#include "world.hpp" #include "pprint.hpp" #include #include static void tangible_getall(LuaStack &LS0, LuaSlot list, const util::IdVector &idv) { LuaVar tangibles, tan; LuaStack LS(LS0.state(), tangibles, tan); LS.rawget(tangibles, LuaRegistry, "tangibles"); assert(LS.istable(tangibles)); LS.set(list, LuaNewTable); int index = 1; for (int64_t id : idv) { LS.rawget(tan, tangibles, id); assert(LS.istable(tan)); LS.rawset(list, index++, tan); } LS.result(); } LuaDefine(tangible_animstate, "tan", "|Get the entire animation state of the tangible." "|Returns six values: graphic,plane,x,y,z,facing.") { LuaArg tanobj; LuaRet graphic, plane, x, y, z, facing; LuaStack LS(L, tanobj, graphic, plane, x, y, z, facing); World *w = World::fetch_global_pointer(L); Tangible *tan = w->tangible_get(LS, tanobj); const AnimStep &aqback = tan->anim_queue_.back(); LS.set(graphic, aqback.graphic()); LS.set(plane, aqback.plane()); LS.set(x, aqback.xyz().x); LS.set(y, aqback.xyz().y); LS.set(z, aqback.xyz().z); LS.set(facing, aqback.facing()); return LS.result(); } LuaDefine(tangible_xyz, "tan", "|Get the current coordinates of the tangible." "|Returns three values: x, y, z") { LuaArg tanobj; LuaRet x, y, z; LuaStack LS(L, tanobj, x, y, z); World *w = World::fetch_global_pointer(L); Tangible *tan = w->tangible_get(LS, tanobj); const AnimStep &aqback = tan->anim_queue_.back(); LS.set(x, aqback.xyz().x); LS.set(y, aqback.xyz().y); LS.set(z, aqback.xyz().z); return LS.result(); } LuaDefine(tangible_animate, "tan,configtable", "|Add an animation step to the tangible." "|The configtable is a table containing any of the following:" "|action,graphic,plane,x,y,z,facing") { LuaArg tanobj, config; LuaStack LS(L, tanobj, config); World *w = World::fetch_global_pointer(L); Tangible *tan = w->tangible_get(LS, tanobj); int64_t id = w->alloc_id_predictable(); const AnimStep &prev = tan->anim_queue_.back(); AnimStep step; step.from_lua(L, config.index(), false, prev); if (step.action() == "") { luaL_error(L, "animation action must be specified"); } tan->anim_queue_.add(id, step); tan->update_plane_item(); return LS.result(); } LuaDefine(tangible_setclass, "tan,class", "|Set the class of the tangible." "|The class can be a 'class table' (ie, a table of methods), " "|or it can be a string that names a class. The tangible is " "|given an __index metamethod that points at the class table.") { LuaArg tanobj, classname; LuaVar classtab, mt; LuaStack LS(L, tanobj, classname, classtab, mt); World *w = World::fetch_global_pointer(L); w->tangible_get(LS, tanobj); eng::string err = LS.getclass(classtab, classname); if (err != "") { luaL_error(L, "%s", err.c_str()); } LS.getmetatable(mt, tanobj); LS.rawset(mt, "__index", classtab); return LS.result(); } LuaDefine(tangible_getclass, "tan", "|Get the class of the tangible, if any." "|The return value is a string, the class name, not" "|the class table.") { LuaArg tanobj; LuaVar mt, classtab; LuaRet classname; LuaStack LS(L, tanobj, mt, classtab, classname); World *w = World::fetch_global_pointer(L); w->tangible_get(LS, tanobj); LS.getmetatable(mt, tanobj); LS.rawget(classtab, mt, "__index"); eng::string name = LS.classname(classtab); if (name == "") { LS.set(classname, LuaNil); } else { LS.set(classname, name); } return LS.result(); } LuaDefine(tangible_delete, "tan", "|Delete the specified tangible." "|This cannot be used to delete player tangibles," "|To delete a player, use tangible.redirect") { LuaArg tanobj; LuaStack LS(L, tanobj); World *w = World::fetch_global_pointer(L); Tangible *tan = w->tangible_get(LS, tanobj); assert(tan != nullptr); // this should be checked above. if (tan->is_an_actor()) { luaL_error(L, "Cannot delete a player using tangible.delete, use tangible.redirect instead."); return 0; } w->tangible_delete(tan->id()); return LS.result(); } LuaDefine(tangible_build, "configtable", "|Build a new tangible object." "|The configtable must contain: class,x,y,z,plane,graphic." "|The configtable can