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
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
|
{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*}
unit ULuaCore;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses SysUtils, ULua, UHookableEvent, UPath;
type
{ this exception is raised when the lua panic function
is called. Only in case we use call instead of pcall.
it has the lua error string in its message attribute }
ELuaException = class(Exception);
{ record represents item of Eventlist of TLuaCore }
PEventListItem = ^TEventListItem;
TEventListItem = record
Event: THookableEvent;
Next: PEventListItem;
end;
{ record represents a module }
TLuaModule = record
Name: String;
Functions: Array of luaL_reg; //modules functions, w/ trailing nils this time
end;
TLuaPlugin_Status = (psNone, psRunning, psClosed, psErrorOnLoad, psErrorOnCall, psErrorInInit, psErrorOnRun);
{ class represents a loaded plugin }
TLuaPlugin = class
private
iId: Integer;
Filename: IPath;
State: Plua_State; //< all functions of this plugin are called with this Lua state
bPaused: Boolean; //< If true no lua functions from this state are called
ErrorCount: Integer; //< counts the errors that occured during function calls of this plugin
ShutDown: Boolean; //< for self shutdown by plugin. true if plugin wants to be unloaded after execution of current function
sName: String;
sVersion: String;
sAuthor: String;
sURL: String;
sStatus: TLuaPlugin_Status;
public
constructor Create(Filename: IPath; Id: Integer);
property Id: Integer read iId;
property Name: String read sName;
property Version: String read sVersion;
property Author: String read sAuthor;
property Url: String read sUrl;
property Status: TLuaPlugin_Status read sStatus;
property CountErrors: Integer read ErrorCount;
property LuaState: Plua_State read State;
procedure Load;
procedure Register(Name, Version, Author, Url: String);
function HasRegistred: Boolean;
procedure PausePlugin(doPause: Boolean);
property Paused: boolean read bPaused write PausePlugin;
procedure ShutMeDown;
{ calls the lua function in the global w/ the given name.
the arguments to the function have to be pushed to the stack
before calling this function.
the arguments and the function will be removed from stack
results will not be removed.
if result is false there was an error calling the function
if ReportErrors is true the errorstring is popped from stack
and written to error.log otherwise it is left on stack}
function CallFunctionByName(Name: String; const nArgs: Integer = 0; const nResults: Integer = 0; const ReportErrors: Boolean = True): Boolean;
procedure ClearStack;
procedure Unload; //< Destroys the Luastate, and frees as much mem as possible, w/o destroying the class and important information
destructor Destroy; override;
end;
{ class managing the plugins w/ their LuaStates, the events and modules
it also offers the usdx table to the plugins w/ some basic functionality
like self unload or hook getting}
TLuaCore = class
private
EventList: PEventListItem; //< pointer to first registred Event, ordered by name
EventHandles: Array of String; //< Index is Events handle, value is events name. if length(value) is 0 handle is considered unregistred
Plugins: Array of TLuaPlugin;
eLoadingFinished: THookableEvent;
protected
Modules: Array of TLuaModule; //< modules that has been registred, has to be proctected because fucntions of this unit need to get access
function GetModuleIdByName(Name: String): Integer; //returns id of given module, or -1 if module is not found
public
constructor Create;
destructor Destroy; override;
procedure LoadPlugins; //< calls LoadPlugin w/ Plugindir and LoadingFinished Eventchain
procedure BrowseDir(Dir: IPath); //< searches for files w/ extension .usdx in the specified dir and tries to load them w/ lua
procedure LoadPlugin(Filename: IPath); //< tries to load filename w/ lua and creates the default usdx lua environment for the plugins state
function GetPluginByName(Name: String): TLuaPlugin;
function GetPluginById(Id: Integer): TLuaPlugin;
{ this function adds a module loader for your functions
name is the name the script needs to write in its require()
Functions is an array of lua calling compatible functions
w/o trailing nils! }
procedure RegisterModule(Name: String; const Functions: Array of luaL_reg);
function RegisterEvent(Event: THookableEvent): Integer; //< adds the event to eventlist and returns its handle
procedure UnRegisterEvent(hEvent: Integer); //< removes the event from eventlist by handle
function GetEventbyName(Name: String): THookableEvent; //< tries to find the event w/ the given name in the list
function GetEventbyHandle(hEvent: Integer): THookableEvent; //< tries to find the event w/ the given handle
procedure UnHookByParent(Parent: Integer); //< remove all hooks by given parent id from all events
procedure PrepareState(L: Plua_State);
procedure DumpPlugins; //< prints plugin runtime information w/ Log.LogStatus
end;
//some luastyle functions to call from lua scripts
{ register global, used by plugins to identify
register(plugin name, plugin version, [plugin author], [plugin homepage])
can only be called once since the global "register" is niled by the function
returns true on success. (name does not exist)}
function TLuaPlugin_Register (L: Plua_State): Integer; cdecl;
{ moduleloader for usdx.* modules
stored in package.loaders[3]
package.loaders[3] (module name)
returns a function to load the requested module or a error
description(string) when the module is not found }
function TLuaCore_ModuleLoader (L: Plua_State): Integer; cdecl;
{ loads module specified by a cfunction upvalue to
usdx.modulename and returns it.
