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lua-engine.cpp
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lua-engine.cpp
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#include "lua-engine.h"
#include "movie.h"
#include <assert.h>
#include <vector>
#include <map>
#include <string>
#include <algorithm>
#include "zlib.h"
#include "movie.h"
#include "GPU_osd.h"
#include "main.h"
#include "windows.h"
#include "pcejin.h"
#include "debug.h"
#include "pce.h"
#include "psg.h"
// the emulator must provide these so that we can implement
// the various functions the user can call from their lua script
// (this interface with the emulator needs cleanup, I know)
// adapted from gens-rr, nitsuja + upthorn
extern int (*Update_Frame)();
extern int (*Update_Frame_Fast)();
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
#include "lstate.h"
};
enum SpeedMode
{
SPEEDMODE_NORMAL,
SPEEDMODE_NOTHROTTLE,
SPEEDMODE_TURBO,
SPEEDMODE_MAXIMUM,
};
struct LuaContextInfo {
lua_State* L; // the Lua state
bool started; // script has been started and hasn't yet been terminated, although it may not be currently running
bool running; // script is currently running code (either the main call to the script or the callbacks it registered)
bool returned; // main call to the script has returned (but it may still be active if it registered callbacks)
bool crashed; // true if script has errored out
bool restart; // if true, tells the script-running code to restart the script when the script stops
bool restartLater; // set to true when a still-running script is stopped so that RestartAllLuaScripts can know which scripts to restart
unsigned int worryCount; // counts up as the script executes, gets reset when the application is able to process messages, triggers a warning prompt if it gets too high
bool stopWorrying; // set to true if the user says to let the script run forever despite appearing to be frozen
bool panic; // if set to true, tells the script to terminate as soon as it can do so safely (used because directly calling lua_close() or luaL_error() is unsafe in some contexts)
bool ranExit; // used to prevent a registered exit callback from ever getting called more than once
bool guiFuncsNeedDeferring; // true whenever GUI drawing would be cleared by the next emulation update before it would be visible, and thus needs to be deferred until after the next emulation update
int numDeferredGUIFuncs; // number of deferred function calls accumulated, used to impose an arbitrary limit to avoid running out of memory
bool ranFrameAdvance; // false if gens.frameadvance() hasn't been called yet
int transparencyModifier; // values less than 255 will scale down the opacity of whatever the GUI renders, values greater than 255 will increase the opacity of anything transparent the GUI renders
SpeedMode speedMode; // determines how gens.frameadvance() acts
char panicMessage [72]; // a message to print if the script terminates due to panic being set
std::string lastFilename; // path to where the script last ran from so that restart can work (note: storing the script in memory instead would not be useful because we always want the most up-to-date script from file)
std::string nextFilename; // path to where the script should run from next, mainly used in case the restart flag is true
unsigned int dataSaveKey; // crc32 of the save data key, used to decide which script should get which data... by default (if no key is specified) it's calculated from the script filename
unsigned int dataLoadKey; // same as dataSaveKey but set through registerload instead of registersave if the two differ
bool dataSaveLoadKeySet; // false if the data save keys are unset or set to their default value
bool rerecordCountingDisabled; // true if this script has disabled rerecord counting for the savestates it loads
std::vector<std::string> persistVars; // names of the global variables to persist, kept here so their associated values can be output when the script exits
LuaSaveData newDefaultData; // data about the default state of persisted global variables, which we save on script exit so we can detect when the default value has changed to make it easier to reset persisted variables
unsigned int numMemHooks; // number of registered memory functions (1 per hooked byte)
// callbacks into the lua window... these don't need to exist per context the way I'm using them, but whatever
void(*print)(int uid, const char* str);
void(*onstart)(int uid);
void(*onstop)(int uid, bool statusOK);
};
std::map<int, LuaContextInfo*> luaContextInfo;
std::map<lua_State*, int> luaStateToUIDMap;
int g_numScriptsStarted = 0;
bool g_anyScriptsHighSpeed = false;
bool g_stopAllScriptsEnabled = true;
#define USE_INFO_STACK
#ifdef USE_INFO_STACK
std::vector<LuaContextInfo*> infoStack;
#define GetCurrentInfo() *infoStack.front() // should be faster but relies on infoStack correctly being updated to always have the current info in the first element
#else
std::map<lua_State*, LuaContextInfo*> luaStateToContextMap;
#define GetCurrentInfo() *luaStateToContextMap[L] // should always work but might be slower
#endif
//#define ASK_USER_ON_FREEZE // dialog on freeze is disabled now because it seems to be unnecessary, but this can be re-defined to enable it
static std::map<lua_CFunction, const char*> s_cFuncInfoMap;
// using this macro you can define a callable-from-Lua function
// while associating with it some information about its arguments.
