call lua callback with custom data as function argument - c++

I'm just looking for solution how to pass object from C to lua callback as function argument, is it even possible? I cannot find any referece. just trying something like this:
luabind::call_function(State, "Callback_name", object);
but luabind is not a option in this case because it is obsolete and additionally some features just don't work that's probably because of boost as I read but don't know exactly, thats why I switched to toLua++ but still cannot find any solution for it. I'm just trying to achieve to access data from C in lua callback ex:
function LUA_Callback(object1, object2)
print(object1.name)
print(object2.size)
end
Is there any way to solve it or library(without boost) to do this?

That depends on what you mean by "push object". It's trivial to push numbers, strings, C functions, tables, etc. -- in other words, Lua objects -- using API routines like lua_pushstring, lua_pushnumber, etc.
If you're talking about pushing C++ objects, you need to create and push userdata. If you want them to behave like objects from Lua, then you'll need the appropriate metatable/methods.

Related

Per-entity Lua scripts in games?

I'm using Lua for scripts in my C++ game. I want to be able to attach scripts to entities, and based on which functions are defined in the script, register for callbacks which will run the script functions at the appropriate time.
I believe that I can encapsulate different scripts from each other, by making the "script" into a table. Basically, ... lua source code ... would become ScriptName = { ... lua source code ... }. Then instead of calling func(), I'd call ScriptName.func(), and thus two scripts defining the same function (aka registering for the same event) wouldn't trample over each other.
My problem now is in encapsulating different entities sharing the same script. Obviously I don't want them to be sharing variables, but with what I'm doing now, any variable defined by a script would be shared by every instance of that script, which is just really bad. I could maybe try something similar to my above solution on the source level, by wrapping every script with EntityID.ScriptName = { ... } before compiling it. Something tells me there's a better way, though, I just don't know it.
Another factor is that scripts need to be able to reference entities and scripts/components relative to a specific entity. If I use the above method the best solution to this would be passing entity IDs around as strings which could reference the table specific to that entity, I think? At this point I really have no idea what I'm doing.
In order for a script to interact with a C++ object, the typical approach is to have the C++ code expose the object to Lua as a userdata (a wrapper for a pointer) and provide C++ functions that the script can call, passing the userdata as parameter. In the C++ code, that userdata gives you the object that the function should to operate on. It's equivalent to a "this" pointer.
You usually do this by putting the C++ functions into a metatable associated with the userdata, so they can be called like methods in the Lua code (i.e. objectIGotFromCpp:someMethod('foo').
ScriptName.func(), and thus two scripts defining the same function (aka registering for the same event) wouldn't trample over each other.
Rather than relying on accessing globals or naming conventions, ect. it's much cleaner to simply provide a callback that Lua scripts can use to register for events.
If I use the above method the best solution to this would be passing entity IDs around as strings
No reason. An entity in your C++ code is a pointer to an object on the heap. You can pass that pointer directly to Lua as userdata. Lua can pass that back to your C++ code and give you direct access to the object, rather than going through some object-to-ID mapping.

Lua/C++ binding from scratch

I'm new to Lua, and trying to understand some of the fundamentals. Something I want to understand is binding Lua to C++ instances.
I am not interested in third party libraries, I want to understand this at a more fundamental level - thanks :)
Here are my questions:
My assumption based on what I have read, is that Lua can only bind to static C functions. Is this correct?
Does that mean that to bind an instance of a C++ class, I'd first need to write static functions for each method and property getter/setter I want, accepting an instance pointer as a paramter.
I'd register these functions with Lua.
I'd pass Lua a pointer to the instance of the C++ class.
From Lua I'd call one of the registered functions, passing the C++ instance pointer.
The static function dereferences the pointer, calling the equivalent method.
Does this make sense? Or have I gotten something wrong?
Thanks for reading this far.
This is right up my ally.
1) Lua ... it doesn't really bind to stuff, what you need to do is "play nice with Lua" and that requires knowing a bit about how Lua works.
I REALLY suggest reading http://luaforge.net/docman/83/98/ANoFrillsIntroToLua51VMInstructions.pdf that.
That tells you about EVERYTHING Lua is actually able to do. So the functions Lua gives you let you manipulate just those structures.
After that everything makes a lot more sense.
Why this answer should end here
Your questions after 1 are all wrong. and 1 is semantically wrong, a static function just has internal/weak linkage. I guess you mean "not a method"
2) Not really, remember you have that nice "self"/"this" identity with objects (and lua with tables/meta-tables) - you don't bind to methods.
You want Lua to call some function of yours with a "self" argument, that "self" (whatever it may be, a simple integer ID, or a void* if you're feeling dangerous) should tell you what ojbect you are working with.
3/4/5/6 don't really make sense, read that document :) Comment in reply to this if you need more or have something more specific, it's not a bad question btw it's just naive

