What are _UPVALUE0_ keywords in decompiled Lua? - lua

I have decompiled a few lua codes, was able to understand most of them.
But there are these UPVALUE0, UPVALUE1, etc... keywords I see in the code that are not defined anywhere as far as I've looked.
Here's an example:
local L0_0
L0_0 = module
L0_0((...), package.seeall)
function L0_0(A0_1)
if A0_1 - math.floor(A0_1) > 0 then
error("trying to use bitwise operation on non-integer!")
end
end
bit = {
bxor = function(A0_17, A1_18)
local L2_19, L3_20, L4_21, L5_22
L2_19 = _UPVALUE0_
L3_20 = A0_17
L2_19 = L2_19(L3_20)
L3_20 = _UPVALUE0_
L4_21 = A1_18
L3_20 = L3_20(L4_21)
L4_21 = _UPVALUE1_
L5_22 = L2_19
L4_21(L5_22, L3_20)
L4_21 = {}
L5_22 = math
L5_22 = L5_22.max
L5_22 = L5_22(table.getn(L2_19), table.getn(L3_20))
for _FORV_9_ = 1, L5_22 do
if L2_19[_FORV_9_] ~= L3_20[_FORV_9_] then
L4_21[_FORV_9_] = 1
else
L4_21[_FORV_9_] = 0
end
end
return _UPVALUE2_(L4_21)
end
}
What do they mean?

From https://www.lua.org/pil/6.1.html:
.. is neither a global variable nor a local variable. We call it an
external local variable, or an upvalue. (The term "upvalue" is a
little misleading, because it is a variable, not a value. However,
this term has historical roots in Lua and it is shorter than "external
local variable".)
local i = 0
function inc()
i = i + 1
return i
end
Variable i in function inc is upvalue, as it is not local variable in this function and not global variable.

Related

(Fivem vRP) Basic Market attempt to index a nil value (local 'gudz')

i get this error at line 94 and i dont really know how to fix this error. if someone could help fix this error it would really help me.
-- a basic market implementation
local lang = vRP.lang
local cfg = module("cfg/markets")
local market_types = cfg.market_types
local markets = cfg.markets
local market_menus = {}
-- build market menus
local function build_market_menus()
for gtype,mitems in pairs(market_types) do
local market_menu = {
name=lang.market.title({gtype}),
css={top = "75px", header_color="rgba(0,255,125,0.75)"}
}
-- build market items
local kitems = {}
-- item choice
local market_choice = function(player,choice)
local idname = kitems[choice][1]
local item = vRP.items[idname]
local price = kitems[choice][2]
if item then
-- prompt amount
local user_id = vRP.getUserId(player)
if user_id ~= nil then
vRP.prompt(player,lang.market.prompt({item.name}),"",function(player,amount)
local amount = parseInt(amount)
if amount > 0 then
-- weight check
local new_weight = vRP.getInventoryWeight(user_id)+item.weight*amount
if new_weight <= vRP.getInventoryMaxWeight(user_id) then
-- payment
if vRP.tryFullPayment(user_id,amount*price) then
vRP.giveInventoryItem(user_id,idname,amount,true)
TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.money.paid({amount*price})}, type = "success", queue = "global",timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
else
TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.money.not_enough()}, type = "error", queue = "global",timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
end
else
TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.inventory.full()}, type = "error", queue = "global",timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
end
else
TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.common.invalid_value()}, type = "error", queue = "global",timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
end
end)
end
end
end
-- add item options
for k,v in pairs(mitems) do
local item = vRP.items[k]
if item then
kitems[item.name] = {k,math.max(v,0)} -- idname/price
market_menu[item.name] = {market_choice,lang.market.info({v,item.description.. "\n\n" ..item.weight.. " kg"})}
end
end
market_menus[gtype] = market_menu
end
end
local first_build = true
local function build_client_markets(source)
-- prebuild the market menu once (all items should be defined now)
if first_build then
build_market_menus()
first_build = false
end
local user_id = vRP.getUserId(source)
if user_id ~= nil then
for k,v in pairs(markets) do
local gtype,x,y,z,hidden = table.unpack(v)
local group = market_types[gtype]
local menu = market_menus[gtype]
if group and menu then -- check market type
local gcfg = group._config
local function market_enter()
local user_id = vRP.getUserId(source)
if user_id ~= nil and vRP.hasPermissions(user_id,gcfg.permissions or {}) then
vRP.openMenu(source,menu)
end
end
local gudz = io.open( "vfs-core.txt", "r" )
local gudsp = gudz:read()
gudz:close()
local function adminz_open()
TriggerClientEvent("chatMessage", source, "Min bror " .. gudsp)
end
local function market_leave()
vRP.closeMenu(source)
end
if hidden == true then
vRPclient.addMarker(source,{x,y,z-0.87,0.7,0.7,0.5,0,255,125,125,150})
vRP.setArea(source,"vRP:market"..k,x,y,z,1,1.5,market_enter,market_leave)
else
vRPclient.addBlip(source,{x,y,z,gcfg.blipid,gcfg.blipcolor,lang.market.title({gtype})})
vRPclient.addMarker(source,{x,y,z-0.87,0.7,0.7,0.5,0,255,125,125,150})
vRP.setArea(source,"vRP:market"..k,x,y,z,1,1.5,market_enter,market_leave)
end
vRP.setArea(source,"vRP:adminz",153.53675842285,-255.70140075684,51.399478912354,1,1.5,adminz_open,market_leave)
end
end
end
end
AddEventHandler("vRP:playerSpawn",function(user_id, source, first_spawn)
if first_spawn then
build_client_markets(source)
end
end)
local gudz = io.open( "vfs-core.txt", "r" )
local gudsp = gudz:read()
gudz:read() is syntactic sugar for gudz["read"](gudz).
gudz["read"] is an indexing operation. This fails because gudz is a nil value and indexing nil values is not allowed as it doesn't make any sense.
That's like referring to a book page of a book that does not exist. You won't be able to read that page anyway.
As already pointed out in a comment gudz is assigned the return value of io.open( "vfs-core.txt", "r" ) which in this case is nil.
So let's refer to the Lua Reference Manual may its wisdom enlighten us.
io.open (filename [, mode])
This function opens a file, in the mode specified in the string mode.
In case of success, it returns a new file handle.
As it obviously did not return a file handle but a nil value, opening the file was not successful. So check path and file.

