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integration/luprex/syscpp/source.hpp

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C++

////////////////////////////////////////////////////////////
//
// SOURCE
//
// This module manages the loading of lua source files into the Lua environment.
// Since the source files can be reloaded over and over, this module doesn't
// just load the source files. Instead, it does "source rebuilds" in which it
// purges everything from the global environment, then it reinstalls everything
// that should be there. That way, if you delete something from a lua source
// file, it gets removed from the lua global environment.
//
//
// THE MAKECLASS OPERATOR
//
// This module provides a new lua 'builtin' operator: "makeclass". This creates
// a table and stores it in the global environment. The new table is meant to be
// used as a class. Three fields are initially created:
//
// __class --> the name of the class as a string
//
// __index --> points back to the class. Makes it convenient to use the
// class as a metatable.
//
// action --> a subtable of additional methods.
//
// If you invoke 'makeclass' on a class that already exists, the existing table
// is "repaired" - the __class and __index fields are restored and the action
// subtable, if not present, is recreated. If there are already functions or
// constants inside the class, they are not affected.
//
//
// THE LUA SOURCE DATABASE
//
// The function 'source_update' loads the lua source code from disk, and stores
// it in the "source database." The source database is a table inside the lua
// registry.
//
// The source database is a lua table where the keys are filenames, and the
// values are information about that file:
//
// "foo.lua" : {
// "name": "foo.lua",
// "fingerprint": "12893129385854",
// "code": "function xyz ...",
// "loadresult": <function-23>,
// "sequence": 13
// }
//
// Let's break that down a little. The "name" field is just the filename. The
// "fingerprint" is an encoding of the file modification date and the file
// length, it is used to detect whether the file has been altered on disk
// without having to reread the file. The "code" is the entire content of the
// source file. The "loadresult" is the closure that results from calling the
// lua 'load' function on the code. If load fails, then the "loadresult" is an
// error message. Finally, "sequence" indicates the order in which the source
// files are meant to be loaded.
//
// The operation "source_update" refreshes the source database from disk. It
// doesn't reread files whose fingerprints have not changed. In a synchronous
// model, we don't call source_update - instead, we update the source database
// by difference transmission.
//
// Note that updating the source database has *no effect* on the lua global
// variables (or lua function definitions). The source_update operation calls
// lua's "load" on the code, but all that does is return a loaded closure.
// Nothing happens to the lua invironment until you *invoke* the loaded closure.
// That doesn't happen until you do a source_rebuild operation, described below.
//
//
// SOURCE REBUILDS, IN DEPTH
//
// The function source_rebuild clears and then rebuilds the entire contents of
// the global environment. The reason to clear the environment is that if we
// didn't clear it, then removing a function from the lua source would not
// remove it from the lua environment. Rebuilding the lua environment is a
// multi-step process:
//
// * Delete everything from the global environment except class tables.
//
// - Class tables are kept, but the contents are cleared.
// - If a class has an "actions" subtable, that is kept and cleared.
// - Anything else is deleted.
//
// * Lua Builtin functions are reinstalled in the global environment.
//
// - To make this possible, a snapshot of these builtins is kept.
//
// * C++ functions registered with "LuaDefine" are reinstalled.
//
// - LuaDefine creates a registry, that registry is iterated over.
//
// * Lua code is reinstalled by running the closures in the source DB.
//
// - Simply call the "loadresult" closure to reinstall functions into the
// global environment.
//
// Note that if you've stored any global data in the lua environment, it's gone.
// So therefore, we have to provide a separate "safe" space for global data
// structures. That is provided elsewhere, in the module "globaldb".
//
//
// UNITTESTS
//
// We reserve the lua class name 'unittests' for storing unit tests. Any
// function placed into this class is considered a unit test. We don't
// separate unit tests from the rest of the code - they're compiled right
// into the main binary.
//
// Unit tests can be either lua functions, or Lua-registered C functions.
// Unit tests are executed by calling 'source_run_unittests'.
//
// Each unit test is run in a protected 'pcall' environment. Any errors
// are printed out to console. (At least for now).
//
////////////////////////////////////////////////////////////
#ifndef SOURCE_HPP
#define SOURCE_HPP
#include "luastack.hpp"
// The Lua 'makeclass' operator.
//
// Creates a table in the global environment with the specified name.
// Adds a __class field and an __index field, and an action subtable.
// If there's already a table with this name in the global environment,
// leaves it there, and repairs the __class and __index fields.
//
int source_makeclass(lua_State *L);
// source_install_and_snapshot_builtins.
//
// Install the lua builtins into a brand new lua state, and then create the
// snapshot of the builtins (in the registry). This uses lua_openlibs, which
// only works if the lua environment is brand new. Do not try to use
// source_snapshot_builtins unless the lua environment has just been created
// using lua_newstate!
//
int source_install_and_snapshot_builtins(lua_State *L);
// source_update
//
// Read all the lua source files from disk and store them in the
// source database. Also compiles these files using lua's "load"
// function. Efficient: if a source file is already in the database
// and hasn't been modified, it is not reloaded.
//
int source_update(lua_State *L);
// source_rebuild
//
// Rebuild the lua environment: clear it out, then reinstall all the
// functions that should be there. See above for more information.
// If an error exists in any of the source files, or when loading any
// of the closures, the error is (currently) printed. We'll come up
// with better error handling later.
//
int source_rebuild(lua_State *L);
// source_run_unittests
//
// Run all the unit tests. Print any errors to console. Pushes zero
// onto the lua stack if there are no errors, or one if there are.
//
int source_run_unittests(lua_State *L);
#endif // SOURCE_HPP