loadmodule(module name) }
function TLuaCore_LoadModule (L: Plua_State): Integer; cdecl;
{ custom lua panic function
it writes error string to error.log and raises an ELuaException
that may be caught }
function TLua_CustomPanic (L: Plua_State): Integer; cdecl;
{ replacement for luas require function
can be called with more than one parameter to require
some modules at once. e.g.: require('math', 'Usdx.Log')
modules are loaded from right to left
unlike standard require the module tables are not returned
the standard require function in _require is called by
this function }
function TLua_CustomRequire(L: PLua_State): Integer; cdecl;
var
LuaCore: TLuaCore;
implementation
uses
StrUtils,
ULog,
UFilesystem,
ULuaUsdx,
UPathUtils,
ULuaUtils;
constructor TLuaCore.Create;
begin
inherited;
//init EventList w/ nil
EventList := nil;
eLoadingFinished := nil;
end;
destructor TLuaCore.Destroy;
var
Cur: PEventListItem;
Prev: PEventListItem;
begin
SetLength(EventHandles, 0);
//delete event list
Cur := EventList;
While(Cur <> nil) do
begin
Prev := Cur;
Cur := Prev.Next;
Dispose(Prev);
end;
inherited;
end;
{ calls BrowseDir w/ plugin dir and LoadingFinished eventchain }
procedure TLuaCore.LoadPlugins;
begin
// we have to create event here, because in create it can
// not be registred, because LuaCore is no assigned
if (not Assigned(eLoadingFinished)) then
eLoadingFinished := THookableEvent.Create('Usdx.LoadingFinished');
BrowseDir(PluginPath);
eLoadingFinished.CallHookChain(false);
end;
{ searches for files w/ extension .usdx in the specified
dir and tries to load them w/ lua }
procedure TLuaCore.BrowseDir(Dir: IPath);
var
Iter: IFileIterator;
FileInfo: TFileInfo;
FileName: IPath;
Ext: IPath;
begin
Ext := Path('.usdx');
// search for all files and directories
Iter := FileSystem.FileFind(Dir.Append('*'), faAnyFile);
while (Iter.HasNext) do
begin
FileInfo := Iter.Next;
FileName := FileInfo.Name;
if ((FileInfo.Attr and faDirectory) <> 0) then
begin
if (not FileName.Equals('.')) and (not FileName.Equals('..')) then
BrowseDir(Dir.Append(FileName));
end
else
begin
if (Ext.Equals(FileName.GetExtension(), true)) then
begin
LoadPlugin(Dir.Append(FileName));
end;
end;
end;
end;
{ tries to load filename w/ lua and creates the default
usdx lua environment for the plugins state }
procedure TLuaCore.LoadPlugin(Filename: IPath);
var
Len: Integer;
begin
Len := Length(Plugins);
SetLength(Plugins, Len + 1);
Plugins[Len] := TLuaPlugin.Create(Filename, Len);
Plugins[Len].Load;
end;
{ returns Plugin on success nil on failure }
function TLuaCore.GetPluginByName(Name: String): TLuaPlugin;
var
I: Integer;
begin
Result := nil;
Name := lowercase(Name);
For I := 0 to High(Plugins) do
If (lowercase(Plugins[I].Name) = Name) then
begin
Result := GetPluginById(I);
Exit;
end;
end;
{ returns Plugin on success nil on failure }
function TLuaCore.GetPluginById(Id: Integer): TLuaPlugin;
begin
If (Id >= 0) AND (Id <= High(Plugins)) then
Result := Plugins[Id]
Else
Result := nil;
end;
{ this function adds a module loader for your functions
name is the name the script needs to write in its require()
Functions is an array of lua calling compatible functions
w/o trailing nils! }
procedure TLuaCore.RegisterModule(Name: String; const Functions: Array of luaL_reg);
var
Len: Integer;
FuncLen: Integer;
I: Integer;
begin
Len := Length(Modules);
SetLength(Modules, Len + 1);