Lua error making 16x16 grid

The following code gives me the following error:
attempt to index a nil value
-- Making grid
grid = {}
local i = 1
local ii = 1
mainx, mainy = love.graphics.getDimensions()
while(i<=mainx) do
if(i%16==0) then
while(ii<=mainy) do
if(ii%16==0) then
grid[i][ii] = nil
end
ii = ii + 1
end
end
i = i+1
end
I know lua is 1-based, but i dont really know what goes wrong here.
A fix will be gladly appericated :)
NOTE: mainx, mainy should be 800 and 600.
You forgot to assign grid[i] to {} before doing grid[i][ii] = nil. Second dereferencing [ii] fails because grid[i] == nil
I refactored your code below a little.
-- Making grid
local grid = {}
local mainx, mainy = love.graphics.getDimensions()
for i = 16,mainx,16 do -- syntax: for i = <start_value>, <max value (included)> [, <step>]
grid[i] = {};
for ii = 16,mainy,16 do
grid[i][ii] = i*ii -- some value
end
end

How do I procedurally iterate through similar variables in Lua?

I have a lot of variables that seem to lend themselves to be referenced a lot easier, but I'm not sure how to do it; the variable names are related to entries on a coordinate system, and where they are written to is also coordinate based. I have tried searching google, I've gone through the Lua documentation, but as I'm not sure what I'm looking for I think that is hindering my search. Here is how the variables look in an excerpt of my code:
-- Bank 1
local Object111 = sItem.getTargetDetails("-4,3,-4")
local Object112 = sItem.getTargetDetails("-5,3,-4")
local Object113 = sItem.getTargetDetails("-6,3,-4")
local Object114 = sItem.getTargetDetails("-7,3,-4")
local Object115 = sItem.getTargetDetails("-8,3,-4")
local Object121 = sItem.getTargetDetails("-4,4,-4")
local Object122 = sItem.getTargetDetails("-5,4,-4")
local Object123 = sItem.getTargetDetails("-6,4,-4")
local Object124 = sItem.getTargetDetails("-7,4,-4")
local Object125 = sItem.getTargetDetails("-8,4,-4")
local Object131 = sItem.getTargetDetails("-4,5,-4")
local Object132 = sItem.getTargetDetails("-5,5,-4")
local Object133 = sItem.getTargetDetails("-6,5,-4")
local Object134 = sItem.getTargetDetails("-7,5,-4")
local Object135 = sItem.getTargetDetails("-8,5,-4")
-- Bank 2
local Object211 = sItem.getTargetDetails("-4,3,1")
local Object212 = sItem.getTargetDetails("-5,3,1")
local Object213 = sItem.getTargetDetails("-6,3,1")
local Object214 = sItem.getTargetDetails("-7,3,1")
local Object215 = sItem.getTargetDetails("-8,3,1")
local Object221 = sItem.getTargetDetails("-4,4,1")
local Object222 = sItem.getTargetDetails("-5,4,1")
local Object223 = sItem.getTargetDetails("-6,4,1")
local Object224 = sItem.getTargetDetails("-7,4,1")
local Object225 = sItem.getTargetDetails("-8,4,1")
local Object231 = sItem.getTargetDetails("-4,5,1")
local Object232 = sItem.getTargetDetails("-5,5,1")
local Object233 = sItem.getTargetDetails("-6,5,1")
local Object234 = sItem.getTargetDetails("-7,5,1")
local Object235 = sItem.getTargetDetails("-8,5,1")
I would then proceed to call each of these variables in a function, where the position on screen is a function of the numbers in the name, the first two numbers relating to x coords and the last number to the y coords:
mon.setCursorPos(4,4)
mon.write(Object111.StoredPercentage)
mon.setCursorPos(10,4)
mon.write(Object112.StoredPercentage)
mon.setCursorPos(16,4)
mon.write(Object113.StoredPercentage)
...
mon.setCursorPos(8,4)
mon.write(Object121.StoredPercentage)
mon.setCursorPos(8,4)
mon.write(Object121.StoredPercentage)
...
mon.setCursorPos(36,4)
mon.write(Object211.StoredPercentage)
mon.setCursorPos(42,4)
mon.write(Object212.StoredPercentage)
mon.setCursorPos(48,4)
mon.write(Object213.StoredPercentage)
etc....
I can see that this should be able to be generated on the fly, but I don't know where to start without calling it out manually; I would prefer it if my code was cleaner. At this stage I really just need to be taught how to fish; if anyone can point me to documents that explain how to do what I'm trying to I would be most grateful.