optionally contain: facing.") { LuaArg config; LuaVar classname, classtab, mt; LuaRet database; LuaStack LS(L, config, classname, classtab, database, mt); LS.checktable(config, "config"); // Get the class of the new tangible. LS.rawget(classname, config, "class"); eng::string err = LS.getclass(classtab, classname); if (err != "") { luaL_error(L, "%s", err.c_str()); } // Parse the initial animation step. AnimStep initstep, blank; initstep.from_lua(L, config.index(), true, blank); if (!initstep.has_xyz()) { luaL_error(L, "You must specify (X,Y,Z) for new tangible"); } if (!initstep.has_plane()) { luaL_error(L, "You must specify plane for new tangible"); } if (!initstep.has_graphic()) { luaL_error(L, "You must specify graphic for new tangible"); } // TODO: generate error if there's extra crap in the config table. World *w = World::fetch_global_pointer(L); int64_t new_id = w->alloc_id_predictable(); Tangible *tan = w->tangible_make(L, new_id, "nowhere", true); lua_replace(L, database.index()); // Update the class of the new tangible. LS.getmetatable(mt, database); LS.rawset(mt, "__index", classtab); // Update the animation queue and planemap of the new tangible. int64_t stepid = w->alloc_id_predictable(); tan->anim_queue_.add(stepid, initstep); tan->update_plane_item(); return LS.result(); } LuaDefine(tangible_get, "id", "|Get the tangible with the specified id." "|This is for debugging only and will be removed in" "|the released version.") { LuaArg id; LuaVar tangibles; LuaRet database; LuaStack LS(L, id, tangibles, database); int64_t nid = LS.ckinteger(id); LS.rawget(tangibles, LuaRegistry, "tangibles"); LS.rawget(database, tangibles, id); if (!LS.istable(database)) { luaL_error(L, "Not a tangible ID: %d", nid); } return LS.result(); } LuaDefine(tangible_redirect, "tan1,tan2,bulldozetan1", "|Redirect is not working yet") { LuaArg actor1, actor2, bldz; LuaStack LS(L, actor1, actor2, bldz); World *w = World::fetch_global_pointer(L); bool bulldoze = LS.ckboolean(bldz); Tangible *tan1 = w->tangible_get(LS, actor1); if (!tan1->is_an_actor()) { luaL_error(L, "redirect source is not an actor"); } if (LS.isnil(actor2)) { w->redirects_[tan1->id()] = 0; } else { Tangible *tan2 = w->tangible_get(LS, actor2); tan2->configure_id_pool_for_actor(); w->redirects_[tan1->id()] = tan2->id(); } if (bulldoze) { w->tangible_delete(tan1->id()); } return LS.result(); } LuaDefine(tangible_id, "tan", "|Return the tangible's id number." "|This is for debugging only and will be removed" "|in the released version.") { LuaArg tanobj; LuaRet id; LuaStack LS(L, tanobj, id); int64_t tid = LS.tanid(tanobj); if (tid == 0) { luaL_error(L, "Not a tangible"); } LS.set(id, tid); return LS.result(); } LuaDefine(tangible_actor, "", "|Return the current actor.") { LuaRet actor; LuaVar tangibles; LuaStack LS(L, tangibles, actor); World *w = World::fetch_global_pointer(L); LS.rawget(tangibles, LuaRegistry, "tangibles"); LS.rawget(actor, tangibles, w->lthread_actor_id_); return LS.result(); } LuaDefine(tangible_place, "", "|Return the current place.") { LuaRet place; LuaVar tangibles; LuaStack LS(L, tangibles, place); World *w = World::fetch_global_pointer(L); LS.rawget(tangibles, LuaRegistry, "tangibles"); LS.rawget(place, tangibles, w->lthread_place_id_); return LS.result(); } LuaDefine(tangible_near, "tan,radius,omit_nowhere,omit_self", "|Scan near the specified tangible." "|If omit_nowhere is true, and the tangible is on the nowhere plane," "|then the scan returns empty. If omit_self is true, then the " "|tangible passed in is omitted from the results.") { LuaArg ltan, lradius, lomit_nowhere, lomit_self; LuaRet list; LuaStack LS(L, ltan, lradius, lomit_nowhere, lomit_self, list); World *w = World::fetch_global_pointer(L); Tangible *tan = w->tangible_get(LS, ltan); const AnimStep &aqback = tan->anim_queue_.back(); PlaneScan