// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef RZ_LUA_HELPER_H #define RZ_LUA_HELPER_H #include "nel/misc/types_nl.h" #include "nel/misc/smart_ptr.h" extern "C" { #include "lua_loadlib.h" } class CLuaState; // *************************************************************************** /** Helper class to see if a stack is restored at its initial size (or with n return results). * Check that the stack size remains unchanged when the object goes out of scope */ class CLuaStackChecker { public: CLuaStackChecker(CLuaState *state, int numWantedResults = 0); ~CLuaStackChecker(); /** Increment exception context counter * When an exception is thrown, lua stack checker do any assert bu will * rather restore the lua stack at its original size, and will * let the exception a chance to propagate */ static void incrementExceptionContextCounter(); static void decrementExceptionContextCounter(); private: CLuaState *_State; int _FinalWantedSize; static uint _ExceptionContextCounter; }; //************************************************************************** /** Helper class to restore the lua stack to the desired size when this object goes out of scope */ class CLuaStackRestorer { public: CLuaStackRestorer(CLuaState *state, int finalSize); ~CLuaStackRestorer(); private: int _FinalSize; CLuaState *_State; }; //////////////// // EXCEPTIONS // //////////////// class ELuaError : public NLMISC::Exception { public: ELuaError() { CLuaStackChecker::incrementExceptionContextCounter(); } virtual ~ELuaError() throw() { CLuaStackChecker::decrementExceptionContextCounter(); } ELuaError(const std::string &reason) : Exception(reason) { CLuaStackChecker::incrementExceptionContextCounter(); } // what(), plus append the Reason virtual std::string luaWhat() const throw() {return NLMISC::toString("LUAError: %s", what());} }; // A parse error occured class ELuaParseError : public ELuaError { public: ELuaParseError() {} ELuaParseError(const std::string &reason) : ELuaError(reason) {} virtual ~ELuaParseError() throw() { } // what(), plus append the Reason virtual std::string luaWhat() const throw() {return NLMISC::toString("ELuaParseError: %s", what());} }; /** Exception thrown when something went wrong inside a wrapped function called by lua */ class ELuaWrappedFunctionException : public ELuaError { public: ELuaWrappedFunctionException(CLuaState *luaState); ELuaWrappedFunctionException(CLuaState *luaState, const std::string &reason); ELuaWrappedFunctionException(CLuaState *luaState, const char *format, ...); virtual ~ELuaWrappedFunctionException() throw() { } virtual const char *what() const throw() {return _Reason.c_str();} protected: void init(CLuaState *ls, const std::string &reason); protected: std::string _Reason; }; // A execution error occured class ELuaExecuteError : public ELuaError { public: ELuaExecuteError() {} ELuaExecuteError(const std::string &reason) : ELuaError(reason) {} virtual ~ELuaExecuteError() throw() { } // what(), plus append the Reason virtual std::string luaWhat() const throw() {return NLMISC::toString("ELuaExecuteError: %s", what());} }; // A bad cast occured when using lua_checkcast class ELuaBadCast : public ELuaError { public: ELuaBadCast() {} ELuaBadCast(const std::string &reason) : ELuaError(reason) {} // what(), plus append the Reason virtual std::string luaWhat() const throw() {return NLMISC::toString("ELuaBadCast: %s", what());} }; // Error when trying to indexate an object that is not a table class ELuaNotATable : public ELuaError { public: ELuaNotATable() {} ELuaNotATable(const std::string &reason) : ELuaError(reason) {} // what(), plus append the Reason virtual std::string luaWhat() const throw() {return NLMISC::toString("ELuaNotATable: %s", what());} }; // *************************************************************************** // a function to be used with a CLuaState instance typedef int (* TLuaWrappedFunction) (CLuaState &ls); // *************************************************************************** /** C++ version of a lua state */ class CLuaState : public NLMISC::CRefCount { public: typedef NLMISC::CRefPtr TRefPtr; // Create a new environement CLuaState(); ~CLuaState(); /// \name Registering // @{ // register a wrapped function void registerFunc(const char *name, TLuaWrappedFunction function); // @} /// \name Script execution // @{ /** Parse a script and push as a function in top of the LUA stack * \throw ELuaParseError * \param dbgSrc is a string for debug. Should be a filename (preceded with '@'), or a short script. */ void loadScript(const std::string &code, const std::string &dbgSrc); /** Execute a script from a string, possibly throwing an exception if there's a parse error * \throw ELuaParseError, ELuaExecuteError */ void executeScript(const std::string &code, int numRet = 0); /** Execute a script from a string. If an errors occurs it is printed in the log * \return true if script execution was successful */ bool executeScriptNoThrow(const std::string &code, int numRet = 0); /** Load a Script from a File (maybe in a BNP), and execute it * \return false if file not found * \throw ELuaParseError, ELuaExecuteError */ bool executeFile(const std::string &pathName); /** execute a very Small Script (a function call for instance) * It is different from doString() in such there is a cache (where the key is the script itself) * so that the second time this script is executed, there is no parsing * Note: I experienced optim with about 10 times faster than a executeScript() on a simple "a= a+1;" script * \throw ELuaParseError, ELuaExecuteError */ void executeSmallScript(const std::string &script); // @} /// \name Stack Manipulation // @{ // stack manipulation (indices start at 1) void setTop(int index); // set new size of stack void clear() { setTop(0); } int getTop(); bool empty() { return getTop() == 0; } void pushValue(int index); // copie nth element of stack to the top of the stack void remove(int index); // remove nth element of stack void insert(int index); // insert last element of the stack before the given position void replace(int index); // replace nth element of the stack