Lua embedding in C++, how to handle uservalues - c++

I am embedding Lua into a C++ application and would like to have a Lua table be associated with a C pointer.
In the object constructor I have:
Thing (const std::string name_, lua_State * L): name(name_)
{
std::string filename = name + ".lua";
luaL_dofile(L, filename.c_str());
lua_pushlightuserdata(L, this);
lua_newtable(L);
lua_setuservalue(L, 1); // Associate the Lua table with the userdata.
luaL_getmetatable(L, "Metatable.Thing");
lua_setmetatable(L, 1);
}
In the __newindex metamethod of the "Metatable.Thing" metatable I have:
static int ThingNewIndex(lua_State * L)
{
assert(lua_isuserdata(L, 1));
assert(lua_isstring(L, 2));
Thing * thing = (Thing *)lua_touserdata(L, 1);
const char * index = lua_tostring(L, 2);
lua_getuservalue(L, 1);
assert(lua_istable(L, -1)); // This assertion fails.
lua_pushvalue(L, 2);
lua_pushvalue(L, 3);
lua_settable(L, -3);
return 0;
}
The lua_getuservalue function does not put any table onto the stack.
Am I misunderstanding something about how user values work? Is there another way to associate a C++ pointer with a Lua table?

Related

Accessing user data as a member of another user data in LUA C++

I am trying to index into a user data called entity to get to another user data called transform component. I am relatively new to lua w/ c++ binding but after I got my entity up and running with metatables and an index method that would allow me to do stuff like this in Lua:
entity1 = Entity.create()
entity1:setID(4)
print(entity1)
This works perfectly but I also have a user data called TransformComponent that looks like this in LUA
transform1 = TransformComponent.create()
transform1:setPosition(4,3)
print(transform1)
Here is where I get stuck. What I WANT to be able to do in LUA is something like this:
entity1 = Entity.create()
entity1.transform:setPosition(4,3)
print(entity1)
How do I (in C++) set up this kind of relationship where Entity is a table that contains all its methods but also contains a key called "transform" that maps to the TransformComponent table. In C++ I tried setting it as a key and I tried reading the "transform" key from the index method and placing the TransformComponent methods in the table but that didn't work.
Any help is extremely appreciated.
EDIT
I initially didn't want to include the attempts I made because they were futile and I knew it but what I attempted to do was during the entity index, I would push the table for TransformComponent and hope the next part of the index (i.e. the methods for TransformComponent)
So here is the index method for Entity
static int _LUA_index(lua_State* L) {
assert(lua_isstring(L, -1));
Entity* luaEntity1 = (Entity*)lua_touserdata(L, -2); assert(luaEntity1);
std::string index = lua_tostring(L, -1);
if (index == "transform") {
lua_getglobal(L, "TransformComponent");
return 1;
}
lua_getglobal(L, "Entity");
lua_pushstring(L, index.c_str());
lua_rawget(L, -2);
return 1;
}
If i print out the result of "index" its just transform, I can never get it to try and parse "setPosition". I have no Idea how to progress here. Here is the code to setup the tables:
lua_State* L = luaL_newstate();
luaL_openlibs(L);
/* --------- Transform table ----------- */
lua_newtable(L);
int transformTableIndex = lua_gettop(L);
lua_pushvalue(L, transformTableIndex);
lua_setglobal(L, "TransformComponent");
lua_pushcfunction(L, TransformComponent::_LUA_CreateTransform);
lua_setfield(L, -2, "create");
lua_pushcfunction(L, TransformComponent::_LUA_SetPosition);
lua_setfield(L, -2, "setPosition");
/* --------- Transform Meta table ----------- */
luaL_newmetatable(L, "TransformComponentMetaTable");
lua_pushcfunction(L, TransformComponent::_LUA_gc);
