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1138 lines (1032 loc) · 39.3 KB
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namespace LuaInterface
{
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Reflection;
using System.Threading;
using Lua511;
/*
* Main class of LuaInterface
* Object-oriented wrapper to Lua API
*
* Author: Fabio Mascarenhas
* Version: 1.0
*
* // steffenj: important changes in Lua class:
* - removed all Open*Lib() functions
* - all libs automatically open in the Lua class constructor (just assign nil to unwanted libs)
* */
[CLSCompliant(true)]
public class Lua : IDisposable
{
static string init_luanet =
"local metatable = {} \n"+
"local import_type = luanet.import_type \n"+
"local load_assembly = luanet.load_assembly \n"+
" \n"+
"-- Lookup a .NET identifier component. \n"+
"function metatable:__index(key) -- key is e.g. \"Form\" \n"+
" -- Get the fully-qualified name, e.g. \"System.Windows.Forms.Form\" \n"+
" local fqn = ((rawget(self,\".fqn\") and rawget(self,\".fqn\") .. \n"+
" \".\") or \"\") .. key \n"+
" \n"+
" -- Try to find either a luanet function or a CLR type \n"+
" local obj = rawget(luanet,key) or import_type(fqn) \n"+
" \n"+
" -- If key is neither a luanet function or a CLR type, then it is simply \n"+
" -- an identifier component. \n"+
" if obj == nil then \n"+
" -- It might be an assembly, so we load it too. \n"+
" load_assembly(fqn) \n"+
" obj = { [\".fqn\"] = fqn } \n"+
" setmetatable(obj, metatable) \n"+
" end \n"+
" \n"+
" -- Cache this lookup \n"+
" rawset(self, key, obj) \n"+
" return obj \n"+
"end \n"+
" \n"+
"-- A non-type has been called; e.g. foo = System.Foo() \n"+
"function metatable:__call(...) \n"+
" error(\"No such type: \" .. rawget(self,\".fqn\"), 2) \n"+
"end \n"+
" \n"+
"-- This is the root of the .NET namespace \n"+
"luanet[\".fqn\"] = false \n"+
"setmetatable(luanet, metatable) \n"+
" \n"+
"-- Preload the mscorlib assembly \n"+
"luanet.load_assembly(\"mscorlib\") \n";
/*readonly */ IntPtr luaState;
ObjectTranslator translator;
LuaCSFunction panicCallback, lockCallback, unlockCallback;
/// <summary>
/// Used to ensure multiple .net threads all get serialized by this single lock for access to the lua stack/objects
/// </summary>
object luaLock = new object();
public Lua()
{
luaState = LuaDLL.luaL_newstate(); // steffenj: Lua 5.1.1 API change (lua_open is gone)
//LuaDLL.luaopen_base(luaState); // steffenj: luaopen_* no longer used
LuaDLL.luaL_openlibs(luaState); // steffenj: Lua 5.1.1 API change (luaopen_base is gone, just open all libs right here)
LuaDLL.lua_pushstring(luaState, "LUAINTERFACE LOADED");
LuaDLL.lua_pushboolean(luaState, true);
LuaDLL.lua_settable(luaState, (int) LuaIndexes.LUA_REGISTRYINDEX);
LuaDLL.lua_newtable(luaState);
LuaDLL.lua_setglobal(luaState, "luanet");
LuaDLL.lua_pushvalue(luaState, (int)LuaIndexes.LUA_GLOBALSINDEX);
LuaDLL.lua_getglobal(luaState, "luanet");
LuaDLL.lua_pushstring(luaState, "getmetatable");
LuaDLL.lua_getglobal(luaState, "getmetatable");
LuaDLL.lua_settable(luaState, -3);
LuaDLL.lua_replace(luaState, (int)LuaIndexes.LUA_GLOBALSINDEX);
translator=new ObjectTranslator(this,luaState);
LuaDLL.lua_replace(luaState, (int)LuaIndexes.LUA_GLOBALSINDEX);
LuaDLL.luaL_dostring(luaState, Lua.init_luanet); // steffenj: lua_dostring renamed to luaL_dostring
// We need to keep this in a managed reference so the delegate doesn't get garbage collected
panicCallback = new LuaCSFunction(PanicCallback);
LuaDLL.lua_atpanic(luaState, panicCallback);
//LuaDLL.lua_atlock(luaState, lockCallback = new LuaCSFunction(LockCallback));
//LuaDLL.lua_atunlock(luaState, unlockCallback = new LuaCSFunction(UnlockCallback));
}
private bool _StatePassed;
/*
* CAUTION: LuaInterface.Lua instances can't share the same lua state!
