Using lua_call a lot of times in c++ function - c++

first of all I'm sorry for my english.
My question is about how to use lua_call more than one time in C++ function. I have a program that uses lua as primary language, but it accept c++ plugins to add functionalities. I want to call a LUA function from c++, and call that c++ function in LUA Runtime.
I want to write a c++ function with a progress while is working, then pass this progress to a LUA function which is responsible to show that progress to user.
For now I've a test function in LUA:
function ShowText(text)
Dialog.Message("Hi", text);
return true;
end
and a c++ function:
static int Test(lua_State *L){
lua_pushstring(L, "Hi There");
lua_call(L, 1, 1);
lua_pushstring(L, "Again");
lua_call(L, 1, 1);
return 0;
}
Then i call this function from LUA using:
Test.Test(ShowText);
All works fine with the first lua_call but then the LUA pile is cleared, function dissapear and the second lua_call try to use the return boolean of first call instead function.
i want something like this:
static int Test(lua_State *L){
int total = 10;
for (int j; j<total; j++){
lua_pushnumber(L, j);
lua_pushnumber(L, j);
lua_call(L, 2, 1);
bool continue = IRLUA_PLUGIN_CheckBoolean(L, -1);
lua_pop(L, 1); //Delete the last boolean
if (continue == false){
break;
}
}
return 0;
}
and in LUA:
function ShowProgress(actual, final)
local percent = (actual/final)*100;
Dialog.Message("Working", "I'm in "..actual.." from "..final.." ("..percent.."%)");
return true;
end
NOTES:
Dialog.Message is a function of the program tha i'm using to show a message. Is like MessageBox(NULL, Text, Title, MB_OK); in c++.
IRLUA_PLUGIN_CheckBoolean is a function of plugin SDK that check if argument is booleand and return its value, or return an error if not.
I can do it with lua_getfield(L, LUA_GLOBALSINDEX , "FunctionName");, but is not what i want.
Someone knows how to do it?

You have understood the problem well. Here is how you fix it.
In your first example, lua_call pops the function from the stack so you need to duplicate it first. Also, the boolean returned by the function is useless, so you need to pop it or just not ask it to lua_call by setting the last argument to 0:
static int Test(lua_State *L) {
lua_pushvalue(L, 1); /* duplicate function */
lua_pushstring(L, "Hi There");
lua_call(L, 1, 0);
lua_pushstring(L, "Again");
lua_call(L, 1, 0);
return 0;
}
Now applying that to your second example:
static int Test(lua_State *L) {
int total = 10;
for (int j = 0; j<total; j++) {
lua_pushvalue(L, 1); /* duplicate function */
lua_pushnumber(L, j);
lua_pushnumber(L, total);
lua_call(L, 2, 1);
bool keep_going = IRLUA_PLUGIN_CheckBoolean(L, -1);
lua_pop(L, 1); /* pop the boolean */
if (keep_going == false) {
break;
}
}
return 0;
}
(I have fixed a few other issues with your code: the second number passed should probably be total, not j, you don't want to use continue as a variable name...)

