Storing scripts - lua

I'm implementing Lua scripting engine in my c++ game engine and I was wondering what is the best way to store and execute Lua scripts. I have many scene nodes where each of them could have it's own script assigned. Is calling lauL_dofile(...) every frame for that specific script a viable option, or is there a better way? For example, is there a way to store already parsed scripts? I was looking at luaL_loadfile and lua_pcall. I thought I would load scripts with first one, and call them with second one when I need, but lua_pcall doesn't seem to have an unique id as a parameter, so how should I know which script to execute?

If you're going to use the Lua API, you need to become comfortable with the Lua stack. And one of the most important things you can learn to do is understanding how to read the Lua API docs. For every function, there is a notation on the right about exactly how it affects the stack (if it modifies the stack at all).
luaL_loadfile loads a file and pushes that file as a Lua function onto the stack. lua_pcall executes a function on the stack. But it has a number of caveats about how it does stuff.
The way calling functions through Lua works in terms of the stack is simple. You push the function you want to call. Then you push all of the arguments, in order, from first to last. Then you issue your call of that function. lua_pcall works in this way. This means that the location of the function to execute is always nargs + 1, relative to the top of the stack, where nargs is the number of arguments you're passing to the function.
Note that lua_pcall will pop the function from the stack (along with all of the arguments). If you just loaded the file, this will be the only reference to that function in Lua. Thus, you will not be able to execute the file again. You should duplicate the function before pushing its arguments onto the stack, using lua_pushvalue to copy it. You should probably stick it in the LUA_REGISTRYINDEX table or something, so that it's value is preserved.

As I commented, you usually call luaL_loadfile at initialization time. The loaded files usually define some [global] names (or fill some slots in some global table) as Lua functions. The lua 5.2 documentation gives an example (§4 lua_call) of how to call one of them. You'll do such calls (perhaps using lua_pcall or lua_call) at appropriate places of your application, by pushing appropriate things on the Lua stack.

Related

Call into Lua from TI-BASIC

I have an nspire calculator and after writing a hash table implementation, found the BASIC environment to be a pretty offensive programming environment. Unfortunately, as far as I'm aware, it's impossible to use Lua to write libraries.
I did see that somewhere in the Lua interface you can detect variable changes so it might be possible within a file to use Lua functions, but I fear it will go out of scope if used externally.
Is there a better way to do this?
It's not impossible to write Lua libraries for a TI-Nspire. You can put the libraries code into a string, store it as a variable in TI-Basic and put the file in the MyLibs folder. Then, when you want to load your library, do loadstring(var.recall("libfilename/programstring"))(). This will load the library's code as a string from that files, compile it (using loadstring), and execute it (practicaly the same as require).
Also, about getting from controlling a Lua script using TI-Basic, depending on what you want to do, you could use math.eval("<some TI-Basic code>"). This will execute the code in TI-Basic, and return the result as a Lua value (or string). This way, you can call a TI-Basic function every once in a while, and act according to its output.

How to call a function from a lua file of a c++/lua project on interactive terminal?

I'm reading some source codes of a project, which is a combination of c++ and lua, they are interwined through luabind.
There is a la.lua file, in which there is a function exec(arg). The lua file also uses functions/variables from other lua file, so it has statements as below in the beginning
module(..., package.seeall);
print("Loading "..debug.getinfo(1).source.."...")
require "client_config"
now I want to run la.exec() from interactive terminal(on linux), but I get errors like
attempt to index global 'lg' (a nil value)
if I want to import la.lua, I get
require "la"
Loading #./la.lua...
./la.lua:68: attempt to index global 'ld' (a nil value)
stack traceback:
./lg.lua:68: in main chunk
[C]: in function 'require'
stdin:1: in main chunk
[C]: ?
what can I do?
Well, what could be going wrong?
(Really general guesswork following, there's not much information in what you provided…)
One option is that you're missing dependencies because the files don't properly require all the things they depend on. (If A depends on & requires B and then C, and C depends on B but doesn't require it because it's implicitly loaded by A, directly loading C will fail.) So if you throw some hours at tracking down & fixing dependencies, things might suddenly work.
(However, depending on how the modules are written this may be impossible without a lot of restructuring. As an example, unless you set package.loaded["foo"] to foo's module table in foo before loading submdules, those submodules cannot require"foo". (Luckily, module does that, in newer code without module that's often forgotten – and then you'll get an endless loop (until the stack overflows) of foo loading other modules which load foo which loads other modules which …) Further, while "fixing" things so they load in the interpreter you might accidentally break the load order used by the program/library under normal operation which you won't notice until you try to run that one normally again. So it may simply cost too much time to fix dependencies. You might still be able to track down enough to construct a long lua -lfoo-lbar… one-off dependency list which might get things to run, but don't depend on it.)
Another option is that there are missing parts provided by C(++) modules. If these are written in the style of a Lua library (i.e. they have luaopen_FOO), they might load in the interpreter. (IIRC that's unlikely for C++ because it expects the main program to be C++-aware but lua is (usually? always?) plain C.) It's also possible that these modules don't work that way and need to be loaded in some other way. Yet another possibility might be that the main program pre-defines things in the Lua state(s) that it creates, which means that there is no module that you could load to get those things.
While there are some more variations on the above, these should be all of the general categories. If you suspect that your problem is the first one (merely missing dependency information), maybe throw some more time at this as you have a pretty good chance of getting it to work. If you suspect it's one of the latter two, there's a very high chance that you won't get it to work (at least not directly).
You might be able to side-step that problem by patching the program to open up a REPL and then do whatever it is you want to do from there. (The simplest way to do that is to call debug.debug(). It's really limited (no multiline, no implicit return, crappy error information), but if you need/want something better, something that behaves very much like the normal Lua REPL can be written in ~30 lines or so of Lua.)