lua_setfield(L, -2, "__gc");
lua_pushcfunction(L, TransformComponent::_LUA_eq);
lua_setfield(L, -2, "__eq");
lua_pushcfunction(L, TransformComponent::_LUA_tostring);
lua_setfield(L, -2, "__tostring");
lua_pushcfunction(L, TransformComponent::_LUA_index);
lua_setfield(L, -2, "__index");
/* --------- Entity table --------- */
lua_newtable(L);
int entityTableIndex = lua_gettop(L);
lua_pushvalue(L, entityTableIndex);
lua_setglobal(L, "Entity");
constexpr int NUM_OF_UPVALUES = 1;
lua_pushlightuserdata(L, &manager);
lua_pushcclosure(L, Entity::_LUA_CreateEntity, NUM_OF_UPVALUES);
//lua_pushcfunction(L, Entity::_LUA_CreateEntity);
lua_setfield(L, -2, "create");
lua_pushcfunction(L, Entity::_LUA_MoveEntity);
lua_setfield(L, -2, "move");
lua_pushcfunction(L, Entity::_LUA_DrawEntity);
lua_setfield(L, -2, "draw");
/* --------- Entity Meta table --------- */
luaL_newmetatable(L, "EntityMetaTable");
lua_pushstring(L, "__gc");
lua_pushcfunction(L, Entity::_LUA_gc);
lua_settable(L, -3);
lua_pushstring(L, "__eq");
lua_pushcfunction(L, Entity::_LUA_eq);
lua_settable(L, -3);
lua_pushstring(L, "__tostring");
lua_pushcfunction(L, Entity::_LUA_tostring);
lua_settable(L, -3);
lua_pushstring(L, "__index");
lua_pushcfunction(L, Entity::_LUA_index);
lua_settable(L, -3);
I started thinking this was impossible to accomplish or I am just unable to do this Lua. I am unsure but I am definitely not talented enough to figure this out.
EDIT2
EntityClass + TransformComponent:
struct _API SpriteComponent {
const char* fileName;
};
struct _API TransformComponent {
glm::vec2 position;
glm::vec3 rotation;
TransformComponent();
~TransformComponent();
static int _LUA_CreateTransform(lua_State* L);
static int _LUA_SetPosition(lua_State* L);
static int _LUA_gc(lua_State* L);
static int _LUA_eq(lua_State* L);
static int _LUA_index(lua_State* L);
static int _LUA_tostring(lua_State* L);
};
class _API Entity{
public:
TransformComponent transform;
SpriteComponent sprite;
Entity();
~Entity();
void moveEntity(float x, float y);
void drawEntity();
static int _LUA_CreateEntity(lua_State* L);
..etc etc
EDIT3
_LUA_CreateTransform method
int TransformComponent::_LUA_CreateTransform(lua_State* L) {
void* entityPointer = lua_newuserdata(L, sizeof(TransformComponent));
new(entityPointer) TransformComponent(); assert(entityPointer);
luaL_getmetatable(L, "TransformComponentMetaTable");
lua_setmetatable(L, -2);
return 1;
}
Again any help is super appreciated.
Your _LUA_index C++ function is more-or-less equivalent to this in pure Lua:
function EntityMetaTable.__index(luaEntity1, index)
if tostring(index) == 'transform' then
return TransformComponent
end
return rawget(Entity, index)
end
Thus, when you do entity1.transform:setPosition(4,3), it's basically equivalent to TransformComponent:setPosition(4,3). The problem is that you can't do setPosition directly on the TransformComponent table. You need to do it on a userdata that TransformComponent.create() gives you, like transform1 is, instead. If you want to avoid making a fresh TransformComponent userdata every time, you can save the result as a uservalue (or environment if you're on Lua 5.1 still) on your entity userdata.
Edit: Now that I see more of your code, here's what you should do. In your Entity class, change TransformComponent transform to TransformComponent *transform. Then, in your _LUA_CreateEntity function, set up transform the same way that you do in _LUA_CreateTransform. Then set the transform userdata as the environment or uservalue (depending on Lua version) of the entity userdata. Finally, in your index method, return that environment/uservalue instead of doing lua_getglobal(L, "TransformComponent");.