Related

Handling binary data between C++ and Lua

i need to make a program that will handle binary data, lots of it.
in short, the C++ program will load a binary file (some of them exceed 20mb) into a buffer.
then it will run a Lua script and pass all this loaded data to the script, which will do some manipulation and return the result to the C++ program.
I need to do this as quickly as possible, perform at the best and get the job done faster.
A while ago I already made this program using the conventional methods of Lua, but it was extremely slow.
So I lost the files, and now I want to redo it in a better, faster way that doesn't compromise performance.
Searching a bit, I found this.
I had to make some small changes to adapt to the new version of Lua, but I can't get it to work.
Can you help me with this?
And if there's a better way to do the job I said, what would it be?
#include "stdafx.h"
// metatable method for handling "array[index]"
static int array_index(lua_State* L) {
int** parray = (int**)luaL_checkudata(L, 1, "array");
int index = luaL_checkinteger(L, 2);
lua_pushnumber(L, (*parray)[index - 1]);
return 1;
}
// metatable method for handle "array[index] = value"
static int array_newindex(lua_State* L) {
int** parray = (int**)luaL_checkudata(L, 1, "array");
int index = luaL_checkinteger(L, 2);
int value = luaL_checkinteger(L, 3);
(*parray)[index - 1] = value;
return 0;
}
// create a metatable for our array type
static void create_array_type(lua_State* L) {
static const struct luaL_Reg array[] = {
{ "__index", array_index },
{ "__newindex", array_newindex },
NULL, NULL
};
luaL_newmetatable(L, "array");
luaL_setfuncs(L, array, 0);
}
// expose an array to lua, by storing it in a userdata with the array metatable
static int expose_array(lua_State* L, int array[]) {
int** parray = (int**)lua_newuserdata(L, sizeof(int**));
*parray = array;
luaL_getmetatable(L, "array");
lua_setmetatable(L, -2);
return 1;
}
// test data
int mydata[] = { 1, 2, 3, 4 };
// test routine which exposes our test array to Lua
static int getarray(lua_State* L) {
return expose_array(L, mydata);
}
int __declspec(dllexport) __cdecl luaopen_array(lua_State* L) {
create_array_type(L);
// make our test routine available to Lua
lua_register(L, "array", getarray);
return 0;
}
int main()
{
lua_State* L = luaL_newstate();
luaL_dostring(L, "require 'array'");
luaL_dostring(L, "foo = array()");
luaL_dostring(L, "x = foo[1]");
lua_getglobal(L, "x");
lua_Number x = lua_tonumber(L, 1);
printf("foo[1] = %d\n", (int)x);
}
Consider using lightuserdata to avoid copying file contents excessively.
lightuserdata is just a pointer, so you need to define some methods to work with it as well.
The idea looks like this:
#include <lauxlib.h>
#include <lualib.h>
#define BIN_DATA_MT_ID "bin data"
int get_byte(lua_State *L) {
const char *file_contents = luaL_checkudata(L, 1, BIN_DATA_MT_ID);
size_t byte_index = luaL_checknumber(L, 2);
// checking OOB is your custody here, omitted for simplicity
lua_pushlstring(L, file_contents + byte_index, 1);
return 1;
}
static const luaL_Reg __index[] = {
{"get_byte", get_byte},
{NULL, NULL}
};
int main() {
const char file_contents[4] = { 0x25, 0xAA, 0xBB, 0xCC };
lua_State *L = luaL_newstate();
luaopen_base(L); // adds "print" function
lua_pushlightuserdata(L, (void *)file_contents);
luaL_newmetatable(L, BIN_DATA_MT_ID);
luaL_newlib(L, __index);
lua_setfield(L, -2, "__index");
lua_setmetatable(L, -2);
lua_setglobal(L, "mybindata");
luaL_dostring(L, "print(mybindata:get_byte(0))");
lua_close(L);
return 0;
}
The fastest way for Lua to access the bytes of a large byte array is to expose that array directly as a string within Lua. Now because Lua does reference counting for strings, this means that Lua will always allocate its own storage for the string. So to efficiently load the string into Lua (ie: avoiding a 20+MiB copy), you need to use the lua_Buffer-based API to load it directly into Lua's storage.
But outside of that quirk, it will certainly be faster inside Lua to use array accesses of a string to access bytes compared to doing a function call for each byte accessed from the buffer.