// that information will show up if the user tries to print the function
// or otherwise convert it to a string.
// (for example, "writebyte=function(addr,value)" instead of "writebyte=function:0A403490")
// note that the user can always use addressof(func) if they want to retrieve the address.
#define DEFINE_LUA_FUNCTION(name, argstring) \
static int name(lua_State* L); \
static const char* name##_args = s_cFuncInfoMap[name] = argstring; \
static int name(lua_State* L)
#ifdef _MSC_VER
#define snprintf _snprintf
#define vscprintf _vscprintf
#else
#define stricmp strcasecmp
#define strnicmp strncasecmp
#define __forceinline __attribute__((always_inline))
#endif
static const char* luaCallIDStrings [] =
{
"CALL_BEFOREEMULATION",
"CALL_AFTEREMULATION",
"CALL_AFTEREMULATIONGUI",
"CALL_BEFOREEXIT",
"CALL_BEFORESAVE",
"CALL_AFTERLOAD",
"CALL_ONSTART",
"CALL_HOTKEY_1",
"CALL_HOTKEY_2",
"CALL_HOTKEY_3",
"CALL_HOTKEY_4",
"CALL_HOTKEY_5",
"CALL_HOTKEY_6",
"CALL_HOTKEY_7",
"CALL_HOTKEY_8",
"CALL_HOTKEY_9",
"CALL_HOTKEY_10",
"CALL_HOTKEY_11",
"CALL_HOTKEY_12",
"CALL_HOTKEY_13",
"CALL_HOTKEY_14",
"CALL_HOTKEY_15",
"CALL_HOTKEY_16",
};
static const int _makeSureWeHaveTheRightNumberOfStrings [sizeof(luaCallIDStrings)/sizeof(*luaCallIDStrings) == LUACALL_COUNT ? 1 : 0];
static const char* luaMemHookTypeStrings [] =
{
"MEMHOOK_WRITE",
"MEMHOOK_READ",
"MEMHOOK_EXEC",
"MEMHOOK_WRITE_SUB",
"MEMHOOK_READ_SUB",
"MEMHOOK_EXEC_SUB",
};
static const int _makeSureWeHaveTheRightNumberOfStrings2 [sizeof(luaMemHookTypeStrings)/sizeof(*luaMemHookTypeStrings) == LUAMEMHOOK_COUNT ? 1 : 0];
void StopScriptIfFinished(int uid, bool justReturned = false);
void SetSaveKey(LuaContextInfo& info, const char* key);
void SetLoadKey(LuaContextInfo& info, const char* key);
void RefreshScriptStartedStatus();
void RefreshScriptSpeedStatus();
static char* rawToCString(lua_State* L, int idx=0);
static const char* toCString(lua_State* L, int idx=0);
static void CalculateMemHookRegions(LuaMemHookType hookType);
static int memory_registerHook(lua_State* L, LuaMemHookType hookType, int defaultSize)
{
// get first argument: address
unsigned int addr = luaL_checkinteger(L,1);
if((addr & ~0xFFFFFF) == ~0xFFFFFF)
addr &= 0xFFFFFF;
// get optional second argument: size
int size = defaultSize;
int funcIdx = 2;
if(lua_isnumber(L,2))
{
size = luaL_checkinteger(L,2);
if(size < 0)
{
size = -size;
addr -= size;
}
funcIdx++;
}
// check last argument: callback function
bool clearing = lua_isnil(L,funcIdx);
if(!clearing)
luaL_checktype(L, funcIdx, LUA_TFUNCTION);
lua_settop(L,funcIdx);
// get the address-to-callback table for this hook type of the current script
lua_getfield(L, LUA_REGISTRYINDEX, luaMemHookTypeStrings[hookType]);
// count how many callback functions we'll be displacing
int numFuncsAfter = clearing ? 0 : size;
int numFuncsBefore = 0;
for(unsigned int i = addr; i != addr+size; i++)
{
lua_rawgeti(L, -1, i);
if(lua_isfunction(L, -1))
numFuncsBefore++;
lua_pop(L,1);
}
// put the callback function in the address slots
for(unsigned int i = addr; i != addr+size; i++)
{
lua_pushvalue(L, -2);
lua_rawseti(L, -2, i);
}
// adjust the count of active hooks
LuaContextInfo& info = GetCurrentInfo();
info.numMemHooks += numFuncsAfter - numFuncsBefore;
// re-cache regions of hooked memory across all scripts
CalculateMemHookRegions(hookType);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 0;
}
LuaMemHookType MatchHookTypeToCPU(lua_State* L, LuaMemHookType hookType)
{
int cpuID = 0;
int cpunameIndex = 0;
if(lua_type(L,2) == LUA_TSTRING)
cpunameIndex = 2;
else if(lua_type(L,3) == LUA_TSTRING)
cpunameIndex = 3;
if(cpunameIndex)
{
const char* cpuName = lua_tostring(L, cpunameIndex);
if(!stricmp(cpuName, "sub") || !stricmp(cpuName, "s68k"))