Modules[Len].Name := Name;
FuncLen := Length(Functions);
SetLength(Modules[Len].Functions, FuncLen + 1);
For I := 0 to FuncLen-1 do
Modules[Len].Functions[I] := Functions[I];
Modules[Len].Functions[FuncLen].name := nil;
Modules[Len].Functions[FuncLen].func := nil;
end;
{ adds the event to eventlist and returns its handle
called by THookableEvent on creation }
function TLuaCore.RegisterEvent(Event: THookableEvent): Integer;
var
Cur, Prev, Item: PEventListItem;
begin
If (Event <> nil) and (Length(Event.Name) > 0) then
begin
Result := Length(EventHandles);
SetLength(EventHandles, Result + 1); //get Handle and copy it to result
EventHandles[Result] := Event.Name;
//create eventlist item
New(Item);
Item.Event := Event;
//search for a place for this event in alphabetical order
Prev := nil;
Cur := EventList;
While (Cur <> nil) and (CompareStr(Cur.Event.Name, EventHandles[Result]) < 0) do
begin
Prev := Cur;
Cur := Prev.Next;
end;
//found the place => add new item
if (Prev <> nil) then
Prev.Next := Item
else //first item
EventList := Item;
Item.Next := Cur;
end
else
Result := -1;
end;
{ removes the event from eventlist by handle }
procedure TLuaCore.UnRegisterEvent(hEvent: Integer);
var
Cur, Prev: PEventListItem;
begin
If (hEvent >= 0) AND (hEvent <= High(EventHandles)) AND (Length(EventHandles[hEvent]) > 0) then
begin //hEvent in bounds and not already deleted
//delete from eventlist
Prev := nil;
Cur := EventList;
While (Cur <> nil) and (CompareStr(Cur.Event.Name, EventHandles[hEvent]) < 0) do
begin
Prev := Cur;
Cur := Prev.Next;
end;
If (Cur <> nil) and (Cur.Event.Name = EventHandles[hEvent]) then
begin //delete if found
Prev.Next := Cur.Next; // remove from list
Dispose(Cur); // free memory
end;
//delete from handle array
EventHandles[hEvent] := '';
end;
end;
{ tries to find the event w/ the given name in the list
to-do : use binary search algorithm instead of linear search here
check whether this is possible (events are saved in a pointer list) }
function TLuaCore.GetEventbyName(Name: String): THookableEvent;
var
Cur: PEventListItem;
begin
Result := nil;
if (Length(Name) > 0) then
begin
//search in eventlist
Cur := EventList;
While (Cur <> nil) and (CompareStr(Cur.Event.Name, Name) < 0) do
begin
Cur := Cur.Next;
end;
If (Cur <> nil) and (Cur.Event.Name = Name) then
begin //we found what we want to find
Result := Cur.Event;
end;
end;
end;
{ tries to find the event w/ the given handle }
function TLuaCore.GetEventbyHandle(hEvent: Integer): THookableEvent;
begin
If (hEvent >= 0) AND (hEvent <= High(EventHandles)) AND (Length(EventHandles[hEvent]) > 0) then
begin //hEvent in bounds and not already deleted
Result := GetEventByName(EventHandles[hEvent]);
end
else
Result := nil;
end;
{ remove all hooks by given parent id from all events }
procedure TLuaCore.UnHookByParent(Parent: Integer);
var
Cur: PEventListItem;
begin
if (Parent >= 0) and (Parent <= High(Plugins)) then
begin
// go through event list
Cur := EventList;
While (Cur <> nil) do
begin
Cur.Event.UnHookByParent(Parent);
Cur := Cur.Next;
end;
end;
end;
{ prepares the given already opened Lua state with the
basic usdx environment, e.g.: base and package Modules,
usdx moduleloader and usdx table }
procedure TLuaCore.PrepareState(L: Plua_State);
begin
//load basic lib functionality
lua_pushcfunction(L, luaopen_base);
lua_call(L, 0, 0);
lua_pop(L, lua_gettop(L)); //pop the results