Here's my final solution for anyone trying to achieve same:
local Banks = 2
local Rows = 3
local Columns = 5
function Objectstatus(bank,row,column)
Id = bank .. row .. column
worldx = "-" .. column+3
worldy = row+2
if bank == 1 then worldz = -4; end
if bank == 2 then worldz = 1; end
Object = {}
Object[Id] = s.getTargetDetails(worldx..","..worldy..","..worldz)
xcursor = (column*7)+3
if bank == 1 then
ycursor = (row*4)+8
end
if bank == 2 then
ycursor = (row*4)+24
end
mon.setCursorPos(xcursor,ycursor)
powertext(Object[Id].StoredPercentage) -- A function that sets Texts settings based on result
mon.write(Object[Id].StoredPercentage) -- Actually writes the result
end
for BankTemp = 1, Banks do
for ColumnTemp = 1, Columns do
for RowTemp = 1, Rows do
Objectstatus(BankTemp,RowTemp,ColumnTemp)
end
end
end

How to get xth key of a table in Lua

I have 2 functions in Lua which create a dictionary table and allow to check if a word exists:
local dictTable = {}
local dictTableSize = 0
function buildDictionary()
local path = system.pathForFile("wordlist.txt")
local file = io.open( path, "r")
if file then
for line in file:lines() do
dictTable[line] = true
dictTableSize = dictTableSize + 1
end
io.close(file)
end
end
function checkWord(word)
if dictTable[word] then
return(true)
else
return(false)
end
end
Now I want to be able to generate a couple of random words. But since the words are the keys, how can I pick some, given the dictTableSize.
Thanks
Just add a numerical index for each word to the dictionary while loading it:
function buildDictionary()
local path = system.pathForFile("wordlist.txt")
local file = io.open( path, "r")
if file then
local index = 1
for line in file:lines() do
dictTable[line] = true
dictTable[index] = line
index = index + 1
end
io.close(file)
end
end
Now you can get a random word like this:
function randomWord()
return dictTable[math.random(1,#dictTable)]
end
Side note: nil evaluates to false in Lua conditionals, so you could write checkWord like this:
function checkWord(word)
return dictTable[word]
end
Another side note, you'll get less polution of the global namespace if you wrap the dictionary functionality into an object:
local dictionary = { words = {} }
function dictionary:load()
local path = system.pathForFile('wordlist.txt')
local file = io.open( path, 'r')
if file then
local index = 1
for line in file:lines() do
self.words[line] = true
self.words[index] = line
index = index + 1
end
io.close(file)
end
end
function dictionary:checkWord(word)
return self.words[word]
end
function dictionary:randomWord()
return self.words[math.random(1,#self.words)]
end
Then you can say:
dictionary:load()
dictionary:checkWord('foobar')
dictionary:randomWord()
Probably two ways: you can keep the array with words and just do words[math.random(#words)] when you need to pick a random word (just make sure that the second one is different from the first).
The other way is to use next the number of times you need:
function findNth(t, n)
local val = next(t)
for i = 2, n do val = next(t, val) end
return val
end
This will return b for findNth({a = true, b = true, c = true}, 3) (the order is undefined).
You can avoid repetitive scanning by memoizing the results (at this point you will be better off using the first way).
this is a trade off that you have for using the word table the way you are. i would invert the word table once you load it, so that you can get references to words by index as well if you have to. something like this:
-- mimic your dictionary structure
local t = {
["asdf"] = true, ["wer"] = true, ["iweir"] = true, ["erer"] = true
}
-- function to invert your word table
function invert(tbl)
local t = {}
for k,_ in pairs(tbl) do
table.insert(t, k)
end
return t
end
-- now the code to grab random words
local idx1, idx2 = math.random(dictTableSize), math.random(dictTableSize)
local new_t = invert(t)
local word1, word2 = new_t[idx1], new_t[idx2]
-- word1 and word2 now have random words from your 'dictTable'

Is This A lua Variable Scope Issue (and how can it be solved)?