*/
public Lua(Int64 luaState)
{
IntPtr lState = new IntPtr(luaState);
LuaDLL.lua_pushstring(lState, "LUAINTERFACE LOADED");
LuaDLL.lua_gettable(lState, (int)LuaIndexes.LUA_REGISTRYINDEX);
if(LuaDLL.lua_toboolean(lState,-1))
{
LuaDLL.lua_settop(lState,-2);
throw new LuaException("There is already a LuaInterface.Lua instance associated with this Lua state");
}
else
{
LuaDLL.lua_settop(lState,-2);
LuaDLL.lua_pushstring(lState, "LUAINTERFACE LOADED");
LuaDLL.lua_pushboolean(lState, true);
LuaDLL.lua_settable(lState, (int)LuaIndexes.LUA_REGISTRYINDEX);
this.luaState=lState;
LuaDLL.lua_pushvalue(lState, (int)LuaIndexes.LUA_GLOBALSINDEX);
LuaDLL.lua_getglobal(lState, "luanet");
LuaDLL.lua_pushstring(lState, "getmetatable");
LuaDLL.lua_getglobal(lState, "getmetatable");
LuaDLL.lua_settable(lState, -3);
LuaDLL.lua_replace(lState, (int)LuaIndexes.LUA_GLOBALSINDEX);
translator=new ObjectTranslator(this, this.luaState);
LuaDLL.lua_replace(lState, (int)LuaIndexes.LUA_GLOBALSINDEX);
LuaDLL.luaL_dostring(lState, Lua.init_luanet); // steffenj: lua_dostring renamed to luaL_dostring
}
_StatePassed = true;
}
/// <summary>
/// Called for each lua_lock call
/// </summary>
/// <param name="luaState"></param>
/// Not yet used
int LockCallback(IntPtr luaState)
{
// Monitor.Enter(luaLock);
return 0;
}
/// <summary>
/// Called for each lua_unlock call
/// </summary>
/// <param name="luaState"></param>
/// Not yet used
int UnlockCallback(IntPtr luaState)
{
// Monitor.Exit(luaLock);
return 0;
}
public void Close()
{
if (_StatePassed)
return;
if (luaState != IntPtr.Zero)
LuaDLL.lua_close(luaState);
luaState = IntPtr.Zero; // <- suggested by Christopher Cebulski http://luaforge.net/forum/forum.php?thread_id=44593&forum_id=146
}
static int PanicCallback(IntPtr luaState)
{
// string desc = LuaDLL.lua_tostring(luaState, 1);
string reason = String.Format("unprotected error in call to Lua API ({0})", LuaDLL.lua_tostring(luaState, -1));
// lua_tostring(L, -1);
throw new LuaException(reason);
}
/// <summary>
/// Assuming we have a Lua error string sitting on the stack, throw a C# exception out to the user's app
/// </summary>
/// <exception cref="LuaScriptException">Thrown if the script caused an exception</exception>
void ThrowExceptionFromError(int oldTop)
{
object err = translator.getObject(luaState, -1);
LuaDLL.lua_settop(luaState, oldTop);
// A pre-wrapped exception - just rethrow it (stack trace of InnerException will be preserved)
LuaScriptException luaEx = err as LuaScriptException;
if (luaEx != null) throw luaEx;
// A non-wrapped Lua error (best interpreted as a string) - wrap it and throw it
if (err == null) err = "Unknown Lua Error";
throw new LuaScriptException(err.ToString(), "");
}
/// <summary>
/// Convert C# exceptions into Lua errors
/// </summary>
/// <returns>num of things on stack</returns>
/// <param name="e">null for no pending exception</param>
internal int SetPendingException(Exception e)
{
Exception caughtExcept = e;
if (caughtExcept != null)
{
translator.throwError(luaState, caughtExcept);
LuaDLL.lua_pushnil(luaState);
return 1;
}
else
return 0;
}
private bool executing;
/// <summary>
/// True while a script is being executed
/// </summary>
public bool IsExecuting { get { return executing; } }
/// <summary>
///
/// </summary>
/// <param name="chunk"></param>
/// <param name="name"></param>
/// <returns></returns>