You are returning a static class/table (TransformComponent in this case) when your entity's index transform is called. What you really need is the actual instance of your transform that is present inside your entity class. So technically, you want properties of your object to be accessible from Lua easily by calling ent.transform.
To achieve this, you can use sol which is "a fast, simple C++ and Lua Binding".
class _API Entity{
public:
TransformComponent transform;
TransformComponent get_transform() {
return transform;
}
void set_transform(TransformComponent value) {
transform = value;
}
...
#include <sol/sol.hpp>
int main (int, char*[]) {
sol::state lua;
lua.open_libraries(sol::lib::base);
lua.new_usertype<Entity>( "Entity",
"transform", sol::property(&Entity::get_transform, &Entity::set_transform)
);
Additionally, you can have properties that are read-only which would fit your transform property perfectly since you do not want it to be replaced with a new transform and rather you want the transform properties to be changed.
sol::usertype<Entity> type_ent = lua.new_usertype<Entity>("Entity",
sol::constructors<Entity()>());
// Read only property (Still, you can call your Transform methods on it).
type_ent.set("transform", sol::readonly(&Entity::get_transform));
As a side note, be sure to first register your TransformComponent with all it's functions and properties and then register your Entity.
Have a look at sol properties and sol classes instruction for more details.

Lua Array and Object Oriented Access for the Same Userdata

I have an CArray class written in C++ and is exposed to Lua as Array.
1) Create a new userdata:
int Array_new(lua_State* L)
{
int len = luaL_checkint(L, 1);
CArray<std::string> **Arr = (CArray<std::string>**)lua_newuserdata(L, sizeof(CArray<std::string>*));
*Arr = new CArray<std::string>(len);
luaL_getmetatable(L, "ArrayMetatable");
lua_setmetatable(L, -2);
return 1;
}
2) Access an element:
int Array_getValue(lua_State* L)
{
CArray<std::string>* arr = *(CArray<std::string>**)lua_touserdata(L, 1);
int pos=luaL_checknumber(L, 2)-1;
//Omitted for brevity
lua_pushstring(L, stdStr.c_str());
return 1;
}
3) Register to Lua:
int luaopen_Array(lua_State* L)
{
luaL_newmetatable(L, "ArrayMetatable"); // metatable1
luaL_setfuncs(L, Array_metatable, 0);
lua_pushstring(L, "__index");
lua_pushvalue(L, -2); // metatable1 __index metatable1
lua_settable(L, -3); // metatable1[__index]=metatable1
/*luaL_newmetatable(L, "ArrayMetatable_2"); // metatable1 metatable2
lua_pushstring(L, "__index"); // metatable1 metatable2 __index
lua_pushstring(L, "get"); // metatable1 metatable2 __index get
lua_gettable(L, 1); // metatable1 metatable2 __index
lua_settable(L, 2);
lua_pushvalue(L, 1); //metatable1 metatable2 metatable1*/
lua_setglobal(L, "Array");
return 0;
}
The problem is I have to prefer either Lua code to access an element in the array: a) arr:get(1) to get the first element, b) arr[1] to get the first element.
However a and b does not work at the same time, so either I have to prefer style a or style b. Is it possible to do a and b at the same time by modifying the 3rd step?
So far the code I presented gives an error at step 2 if I try a Lua expression such as arr[2] such that the variable arr's address is 0xcccccc.
You can add an __index method and a get method, just add them separately.
The registration function looks a little messed up.
Normally you would have two meta-tables - the global functions, and the member functions.
static const struct luaL_Reg Array_globals[] = {
{ "new", Array_new },
{ NULL,NULL }
};
static const struct luaL_Reg Array_members[] = {
{ "get", Array_getValue},
{ "__index", Array_getValue },
{ NULL,NULL }
};
the luaopen_ function merely needs to build the tables with the appropriate methods.
