Add Lua API for promises and async coroutines

This adds a Lua API for representing asynchronous operations and running
coroutines based on those operations comfortably. This is very similar
to features other languages have introduced such as C# or JavaScript. In
fact, the whole "promise" thing is derived from how JavaScript
represents these operations.

This is the initial and very basic system for supporting async
coroutines in Lua. There is no native support for running these
operations at specific points (they run whenever the awaited promise
resolved) or making sure they do not leak through different game states.
This commit is contained in:
asarium committed 2020-05-24 12:36:01 +02:00
1 parent 96bee4a4fa
commit ebcf686cf7
40 files changed
+1342 -123

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+78 -10
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@@ -4,14 +4,62 @@
#include "LuaHeaders.h"
namespace luacpp {
LuaFunction LuaFunction::createFromCFunction(lua_State* L, lua_CFunction function, const LuaValueList& upvalues) {
namespace {
int stdFunctionDestructor(lua_State* L)
{
// The userdata is the function object so we call the destructor here to free up the internal resources
const auto luaPtr = lua_touserdata(L, 1);
const auto funcPtr = static_cast<LuaFunctionObject*>(luaPtr);
funcPtr->~LuaFunctionObject();
return 0;
}
int stdFunctionCaller(lua_State* L)
{
const auto numArgs = lua_gettop(L);
// Push the actual function object on the stack
lua_pushvalue(L, lua_upvalueindex(1));
const auto funcObj = static_cast<LuaFunctionObject*>(lua_touserdata(L, -1));
lua_pop(L, 1); // We have the pointer so we can remove this from the stack again
LuaValueList params;
params.reserve(numArgs);
for (int i = 1; i <= numArgs; ++i) {
LuaValue val;
val.setReference(UniqueLuaReference::create(L, i));
params.push_back(val);
}
const auto ret = (*funcObj)(L, params);
// Prepare to return values. Clear the stack
lua_settop(L, 0);
for (const auto& retVal : ret)
{
retVal.pushValue(L);
}
// Done!
return static_cast<int>(ret.size());
}
}
LuaFunction LuaFunction::createFromCFunction(lua_State* L, lua_CFunction function, const LuaValueList& upvalues)
{
LuaFunction func;
for (auto& val : upvalues) {
val.pushValue();
val.pushValue(L);
}
lua_pushcclosure(L, function, (int) upvalues.size());
lua_pushcclosure(L, function, (int)upvalues.size());
func.setReference(UniqueLuaReference::create(L));
@@ -19,6 +67,23 @@ LuaFunction LuaFunction::createFromCFunction(lua_State* L, lua_CFunction functio
return func;
}
LuaFunction LuaFunction::createFromStdFunction(lua_State* L, LuaFunctionObject function) {
auto userdataMetatable = LuaTable::create(L);
userdataMetatable.addValue("__gc", stdFunctionDestructor);
// Create storage for the function object in Lua and initialize our data there via placement new
auto functionStorage = lua_newuserdata(L, sizeof(function));
new (functionStorage) LuaFunctionObject(std::move(function));
userdataMetatable.pushValue(L);
lua_setmetatable(L, -2);
LuaValue funcValue;
funcValue.setReference(UniqueLuaReference::create(L));
lua_pop(L, 1); // Value is referenced. We can remove it from the stack now
return LuaFunction::createFromCFunction(L, stdFunctionCaller, { funcValue });
}
LuaFunction LuaFunction::createFromCode(lua_State* L, std::string const& code, std::string const& name) {
int load_err = luaL_loadbuffer(L, code.c_str(), code.length(), name.c_str());
@@ -48,6 +113,9 @@ LuaFunction::LuaFunction() : LuaValue(), _errorFunction(nullptr) {
LuaFunction::LuaFunction(const LuaFunction&) = default;
LuaFunction& LuaFunction::operator=(const LuaFunction&) = default;
LuaFunction::LuaFunction(LuaFunction&&) noexcept = default;
LuaFunction& LuaFunction::operator=(LuaFunction&&) noexcept = default;
LuaFunction::~LuaFunction() = default;
bool LuaFunction::setEnvironment(const LuaTable& table) {
@@ -55,8 +123,8 @@ bool LuaFunction::setEnvironment(const LuaTable& table) {
throw LuaException("Table reference is not valid!");
}
this->pushValue();
table.pushValue();
this->pushValue(_luaState);
table.pushValue(_luaState);
bool ret = lua_setfenv(_luaState, -2) != 0;
@@ -78,10 +146,10 @@ void LuaFunction::setReference(const LuaReference& ref) {
return;
}
ref->pushValue();
lua_State* L = ref->getState();
ref->pushValue(L);
if (lua_type(L, -1) != LUA_TFUNCTION) {
lua_pop(L, 1);
throw LuaException("Reference does not refere to a function!");
@@ -97,7 +165,7 @@ LuaValueList LuaFunction::call(const LuaValueList& args) const {
if (_errorFunction) {
// push the error function
_errorFunction->pushValue();
_errorFunction->pushValue(_luaState);
err_idx = lua_gettop(_luaState);
stackTop = err_idx;
} else {
@@ -105,11 +173,11 @@ LuaValueList LuaFunction::call(const LuaValueList& args) const {
}
// Push the function onto the stack
this->pushValue();
this->pushValue(_luaState);
// Push the arguments onto the stack
for (const auto& arg : args) {
arg.pushValue();
arg.pushValue(_luaState);
}
// actually call the function now!