public LuaFunction LoadString(string chunk, string name)
{
int oldTop = LuaDLL.lua_gettop(luaState);
executing = true;
try
{
if (LuaDLL.luaL_loadbuffer(luaState, chunk, name) != 0)
ThrowExceptionFromError(oldTop);
}
finally { executing = false; }
LuaFunction result = translator.getFunction(luaState, -1);
translator.popValues(luaState, oldTop);
return result;
}
/// <summary>
///
/// </summary>
/// <param name="fileName"></param>
/// <returns></returns>
public LuaFunction LoadFile(string fileName)
{
int oldTop = LuaDLL.lua_gettop(luaState);
if (LuaDLL.luaL_loadfile(luaState, fileName) != 0)
ThrowExceptionFromError(oldTop);
LuaFunction result = translator.getFunction(luaState, -1);
translator.popValues(luaState, oldTop);
return result;
}
/*
* Excutes a Lua chunk and returns all the chunk's return
* values in an array
*/
public object[] DoString(string chunk)
{
int oldTop=LuaDLL.lua_gettop(luaState);
if (LuaDLL.luaL_loadbuffer(luaState, chunk, "chunk") == 0)
{
executing = true;
try
{
if (LuaDLL.lua_pcall(luaState, 0, -1, 0) == 0)
return translator.popValues(luaState, oldTop);
else
ThrowExceptionFromError(oldTop);
}
finally { executing = false; }
}
else
ThrowExceptionFromError(oldTop);
return null; // Never reached - keeps compiler happy
}
/// <summary>
/// Executes a Lua chnk and returns all the chunk's return values in an array.
/// </summary>
/// <param name="chunk">Chunk to execute</param>
/// <param name="chunkName">Name to associate with the chunk</param>
/// <returns></returns>
public object[] DoString(string chunk, string chunkName)
{
int oldTop = LuaDLL.lua_gettop(luaState);
executing = true;
if (LuaDLL.luaL_loadbuffer(luaState, chunk, chunkName) == 0)
{
try
{
if (LuaDLL.lua_pcall(luaState, 0, -1, 0) == 0)
return translator.popValues(luaState, oldTop);
else
ThrowExceptionFromError(oldTop);
}
finally { executing = false; }
}
else
ThrowExceptionFromError(oldTop);
return null; // Never reached - keeps compiler happy
}
/*
* Excutes a Lua file and returns all the chunk's return
* values in an array
*/
public object[] DoFile(string fileName)
{
int oldTop=LuaDLL.lua_gettop(luaState);
if(LuaDLL.luaL_loadfile(luaState,fileName)==0)
{
executing = true;
try
{
if (LuaDLL.lua_pcall(luaState, 0, -1, 0) == 0)
return translator.popValues(luaState, oldTop);
else
ThrowExceptionFromError(oldTop);
}
finally { executing = false; }
}
else
ThrowExceptionFromError(oldTop);
return null; // Never reached - keeps compiler happy
}
/*
* Indexer for global variables from the LuaInterpreter
* Supports navigation of tables by using . operator
*/
public object this[string fullPath]
{
get
{
object returnValue=null;
int oldTop=LuaDLL.lua_gettop(luaState);
string[] path=fullPath.Split(new char[] { '.' });
LuaDLL.lua_getglobal(luaState,path[0]);
returnValue=translator.getObject(luaState,-1);
if(path.Length>1)
{
string[] remainingPath=new string[path.Length-1];
Array.Copy(path,1,remainingPath,0,path.Length-1);
returnValue=getObject(remainingPath);
}
LuaDLL.lua_settop(luaState,oldTop);
return returnValue;
}
set
{
int oldTop=LuaDLL.lua_gettop(luaState);
string[] path=fullPath.Split(new char[] { '.' });
if(path.Length==1)
{
translator.push(luaState,value);
LuaDLL.lua_setglobal(luaState,fullPath);
}
else
{
LuaDLL.lua_getglobal(luaState,path[0]);
string[] remainingPath=new string[path.Length-1];
Array.Copy(path,1,remainingPath,0,path.Length-1);
