-
Notifications
You must be signed in to change notification settings - Fork 0
/
Lua.cs
1180 lines (1054 loc) · 35.8 KB
/
Lua.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
* This file is part of NLua.
*
* Copyright (c) 2013 Vinicius Jarina ([email protected])
* Copyright (C) 2003-2005 Fabio Mascarenhas de Queiroz.
* Copyright (C) 2012 Megax <http://megax.yeahunter.hu/>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using System;
using System.IO;
using System.Threading;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using NLua.Event;
using NLua.Method;
using NLua.Exceptions;
using NLua.Extensions;
namespace NLua
{
#if USE_KOPILUA
using LuaCore = KopiLua.Lua;
using LuaState = KopiLua.LuaState;
using LuaHook = KopiLua.LuaHook;
using LuaDebug = KopiLua.LuaDebug;
using LuaNativeFunction = KopiLua.LuaNativeFunction;
#else
using LuaCore = KeraLua.Lua;
using LuaState = KeraLua.LuaState;
using LuaHook = KeraLua.LuaHook;
using LuaDebug = KeraLua.LuaDebug;
using LuaNativeFunction = KeraLua.LuaNativeFunction;
#endif
/*
* Main class of NLua
* Object-oriented wrapper to Lua API
*
* Author: Fabio Mascarenhas
* Version: 1.0
*
* // steffenj: important changes in Lua class:
* - removed all Open*Lib() functions
* - all libs automatically open in the Lua class constructor (just assign nil to unwanted libs)
* */
[CLSCompliant(true)]
public class Lua : IDisposable
{
#region lua debug functions
/// <summary>
/// Event that is raised when an exception occures during a hook call.
/// </summary>
/// <author>Reinhard Ostermeier</author>
public event EventHandler<HookExceptionEventArgs> HookException;
/// <summary>
/// Event when lua hook callback is called
/// </summary>
/// <remarks>
/// Is only raised if SetDebugHook is called before.
/// </remarks>
/// <author>Reinhard Ostermeier</author>
public event EventHandler<DebugHookEventArgs> DebugHook;
/// <summary>
/// lua hook calback delegate
/// </summary>
/// <author>Reinhard Ostermeier</author>
private LuaHook hookCallback = null;
#endregion
#region Globals auto-complete
private readonly List<string> globals = new List<string> ();
private bool globalsSorted;
#endregion
private LuaState luaState;
/// <summary>
/// True while a script is being executed
/// </summary>
public bool IsExecuting { get { return executing; } }
private LuaNativeFunction panicCallback;
private ObjectTranslator translator;
/// <summary>
/// Used to ensure multiple .net threads all get serialized by this single lock for access to the lua stack/objects
/// </summary>
//private object luaLock = new object();
private bool _StatePassed;
private bool executing;
static string initLuanet =
"local metatable = {} \n" +
"local import_type = luanet.import_type \n" +
"local load_assembly = luanet.load_assembly \n" +
" \n" +
"-- Lookup a .NET identifier component. \n" +
"function metatable:__index(key) -- key is e.g. \"Form\" \n" +
" -- Get the fully-qualified name, e.g. \"System.Windows.Forms.Form\" \n" +
" local fqn = ((rawget(self, \".fqn\") and rawget(self, \".fqn\") .. \n" +
" \".\") or \"\") .. key \n" +
" \n" +
" -- Try to find either a luanet function or a CLR type \n" +
" local obj = rawget(luanet, key) or import_type(fqn) \n" +
" \n" +
" -- If key is neither a luanet function or a CLR type, then it is simply \n" +
" -- an identifier component. \n" +
" if obj == nil then \n" +
" -- It might be an assembly, so we load it too. \n" +
" load_assembly(fqn) \n" +
" obj = { [\".fqn\"] = fqn } \n" +
" setmetatable(obj, metatable) \n" +
" end \n" +
" \n" +
" -- Cache this lookup \n" +
" rawset(self, key, obj) \n" +
" return obj \n" +
"end \n" +
" \n" +
"-- A non-type has been called; e.g. foo = System.Foo() \n" +
"function metatable:__call(...) \n" +
" error(\"No such type: \" .. rawget(self, \".fqn\"), 2) \n" +
"end \n" +
" \n" +
"-- This is the root of the .NET namespace \n" +
"luanet[\".fqn\"] = false \n" +
"setmetatable(luanet, metatable) \n" +
" \n" +
"-- Preload the mscorlib assembly \n" +
"luanet.load_assembly(\"mscorlib\") \n";
static string clr_package = @"---
--- This lua module provides auto importing of .net classes into a named package.
