Files
fs2open.github.com/code/scripting/lua/LuaFunction.cpp
T
asarium 544029f66f Add capability to have a pure lua script
This adds the capability to have a Lua script that does not need to use
our table syntax at all but instead defines the hooks by calling API
functions. This also makes it possible to add hook functions at runtime
if the script requires that.

Also clean up some unused debug stuff.
2020-05-03 14:33:42 +02:00

183 lines
4.1 KiB
C++

#include "LuaFunction.h"
#include "LuaException.h"
#include "LuaHeaders.h"
namespace luacpp {
LuaFunction LuaFunction::createFromCFunction(lua_State* L, lua_CFunction function, const LuaValueList& upvalues) {
LuaFunction func;
for (auto& val : upvalues) {
val.pushValue();
}
lua_pushcclosure(L, function, (int) upvalues.size());
func.setReference(UniqueLuaReference::create(L));
lua_pop(L, 1);
return func;
}
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());
if (!load_err) {
LuaFunction func;
func.setReference(UniqueLuaReference::create(L));
lua_pop(L, 1);
return func;
} else {
// Get the error message
size_t len;
const char* err = lua_tolstring(L, -1, &len);
lua_pop(L, 1);
throw LuaException(std::string(err, len));
}
}
LuaFunction::LuaFunction() : LuaValue(), _errorFunction(nullptr) {
}
LuaFunction::LuaFunction(const LuaFunction&) = default;
LuaFunction& LuaFunction::operator=(const LuaFunction&) = default;
LuaFunction::~LuaFunction() = default;
bool LuaFunction::setEnvironment(const LuaTable& table) {
if (!table.getReference()->isValid()) {
throw LuaException("Table reference is not valid!");
}
this->pushValue();
table.pushValue();
bool ret = lua_setfenv(_luaState, -2) != 0;
// Pop the function again
lua_pop(_luaState, 1);
return ret;
}
LuaValueList LuaFunction::operator()(const LuaValueList& args) const {
return this->call(args);
}
void LuaFunction::setReference(const LuaReference& ref) {
if (ref == nullptr)
{
// If not a valid reference then let the base class handle everything
LuaValue::setReference(ref);
return;
}
ref->pushValue();
lua_State* L = ref->getState();
if (lua_type(L, -1) != LUA_TFUNCTION) {
lua_pop(L, 1);
throw LuaException("Reference does not refere to a function!");
} else {
lua_pop(L, 1);
LuaValue::setReference(ref);
}
}
LuaValueList LuaFunction::call(const LuaValueList& args) const {
int err_idx = 0;
int stackTop;
if (_errorFunction) {
// push the error function
_errorFunction->pushValue();
err_idx = lua_gettop(_luaState);
stackTop = err_idx;
} else {
stackTop = lua_gettop(_luaState);
}
// Push the function onto the stack
this->pushValue();
// Push the arguments onto the stack
for (const auto& arg : args) {
arg.pushValue();
}
// actually call the function now!
int err = lua_pcall(_luaState, (int) args.size(), LUA_MULTRET, err_idx);
if (!err) {
int numReturn = lua_gettop(_luaState) - stackTop;
LuaValueList values;
values.reserve(numReturn);
LuaValue val;
for (int i = 0; i < numReturn; ++i) {
if (convert::popValue(_luaState, val)) {
// Add values at the begin as the last return value is on top
// of the stack.
values.insert(values.begin(), val);
}
}
if (err_idx != 0) {
// Remove the error function
lua_pop(_luaState, 1);
}
return values;
} else {
// Make sure that there is exactly one parameter left on the stack
// If the error function didn't return anything then this will push nil
// If it pushed more than one value then this will discard all of them except the last one
lua_settop(_luaState, stackTop + 1);
std::string err_msg;
if (!lua_isstring(_luaState, -1)) {
err_msg = "Invalid lua value on stack!";
lua_pop(_luaState, 1); // Remove the value on the stack
} else {
if (!convert::popValue(_luaState, err_msg)) {
err_msg = "Failed to get error message from Lua stack!";
}
}
if (err_idx != 0) {
// Pop the error function
lua_pop(_luaState, 1);
}
// Throw exception with generated message
throw LuaException(err_msg);
}
}
bool ::luacpp::convert::popValue(lua_State* luaState, LuaFunction& target, int stackposition, bool remove) {
if (!internal::isValidIndex(luaState, stackposition)) {
return false;
}
if (!lua_isfunction(luaState, stackposition)) {
return false;
} else {
target.setReference(UniqueLuaReference::create(luaState, stackposition));
if (remove) {
lua_remove(luaState, stackposition);
}
return true;
}
}
}