C++ Factory using lua

I had a script with:
Custom language used only for data
Was loaded using a Script class from C++
I had tags like Type, etc
An interface to get a value for a tag - Script::GetValue(Tag, T& value)
The script was used like this:
Script* script("someFile");
script->GetValue("Type", type);
Object* obj = CreateObject(type);
obj->Load(script);
Where Load functions from object was used to load the rest of obj parameters.
Now I changed the script language to lua. My questions is:
Should I keep this way of creating objects(use lua only for data) or should I expose the factory in lua and use it from lua, something like this(in lua):
CreateObject("someType")
SetProperty(someObj, someProperty, someValue)
First of all I want to know which is faster, first or second approach. Do you have other suggestions? Because I'm refactoring this part I'm open to other suggestions. I want to keep lua because is fast, easy to integrate, and small.
You may allow your script environment to create C++ objects or not, depending on your needs.
tolua++ uses all the metatable features to allow a very straightforward manipulation of your c++ types in lua.
For example, this declaration :
// tolua_begin
class SomeCppClass
{
public:
SomeCppClass();
~SomeCppClass();
int some_field;
void some_method();
};
// tolua_end
Will automatically generate the lua bindings to allow this lua scipt :
#!lua
-- obj1 must be deleted manually
local obj1 = SomeCppClass:new()
-- obj1 will be automatically garbage collected
local obj2 = SomeCppClass:new_local()
obj1.some_field = 3 -- direct access to "some_field"
obj2:some_method() -- direct call to "some_method"
obj1:delete()
The advantage of this technique is that your lua code will ve very consistent with the relying C++ code. See http://www.codenix.com/~tolua/tolua++.html
In situations like that, I prefer to setup a bound C function that takes a table of parameters as an argument. So, the Lua script would look like the following.
CreateObject{
Type = "someType"'
someProperty = someValue,
-- ...
}
This table would be on top of the stack in the callback function, and all parameters can be accessed by name using lua_getfield.
You may also want to investigate sandboxing your Lua environment.
The first approach would most likely be faster, but the second approach would probably result in less object initialization code (assuming you're initializing a lot of objects). If you choose the first approach, you can do it manually. If you choose the second approach you might want to use a binding library like Luabind to avoid errors and speed up implementation time, assuming you're doing this for multiple object types and data types.
The simplest approach will probably be to just use Lua for data; if you want to expose the factory and use it via Lua, make sure it's worth the effort first.