--- Makes for super easy use of LuaInterface glue
---
--- example:
--- Threading = CLRPackage(""System"", ""System.Threading"")
--- Threading.Thread.Sleep(100)
---
--- Extensions:
--- import() is a version of CLRPackage() which puts the package into a list which is used by a global __index lookup,
--- and thus works rather like C#'s using statement. It also recognizes the case where one is importing a local
--- assembly, which must end with an explicit .dll extension.
--- Alternatively, luanet.namespace can be used for convenience without polluting the global namespace:
--- local sys,sysi = luanet.namespace {'System','System.IO'}
-- sys.Console.WriteLine(""we are at {0}"",sysi.Directory.GetCurrentDirectory())
-- LuaInterface hosted with stock Lua interpreter will need to explicitly require this...
if not luanet then require 'luanet' end
local import_type, load_assembly = luanet.import_type, luanet.load_assembly
local mt = {
--- Lookup a previously unfound class and add it to our table
__index = function(package, classname)
local class = rawget(package, classname)
if class == nil then
class = import_type(package.packageName .. ""."" .. classname)
package[classname] = class -- keep what we found around, so it will be shared
end
return class
end
}
function luanet.namespace(ns)
if type(ns) == 'table' then
local res = {}
for i = 1,#ns do
res[i] = luanet.namespace(ns[i])
end
return unpack(res)
end
-- FIXME - table.packageName could instead be a private index (see Lua 13.4.4)
local t = { packageName = ns }
setmetatable(t,mt)
return t
end
local globalMT, packages
local function set_global_mt()
packages = {}
globalMT = {
__index = function(T,classname)
for i,package in ipairs(packages) do
local class = package[classname]
if class then
_G[classname] = class
return class
end
end
end
}
setmetatable(_G, globalMT)
end
--- Create a new Package class
function CLRPackage(assemblyName, packageName)
-- a sensible default...
packageName = packageName or assemblyName
local ok = pcall(load_assembly,assemblyName) -- Make sure our assembly is loaded
return luanet.namespace(packageName)
end
function import (assemblyName, packageName)
if not globalMT then
set_global_mt()
end
if not packageName then
local i = assemblyName:find('%.dll$')
if i then packageName = assemblyName:sub(1,i-1)
else packageName = assemblyName end
end
local t = CLRPackage(assemblyName,packageName)
table.insert(packages,t)
return t
end
function luanet.make_array (tp,tbl)
local arr = tp[#tbl]
for i,v in ipairs(tbl) do
arr:SetValue(v,i-1)
end
return arr
end
function luanet.each(o)
local e = o:GetEnumerator()
return function()
if e:MoveNext() then
return e.Current
end
end
end
";
#region Globals auto-complete
/// <summary>
/// An alphabetically sorted list of all globals (objects, methods, etc.) externally added to this Lua instance
/// </summary>
/// <remarks>Members of globals are also listed. The formatting is optimized for text input auto-completion.</remarks>
public IEnumerable<string> Globals {
get {
// Only sort list when necessary
if (!globalsSorted) {
globals.Sort ();
globalsSorted = true;
}
return globals;
}
}
#endregion
public Lua ()
{
luaState = LuaLib.LuaLNewState (); // steffenj: Lua 5.1.1 API change (lua_open is gone)
LuaLib.LuaLOpenLibs (luaState); // steffenj: Lua 5.1.1 API change (luaopen_base is gone, just open all libs right here)
Init ();
// We need to keep this in a managed reference so the delegate doesn't get garbage collected
panicCallback = new LuaNativeFunction (PanicCallback);
LuaLib.LuaAtPanic (luaState, panicCallback);
}
/*
* CAUTION: NLua.Lua instances can't share the same lua state!
