Files
fs2open.github.com/code/scripting/lua/LuaFunction.cpp
T
asarium ebcf686cf7 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.
2020-05-24 12:36:01 +02:00

251 lines
6.0 KiB
C++

#include "LuaFunction.h"
#include "LuaException.h"
#include "LuaHeaders.h"
namespace luacpp {
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(L);
}
lua_pushcclosure(L, function, (int)upvalues.size());
func.setReference(UniqueLuaReference::create(L));
lua_pop(L, 1);
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());
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(LuaFunction&&) noexcept = default;
LuaFunction& LuaFunction::operator=(LuaFunction&&) noexcept = default;
LuaFunction::~LuaFunction() = default;
bool LuaFunction::setEnvironment(const LuaTable& table) {
if (!table.getReference()->isValid()) {
throw LuaException("Table reference is not valid!");
}
this->pushValue(_luaState);
table.pushValue(_luaState);
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;
}
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!");
} 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(_luaState);
err_idx = lua_gettop(_luaState);
stackTop = err_idx;
} else {
stackTop = lua_gettop(_luaState);
}
// Push the function onto the stack
this->pushValue(_luaState);
// Push the arguments onto the stack
for (const auto& arg : args) {
arg.pushValue(_luaState);
}
// 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;
}
}
}