Lua 5.2 Sandboxing in different objects with C API

Consider the following C++ code using the Lua C API:
#include <string>
#include <cassert>
#include <lua/lua.hpp>
class AwesomeThing
{
lua_State* _lua;
std::string _name;
public:
AwesomeThing(lua_State* L, const std::string& name, const std::string& luafile)
: _lua{ L },
_name{ name }
{
assert(luaL_loadfile(_lua, luafile.c_str()) == 0); // 1:chunk
lua_newtable(_lua); // 1:chunk, 2:tbl
lua_newtable(_lua); // 1:chunk, 2:tbl, 3:tbl(mt)
lua_getglobal(_lua, "_G"); // 1:chunk, 2: tbl, 3:tbl(mt), 4:_G
lua_setfield(_lua, 3, "__index"); // 1:chunk, 2: tbl, 3:tbl(mt)
lua_setmetatable(_lua, 2); // 1:chunk, 2: tbl
lua_setupvalue(_lua, -2, 1); // 1:chunk
if (lua_pcall(_lua, 0, 0, 0) != 0) // compiled chunk
{
auto error = lua_tostring(_lua, -1);
throw std::runtime_error(error);
}
lua_setglobal(_lua, _name.c_str()); // empty stack
}
void init()
{
lua_getglobal(_lua, _name.c_str()); // 1:env
assert(lua_isnil(_lua, 1) == 0);
lua_getfield(_lua, 1, "onInit"); // 1:env, 2:func
assert(lua_isnil(_lua, 2) == 0);
assert(lua_isfunction(_lua, 2) == 1);
assert(lua_pcall(_lua, 0, LUA_MULTRET, 0) == 0); // 1:env, 2:retval
lua_pop(_lua, 1); // -1:env
lua_pop(_lua, 1); // empty stack
assert(lua_gettop(_lua) == 0);
}
};
int main()
{
lua_State* L = luaL_newstate();
luaL_openlibs(L);
AwesomeThing at1(L, "thing1", "file1.lua");
AwesomeThing at2(L, "thing2", "file2.lua");
at1.init();
at2.init();
return 0;
}
With two very basic Lua files:
file1.lua
function onInit()
print("init file1")
end
file2.lua
function onInit()
print("init file2")
end
As is, I get an error in at2's constructor call at lua_pcall: attempt to call table value
When I comment out all references/calls to at2, I instead get an error in at1's init() at lua_getfield(_lua, 1, "onInit"): PANIC: unprotected error in call to Lua API (attempt to index a nil value)
I feel like there's something fundamental I'm missing in the way I'm handling the sandboxing. I've tried my best to follow a few other Lua 5.2 sandboxing examples I've found online, but so far nothing has helped.
After messing around with the code myself, I was able to fix it and the errors seem to come from just a few errors.
lua_pcall pops the called function from the stack, but in both cases in your code you assume the function is still on the stack after lua_pcall. This results in bad stack manipulation.
In the constructor, you apparently try to store a reference to the chunk (function) instead of the environment table. This doesn't even work though, because the function was already popped. If it did work, the lua_getfield call in init() wouldn't work as intended since the chunk doesn't have a field named onInit -- the environment table does.
Fixing the constructor involves creating the environment table and loading the chunk in the opposite order, so that the environment table is left on the stack after the function call:
lua_newtable(_lua); // 1:tbl
assert(luaL_loadfile(_lua, luafile.c_str()) == 0); // 1:tbl, 2:chunk
lua_newtable(_lua); // 1:tbl, 2:chunk, 3:tbl(mt)
lua_getglobal(_lua, "_G"); // 1:tbl, 2:chunk, 3:tbl(mt), 4:_G
lua_setfield(_lua, 3, "__index"); // 1:tbl, 2:chunk, 3:tbl(mt)
lua_setmetatable(_lua, 1); // 1:tbl, 2:chunk
lua_pushvalue(_lua, 1); // 1:tbl, 2:chunk, 3:tbl
lua_setupvalue(_lua, -2, 1); // 1:tbl, 2:chunk
if (lua_pcall(_lua, 0, 0, 0) != 0) // compiled chunk
{
auto error = lua_tostring(_lua, -1);
throw std::runtime_error(error);
}
// 1:tbl
lua_setglobal(_lua, _name.c_str()); // empty stack
Then in init(), since you use LUA_MULTRET, just clear the stack by replacing both pop calls with lua_settop(_lua, 0).