*/
public Lua (LuaState lState)
{
LuaLib.LuaPushString (lState, "LUAINTERFACE LOADED");
LuaLib.LuaGetTable (lState, (int)LuaIndexes.Registry);
if (LuaLib.LuaToBoolean (lState, -1)) {
LuaLib.LuaSetTop (lState, -2);
throw new LuaException ("There is already a NLua.Lua instance associated with this Lua state");
} else {
luaState = lState;
_StatePassed = true;
LuaLib.LuaSetTop (luaState, -2);
Init ();
}
}
void Init ()
{
LuaLib.LuaPushString (luaState, "LUAINTERFACE LOADED");
LuaLib.LuaPushBoolean (luaState, true);
LuaLib.LuaSetTable (luaState, (int)LuaIndexes.Registry);
if (_StatePassed == false) {
LuaLib.LuaNewTable (luaState);
LuaLib.LuaSetGlobal (luaState, "luanet");
}
LuaLib.LuaNetPushGlobalTable (luaState);
LuaLib.LuaGetGlobal (luaState, "luanet");
LuaLib.LuaPushString (luaState, "getmetatable");
LuaLib.LuaGetGlobal (luaState, "getmetatable");
LuaLib.LuaSetTable (luaState, -3);
LuaLib.LuaNetPopGlobalTable (luaState);
translator = new ObjectTranslator (this, luaState);
ObjectTranslatorPool.Instance.Add (luaState, translator);
LuaLib.LuaNetPopGlobalTable (luaState);
LuaLib.LuaLDoString (luaState, Lua.initLuanet);
}
public void Close ()
{
if (_StatePassed)
return;
if (! CheckNull.IsNull(luaState)) {
LuaCore.LuaClose (luaState);
ObjectTranslatorPool.Instance.Remove (luaState);
}
}
#if MONOTOUCH
[MonoTouch.MonoPInvokeCallback (typeof (LuaNativeFunction))]
#endif
[System.Runtime.InteropServices.AllowReversePInvokeCalls]
static int PanicCallback (LuaState luaState)
{
string reason = string.Format ("unprotected error in call to Lua API ({0})", LuaLib.LuaToString (luaState, -1));
throw new LuaException (reason);
}
/// <summary>
/// Assuming we have a Lua error string sitting on the stack, throw a C# exception out to the user's app
/// </summary>
/// <exception cref = "LuaScriptException">Thrown if the script caused an exception</exception>
private void ThrowExceptionFromError (int oldTop)
{
object err = translator.GetObject (luaState, -1);
LuaLib.LuaSetTop (luaState, oldTop);
// A pre-wrapped exception - just rethrow it (stack trace of InnerException will be preserved)
var luaEx = err as LuaScriptException;
if (luaEx != null)
throw luaEx;
// A non-wrapped Lua error (best interpreted as a string) - wrap it and throw it
if (err == null)
err = "Unknown Lua Error";
throw new LuaScriptException (err.ToString (), string.Empty);
}
/// <summary>
/// Convert C# exceptions into Lua errors
/// </summary>
/// <returns>num of things on stack</returns>
/// <param name = "e">null for no pending exception</param>
internal int SetPendingException (Exception e)
{
var caughtExcept = e;
if (caughtExcept != null) {
translator.ThrowError (luaState, caughtExcept);
LuaLib.LuaPushNil (luaState);
return 1;
} else
return 0;
}
/// <summary>
///
/// </summary>
/// <param name = "chunk"></param>
/// <param name = "name"></param>
/// <returns></returns>
public LuaFunction LoadString (string chunk, string name)
{
int oldTop = LuaLib.LuaGetTop (luaState);
executing = true;
try {
if (LuaLib.LuaLLoadBuffer (luaState, chunk, name) != 0)
ThrowExceptionFromError (oldTop);
} finally {
executing = false;
}
var result = translator.GetFunction (luaState, -1);
translator.PopValues (luaState, oldTop);
return result;
}
/// <summary>
///
/// </summary>
/// <param name = "chunk"></param>
/// <param name = "name"></param>
/// <returns></returns>
public LuaFunction LoadString (byte[] chunk, string name)
{
int oldTop = LuaLib.LuaGetTop (luaState);
executing = true;
try {
if (LuaLib.LuaLLoadBuffer (luaState, chunk, name) != 0)
ThrowExceptionFromError (oldTop);
} finally {
executing = false;
}
var result = translator.GetFunction (luaState, -1);
translator.PopValues (luaState, oldTop);
return result;
}
/// <summary>
///
/// </summary>
/// <param name = "fileName"></param>
/// <returns></returns>
public LuaFunction LoadFile (string fileName)
{
int oldTop = LuaLib.LuaGetTop (luaState);
if (LuaLib.LuaLLoadFile (luaState, fileName) != 0)
ThrowExceptionFromError (oldTop);
var result = translator.GetFunction (luaState, -1);
translator.PopValues (luaState, oldTop);
return result;
}
/// <summary>
/// Executes a Lua chunk and returns all the chunk's return values in an array.