I would recommend also writing __len, and __setindex
int luaopen_Array(lua_State* L)
{
luaL_newmetatable(L, "ArrayMetatable"); // metatable1
luaL_setfuncs(L, Array_members, 0);
luaL_newlib( L, Array_globals );
return 1; // return table to caller.
}

lua - store closure in C, invoke async in C

I need an idea, how I can store lua closures to invoke them asynchronously later.
my first idea was lua_tocfunction but a closure is not a cfunction and cannot be invoked from C directly
second idea was to save the closure in the metatable, that I can push it and call it later, but it seems, that I cannot copy a closure. (Error: attempt to index a function value).
So I need your help please. How can I store a closure?
I admit, that I did not completely understand why there is an __index field in my lua ctor as I've copied that part from somewhere.
By the way: the program without onrender worked as expected. I'm using qt gui and the lua-states are closed, after qt's main loop, thus the created window is not going to be delete by __gc after the script.
bootstrap.lua
local w = w_render() -- create window object
w:show()
w:onrender(function()
print('render')
end)
w_lua.cpp
// chlua_* are helper macros/templates/methods
// 1: self
// 2: render closure
int w_render_onrender(lua_State *L) {
auto *self = chlua_this<GLWindow *>(L, 1, w_render_table);
lua_pushvalue(L, 2); // copy closure to top
lua_setfield(L, 2, "onrender_cb"); // save closure in metatable
// !!! ERROR: attempt to index a function value
self->onrender([L](){
lua_getfield(L, 2, "onrender_cb");
qDebug() << "onrender";
lua_call(L, 0, 0);
});
return 0;
}
// Creates the object
int w_render(lua_State *L) {
auto *&self = chlua_newuserdata<GLWindow *>(L);
self = new GLWindow;
if (luaL_newmetatable(L, w_render_table)) {
luaL_setfuncs(L, w_render_methods, 0);
lua_pushvalue(L, -1);
lua_setfield(L, -2, "__index");
}
lua_setmetatable(L, -2);
return 1;
}
It looks like your problem is stemming from using the wrong indices and attempting to set/get fields on the wrong lua object on the stack. Assuming the udata representing your GLWindow * is first followed by the lua closure second, try changing the code like this:
int w_render_onrender(lua_State *L)
{
luaL_checkudata(L, 1, w_render_table);
luaL_checktype(L, 2, LUA_TFUNCTION);
auto *self = chlua_this<GLWindow *>(L, 1, w_render_table);
lua_getmetatable(L, 1);
lua_insert(L, -2); // GLWindow GLWindow_mt lua_closure
lua_setfield(L, -2, "onrender_cb"); // save closure in metatable
self->onrender([L]()
{
luaL_checkudata(L, 1, w_render_table);
// assuming GLWindow udata is self and onrender_cb is your lua closure above
// access GLWindow.onrender_cb through GLWindows's metatable
lua_getfield(L, 1, "onrender_cb");
qDebug() << "onrender";
luaL_checktype(L, -1, LUA_TFUNCTION); // Just to be sure
lua_call(L, 0, 0);
});
return 0;
}
Edit: After thinking about this some more, it probably makes more sense to create a lua reference using luaL_ref. This way you don't have to care what happens to be on the stack when self->onrender actually runs, which I'm assuming is async:
int w_render_onrender(lua_State *L)
{
luaL_checkudata(L, 1, w_render_table);
luaL_checktype(L, 2, LUA_TFUNCTION);
auto *self = chlua_this<GLWindow *>(L, 1, w_render_table);
auto lua_cb = luaL_ref(L, LUA_REGISTRYINDEX);
// just to check that what's on the stack shouldn't matter
lua_settop(L, 0);
self->onrender([L, lua_cb]()
{
lua_rawgeti(L, LUA_REGISTRYINDEX, lua_cb);
luaL_checktype(L, -1, LUA_TFUNCTION); // Just to be sure
qDebug() << "onrender";
lua_call(L, 0, 0);
luaL_unref(L, LUA_REGISTRYINDEX, lua_cb); // assuming you're done with it
});
return 0;
}

Creating new classes/members at run-time in scripting languages used in C++ [closed]

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I've been working on this problem off and on for a few months, and now wanted to really come up with a proper solution that will handle the case of creating new user-defined classes (and instances of those classes) with member functions/properties at run-time in a C++11 project.
