assume that a caller *exists*:
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hardwired to assume that a lua caller *exists*,
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and that it wants to pass arguments and return values:
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- It checks that the caller passed the right number of
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arguments.
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- It transfers the arguments from the caller to the LuaArg
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slots.
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- It transfers the LuaRet slots back to the caller at
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function end.
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For situations where there isn't any caller, we have created
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an alternative to LuaDefStack called LuaExtStack. There are
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several things that LuaExtStack does differently:
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By contrast, class LuaExtStack is for a situation where
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you're in the middle of doing some C++ processing, and
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you suddenly decide you need to store some more lua
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variables. Class LuaExtStack will allocate space for
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the variables.
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- LuaExtStack doesn't accept LuaArg or LuaRet parameters -
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it only allows LuaVar parameters. That only makes sense,
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since it should be used in contexts where there's no
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caller.
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it only allows LuaVar parameters.
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- There is no code in LuaExtStack to check that the caller
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passed the right number of arguments, since again, there
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is no caller.
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passed the right number of arguments, since again, it
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is not meant to be used in that context.
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- Class LuaExtStack doesn't have a method LS.result, since
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there's nobody to return a result to.
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@@ -715,3 +766,69 @@ is useful for copying a value from a LuaSlot to the top of
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the stack. This is generally useful when you want to take a
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value from a LuaSlot, and then manipulate it using the
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standard API.
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## Metamethod Functions missing from our API
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Several API functions from the old Lua API will
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automatically call metamethods. For example, consider the
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function lua_less. This can be used to compare two
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strings. But if you store the right metamethod, lua_less
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can end up calling a closure and running lua code.
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I feel strongly that this is a *very dangerous* design
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decision. Imagine that you're writing code for the
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difference transmitter. You *think* you're just comparing
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two strings, but all of a sudden you're running untrusted
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lua code. If that code generates a lua error, suddenly
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you're throwing a C++ exception from inside the difference
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transmitter.
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Because of this, LuaStack is *strongly* discouraging the use of
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lua API functions that use metamethods: they're not even
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exposed through the LuaStack API. Here is a short list
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of API functions that use metamethods and substitutes that
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don't:
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| Uses Metamethods | Safe Substitute |
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|-------------------------|--------------------------|
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| lua_gettable | LS.rawget |
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| lua_settable | LS.rawset |
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| lua_equal | LS.rawequal |
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| lua_lessthan | LS.genlt |
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| lua_len | LS.rawlen or LS.nkeys |
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## Our Extensions to Lua
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We have made many extensions to the lua interpreter:
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* We have created a new lua datatype, the "token". This is
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a string-like datatype, limited to holding short lua
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identifiers. The entire string is actually packed in the
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8 bytes of a LUA_LIGHTUSERDATA. See the markdown
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document, "Tokens-a-new-Lua-Type." LuaStack is the
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module that implements and supports tokens.
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* We have patched the lua runtime in quite a few ways.
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See the markdown "A-Summary-of-our-Lua-Patches." Some of
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these patches have APIs which are accessible via LuaStack.
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* Table Subtypes. One of our patches allows you to assign
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table subtypes: tables can be general tables, classes,
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tangibles, and several other specialized types. LuaStack
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provides the enum for all the table types, and the
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accessors to get and set the extended type of a table.
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* Classes. We have added the concept of a "class" to lua.
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The lua registry contains a table of all classes.
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LuaStack implements the functions to create classes,
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lookup classes, get class names, and the like.
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Classes will be documented in another markdown document.
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* Tangible basics. Tangibles are a complex data structure
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which is in class World, which is *way* above LuaStack's
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abstraction level. However, LuaStack does implement
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one tiny part of the tangible infrastructure: it provides
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the tangibles table in the lua registry, and functions
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to look up tangibles. The rest of what tangibles are about
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are implemented by the World module.
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