//load module functionality
lua_pushcfunction(L, luaopen_package);
lua_call(L, 0, 0);
lua_pop(L, lua_gettop(L)); //pop the results
{ adds the loader for the other standard lib to package.preload table
plugins can call e.g. require('math') if they need math functionality }
// we need 3 free stack slots
lua_checkstack(L, 3);
// get package table
lua_getglobal (L, PChar('package'));
// get package.preload table
lua_getfield (L, -1, PChar('preload'));
{**** add string lib }
// push loader function
lua_pushcfunction(L, luaopen_string);
// set package.preload.x loader
lua_setfield (L, -2, PChar('string'));
{**** add table lib }
// push loader function
lua_pushcfunction(L, luaopen_table);
// set package.preload.x loader
lua_setfield (L, -2, PChar('table'));
{**** add math lib }
// push loader function
lua_pushcfunction(L, luaopen_math);
// set package.preload.x loader
lua_setfield (L, -2, PChar('math'));
{**** add os lib }
// push loader function
lua_pushcfunction(L, luaopen_os);
// set package.preload.x loader
lua_setfield (L, -2, PChar('os'));
//pop package.preload table from stack
lua_pop(L, 1);
// get package.loaders table
lua_getfield (L, -1, PChar('loaders'));
{**** Move C-Library and all-in-one module loader backwards,
slot 3 is free now }
// get package.loaders[4] function
lua_pushinteger(L, 5); //push new index
lua_pushinteger(L, 4); //push old index
lua_gettable (L, -3);
// and move it to package.loaders[5]
lua_settable (L, -3);
// get package.loaders[3] function
lua_pushinteger(L, 4); //push new index
lua_pushinteger(L, 3); //push old index
lua_gettable (L, -3);
// and move it to package.loaders[4]
lua_settable (L, -3);
{**** now we add the core module to package.loaders[3] }
lua_pushinteger(L, 3); //push new loaders index
lua_pushcfunction(L, TLuaCore_ModuleLoader);
// and move it to package.loaders[3]
lua_settable (L, -3);
//pop both package and package.loaders tables from stack
lua_pop(L, 2);
{**** replace the standard require w/ our custom require function }
// first move standard require function to _require
lua_getfield(L, LUA_GLOBALSINDEX, PChar('require'));
lua_setfield(L, LUA_GLOBALSINDEX, PChar('_require'));
// then save custom require function to require
lua_pushcfunction(L, TLua_CustomRequire);
lua_setfield(L, LUA_GLOBALSINDEX, PChar('require'));
{**** now we create the usdx table }
//at first functions from ULuaUsdx
luaL_register(L, 'Usdx', @ULuaUsdx_Lib_f[0]);
end;
{ returns id of given module, or -1 if module is not found }
function TLuaCore.GetModuleIdByName(Name: String): Integer;
var
I: Integer;
begin
Result := -1;
for I := 0 to High(Modules) do
if (Modules[I].Name = Name) then
begin
Result := I;
Exit;
end;
end;
{ moduleloader for usdx.* modules
stored in package.loaders[3]
package.loaders[3] (module name)
returns a function to load the requested module or an error
description(string) when the module is not found }
function TLuaCore_ModuleLoader (L: Plua_State): Integer; cdecl;
var
Name: String;
ID: Integer;
begin
Result := 1; //we will return one value in every case (or never return in case of an error)
if (lua_gettop(L) >= 1) then
begin
// pop all arguments but the first
if (lua_gettop(L) > 1) then
lua_pop(L, lua_gettop(L)-1);
if (lua_IsString(L, 1)) then
begin //we got the name => go get it
Name := lua_toString(L, 1);
//we need at least 6 letters
//and first 5 letters have to be usdx.