So far, I've been using SWIG (formerly with Python, now with Lua, exploring Squirrel). Like all the C++ binding/embedding libraries I've encountered so far (Luna*, luabinder, luabind, OOLua, Sqrat/Sqext, Squall), all expect your classes to be predefined in C++ prior to code execution because they either rely on preprocessor directives or templates.
So my question is, are there any libraries out there that use a more procedural approach to wrapping a language, or are there any good tutorials/examples for something like Lua or Squirrel, that one would recommend for handling the creation of custom-named classes with custom members and functions? Some direction would be greatly appreciated.
Even simply a good example showing how to create a custom class with a function and a property, in either Lua, Squirrel, via their respective C++ APIs without the use of macros/templates/dynamically-generated code, would be hugely helpful.
EDIT: I have gone as far as creating an Instance class that contains a std::vector of members key/value pairs, and a member identifying the type so functions can be looked up. However, there is very little documentation out there on creating simple classes in Lua/Squirrel without the use of static code.
EDIT 2: I would like a solution that works on any platform and without having to dynamically link.
Creating a class derived from some existing C++ class is the only way (known to me) to bring a new class into a running C++ program. Short of dynamically compiling actual C++ source and loading the resulting library, there is no way to physically add a new class. The next best thing is to create a proxy object in C++ that wraps a Python (Lua etc) object, and make that Python (Lua) object an instance of a class that extends an existing C++ class mirrored to the Python (Lua) side.
C++
+---------+ mirrors +--------------+
| class X | ...............................> | class X |
+---------+ | mirrored to |
| | Python |
| inherits +--------------+
v inherits |
+-----------------+ v
| class X_Wrapper | references +--------------+
| | python obj -------------------------> | class CX(X): |
+-----------------+ | def met() |
+--------------+
Here's an example of extending a C++ class with Python, using boost::python as a bridge.
C++ side:
#include <boost/python.hpp>
#include <iostream>
using namespace boost::python;
// this is the interface we will implement in Python
struct World
{
virtual std::string greet() = 0;
virtual ~World() {}
};
// this is a helper class needed to access Python-overrided methods
struct WorldWrap : World, wrapper<World>
{
std::string greet()
{
return this->get_override("greet")();
}
};
// This function tests our class implemented in Python
std::string test(World* w)
{
std::cout << "Calling w->greet() on some World-derived object\n";
return w->greet();
}
// This is what the Python side will see
BOOST_PYTHON_MODULE(hello)
{
class_<WorldWrap, boost::noncopyable>("World")
.def("greet", pure_virtual(&World::greet));
def("test", test);
}
Python side:
import hello
class HomeWorld(hello.World):
""" Implements a function defined in C++ as pure virtual """
def greet(self):
return "howdy"
home = HomeWorld()
print (hello.test(home))
Consider following Lua multimap example.
Multimap = {};
function Multimap:__index(key)
if (key == 'keys') then
local ret = {}
for k,_ in pairs(self) do
ret[#ret+1] = k;
end
return ret;
else
return rawget(getmetatable(self), key)
end
end
function Multimap.Create()
local self = {};
setmetatable(self, Multimap);
return self;
end
function Multimap:Insert(key, value)
local list = self[key];
if (list == nil) then
list = {};
self[key] = list;
end
table.insert(list, value);
end
function Multimap:Remove(key, value)
local list = self[key];
assert(list ~= nil, "key not found");
for i = 1,#list do
if (list[i] == value) then
table.remove(list, i);
if (#list == 0) then
self[key] = nil;
end
return;
end
end
error("value not found");
end
-- testing
m = Multimap.Create()
m:Insert(1,5)
m:Insert(2,6)
m:Insert(3,7)
m:Insert(1,8)
m:Remove(2,6)
print(pcall(function()
m:Remove(2,6) -- will produce assert exception
end))
print("keys left: ", table.concat(m.keys, ','))
You can implement this in C++ in several ways.