/// </summary>
/// <param name = "chunk">Chunk to execute</param>
/// <param name = "chunkName">Name to associate with the chunk. Defaults to "chunk".</param>
/// <returns></returns>
public object[] DoString (byte[] chunk, string chunkName = "chunk")
{
int oldTop = LuaLib.LuaGetTop(luaState);
executing = true;
if (LuaLib.LuaLLoadBuffer(luaState, chunk, chunkName) == 0)
{
try
{
if (LuaLib.LuaPCall(luaState, 0, -1, 0) == 0)
return translator.PopValues(luaState, oldTop);
else
ThrowExceptionFromError(oldTop);
}
finally
{
executing = false;
}
}
else
ThrowExceptionFromError(oldTop);
return null; // Never reached - keeps compiler happy
}
/// <summary>
/// Executes a Lua chunk and returns all the chunk's return values in an array.
/// </summary>
/// <param name = "chunk">Chunk to execute</param>
/// <param name = "chunkName">Name to associate with the chunk. Defaults to "chunk".</param>
/// <returns></returns>
public object[] DoString (string chunk, string chunkName = "chunk")
{
int oldTop = LuaLib.LuaGetTop(luaState);
executing = true;
if (LuaLib.LuaLLoadBuffer(luaState, chunk, chunkName) == 0)
{
try
{
if (LuaLib.LuaPCall(luaState, 0, -1, 0) == 0)
return translator.PopValues(luaState, oldTop);
else
ThrowExceptionFromError(oldTop);
}
finally
{
executing = false;
}
}
else
ThrowExceptionFromError(oldTop);
return null; // Never reached - keeps compiler happy
}
/*
* Excutes a Lua file and returns all the chunk's return
* values in an array
*/
public object[] DoFile (string fileName)
{
int oldTop = LuaLib.LuaGetTop (luaState);
if (LuaLib.LuaLLoadFile (luaState, fileName) == 0) {
executing = true;
try {
if (LuaLib.LuaPCall (luaState, 0, -1, 0) == 0)
return translator.PopValues (luaState, oldTop);
else
ThrowExceptionFromError (oldTop);
} finally {
executing = false;
}
} else
ThrowExceptionFromError (oldTop);
return null; // Never reached - keeps compiler happy
}
/*
* Indexer for global variables from the LuaInterpreter
* Supports navigation of tables by using . operator
*/
public object this [string fullPath] {
get {
object returnValue = null;
int oldTop = LuaLib.LuaGetTop (luaState);
string[] path = fullPath.Split (new char[] { '.' });
LuaLib.LuaGetGlobal (luaState, path [0]);
returnValue = translator.GetObject (luaState, -1);
if (path.Length > 1) {
string[] remainingPath = new string[path.Length - 1];
Array.Copy (path, 1, remainingPath, 0, path.Length - 1);
returnValue = GetObject (remainingPath);
}
LuaLib.LuaSetTop (luaState, oldTop);
return returnValue;
}
set {
int oldTop = LuaLib.LuaGetTop (luaState);
string[] path = fullPath.Split (new char[] { '.' });
if (path.Length == 1) {
translator.Push (luaState, value);
LuaLib.LuaSetGlobal (luaState, fullPath);
} else {
LuaLib.LuaGetGlobal (luaState, path [0]);
string[] remainingPath = new string[path.Length - 1];
Array.Copy (path, 1, remainingPath, 0, path.Length - 1);
SetObject (remainingPath, value);
}
LuaLib.LuaSetTop (luaState, oldTop);
// Globals auto-complete
if (value == null) {
// Remove now obsolete entries
globals.Remove (fullPath);
} else {
// Add new entries
if (!globals.Contains (fullPath))
RegisterGlobal (fullPath, value.GetType (), 0);
}
}
}
#region Globals auto-complete
/// <summary>
/// Adds an entry to <see cref = "globals"/> (recursivley handles 2 levels of members)
/// </summary>
/// <param name = "path">The index accessor path ot the entry</param>
/// <param name = "type">The type of the entry</param>
/// <param name = "recursionCounter">How deep have we gone with recursion?</param>
private void RegisterGlobal (string path, Type type, int recursionCounter)
{
// If the type is a global method, list it directly
if (type == typeof(LuaNativeFunction)) {
// Format for easy method invocation
globals.Add (path + "(");
}
// If the type is a class or an interface and recursion hasn't been running too long, list the members