if (Length(Name) > 5) and (lowercase(copy(Name, 1, 5))='usdx.') then
begin
ID := LuaCore.GetModuleIdByName(copy(Name, 6, Length(Name) - 5));
If (ID >= 0) then
begin //found the module -> return loader function
lua_pushinteger(L, Id);
lua_pushcclosure(L, TLuaCore_LoadModule, 1);
//the function is the result, so we leave it on stack
end
else
lua_pushString(L, PChar('usdx module "' + Name + '" couldn''t be found'));
end
else
lua_pushString(L, PChar('module doesn''t have "Usdx." prefix'));
end
else
luaL_argerror(L, 1, PChar('string expected'));
end
else
luaL_error(L, PChar('no modulename specified in usdx moduleloader'));
end;
{ loads module specified by a cfunction upvalue to
usdx.modulename and returns it.
loadmodule(module name) }
function TLuaCore_LoadModule (L: Plua_State): Integer; cdecl;
var
Id: Integer;
begin
if (not lua_isnoneornil(L, lua_upvalueindex(1))) then
begin
Id := lua_ToInteger(L, lua_upvalueindex(1));
luaL_register(L, PChar('Usdx.' + LuaCore.Modules[Id].Name), @LuaCore.Modules[Id].Functions[0]);
// set the modules table as global "modulename"
// so it can be accessed either by Usdx.modulename.x() or
// by modulename.x()
lua_setglobal(L, PChar(LuaCore.Modules[Id].Name));
// no we net to push the table again to return it
lua_getglobal(L, PChar(LuaCore.Modules[Id].Name));
Result := 1; //return table
end
else
luaL_error(L, PChar('no upvalue found in LuaCore_LoadModule'));
end;
{ prints plugin runtime information w/ Log.LogStatus }
procedure TLuaCore.DumpPlugins;
function PluginStatusToString(Status: TLuaPlugin_Status): String;
begin
Case Status of
psNone: Result := 'not loaded';
psRunning: Result := 'running';
psClosed: Result := 'closed';
psErrorOnLoad: Result := 'error during load';
psErrorOnCall: Result := 'error during call';
psErrorInInit: Result := 'error in plugin_init()';
psErrorOnRun: Result := 'error on function call';
else Result := 'unknown';
end;
end;
var
I: Integer;
begin
//print table header
Log.LogError(' # ' + #09 + ' name ' + #09 + ' version ' + #09 + ' status ' + #09 + ' paused ' + #09 + ' #errors ', 'plugins');
For I := 0 to High(Plugins) do
Log.LogError(' ' + IntToStr(Plugins[I].Id) + ' ' + #09 +
' ' + Plugins[I].Name + ' ' + #09 +
' ' + Plugins[I].Version + ' ' + #09 +
' ' + PluginStatusToString(Plugins[I].Status) + ' ' + #09 +
' ' + BoolToStr(Plugins[I].Paused, true) + ' ' + #09 +
' ' + IntToStr(Plugins[I].CountErrors) + ' ', 'plugins');
If (High(Plugins)<0) then
Log.LogError(' no plugins loaded ');
end;
// Implementation of TLuaPlugin
//--------
constructor TLuaPlugin.Create(Filename: IPath; Id: Integer);
begin
inherited Create;
Self.iId := Id;
Self.Filename := Filename;
// set some default attributes
Self.bPaused := False;
Self.ErrorCount := 0;
Self.sName := 'not registred';
Self.sStatus := psNone;
Self.ShutDown := False;
State := nil; //< to prevent calls to unopened state
end;
destructor TLuaPlugin.Destroy;
begin
Unload;
inherited;
end;
{ does the main loading part
can not be called by create, because Plugins[Id] isn't defined there }
procedure TLuaPlugin.Load;
begin
// create Lua state for this plugin
State := luaL_newstate;
//set our custom panic function if s/t went wrong along the init