cpuID = 1;
lua_remove(L, cpunameIndex);
}
switch(cpuID)
{
case 0: // m68k:
return hookType;
case 1: // s68k:
switch(hookType)
{
case LUAMEMHOOK_WRITE: return LUAMEMHOOK_WRITE_SUB;
case LUAMEMHOOK_READ: return LUAMEMHOOK_READ_SUB;
case LUAMEMHOOK_EXEC: return LUAMEMHOOK_EXEC_SUB;
}
}
return hookType;
}
DEFINE_LUA_FUNCTION(memory_registerwrite, "address,[size=1,][cpuname=\"main\",]func")
{
return memory_registerHook(L, MatchHookTypeToCPU(L,LUAMEMHOOK_WRITE), 1);
}
DEFINE_LUA_FUNCTION(memory_registerread, "address,[size=1,][cpuname=\"main\",]func")
{
return memory_registerHook(L, MatchHookTypeToCPU(L,LUAMEMHOOK_READ), 1);
}
DEFINE_LUA_FUNCTION(memory_registerexec, "address,[size=2,][cpuname=\"main\",]func")
{
return memory_registerHook(L, MatchHookTypeToCPU(L,LUAMEMHOOK_EXEC), 2);
}
DEFINE_LUA_FUNCTION(emu_registerbefore, "func")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEMULATION]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEMULATION]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(emu_registerafter, "func")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATION]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATION]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(emu_registerexit, "func")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEXIT]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEXIT]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}/*
DEFINE_LUA_FUNCTION(emu_registerstart, "func")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_ONSTART]);
lua_insert(L,1);
lua_pushvalue(L,-1); // copy the function so we can also call it
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_ONSTART]);
if (!lua_isnil(L,-1) && ((Genesis_Started)||(SegaCD_Started)||(_32X_Started)))
lua_call(L,0,0); // call the function now since the game has already started and this start function hasn't been called yet
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}*/
DEFINE_LUA_FUNCTION(gui_register, "func")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATIONGUI]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATIONGUI]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(state_registersave, "func[,savekey]")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
if (!lua_isnoneornil(L,2))
SetSaveKey(GetCurrentInfo(), rawToCString(L,2));
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFORESAVE]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFORESAVE]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(state_registerload, "func[,loadkey]")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
if (!lua_isnoneornil(L,2))
SetLoadKey(GetCurrentInfo(), rawToCString(L,2));
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTERLOAD]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTERLOAD]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(input_registerhotkey, "keynum,func")
{
int hotkeyNumber = luaL_checkinteger(L,1);
if(hotkeyNumber < 1 || hotkeyNumber > 16)
{
luaL_error(L, "input.registerhotkey(n,func) requires 1 <= n <= 16, but got n = %d.", hotkeyNumber);
return 0;
}
else
{
const char* key = luaCallIDStrings[LUACALL_SCRIPT_HOTKEY_1 + hotkeyNumber-1];
lua_getfield(L, LUA_REGISTRYINDEX, key);
lua_replace(L,1);
if (!lua_isnil(L,2))
luaL_checktype(L, 2, LUA_TFUNCTION);
lua_settop(L,2);
lua_setfield(L, LUA_REGISTRYINDEX, key);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
}
static int doPopup(lua_State* L, const char* deftype, const char* deficon)
{
const char* str = toCString(L,1);
const char* type = lua_type(L,2) == LUA_TSTRING ? lua_tostring(L,2) : deftype;
const char* icon = lua_type(L,3) == LUA_TSTRING ? lua_tostring(L,3) : deficon;
int itype = -1, iters = 0;