setObject(remainingPath,value);
}
LuaDLL.lua_settop(luaState,oldTop);
// Globals auto-complete
if (value == null)
{
// Remove now obsolete entries
globals.Remove(fullPath);
}
else
{
// Add new entries
if (!globals.Contains(fullPath))
registerGlobal(fullPath, value.GetType(), 0);
}
}
}
#region Globals auto-complete
private readonly List<string> globals = new List<string>();
private bool globalsSorted;
/// <summary>
/// An alphabetically sorted list of all globals (objects, methods, etc.) externally added to this Lua instance
/// </summary>
/// <remarks>Members of globals are also listed. The formatting is optimized for text input auto-completion.</remarks>
public IEnumerable<string> Globals
{
get
{
// Only sort list when necessary
if (!globalsSorted)
{
globals.Sort();
globalsSorted = true;
}
return globals;
}
}
/// <summary>
/// Adds an entry to <see cref="globals"/> (recursivley handles 2 levels of members)
/// </summary>
/// <param name="path">The index accessor path ot the entry</param>
/// <param name="type">The type of the entry</param>
/// <param name="recursionCounter">How deep have we gone with recursion?</param>
private void registerGlobal(string path, Type type, int recursionCounter)
{
// If the type is a global method, list it directly
if (type == typeof(LuaCSFunction))
{
// Format for easy method invocation
globals.Add(path + "(");
}
// If the type is a class or an interface and recursion hasn't been running too long, list the members
else if ((type.IsClass || type.IsInterface) && type != typeof(string) && recursionCounter < 2)
{
#region Methods
foreach (MethodInfo method in type.GetMethods(BindingFlags.Public | BindingFlags.Instance))
{
if (
// Check that the LuaHideAttribute and LuaGlobalAttribute were not applied
(method.GetCustomAttributes(typeof(LuaHideAttribute), false).Length == 0) &&
(method.GetCustomAttributes(typeof(LuaGlobalAttribute), false).Length == 0) &&
// Exclude some generic .NET methods that wouldn't be very usefull in Lua
method.Name != "GetType" && method.Name != "GetHashCode" && method.Name != "Equals" &&
method.Name != "ToString" && method.Name != "Clone" && method.Name != "Dispose" &&
method.Name != "GetEnumerator" && method.Name != "CopyTo" &&
!method.Name.StartsWith("get_", StringComparison.Ordinal) &&
!method.Name.StartsWith("set_", StringComparison.Ordinal) &&
!method.Name.StartsWith("add_", StringComparison.Ordinal) &&
!method.Name.StartsWith("remove_", StringComparison.Ordinal))
{
// Format for easy method invocation
string command = path + ":" + method.Name + "(";
if (method.GetParameters().Length == 0) command += ")";
globals.Add(command);
}
}
#endregion
#region Fields
foreach (FieldInfo field in type.GetFields(BindingFlags.Public | BindingFlags.Instance))
{
if (
// Check that the LuaHideAttribute and LuaGlobalAttribute were not applied
(field.GetCustomAttributes(typeof(LuaHideAttribute), false).Length == 0) &&
(field.GetCustomAttributes(typeof(LuaGlobalAttribute), false).Length == 0))
{
// Go into recursion for members
registerGlobal(path + "." + field.Name, field.FieldType, recursionCounter + 1);
}
}
#endregion
#region Properties
foreach (PropertyInfo property in type.GetProperties(BindingFlags.Public | BindingFlags.Instance))
{
if (
// Check that the LuaHideAttribute and LuaGlobalAttribute were not applied
(property.GetCustomAttributes(typeof(LuaHideAttribute), false).Length == 0) &&