//we don't expect
lua_atPanic(State, TLua_CustomPanic);
if (LuaL_LoadFile(State, PChar(Filename.ToNative)) = 0) then
begin // file loaded successful
{ note: we run the file here, but the environment isn't
set up now. it just causes the functions to
register in globals and runs the code in the file
body. At least there should be no code, it could
neither use functions from baselibs nor load libs
with require, this code would be useless. }
if (lua_pcall(State, 0, 0, 0) = 0) then
begin // file called successful
//let the core prepare our state
LuaCore.PrepareState(State);
// set register function
lua_checkstack(State, 2);
lua_pushinteger(State, Id);
lua_pushcclosure(State, TLuaPlugin_Register, 1);
lua_setglobal(State, PChar('register'));
// write plugin id to registry
lua_pushinteger(State, iId);
lua_setfield (State, LUA_REGISTRYINDEX, '_USDX_STATE_ID');
lua_pop(State, Lua_GetTop(State));
// now run the plugin_init function
// plugin_init() if false or nothing is returned plugin init is aborted
if (CallFunctionByName('plugin_init', 0, 1)) then
begin
If (HasRegistred) AND (sStatus = psNone) AND (lua_toBoolean(State, 1)) then
begin
sStatus := psRunning;
ClearStack;
end
else
Unload;
end
else
begin
sStatus := psErrorInInit;
Log.LogError('error in plugin_init: ' + Self.Filename.ToNative, 'lua');
Unload;
end;
end
else
begin
sStatus := psErrorOnLoad;
Log.LogError(String(lua_toString(State, 1)), 'lua');
Log.LogError('unable to call file: ' + Self.Filename.ToNative, 'lua');
Unload;
end;
end
else
begin
sStatus := psErrorOnLoad;
Log.LogError(String(lua_toString(State, 1)), 'lua');
Log.LogError('unable to load file: ' + Self.Filename.ToNative, 'lua');
Unload;
end;
end;
procedure TLuaPlugin.Register(Name, Version, Author, Url: String);
begin
sName := Name;
sVersion := Version;
sAuthor := Author;
sURL := Url;
end;
{ returns true if plugin has called register }
function TLuaPlugin.HasRegistred: Boolean;
begin
Result := (Self.sName <> 'not registred');
end;
procedure TLuaPlugin.PausePlugin(doPause: Boolean);
begin
bPaused := doPause;
end;
{ unload plugin after execution of the current function }
procedure TLuaPlugin.ShutMeDown;
begin
ShutDown := True;
end;
{ calls the lua function in the global w/ the given name.
the arguments to the function have to be pushed to the stack
before calling this function.
the arguments and the function will be removed from stack
results will not be removed.
if result is false there was an error calling the function,
if ReportErrors is true the errorstring is popped from stack
and written to error.log otherwise it is left on stack}
function TLuaPlugin.CallFunctionByName(Name: String; const nArgs: Integer; const nResults: Integer; const ReportErrors: Boolean): Boolean;
begin
Result := false;
if (State <> nil) then
begin
if (not bPaused) then
begin
// we need at least one stack slot free
lua_checkstack(State, 1);
// lua_getglobal(State, PChar(Name)); //this is just a macro:
lua_getfield(State, LUA_GLOBALSINDEX, PChar(Name));
if (lua_isfunction(State, -1)) then
begin //we got a function
// move function in front of the arguments (if any)
if (nArgs > 0) then
lua_insert(State, -(nArgs + 1));
// call it!