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;
}

Get lua table entry from C via integer key

I am currently using the following code to get a value from a table (cstring = const char*):
template<>
cstring luaTable::get(cstring name) {
prep_get(name); // puts table[name] at -1 in stack
cstring result;
if(!lua_isstring(L, -1)) {
report(name, "is not a string");
result = "";
}
else {
result = lua_tostring(L, -1);
}
lua_pop(L, 1);
return result;
}
void luaTable::prep_get(cstring name) {
lua_pushstring(L, name); // name at -1, table at -2
lua_gettable(L, -2);
// table[name] is now at position -1 in stack
}
This works perfectly for tables of form table = {a=10, b=2}. How can I modify it to get values from tables without keys such as table = {10, 2}?
I'm sure I'm missing something simple but can't seem to find the answer.
Thanks in advance,
Ben
Edit: added some pops
Okay sorry to answer my own question so soon - but a quick flash of inspiration lead to:
void luaTable::prep_get(cstring name) {
lua_pushstring(L, name); // name string at -1
if(lua_isnumber(L, -1)) { // call prep_get("i") for ith element etc
int key = lua_tonumber(L, -1);
lua_pop(L, 1); // remove the name string from -1
lua_pushnumber(L, key); // push name number to -1
}
lua_gettable(L, -2);
// result is now at position -1 in stack
}
which works as desired.
#user1483596 I don't think that solution would work. lua_isnumber will only return true if the value is of type number, and you just pushed a string, so it will always return false.
Instead, try something like this:
void luaTable::prep_get(cstring name) {
int num = strtol(name, 0, 0);
if (num > 0) {
lua_pushnumber(L, num);
} else {
lua_pushstring(L, name);
}
lua_gettable(L, -2);
}
Bear in mind though that it won't handle a special case. In Lua a[1] and a["1"] are different. If you use this function, you'll always treat numbers as array indices, even if they're not.
If you want to differentiate both cases, then you could overload prep_get and take a number.

Safe Lua invoke C++ registered function

Hey,everyone! I've a C++ app embedded Lua as script. A non-programmer edits the Lua script, then the C++ app invoke the Lua script and the Lua script also invokes C++ registered function.
I use Luaplus to do the above job. My question is: when the script-editor makes mistakes such as misspelling the the parameter, the C++ app crashes! What can I do to prevent this happening? thanks
Look at lua_cpcall and lua_pcall. They both allow protected function calls of lua in c. If they return a non-negative number then the call failed and the lua stack contains only the error string. In cpcalls case the stack is otherwise unmodified. For pcall you'll need to look at lua_pushcclosure to invoke a cfunction safely.
What you do is this: you create a c function with all of the lua_* calls you want, such as loadfile and dofile. You call this function using lua_cpcall or lua_pushcclosure amd lua_pcall. This allows you to detect if an error occured in t
he function you passed to cpcall.
Examples:
function hello() {
string hello_ = "Hello Lua!";
struct C {
static int call(lua_State* L) {
C *p = static_cast<C*>(lua_touserdata(L,-1));
lua_pushstring(L, p->str.c_str() );
lua_getglobal(L, "print");
lua_call(L, 1, 0); //ok
lua_pushstring(L, p->str.c_str() );
lua_getglobal(L, "notprint");
lua_call(L, 1, 0); //error -> longjmps
return 0; //Number of values on stack to 'return' to lua
}
const string& str;
} p = { hello_ };
//protected call of C::call() above
//with &p as 1st/only element on Lua stack
//any errors encountered will trigger a longjmp out of lua and
//return a non-0 error code and a string on the stack
//A return of 0 indicates success and the stack is unmodified
//to invoke LUA functions safely use the lua_pcall function
int res = lua_cpcall(L, &C::call, &p);
if( res ) {
string err = lua_tostring(L, -1);
lua_pop(L, 1);
//Error hanlder here
}
//load a .lua file
if( (res=luaL_loadfile(L, "myLuaFile.lua")) ) {
string err = lua_tostring(L, -1);
lua_pop(L, 1);
//res is one of
//LUA_ERRSYNTAX - Lua syntax error
//LUA_ERRMEM - Out of memory error
//LUE_ERRFILE - File not found/accessible error
}
//execute it
if( (res=lua_pcall(L,0,0,0)) ) {
string err = lua_tostring(L, -1);
lua_pop(L, 1);
// res is one of
// LUA_ERRRUN: a runtime error.
// LUA_ERRMEM: memory allocation error.
// LUA_ERRERR: error while running the error handler function (NULL in this case).
}
// try to call [a_int,b_str] = Foo(1,2,"3")
lua_getglobal(L,"Foo");
if( lua_isfunction(L,lua_gettop(L)) ) { //Foo exists
lua_pushnumber(L,1);
lua_pushnumber(L,2);
lua_pushstring(L,"3");
lua_pushvalue(L, -4); //copy of foo()
if( (res = lua_pcall(L, 3, 2, 0/*default error func*/)) ) {
string err = lua_tostring(L, -1);
lua_pop(L, 1);
//error: see above
}
int a_int = (int)lua_tointeger(L,-2);
string b_str = lua_tostring(L,-1);
lua_pop(L,2+1); //2 returns, + extra copy of Foo()
}
}