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|
{* 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 any 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;
const
NameLength = 30;
var
I: integer;
begin
// print table header
Log.LogStatus(' # ' + PadRight('Name', NameLength) +
'Version Status Paused #Errors', 'LuaCore Plugins');
for I := 0 to High(Plugins) do
Log.LogStatus(PadLeft(IntToStr(Plugins[I].Id), 3) + ' ' +
PadRight(Plugins[I].Name, NameLength) +
PadRight(Plugins[I].Version, 8) +
PadRight(PluginStatusToString(Plugins[I].Status), 10) +
PadRight(BoolToStr(Plugins[I].Paused, true), 7) + ' ' +
PadRight(IntToStr(Plugins[I].CountErrors), 6), 'LuaCore Plugins');
if (High(Plugins) < 0) then
Log.LogStatus(' no plugins loaded ', 'LuaCore Plugins');
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.
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