Hacking Lua - Inject new functions into built Lua

I am trying to hack a game (not for cheating though) by introducing new built-in methods and functions in order to communicate with the game using sockets. Here is a small "pseudo code" example of what I want to accomplish:
Inside the Lua code I am calling my_hack() and pass the current game state:
GameState = {}
-- Game state object to be passed on
function GameState:new()
-- Data
end
local gameState = GameState:new()
-- Collect game state data and pass it to 'my_hack' ..
my_hack(gameState)
and inside my_hack the object is getting sent away:
int my_hack(lua_State * l)
{
void* gameState= lua_topointer(l, 1);
// Send the game state:
socket->send_data(gameState);
return 0;
}
Now, the big question is how to introduce my_hack() to the game?
I assume, that all built in functions must be kept in some sort of lookup table. Since all Lua code is getting interpreted, functions like import etc. will have to be statically available, right? If that is correct, then it should be "enough" to find out where this code is residing in order to smuggle my code into the game that would allow me to call my_hack() in a Lua script.
There should be two options: The first is that the Lua built is embedded inside the executable and is completely static and the second is that all Lua code gets loaded dynamically from a DLL.
This question goes out to anybody who has a slightest clue about where and how I should keep looking for the built in functions. I've tried a few things with Cheat Engine but I wasn't too successful. I was able to cheat a bit ^^ but that's not what I'm looking out for.
Sorry for not providing a full answer, but if you can provide a custom Lua VM and change the standard libraries, you should be able to to change the luaL_openlibs method in the Lua source to provide a table with my_hack() inside of it.
Since the Lua interpreter is usually statically compiled into the host executable, modifying the interpreter in some way will probably not be possible.
I think your best bet is to find some piece of Lua code which gets called by the host, and from that file use dofile to run your own code.

I just want to call some specific function in my Lua script. How to do that?

I just want to call some specific function in my Lua script.
A simple script:
msg("hello")
function showamsgbox()
msg("123")
end
I just want to let my C app call showamsgbox() only but not to run msg("hello") beacuse it will show a msgbox when i load this script! So how to do that to keep this situation away?
PS:it is just example.sometimes i want to let users make thier own plugins in my program.but I do not want them write something outside the functions(i want to use functions to decide what to do.for example function OnLoad() means it will be run when i load it ).If there is something outside functions i cannot control them!
You can't. The script defines two variables when run: a and geta. Recall that function geta()...end is the same as geta=function()...end.
The a = 9 will be called when the script is initially evaluated in a lua_State.
If you reuse that lua_State instance, you can retrieve the function and invoke it without re-initializing a.
It seems that you want to sandbox scripts. Just give them a suitable, separate environment before running them. It may be an empty one or it may contain references to the functions you want them to use. They can write at will in their environment and it will not affect yours. Then just get the value of OnLoad or whatever user function you want to call and call it.

How to add function definition in Lua without requiring that a file be loaded?

I am using the C Fuzzy API and I want to load function module contained in a file lets say mycalculator.lua. This seem to run fine however when I later try to run another file A.lua that requires 'mycalculator' it does not work unless the mycalculator.lua file is available on the file system to reload. I am trying to just load it into the system and then have it available without having the mycalculator.lua in the file system. It there any way to have lua system keep the definition without loading it again? Basically I convert the mycalculator.lua into a string and then run it. I don't want to put mycalculator.lua file into the file system, I just want to hand it over as a string and then be able to require it in the next string I pass to the stack Thanks
There is a difference between simply executing a Lua script and loading a Lua module. If you wish to load a Lua module, then you must actually load a Lua module exactly as a script would: by calling require.
Since you appear to be new to Lua, I should probably explain this. You've probably seen code like this in Lua scripts:
require 'mycalculator'
That is not some special statement to Lua. That is a function call. It is just some syntactic sugar for:
require('mycalculator')
Functions in Lua can be called with NAME VALUE syntax instead of NAME(...) syntax, but it only allows you to send one parameter. And the parameter must be a literal (or table constructor).
In order to call the Lua require function from C, you must use the Lua stack. You must fetch the function from the global table by using lua_getfield(L, LUA_GLOBALSINDEX, "require"); Then, you push a string onto the stack containing the name of the module to load. Then, you use lua_pcall or whatever Lua function calling function to call it.

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