scan; scan.set_plane(aqback.plane()); scan.set_bbox_given_center_radius(aqback.xyz(), LS.cknumber(lradius)); scan.set_shape(PlaneScan::SPHERE); scan.set_sorted(true); scan.set_near(tan->id(), !LS.ckboolean(lomit_self)); scan.set_omit_nowhere(LS.ckboolean(lomit_nowhere)); util::IdVector idv = w->plane_map_.scan(scan); tangible_getall(LS, list, idv); return LS.result(); } LuaDefine(tangible_scan, "plane,x,y,radius,omit_nowhere", "|Scan the specified plane." "|If omit_nowhere is true, and the plane is 'nowhere', then" "|the scan returns empty.") { LuaArg lplane, lx, ly, lradius, lomit_nowhere; LuaRet list; LuaStack LS(L, lplane, lx, ly, lradius, lomit_nowhere, list); World *w = World::fetch_global_pointer(L); PlaneScan scan; scan.set_plane(LS.ckstring(lplane)); scan.set_bbox_given_center_radius(util::XYZ(LS.cknumber(lx), LS.cknumber(ly), 0), LS.cknumber(lradius)); scan.set_shape(PlaneScan::SPHERE); scan.set_sorted(true); scan.set_omit_nowhere(LS.ckboolean(lomit_nowhere)); util::IdVector idv = w->plane_map_.scan(scan); tangible_getall(LS, list, idv); return LS.result(); } LuaDefine(tangible_find, "config", "|Find tangibles by their location." "|" "|There are multiple ways to specify the plane, the bounding" "|box, and the shape of the search. The most basic is to" "|include these parameters in the table:" "|" "| plane : the plane to search (a string)" "| centerx : x-coordinate of the center of the search" "| centery : y-coordinate of the center of the search" "| centerz : z-coordinate of the center of the search" "| radius : the radius of the search" "| shape : 'box', 'sphere', or 'cylinder'" "|" "|Shape has a default: 'sphere'. The other parameters do" "|not have default values." "|" "|Instead of specifying the radius as a single float," "|you may optionally specify separate radii for each dimension." "|" "| radiusx : the radius in the x-dimension." "| radiusy : the radius in the y-dimension." "| radiusz : the radius in the z-dimension." "|" "|If you specify different radii in each dimension, then the" "|'sphere' shape will actually be a spheroid, and the 'cylinder'" "|shape will actually be a cylindroid." "|" "|Instead of specifying the center and plane, you can specify" "|a tangible to search near:" "|" "| near : a tangible in whose vicinity the search occurs" "|" "|If you specify 'near', then by default, the near tangible is" "|filtered out of the search. If you want to include it in the" "|results, set the 'include' flag to true. In this case, the" "|near tangible will always be the first search result:" "|" "| include : include the 'near' object in the results" "|" "|If you want to search an entire plane, you can use the" "|wholeplane option, which replaces all the other options:" "|" "| wholeplane: the name of the plane to scan in its entirety" "|" "|It is valid to use 0.0 as a radius. For example, you could" "|use shape='cylinder' and radiusz=0.0 to scan a flat" "|circular area." "|" "|It is also valid to use math.huge (infinity) as a radius. For" "|example, you could use shape='cylinder' and radiusz=math.huge" "|to scan an infinitely tall cylinder." "|" "|If you are making a 2D game, it works fine to set all object Z" "|coordinates to zero, and then do searches with centerz=0.0" "|and radiusz=0.0." "|") { LuaArg config; LuaRet result; LuaStack LS(L, config, result); LuaKeywordParser kw(LS, config); PlaneScan scan; scan.configure(kw); kw.check_unparsed_keywords(); // When the configure routine sees the 'near' flag, it stores the tangible // ID, but not the center and plane, because doing so would require it to // know about world models. We have to handle center and plane for 'near' // separately. World *w = World::fetch_global_pointer(L); int64_t near = scan.near(); if (near != 0) { Tangible *t = w->tangible_get(near); assert(t != nullptr); // Should never happen. const AnimStep &aqback = t->anim_queue_.back(); scan.set_plane(aqback.plane()); scan.set_center(aqback.xyz()); } // Do the scan. util::IdVector idv = w->plane_map_.scan(scan); tangible_getall(LS, result, idv); return LS.result(); } LuaDefine(tangible_start, "tangible,function,arg1,arg2...", "|Start