(property.GetCustomAttributes(typeof(LuaGlobalAttribute), false).Length == 0)
// Exclude some generic .NET properties that wouldn't be very usefull in Lua
&& property.Name != "Item")
{
// Go into recursion for members
registerGlobal(path + "." + property.Name, property.PropertyType, recursionCounter + 1);
}
}
#endregion
}
// Otherwise simply add the element to the list
else globals.Add(path);
// List will need to be sorted on next access
globalsSorted = false;
}
#endregion
/*
* Navigates a table in the top of the stack, returning
* the value of the specified field
*/
internal object getObject(string[] remainingPath)
{
object returnValue=null;
for(int i=0;i<remainingPath.Length;i++)
{
LuaDLL.lua_pushstring(luaState,remainingPath[i]);
LuaDLL.lua_gettable(luaState,-2);
returnValue=translator.getObject(luaState,-1);
if(returnValue==null) break;
}
return returnValue;
}
/*
* Gets a numeric global variable
*/
public double GetNumber(string fullPath)
{
return (double)this[fullPath];
}
/*
* Gets a string global variable
*/
public string GetString(string fullPath)
{
return (string)this[fullPath];
}
/*
* Gets a table global variable
*/
public LuaTable GetTable(string fullPath)
{
return (LuaTable)this[fullPath];
}
/*
* Gets a table global variable as an object implementing
* the interfaceType interface
*/
public object GetTable(Type interfaceType, string fullPath)
{
return CodeGeneration.Instance.GetClassInstance(interfaceType,GetTable(fullPath));
}
/*
* Gets a function global variable
*/
public LuaFunction GetFunction(string fullPath)
{
object obj=this[fullPath];
return (obj is LuaCSFunction ? new LuaFunction((LuaCSFunction)obj,this) : (LuaFunction)obj);
}
/*
* Gets a function global variable as a delegate of
* type delegateType
*/
public Delegate GetFunction(Type delegateType,string fullPath)
{
return CodeGeneration.Instance.GetDelegate(delegateType,GetFunction(fullPath));
}
/*
* Calls the object as a function with the provided arguments,
* returning the function's returned values inside an array
*/
internal object[] callFunction(object function,object[] args)
{
return callFunction(function, args, null);
}
/*
* Calls the object as a function with the provided arguments and
* casting returned values to the types in returnTypes before returning
* them in an array
*/
internal object[] callFunction(object function,object[] args,Type[] returnTypes)
{
int nArgs=0;
int oldTop=LuaDLL.lua_gettop(luaState);
if(!LuaDLL.lua_checkstack(luaState,args.Length+6))
throw new LuaException("Lua stack overflow");
translator.push(luaState,function);
if(args!=null)
{
nArgs=args.Length;
for(int i=0;i<args.Length;i++)
{
translator.push(luaState,args[i]);
}
}
executing = true;
try
{
int error = LuaDLL.lua_pcall(luaState, nArgs, -1, 0);
if (error != 0)
ThrowExceptionFromError(oldTop);
}
finally { executing = false; }
if(returnTypes != null)
return translator.popValues(luaState,oldTop,returnTypes);
else
return translator.popValues(luaState, oldTop);
}
/*
* Navigates a table to set the value of one of its fields
*/
internal void setObject(string[] remainingPath, object val)
{
for(int i=0; i<remainingPath.Length-1;i++)
{
LuaDLL.lua_pushstring(luaState,remainingPath[i]);
LuaDLL.lua_gettable(luaState,-2);
}
LuaDLL.lua_pushstring(luaState,remainingPath[remainingPath.Length-1]);
translator.push(luaState,val);
LuaDLL.lua_settable(luaState,-3);
}
/*