if (lua_pcall(State, nArgs, nResults, 0) = 0) then
Result := true //called w/o errors
else //increase error counter
Inc (ErrorCount);
end
else
begin //we have to pop the args and the field we pushed from stack
lua_pop(State, nArgs + 1);
//leave an errormessage on stack
lua_pushstring(State, Pchar('could not find function named ' + Name));
end;
end
else
begin //we have to pop the args from stack
lua_pop(State, nArgs);
//leave an errormessage on stack
lua_pushstring(State, PChar('plugin paused'));
end;
if (not Result) AND (ReportErrors) then
Log.LogError(lua_toString(State, -1), 'lua/' + sName);
if ShutDown then
begin // plugin indicates self shutdown
ShutDown := False;
Unload;
Result := False;
end
end
else
begin
Log.LogError('trying to call function of closed or not opened lua state', IfThen(HasRegistred, Name, Filename.ToUTF8));
end;
end;
{ removes all values from stack }
procedure TLuaPlugin.ClearStack;
begin
if (State <> nil) and (lua_gettop(State) > 0) then
lua_pop(State, lua_gettop(State));
end;
{ destroys the lua state, and frees as much mem as possible,
w/o destroying the class and important information }
procedure TLuaPlugin.Unload;
begin
if (State <> nil) then
begin
if (Status in [psRunning, psErrorOnRun]) then
CallFunctionByName('plugin_unload');
ClearStack;
lua_close(State);
State := nil; //don't forget to nil it ;)
LuaCore.UnHookByParent(iId);
if (sStatus = psRunning) then
sStatus := psClosed;
end;
end;
function TLuaPlugin_Register (L: Plua_State): Integer; cdecl;
var
Id: Integer;
P: TLuaPlugin;
Name, Version, Author, Url: String;
begin
if (lua_gettop(L) >= 2) then
begin // we got at least name and version
if (not lua_isNumber(L, lua_upvalueindex(1))) then
luaL_Error(L, PChar('upvalue missing'));
if (not lua_isString(L, 1)) then
luaL_ArgError(L, 1, 'string expected');
if (not lua_isString(L, 2)) then
luaL_ArgError(L, 1, 'string expected');
Id := lua_ToInteger(L, lua_upvalueindex(1));
//get version and name
Name := lua_tostring(L, 1);
Version := lua_tostring(L, 2);
//get optional parameters
if (lua_isString(L, 3)) then //author
Author := lua_toString(L, 3)
else
begin
Author := 'unknown';
end;
// homepage
if (lua_isString(L, 4)) then
Url := lua_toString(L, 4)
else
begin
Url := '';
end;
//clear stack
if (lua_gettop(L) > 0) then
lua_pop(L, lua_gettop(L));
//call register
P := LuaCore.GetPluginById(Id);
if (P <> nil) then
P.Register(Name, Version, Author, Url)
Else
luaL_error(L, PChar('wrong id in upstream'));
// remove function from global register
lua_pushnil(L);
lua_setglobal(L, PChar('register'));
// return true
Result := 1;
lua_pushboolean(L, True);
end
else
luaL_error(L, PChar('not enough arguments, at least 2 expected. in TLuaPlugin_Register'));
end;
{ custom lua panic function
it writes error string to error.log and raises an ELuaException
that may be caught }
function TLua_CustomPanic (L: Plua_State): Integer; cdecl;
var
Msg: String;
begin
if (lua_isString(L, -1)) then
Msg := lua_toString(L, -1)
else
Msg := 'undefined lua panic';
Log.LogError(Msg, 'lua');
raise ELuaException.Create(Msg);;
Result := 0;
end;
{ replacement for luas require function
can be called with more than one parameter to require
some modules at once. e.g.: require('math', 'Usdx.Log')
modules are loaded from right to left
unlike standard require the module tables are not returned
the standard require function in _require is called by
this function }
function TLua_CustomRequire(L: PLua_State): Integer; cdecl;
begin
// no results
Result := 0;
// move through parameters
while (lua_getTop(L) >= 1) do
begin
// get luas require function
lua_getfield(L, LUA_GLOBALSINDEX, PChar('_require'));
// move it under the top param
lua_insert(L, -2);
// call it w/ next param (function + param are poped from stack)
lua_call(L, 1, 0);
end;
end;
end.
|