a thread." "|" "|Every thread is owned by a tangible. The first argument" "|to 'tangible.start' indicates the tangible that owns" "|the new thread. Instead of passing a single tangible," "|you can pass a list of tangibles, in which case a thread" "|is started on each tangible." "|" "|The function can be a lua closure, or it can be a string." "|If it's a string, then the tangible's class will be" "|used to look up the relevant closure." "|" "|The arguments arg1,arg2... will be passed to the" "|function." "|" "|Actor and place aren't passed to the function unless" "|you manually include them in the list arg1, arg2, etc." "|The new thread can, however, use the builtin " "|functions 'tangible.actor' and 'tangible.place' to obtain " "|actor and place. Actor will be the same actor who " "|called 'tangible.start'. Place will be the tangible that" "|owns the thread, ie, the tangible passed to 'tangible.start'." "|" "|The new thread doesn't start running instantly:" "|it waits until the current thread is finished. The" "|current thread must either block (eg, 'wait') or terminate" "|before the new thread can actually begin execution." "|" "|If you start a thread, then start another, then both of" "|the newly-started threads wait until the current thread" "|is finished. At that point, it is undefined which of the" "|two new threads runs first." "|" "|Threads are owned by tangibles. If a tangible is" "|deleted, then none of its threads will ever be resumed," "|for any reason." "|" "|However, if a thread deletes its own place (ie, the tangible" "|that owns the thread), then the thread will be allowed" "|to continue running until it blocks. But from that point" "|forward, the thread will never be resumed for any reason.") { int top = lua_gettop(L); if (top < 2) { luaL_error(L, "Not enough arguments to tangible.start"); return 0; } int varlen = top - 2; World *w = World::fetch_global_pointer(L); w->guard_blockable(L, "tangible.start"); LuaVar mt, classtab, plthreads, thread, thinfo, func, tanlist; LuaStack LS(L, mt, classtab, plthreads, thread, thinfo, func, tanlist); LuaSpecial place(1); LuaSpecial fname(2); // If they passed in a single tangible, convert it to a tangible list. int64_t place_id = LS.tanid(place); if (place_id != 0) { LS.newtable(tanlist); LS.rawset(tanlist, 1, place); } else { LS.set(tanlist, place); if (!LS.istable(tanlist)) { luaL_error(L, "tangible.start expects a tangible or list of tangibles"); return 0; } } for (int i = 1; ; i++) { LS.rawget(place, tanlist, i); if (LS.isnil(place)) break; // Confirm that the place is a valid tangible, // and get the tangible ID. w->tangible_get(LS, place); place_id = LS.tanid(place); // Get place's metatable and threads table. LS.getmetatable(mt, place); assert(LS.istable(mt)); LS.rawget(plthreads, mt, "threads"); assert(LS.istable(plthreads)); // Get the function closure. if (LS.isfunction(fname)) { LS.set(func, fname); } else if (LS.isstring(fname)) { LS.rawget(classtab, mt, "__index"); assert(LS.istable(classtab)); LS.rawget(func, classtab, fname); if (!LS.isfunction(func)) { eng::string cfname = LS.ckstring(fname); luaL_error(L, "tangible doesn't have method: %s", cfname.c_str()); return 0; } } else { luaL_error(L, "invalid function, expected closure or string"); return 0; } // Create a new thread, set up function and arguments. lua_State *CO = LS.newthread(thread); lua_pushvalue(L, func.index()); for (int i = 0; i < varlen; i++) { lua_pushvalue(L, i + 3); } lua_xmove(L, CO, varlen + 1); // Create the thread info table. LS.newtable(thinfo); LS.rawset(thinfo, "thread", thread); LS.rawset(thinfo, "actorid", w->lthread_actor_id_); LS.rawset(thinfo, "isnew", true); LS.rawset(thinfo, "useppool", false); LS.rawset(thinfo, "print", false); // Get a thread ID for the new thread, store it in // the thread table. int64_t tid = w->alloc_id_predictable(); LS.rawset(plthreads, tid, thinfo); // Push the thread's ID into the runnable thread