Use heavy Lua API. The code below is almost exact to Lua.
#include <Lua/src/lua.hpp>
int Multimap_Index(lua_State* L) {
lua_settop(L, 2); // force 2 arguments
const char *key_value = "key";
size_t key_len;
const char *key = lua_tolstring(L, 2, &key_len);
if (!strncmp(key, key_value, strlen(key_value))) {
int i = 0;
lua_newtable(L); // stack : self, key, ret = {}
int ret = lua_gettop(L);
lua_pushnil(L); // stack : self, key, ret, nil
while (lua_next(L, 1) != 0) { // stack : self, key, ret, k, v
lua_pop(L, 1); // stack : self, key, ret, k
lua_len(L, ret); // stack : self, key, ret, k, #ret
lua_pushvalue(L, -2); // stack : self, key, ret, k, #ret, k
lua_rawseti(L, ret, lua_tointeger(L, -2)+1); // ret[#ret+1] = k ; || stack : self, key, ret, k, #ret
lua_pop(L, 1); // stack : self, key, ret, k
}
// stack : self, key, ret
return 1;
}
else {
lua_getmetatable(L, 1); // stack : self, key, metatable(self)
lua_pushvalue(L, 2); // stack : self, key, metatable(self), key
lua_rawget(L, -2); // stack : self, key, metatable(self), rawget(metatable(self), key)
return 1;
}
}
int Multimap_Remove(lua_State* L) {
lua_settop(L, 3); // force 3 arguments: self, key, value
lua_checkstack(L, 12); // reserve 12 arguments on stack (just in case)
lua_pushvalue(L, 2); // stack: self, key, value, key
lua_gettable(L, 1); // stack: self, key, value, list = self[key]
if (lua_isnil(L, -1))
luaL_error(L, "key not found");
lua_len(L, -1); // stack: self, key, value, list, #list
int count = lua_tointeger(L, -1);
lua_pop(L, 1); // stack: self, key, value, list
for (int i = 1; i <= count; ++i) {
lua_rawgeti(L, -1, i); // stack: self, key, value, list, v = list[i]
if (lua_compare(L, 3, 5, LUA_OPEQ)) { // if (list[i] == value)
lua_getglobal(L, "table"); // stack : self, key, value, list, v, table
lua_getfield(L, -1, "remove"); // stack : self, key, value, list, v, table, table.remove
lua_pushvalue(L, 4);
lua_pushinteger(L, i); // stack : self, key, value, list, v, table, table.remove, list, i
lua_call(L, 2, 0); // table.remove(list, i); || stack : self, key, value, list, v, table
lua_pushnil(L);
if (lua_next(L, 4) == 0) { // if list is empty table
lua_pushvalue(L, 2);
lua_pushnil(L);
lua_settable(L, 1); // self[key] = nil
}
return 0;
}
}
luaL_error(L, "value not found");
}
int main() {
auto L = luaL_newstate();
luaL_openlibs(L);
lua_newtable(L);
int Multimap = lua_gettop(L); // Multimap = {}
lua_pushvalue(L, Multimap);
lua_setglobal(L, "Multimap"); // _G.Multimap = Multimap;
// option 1: create a C function for operation
// Multimap.__index = &Multimap_Index
lua_pushcfunction(L, Multimap_Index);
lua_setfield(L, Multimap, "__index");
// option 2: compile Lua code and use it
luaL_loadstring(L,
"local self = {};\n"
"setmetatable(self, Multimap);\n"
"return self;\n"
);
lua_setfield(L, Multimap, "Create"); // Multimap.Create = &Multimap_Create
luaL_loadstring(L,
"local self, key, value = ...;\n" // initialize local variables from parameters here
"local list = self[key];\n"
"if (list == nil) then\n"
" list = {};\n"
" self[key] = list;\n"