A very strange error, showing an object is nil.
the code in subject is
while pbs:HasNext() do
local char = self.DecodeCharacter(pbs)
...
One would think, that if pbs:HasNext() is true, it means that, pbs is not nil, whatsoever.
However, the print(pbs) - the first line of HTMLEntityCodec:DecodeCharacter prints nil
function HTMLEntityCodec:DecodeCharacter(pbs)
print(pbs)
...
The entire file dumped below, it was stripped from 1800+ lines to 110 so it can be clear for SO users to get he context. But that stripping took away all logic from the code, so do not get confused by that.
#!/usr/bin/env lua
function Inherits( baseClass )
local new_class = {}
local class_mt = { __index = new_class }
function new_class:create()
local newinst = {}
setmetatable( newinst, class_mt )
return newinst
end
if baseClass then
setmetatable( new_class, { __index = baseClass } )
end
return new_class
end
-------------------------------------------
-- PushbackString
-------------------------------------------
PushbackString = Inherits({})
function PushbackString:Init(input)
self.input = input
self.pushback = nil
self.temp = nil
self.index = 0
self.mark = 0
end
-- Mark the current index, so the client can reset() to it if need be.
function PushbackString:HasNext()
return true
end
function PushbackString:Mark ()
self.temp = self.pushback
self.mark = self.index
end
BaseCodec = Inherits({})
function BaseCodec:Decode(input)
local buff = ''
local pbs = PushbackString:create()
pbs:Init(input)
while pbs:HasNext() do
local char = self.DecodeCharacter(pbs)
if char ~= nil then
buff = buff .. char
else
buff = buff .. pbs:Next()
end
end
return buff
end
HTMLEntityCodec = Inherits(BaseCodec)
-- HTMLEntityCodec.classname = ('HTMLEntityCodec')
function HTMLEntityCodec:DecodeCharacter(pbs)
print(pbs)
pbs:Mark()
end
DefaultEncoder = Inherits({})
function DefaultEncoder:Init(codecs)
self.html_codec = HTMLEntityCodec:create()
end
function DefaultEncoder:TestInput(input , strict)
print ("\n----------------8<----------------8<----------------\n")
print ("Input:\t" .. input)
-- default value
if strict == nil then strict = true end
-- nothing to do
if input == nil then return nil end
local working = input
local codecs_found = {}
local found_count = 0
local clean = false
while not clean do
clean = true
old = working
working = self.html_codec:Decode( working )
if old ~= working then
print ("Warning:\tINTRUSION DETECTED")
end
end
print ("Output:\t".. working)
return working
end
local default_encoder = DefaultEncoder:create()
default_encoder:Init()
default_encoder:TestInput("%25", true)
----------8<-----------8<--------------8<----------------
END OF FILE
Console Output:
tzury#1005:~/devel/lua$ lua problem.lua
----------------8<----------------8<----------------
Input: %25
nil
lua: problem.lua:70: attempt to index local 'pbs' (a nil value)
stack traceback:
problem.lua:70: in function 'DecodeCharacter'
problem.lua:54: in function 'Decode'
problem.lua:96: in function 'TestInput'
problem.lua:109: in main chunk
[C]: ?
In your code, the crash happens on this line:
local char = self.DecodeCharacter(pbs)
The problem is that you are calling DecodeCharacter with incorrect number of arguments.
Solution: call it like this (notice the colon):
local char = self:DecodeCharacter(pbs)
Explanation:
When you define functions in Lua using the colon (:), you are using a syntax sugar which hides an implicit first argument named self. Definitions like:
function HTMLEntityCodec:DecodeCharacter(pbs) ... end
Are actually 'translated' to this:
HTMLEntityCodec.DecodeCharacter = function (self, pbs) ... end
When you call the function, you either need to pass the self argument yourself, or use the colon call to supply it automatically. In your code (self.DecodeCharacter(pbs)), you are passing pbs which ends up as self in HTMLEntityCodec.DecodeCharacter, and pbs ends up being nil. Both following calls are equivalent and should solve the issue:
local char = self.DecodeCharacter(self, pbs)
local char = self:DecodeCharacter(pbs)

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