else if ((type.IsClass || type.IsInterface) && type != typeof(string) && recursionCounter < 2) {
#region Methods
foreach (var method in type.GetMethods(BindingFlags.Public | BindingFlags.Instance)) {
string name = method.Name;
if (
// Check that the LuaHideAttribute and LuaGlobalAttribute were not applied
(method.GetCustomAttributes (typeof(LuaHideAttribute), false).Length == 0) &&
(method.GetCustomAttributes (typeof(LuaGlobalAttribute), false).Length == 0) &&
// Exclude some generic .NET methods that wouldn't be very usefull in Lua
name != "GetType" && name != "GetHashCode" && name != "Equals" &&
name != "ToString" && name != "Clone" && name != "Dispose" &&
name != "GetEnumerator" && name != "CopyTo" &&
!name.StartsWith ("get_", StringComparison.Ordinal) &&
!name.StartsWith ("set_", StringComparison.Ordinal) &&
!name.StartsWith ("add_", StringComparison.Ordinal) &&
!name.StartsWith ("remove_", StringComparison.Ordinal)) {
// Format for easy method invocation
string command = path + ":" + name + "(";
if (method.GetParameters ().Length == 0)
command += ")";
globals.Add (command);
}
}
#endregion
#region Fields
foreach (var field in type.GetFields(BindingFlags.Public | BindingFlags.Instance)) {
if (
// Check that the LuaHideAttribute and LuaGlobalAttribute were not applied
(field.GetCustomAttributes (typeof(LuaHideAttribute), false).Length == 0) &&
(field.GetCustomAttributes (typeof(LuaGlobalAttribute), false).Length == 0)) {
// Go into recursion for members
RegisterGlobal (path + "." + field.Name, field.FieldType, recursionCounter + 1);
}
}
#endregion
#region Properties
foreach (var property in type.GetProperties(BindingFlags.Public | BindingFlags.Instance)) {
if (
// Check that the LuaHideAttribute and LuaGlobalAttribute were not applied
(property.GetCustomAttributes (typeof(LuaHideAttribute), false).Length == 0) &&
(property.GetCustomAttributes (typeof(LuaGlobalAttribute), false).Length == 0)
// Exclude some generic .NET properties that wouldn't be very usefull in Lua
&& property.Name != "Item") {
// Go into recursion for members
RegisterGlobal (path + "." + property.Name, property.PropertyType, recursionCounter + 1);
}
}
#endregion
} else
globals.Add (path); // Otherwise simply add the element to the list
// List will need to be sorted on next access
globalsSorted = false;
}
#endregion
/*
* Navigates a table in the top of the stack, returning
* the value of the specified field
*/
internal object GetObject (string[] remainingPath)
{
object returnValue = null;
for (int i = 0; i < remainingPath.Length; i++) {
LuaLib.LuaPushString (luaState, remainingPath [i]);
LuaLib.LuaGetTable (luaState, -2);
returnValue = translator.GetObject (luaState, -1);
if (returnValue == null)
break;
}
return returnValue;
}
/*
* Gets a numeric global variable
*/
public double GetNumber (string fullPath)
{
return (double)this [fullPath];
}
/*
* Gets a string global variable
*/
public string GetString (string fullPath)
{
return this [fullPath].ToString ();
}
/*
* Gets a table global variable
*/
public LuaTable GetTable (string fullPath)
{
return (LuaTable)this [fullPath];
}
/*
* Gets a table global variable as an object implementing
* the interfaceType interface
*/
public object GetTable (Type interfaceType, string fullPath)
{
return CodeGeneration.Instance.GetClassInstance (interfaceType, GetTable (fullPath));
}
/*
* Gets a function global variable
*/
public LuaFunction GetFunction (string fullPath)
{
object obj = this [fullPath];
return (obj is LuaNativeFunction ? new LuaFunction ((LuaNativeFunction)obj, this) : (LuaFunction)obj);
}
/*
* Register a delegate type to be used to convert Lua functions to C# delegates (useful for iOS where there is no dynamic code generation)
* type delegateType
*/
public void RegisterLuaDelegateType (Type delegateType, Type luaDelegateType)
{
CodeGeneration.Instance.RegisterLuaDelegateType (delegateType, luaDelegateType);