* Creates a new table as a global variable or as a field
* inside an existing table
*/
public void NewTable(string fullPath)
{
string[] path=fullPath.Split(new char[] { '.' });
int oldTop=LuaDLL.lua_gettop(luaState);
if(path.Length==1)
{
LuaDLL.lua_newtable(luaState);
LuaDLL.lua_setglobal(luaState,fullPath);
}
else
{
LuaDLL.lua_getglobal(luaState,path[0]);
for(int i=1; i<path.Length-1;i++)
{
LuaDLL.lua_pushstring(luaState,path[i]);
LuaDLL.lua_gettable(luaState,-2);
}
LuaDLL.lua_pushstring(luaState,path[path.Length-1]);
LuaDLL.lua_newtable(luaState);
LuaDLL.lua_settable(luaState,-3);
}
LuaDLL.lua_settop(luaState,oldTop);
}
public ListDictionary GetTableDict(LuaTable table)
{
ListDictionary dict = new ListDictionary();
int oldTop = LuaDLL.lua_gettop(luaState);
translator.push(luaState, table);
LuaDLL.lua_pushnil(luaState);
while (LuaDLL.lua_next(luaState, -2) != 0)
{
dict[translator.getObject(luaState, -2)] = translator.getObject(luaState, -1);
LuaDLL.lua_settop(luaState, -2);
}
LuaDLL.lua_settop(luaState, oldTop);
return dict;
}
/*
* Lets go of a previously allocated reference to a table, function
* or userdata
*/
#region lua debug functions
/// <summary>
/// lua hook calback delegate
/// </summary>
/// <author>Reinhard Ostermeier</author>
private LuaHookFunction hookCallback = null;
/// <summary>
/// Activates the debug hook
/// </summary>
/// <param name="mask">Mask</param>
/// <param name="count">Count</param>
/// <returns>see lua docs. -1 if hook is already set</returns>
/// <author>Reinhard Ostermeier</author>
public int SetDebugHook(EventMasks mask, int count)
{
if (hookCallback == null)
{
hookCallback = new LuaHookFunction(DebugHookCallback);
return LuaDLL.lua_sethook(luaState, hookCallback, (int)mask, count);
}
return -1;
}
/// <summary>
/// Removes the debug hook
/// </summary>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public int RemoveDebugHook()
{
hookCallback = null;
return LuaDLL.lua_sethook(luaState, null, 0, 0);
}
/// <summary>
/// Gets the hook mask.
/// </summary>
/// <returns>hook mask</returns>
/// <author>Reinhard Ostermeier</author>
public EventMasks GetHookMask()
{
return (EventMasks)LuaDLL.lua_gethookmask(luaState);
}
/// <summary>
/// Gets the hook count
/// </summary>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public int GetHookCount()
{
return LuaDLL.lua_gethookcount(luaState);
}
/// <summary>
/// Gets the stack entry on a given level
/// </summary>
/// <param name="level">level</param>
/// <param name="luaDebug">lua debug structure</param>
/// <returns>Returns true if level was allowed, false if level was invalid.</returns>
/// <author>Reinhard Ostermeier</author>
public bool GetStack(int level, out LuaDebug luaDebug)
{
luaDebug = new LuaDebug();
IntPtr ld = System.Runtime.InteropServices.Marshal.AllocHGlobal(System.Runtime.InteropServices.Marshal.SizeOf(luaDebug));
System.Runtime.InteropServices.Marshal.StructureToPtr(luaDebug, ld, false);
try
{
return LuaDLL.lua_getstack(luaState, level, ld) != 0;
}
finally
{
luaDebug = (LuaDebug)System.Runtime.InteropServices.Marshal.PtrToStructure(ld, typeof(LuaDebug));
System.Runtime.InteropServices.Marshal.FreeHGlobal(ld);
}
}
/// <summary>
/// Gets info (see lua docs)
/// </summary>
/// <param name="what">what (see lua docs)</param>
/// <param name="luaDebug">lua debug structure</param>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public int GetInfo(String what, ref LuaDebug luaDebug)