"end\n"
"table.insert(list, value);\n"
);
lua_setfield(L, Multimap, "Insert"); // Multimap.Create = &Multimap_Insert
lua_pushcfunction(L, Multimap_Remove);
lua_setfield(L, Multimap, "Remove"); // Multimap.Create = &Multimap_Remove
lua_getfield(L, Multimap, "Create");
lua_call(L, 0, 1);
int m = lua_gettop(L);
lua_getfield(L, m, "Insert"); // stack : m, m.insert
int Insert = lua_gettop(L);
// m.Insert(m, 1, 5)
lua_pushvalue(L, Insert);
lua_pushvalue(L, m);
lua_pushinteger(L, 1);
lua_pushinteger(L, 5);
lua_call(L, 3, 0);
// m.Insert(m, 2, 6)
lua_pushvalue(L, Insert);
lua_pushvalue(L, m);
lua_pushinteger(L, 2);
lua_pushinteger(L, 6);
lua_call(L, 3, 0);
// m.Insert(m, 3, 7)
lua_pushvalue(L, Insert);
lua_pushvalue(L, m);
lua_pushinteger(L, 3);
lua_pushinteger(L, 7);
lua_call(L, 3, 0);
// m.Insert(m, 1, 8)
lua_pushvalue(L, Insert);
lua_pushvalue(L, m);
lua_pushinteger(L, 1);
lua_pushinteger(L, 8);
lua_call(L, 3, 0);
// m.Remove(m, 2, 6)
lua_getfield(L, m, "Remove");
lua_pushvalue(L, m);
lua_pushinteger(L, 2);
lua_pushinteger(L, 6);
lua_call(L, 3, 0);
// m.Remove(m, 2, 6)
lua_getfield(L, m, "Remove");
lua_pushvalue(L, m);
lua_pushinteger(L, 2);
lua_pushinteger(L, 6);
lua_pcall(L, 3, 0, 0);
printf("%s\n", lua_tostring(L, -1));
lua_getglobal(L, "table");
lua_getfield(L, -1, "concat");
lua_getfield(L, m, "keys");
lua_pushstring(L, ",");
lua_call(L, 2, 1);
printf("keys left: %s\n", lua_tostring(L, -1));
lua_close(L);
return 0;
}
OR you can use Lua userdata that uses std::multimap (I would need another hour to implement this, so ask if you really need that -- that doesn't follow from your question)
Disclaimer: I'm posting this contribution as an answer because I don't have enough reputation points to add a comment.
Comment: Setting aside the problematic of binding with a specific scripting language, it seems that you are facing a fundamental limitation of the C++ language: it is not "dynamic" (as pointed out by other comments). That is, the language does not provide any functionality to extend or modify a compiled program.
Maybe all hope is not lost, though. Searching the web for "c++ dynamic loading" reveals that some systems (such and Linux and Windows) do seem to implement a dynamic loading mechanism.
Here are the links to two (old) articles that talk about the subject.
Dynamic Class Loading for C++ on Linux in the Linux Journal.
Dynamically Loaded C++ Objects in Dr.Dobb's.
They seem interesting at first glance. I'm not sure they are still relevant, though.
This is but a shot in the dark.

How to return C++ object to lua 5.2?

How to return C++ object to lua?
My C++ code is following:
class MyClass
{
public:
void say()
{
print("Hello\r\n");
}
};
int test(lua_State* l)
{
MyClass* obj = new MyClass();
lua_pushlightuserdata(l, obj);
return 1;
}
Lua Test is following:
local a = MyClass:new()
a:say() <--- OK, beacause I set metatable!!
local b = test()
b:say() <--- ERROR: attempt to index local 'b' (a userdata value)
How to modify test() function to work fine?
obj will auto destory by lua ?