}
public void RegisterLuaClassType (Type klass, Type luaClass)
{
CodeGeneration.Instance.RegisterLuaClassType (klass, luaClass);
}
public void LoadCLRPackage ()
{
LuaLib.LuaLDoString (luaState, Lua.clr_package);
}
/*
* Gets a function global variable as a delegate of
* type delegateType
*/
public Delegate GetFunction (Type delegateType, string fullPath)
{
return CodeGeneration.Instance.GetDelegate (delegateType, GetFunction (fullPath));
}
/*
* Calls the object as a function with the provided arguments,
* returning the function's returned values inside an array
*/
internal object[] CallFunction (object function, object[] args)
{
return CallFunction (function, args, null);
}
/*
* Calls the object as a function with the provided arguments and
* casting returned values to the types in returnTypes before returning
* them in an array
*/
internal object[] CallFunction (object function, object[] args, Type[] returnTypes)
{
int nArgs = 0;
int oldTop = LuaLib.LuaGetTop (luaState);
if (!LuaLib.LuaCheckStack (luaState, args.Length + 6))
throw new LuaException ("Lua stack overflow");
translator.Push (luaState, function);
if (args != null) {
nArgs = args.Length;
for (int i = 0; i < args.Length; i++)
translator.Push (luaState, args [i]);
}
executing = true;
try {
int error = LuaLib.LuaPCall (luaState, nArgs, -1, 0);
if (error != 0)
ThrowExceptionFromError (oldTop);
} finally {
executing = false;
}
return returnTypes != null ? translator.PopValues (luaState, oldTop, returnTypes) : translator.PopValues (luaState, oldTop);
}
/*
* Navigates a table to set the value of one of its fields
*/
internal void SetObject (string[] remainingPath, object val)
{
for (int i = 0; i < remainingPath.Length-1; i++) {
LuaLib.LuaPushString (luaState, remainingPath [i]);
LuaLib.LuaGetTable (luaState, -2);
}
LuaLib.LuaPushString (luaState, remainingPath [remainingPath.Length - 1]);
translator.Push (luaState, val);
LuaLib.LuaSetTable (luaState, -3);
}
/*
* Creates a new table as a global variable or as a field
* inside an existing table
*/
public void NewTable (string fullPath)
{
string[] path = fullPath.Split (new char[] { '.' });
int oldTop = LuaLib.LuaGetTop (luaState);
if (path.Length == 1) {
LuaLib.LuaNewTable (luaState);
LuaLib.LuaSetGlobal (luaState, fullPath);
} else {
LuaLib.LuaGetGlobal (luaState, path [0]);
for (int i = 1; i < path.Length-1; i++) {
LuaLib.LuaPushString (luaState, path [i]);
LuaLib.LuaGetTable (luaState, -2);
}
LuaLib.LuaPushString (luaState, path [path.Length - 1]);
LuaLib.LuaNewTable (luaState);
LuaLib.LuaSetTable (luaState, -3);
}
LuaLib.LuaSetTop (luaState, oldTop);
}
public Dictionary<object, object> GetTableDict (LuaTable table)
{
var dict = new Dictionary<object, object> ();
int oldTop = LuaLib.LuaGetTop (luaState);
translator.Push (luaState, table);
LuaLib.LuaPushNil (luaState);
while (LuaLib.LuaNext(luaState, -2) != 0) {
dict [translator.GetObject (luaState, -2)] = translator.GetObject (luaState, -1);
LuaLib.LuaSetTop (luaState, -2);
}
LuaLib.LuaSetTop (luaState, oldTop);
return dict;
}
/*
* Lets go of a previously allocated reference to a table, function
* or userdata
*/
#region lua debug functions
/// <summary>
/// Activates the debug hook
/// </summary>
/// <param name = "mask">Mask</param>
/// <param name = "count">Count</param>
/// <returns>see lua docs. -1 if hook is already set</returns>
/// <author>Reinhard Ostermeier</author>
public int SetDebugHook (EventMasks mask, int count)
{
if (hookCallback == null) {
hookCallback = new LuaHook (Lua.DebugHookCallback);
return LuaCore.LuaSetHook (luaState, hookCallback, (int)mask, count);
}
return -1;
}
/// <summary>
/// Removes the debug hook
/// </summary>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public int RemoveDebugHook ()
{
hookCallback = null;
return LuaCore.LuaSetHook (luaState, null, 0, 0);
}
/// <summary>
/// Gets the hook mask.