{
IntPtr ld = System.Runtime.InteropServices.Marshal.AllocHGlobal(System.Runtime.InteropServices.Marshal.SizeOf(luaDebug));
System.Runtime.InteropServices.Marshal.StructureToPtr(luaDebug, ld, false);
try
{
return LuaDLL.lua_getinfo(luaState, what, ld);
}
finally
{
luaDebug = (LuaDebug)System.Runtime.InteropServices.Marshal.PtrToStructure(ld, typeof(LuaDebug));
System.Runtime.InteropServices.Marshal.FreeHGlobal(ld);
}
}
/// <summary>
/// Gets local (see lua docs)
/// </summary>
/// <param name="luaDebug">lua debug structure</param>
/// <param name="n">see lua docs</param>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public String GetLocal(LuaDebug luaDebug, int n)
{
IntPtr ld = System.Runtime.InteropServices.Marshal.AllocHGlobal(System.Runtime.InteropServices.Marshal.SizeOf(luaDebug));
System.Runtime.InteropServices.Marshal.StructureToPtr(luaDebug, ld, false);
try
{
return LuaDLL.lua_getlocal(luaState, ld, n);
}
finally
{
System.Runtime.InteropServices.Marshal.FreeHGlobal(ld);
}
}
/// <summary>
/// Sets local (see lua docs)
/// </summary>
/// <param name="luaDebug">lua debug structure</param>
/// <param name="n">see lua docs</param>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public String SetLocal(LuaDebug luaDebug, int n)
{
IntPtr ld = System.Runtime.InteropServices.Marshal.AllocHGlobal(System.Runtime.InteropServices.Marshal.SizeOf(luaDebug));
System.Runtime.InteropServices.Marshal.StructureToPtr(luaDebug, ld, false);
try
{
return LuaDLL.lua_setlocal(luaState, ld, n);
}
finally
{
System.Runtime.InteropServices.Marshal.FreeHGlobal(ld);
}
}
/// <summary>
/// Gets up value (see lua docs)
/// </summary>
/// <param name="funcindex">see lua docs</param>
/// <param name="n">see lua docs</param>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public String GetUpValue(int funcindex, int n)
{
return LuaDLL.lua_getupvalue(luaState, funcindex, n);
}
/// <summary>
/// Sets up value (see lua docs)
/// </summary>
/// <param name="funcindex">see lua docs</param>
/// <param name="n">see lua docs</param>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public String SetUpValue(int funcindex, int n)
{
return LuaDLL.lua_setupvalue(luaState, funcindex, n);
}
/// <summary>
/// Delegate that is called on lua hook callback
/// </summary>
/// <param name="luaState">lua state</param>
/// <param name="luaDebug">Pointer to LuaDebug (lua_debug) structure</param>
/// <author>Reinhard Ostermeier</author>
private void DebugHookCallback(IntPtr luaState, IntPtr luaDebug)
{
try
{
LuaDebug ld = (LuaDebug)System.Runtime.InteropServices.Marshal.PtrToStructure(luaDebug, typeof(LuaDebug));
EventHandler<DebugHookEventArgs> temp = DebugHook;
if (temp != null)
{
temp(this, new DebugHookEventArgs(ld));
}
}
catch (Exception ex)
{
OnHookException(new HookExceptionEventArgs(ex));
}
}
/// <summary>
/// Event that is raised when an exception occures during a hook call.
/// </summary>
/// <author>Reinhard Ostermeier</author>
public event EventHandler<HookExceptionEventArgs> HookException;
private void OnHookException(HookExceptionEventArgs e)
{
EventHandler<HookExceptionEventArgs> temp = HookException;
if (temp != null)
{
temp(this, e);
}
}
/// <summary>
/// Event when lua hook callback is called
/// </summary>
/// <remarks>
/// Is only raised if SetDebugHook is called before.