with the top of the stack void pop(int numElem = 1); // remove n elements from the top of the stack // test the type of an element in the stack // return one of the following values : // LUA_TNIL // LUA_TNUMBER // LUA_TBOOLEAN // LUA_TSTRING // LUA_TTABLE // LUA_TFUNCTION // LUA_TUSERDATA // LUA_TTHREAD // LUA_TLIGHTUSERDATA int type(int index = -1); const char *getTypename(int type); bool isNil(int index = -1); bool isBoolean(int index = -1); bool isNumber(int index = -1); bool isString(int index = -1); bool isTable(int index = -1); bool isFunction(int index = -1); bool isCFunction(int index = -1); bool isUserData(int index = -1); bool isLightUserData(int index = -1); // converting then getting a value from the stack bool toBoolean(int index = -1); lua_Number toNumber(int index = -1); const char *toString(int index = -1); void toString(int index, std::string &str); // convert to a std::string, with a NULL check. size_t strlen(int index = -1); lua_CFunction toCFunction(int index = -1); void *toUserData(int index = -1); const void *toPointer(int index = -1); /** Helper functions : get value of the wanted type in the top table after conversion * A default value is used if the stack entry is NULL. * If conversion fails then an exception is thrown (with optionnal msg) */ bool getTableBooleanValue(const char *name, bool defaultValue= false); double getTableNumberValue(const char *name, double defaultValue= 0); const char *getTableStringValue(const char *name, const char *defaultValue= NULL); // pushing value onto the stack void push(bool value); void push(lua_Number value); void push(const char *str); void push(const char *str, int length); void push(const std::string &str); void pushNil(); void push(lua_CFunction f); void push(TLuaWrappedFunction function); void pushLightUserData(void *); // push a light user data (use newUserData to push a full userdata) // metatables bool getMetaTable(int index = -1); bool setMetaTable(int index = -1); // set the metatable at top of stack to the object at 'index' (usually -2), then pop the metatable // even if asignment failed // comparison bool equal(int index1, int index2); bool rawEqual(int index1, int index2); bool lessThan(int index1, int index2); // concatenation of the n element at the top of the stack (using lua semantic) void concat(int numElem); // tables void newTable(); // create a new table at top of the stack void getTable(int index); // get value from a table at index 'index' (key is at top) void rawGet(int index); void setTable(int index); // set (key, value) from top of the stack into the given table // both key and value are poped void rawSet(int index); bool next(int index); // table traversal // UserData void *newUserData(uint size); // seting value by int index in a table void rawSetI(int index, int n); void rawGetI(int index, int n); /** Calling functions (it's up to the caller to clear the results) * The function should have been pushed on the stack */ void call(int nargs, int nresults); int pcall(int nargs, int nresults, int errfunc = 0); /** Helper : Execute a function by name. Lookup for the function is done in the table at the index 'funcTableIndex' * the behaviour is the same than with call of pcall. */ int pcallByName(const char *functionName, int nargs, int nresults, int funcTableIndex = LUA_GLOBALSINDEX, int errfunc = 0); // push a C closure (pop n element from the stack and associate with the function) void pushCClosure(lua_CFunction function, int n); // @} /// \name Misc // @{ /** Retrieve pointer to a CLuaState environment from its lua_State pointer, or NULL * if there no such environment */ static CLuaState *fromStatePointer(lua_State *state); // Get state pointer. The state should not be closed (this object has ownership) lua_State *getStatePointer() const {return _State;} // check that an index is valid when accessing the stack // an assertion is raised if the index is not valid void checkIndex(int index); // registering C function to use with a lua state pointer void registerFunc(const char *name, lua_CFunction function); // Garbage collector int getGCCount(); // get memory in use in KB int getGCThreshold(); // get max memory in KB void setGCThreshold(int kb); // set max memory in KB (no-op with ref-counted version) // handle garbage collector for ref-counted version of lua (no-op with standard version, in which case gc handling is automatic) void handleGC(); /** For Debug: get the Stack context of execution (filename / line) * \param stackLevel: get the context of execution of the given stackLevel. * 0 for the current function * 1 for the function that called 0 * 2 .... * NB: if called from a C function called from LUA, remember that stackLevel 0 is the current function. * Hence if you want to know what LUA context called you, pass stackLevel=1! * \param ret string cleared if any error, else filled with formated FileName / LineNumber */ void getStackContext(std::string &ret, uint stackLevel); // @} // for debug : dump the current content of the stack (no recursion) void dumpStack(); static void dumpStack(lua_State *ls); void getStackAsString(std::string &dest); private: lua_State *_State; #ifdef LUA_NEVRAX_VERSION int _GCThreshold; // if refcounted gc is used, then garbage collector is handled manually #endif // Small Script Cache uint _SmallScriptPool; typedef std::map TSmallScriptCache; TSmallScriptCache _SmallScriptCache; static const char * _NELSmallScriptTableName; private: // this object isn't intended to be copied CLuaState(const CLuaState &/* other */) { nlassert(0); } CLuaState &operator=(const CLuaState &/* other */) { nlassert(0); return *this; } void executeScriptInternal(const std::string &code, const std::string &dbgSrc, int numRet = 0); }; // Access to lua function // one should not include lua.h directly because if a debugger is present, lua // function pointer will be taken from a dynamic library. //============================================================================================= // include implementation #define RZ_INCLUDE_LUA_HELPER_INLINE #include "lua_helper_inline.h" #undef RZ_INCLUDE_LUA_HELPER_INLINE #endif