while(itype == -1 && iters++ < 2)
{
if(!stricmp(type, "ok")) itype = 0;
else if(!stricmp(type, "yesno")) itype = 1;
else if(!stricmp(type, "yesnocancel")) itype = 2;
else if(!stricmp(type, "okcancel")) itype = 3;
else if(!stricmp(type, "abortretryignore")) itype = 4;
else type = deftype;
}
assert(itype >= 0 && itype <= 4);
if(!(itype >= 0 && itype <= 4)) itype = 0;
int iicon = -1; iters = 0;
while(iicon == -1 && iters++ < 2)
{
if(!stricmp(icon, "message") || !stricmp(icon, "notice")) iicon = 0;
else if(!stricmp(icon, "question")) iicon = 1;
else if(!stricmp(icon, "warning")) iicon = 2;
else if(!stricmp(icon, "error")) iicon = 3;
else icon = deficon;
}
assert(iicon >= 0 && iicon <= 3);
if(!(iicon >= 0 && iicon <= 3)) iicon = 0;
static const char * const titles [] = {"Notice", "Question", "Warning", "Error"};
const char* answer = "ok";
#ifdef _WIN32
static const int etypes [] = {MB_OK, MB_YESNO, MB_YESNOCANCEL, MB_OKCANCEL, MB_ABORTRETRYIGNORE};
static const int eicons [] = {MB_ICONINFORMATION, MB_ICONQUESTION, MB_ICONWARNING, MB_ICONERROR};
// DialogsOpen++;
int uid = luaStateToUIDMap[L];
EnableWindow(g_hWnd, false);
// if (Full_Screen)
// {
// while (ShowCursor(false) >= 0);
// while (ShowCursor(true) < 0);
// }
int ianswer = MessageBox((HWND)uid, str, titles[iicon], etypes[itype] | eicons[iicon]);
EnableWindow(g_hWnd, true);
// DialogsOpen--;
switch(ianswer)
{
case IDOK: answer = "ok"; break;
case IDCANCEL: answer = "cancel"; break;
case IDABORT: answer = "abort"; break;
case IDRETRY: answer = "retry"; break;
case IDIGNORE: answer = "ignore"; break;
case IDYES: answer = "yes"; break;
case IDNO: answer = "no"; break;
}
#else
// NYI (assume first answer for now)
switch(itype)
{
case 0: case 3: answer = "ok"; break;
case 1: case 2: answer = "yes"; break;
case 4: answer = "abort"; break;
}
#endif
lua_pushstring(L, answer);
return 1;
}
// string gui.popup(string message, string type = "ok", string icon = "message")
// string input.popup(string message, string type = "yesno", string icon = "question")
DEFINE_LUA_FUNCTION(gui_popup, "message[,type=\"ok\"[,icon=\"message\"]]")
{
return doPopup(L, "ok", "message");
}
DEFINE_LUA_FUNCTION(input_popup, "message[,type=\"yesno\"[,icon=\"question\"]]")
{
return doPopup(L, "yesno", "question");
}
#undef max
static const char* FilenameFromPath(const char* path)
{
const char* slash1 = strrchr(path, '\\');
const char* slash2 = strrchr(path, '/');
if(slash1) slash1++;
if(slash2) slash2++;
const char* rv = path;
rv = std::max(rv, slash1);
rv = std::max(rv, slash2);
if(!rv) rv = "";
return rv;
}
void TrimFilenameFromPath(char* path)
{
char* slash1 = strrchr(path, '\\');
char* slash2 = strrchr(path, '/');
char* slash = slash1;
if (slash == NULL || slash2 > slash) {
slash = slash2;
}
if (slash != NULL) {
*(slash + 1) = '\0';
}
}
static void toCStringConverter(lua_State* L, int i, char*& ptr, int& remaining);
// compare the contents of two items on the Lua stack to determine if they differ
// only works for relatively simple, saveable items (numbers, strings, bools, nil, and possibly-nested tables of those, up to a certain max length)
// not the best implementation, but good enough for what it's currently used for
static bool luaValueContentsDiffer(lua_State* L, int idx1, int idx2)
{
static const int maxLen = 8192;
static char str1[maxLen];
static char str2[maxLen];
str1[0] = 0;
str2[0] = 0;
char* ptr1 = str1;
char* ptr2 = str2;
int remaining1 = maxLen;
int remaining2 = maxLen;
toCStringConverter(L, idx1, ptr1, remaining1);
toCStringConverter(L, idx2, ptr2, remaining2);
return (remaining1 != remaining2) || (strcmp(str1,str2) != 0);
}
// fills output with the path
// also returns a pointer to the first character in the filename (non-directory) part of the path