/// </remarks>
/// <author>Reinhard Ostermeier</author>
public event EventHandler<DebugHookEventArgs> DebugHook;
/// <summary>
/// Pops a value from the lua stack.
/// </summary>
/// <returns>Returns the top value from the lua stack.</returns>
/// <author>Reinhard Ostermeier</author>
public object Pop()
{
int top = LuaDLL.lua_gettop(luaState);
return translator.popValues(luaState, top - 1)[0];
}
/// <summary>
/// Pushes a value onto the lua stack.
/// </summary>
/// <param name="value">Value to push.</param>
/// <author>Reinhard Ostermeier</author>
public void Push(object value)
{
translator.push(luaState, value);
}
#endregion
internal void dispose(int reference)
{
if (luaState != IntPtr.Zero) //Fix submitted by Qingrui Li
LuaDLL.lua_unref(luaState,reference);
}
/*
* Gets a field of the table corresponding to the provided reference
* using rawget (do not use metatables)
*/
internal object rawGetObject(int reference,string field)
{
int oldTop=LuaDLL.lua_gettop(luaState);
LuaDLL.lua_getref(luaState,reference);
LuaDLL.lua_pushstring(luaState,field);
LuaDLL.lua_rawget(luaState,-2);
object obj=translator.getObject(luaState,-1);
LuaDLL.lua_settop(luaState,oldTop);
return obj;
}
/*
* Gets a field of the table or userdata corresponding to the provided reference
*/
internal object getObject(int reference,string field)
{
int oldTop=LuaDLL.lua_gettop(luaState);
LuaDLL.lua_getref(luaState,reference);
object returnValue=getObject(field.Split(new char[] {'.'}));
LuaDLL.lua_settop(luaState,oldTop);
return returnValue;
}
/*
* Gets a numeric field of the table or userdata corresponding the the provided reference
*/
internal object getObject(int reference,object field)
{
int oldTop=LuaDLL.lua_gettop(luaState);
LuaDLL.lua_getref(luaState,reference);
translator.push(luaState,field);
LuaDLL.lua_gettable(luaState,-2);
object returnValue=translator.getObject(luaState,-1);
LuaDLL.lua_settop(luaState,oldTop);
return returnValue;
}
/*
* Sets a field of the table or userdata corresponding the the provided reference
* to the provided value
*/
internal void setObject(int reference, string field, object val)
{
int oldTop=LuaDLL.lua_gettop(luaState);
LuaDLL.lua_getref(luaState,reference);
setObject(field.Split(new char[] {'.'}),val);
LuaDLL.lua_settop(luaState,oldTop);
}
/*
* Sets a numeric field of the table or userdata corresponding the the provided reference
* to the provided value
*/
internal void setObject(int reference, object field, object val)
{
int oldTop=LuaDLL.lua_gettop(luaState);
LuaDLL.lua_getref(luaState,reference);
translator.push(luaState,field);
translator.push(luaState,val);
LuaDLL.lua_settable(luaState,-3);
LuaDLL.lua_settop(luaState,oldTop);
}
/*
* Registers an object's method as a Lua function (global or table field)
* The method may have any signature
*/
public LuaFunction RegisterFunction(string path, object target, MethodBase function /*MethodInfo function*/) //CP: Fix for struct constructor by Alexander Kappner (link: http://luaforge.net/forum/forum.php?thread_id=2859&forum_id=145)
{
// We leave nothing on the stack when we are done
int oldTop = LuaDLL.lua_gettop(luaState);
LuaMethodWrapper wrapper=new LuaMethodWrapper(translator,target,function.DeclaringType,function);
translator.push(luaState,new LuaCSFunction(wrapper.call));
this[path]=translator.getObject(luaState,-1);
LuaFunction f = GetFunction(path);