PS: I has set MyClass metatable is following
void l_registerClass()
{
lua_newtable(l);
int methods = lua_gettop(l);
luaL_newmetatable(l, "MyClass");
int metatable = lua_gettop(l);
lua_pushvalue(l, methods);
lua_setglobal(l, "MyClass");
lua_pushvalue(l, methods);
l_set(l, metatable, "__metatable");
//set metatable __index
lua_pushvalue(l, methods);
l_set(l, metatable, "__index");
//set metatable __gc
lua_pushcfunction(l, l_destructor);
l_set(l, metatable, "__gc");
//set method table
lua_newtable(l); // mt for method table
lua_pushcfunction(l, l_constructor);
lua_pushvalue(l, -1); // dup new_T function
l_set(l, methods, "new"); // add new_T to method table
l_set(l, -3, "__call"); // mt.__call = new_T
lua_setmetatable(l, methods);
// set methods metatable
lua_pushstring(l, "say");
lua_pushcclosure(l, l_proxy, 1);
lua_settable(l, methods);
lua_pop(l, 2);
}
int l_proxy(lua_State* l)
{
int i = (int)lua_tonumber(l, lua_upvalueindex(1));
lua_remove(l, 1); // remove self so member function args start at index 1
//call real function
MyClass* obj = getInstance();
obj->say();
return 1;
}
I should don't lost step ?
I don't use any Lua Binding Framework, I am using pure Lua Library.
==== update 1 ====
Thanks for user1520427's answer, but....
int test(lua_State* l)
{
MyClass** c = (MyClass**)lua_newuserdata(l, sizeof(MyClass*));
*c = new MyClass(); // we manage this
lua_getglobal(l, "MyClass");
lua_setmetatable(l, -2);
return 1;
}
and I test it in Lua
local b = test()
print( type(b) )
local meta = getmetatable(b)
for k,v in pairs(meta) do
print(" ", k, v)
end
Lua show metatable is correct.
userdata
say function: 00602860
new function: 00493665
But lua still shows the same error in
b:say() <-- attempt to index local 'b' (a userdata value)
=== update 2 ===
int test(lua_State* l)
{
MyClass** c = (MyClass**)lua_newuserdata(l, sizeof(MyClass*));
*c = new MyClass(); // we manage this
luaL_getmetatable(l, "MyClass"); //
lua_getglobal(l, "MyClass");
lua_setmetatable(l, -2);
return 1;
}
the lua test result:
b:say() <-- attempt to call method 'say' (a nil value)
=== update 3 ===
int test(lua_State* l)
{
MyClass** c = (MyClass**)lua_newuserdata(l, sizeof(MyClass*));
*c = new MyClass(); // we manage this
luaL_getmetatable(l, "MyClass");
luaL_setmetatable(l, "MyClass"); //modify
return 1;
}
Lua test result:
b:say() <-- calling 'say' on bad self
You're not associating what you return from test with the class you registered. Try something like:
int test(lua_state* l) {
MyClass** c = lua_newuserdata(l, sizeof(MyClass*)); // lua will manage the MyClass** ptr
*c = new MyClass(); // we manage this
luaL_getmetatable(l, "MyClass");
lua_setmetatable(l, -2);
return 1;
}
That's off the top of my head but you get the idea. You've already set the destructor, so when Lua garbage collects the userdata, it will call your __gc func which should then cast, dereference and delete the data.
thanks for user1520427 and lhf
correct code sould is following:
int test(lua_State* l)
{
MyClass** c = (MyClass**)lua_newuserdata(l, sizeof(MyClass*));
*c = new MyClass(); // we manage this
luaL_setmetatable(l, "MyClass"); //assign MyClass metatable
return 1;
}
Lua test code is work fine.