static char* ConstructScriptSaveDataPath(char* output, int bufferSize, LuaContextInfo& info)
{
// Get_State_File_Name(output); TODO
char* slash1 = strrchr(output, '\\');
char* slash2 = strrchr(output, '/');
if(slash1) slash1[1] = '\0';
if(slash2) slash2[1] = '\0';
char* rv = output + strlen(output);
strncat(output, "u.", bufferSize-(strlen(output)+1));
if(!info.dataSaveLoadKeySet)
strncat(output, FilenameFromPath(info.lastFilename.c_str()), bufferSize-(strlen(output)+1));
else
snprintf(output+strlen(output), bufferSize-(strlen(output)+1), "%X", info.dataSaveKey);
strncat(output, ".luasav", bufferSize-(strlen(output)+1));
return rv;
}
// gens.persistglobalvariables({
// variable1 = defaultvalue1,
// variable2 = defaultvalue2,
// etc
// })
// takes a table with variable names as the keys and default values as the values,
// and defines each of those variables names as a global variable,
// setting them equal to the values they had the last time the script exited,
// or (if that isn't available) setting them equal to the provided default values.
// as a special case, if you want the default value for a variable to be nil,
// then put the variable name alone in quotes as an entry in the table without saying "= nil".
// this special case is because tables in lua don't store nil valued entries.
// also, if you change the default value that will reset the variable to the new default.
DEFINE_LUA_FUNCTION(emu_persistglobalvariables, "variabletable")
{
int uid = luaStateToUIDMap[L];
LuaContextInfo& info = GetCurrentInfo();
// construct a path we can load the persistent variables from
char path [1024] = {0};
char* pathTypeChrPtr = ConstructScriptSaveDataPath(path, 1024, info);
// load the previously-saved final variable values from file
LuaSaveData exitData;
{
*pathTypeChrPtr = 'e';
FILE* persistFile = fopen(path, "rb");
if(persistFile)
{
exitData.ImportRecords(persistFile);
fclose(persistFile);
}
}
// load the previously-saved default variable values from file
LuaSaveData defaultData;
{
*pathTypeChrPtr = 'd';
FILE* defaultsFile = fopen(path, "rb");
if(defaultsFile)
{
defaultData.ImportRecords(defaultsFile);
fclose(defaultsFile);
}
}
// loop through the passed-in variables,
// exposing a global variable to the script for each one
// while also keeping a record of their names
// so we can save them (to the persistFile) later when the script exits
int numTables = lua_gettop(L);
for(int i = 1; i <= numTables; i++)
{
luaL_checktype(L, i, LUA_TTABLE);
lua_pushnil(L); // before first key
int keyIndex = lua_gettop(L);
int valueIndex = keyIndex + 1;
while(lua_next(L, i))
{
int keyType = lua_type(L, keyIndex);
int valueType = lua_type(L, valueIndex);
if(keyType == LUA_TSTRING && valueType <= LUA_TTABLE && valueType != LUA_TLIGHTUSERDATA)
{
// variablename = defaultvalue,
// duplicate the key first because lua_next() needs to eat that
lua_pushvalue(L, keyIndex);
lua_insert(L, keyIndex);
}
else if(keyType == LUA_TNUMBER && valueType == LUA_TSTRING)
{
// "variablename",
// or [index] = "variablename",
// defaultvalue is assumed to be nil
lua_pushnil(L);
}
else
{
luaL_error(L, "'%s' = '%s' entries are not allowed in the table passed to gens.persistglobalvariables()", lua_typename(L,keyType), lua_typename(L,valueType));
}
int varNameIndex = valueIndex;
int defaultIndex = valueIndex+1;
// keep track of the variable name for later
const char* varName = lua_tostring(L, varNameIndex);
info.persistVars.push_back(varName);
unsigned int varNameCRC = crc32(0, (const unsigned char*)varName, strlen(varName));
info.newDefaultData.SaveRecordPartial(uid, varNameCRC, defaultIndex);
// load the previous default value for this variable if it exists.