C/C++ Dynamic loading of functions with unknown prototype

I'm in the process of writing a kind of runtime system/interpreter, and one of things that I need to be able to do is call c/c++ functions located in external libraries.
On linux I'm using the dlfcn.h functions to open a library, and call a function located within. The problem is that, when using dlsysm() the function pointer returned need to be cast to an appropriate type before being called so that the function arguments and return type are know, however if I’m calling some arbitrary function in a library then obviously I will not know this prototype at compile time.
So what I’m asking is, is there a way to call a dynamically loaded function and pass it arguments, and retrieve it’s return value without knowing it’s prototype?
So far I’ve come to the conclusion there is not easy way to do this, but some workarounds that I’ve found are:
Ensure all the functions I want to load have the same prototype, and provide some sort mechanism for these functions to retrieve parameters and return values. This is what I am doing currently.
Use inline asm to push the parameters onto the stack, and to read the return value. I really want to steer clear of doing this if possible!
If anyone has any ideas then it would be much appreciated.
Edit:
I have now found exactly what I was looking for:
http://sourceware.org/libffi/
"A Portable Foreign Function Interface Library"
(Although I’ll admit I could have been clearer in the original question!)
What you are asking for is if C/C++ supports reflection for functions (i.e. getting information about their type at runtime). Sadly the answer is no.
You will have to make the functions conform to a standard contract (as you said you were doing), or start implementing mechanics for trying to call functions at runtime without knowing their arguments.
Since having no knowledge of a function makes it impossible to call it, I assume your interpreter/"runtime system" at least has some user input or similar it can use to deduce that it's trying to call a function that will look like something taking those arguments and returning something not entirely unexpected. That lookup is hard to implement in itself, even with reflection and a decent runtime type system to work with. Mix in calling conventions, linkage styles, and platforms, and things get nasty real soon.
Stick to your plan, enforce a well-defined contract for the functions you load dynamically, and hopefully make due with that.
Can you add a dispatch function to the external libraries, e.g. one that takes a function name and N (optional) parameters of some sort of variant type and returns a variant? That way the dispatch function prototype is known. The dispatch function then does a lookup (or a switch) on the function name and calls the corresponding function.
Obviously it becomes a maintenance problem if there are a lot of functions.
I believe the ruby FFI library achieves what you are asking. It can call functions
in external dynamically linked libraries without specifically linking them in.
http://wiki.github.com/ffi/ffi/
You probably can't use it directly in your scripting language but perhapps the ideas are portable.
--
Brad Phelan
http://xtargets.heroku.com
I'm in the process of writing a kind of runtime system/interpreter, and one of things that I need to be able to do is call c/c++ functions located in external libraries.
You can probably check for examples how Tcl and Python do that. If you are familiar with Perl, you can also check the Perl XS.
General approach is to require extra gateway library sitting between your interpreter and the target C library. From my experience with Perl XS main reasons are the memory management/garbage collection and the C data types which are hard/impossible to map directly on to the interpreter's language.
So what I’m asking is, is there a way to call a dynamically loaded function and pass it arguments, and retrieve it’s return value without knowing it’s prototype?
No known to me.
Ensure all the functions I want to load have the same prototype, and provide some sort mechanism for these functions to retrieve parameters and return values. This is what I am doing currently.
This is what in my project other team is doing too. They have standardized API for external plug-ins on something like that:
typedef std::list< std::string > string_list_t;
string_list_t func1(string_list_t stdin, string_list_t &stderr);
Common tasks for the plug-ins is to perform transformation or mapping or expansion of the input, often using RDBMS.
Previous versions of the interface grew over time unmaintainable causing problems to both customers, products developers and 3rd party plug-in developers. Frivolous use of the std::string is allowed by the fact that the plug-ins are called relatively seldom (and still the overhead is peanuts compared to the SQL used all over the place). The argument stdin is populated with input depending on the plug-in type. Plug-in call considered failed if inside output parameter stderr any string starts with 'E:' ('W:' is for warnings, rest is silently ignored thus can be used for plug-in development/debugging).
The dlsym is used only once on function with predefined name to fetch from the shared library array with the function table (function public name, type, pointer, etc).
My solution is that you can define a generic proxy function which will convert the dynamic function to a uniform prototype, something like this:
#include <string>
#include <functional>
using result = std::function<std::string(std::string)>;
template <class F>
result proxy(F func) {
// some type-traits technologies based on func type
}
In user-defined file, you must add define to do the convert:
double foo(double a) { /*...*/ }
auto local_foo = proxy(foo);
In your runtime system/interpreter, you can use dlsym to define a foo-function. It is the user-defined function foo's responsibility to do calculation.

What is meant by delegates in C++?

What is mean by delegates in c++, does sort function in c/c++ which takes a compare function/functor as last parameter is a form of delegate?
"delegate" is not really a part of the C++ terminology. In C# it's something like a glorified function pointer which can store the address of an object as well to invoke member functions. You can certainly write something like this in C++ as a small library feature. Or even more generic: Combine boost::bind<> with boost::function<>.
In C++ we use the term "function object". A function object is anything (including function pointers) that is "callable" via the function call operator().
std::sort takes a "predicate" which is a special function object that doesn't modify its arguments and returns a boolean value.
Callback functions in C++ can be (loosely) referred as a form of delegates ( though delegate term is not used for this). The callback functions use Pointers to Functions to pass them as parameters to other functions.
But delegates in C# is more advanced compared to callback functions in C++.
To delegate work means to share the work load with others. In real life, if you were to delegate your task, ie if you are a manager, you would be sharing your work expecting others to complete a task without you having to know how.
The concept is the same in C++ and any other languages having the capability of delegates. In C you could see this as a delegate:
int calculate(int (*func)(int c), int a, int b)
Because you are expected to send a pointer, to another function which will compute some work for you. I recently wrote a blog post on function pointers in Python and C, check it out, you might find it helpfull. This might not be the "traditional" way to delegate work in C or C++, but then again, the termonoligy says i am a bit right.
Delegation is mostly used as a way to pass functions to functionality embedded in a class (pimpl, aggregation, private inheritance). They are mainly (inlined) functions of one line, calling functions of member-classes. As far as I know, it has nothing to do with C#'s delegates.
In this sense, a function-pointer as used in qsort is not a delegate, but a callback in which framework modules can be extended by user-software as in the Hollywood principle.
Delegate: An object that acts like a multi-function pointer with a subscription system. It really simplifies the use of static or 'object' member function pointers for callback notifications and event handling.
This link explains Delegates in a lucid manner or you may also refer to the MSDN link.