queue. w->schedule(0, tid, place_id); } return LS.result(); } LuaDefine(wait, "nticks", "|Wait the specified number of ticks.") { World *w = World::fetch_global_pointer(L); w->guard_blockable(L, "wait"); // Parse the argument. LuaArg seconds; LuaStack LS(L, seconds); int64_t n = LS.ckinteger(seconds); if ((n < 0) || (n > 1000000)) { luaL_error(L, "Argument to wait must be between 0 and 1000000"); return LS.result(); } // Schedule a continuation. w->schedule(w->clock_ + n, w->lthread_thread_id_, w->lthread_place_id_); return lua_yield(L, 0); } LuaDefine(nopredict, "", "|Stop predictive execution of this thread.") { World *w = World::fetch_global_pointer(L); w->guard_nopredict(L, "nopredict"); if (lua_gettop(L) != 0) { luaL_error(L, "nopredict takes no arguments"); } return 0; } LuaDefine(math_random, "(args...)", "|Generate random numbers." "|" "|What it generates depends on the arguments:" "|" "| () - a float in range [0.0, 1.0)" "| (high) - an int between 1 and high inclusive" "| (low, high) - an int between low and high inclusive" "|" "|You may also pass in a randomstate table" "|as an optional first argument." "|" "|math.random tries to cooperate with predictive" "|reexecution to be as predictable as possible." "|To achieve predictability, we used an ad-hoc" "|random number generator. It passes a variety of" "|statistical tests, but it's not well-studied." "|" "|If you want actually want nonpredictability, or" "|if you need the assurance of a well-studied random" "|number generator, use math.mtrandom or" "|math.cryptrandom instead.") { // Parse the arguments. // This is hairy because there's a lot of possibilities. bool passed_in_randomstate = false; int arg = 1; if ((lua_gettop(L) >= arg) && (lua_istable(L, arg))) { passed_in_randomstate = true; arg += 1; } bool have_range = false; int64_t low, high; if ((lua_gettop(L) >= arg) && (lua_type(L, arg) == LUA_TNUMBER)) { double lowf, highf; if ((lua_gettop(L) >= arg+1) && (lua_type(L, arg+1) == LUA_TNUMBER)) { lowf = std::floor(lua_tonumber(L, arg)); highf = std::floor(lua_tonumber(L, arg + 1)); arg += 2; } else { lowf = 1; highf = std::floor(lua_tonumber(L, arg)); arg += 1; } if ((lowf < -LuaStack::MAXINT) || (highf > LuaStack::MAXINT)) { luaL_error(L, "math.random range exceeds MAXINT"); return 0; } if (lowf > highf) { luaL_error(L, "math.random range low > high"); return 0; } low = int64_t(lowf); high = int64_t(highf); have_range = true; } if (lua_gettop(L) >= arg) { luaL_error(L, "math.random accepts an optional randomstate and an optional range"); return 0; } // Generate the seed, count, and salt. // The salt prevents accidental duplication between user-specified // seeds and system-generated seeds. uint64_t seed, count, salt; if (passed_in_randomstate) { lua_pushstring(L, "seed"); lua_rawget(L, 1); lua_pushstring(L, "count"); lua_rawget(L, 1); if ((lua_type(L, -1) != LUA_TNUMBER) || (lua_type(L, -2) != LUA_TNUMBER)) { luaL_error(L, "Not a valid randomstate table"); return 0; } double dseed = lua_tonumber(L, -2); double dcount = lua_tonumber(L, -1); seed = uint64_t(dseed) & LuaStack::MAXINT; count = uint64_t(dcount) & LuaStack::MAXINT; if (dseed < 0) { salt = 0x35c9a6082a097ade; } else { salt = 0x4785d086ead90c20; } lua_pop(L, 2); lua_pushstring(L, "count"); lua_pushnumber(L, double((count + 1) & LuaStack::MAXINT)); lua_rawset(L, 1); } else { World *w = World::fetch_global_pointer(L); if (w->lthread_use_ppool_) { Tangible *actor = w->tangible_get(w->lthread_actor_id_); seed = w->lthread_actor_id_; count = actor->id_player_pool_.get_seqno(); salt = 0x3ab0fb84aedc3764; } else { // TODO: maybe throw in a 'donotpredict' here. seed = 123456; count = w->id_global_pool_.get_seqno(); salt = 0x6f493c90faf0139d; } } if (!have_range) { // Generate the hash and convert to a double. uint64_t hash = util::hash_ints(seed, count, salt, 456); lua_pushnumber(L, util::hash_to_double(hash)); } else { // Generate the hash and scale it into the desired range. // This code is not quite right: the results are not quite // uniform, this is especially true for very long ranges. uint64_t hash = util::hash_ints(seed, count, salt, 456); uint64_t range = (high - low) + 1; uint64_t offset = (hash & 0x7FFFFFFFFFFFFFFF) % range; int64_t result = low + int64_t(offset); lua_pushnumber(L, result); } return 1; } LuaDefine(math_randomstate, "seed", "|Create and return a randomstate table." "|This is a lua table that stores the state for a random" "|number generator. A randomstate table can be passed" "|to math.random." "|" "|You can optionally omit the seed, in which case a" "|seed will be chosen randomly. Automatically-generated" "|seeds are guaranteed never to be the same as" "|user-specified seeds.") { double seed; if (lua_gettop(L) == 0) { World *w = World::fetch_global_pointer(L); int64_t iseed = (w->id_global_pool_.get_seqno() & LuaStack::MAXINT) + 1; seed = -iseed; } else if (lua_gettop(L) == 1) { if (lua_type(L, 1) != LUA_TNUMBER) { luaL_error(L, "math.randomstate takes an optional integer seed"); return 0; } seed = lua_tonumber(L, 1); if ((seed < 0.0) || (seed > LuaStack::MAXINT) || (std::floor(seed) != seed)) { luaL_error(L, "math.randomstate seed must be an integer 0-MAXINT"); return 0; } } else { luaL_error(L, "math.randomstate takes an optional integer seed"); return 0; } lua_newtable(L); lua_pushstring(L, "seed"); lua_pushnumber(L, seed); lua_rawset(L, -3); lua_pushstring(L, "count"); lua_pushnumber(L, 0); lua_rawset(L, -3); return 1; } LuaSandboxBuiltin(math_randomseed, "", ""); LuaDefine(pprint, "obj1,obj2,...", "|Pretty-print object or objects.") { World *w = World::fetch_global_pointer(L); std::ostream *ostream = w->lthread_print_stream(); LuaStack LS(L); for (int i = 1; i <= lua_gettop(L); i++) { LuaSpecial root(i); pprint(LS, root, true, ostream); (*ostream) << std::endl; } return LS.result(); } LuaDefine(print, "obj1,obj2,...", "|Print object or objects.") { World *w = World::fetch_global_pointer(L); std::ostream *ostream = w->lthread_print_stream(); LuaStack LS(L); int n = lua_gettop(L); for (int i = 1; i <= n; i++) { LuaSpecial root(i); atomic_print(LS, root, false, ostream); if (i < n) (*ostream) << " "; } (*ostream) << std::endl; return LS.result(); } LuaDefine(doc, "function", "|Print documentation for specified function.") { World *w = World::fetch_global_pointer(L); std::ostream *ostream = w->lthread_print_stream(); LuaArg func; LuaStack LS(L, func); eng::string doc = SourceDB::function_docs(LS, func); if (doc == "") { (*ostream) << "no doc found" << std::endl; } (*ostream) << doc; return LS.result(); } int lfn_http_request(lua_State *L, const char *method) { World *w = World::fetch_global_pointer(L); w->guard_blockable(L, "http.get"); LuaArg request; LuaRet response; LuaStack LS(L, request, response); HttpClientRequest req; // Parse the request and make sure it's valid. // If not, immediately pass a '400 bad request' back to lua. req.set_method(method); req.set_config(LS, request); req.set_defaults(); eng::string error = req.check(); if (!error.empty()) { HttpParser::store_fail(LS, response, 400, util::ss("Bad Request: ", error)); return LS.result(); } // Give the request an ID. req.set_request_id(w->id_global_pool_.get_one()); req.set_place_id(w->lthread_place_id_); req.set_thread_id(w->lthread_thread_id_); // Store it in the global request table. w->http_requests_[req.request_id()] = req; // Block. return lua_yield(L, 0); } LuaDefine(http_get, "request", "|Make an HTTP GET request. Returns an HTTP response." "|See doc(http.clientrequest) and doc(http.clientresponse).") { return lfn_http_request(L, "GET"); } LuaDefine(http_head, "request", "|Make an HTTP HEAD request. Returns an HTTP response." "|See doc(http.clientrequest) and doc(http.clientresponse).") { return lfn_http_request(L, "HEAD"); } LuaDefine(http_post, "request", "|Make an HTTP POST request. Returns an HTTP response." "|See doc(http.clientrequest) and doc(http.clientresponse).") { return lfn_http_request(L, "POST"); }