// if the new default is different than the old one,
// assume the user wants to set the value to the new default value
// instead of the previously-saved exit value.
bool attemptPersist = true;
defaultData.LoadRecord(uid, varNameCRC, 1);
lua_pushnil(L);
if(luaValueContentsDiffer(L, defaultIndex, defaultIndex+1))
attemptPersist = false;
lua_settop(L, defaultIndex);
if(attemptPersist)
{
// load the previous saved value for this variable if it exists
exitData.LoadRecord(uid, varNameCRC, 1);
if(lua_gettop(L) > defaultIndex)
lua_remove(L, defaultIndex); // replace value with loaded record
lua_settop(L, defaultIndex);
}
// set the global variable
lua_settable(L, LUA_GLOBALSINDEX);
assert(lua_gettop(L) == keyIndex);
}
}
return 0;
}
static const char* deferredGUIIDString = "lazygui";
// store the most recent C function call from Lua (and all its arguments)
// for later evaluation
void DeferFunctionCall(lua_State* L, const char* idstring)
{
// there might be a cleaner way of doing this using lua_pushcclosure and lua_getref
int num = lua_gettop(L);
// get the C function pointer
//lua_CFunction cf = lua_tocfunction(L, -(num+1));
lua_CFunction cf = (L->ci->func)->value.gc->cl.c.f;
assert(cf);
lua_pushcfunction(L,cf);
// make a list of the function and its arguments (and also pop those arguments from the stack)
lua_createtable(L, num+1, 0);
lua_insert(L, 1);
for(int n = num+1; n > 0; n--)
lua_rawseti(L, 1, n);
// put the list into a global array
lua_getfield(L, LUA_REGISTRYINDEX, idstring);
lua_insert(L, 1);
int curSize = lua_objlen(L, 1);
lua_rawseti(L, 1, curSize+1);
// clean the stack
lua_settop(L, 0);
}
void CallDeferredFunctions(lua_State* L, const char* idstring)
{
lua_settop(L, 0);
lua_getfield(L, LUA_REGISTRYINDEX, idstring);
int numCalls = lua_objlen(L, 1);
for(int i = 1; i <= numCalls; i++)
{
lua_rawgeti(L, 1, i); // get the function+arguments list
int listSize = lua_objlen(L, 2);
// push the arguments and the function
for(int j = 1; j <= listSize; j++)
lua_rawgeti(L, 2, j);
// get and pop the function
lua_CFunction cf = lua_tocfunction(L, -1);
lua_pop(L, 1);
// shift first argument to slot 1 and call the function
lua_remove(L, 2);
lua_remove(L, 1);
cf(L);
// prepare for next iteration
lua_settop(L, 0);
lua_getfield(L, LUA_REGISTRYINDEX, idstring);
}
// clear the list of deferred functions
lua_newtable(L);
lua_setfield(L, LUA_REGISTRYINDEX, idstring);
LuaContextInfo& info = GetCurrentInfo();
info.numDeferredGUIFuncs = 0;
// clean the stack
lua_settop(L, 0);
}
#define MAX_DEFERRED_COUNT 16384
bool DeferGUIFuncIfNeeded(lua_State* L)
{
LuaContextInfo& info = GetCurrentInfo();
if(info.speedMode == SPEEDMODE_MAXIMUM)
{
// if the mode is "maximum" then discard all GUI function calls
// and pretend it was because we deferred them
return true;
}
if(info.guiFuncsNeedDeferring)
{
if(info.numDeferredGUIFuncs < MAX_DEFERRED_COUNT)
{
// defer whatever function called this one until later
DeferFunctionCall(L, deferredGUIIDString);
info.numDeferredGUIFuncs++;
}
else
{
// too many deferred functions on the same frame
// silently discard the rest
}
return true;
}
// ok to run the function right now
return false;
}
void worry(lua_State* L, int intensity)
{
LuaContextInfo& info = GetCurrentInfo();
info.worryCount += intensity;
}
static inline bool isalphaorunderscore(char c)
{
return isalpha(c) || c == '_';
}