/// </summary>
/// <returns>hook mask</returns>
/// <author>Reinhard Ostermeier</author>
public EventMasks GetHookMask ()
{
return (EventMasks)LuaCore.LuaGetHookMask (luaState);
}
/// <summary>
/// Gets the hook count
/// </summary>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public int GetHookCount ()
{
return LuaCore.LuaGetHookCount (luaState);
}
/// <summary>
/// Gets the stack entry on a given level
/// </summary>
/// <param name = "level">level</param>
/// <param name = "luaDebug">lua debug structure</param>
/// <returns>Returns true if level was allowed, false if level was invalid.</returns>
/// <author>Reinhard Ostermeier</author>
/*public bool GetStack(int level, out LuaCore.lua_Debug luaDebug)
{
luaDebug = new LuaDebug();
LuaState ld = System.Runtime.InteropServices.Marshal.AllocHGlobal(System.Runtime.InteropServices.Marshal.SizeOf(luaDebug));
System.Runtime.InteropServices.Marshal.StructureToPtr(luaDebug, ld, false);
try
{
return LuaLib.lua_getstack(luaState, level, luaDebug) != 0;
}
finally
{
luaDebug = (LuaDebug)System.Runtime.InteropServices.Marshal.PtrToStructure(ld, typeof(LuaDebug));
System.Runtime.InteropServices.Marshal.FreeHGlobal(ld);
}
}*/
/// <summary>
/// Gets info (see lua docs)
/// </summary>
/// <param name = "what">what (see lua docs)</param>
/// <param name = "luaDebug">lua debug structure</param>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
/*public int GetInfo(String what, ref LuaCore.lua_Debug luaDebug)
{
LuaState ld = System.Runtime.InteropServices.Marshal.AllocHGlobal(System.Runtime.InteropServices.Marshal.SizeOf(luaDebug));
System.Runtime.InteropServices.Marshal.StructureToPtr(luaDebug, ld, false);
try
{
return LuaLib.lua_getinfo(luaState, what, ld);
}
finally
{
luaDebug = (LuaDebug)System.Runtime.InteropServices.Marshal.PtrToStructure(ld, typeof(LuaDebug));
System.Runtime.InteropServices.Marshal.FreeHGlobal(ld);
}
}*/
/// <summary>
/// Gets local (see lua docs)
/// </summary>
/// <param name = "luaDebug">lua debug structure</param>
/// <param name = "n">see lua docs</param>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public string GetLocal (LuaDebug luaDebug, int n)
{
return LuaCore.LuaGetLocal (luaState, luaDebug, n).ToString ();
}
/// <summary>
/// Sets local (see lua docs)
/// </summary>
/// <param name = "luaDebug">lua debug structure</param>
/// <param name = "n">see lua docs</param>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public string SetLocal (LuaDebug luaDebug, int n)
{
return LuaCore.LuaSetLocal (luaState, luaDebug, n).ToString ();
}
/// <summary>
/// Gets up value (see lua docs)
/// </summary>
/// <param name = "funcindex">see lua docs</param>
/// <param name = "n">see lua docs</param>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public string GetUpValue (int funcindex, int n)
{
return LuaCore.LuaGetUpValue (luaState, funcindex, n).ToString ();
}
/// <summary>
/// Sets up value (see lua docs)
/// </summary>
/// <param name = "funcindex">see lua docs</param>
/// <param name = "n">see lua docs</param>
/// <returns>see lua docs</returns>
/// <author>Reinhard Ostermeier</author>
public string SetUpValue (int funcindex, int n)
{
return LuaCore.LuaSetUpValue (luaState, funcindex, n).ToString ();
}
/// <summary>
/// Delegate that is called on lua hook callback
/// </summary>
/// <param name = "luaState">lua state</param>
/// <param name = "luaDebug">Pointer to LuaDebug (lua_debug) structure</param>
/// <author>Reinhard Ostermeier</author>
///