static std::vector<const void*> s_tableAddressStack; // prevents infinite recursion of a table within a table (when cycle is found, print something like table:parent)
static std::vector<const void*> s_metacallStack; // prevents infinite recursion if something's __tostring returns another table that contains that something (when cycle is found, print the inner result without using __tostring)
#define APPENDPRINT { int _n = snprintf(ptr, remaining,
#define END ); if(_n >= 0) { ptr += _n; remaining -= _n; } else { remaining = 0; } }
static void toCStringConverter(lua_State* L, int i, char*& ptr, int& remaining)
{
if(remaining <= 0)
return;
const char* str = ptr; // for debugging
// if there is a __tostring metamethod then call it
int usedMeta = luaL_callmeta(L, i, "__tostring");
if(usedMeta)
{
std::vector<const void*>::const_iterator foundCycleIter = std::find(s_metacallStack.begin(), s_metacallStack.end(), lua_topointer(L,i));
if(foundCycleIter != s_metacallStack.end())
{
lua_pop(L, 1);
usedMeta = false;
}
else
{
s_metacallStack.push_back(lua_topointer(L,i));
i = lua_gettop(L);
}
}
switch(lua_type(L, i))
{
case LUA_TNONE: break;
case LUA_TNIL: APPENDPRINT "nil" END break;
case LUA_TBOOLEAN: APPENDPRINT lua_toboolean(L,i) ? "true" : "false" END break;
case LUA_TSTRING: APPENDPRINT "%s",lua_tostring(L,i) END break;
case LUA_TNUMBER: APPENDPRINT "%.12Lg",lua_tonumber(L,i) END break;
case LUA_TFUNCTION:
if((L->base + i-1)->value.gc->cl.c.isC)
{
lua_CFunction func = lua_tocfunction(L, i);
std::map<lua_CFunction, const char*>::iterator iter = s_cFuncInfoMap.find(func);
if(iter == s_cFuncInfoMap.end())
goto defcase;
APPENDPRINT "function(%s)", iter->second END
}
else
{
APPENDPRINT "function(" END
Proto* p = (L->base + i-1)->value.gc->cl.l.p;
int numParams = p->numparams + (p->is_vararg?1:0);
for (int n=0; n<p->numparams; n++)
{
APPENDPRINT "%s", getstr(p->locvars[n].varname) END
if(n != numParams-1)
APPENDPRINT "," END
}
if(p->is_vararg)
APPENDPRINT "..." END
APPENDPRINT ")" END
}
break;
defcase:default: APPENDPRINT "%s:%p",luaL_typename(L,i),lua_topointer(L,i) END break;
case LUA_TTABLE:
{
// first make sure there's enough stack space
if(!lua_checkstack(L, 4))
{
// note that even if lua_checkstack never returns false,
// that doesn't mean we didn't need to call it,
// because calling it retrieves stack space past LUA_MINSTACK
goto defcase;
}
std::vector<const void*>::const_iterator foundCycleIter = std::find(s_tableAddressStack.begin(), s_tableAddressStack.end(), lua_topointer(L,i));
if(foundCycleIter != s_tableAddressStack.end())
{
int parentNum = s_tableAddressStack.end() - foundCycleIter;
if(parentNum > 1)
APPENDPRINT "%s:parent^%d",luaL_typename(L,i),parentNum END
else
APPENDPRINT "%s:parent",luaL_typename(L,i) END
}
else
{
s_tableAddressStack.push_back(lua_topointer(L,i));
struct Scope { ~Scope(){ s_tableAddressStack.pop_back(); } } scope;
APPENDPRINT "{" END
lua_pushnil(L); // first key
int keyIndex = lua_gettop(L);
int valueIndex = keyIndex + 1;
bool first = true;
bool skipKey = true; // true if we're still in the "array part" of the table
lua_Number arrayIndex = (lua_Number)0;
while(lua_next(L, i))
{
if(first)
first = false;
else
APPENDPRINT ", " END
if(skipKey)
{
arrayIndex += (lua_Number)1;
bool keyIsNumber = (lua_type(L, keyIndex) == LUA_TNUMBER);
skipKey = keyIsNumber && (lua_tonumber(L, keyIndex) == arrayIndex);
}
if(!skipKey)
{
bool keyIsString = (lua_type(L, keyIndex) == LUA_TSTRING);
bool invalidLuaIdentifier = (!keyIsString || !isalphaorunderscore(*lua_tostring(L, keyIndex)));
if(invalidLuaIdentifier)
if(keyIsString)
APPENDPRINT "['" END
else
APPENDPRINT "[" END
toCStringConverter(L, keyIndex, ptr, remaining); // key
if(invalidLuaIdentifier)
if(keyIsString)
APPENDPRINT "']=" END
else
APPENDPRINT "]=" END
else
APPENDPRINT "=" END
}
bool valueIsString = (lua_type(L, valueIndex) == LUA_TSTRING);
if(valueIsString)
APPENDPRINT "'" END
toCStringConverter(L, valueIndex, ptr, remaining); // value
if(valueIsString)
APPENDPRINT "'" END
lua_pop(L, 1);
if(remaining <= 0)
{
lua_settop(L, keyIndex-1); // stack might not be clean yet if we're breaking early
break;
}
}
APPENDPRINT "}" END
}
} break;
}
if(usedMeta)
{
s_metacallStack.pop_back();
lua_pop(L, 1);
}
}
static const int s_tempStrMaxLen = 64 * 1024;
static char s_tempStr [s_tempStrMaxLen];
static char* rawToCString(lua_State* L, int idx)
{
int a = idx>0 ? idx : 1;
int n = idx>0 ? idx : lua_gettop(L);
char* ptr = s_tempStr;
*ptr = 0;
int remaining = s_tempStrMaxLen;
for(int i = a; i <= n; i++)
{
toCStringConverter(L, i, ptr, remaining);
if(i != n)
APPENDPRINT " " END
}
if(remaining < 3)
{
while(remaining < 6)
remaining++, ptr--;
APPENDPRINT "..." END
}
APPENDPRINT "\r\n" END
// the trailing newline is so print() can avoid having to do wasteful things to print its newline
// (string copying would be wasteful and calling info.print() twice can be extremely slow)
// at the cost of functions that don't want the newline needing to trim off the last two characters
// (which is a very fast operation and thus acceptable in this case)
return s_tempStr;
}
#undef APPENDPRINT
#undef END
// replacement for luaB_tostring() that is able to show the contents of tables (and formats numbers better, and show function prototypes)
// can be called directly from lua via tostring(), assuming tostring hasn't been reassigned
DEFINE_LUA_FUNCTION(tostring, "...")
{
char* str = rawToCString(L);
str[strlen(str)-2] = 0; // hack: trim off the \r\n (which is there to simplify the print function's task)
lua_pushstring(L, str);
return 1;
}
// like rawToCString, but will check if the global Lua function tostring()
// has been replaced with a custom function, and call that instead if so
static const char* toCString(lua_State* L, int idx)
{
int a = idx>0 ? idx : 1;
int n = idx>0 ? idx : lua_gettop(L);
lua_getglobal(L, "tostring");
lua_CFunction cf = lua_tocfunction(L,-1);
if(cf == tostring) // optimization: if using our own C tostring function, we can bypass the call through Lua and all the string object allocation that would entail
{
lua_pop(L,1);
return rawToCString(L, idx);
}
else // if the user overrided the tostring function, we have to actually call it and store the temporarily allocated string it returns
{
lua_pushstring(L, "");
for (int i=a; i<=n; i++) {
lua_pushvalue(L, -2); // function to be called
lua_pushvalue(L, i); // value to print
lua_call(L, 1, 1);
if(lua_tostring(L, -1) == NULL)
luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print"));
lua_pushstring(L, (i<n) ? " " : "\r\n");
lua_concat(L, 3);
}
const char* str = lua_tostring(L, -1);
strncpy(s_tempStr, str, s_tempStrMaxLen);
s_tempStr[s_tempStrMaxLen-1] = 0;
lua_pop(L, 2);
return s_tempStr;
}
}
// replacement for luaB_print() that goes to the appropriate textbox instead of stdout
DEFINE_LUA_FUNCTION(print, "...")